I feel a bit ambivalent about it, frankly.
1) It's not very well written, and a lot of aspects that are clear to me are ambiguous or badly conveyed in the text.
2) It assumes giant orichalcum and soulsteel rails, nephwracks being treated as "diplomats from a dislikedbut powerful foreign nation," and the Deathlords as pretty much their canon incarnation, all things I would strive to avoid if I were writing this today.
3) It's nearly ten thousand words spent on a Princess and the Frog joke.
I'm leaving a Hug on your post because people always do it to me when I slam my shitty old writing, so now you know how it feels.
 
This is specifically stillbirth deaths, not early infant deaths.

As i said, first week deaths are more frecuent.
Yeah.

That's looking more like it's in the 30-40% range, per this paper. That's an average though;
Roger Schofield discovered that stillbirths were recorded in the parish register of Hawkshead, Lancashire between 1581 and 1710. The overall SBR was 45 although decadal rates varied between 15 (1591–1600) and 87 (1691–1900).
Eighty-seven percent. Fucking hell...
 
Yeah.

That's looking more like it's in the 30-40% range, per this paper. That's an average though;

Eighty-seven percent. Fucking hell...
Per thousand, if I am reading this right. Not that nearly one pregnancy in ten being stillborn isn't awful, but nine in ten would be, uh, the Krogan Genophage.
 
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Just double-checking for my own sanity, what happens when you use a spirit-cutting attack to fill a ghost's health track with lethal damage? Are they permanently destroyed by default, banished to the Underworld or just temporarily discorporated?
Ghosts which get "killed" by non-spirit-killing Charms generally reform as standards spirits do, usually in the Underworld from Creation, but because they are simply Dead and driven by links to a passion and purpose, not "true" spirits relying on willpower to sustain themselves, they have to make a chance roll against going directly into Lethe before they can reestablish themselves. This gets harder as time passes and distance wears down those ties to their motivations and connections to the living or a lasting legacy.

This is the general reason why professional exorcists all walk around carrying big ghost-whacking staves and canes. If you beat up any ghost long and regularly enough, it'll eventually get the picture and just be reincarnated like anyone else.
 
Mortal Underworld communities aren't really a thing. Mortals can't eat the food of the Dead and it's not healthy down there, I think.
Actually, the 2e corebook says that mortals can totally chow down on Underworld food, as long as they don't mind being stained with necrotic Essence that will pretty much guarantee that their souls will rise as ghosts upon death, barring necromantic intervention to correct the spiritual imbalance. I'm not as certain about living inhabitants of the Underworld, but I think you could do neat things with that idea and there was definitely something in the corebook about pallid, waxen-skinned mortal Neverborn cultists who have never seen Creation's sun.

If nothing else, having there be small Underworld cultures would encourage further development of necromancy and necro-thaumaturgy, if only to explain how they deal with all the yidak. I think I had a writeup somewhere...
 
Has anyone made charm trees for Yozi made from an Infernal? I'd like to make some, but I could use some examples for how it's done
 
Has anyone made charm trees for Yozi made from an Infernal? I'd like to make some, but I could use some examples for how it's done

Are you talking about Devil-Tiger charmsets?

Those aren't very popular here. And they are too personal to use in a different game that the one that spawned them.

(There are quite a few very nice Yozi charmsets, though).
 
I am, why are they not liked?

Making a balanced and thematic charmset is a lot of work for something that you will only use once.

More importantly, it sidesteps a lot of the things that make infernals interesting. (IE, struggling to use charm tools that want to be used in a certain way, as befiting the yozi they are from, for your own ends).

(Also, they are too high Essence to actually use in play, although that particular problem can just be ignored).
 
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I assume because of the amount of work that goes into making a very personal charm set. Unlike a yozi one that can be ported from game to game you need a shit ton of work for that one infernal...and if you are playing a party of infernal devices it adds up
 
I'm more looking ahead. I've played with this group before, and I can already tell from my skimming of the fluff that one of my players will want to do this as the end of his infernal story arc. If we end up enjoying the game and playing again, I think he'd get a real kicker out of being an infernal of his old character.

On that note, are the mechanics behind it sound at least? Or is there some homebrew alternative I could use?
 
What sort of long term negative effects would probably happen to some schmuck who pulls their hun soul out?
Like if they use that necromancy spell that turns it into a hungry ghost, and forget to put it back when they are done.
 
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What sort of long term negative effects would probably happen to some schmuck who pulls their hun soul out?
Like if they use that necromancy spell that turns it into a hungry ghost, and forget to put it back when they are done.
By canon, going from the one spell that lets you do it, you lose Willpower and it eventually grows back.
 
Talking about this, is there any good source describing underworld mortal comunities?

(I am thinking to port Alhambra to Exalted for a game someday).

Actually, the 2e corebook says that mortals can totally chow down on Underworld food, as long as they don't mind being stained with necrotic Essence that will pretty much guarantee that their souls will rise as ghosts upon death, barring necromantic intervention to correct the spiritual imbalance. I'm not as certain about living inhabitants of the Underworld, but I think you could do neat things with that idea and there was definitely something in the corebook about pallid, waxen-skinned mortal Neverborn cultists who have never seen Creation's sun.

If nothing else, having there be small Underworld cultures would encourage further development of necromancy and necro-thaumaturgy, if only to explain how they deal with all the yidak. I think I had a writeup somewhere...

I'm working on something in this vein, actually. I call them Ghouls, to take up the niche of sentient corporeal undead.

Cliffs notes: Mortals can eat the food of the Underworld, but if they do it too long or spend enough time in the Underworld, they will eventually start being of it, instead of only in it, and stop being of Creation. Meaning, acquire appropriate mutations, especially 'Creature of Death', cosmetic mutations, and an inability to digest the food of Creation, less commonly assorted poisons and being hard to kill short of decapitation or burning or the chunky salsa rule and the like, that will however leave them quite drained and hungry. Also sometimes they get mental problems such as addiction to human flesh or berserk rage. So a deathlord's plot could totally be to get a city hooked on Underworld grain that only he can supply.

Meat, coming from dead creatures, can count as food of either Creation or the dead, to give Ghouls in Creation a way to survive (badly, usually. Meat in premodern societies tended to be expensive.). Exception is the flesh and blood of the living, this always counts as food of the Underworld, and eating too much of it will turn you into a Ghoul too.
This means that there's quite a few tribes of Ghouls living in Creation too, pragmatically cannibalistic hunters and fishers in the north, ritual island cannibals in the West, vampiric bat people in the East that live off of the blood of animals, sewer rats in Nexus living in places too contaminated and poisoned for anyone else surviving off feral street animals and in lean times dug-up corpses and the occasional hapless passerbys.
It also provides an interesting in-setting reason of a taboo against and consequence of Cannibalism. Besides the Hungry Ghosts, that is.

Normal 'Lesser' Ghouls are merely mutated humans, they can still exalt. They also, however, have a path to enlightenment centering on consumption and cannibalism ('Greater Ghouls'), with Lunar-alike but weaker attribute excellencies and cannibalistic face-stealing, controlled self-mutation, some mental offense, far expanded poisons, or other more exotic effects. They lose both the ability to exalt and to leave a ghost though (assuming they had the latter to begin with), as both their hun and their po fuses together into their body.
Of note also, the difference between ghoul and zombie is somewhat blurry, rule of thumb is if it's mindless and a corporeal creature of death, feel free to treat it as zombie even if it started as a ghoul that lost itself, say by being killed and rising again too often.

In the Underworld, having far less power than even the weakest ghost, most ghouls will represent something of an underclass. Still, a greater ghoul should be a match for an equal-essence ghost. There's also ghoulish animals; Vultures, wolves, giant flies and spiders, and so on.

Inspiration are the Pomegranades of Hades, Ghouls and the Red Court Vampires from Dresden Files, Dark Souls, Skinwalkers and Wendigos of native american myths, and so on.
 
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You may be getting confused with the long term negative effects of being alive. :V

They die immediately is my opinion, I mean. The Po (I assume you mean the Po, because that's what becomes a Hungry Ghost) is what gives life.

If you do mean the Hun, then the words 'vegetative coma' are relevant, I feel, because you just removed the soul that's your personality.
 
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