Aaron Peori Setting Homebrew: Necromancy, The Broken Enlightenment
Necromancy: The Broken Enlightenment

A History of Necromancy

When the Primordials forged Creation from the inchoate chaos that existed before time they forged a language of understanding with which to cooperate. This process made all things possible, time and space and life and death and all the facets of existence. The shinma were fixed by their efforts and the elements and the fabric of the Loom of Fate spun from their essence. The full understanding of this method is beyond the capability of all but the Primordials themselves, even the greatest Twilights of the High First Age could only decode the simplest arrangements of this language of will-working. This process was called Sorcery.

It was not enough.

Nobody knows who it was that journeyed through the deepest and most dangerous realms of the Underworld, who navigated the rivers that had grown impassably violent and dense that far from the sanity of Creation or who wandered the unspeakable horrors of the Deep Labyrinth to come across the tombs of the dead Primordials; the Neverborn. It is known what their goal was.

The idea was simple; scholarship of the secrets of the highest tiers of Sorcery, beyond even the Adamant Circle into the realm which the Primordials themselves used to forge all existence, was impossible because so much of it had been lost in the Primordial War. Perhaps the breaking of the Primordials into the Yozi had shattered their capacity to employ their most useful secret. Perhaps the Three Spheres Cataclysm had burned away most of its vocabulary. Perhaps the dead and sunken Primordial corpses, which existed beyond the reach of these events, could be mined for hidden secrets.

The conspiracy which cracked open the tombs of the dead yet dreaming corpse-titans and turned their fitful nightmare influence loose upon the Underworld came to be called the Black Nadir Concordant. They succeeded in finding a truth that was not contained in Sorcery, a way of manipulating raw Essence and will that defied the limitations of Sorcery. Truly it seemed they had stumbled upon the secret of exceeding even Exalted understanding and standing as peers to the ancient Primordials themselves.

They were wrong.

Long before the full understanding of what they had unleashed was achieved the practice of Necromancy had spread throughout the First Age. Mystery cults and illegal research projects began to appear faster than the Deliberative could suppress them and entire regions broke ties with the Deliberative to practice the black science openly. Horrific experiments multiplied and inflicted lasting and seemingly unhealable wounds on the geomancy of Creation. By the time of the Usurpation the true cost of Necromancy was being explored even as the Deliberative began to ponder legalizing it. Some say this was one of the more dire causes for the Dragonblooded uprising. Others claim that the continued spread of the practice throughout the Shogunate was only possible because the Terrestrial Exalted could not police it as well as the Celestial Exalted had been able to. Certainly the aberration that was Mamara's Fell was beyond any Necromantic experiment before it.

What is Necromancy?

The Black Nadir Concordant was attempting to bypass the limits of Sorcery in their explorations. In a way, they succeeded. In a far more important way, they failed utterly. Sorcery can been seen as the utilization of a system designed by the Primordials to found Creation, of which Sorcerers gain only a very limited understanding. In effect, all Sorcerers are driven slightly mad by their Initiations into Sorcery as their entire worldview is sent askew. It is said that Sorcery changes the Sorcerer as much as the Sorcerer changes the world. Perhaps an exaggeration, but one that is useful enough that it is common wisdom among the more reputable Sorcerous Academies.

In principle, Necromancy is nothing more than another form of Sorcerous initiation, much like the more common Salinian School or the Infernal Enlightenments available to Infernals and Akuma. A creature that learns a Necromantic Initiation is just like any other sorcerer. They conjure the same spells in the same manner as any other Sorcerer. The spells are twisted and distorted by the Necromantic Enlightenment in the same manner a Infernal distorts a spell through their patron Yozi's understanding of Sorcery. Whereas a Salinian Sorcerer would conjure a swarm of obsidian butterflies and Malfean Sorcery would conjure a plague of brass wasps, a Necromancer would evoke a cloud of razor sharp bone locusts. Instead of brass skin a Necromancer would transform their skin into the desiccated leathery flesh of a mummy. The Sorcerer may travel in a miniature tornado but a Necromancer is carried across the earth atop a monstrous carpet of skeletal arms that burst forth from earth in front of him, fling him over obstacles and snatch projectiles from the air. None of these aesthetic differences effect the underlying mechanical effects of the spell. Players are encouraged to come up with their own variations on these spells with Storyteller approval.

Like Sorcery, the Necromantic Enlightenment is broken up into three levels designed as Charms, available at Essence 3, 4 and 5. Colloquially these are called the Shadowland, Labyrinth and Void Circles but this is an affectation not a statement of meaning. Any creature capable of achieving the equivalent level of Sorcery can learn Necromancy of the same level with some caveats. Countermagic (or equivalent effects) of the appropriate Circle operates equivalently between the various forms of Enlightenment. An Adamant Circle Countermagic will disrupt a Solar Circle Sorcery as much as a Void Circle Necromancy, Sapphire Countermagic is equally effective against Celestial Sorcery, Labyrinth Necromancy or God-Machine Weaving and so on. Unless explicitly detailed otherwise in the Charm which grants access to Sorcery any Sorcery spell may be learned by an equivalent Necromancer and vice versa at the same level of Enlightenment. A Shadowland Necromancer can learn a version of Open the Spirit Door as easily as a Terrestrial Sorcerer can learn the Rune of Sweet Passing. Some spells will be easier or more efficacious if cast using one form of Enlightenment or another as outlined in the individual Enlightenment Charm learned but in principle there is no other limit unless spelled out by that Charm.

The primary weakness, and benefit, of Necromancy is that learning Necromancy does not actually manipulate Essence in the same way that Sorcery does. Instead it creates Resonance. It is impossible to employ Necromancy without becoming tainted by this dissonant energy. All beings that learn any Necromancy Enlightenment Charms gain a Resonance track if they did not already have one. This track starts empty but learning certain Necromancy spells earns Resonance points and certain extremely potent spells grant Resonance dots as well. Most beings do not have a way of naturally expelling Resonance. Only Abyssal Exalted can natively reduce their Resonance track, all others must do so through certain spells and rituals. These rituals are well known to the Immaculate Order and most exorcists across Creation and are difficult to perform secretly without extensive preparation. Any creature with one or more dots of Resonance is considered a Creature of Darkness, with all the penalties that entails. Because of this Necromancers are extremely secretive and rare, most Exalted consider losing access to many of their most potent Charms to not be worth it, as well it makes them a target of suspicion for their peers. Necromancy is illegal and punishable by death in both the Realm and Lookshy.

Necromancers who do not have a native Resonance track or other condition that imposes penalties for Resonance instead suffer the following effects: For every two dots of Resonance they have they suffer a -1 external penalty on rolls to regain Willpower from rest as their sleep is filled with disturbing images. The only way to regain Willpower once they have achieved 10 Resonance is to fulfill a Motivation, which tends to make Necromancers dangerously obsessed.

Infernal Exalted may never have a Resonance track or Resonance points. The very nature of the Essence that empowers them abhors and rejects such an event. Any Charm or other supernatural effect that would induce such a state that manages to pierce all other defenses the Infernal uses fails and instead causes the Infernal to gain one Limit. If the Infernal attempts to voluntarily induce a Resonance Track or Resonance points on themselves the attempt fails painfully, causing one Aggravated Health Level and one Limit dot for each such dot of Resonance they would have gained.

This obviously means that Infernal Exalts may not gain Necromancy Enlightenment (or use spells that gain Resonance or cost Resonance). However, as it is the nature of the Ebon Dragon to transgress boundaries those who study the Sorcerous Enlightenment of the Ebon Dragon may gain some limited understanding of Necromancy.

An Infernal may learn the Charm Ultimate Darkness Internalization, activating it to transform his Essence in a way that allows him to count his Ebon Dragon Enlightenment Charms as equivalent Necromancy Charms. However, he still does not gain a Resonance Track or Resonance Points. Gaining Resonance points in this state instead causes one level of Aggravated Damage and a point of Limit that may not be removed until the Infernal returns to his natural state. Effects which require the expenditure of Resonance instead cause one Aggravated Health Level and a point of Limit.

The Ebon Dragon, in his magnanimity, has made a version of this effect available to all Yozi in the creation of Akuma. Such Akuma are explicitly divorced from the Yozi's usual soul architecture and as such gain a Resonance track and Resonance points as normal for a Necromancer. These Necromantic Akuma are more dead than alive, and most Yozi see them as horrific abominations to be destroyed on sight though a few keep such experimental creatures secret for their own purposes. Rumors persist, despite all of Cecelyne's efforts, that Malfeas himself has sealed away an unspeakable monster within his most hidden vault that once might have been the remnants of his dead fetich.

The Profane Truth of Necromancy

Given the limitations and dangers of Necromancy why would one ever study it? For some, it is seen as not a choice. For almost all Abyssal Exalted, as well as a certain percentage of Dragonblooded and Lunar Exalted who have acquired Resonance by being too close to the Underworld, learning Necromancy is easier than Sorcery and the dead are easier to entreat than elementals or demons. Many mortals can not find a teacher willing to guide them through Sorcerous Initiation but Necromancers are always on the outlook for people willing to pursue knowledge or power at any cost.

The other major reason to study Necromancy is that many Necromancers seek to transcend the limits of Sorcery. The ultimate goal of many Necromancers is to defeat the fundamental laws of Creation, to defeat Death and Time. Necromancy is an act of transgression against existence, a profane rejection of the very laws of time and life. Necromancy sickens Creation, violating the established order. Whereas a Sorcerer manipulates the laws of essence in ways both expected and unexpected the Necromancer causes those laws to break down and shatter. In this way, the Necromancer hopes to undo Death.

Of course, no Necromancer has ever succeeded. If it is even possible to succeed, such a feat would need to break all of causality and destroy the Loom of Fate and murder the shinma themselves. Such insanity is not worth contemplating, but for the Necromancer this reasoning is a fiction meant to deceive. They are convinced that some experiment, some research, will allow them to bypass the laws of samsara and ascend to transcendence. In effect, Necromancy tends to attract those who have exhausted all other avenues in the pursuit of the impossible, the desperate or the mad.

Mechanically what this means is that while Necromancy is still limited to the absolute mandates of Sorcery (no effecting Celestial events without the permission of the Incarna, no time travel, no bringing back the dead) it has a lot more wiggle room than Sorcery does. However this wiggle room comes at a cost. Any effect which exceeds the normal limits of Sorcery is going to induce a point of Resonance on the Necromancer when he learns the spell, and the casting of spells which greatly violate natural law tend to accumulate between 1 to 3 Resonance (depending on the Circle) when cast. In effect this means that a Necromancy spell can be slightly more powerful than its Sorcery equivalent in terms of area of effect, duration, raw damage and so on (no more than half again as powerful if it accumulates 1 Resonance per Circle of the spell).

Necromancy that accumulates Resonance is also subject to two limitations that normal Sorcery is not. First, it is hated by the Unconquered Sun. Any Necromancy effect that accumulate Essence when learned or cast is weakened when exposed to direct sunlight, typically by about half its area of effect, duration, raw damage and so on. This effect also extends to the green light of Ligier, who hates Necromancy with a fervor that borders on madness for reasons he is unwilling to explain. This does not effect Necromancy cast in Autocthonia, the Deep Wyld, the Underworld or other places where the full light of the sun does not shine. Further, any spell of the Labyrinth or Void Circle that is cast is considered a Blasphemy effect (see Infernals, page 103) that may draw down the ire of Heaven. Such effects may be hidden if cast in a Shadowland or otherwise shielded with sufficient Trappings of Death. Frequent use of Necromancy will also permanently damage local geomancy and causality in a region, though the effects of this are best left to the storyteller and should serve more as plot device than as punishment. It would take years of high level magic to do permanent damage to a region.

One of the most frequent tools in any Sorcerer's toolkit is the summoning spell. Whether calling demons, elementals or the restless dead it is the nature of sorcerer and the necromancer to surround themselves with spirits and otherworldly beings. As with all things, the version of enlightenment you use can effect this greatly.

Most sorcerers, those who have reached enlightenment through the Salinian, Devonian or Silurian method, may summon demons, conjure elementals and call up the restless dead with the appropriate spells of the appropriate circles. Exalted sorcerers may bind demons and compel elementals, but they may not bind the spirits of the dead using normal Sorcery. Ghosts and other creatures of death are not bound by Primordial surrender oaths and thus can not be task or abissically bound. However the Sorcerous version of Summon Ghost does allow the Sorcerer to engage in the usual battle of wills; if successful the ghost so summoned must remain in the summoning circle until either the next sunrise or until the sorcerer releases it. Further the sorcerer can send it back whence it came at any time so long as it remains in the circle. Any bargain struck with the restless dead within the circle is sealed as if it were an Eclipse Oath with Essence equivalent to that needed to cast the spell. Banishment spells work as normal.

Infernal sorcerers, both Exalted and akuma as well as Infernal cultists, can summon and bind demons based on the Laws of Cecelyne (as discussed in the Infernals book). They may also conjure elementals but may not bind them, as the elementals were freed from Primordial control by the Surrender Oaths. However you may seal them within their binding circle with the usual clash of wills until the next sunrise or the sorcerer releases them. Any bargains established with the newborn elemental are sealed as if by an Eclipse Oath of Essence equal to that of the binding spell. However, they have no power over the dead. An Infernal Sorcerer may not learn Summon Ghost or higher Circle equivalents, nor do their Banishment spells effect the dead. Those who have learned Ultimate Darkness Internalization may summon ghosts in the same manner as regular sorcerers while under that Charms effects, doing so does not cause damage or Limit to accumulate. However they will be unable to conjure or oath bind elementals in this state, and any oaths they have will immediately dissolve the moment they activate Ultimate Darkness Internalization as if the Infernal had broken it.

Necromancers may summon and bind the restless dead in the same manner as most sorcerers summon and bind demons and subject to the same limits. This summoning manipulates the Resonance of the unquiet dead to twist their Motivation into one compatible with the Necromancer's binding. For the ghosts the summons feels astonishing similar to the call of Lethe and they naturally resist it, thus all ghosts resist binding instinctively even if they are otherwise friendly with the summoner. Demons may be called using the Summon Demon spells, but may not be bound. Instead if they are defeated in a contest of wills they are compelled to remain in their summoning circle until the next sunrise or the summoner releases them, and they may be banished so long as they are contained. Any bargains reached between a Necromancer and a demon will be enforced as the equivalent of an Eclipse Oath with an Essence equivalent to the minimum required for the summoning spell. Necromancers may not conjure or bind elementals. The Resonance effect is incompatible with any attempt to create life in this way.
 
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I was wondering about an E7 (extreme upper end) 2CD using Sapphire Circle Sorcery to summon other 2CDs.

As per Infernals p164, 2CDs cannot cast spells that summon demons.

(Personally I consider this to be a bit dumb - at the very least, they should be able to summon and bind the 1CD species that they make, via the "I made it" principle. Then you can introduce an elaborate and backstabbing-filled series of treaties between 2CDs to let each other summon other 1CDs under certain circumstances, and bind other 1CD under certain circumstances - so, for example, Zsofika might allow anyone Second Circle to summon and bind teodozika, but only permits favoured allies to bind angyalka. This doesn't notably buff 2CDs or sorcerers because, honestly, one extra 1CD a day doesn't really change things, and it opens up lots of fun for Infernal politics and also the hilarity of the sorcerer-trap of the sorcerer who forgets to forbid his 2CD from summoning 1CDs to aid them in the task, and suddenly you've got the task being done more effectively, but also with more demons hanging around)

I do, however, fully support the "2CDs can't summon other 2CDs" idea, as that just produces silliness - and excessive growth in the number of 2CDs a Hell-allied sorcerer might have open to them. Consider the hypothetical case where in the first month, he summons one 2CD, then in the second month, he summons one and his demon ally summons one so now there are 3 2CDs, then in the third month four 2CDs are summoned, then in the fourth month 8CDs are summoned...

... god, the Sidereals would have so much paperwork after that incident. Which doesn't even need a Celestial sorcerer - high end thaum can summon them.

No, 2CDs summoning 2CDs only results in tears. Tears and silliness.
 
Then what's stopping them from doing the same thing with thaumaturgy?

Among other things, because when you ignore the abstraction of the Degree system, each thaumaturgy ritual teaches you to summon a specific Second Circle Demon - and Oadenal's specifically tells you that the Degree system is an abstraction and that knowing a Degree does not mean that a character can just know whatever ritual they want. Yes, a few occultist 2CDs probably do know a bunch of Beckoning Rituals, but that means their character concept is probably something like "purveyor of forbidden lore" or "seller of cursed rituals". I'd suspect most 2CDs that know about such things know the ritual to Beckon themselves, so they can teach it to their cultists - and nothing else. The same limit doesn't apply to sorcery.

Moreover, when Beckoned, a 2CD can choose whether to show up or not, which further obstructs exponential attempts.

But when it comes down to it, fundamentally it's more acceptable for a few specialist occult knowledge demons to be able to use mortal cults as proxies and tools to unleash the forces of Hell (because I would look very dubiously on a Beckoning ritual for a 2CD that doesn't need a large cult of devotees for that demon as an "ingredient" along with chanting and sacrifices and all those kind of things that make a good fight scene when the PCs try to interrupt), than it is for it to be doable with the much more boring sorcery ritual for summoning 2CDs.

(One of the things I want out of background-fuelled rituals is to enforce more pageantry on demon summoning - if you have to anchor a Cult or a Demesne to summon a 2CD, that immediately suggests cool visuals of fanatical cultists or profaned ritual sites much more than the current system)
 
Then what's stopping them from doing the same thing with thaumaturgy?
Because Thaumaturgy simply gets them to you. It doesn't make them obey you. Now, if you spend a ton of time getting a bunch of disparate 2nd circles to all truly want to follow you, then enact long complicated rituals to get them on your side, then yes you can get to that end state, but that requires so much work that it's appropriate for you to be that ridiculous.
 
Because Thaumaturgy simply gets them to you. It doesn't make them obey you. Now, if you spend a ton of time getting a bunch of disparate 2nd circles to all truly want to follow you, then enact long complicated rituals to get them on your side, then yes you can get to that end state, but that requires so much work that it's appropriate for you to be that ridiculous.
Either that or your an infernal
 
(Personally I consider this to be a bit dumb - at the very least, they should be able to summon and bind the 1CD species that they make, via the "I made it" principle. Then you can introduce an elaborate and backstabbing-filled series of treaties between 2CDs to let each other summon other 1CDs under certain circumstances, and bind other 1CD under certain circumstances - so, for example, Zsofika might allow anyone Second Circle to summon and bind teodozika, but only permits favoured allies to bind angyalka. This doesn't notably buff 2CDs or sorcerers because, honestly, one extra 1CD a day doesn't really change things, and it opens up lots of fun for Infernal politics and also the hilarity of the sorcerer-trap of the sorcerer who forgets to forbid his 2CD from summoning 1CDs to aid them in the task, and suddenly you've got the task being done more effectively, but also with more demons hanging around)

Would this also extend out into the Third Circle range with elaborate treaties between the Unquestionables allowing the summoning of their Souls by allies under limited circumstances?

I'd suspect most 2CDs that know about such things know the ritual to Beckon themselves, so they can teach it to their cultists - and nothing else.

Frankly, I'd think all 2CDs know how to put together a ritual to Beckon themselves. Not innately, but given time and motivation they'd be able to put together a ritual to pull it off. Occult focused ones are probably better at it and make more efficient rituals than someone like say Octavian.
 
Frankly, I'd think all 2CDs know how to put together a ritual to Beckon themselves. Not innately, but given time and motivation they'd be able to put together a ritual to pull it off. Occult focused ones are probably better at it and make more efficient rituals than someone like say Octavian.
Since even without ES' Sorcery mod, thaum rituals do require special ingredients that are useful, it may well be that every 2CD knows a ritual to Beckon themselves, but those require specific ingredients that probably exist, but are rare, and come from specific locations, while those knowledgeable in the Occult can make new ones using different ingredients so their cults can use local ingredients that are still rare but not from other Directions to Beckon them.
 
Incedentally, Beckon 3CD is totally a thing. It's just that like every other beckoning you perform Beckon 3CD by artificially engineering the release conditions and 3CD release conditions are so finicky that's not done by dice roll but by plot arc.
 
looking at the codex of the books of sorcery....

Why did they make everything by hand? Couldn't they have made better tools to make building things easier? I'm seeing artisans creating gears the size of a fingernail with a hundred teeth by hand.

Did they ever make an explanation for this?
 
looking at the codex of the books of sorcery....

Why did they make everything by hand? Couldn't they have made better tools to make building things easier? I'm seeing artisans creating gears the size of a fingernail with a hundred teeth by hand.

Did they ever make an explanation for this?
Because thematics
 
tenfold: "huh people seem to actually like the ellogean demons you write"
tenfold: "well"
tenfold: "time to fuck that shit right up"



Utprerak, the Fastness of Shattered Suns
Sixth Soul of the Black Boar that Twists the Sky
Demon of the Third Circle


She was young once.

When the world was new and the Games a novel diversion she stood guard at Creation's borders. Hunting the demon-tigers, their servants, and fell things of the Wyld's depths. With her cannons, her lances, and her powerful, perfect limbs she tore them asunder and hurled their remains back into the nothing; casting her burning scorn upon them and crushing them beneath the weight of her casual contempt. She welcomed these ceaseless invasions for their myriad forms, their boundless, optimistic hunger was a fresh challenge in a world gone stale, for this new haven, if certainly possessed of greater amenities, paled in comparison to the raw potential of the Wyld. Like her greater self she missed the chaos dearly. Like her greater self she itched and chafed under the servitor-managed settings of this new existence. But like the Black Boar she stayed; with her kin and kind.

She is old now. One of the oldest soldiers in existence and with her kin and kind she remains. Her battle-fever long since quenched in the bloodletting of the Primordial War and youthful exuberance ground away by the slow rasp of years. Once all the Heavens trembled to hear her name. She has slaughtered hosts of Dragonblooded, broken the Sun's chosen and their moonlit mates, cast down the starblessed servants of the Maidens. She has seen her companions among Adrian's pantheon subsumed into raw spiritual matter, her dear friends caught as the Yozi's soul-structure disintegrated. It was she who wrestled Isidoros's wounded Fetich into submission, proving upon his body the futility of further struggle, for if he could not defeat her then what chance did he have against the Host? It was she who lead her fellows in delivering the Solars their bound and struggling victim, their pound of flesh: the piece of the Black Boar that could never accept imprisonment. She has lived legends beyond number, myths beyond reckoning, and it has left her... tired. Weary and exhausted. She is that sliver of Isidoros that looks not out but in, his omnipresent disdain turned against the greater whole.

Isidoros's Fetich ignores her. Electing instead to gorge himself on his spoils, madly indulging every passing whim. The Black Boar's other souls fear her, speak of her in awed undertones of myths that grow with each retelling. But the reality is Utprerak merely understands the nature of things: wallow and rut, dally with silver-haired Szorenic loves and seek your fill on a ruined land, it makes no difference. They will never be free. There will always be that itch, that catch of unseen collars and the pull of invisible chains. The only pleasure that can be found in their prison borne of self-delusion. Only an empty, hollow, sort of satiation.

The Fastness of Shattered Suns dwells in the scorching, shimmering mantle that wreathes the Antarch Stampede: an accretion cloak formed of mile high city-blocks crushed into so much rubble and drawn, smouldering, into Isidoros's gravity. She is a titanic weapons installation of ancient make. Her crystalline flanks oil-black and lurid orange; her prow wide-swept, flowing into her leagues-wide wings. Muscular tendrils as thick as Creation-bound rivers trail behind her like so many streamers, fluttering on the endless stormwinds while armored eyes shift and endlessly scan beneath crystalline plate. Often she may be seen perched, almost precariously, on the rim of Isidoros's irresistible pull. A gleaming star looming over the Boar's head. Within her vaulted guts lays arsenals of every era and hellfire batteries line her sides. All polished and lovingly maintained, cold and yet well cared for. Contempt may be her occupation but she is ever the consummate warrior and can no more deny those instincts than she can rip off her wings and dash herself against the Boar's flanks. To amuse herself she fights now and then and she trains others as it suits her. Grimly aware of the hypocrisy of her own diversions.

At times she may adopt the form of an elder woman of the South clad in shadow-threaded, glasslike armor the hue of the setting sun. Wreathed in a cloak of roiling, burning clouds. Her steel colored hair worn to the shoulders and one-half her face lined with silvery scars. The socket is filled with molten moonlight where a brave champion of Luna wrested her eye from its socket- Utprerak saluted her, slaughtered her, and took her eye as a replacement.

Notes and Abilities: Utprerak's knowledge of strategy, tactics, and personal combat is encyclopedic (indeed, she has in fits of boredom penned such treatises for Orabilis) and her record distinguished beyond all possibility. Since her imprisonment she has turned mercenary and is open to barter for her services; payment typically accepted in the form of vast vaults of mortal treasure and luxury or cadres of champions for training, but she prizes Creation-generated hearthstones for their utility. However, such is the violence buried within her that, that even in the First Age her summoning was never conducted lightly. She was and remains a self-sustaining nuclear option. A dreadnought of apocalyptic potential. And one need only look to the fallen rakshasa kingdoms of Sigiriya and Sukhothai to see the full extent of her terrible capacity.

But perhaps they needn't have worried: the Fastness of Shattered Suns may at times make a show of resistance (and certainly she is not above killing a faithless would-be master to void a contract) but in truth she does not particularly care to escape her bindings. Even were she to overcome some arrogant Celestial sorcerer and flee what would be left for her? An existence hounded by the panicked agents of Heaven? One final climactic battle with the Aerial Legion before Isidoros regenerates a lesser shadow of her skill? Treasure may at least be spent.

The Fastness of Shattered Suns may escape Malfeas when an old battlefield saint, tired of life, kneels within their sanctum and prepares to turn their blade against one final opponent. If she finds them agreeable to her sensibilities the skies will swirl orange for a brief moment, a column of coiling flesh glimpsed descending like a lightning bolt to whisk the warrior away. Such mortals are rejuvenated as demons and, more often than not, become her finest students.

Utprerak and the Althing: If you're going to do something stupid you may as well do it right. Such is the logic that guides the Fastness of Shattered Suns and dictates her participation in the Reclamation. Leave such a fragile operation to the care of her vain, half-maddened kin? Madness itself. And besides, the possibilities for self enrichment are appropriately impressive. Her care for day to day politicking is beyond minimal rather she busies herself with the nuts and bolts of coordinating a campaign. Perhaps the most hideously lopsided, internally divided, and hopeless campaign in all of Creation's history- ah, but at least it's a change of pace.





Kiraaye, A Trinity of Tattered Banners
Expressive Soul of the Fastness of Shattered Suns
Demon of the Second Circle


He appears as a sweat-soaked nightmare. Face a bone mask, framed by curving tusks. His maw a forest of glistening fangs. His hairy, leathery hide layered with scars and able turn even jadesteel blades as well as any suit of artifact armor. He is excess strength barely leashed by strained skin. Hunched, back curved beneath the weight of heavy sinews. Bulging, rippling muscle ever tensing and shivering beneath the surface. His arms are so long and large he could place his palms on either side of his cloven feet. Ragged battle standards have been sewn into his flesh. Coiled and curled about both biceps and wrapped around his waist above his skirt. These are his namesake and his tools of trade.

Brutish appearance aside his mind is quite keen and he has a ready grasp of facts and figures and all the accoutrements of accounting. Such is a necessity for his position, good clients are hard to come by in Malfeas and many attempt to scheme and scam out of raw habit. One must have a keen eye, strength of nerve, and a powerful arm to track the appropriate numbers and ensure the Fastness is paid her due and the Trinity of Banners is proud to say he is in abundance of all three. Formally he is Utprerak's Lord-Commander, the title is grandiose but in practice his role is alarmingly mundane. He is the one who handles the myriad contracts that flood in from all throughout hell. Leasing demons and materiel to this lord or that one. Supplying guards and specialists to castles and territorial disputes throughout every Yozi sphere and personally leading armies for whoever can afford his fees. Within the halls of his greater self's citadel-form there is ample space; room for academies and arsenals, libraries and hangars and even parade grounds about the spine. Only a fraction is ever in use. From this floating fortress rented warbands are dispatched aboard winged demon-craft to the varied layers.

Such an existence suits him. Like his greater self he is a creature of the battlefield and cannot imagine a lasting peace. He cannot conceive of the thing. Managing the mercenary armies of the Shattered Suns is thus a welcome task, a duty without end to sate all his needs. For his greater self it is an indulgence. A self-aware distraction. But for him it is his life's work. The only calling he has ever known and the only position he has ever wanted. Here he is a professional. A sought commodity of great purpose and tremendous prowess. His word worth more than vaults of jade, his contracts utterly inviolate. He is, if not precisely trusted, then respected and honored by enemies and allies alike (and indeed the nature of the two shifts easily, he has fought for and against nearly every infernal lord one would care to name). If he desires drink or narcotic his personal vaults are fat with blood money and campaign spoils. If he requires companionship there are many who would oblige and if they bore him he is a well known patron of the Golden Street.

Yet sometimes, in the dull roar of artificial night, he awakens in a cold sweat. He was there, at the beginning, manning the stations of the Primordial's walled garden. He saw what happened to the world-form of Adrian as Lilike fell. That titanic body distorting, torquing and imploding as its heart burned. Such an image frightens him beyond all reason and drives him to seek brawls in training rings or deliverance at the bottom of a cup.

Notes and Abilities: At the baseline Kiraaye is a thoroughly competent subordinate. He knows his worth and while he may barter he will never settle and woe betide the sorcerer who attempts to cheat him. On the field he is an unholy terror, a wrecking ball of a demon wielding a tremendous war club. In the aftermath he may quickly and accurately assess the value of varied lootables and is swift to direct his victory-glutted troops appropriately. Ultimately he is a creature far more deadly in formation than out able as he is to bless his troops with boons. By unfurling the banner about his right arm he banishes fear and kindles courage. Armor strengthens and blood sings and the ground beneath his men will break before they do. By unfurling the banner about his left arm he gathers shadows and a sweeping storm of dust. Concealing movements and masking deployment. The senses of his men become keen and their steps swift. By unfurling the banner about his waist he invokes the name of his distant progenitor and abolishes thought. Eradicating all reason beyond "I want", gathering himself and his formation into a devastating, frenzied charge as the enemy ranks dissolve into disorder. Only one may be active at any time.

The Trinity of Tattered Banners may slip between Malfeas's ribs when a mercenary company of once-noble bearing utterly collapses in the heat of battle, the result of rotted discipline and brittle morale. The troops fighting as a starving pack of selfish-curs rather than proper soldiers. In contempt he strides forth, appearing at the next campfire to claim command and set things right. Of course, like any good businessman, he never does anything for free and will claim their progeny as payment. Contaminating his troops with demonic energies and seeding mutation in their frail forms. Laying the foundation for great mercenary-clans dedicated to the Black Boar generations down the line.
 
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tenfold: "huh people seem to actually like the ellogean demons you write"
tenfold: "well"
tenfold: "time to fuck that shit right up"



Utprerak, the Fastness of Shattered Suns
Sixth Soul of the Black Boar that Twists the Sky
Demon of the Third Circle


She was young once.

When the world was new and the Games a novel diversion she stood guard at the borders of Creation. Hunting the demon-tigers, their servants, and fell things of the deep Wyld. With her cannons, her lances, and her powerful, perfect limbs she tore them asunder and hurled their remains back into the nothing. Casting her burning scorn upon them and crushing them beneath the weight of her casual contempt. She welcomed these ceaseless invasions. Their myriad forms, their boundless, optimistic hunger was a fresh challenge in a world gone stale, for this new haven, if certainly possessing greater amenities, paled in comparison to the raw potential of the Wyld. Like her greater self she missed the chaos dearly. Like her greater self she itched and chafed under the servitor-managed settings of this new existence. But like the Black Boar she stayed; with her kin and kind.

She is old now. One of the oldest soldiers in existence and with her kin and kind she remains. Her battle-fever long since quenched in the bloodletting of the Primordial War. Youthful exuberance ground away by the slow rasp of years. Once all the Heavens trembled to hear her name. She has slaughtered hosts of Dragonblooded, broken the Sun's chosen and their moonlit mates, cast down the starblessed servants of the Maidens. She has seen her companions among Adrian's pantheon subsumed into raw spiritual matter, her dear friends caught as the Yozi's soul-structure disintegrated. It was she who wrestled Isidoros's wounded Fetich into submission, proving upon his body the futility of further struggle for if he could not defeat her what chance did he have against the Host? It was she who lead her fellows in delivering the Solars their bound and struggling victim, their pound of flesh: the piece of the Black Boar that could never accept imprisonment. She has lived legends beyond number, myths beyond reckoning, and it has left her...tired. Weary and exhausted. She is that sliver of Isidoros that looks not out but in. That omnipresent disdain turned against the greater whole.

Isidoros's Fetich ignores her. Gorging himself madly on spoils, indulging every passing whim. The Black Boar's other souls fear her, speak of her in awed undertones. Her myths growing with each retelling. But the reality is Utprerak merely understands the nature of things: wallow and rut, dally with silver-haired Szorenic loves and seek your fill on a ruined land, it makes no difference. They will never be free. There will always be that itch, that catch of unseen collars and the pull of invisible chains. The only pleasure that can be found in their prison borne of self-delusion. Only an empty, hollow, sort of satiation.

The Fastness of Shattered Suns dwells in the scorching, shimmering mantle that wreathes the Antarch Stampede. The accretion cloak formed of mile high city-blocks crushed into so much rubble and drawn, smouldering, into Isidoros's gravity. She is a titanic weapons installation of ancient make. Her crystalline flanks oil-black and lurid orange; her prow wide-swept, flowing into her leagues-wide wings. Muscular tendrils as thick as Creation-bound rivers trail behind her like so many streamers, fluttering on the endless stormwinds while armored eyes shift and endlessly scan beneath crystalline plate. Often she may be seen hanging, perched almost precariously, on the rim of Isidoros's irresistible pull. A gleaming star looming over the Boar's head. Within her vaulted guts lays arsenals of every era and hellfire batteries line her sides. All cold and well cared for. Contempt may be her occupation but she is ever the consummate warrior and can no more deny those instincts than she can rip off her wings and dash herself against the Boar's flanks. To amuse herself she fights now and then and she trains others as it suits her. Grimly aware of the hypocrisy of her own diversions.

At times she may adopt the form of an elder woman of the South clad in glasslike armor the hue of a setting sun and threaded with long shadows. Wreathed in a cloak of roiling, burning clouds. Her steel colored hair worn to the shoulders and one-half her face lined with silvery scars. The socket is filled with molten moonlight where a brave champion of Luna wrested her eye from its socket. Utprerak saluted her, slaughtered her, and took her eye as a replacement.

Notes and Abilities: Utprerak's knowledge of strategy, tactics, and personal combat is encyclopedic (and, indeed, she has in fits of boredom penned such treatises for Orabilis) and her record distinguished beyond all possibility. Since her imprisonment she has turned mercenary and is open to barter for her services; payment typically accepted in the form of vast vaults of mortal treasure and luxury, cadres of champions for training, or ever-useful stockpiles of Creation-generated hearthstones. However, such is the violence buried within her that, even in the First Age, summoning was never conducted lightly. She was a self-sustaining nuclear option. A dreadnought of apocalyptic potential. And one need only look to the fallen rakshasa kingdoms of Sigiriya and Sukhothai to see the full extent of her terrible capacity.

But perhaps they needn't have worried: the Fastness of Shattered Suns may at times make a show of resistance (and certainly she is not above killing a faithless would-be master to void a contract) but in truth she does not particularly care to escape her bindings. Even were she to overcome some arrogant Celestial sorcerer and flee what would be left for her? An existence hounded by the panicked agents of Heaven? One final climactic battle with the Aerial Legion before Isidoros regenerates a lesser shadow of her skill? Treasure may at least be spent.

The Fastness of Shattered Suns may escape Malfeas when an old battlefield saint, tired of life, kneels within their sanctum and prepares to turn their blade against one final opponent. If she finds them agreeable to her sensibilities the skies will swirl orange for a brief moment, a column of coiling flesh glimpsed descending like a lightning bolt to whisk the warrior away. Such mortals are rejuvenated as demons and, more often than not, become her finest students.

Utprerak and the Althing: If you are going to do something stupid you may as well do it right. Such is the logic that guides the Fastness of Shattered Suns and dictates her participation in the Reclamation. Leave such a fragile operation to the care of her vain, half-maddened kin? That would be madness itself. And besides, the possibilities for self enrichment are appropriately impressive. Her care for day to day politicking is beyond minimal rather she busies herself with the nuts and bolts of coordinating a campaign. Perhaps the most hideously lopsided, internally divided, and hopeless campaign in all of Creation's history. Ah, but at least it's a change of pace.





Kiraaye, A Trinity of Tattered Banners
Expressive Soul of the Fastness of Shattered Suns
Demon of the Second Circle


He appears as a sweat-soaked nightmare. Face a bone mask, framed by curving tusks. His maw a forest of glistening fangs. His hairy, leathery hide layered with scars and able turn even jadesteel blades as well as any suit of artifact armor. He is excess strength barely leashed by strained skin. Hunched, back curved beneath the weight of heavy sinews. Bulging, rippling muscle ever tensing and shivering beneath the surface. His arms are so long and large he could place his palms on either side of his cloven feet. Ragged battle standards have been sewn into his flesh. Coiled and curled about both biceps and wrapped around his waist above his skirt. These are his namesake and his tools of trade.

Brutish appearance aside his mind is quite keen and he has a ready grasp of facts and figures and all the accoutrements of accounting. Such is a necessity for his position, good clients are hard to come by in Malfeas and many attempt to scheme and scam out of raw habit. One must have a keen eye, strength of nerve, and a powerful arm to track the appropriate numbers and ensure the Fastness is paid her due and the Trinity of Banners is proud to say he is in abundance of all three. Formally he is Utprerak's Lord-Commander, the title is grandiose but in practice his role is alarmingly mundane. He is the one who handles the myriad contracts that flood in from all throughout hell. Leasing demons and materiel to this lord or that one. Supplying guards and specialists to castles and territorial disputes throughout every Yozi sphere and personally leading armies for whoever can afford his fees. Within the halls of his greater self's citadel-form there is ample space; room for academies and arsenals, libraries and hangars and even parade grounds about the spine. Only a fraction is ever in use. From this floating fortress rented warbands are dispatched aboard winged demon-craft to the varied layers.

Such an existence suits him. Like his greater self he is a creature of the battlefield and cannot imagine a lasting peace. He cannot conceive of the thing. Managing the mercenary armies of the Shattered Suns is thus a welcome task, a duty without end to sate all his needs. For his greater self it is an indulgence. A self-aware distraction. But for him it is his life's work. The only calling he has ever known and the only position he has ever wanted. Here he is a professional. A sought commodity of great purpose and tremendous prowess. His word worth more than vaults of jade, his contracts utterly inviolate. He is, if not precisely trusted, then respected and honored by enemies and allies alike (and indeed the nature of the two shifts easily, he has fought for and against nearly every infernal lord one would care to name). If he desires drink or narcotic his personal vaults are fat with blood money and campaign spoils. If he requires companionship there are many who would oblige and if they bore him he is a well known patron of the Golden Street.

Yet sometimes, in the dull roar of artificial night, he awakens in a cold sweat. He was there, at the beginning, manning the stations of the Primordial's walled garden. He saw what happened to the world-form of Adrian as the White Ram fell. That titanic body distorting, torquing and imploding as its heart burned on the steps of Yu-Shan. Such an image frightens him beyond all reason and drives him to seek brawls in training rings or deliverance at the bottom of a cup.

Notes and Abilities: At the baseline Kiraaye is a thoroughly competent subordinate. He knows his worth and while he may barter he will never settle and woe betide the sorcerer who attempts to cheat him. On the field he is an unholy terror, a wrecking ball of a demon wielding a tremendous war club. In the aftermath he may quickly and accurately assess the value of varied lootables and is swift to direct his victory-glutted troops appropriately. Ultimately he is a creature far more deadly in formation than out able as he is to bless his troops with boons. By unfurling the banner about his right arm he banishes fear and kindles courage. Armor strengthens and blood sings and the ground beneath his men will break before they do. By unfurling the banner about his left arm he gathers shadows and a sweeping storm of dust. Concealing movements and masking deployment. The senses of his men become keen and their steps swift. By unfurling the banner about his waist he invokes the name of his distant progenitor and abolishes thought. Eradicating all reason beyond "I want", gathering himself and his formation into a devastating, frenzied charge as the enemy ranks dissolve into disorder. Only one may be active at any time.

The Trinity of Tattered Banners may slip between Malfeas's ribs when a mercenary company of once-noble bearing utterly collapses in the heat of battle, the result of rotted discipline and brittle morale. The troops fighting as a starving pack of selfish-curs rather than proper soldiers. In contempt he strides forth, appearing at the next campfire to claim command and set things right. Of course, like any good businessman, he never does anything for free and will claim their progeny as payment. Contaminating his troops with demonic energies and seeding mutation in their frail forms. Laying the foundation for great mercenary-clans dedicated to the Black Boar generations down the line.

I wish I could like this twice. Especially Kiraaye's escape condition.
 
Why did they make everything by hand? Couldn't they have made better tools to make building things easier? I'm seeing artisans creating gears the size of a fingernail with a hundred teeth by hand.

Did they ever make an explanation for this?
Because "industry" in Exalted follows the rules of sympathetic magic rather than earth-science. The artisan working by hand is as much a force-multiplier onto the final result as an assembly-line would be, because the Process of invention matters just as much as the materials and end-result.

In Creation, a blacksmith is equal parts practiced alchemist, ritual-worker and minor magician, because she has learned the sympathies of metal, which color of glow is the right time for striking, which ones will crack the piece under strain, or ruin the temper. She pours her life in hours and the strength of her arm as blows into bolstering simple objects like horse-shoes and door-knockers, and by the fashion of that work, it means something which cannot be replicated through an automated process.

Sure, those automated processes most certainly exist somewhere, but the materials they produce, however identical, would be as ill-fitting for a magical invention as it would be for you to try pouring coffee into a ceramic tube instead of a mug. The part which makes it capable of holding the necessary magic is not there, the "ritual" component.

This is also a large part of why Autochthonia functions the way it does on the backs of mortal laborers, because attempting to engineer a vast-scale workforce of automata simply Couldn't produce the same ritual sympathies that humanity can. The "labor" required for Autochthon to live is a measurable thing, and a required expense in the process of maintaining his systems.
 
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Because "industry" in Exalted follows the rules of sympathetic magic rather than earth-science. The artisan working by hand is as much a force-multiplier onto the final result as an assembly-line would be, because the Process of invention matters just as much as the materials and end-result.

In Creation, a blacksmith is equal parts practiced alchemist, ritual-worker and minor magician, because she has learned the sympathies of metal, which color of glow is the right time for striking, which ones will crack the piece under strain, or ruin the temper. She pours her life in hours and the strength of her arm in blows into bolster simple objects like horse-shoes and door-knockers, and by the fashion of that work, it means something which cannot be replicated through an automated process.

Sure, those automated processes most certainly exist somewhere, but the materials they produce, however identical, would be as ill-fitting for a magical invention as it would be for you to try pouring coffee into a ceramic tube instead of a mug. The part which makes it capable of holding the necessary magic is not there, the "ritual" component.

This is also a large part of why Autochthonia functions the way it does on the backs of mortal laborers, because attempting to engineer a vast-scale workforce of automata simply Couldn't produce the same ritual sympathies that humanity can. The "labor" required for Autochthon to live is a measurable thing, and a required expense in the process of maintaining his systems.
Why, thank you.

This now gives me several ideas now for a space-faring race of sorcerers, but ok.
 
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