I would imagine that the high demand for ghosts would also create incentives for the powerful necromancers who are capable of making plans for the long term to establish mechanisms that encourage the creation of new ghosts. This could take the form of everything from manipulating events to encourage destructive wars to promoting the development of social traditions that victimize segments of the population.
Not necessary, because you don't need trauma to create ghosts typically, simply strong passions, motivations and a will to hang on to life and the living, even as that tragically slips away. In most cases this simply requires high Virtues or unbreakable Intimacies, so while "avenge myself on my murderer" is a fine basis for a horror story about revenge, there also tales to be told about non-victims.

What about a family which needs their mother's care and protection, which she cannot physically manifest to give, or asking what good is a king who does not incur the loyalty of his people beyond the veil of death and beyond?
 
Not necessary, because you don't need trauma to create ghosts typically, simply strong passions, motivations and a will to hang on to life and the living, even as that tragically slips away. In most cases this simply requires high Virtues or unbreakable Intimacies, so while "avenge myself on my murderer" is a fine basis for a horror story about revenge, there also tales to be told about non-victims.

What about a family which needs their mother's care and protection, which she cannot physically manifest to give, or asking what good is a king who does not incur the loyalty of his people beyond the veil of death and beyond?
This is also a big chunk of how cities ruled by ancestor ghosts work: if you want power, then you basically have to be dead. All of the ambitious people from those cities who die will become ghosts because they really wanted to do what ever it is that they wanted to do. This means that you can absolutely have a bureaucracy of ghosts who didn't die badly: sure, some guy killed himself, but he did so because he wanted to help his family as a powerful spirit and was willing to give up his life for it, and he's satisfied that he is successfully doing so.

This is how you get stability and happiness when you are dead and constantly fighting Lethe.
 
Grave Servant
Lesser Dead
Dead by Their Own Hand or Sacrifice


A scavenger lord breaks into an ancient tomb. There is good gold and shining silver within the musty depths, but there are also row upon row of cloth-wrapped corpses weighted down with amulets and binding. Rock grates as the entrance seals behind him. The servants of the dead priest-king rise, bind him within cloth, pierce his flesh with amulets, and throttle him. Another corpse joins the endless rows.

Most men only leave spectres through pressing need or great attachment. Throughout Creation, however, powerful lords have wished servants in the afterlife that are more than a mere shade. They wish to take their favoured concubines, loyal guards and chief falconers with them. To that end, they have dabbled in wicked magics and many ways have been found to ritually kill a human in a way that twists their sense of self and forces them to leave a ghost-slave who is anchored by an irresistible desire to serve. The would-be slave is sacrificed or commits suicide after various magics and workings have been performed on them, and then they are interred within a place where deathly energies are strong like a tomb or a shadowland. Ironically, often the magics that produce grave servants are more reliable than ones which would-be thanocrats use to try to cheat death, and tombs full of servants are left with no master.

Such ghosts are seldom powerful and lack the more esoteric capabilities of many hauntings, but they are pliable and they are chained by artificial loyalty. They seldom grow strong, but they retain their skills from life - though they lose much of the context around them. A shepherd knows how to look after sheep, a soldier knows how to fight, a concubine knows the bedroom arts, but they have problems remembering their parents' names or the faces of their loved ones. Their bound and constrained corpus shows what traps them, and their withered, dried faces are peculiarly blank.

Grave servants are not 'natural' ghosts, insofar as such a concept applies to blasphemies against the cycle of reincarnation. The dark magics worked upon them are what hold them from Lethe, anchored in their ritually prepared body. Should their corpse be destroyed, the grave servant is freed from the chains that bind them, and will pass straight to Lethe unless they have found other anchors to bind them to the mortal coil.

Necromancers call upon grave servants to carry out the same tasks they were meant to perform for their kings. They are among the easiest ghosts to control, for if someone has a fragment of their body they must obey them. Many a necromancer has prized the discovery of a long-lost tomb full of potential slaves. Exorcists from the Immaculate Order detest grave servants, but to simply destroy their bodies risks awakening the vengeful hungry ghost of the king they guard.
 
Quuuuuestion that I'm sure has come up before but I can't for the life of me find it. Directed mostly towards @EarthScorpion and @Omicron since they do ze undeadz:

What's the draw of summoning ghosts over demons? What can necromancers do that sorcerers can't? No surrender oaths and ease of bulk summoning would be one I guess. And you can interrogate ghosts to find out neato shit. But I guess my question is how to make them feel /distinct/ I that makes sense?

Demons are tools. Gods are bureaucrats. Elementals are Pokemon (I really did like @Revlid's analogy for them). Ghosts are horror stories. But like...

Say I have a home that needs guarding. Why summon a ghost over the other options is what in getting at I guess. How do you make a Necromancer not feel like Pepsi to the Sorcerers coke. "We don't have Blood Apes but are skeletons okay?" Y'know?
Hm. Operating on the assumption that we're throwing out canon in favour of a best case scenario, let's check our options.

Gods, raksha, demons, elementals, and ghosts are the five main varieties of spirit that a player character can put to work, in the game. Gods and raksha can't be summoned, though the former is accessible and bribable and the latter can be bound by oaths, so they're more like allies than servants. With that in mind, we'll just consider the latter three as "servitor spirits". These are inhuman entities of sub-Exalt but above-mortal power, who can be brought forth or contacted by mortal sorcery, and conscripted directly into service with Exalted sorcery.

Our options for distinguishing these types of servitor spirits are:
  1. Setting role. Summoning a ghost or elemental is a distinct roleplaying experience from summoning a demon.
  2. Aesthetic role. Summoning an elemental or demon has a distinct "look" from summoning a ghost.
  3. Mechanical role. Summoning a demon or ghost offers different practical benefits and downsides from summoning an elemental.
In the current setup, 1) has potential but is largely underdeveloped. Ghosts manage it, though their poorly-explored mentality and relationship with the living means much of it is game-driven, but elementals are mostly just "summon a less interesting demon for 'good' people", because conscripting a member of a deliberately-engineered slave race is apparently less objectionable than enslaving prisoners of war. 2) is in much the same state, since demons can and do look like more-or-less anything, while ghosts largely look like grey people and elementals have little in the way of a uniting aesthetic beyond "made out of that element, but not like the gods, raksha, and demons who are also made out of that element". It doesn't help that demons had much stronger early development than either of the other two, which led to more later material from both writers and fans.

So assuming those two are developed in interesting ways, 3) is the real stickler. At that point, you need to decide whether you want demons, elementals, and ghosts to be "reskinned" versions of what is essentially the same utility, or be substantially different. The former is simple - just lay out the upper limits of "a servitor spirit", standardize it across all three types, and then focus on making 1) and 2) as cool as possible. An Abyssal who wants to guard somewhere summons a guardian ghost, a Solar summons a guardian demon, and beyond the specifics there's basically nothing in it. You can then use this as a balancing point for pseudo-servitor spirits, like automata.

In the latter case, you need to set out mechanical territory for each of those three types. These territories must be clearly distinct, suited to the spirit's aesthetics and role in the setting, and appropriate to the capabilities of those who can summon and bind them. If you want X, summon a ghost because they're Y. If you want A, summon a demon because they're B. These can be black-and-white limits on two spirits which the third does not possess (e.g. only ghosts can function in the Underworld), or soft tendencies (e.g. elementals have much more efficient magic for affecting the landscape of Creation), but they have to be policed harshly or the trichotomy falls apart.

Given that the former requires no further thought beyond "make ghosts and elementals cool" (admittedly already a tall task), I'll throw some ideas at the latter.

One potential difference is ease of summoning. Elementals live in Creation, ghosts live in its basement, and demons live in the county jail. Elementals are a (largely) natural part of creation, ghosts are an unexpected side-effect, demons are specifically banned. So you could always make demons the most powerful and least convenient servitor spirit. The downside being that this will have little effect on downtime summoning, and "ease of access" is already split up by the Circles needed to summon a spirit. Similarly, ease of binding is flawed because 1CDs are meant to be dirt-simple to bind, lest they fall into old, tired fantasy tropes of demon-summoning being for people with more confidence than sense.

So what about the stuff they can actually do, rather than how sorcerers access them? Well, to toss some ideas out...


Alright, first off I'd ditch Summon Elemental entirely. Elementals are the spiritual fauna of Creation, the sort of creatures that run around in Miyazaki works as background noise. They're basically Pokemon, or the kind of crazy clearly-magical animals that populate mythology, like the firebird or a kelpie. Not sapient like raksha, or in positions of authority like gods, just... weird animals with elemental "magic". They're naturally material, and most of them probably don't have a dematerialize Charm. There's not really any call for them to be summoned and bound as servants.

So just make them background material underlying Sorcery, as a mechanism. You cast many spells by calling upon elementals. Spells like Calling the Wind's Kiss, or Dance of the Smoke Cobras, Raising the Earth's Bones, or Magma Kraken should all work through elementals. Flight of the Brilliant Raptor already explicitly conjures a temporary "savage fire elemental" to perform a suicide run at an enemy. Benediction of Archgenesis should effectively be an extended roll to increase the value of an area of land, performed by a workforce of spontaneous Wood Elementals. You could have an equivalent for repopulating the land with precious minerals, using Earth Elementals.

The thaumaturgical equivalent, for mortal occultists, would be knowledge of how to attract Wood Elementals to your crops, spreading fish guts around so that the bulbasaurs who come to eat them improve the harvest with their pollen. Or stopping forest fires by offering up a portion of the forest surrounding the fire as a burnt sacrifice to the rampaging charmanders, so they become full and sleepy. Or how to account for squirtles flooding the dam you set up to divert their river.

So that's elementals dealt with by way of elimination, and we just need to split up ghosts and demons... now, there are a number of options here. You could give ghosts more subtle and indirect magic, with better access to ways influencing events while immaterial – demons should have little need of that, since they live in Malfeas, where everything's (im)material anyway, and it suits the ghostly narrative.

You could declare that ghosts are servants, while demons are tools. That is to say, ghosts started out as people, and are defined by what they care about, while demons started out as tools, and are defined by their intended role. This makes demons very good for task-binding, because you're after a specialized tool anyway – but it makes them pretty bad at branching out, or approaching the world except through their specialty. Ghosts, meanwhile, are much better at extended servitude, because they can totally understand how to deal with things outside of their passions, they just don't care. They're more flexible.

Blood apes are great bruisers, but if you order one to do something that doesn't involve bruising, it'll either be really bad at it or end up bruising someone anyway. But while you can't specifically summon up a ghost designed for bruising, you can sure as hell summon the ghost of a champion boxer – and while he might not care about anything but reclaiming his title from the man who murdered him, that doesn't stop you binding him as a bodyguard or door guardian.

Or you could exploit the fact that ghosts are tied more closely to Creation than demons. If you want to solve a murder, you can call up a waddling bat-demon who drinks memories from blood with its drinking-spear tongue, and have it taste the last thoughts of the victim... or you can conjure up her ghost and ask. If you want to learn sorcerous secrets, you can conjure a robed mantis-demon who once served as a librarian to a mortal sorcerer who was buried with his scrolls... or you could summon the sorcerer's ghost and bind him to tutor you. If you want to undermine the rule of a godblooded princeling, you can bind a flesh-weaving courtesan demon to seduce him while you spread whispers of the royal family's pollution... or you could call up the ghost of his mortal father and have him denounce his decadent son through bloody lips.

Every ghost has a direct and passionate relationship with Creation (at least until you start getting into the really old, really mad ones, who are more 2CD territory), which makes them very suited to certain roles. Conjure Ghost should be an information-gathering tool far beyond Demon of the First Circle, because while demons are good at what they do they usually have fuck-all in the way of context for it. This could also play into an alternative take on the passion vs role split – if you want a demon to guard your treasure, you need to pick out a demon designed for guarding treasure. If you want a ghost to guard your treasure, you need to summon a ghost who cares about guarding treasure, whether that's a mad old miser or a claw-handed and boneless vault guard.

On the other hand, with elementals out of the picture you could just say "ghosts for Necromancy, demons for Sorcery" and have the difference be that if a sorcerer wants a bruiser or courtesan or builder, they summon a blood ape or neomah or hopping puppeteer, and if a necromancer wants a bruiser, they summon the ghost of a bruiser or courtesan or builder. That's simple enough, and might even work out better than the alternative.
 
Alright, first off I'd ditch Summon Elemental entirely. Elementals are the spiritual fauna of Creation, the sort of creatures that run around in Miyazaki works as background noise. They're basically Pokemon, or the kind of crazy clearly-magical animals that populate mythology, like the firebird or a kelpie. Not sapient like raksha, or in positions of authority like gods, just... weird animals with elemental "magic". They're naturally material, and most of them probably don't have a dematerialize Charm. There's not really any call for them to be summoned and bound as servants.

Hmm. Presumably in this, elemental dragons are... literally dragons. In fact, they may literally be the progeny of the Gaian Dragons (this may be progeny mythology-wise, without any of the giant serpent with two backs getting involved). So, for example, the Kukla exists because Pasiap bled upon a mountain and from the stone egg of the mountain was hatched the Kukla. There's nothing of the old "evolution" thing about elementals becoming dragons. Elemental dragons have always been dragons (although young ones may be serpents, for they are imperfect dragons).

I... think I really, really like this. Not just for its simplicity, but because it's also very elegant as to why the Dragonblooded are dragon-blooded. If the elemental dragons are the progeny of the Gaian Dragons, then they're the siblings of the Dragonblooded, and draconic imagery for the Dragonblooded is something I've always felt is a bit underplayed with them [1]. That resolves all the mess of "Gaian Dragons, Elemental Dragons, Immaculate Dragons and Dragonblooded" in a really clean way, too.

To put it in nWoD terms, elemental dragons are the Firstborn, and Dragonblooded are the Uratha.

(Oh man, and then you can have Dragonblooded calling on ancient bonds of kinship and riding elemental dragons to battle, which is a sign of trustworthy and responsible and honourable Dragonblooded, not like those suspicious sorcerers and their very pretty wasps.)

[1] They're greedy, prideful, arrogant, massively destructive and pillage the countryside to enrich themselves. And also capture barbarian princesses and princes and chain them up on giant piles of gold, goddamnit House Cynis.
 
Hmm. Presumably in this, elemental dragons are... literally dragons. In fact, they may literally be the progeny of the Gaian Dragons (this may be progeny mythology-wise, without any of the giant serpent with two backs getting involved). So, for example, the Kukla exists because Pasiap bled upon a mountain and from the stone egg of the mountain was hatched the Kukla. There's nothing of the old "evolution" thing about elementals becoming dragons. Elemental dragons have always been dragons (although young ones may be serpents, for they are imperfect dragons).

That works quite well, yes. It's certainly far more accessible and mythic than random elementals doing push-ups so hard they spontaneously turn into dragons, and then turn into better dragons, and then go crazy (also the elementals don't actually have anything to do with the elemental dragons lololol).

Though given I'm comparing elementals to Pokemon, I certainly wouldn't ditch the evolution angle entirely. Indeed, it's a vital hook for interacting with them. It lets a player take the little cracklefly that they adopted in the first session and nurture it in an Air-aspected manse of copper and glass until it finally splits the sky as a mighty thunderbird. It adds some urgency to divine culls and restrictions of elementals, if they know that an elemental under the right circumstances can develop into something like Mother Bog or the Gemlord Collective or Hidalgo Hurrakan, all of whom are very powerful, very sapient, and very disinterested in being told what to do.

If you've read the Codex Alera, then Garados and Thana Livia are the sorts of entities I'm thinking of. The kind of wind that needs actively battling by local wind gods, the kind of mountain which is kept on a leash by the withered sorcerer who lives at its peak. Personified landmarks and meteorological phenomena, like a firestorm of embermanes that sweeps across the plains of Gobbila every other summer, led by the two-headed, eight-legged stallion Aaghur, who has brought the terrestrial court of that land to despair with his untameability.

It also helps add some desperately needed flavour to the elemental marches, which currently dissolve into raw – and largely ungameable – elemental landscapes, if you can instead assert that it's the presence of these greater elementals, occupying Creation's outer reaches to avoid heavenly oversight, which is the root cause of such an environment. It also explains the elemental courts, which at the moment exist as nothing more than a pointless mirror to the terrestrial courts which exist as a local gods' network – of course such creatures would gather and dominate lesser elementals into herds, coteries, hunting packs, or gangs. It even gives some more context to the work of terrestrial courts, and what happens if (when) they neglect it.


Another option I once floated for "Lesser" Elemental Dragons was to make them the privateers to the Greater Elemental pirates, the Shichibukai of the Wyldmarches (to borrow the imagery of One Piece). The Directional Censors are all Greater Elementals who accepted the yoke of becoming Lesser Dragons, hunting down their former kin in exchange for a divine salary, a Celestial Manse, a heavenly pardon, and a shiny new mantle which shapes them into a dragon. They're still treated like second class citizens or mad dogs on a leash, and face enough scorn from their own kind that most of them simply become a classier kind of criminal – not that this is anything but background noise against the corruption of Yu-Shan.

Under this model, Kukla would be a singular entity – a Lesser Dragon whose frustrated ambition drove him totally mad, until he'd devoured enough powerful elementals to become a vast and swollen monster that burrowed its way into Mount Meru to try and consume Pasiap itself. Now he's locked away in the depths of Creation as a warning, both to complacent gods and ambitious elementals, and as a last-resort weapon that a number of new gods are certain they could keep control of, were it unleashed on the enemies of Creation.
 
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Given I'm comparing elementals to Pokemon, I certainly wouldn't ditch the evolution angle entirely. Indeed, it's a vital hook for interacting with them. It lets a player take the little cracklefly that they adopted in the first session and nurture it in an Air-aspected manse of copper and glass until it finally splits the sky as a mighty thunderbird. It adds some urgency to divine culls and restrictions of elementals, if they know that an elemental under the right circumstances can develop into something like Mother Bog or the Gemlord Collective or Hidalgo Hurrakan, all of whom are very powerful, very sapient, and very disinterested in being told what to do.

Ah, yes, I specifically mean the "elementals turn into dragons" bit of evolution.

Obviously when your Solar hunts down and tames a fire-horse Ponyta, they nurture and raise it until it becomes a Rapidash and from thereon in into a pyroclastic-flow steed whose charge reaps a regiment of mortals. Or whatever. But the dragons are their own breed of elemental - indeed, they're arguably Gaian-blooded elementals.

(And as an added bonus, you can get rid of a lot of Lookshy's flying craft and just give them First Age dragon-armour made from super-light alloys and essence-lances to be carried by dragonriders)
 
(And as an added bonus, you can get rid of a lot of Lookshy's flying craft and just give them First Age dragon-armour made from super-light alloys and essence-lances to be carried by dragonriders)
I miiight steer away from that specifically, partly because dragon-mounts is a thing Sidereals have, but more because "dragon rider" is the sort of Western fantasy literature idea that Exalted tries to avoid, even when it's executed in a unique fashion.

Besides which, Eastern dragons aren't typically the sort of thing you ride... though hardly anyone rode dragons in actual mythology, anyway. The only example I can actually think of is White Horse from Journey to the West, who literally transforms into a horse as penance for eating the steed of an agent of the Buddha.

Anne McCaffrey has a lot to answer for.
 
I miiight steer away from that specifically, partly because dragon-mounts is a thing Sidereals have, but more because "dragon rider" is the sort of Western fantasy literature idea that Exalted tries to avoid, even when it's executed in a unique fashion.

Besides which, Eastern dragons aren't typically the sort of thing you ride... though hardly anyone rode dragons in actual mythology, anyway. The only example I can actually think of is White Horse from Journey to the West, who literally transforms into a horse as penance for eating the steed of an agent of the Buddha.

Anne McCaffrey has a lot to answer for.

Fair enough. Honestly, I was just pushing the idea for purely game reasons - namely, Ride needs love and more than love, it ideally wants to be put in a nice central bit of the setting so people go "I want my character to use Ride to be cool, I want to ride a mythological beast!" in place of "I want to start with a Warstrider!".

And "Dragonblooded are often dragon-riders" seemed like a good idea, especially since the dragons would be immune to their animas.
 
Fair enough. Honestly, I was just pushing the idea for purely game reasons - namely, Ride needs love and more than love, it ideally wants to be put in a nice central bit of the setting so people go "I want my character to use Ride to be cool, I want to ride a mythological beast!" in place of "I want to start with a Warstrider!".

And "Dragonblooded are often dragon-riders" seemed like a good idea, especially since the dragons would be immune to their animas.
Why go with dragons specifically? If they have the kind of ride charms that let them tame highish enlightenment elementals, firebirds and the like would be just as ridable and much more common. Sure, the generals often ride around on dragons as conspicuous consumption, but most dragon blooded who want to ride an elemental should have more tamable and less rare mounts than dragons (up until Enlightenment 6 and a few more centuries of contact building).
 
Look, as far as I'm concerned the best Dragonblooded mounts were written years ago by Revlid.
Rider of the Elements
Cost:
10m, 1wp; Mins: Ride 5, Essence 4; Type: Simple
Keywords: Combo-OK, Elemental, Obvious, Touch
Duration: Indefinite
Prerequisite Charms: Dance of the Jade Bridle
Once aligned with the Solars, the Dragonblooded now ride forth at the behest of phantom powers that control their Realm behind a false facade. Soon, the time will come for them to choose their own destiny, a genesis reborn. Until then, they are the riders of the storm, one with the wind, defenders of Creation! This Charm may be used to target any persistent mundane environmental hazard that resonates with the Dragon-Blood's aspect. For a Wood Aspect, this might be a cloud of toxic smog, a triggered wooden trap, or an acid bath, while a Fire Aspect could target a bonfire or lava flow, an Air Aspect could target a thunderstorm or blizzard, an Earth Aspect could target a sandstorm or avalanche, and a Water Aspect could target a whirlpool or flood. The Dragon-Blood reaches out and touches the hazard, which coalesces beneath and around him, lifting him up off the ground and acting as his mount. The hazard now has a radius of (Essencex2) yards, centred on its Dragon-Blood rider, who is completely immune to its dangers (and the dangers of any further iterations of that hazard) while riding it. The hazard carries its rider exactly as he wishes, as though it had a control rating of 2, and has a move rate of (Trauma+[Dragon-Blood's Essence]) yards, and a jump distance equal to its rider's. It hovers or flows one yard off the ground, but otherwise moves as a mundane, terrestrial mount; requiring further Ride Charms to fly through the sky, for example. It is immune to damage, being vulnerable only to the normal things that might suppress it as a hazard; large amounts of water would extinguish a bonfire-mount, for example.

By default, the hazard-mount dissipates (Essence) ticks after the rider dismounts, though he may avoid this by remaining in physical contact with it, and a further Charm exists to allow it to exist independently or be loaned out to other Terrestrials. If one hazard is maintained as a mount for too long (a matter of decades), the shapes that occasionally roil within it will become ever-more distinct and common, until it awakens into a weak elemental of the appropriate element, bound to the will of the Dragon-Blood and his family.
(Per recent discussion, this probably allows Dragonblooded to birth new Elementals to act as their mounts, which is in turn touted by the Immaculate Doctrine as evidence of the Dragonblooded's status as Princes of the Earth, immutably tied into the nature and ecosystem of the world, wielders of the fire and fury of Creation itself)
 
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Necromancers call upon grave servants to carry out the same tasks they were meant to perform for their kings. They are among the easiest ghosts to control, for if someone has a fragment of their body they must obey them. Many a necromancer has prized the discovery of a long-lost tomb full of potential slaves. Exorcists from the Immaculate Order detest grave servants, but to simply destroy their bodies risks awakening the vengeful hungry ghost of the king they guard.

Oh my, what a coincidence; that seems like a potential adventure for young Dragon-Blooded who can go into the grave and battle the Dead king and his foul, blasphemous servants bound to a false imitation of life by dark magics.

I'm certain that they were not designed with something like that in mind, and I am most certainly unique for discovering such a plot hook. :V
 
Look, as far as I'm concerned the best Dragonblooded mounts were written years ago by Revlid.

(Per recent discussion, this probably allows Dragonblooded to birth new Elementals to act as their mounts, which is in turn touted by the Immaculate Doctrine as evidence of the Dragonblooded's status as Princes of the Earth, immutably tied into the nature and ecosystem of the world, wielders of the fire and fury of Creation itself)
dear god that's so old and overcomplicated
 
dear god that's so old and overcomplicated

On the subject of old charms , I was wondering whether you ever considered updating the homebrew charms in this document ([Exalted 2e] 30 New Kimbery Charms) to better reflect the continuing development of new Kimbery charms on this forum. While these charms are certainly very thought provoking I believe that they could greatly benefit from being revised to better coexist with the Kimbery charms in the Book of Ten Thousand Scorpions and the new Akuma paradigm that was developed for Kerisgame.
 
On the subject of old charms , I was wondering whether you ever considered updating the homebrew charms in this document ([Exalted 2e] 30 New Kimbery Charms) to better reflect the continuing development of new Kimbery charms on this forum. While these charms are certainly very thought provoking I believe that they could greatly benefit from being revised to better coexist with the Kimbery charms in the Book of Ten Thousand Scorpions and the new Akuma paradigm that was developed for Kerisgame.
Several of them have, in fact, been rewritten. You will notice that Keris has Pelagic Muse Artistry, Mother of Monsters and Great Mother's Wame on her sheet.
 
If we're bringing up @Revlid's old stuff, then I'll go ask for clarifications regarding the Directed Crafting Revision.

1) Is it reasonable to assume that planning the artifact to be created is part of the process of detailed in the "Works of Glory (artifact crafting)"? Or is it separate?

2) With regards to the crafting revision and your SWLiH Revised charmset interactions, since parts of Tool-Transcending Constructs is already folded in the Revised Mind-Hand Manipulation, is it reasonable to say that the 2nd repurchase of Mind-Hand Manipulation also turns the workshops and tools into perfect quality implements?

3) And lastly, is it reasonable to put Infinite Co-operative Harmony behind both Mind-Hand Manipulation and Crystal Facet Thoughts?
 
On the subject of old charms , I was wondering whether you ever considered updating the homebrew charms in this document ([Exalted 2e] 30 New Kimbery Charms) to better reflect the continuing development of new Kimbery charms on this forum. While these charms are certainly very thought provoking I believe that they could greatly benefit from being revised to better coexist with the Kimbery charms in the Book of Ten Thousand Scorpions and the new Akuma paradigm that was developed for Kerisgame.
You can find some in my sig.
 
If we're bringing up @Revlid's old stuff, then I'll go ask for clarifications regarding the Directed Crafting Revision.
ooooooold

(scion 2e will have good crafting rules I swear)

1) Is it reasonable to assume that planning the artifact to be created is part of the process of detailed in the "Works of Glory (artifact crafting)"? Or is it separate?
"upon successfully crafting an example of a given item, a character is automatically considered to have obtained complete existing plans of it for any future attempts"

2) With regards to the crafting revision and your SWLiH Revised charmset interactions, since parts of Tool-Transcending Constructs is already folded in the Revised Mind-Hand Manipulation, is it reasonable to say that the 2nd repurchase of Mind-Hand Manipulation also turns the workshops and tools into perfect quality implements?
In that context, yes. In actual terms, I'd say ditch the tool rules entirely. They're poorly-conceived dice-grubbing.

3) And lastly, is it reasonable to put Infinite Co-operative Harmony behind both Mind-Hand Manipulation and Crystal Facet Thoughts?
Largely redundant with Final Ultimatum Shintai. The first purchase could be put behind Unshattered Tongue Perfection (x2), but that's it.
 
Well, that makes me a bit more interested in the thing.

If I remember right, Neall Raemonn Price is heading it up...is there a complete list of writers anywhere?

I'm curious about exactly how Exalted-y the staff is.
 
If you've read the Codex Alera, then Garados and Thana Livia are the sorts of entities I'm thinking of.
Total psychos, you mean?
Look, as far as I'm concerned the best Dragonblooded mounts were written years ago by Revlid.
Okay, I always knew Revlid was mah boi anyways, but Revlid, that song and that link have firmly established to me that you are my boy! (Yes, even more so than Guzma)
 
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