But a necromancer is someone who commands, controls and interacts with the Dead here. So they fuel their spells with necrotic essence, they use ghost Allies and Followers to fuel effects, and they learn spells for summoning the Dead, entering the Underworld, and so on. Yes, that means that quite a few sorcerers might dabble in necromancy - although some them will insist they're "just exorcists" and they learned Banish Ghost and Call Ghost to help put spirits to rest.

so learn a lot of spell-versions that require Underworld linked backgrounds. If you cast most of your magic with elementals - well, for one you need to explain how you're using elementals for Call Ghost and other effects like that, because the background has to be in-theme for the spell. But assuming you're very good at arguing that, you're going to look like someone who's constantly followed by elementals and who has holdings in the wild woods - and who also calls up Dead things, which is probably going to tarnish your reputation.


In this version what would make a necromancer play differently from say a demonologist? Sure the essence of the manse is different, but they still have to grab a manse. They both are followed by a coetiere of allies, and they both cast the same spells.
 
In this version what would make a necromancer play differently from say a demonologist? Sure the essence of the manse is different, but they still have to grab a manse. They both are followed by a coetiere of allies, and they both cast the same spells.

Just about everything and it depends on what part of creation you are in.

Ghosts and Demons are massively massively different... for example in many nations one could operate openly as a necromancer without being hunted. You don't need to hide your knowledge as you gently call up the victims ghost to identify their killer, before sending them to Lethes cold embrace. Many might seek you up to have final words with a dearly departed love one, or so they could get the blessings of the ancients for their upcoming actions. In many ways, you've got a greater knowledge base, since while they might be distorted, Ghosts still live in the same place as everyone else, and their knowledge can aid you in protecting that they once protected.


A demonologist on the other hand is that creepy guy who lives on the outskirts and often ends up getting burned as a witch. Everything they summon and call upon is an alien affront to the world, they do their best work when surrounded by a pack of ravenous beasts that might suddenly turn and destroy everything they love, and they seemingly have very little beneficial use to the surrounding society.
 
In this version what would make a necromancer play differently from say a demonologist?

Mechanically none of the Initiations would be different except for the Backgrounds its considered suitable to tap for spells and workings. That's the point, to reduce the amount of houseruling you have to do by creating a coherent and balanced set of appropriate tiered Sorcery effects and hot-swapping them over between splats without having to worry about breaking the game or commbinatorial hell.

The major difference would be that certain Backgrounds are appropriate for a Black Nadir Necromancer or a Salinian Sorcerer and thus while mechanically the spells would not necessarily be different the characters would have different goals and plans and incentives. The Necromancer spends his time doing forbidden experiments in black manses surrounded by armies of the undead like the villain of a Resident Evil game and the Salinian spends her time communing with nature and befriending pokemon elementals and lesser spirits and otherwise acting like a Miyazaki heroine.
 
Last edited:
An interesting emergent mechanic of this take on Sorcery is that Infernal Sorcerers who also go heavy into Pantheon Heresy are likely to have near-unique spells tapping into their souls, simply because Ally (3CD level subsoul) is a thing.
 
That runs into the same fact of having to write 'This particular Infernal Only' charms which is a bit of a issue for Infernal Heresy already. That being said, in this particular instance I would think its less about having unique charm, though with GM approval you could totally do it, but the fact that as a Infernal moves towards realising their existence as a infant Primordial...they can, as you said, use their 3rd circle demons as 'Resources' to channel their spells.

Of course there probably should be effects of this, some kind of tell in how your sorcery 'looks' and how you 'act' as you become move further and further away from Humanity to the point that you are fuelling spells yourself. I forget the spell, but there was a charm/spell in ES's home brew about how at certain points the Infernal's mere presence and a flared anima would send the Loom reeling, and maybe something similar happens here.
 
That runs into the same fact of having to write 'This particular Infernal Only' charms which is a bit of a issue for Infernal Heresy already. That being said, in this particular instance I would think its less about having unique charm, though with GM approval you could totally do it, but the fact that as a Infernal moves towards realising their existence as a infant Primordial...they can, as you said, use their 3rd circle demons as 'Resources' to channel their spells.

Of course there probably should be effects of this, some kind of tell in how your sorcery 'looks' and how you 'act' as you become move further and further away from Humanity to the point that you are fuelling spells yourself. I forget the spell, but there was a charm/spell in ES's home brew about how at certain points the Infernal's mere presence and a flared anima would send the Loom reeling, and maybe something similar happens here.
Mechanically actual spells would probably be tweaked versions of existing ones. I mean, if Keris is going to throw an SCS nuke spell running off of Haneyl's fire and Ally (Haneyl) it's going to look a whole lot like Total Annihilation, possibly to the point of there being no actual mechanical difference.

Also if you're using Pantheon Heresy in a game there's already a shitton of homebrew flying around so that's somewhat less of an issue.
 
Quite a while ago, I wrote up a set of souls for Metagaos. And I just realized that I should've posted them here. This is, after all, demon central.

A brief warning for people used to the Revlid/EarthScorpion version of Metagaos: mine's different. I have Metagaos as one of the least human Yozis, closer to a plant or a virus than to an animal. Probably doesn't talk, doesn't have emotions or desires as humans understand them. Maybe doesn't have any kind of consciousness. Just endlessly seeks to grow and consume. Think of the scramblers from Blindsight.

If you want me to explain/defend that choice, I can, but for now I'll just show you the goods.

Second Soul: Descolada, First Among Diseases

Descolada is the source of all disease.

In the time before Creation, Descolada was a strange thing that entered into the souls of the Titans and used them as hosts to ensure its continued spread. It was seen as a pest by the Titans, but since it never truly threatened them it was allowed to live.

During the creation of Creation, Descolada ensured that other things like it would come into being. And those things were called viruses.

Descolada is both a virus and the sovereign ruler of all viruses. When Descolada infects a region, it reshapes all life there into vectors for its own spread. It reconstructs whatever ecosystems it finds to suit its nature. If left unchecked, it could convert Creation into a part of Metagaos.

Descolada has no regard for humans, but so far as viruses are concerned Descolada is kind and caring. It believes that life exists to give viruses somewhere to live.

Third Soul: Vord, Queen Of The Swarm

Vord is a swarm of several trillion insect-monsters, and the mother to that swarm.

Metagaos treats Vord as a weapon, keeping her imprisoned until he needs an enemy destroyed. Then he releases her, and her swarm-body sweeps over his enemies like an unstoppable tide. It consumes and assimilates everything in its path, constantly growing and adapting to crush all threats.

Vord's queen-body is humanoid, but clearly an insect. She is cruel and hateful, since her defeat in the Primordial War has coloured her cold logic with bitter rage. She refuses to accept responsibility for that defeat. Instead she blames the rest of Hell and attempts to kill the other souls of Metagaos as revenge for her failure.

Vord is Metagaos's greatest general. Her armies are limitlessly large and she commands them with brutal efficiency. And so she is kept alive despite her antisocial behaviour.

Fourth Soul: Kaiju Bhole, World-Devouring Worm

Kaiju Bhole is a fifty-kilometre-long monster. He eats worlds.

During the time before Creation Kaiju Bhole was truly feared. He extinguished thousands of feeble Raksha worlds in the Wyld, consuming them like popcorn.

During the Time Of Glory Kaiju Bhole was truly feared. It was his mission to eat Creation. He was a constant scourge, a monster that sought only to destroy the world.

During the Primordial War Kaiju Bhole was truly feared. He was the most powerful being in Metagaos's armies, and nobody knew when he would next appear from beneath the ground.

But since the First Age Kaiju Bhole has been quite well behaved. He is a firm believer in the moral value of power, and when the Exalted defeated him it proved to him that he would have to treat humans with respect. So he tries to behave well towards humans. Unfortunately he doesn't really understand anything less than a kilometre wide. But he tries.

Fifth Soul: Saturno, Self-Perfecting Entity

Saturno is what he eats. Which is mostly people, these days.

To eat something is to integrate it into yourself. So it stands to reason that if you want to be perfect, you need to eat perfect things. And Saturno really really wants to be perfect.

So he travels Malfeas, searching for things to eat. Sometimes he finds a demon with a good set of eyes, or a strong skeleton, or beautiful skin, or some other impressive body part. When that happens Saturno kills the demon and eats the impressive part, adding it to himself.

But Saturno is old, and he can't improve much more by that method. His body is already as close to perfection as demon-eating can take him.

So he's set his sights on the Exalted. When he eats the heart of a living Celestial Exalt, he can integrate their Exaltation into himself. And so he once made it his goal to lure all 700 Celestials into Malfeas in order to kill and eat them all.

But then Saturno discovered that if an Exaltation inside of him notices a worthy host it will rip its way free of his body and travel to that host. So now Saturno seeks to retrieve and consume fragments of the Jade Prison, which he believes will let him imprison Exaltations.

Sixth Soul: Solanum, All-Encompassing Rot

Solanum is an incarnation of decay. All that it touches rots away to nothing.

Solanum's body is a small pool of black liquid. The pool is surrounded by a dead zone, a piece of Primordial flesh suffering from the cosmic equivalent of gangrene. The dead zone is slowly expanding as its touch kills Malfeas bit by bit.

Demons generally avoid the dead zone, since touching it draws its death into you. Anyone who walks within the dead zone begins to decompose, and for the rest of their existence their touch will spread the rot of the death zone. As will the touch of whatever they touch, and so on. The only cure is fire.

Recently, an Abyssal of the Moonshadow Caste has been spotted inside Solanum's dead zone. Rumour has it that the Abyssal seeks permission to take some of the liquid from Solanum's body, for use as a weapon against Creation.

Solanum is an apathetic being with few real emotions, but even it must feel lonely sometimes. It's brilliantly intelligent and has nobody to share its thoughts with. So it's distressingly possible that the Abyssal will befriend Solanum. Which would be very bad; a single droplet of Solanum can inflict a constantly-expanding blight upon an entire region. And the less said about what Solanum does to those who drink it, the better.

Seventh Soul: Moran, Mother Of Microbes

Moran is the demonic progenitor of microbial life. The microscopic spore-creatures that make up her body can be found on every surface in Malfeas, but they're generally ignored because they're so small.

Moran didn't really notice the Primordial War. She was busy managing the world's bacteria, blessing their tiny lives and answering their tiny prayers. The Primordial War was too big for her to pay much attention to. And so even today she continues to live the same way. She takes care of bacteria in both Malfeas and Creation, and advises those gods in Yu-Shan whose purviews relate to her domain. So far, Yu-Shan has found her to be helpful and trustworthy.

Moran has no real ambitions beyond taking good care of her children. Left to her own devices she would be a benevolent force. But she is Descolada's sister, and she works to protect and support her brother even when he kills millions with his plagues.

Actually, she finds it confusing that people are so bothered by plagues. She just doesn't understand why humans are so bothered by death. You live and then you die. Then something eats you and your life is subsumed into that of another creature. That is how it is and how it should be.

Moran is a living testament to that principle, since she isn't exactly a single cohesive entity. She's more like an ecosystem of microscopic gods that constantly merge and split as they kill and consume and have sex with one another. At any given time part of her is dying and another part is being born. But this is trivia; for the most part she acts like a unified being.

Eighth Soul: Caulder, Shaper Of Life

Caulder is a scientist and a bureaucrat. It's his job to optimize the processes by which Metagaos operates.

An ecosystem can be regarded as a complex machine designed to extract energy from the environment for the use of its apex predators. Metagaos is the ultimate apex predator, and Caulder exists to design ecosystems that serve the Yozi well. He enjoys his work immensely; it provides constant fuel for his curiosity, and he's very proud of the life-forms and the environments that he has shaped.

Caulder appears to be a very unhealthy human man, stick-thin and covered in bulging tumours. His gaze is disturbingly intense, and he talks constantly about how the world around him could be improved. He is fascinated by scientific trivia and loves to talk to knowledgeable humans. When he's impressed with a human he will often offer to "improve" them by modifying their body.

Caulder's blood consists entirely of nanomachines and engineered microbes. His internal ecosystem is perhaps his greatest creation, and he uses the organisms in it for everything from combat to cooking.

Caulder rarely interacts with Creation because he's very busy with his own affairs. But he was often summoned during the First Age for his skills as a doctor and genesis engineer. A surprising number of creatures across Creation bear the marks of his work, and there are rumours that he was occasionally called upon to shape societies the way he shapes ecosystems.

Ninth Soul: Komatsu, Garden Of The Gourmet

Komatsu is a forest of sorts. She serves as Metagaos's primary food source.

Plants are at the foundation of every ecosystem. They take in sunlight and use it to grow, converting useless sunlight into useful chemical energy. Without that chemical energy, animals would have nothing to eat. Komatsu reflects this in her being; she absorbs Essence from the world around her and uses it to create plants that nourish her progenitor.

Komatsu's plants are a form of art for her. She works and works to express herself through them, and is never satisfied with the results. No matter how beautiful and delicious her plants are, they're never quite beautiful and delicious enough. And whenever she creates something that she's even slightly happy with, Metagaos comes and eats it. This fills Komatsu with impotent rage.

Komatsu is a deeply depressed being, and for good reason. She hates her Yozi. Her art never meets her own ridiculous standards. Lesser demons, including her own souls, treat her like a restaurant. The Essence of Malfeas, her source of food, is polluted and disgusting. She was happier before the War, but even remembering that is painful for her. It was the betrayal of Gaia, who Komatsu once idolized, that led Komatsu to her current state.

Komatsu has a plan, though. She's allied with a Lunar of the Silver Pact, who aids her in exchange for wondrous plants. Together with her Lunar ally she plans to find a Solar or Infernal who will summon her into Creation indefinitely.

Tenth Soul: Ozymandias, King Of Kings

Ozymandias is the king. Bow down to him.

Few Third Circle Demons are interested in ruling pieces of hell. Few of them have any need for subjects. Ozymandias is one of those few. Conquest is a compulsion for him; he is psychologically incapable of not expanding his empire. If the size of nation stagnates, if he is unable to integrate anything new into his holdings, he suffers from seizures and psychotic fits.

Ozymandias is driven ultimately by a desire for personal glory. He is connected to his kingdom on a deep metaphysical level, and by growing his kingdom he grows closer and closer to attaining perfection.

Ozymandias doesn't especially enjoy violence and prefers to conquer through diplomatic or economic means. But he recognizes the value of the military, and alone among the souls of Metagaos he actually likes Vord. She in turn rarely tries to kill him, and this has led to a rumour that they plan to marry. Most other demons outside of Ozymandias's empire regard him as a threat, and every once in a while Metagaos's fetich annihilates the empire of Ozymandias to keep it from growing out of control.

Ozymandias's dreams are not confined to Malfeas. He often appears to mortal rulers in dreams, offering them power and glory if they agree to be his vassals in Creation. Those who accept are given crowns of burning wood. The burning crowns of Ozymandias are powerful Artifacts that make it very hard to defy their wearer, but anyone who wears one will eventually develop delusions of omnipotence.

Eleventh Soul: Ma Yuan, The Butcher

Ma Yuan is a short fat person of unclear gender. Ma Yuan seems harmless at first glance, but in truth it is one of Hell's most dangerous demons.

Ma Yuan is Metagaos's chief craftsman. It is primarily a cook, as befits a soul of the All-Hunger Blossom, but its expertise extends to anything made from organic material. Most of Hell's best living technology was made by Ma Yuan.

What makes Ma Yuan dangerous is its habit of killing things in order to obtain materials with which to make meals and machines. Ma Yuan regards all life as raw material, and though Ma Yuan is generally pleasant company it has absolutely no compunctions about killing and maiming in pursuit of its craft. When inspiration strikes it, it will stop at nothing to fulfil its creative vision.

Once a century Ma Yuan opens a fair in which it sells its creations. This fair is one of the most anticipated occasions in Malfeas, and occasionally one of the Yozis attends it in person. It lasts a week, and during it Ma Yuan never initiates violence. Unfortunately the fair is always preceded by a month-long period in which Ma Yuan rampages across Hell looking for victims.

Ma Yuan generally avoids politics at present, but during the First Age it was deeply involved in Exalted intrigue. It made powerful enemies with its actions in the War, and those enemies would have been glad to summon and kill it. So it was forced to suck up to a few powerful Exalts in exchange for protection. It's very glad to be done with that era, and it will oppose any attempt to revive the First Age in any way it can.

Twelfth Soul: Gloamglozer, Soul Furnace

Gloamglozer is both a great fire, burning with all the colours of the rainbow, and a shapeshifting trickster-prophet who deceives others into worshipping the fire.

Gloamglozer, unlike most Third Circles, has a different mind in each of its bodies. The fire-body is a philosophically-inclined saint that wishes to be a perfect god for lesser creatures to worship. The prophet-body is a cruel monster that wishes to turn all creatures into slaves of the fire. Although the two bodies are morally and intellectually very different, they share a single will and work together in symbiosis in order to make all creatures into Gloamglozer-worshippers.

The prophet-body of Gloamglozer is able to travel freely in Creation, though it cannot use much of its power as it does so. It roams the land in disguise, spreading a "holy" doctrine that changes according to whatever is likely to appeal to its audience. Those it converts are brainwashed into converting their friends and family, and once an entire society worships Gloamglozer it is lead into Malfeas and told to walk into Gloamglozer's fire-body.

The fires of Gloamglozer are not the same as regular fire. Gloamglozer's red fire is like normal fire, but faster to spread. Gloamglozer's blue fire is able to adhere to anything and burn forever. Gloamglozer's green fire burns the soul and not the flesh, turning those who touch it into fanatical worshippers of the fire. Gloamglozer's purple fire burns the flesh and not the soul, turning those who touch it into ghostly beings free from mortal weaknesses. There are other colours as well, but those are the most important ones.

Those who are deceived by the prophet-body of Gloamglozer sometimes benefit from the experience, since the fire-body of Gloamglozer seeks to destroy only the impure parts of those who walk into it. But the fire-body, for all its benevolence, is an alien being with alien priorities. Trusting your life and soul to it is probably not wise.

Thirteenth Soul: Ayn, Predatory Ideology

Ayn is a philosophy. She lives in the minds of those who understand her, and in any books which record her.

The central principle of Ayn is that selfishness is good. All creatures should fight and scheme and do whatever they can do benefit themselves. Brutal and ruthless competition will cull the weak, leaving only the strong and pure. Altruism is sinful, since it subverts the natural order.

The perfect embodiment of Ayn is the struggle to survive among bacteria. Bacteria know no compassion and no remorse. Successful bacteria survive and thrive, and therefore are morally superior to unsuccessful bacteria.

Ayn wants to spread. It wears at the minds of its hosts, and bends logic to make itself provably correct. When someone learns the tenets of Ayn, Ayn will slowly grow to dominate their worldview. It will make them stronger, smarter, and more ruthless. It will drive them to succeed at any cost, and to make long speeches about the correctness of Ayn's principles. A strong-willed host could resist all this, but might lack a reason to; for those infected by Ayn, complete selfishness is a genuinely fulfilling and effective worldview.

Cecylene dislikes Ayn and is currently working to exterminate her. Encouraging the weak to take advantage of whatever chances they have to get one over on their betters offends Cecylene's code, and those who believe in Ayn tend to be dangerously unreliable for any task that requires cooperation. So Cecylene has made Ayn illegal. Ayn's followers are killed, Ayn's books are burned, and anyone who hears Ayn's tenets is forced to listen to counter-arguments. Ayn can still be found here and there, but it seems likely that Ayn will be gone within twenty years if things continue as they are now.

Fetich Soul: The Maw

The Maw is a hole in space. Anything that passes that through it is converted to Essence.

It is the nature of Metagaos to grow until he can grow no more, and to assimilate everything he can. These qualities are reflected in his souls, and so Metagaos's ecosystem is constantly expanding. And yet, its size remains more or less constant. The Maw is the reason for this.

The Maw is the absolute apex of Metagaos's food chain. It can open its portal-mouths anywhere within Metagaos, and it can eat absolutely anything. It can even digest indestructible Artifacts and abstract concepts. It devours the lesser souls of Metagaos at roughly the same rate that they grow, and so keeps them in check. The Second and Third Circle souls of Metagaos work constantly to keep ahead of The Maw, trying desperately to expand faster than it consumes them. The First Circles simply try to avoid its attention.

It's not clear what's on the other side of The Maw. Alone among the souls of Metagaos, The Maw is actually expanding without restriction. Whatever is inside The Maw must be truly massive, but...nothing ever leaves The Maw, so it's impossible to say what it is. Analysis of The Maw's Essence suggests that it's inclined to consume its own body, though, so it's fairly certain that there is at least one more Maw inside The Maw.

The Maw may or may not be intelligent. Some claim to have heard it speak, but they're never able prove their claims. Its consumption of Metagaos's lesser souls appears completely mindless, but the way that that consumption keeps Metagaos's ecosystem in balance suggests careful calculation. The three prevailing theories about it are that it is a blind force carefully controlled by the intellect of its oversoul, that it possesses instincts so developed that they render sentience unnecessary, and that it's trying very hard to seem less intelligent than it is.

Spoiler-blocked because whenever I see a super-long demon-post like one I wish the author would spoiler-block it.

The names are all references. Might change Moran to Jan Ben Jan, because I'm really not referencing her whole body of work there. Just the True Gods from Nobilis.

There are a few things I'd do differently if I wrote these today. In particular, I'd make sure to say explicitly that Solanum was born from the wounds that Metagaos sustained in the Primordial War.
 
Black Garda School of Sorcery
can't sleep
Well, if you want to dress all in black and cover your tits with human skulls while casting all your magic using elementals, that's what floats your boat. I'm not going to stop goths focussing on the use of elementals.
that's dumb, who would do that

The Black Garda School


In the south there is a school that was a temple that was a palace that was a monastery. A dozen lives it has led, conquered and abandoned, decayed and rebuilt, and now it sits over sun-beaten rocks like a fat spider of stone, grey arches half-crumbled with time, main body bleached white by centuries of dust storms, red-tiled roof ingrown with dry creeping vines. A thousand birds nest in its nooks and crooks, scattering to hunt at every sunset like an army on the march. In the depths of this building are countless cracks in the earth, forgotten chambers and sand-choked corridors that once were on the surface but sunk with the weight of centuries; such subterranean chambers are half-filled with water, and in these pools lie melancholy creatures of the dark and the deep, pale nymphs and albino crocodiles and forsaken children shaped out of flowing water. Beyond the walls is the forest, dry and low to the ground, wide pines and spined shrubs fighting for sunlight, broken by jagged teeth of rock where the salamanders warm their bellies that glow with inner flame.

But in that precious heart, between the walls and above the sunkern chambers, there is the School true to its name; there are the dozens of students and the hundred servants, footsteps echoing in corridors too vast for their numbers, huddling every night in the cold of the desert and fleeing each other in the scorch of the day. And there are their masters: seven black-robed figures, wearing masks or crowns, eyes lined with khol and arms heavy with bracelets of precious metal. They are the Carrion Crows, the fugitives from death. At the highest level of the school, in an empty chamber at the top of a tower, is their master and familiar: a bird like a black peacock with the wings of an eagle, each eye of its feathered tail staring with lines of ochre and red and gold. This bird is living black flame, slipping between worlds, and should he die the Black Garda school would die too.

The Carrion Crows and the Night-Sky Peacock


When the Seven first came to the south, they were a dreaded sight, a whispered rumour. Seven ghost-blooded from across the Threshold had found their way together and worked as one to create works of great awe and terror. They had learned the art of ghost-eating, and their souls had grown fat on the Essence of others; they had learned the art of vampiric geomancy, and had sucked the power out of Demesne and supped upon it as the land died; they had learned the words which make ravens and raitons into obedient messengers and eyes through which to see far away. They had killed a Prince of the Earth, and put his dragon-blood into bottles to study and distillate. They had grown very, very powerful - and now they were afraid. For this power was bursting within them, necrotic Essence too potent for mortal flesh, and already their skin was peeling away, their eyes receding in their sockets, and they knew that if they did not curtail their appetites they would soon shrug off this mortal coil and become true ghosts - and they enjoyed the pleasures of the living far too much to accept this.

And so the seven Carrion Crows came in search of a spirit lord, a bird of fire and song whom they had heard yearned to breach the barrier between worlds and expand his dominion over the dead. When they found him, they made a pact with him; and the Essence of the bird was woven with that of the Seven, and they infused him with the nature of death while they drank of the nature of fire. To seal this pact they forged bands of red jades and clasped them around their wrists, and these have never left them since. Now the Carrion Crows were free to consume and grow beyond what they could before without the risk of death over them; while their patron's feathers turned black, his breath shallow, and he found that he could by twisting his wings just so fly from Creation to the Underworld and back.

Presently the seven made their home of the ruins in which the bird held his court, and they begun to take pupils from the lands outside. With time they extended their pacts to many of the elementals of their region, gifting them a spark of their power and safe domains within their lands, arbitrating their disputes, allowing their numbers to grow; all this they did in the name of the Night-Sky Peacock. For every pact they seal with an elemental, they form a bracelet of precious material and clasp it over their arm, sealing the power of the oath within; by now their arms are so thick with dangling bracelets that a lesser man could not lift them. The essence of death which so threatens them they dilute through a hundred spirit proxies, even as they fuel an inner fire with their elemental strength; some of the seven have made themselves so powerful in this way that their flesh is slowly melting away, and they wear masks to hide themselves. This art of bracelet-forging and pact-making they teach their students, as well as the practices of exorcism and ghost-binding, and to their most prized pupils something more.

The Carrion Crows have grown to fear death, although their powers come from it. They hold a corps of black outriders, students rejected for their lacking skills who know a handful of tricks and hope to prove themselves worthy of a second look; these outriders scour the lands around the school for shadowlands, burning them away with salt and prayer and the practices of life. The school relies on its elemental patron to cross easily the threshold between worlds; at great expenses of time and wealth the Crows have forged a circle in the earth of their ruins from which they can conjure the shades of the dead to trade and bind, but only the fire of the Night-Sky Peacock can ignite it into a true portal, and each time it does so the Seven fear this will be the day when the wretched specters of the Abyss reach out to pull them in.


Lands of the Black Garda

Despite this lack of overt contamination by the Underworld, the lands around the Black Garda School are strange and twisted, for the seven have been shedding off necrotic power through the very spirits that tend to it and dwell within it. The water elementals that dwell in the sunken levels of the school all bear unearthly palor and signs which in humans would be associated with sickliness; but they hold power over the dark and can see omens in their darkest waters. The greenmaws that haunt the woods are like dead dry wood, creaking with every move - yet all too alive when prey comes closer. The three-horned kri that roam the outskirts where the forest ends all gleam like black jet - and each one of them bears in its head a pale gem which binds them to the masters of the school. Flame ducks fly through the skies, the advance messengers of the school to the outside world, arranging pacts and treaties with neighboring lords and headhunting promising pupils; each of these elementals has a black cast its feather, and its fire is dark outlined with white.

Although the Carrion Crows rarely come out of their domains, they have much contact with the outside world. Their teaching comes at a hefty price - those who come to them must bring wealth proportionate to the occult secrets they are willing to share, while those who are brought to them must swear oaths of loyalty and later favors in exchange for the gift granted to them. The seven are often comissioned to create talismans which can protect a mortal from shadowlands or cast a ghost out of its vessel with a touch, for engraved gemstones which contain a hungry ghost to be released when it is shattered, for garda-feather tassels which can adorn the pommel of a sword to imbue it with a pale flame that only burns the dead, for lashes made out of vines which can break the will of the dead, and a hundred more things besides. They are also willing to loan out the services of their elemental servants, or to conjure the shades of the dead. In exchange for this they ask for access to places of power, for trinkets of occult power, for access to secret archives; failing that they ask for great wealth in silver or jade, and failing that they ask for favors to be called upon at a later date.

Enemies of the Black Garda School


Over the years, the Carrion Crows have attracted a number of opponents, and although they have thwarted and slain many, more always come. Their work is considered high heresy by the Immaculate Order, and part of their school's ruin is owed to a terrible battle waged against two Outcastes and thirty mortal monks a decade ago; the seven won it through the unexpected nature of their powers and the assistance of their patron, but fear the next battle; already they watch warily as a group of monks build a new monasteries in the scorching rock-wastes a few miles from the edge of their domain, and ponder a first assault. The Immaculate have ready allies in several lesser Elemental Courts, which while weaker than the Black Garda's own find their practices distasteful (and threatening to their own power and stability) and would be all too willing to band together to fight them.

Even more worryingly, a small kingdom which was bound to them by many lucrative accords has very recently fallen, its king decapitated and turned into a wretched undead slave to its conqueror, the Elk Priestess, who claims to serve the Bone Dragon, a lesser elemental dragon of wood that would have died and clung on as a thing of the Abyss. The Elk Priestess is an Abyssal Exalt and is pressuring the Seven both in Creation and in the Underworld, attacking the domains held by their garda patron. She claims that their half-hearted necromancy is an insult to the art, and intends to sink the school and its lands into the Underworld, to turn the elementals bound to the Seven into undead horrors matching her master, and to finally pull the Seven's souls out of their bodies and bind them at her side, "as should have been done long ago." In the necropolis that was once a thriving kingdom, she gathers undead armies, and the Black Garda school has no horde to fight a true war; several of the Carrion Crows have left the school in search of a solution - an Artifact to uncover or steal, sorcerous workings to defeat their enemy, or Exalts of their own.


Sample Carrion Crow: Erkishal, the Witch With The Ruby Heart

Erkishal's father was the Dry Lord, an undead ruler of the far south whose ghost lived on in the mummified husk of his body, whose veins coursed with sand and whose eyes, it is said, could turn men to stone. Erkishal's ghost blood pulsed thick and potent in her veins, and from the youngest age she suffered seizures and illness of the hearas it struggled to pump it. But she could see the dead, and her hand had weight to them, and so she became a warrior of shadowlands, slaying ephemereal spirits as if they were living creatures. Erkishal has always been the most warlike of the Carrion Crows, and this was her curse; for where others could afford to be cautious and methodic in their research, she needed ever more raw power to survive her battles and slay the mightiest undead foes.

Erkishal is a tall, muscular woman whose skin was once dark; but now it has the texture and color of sandstone and glows red from within, as fire Essence burns within her flesh, so hot her touch can scald a man. Her shape has so mutated that she wears a mask in the effigy of a bird at all times, refusing to show her face. She carries a sword carved out of the bones of a dead dragon of fire, and as her skin grew harder than armor she abandoned the practice of wearing it, instead favoring black ornaments such as her cloak of raiton feathers. Erkishal desires to expand the influence of the Black Garda School, turning it into a true kingdom; to that end she believes mortals should be convinced (through gifts or force) to settle around their school, forming a city where there was none. This plan seems unrealistic to her brethrens, who enjoy their relative isolation.

The most outwardly active of the Carrion Crows, Erkishal is often seen in the surrounding lands, probing the population and its rulers to assess which could be conquered and which could be converted into a flock of worshippers. Although her sorcerous practice takes much time and she has left her days of mercenary work behind her, the Witch with the Ruby Heart occasionally provokes enemies of the school into combat so that she may remove an obstacle in a more reckless fashion than her colleagues ordinarily would.

Erkishal is a graceful fencer with a powerful sword and a mastery over fire, but these are not the true reasons why she allows herself to take such risks when fear of death is the drive behind all Carrion Crows. Her flesh is so imbued with necrotic essence and the fire of the Night-Sky Peacock that she is barely human anymore. When removing her mask and letting her Essence burn free, she takes on a terrible form: that of a woman with four arms and six wings, taut skin as dry as leather and empty eyesockets burning with inner fire. In one hand she holds a lash of black flame, in the other a scythe whose touch freezes water; in both other hands she holds flaming orbs from which she can hurls balls and gouts of golden fire. Even should she meet her match, Erkishal fears nothing but the hand of an Exalt; for she has long removed her heart burned it on a pyre, then put the ashes in a funeral statue. Only by opening the statue and exposing the ashes to the light of day can a mortal or a god slay her forever. In the hollow where was her heart, she placed a ruby in which she trapped the soul of an efreeti lord; this fuels her firey Essence and the power of her sorcery, and is why no enemy ever expects the true power of her greater form.

Sorcerous Initiation: The Black Garda School


The teachings of the Black Garda Schools have a claim to universality; they are not true necromancy but a form of sorcery invented by ghost-bloods, and its teachings may be used outside their original context. The heart of the School is the forging of a band or bracelt out of a precious metal - jade is best, although lesser metals can suffice for weaker spirits - and the signing of a pact between the sorcerer and an elemental. Hereafter, the Sorcerer sheds part of her Essence through the spirit, and in turn can at time call upon its power to weave sorcery.

The catch of this practice is one that has frustrated the Black Garda School's attempts at expansion. Only elementals powerful enough to be sentient and who feed on enough Essence to not notice the loss of some are worth the trouble of the pact. Elementals created by the sorcerer's own spells, or bound elementals without a domain that they carry everywhere as servants, lack the power to form such a bound. This tends to anchor such sorcerers in one place.

Shaping Rituals

  • Once per scene, the sorcerer may call upon the elemental Essence of her oathbound spirit as part of a shape sorcery action, gaining an additional number of sorcerous motes equal to the Essence of the elemental. These motes last until the end of the scene.
  • At any time, the sorcerer may shed her own Essence through the link with her bound spirit and claim some of its Essence in return. As part of a shape sorcery action she may pay up to (Essence x 2) of her own motes, and in return gain half as many sorcerous motes.
  • Once per story, the sorcerer may spend a scene interacting with her bound elemental in a positive way, nurturing their connection, honoring it as a valued ally rather than a tool, and making offerings to it. She gains a number of sorcerous motes equal to the elemental's (Willpower + Essence), which last for the rest of the story.

Other Benefits

  • Additional Pact (Merit 3): A sorcerer of the Black Garda School may form many bonds, provided they have the time, effort, and magical power to invest in the sealing of so many pacts. Each purchase of this Merit allows the user to gain another instance of a Black Garda School shaping ritual that they already know by tying it to another elemental. A character may only hold up to (Essence) such additional pacts.
  • Elemental Shaping (Merit 2): Elemental Essence lends itself more easily to spells which are attuned to it. When casting a spell which has a strong elemental affinity (such as Flight of the Brilliant Raptor for fire, or Mists of Eventide for water), the sorcerer may reduce its cost by three sorcerous motes if she draws from a shaping ritual with an elemental of that affinity. If it is her control spell, she may also waive one Willpower from its cost once per day.
  • Stone-and-Flame Masquerade (Merit 2): The most cunning trick of the Black Garda School, a sorcerer which has mastered this technique may shed her Essence through her elemental connection and draw upon it to cloak herself. To any power which would sense the nature of her Essence, she appears to be empowered by elemental Essence appropriate to her pact. If a human, this usually results in her being thought to be a Dragon-Blood. This ability requires an instant action and an expenditure of (Essence) motes, which do not trigger anima, and lasts for a scene.

Variant Spell: Taint Elemental


Although the Carrion Crows have long been able to forge elementals out of the energies of the world, it is only in the years following their unnatural mixing of elemental and deathly Essences that they have developed, almost by accident, a variant on this spell. Only an individual with a strong connection to deathly Essence, such as a ghost-blood or an Abyssal, may learn this spell easily; although it is theoretically possible for another Exalt to learn it, it could only be used while drawing on the power of an Abyssal Demesne. Taint Elemental summons an elemental as per the normal version of this spell; however, the elemental is infused with necrotic energy, which visibly affects its nature and appearance. A tainted elemental finds itself equally at ease in Creation, shadowlands and the Underworld; furthermore, it may have different abilities from its standard counterparts. Such differences are not standardized; the Black Garda School values this spell precisely because it allows them to mold the basic template of an elemental into something that better suits their needs at the time. Examples include creating an elemental that is immaterial by default, allowing a hunting elemental to specifically track undead beings or connections to the Underworld, creating a cloud person whose astrological ability are fine-tuned to deal with the Underworld, and so on.

A character who knows Summon Elemental can learn this variant at no additional cost, save spending the training time required to learn a new spell studying with the Black Garda School.

Sample Elemental: Pale Nymph


The nymphs are creatures of the sea, which deperish on dry land. But the pale nymphs were born in the dark recesses of the desert, where water pools underground, and coaxed into their present shape by the Carrion Crows. Pale nymphs owe their name to their skin, which is as white as the snow, and to their eyes, which are milky-white and unblinking. Though blind, pale nymphs see the shape of water in all things, making them easily able to detect living creatures or to move underwater. On dry land, they perceive their environment through songs; their haunting melody provide them with a strange form of audible ecolocation. Able to shape the waters around them, pale nymphs use this gift to arrange the pools and currents of their sunken domain as one would simple furniture.

Pale nymphs are valued in the south because they can sense underground water even at great depths, and sense the quickest paths to it. They can meld into the ground to reach such caves across several yards of rock. They are valuable night-time watchers, for despite their blindness it is impossible for a mortal to approach them without their knowing - and although poor fighters in terms of skill, they can use their gifts to draw moisture or blood out of a man. However, pale nymphs are highly sensitive to sunlight, and so when accompanying an expedition across land they wear heavy, formless clothes that cover them entirely, and avoid strenous activity. Although they love their sunken chambers more than any place on the surface, they crave new experiences of taste and find their caves extremely limited in that domain. They can thus be easily hired as helpers as long as one can provide them with new, exotic foods.
 
So since 'Dead Stuff' has been on the recent uptick, I'm reminded of a bit of setting aesthetic and a plothook that's relevant.

I believe, baring maybe a couple of ink monkey abyssal Charms- 'western' zombies do not exist in Creation. As in, the Romero-esque kind of infectious spreaders/walking consumerism allegories.

This is a subtle but critical distinction, because most undead mythology that Exalted/Creation drew from was both primarily eastern, and admittedly a lot of World of Darkness- but they were pretty consistent on that point.

There is however one exception- a plothook for I believe Eye and Seven Despairs. I'm not arguing that you should value this plothook, but I recall it fondly. He had created, at some point, a proper, 'infectious' zombie plauge and has one viable sample in a particular jar... and he lost it.
 
Ok, that's actually rather interesting as a sudden zombie outbreak...if it happens in a remote enough place, or someplace properly situated that would be a nightmare until somebody found out where it happened.
 
can't sleep

that's dumb, who would do that

The Black Garda School


In the south there is a school that was a temple that was a palace that was a monastery. A dozen lives it has led, conquered and abandoned, decayed and rebuilt, and now it sits over sun-beaten rocks like a fat spider of stone, grey arches half-crumbled with time, main body bleached white by centuries of dust storms, red-tiled roof ingrown with dry creeping vines. A thousand birds nest in its nooks and crooks, scattering to hunt at every sunset like an army on the march. In the depths of this building are countless cracks in the earth, forgotten chambers and sand-choked corridors that once were on the surface but sunk with the weight of centuries; such subterranean chambers are half-filled with water, and in these pools lie melancholy creatures of the dark and the deep, pale nymphs and albino crocodiles and forsaken children shaped out of flowing water. Beyond the walls is the forest, dry and low to the ground, wide pines and spined shrubs fighting for sunlight, broken by jagged teeth of rock where the salamanders warm their bellies that glow with inner flame.

But in that precious heart, between the walls and above the sunkern chambers, there is the School true to its name; there are the dozens of students and the hundred servants, footsteps echoing in corridors too vast for their numbers, huddling every night in the cold of the desert and fleeing each other in the scorch of the day. And there are their masters: seven black-robed figures, wearing masks or crowns, eyes lined with khol and arms heavy with bracelets of precious metal. They are the Carrion Crows, the fugitives from death. At the highest level of the school, in an empty chamber at the top of a tower, is their master and familiar: a bird like a black peacock with the wings of an eagle, each eye of its feathered tail staring with lines of ochre and red and gold. This bird is living black flame, slipping between worlds, and should he die the Black Garda school would die too.

The Carrion Crows and the Night-Sky Peacock


When the Seven first came to the south, they were a dreaded sight, a whispered rumour. Seven ghost-blooded from across the Threshold had found their way together and worked as one to create works of great awe and terror. They had learned the art of ghost-eating, and their souls had grown fat on the Essence of others; they had learned the art of vampiric geomancy, and had sucked the power out of Demesne and supped upon it as the land died; they had learned the words which make ravens and raitons into obedient messengers and eyes through which to see far away. They had killed a Prince of the Earth, and put his dragon-blood into bottles to study and distillate. They had grown very, very powerful - and now they were afraid. For this power was bursting within them, necrotic Essence too potent for mortal flesh, and already their skin was peeling away, their eyes receding in their sockets, and they knew that if they did not curtail their appetites they would soon shrug off this mortal coil and become true ghosts - and they enjoyed the pleasures of the living far too much to accept this.

And so the seven Carrion Crows came in search of a spirit lord, a bird of fire and song whom they had heard yearned to breach the barrier between worlds and expand his dominion over the dead. When they found him, they made a pact with him; and the Essence of the bird was woven with that of the Seven, and they infused him with the nature of death while they drank of the nature of fire. To seal this pact they forged bands of red jades and clasped them around their wrists, and these have never left them since. Now the Carrion Crows were free to consume and grow beyond what they could before without the risk of death over them; while their patron's feathers turned black, his breath shallow, and he found that he could by twisting his wings just so fly from Creation to the Underworld and back.

Presently the seven made their home of the ruins in which the bird held his court, and they begun to take pupils from the lands outside. With time they extended their pacts to many of the elementals of their region, gifting them a spark of their power and safe domains within their lands, arbitrating their disputes, allowing their numbers to grow; all this they did in the name of the Night-Sky Peacock. For every pact they seal with an elemental, they form a bracelet of precious material and clasp it over their arm, sealing the power of the oath within; by now their arms are so thick with dangling bracelets that a lesser man could not lift them. The essence of death which so threatens them they dilute through a hundred spirit proxies, even as they fuel an inner fire with their elemental strength; some of the seven have made themselves so powerful in this way that their flesh is slowly melting away, and they wear masks to hide themselves. This art of bracelet-forging and pact-making they teach their students, as well as the practices of exorcism and ghost-binding, and to their most prized pupils something more.

The Carrion Crows have grown to fear death, although their powers come from it. They hold a corps of black outriders, students rejected for their lacking skills who know a handful of tricks and hope to prove themselves worthy of a second look; these outriders scour the lands around the school for shadowlands, burning them away with salt and prayer and the practices of life. The school relies on its elemental patron to cross easily the threshold between worlds; at great expenses of time and wealth the Crows have forged a circle in the earth of their ruins from which they can conjure the shades of the dead to trade and bind, but only the fire of the Night-Sky Peacock can ignite it into a true portal, and each time it does so the Seven fear this will be the day when the wretched specters of the Abyss reach out to pull them in.


Lands of the Black Garda

Despite this lack of overt contamination by the Underworld, the lands around the Black Garda School are strange and twisted, for the seven have been shedding off necrotic power through the very spirits that tend to it and dwell within it. The water elementals that dwell in the sunken levels of the school all bear unearthly palor and signs which in humans would be associated with sickliness; but they hold power over the dark and can see omens in their darkest waters. The greenmaws that haunt the woods are like dead dry wood, creaking with every move - yet all too alive when prey comes closer. The three-horned kri that roam the outskirts where the forest ends all gleam like black jet - and each one of them bears in its head a pale gem which binds them to the masters of the school. Flame ducks fly through the skies, the advance messengers of the school to the outside world, arranging pacts and treaties with neighboring lords and headhunting promising pupils; each of these elementals has a black cast its feather, and its fire is dark outlined with white.

Although the Carrion Crows rarely come out of their domains, they have much contact with the outside world. Their teaching comes at a hefty price - those who come to them must bring wealth proportionate to the occult secrets they are willing to share, while those who are brought to them must swear oaths of loyalty and later favors in exchange for the gift granted to them. The seven are often comissioned to create talismans which can protect a mortal from shadowlands or cast a ghost out of its vessel with a touch, for engraved gemstones which contain a hungry ghost to be released when it is shattered, for garda-feather tassels which can adorn the pommel of a sword to imbue it with a pale flame that only burns the dead, for lashes made out of vines which can break the will of the dead, and a hundred more things besides. They are also willing to loan out the services of their elemental servants, or to conjure the shades of the dead. In exchange for this they ask for access to places of power, for trinkets of occult power, for access to secret archives; failing that they ask for great wealth in silver or jade, and failing that they ask for favors to be called upon at a later date.

Enemies of the Black Garda School


Over the years, the Carrion Crows have attracted a number of opponents, and although they have thwarted and slain many, more always come. Their work is considered high heresy by the Immaculate Order, and part of their school's ruin is owed to a terrible battle waged against two Outcastes and thirty mortal monks a decade ago; the seven won it through the unexpected nature of their powers and the assistance of their patron, but fear the next battle; already they watch warily as a group of monks build a new monasteries in the scorching rock-wastes a few miles from the edge of their domain, and ponder a first assault. The Immaculate have ready allies in several lesser Elemental Courts, which while weaker than the Black Garda's own find their practices distasteful (and threatening to their own power and stability) and would be all too willing to band together to fight them.

Even more worryingly, a small kingdom which was bound to them by many lucrative accords has very recently fallen, its king decapitated and turned into a wretched undead slave to its conqueror, the Elk Priestess, who claims to serve the Bone Dragon, a lesser elemental dragon of wood that would have died and clung on as a thing of the Abyss. The Elk Priestess is an Abyssal Exalt and is pressuring the Seven both in Creation and in the Underworld, attacking the domains held by their garda patron. She claims that their half-hearted necromancy is an insult to the art, and intends to sink the school and its lands into the Underworld, to turn the elementals bound to the Seven into undead horrors matching her master, and to finally pull the Seven's souls out of their bodies and bind them at her side, "as should have been done long ago." In the necropolis that was once a thriving kingdom, she gathers undead armies, and the Black Garda school has no horde to fight a true war; several of the Carrion Crows have left the school in search of a solution - an Artifact to uncover or steal, sorcerous workings to defeat their enemy, or Exalts of their own.


Sample Carrion Crow: Erkishal, the Witch With The Ruby Heart

Erkishal's father was the Dry Lord, an undead ruler of the far south whose ghost lived on in the mummified husk of his body, whose veins coursed with sand and whose eyes, it is said, could turn men to stone. Erkishal's ghost blood pulsed thick and potent in her veins, and from the youngest age she suffered seizures and illness of the hearas it struggled to pump it. But she could see the dead, and her hand had weight to them, and so she became a warrior of shadowlands, slaying ephemereal spirits as if they were living creatures. Erkishal has always been the most warlike of the Carrion Crows, and this was her curse; for where others could afford to be cautious and methodic in their research, she needed ever more raw power to survive her battles and slay the mightiest undead foes.

Erkishal is a tall, muscular woman whose skin was once dark; but now it has the texture and color of sandstone and glows red from within, as fire Essence burns within her flesh, so hot her touch can scald a man. Her shape has so mutated that she wears a mask in the effigy of a bird at all times, refusing to show her face. She carries a sword carved out of the bones of a dead dragon of fire, and as her skin grew harder than armor she abandoned the practice of wearing it, instead favoring black ornaments such as her cloak of raiton feathers. Erkishal desires to expand the influence of the Black Garda School, turning it into a true kingdom; to that end she believes mortals should be convinced (through gifts or force) to settle around their school, forming a city where there was none. This plan seems unrealistic to her brethrens, who enjoy their relative isolation.

The most outwardly active of the Carrion Crows, Erkishal is often seen in the surrounding lands, probing the population and its rulers to assess which could be conquered and which could be converted into a flock of worshippers. Although her sorcerous practice takes much time and she has left her days of mercenary work behind her, the Witch with the Ruby Heart occasionally provokes enemies of the school into combat so that she may remove an obstacle in a more reckless fashion than her colleagues ordinarily would.

Erkishal is a graceful fencer with a powerful sword and a mastery over fire, but these are not the true reasons why she allows herself to take such risks when fear of death is the drive behind all Carrion Crows. Her flesh is so imbued with necrotic essence and the fire of the Night-Sky Peacock that she is barely human anymore. When removing her mask and letting her Essence burn free, she takes on a terrible form: that of a woman with four arms and six wings, taut skin as dry as leather and empty eyesockets burning with inner fire. In one hand she holds a lash of black flame, in the other a scythe whose touch freezes water; in both other hands she holds flaming orbs from which she can hurls balls and gouts of golden fire. Even should she meet her match, Erkishal fears nothing but the hand of an Exalt; for she has long removed her heart burned it on a pyre, then put the ashes in a funeral statue. Only by opening the statue and exposing the ashes to the light of day can a mortal or a god slay her forever. In the hollow where was her heart, she placed a ruby in which she trapped the soul of an efreeti lord; this fuels her firey Essence and the power of her sorcery, and is why no enemy ever expects the true power of her greater form.

Sorcerous Initiation: The Black Garda School


The teachings of the Black Garda Schools have a claim to universality; they are not true necromancy but a form of sorcery invented by ghost-bloods, and its teachings may be used outside their original context. The heart of the School is the forging of a band or bracelt out of a precious metal - jade is best, although lesser metals can suffice for weaker spirits - and the signing of a pact between the sorcerer and an elemental. Hereafter, the Sorcerer sheds part of her Essence through the spirit, and in turn can at time call upon its power to weave sorcery.

The catch of this practice is one that has frustrated the Black Garda School's attempts at expansion. Only elementals powerful enough to be sentient and who feed on enough Essence to not notice the loss of some are worth the trouble of the pact. Elementals created by the sorcerer's own spells, or bound elementals without a domain that they carry everywhere as servants, lack the power to form such a bound. This tends to anchor such sorcerers in one place.

Shaping Rituals

  • Once per scene, the sorcerer may call upon the elemental Essence of her oathbound spirit as part of a shape sorcery action, gaining an additional number of sorcerous motes equal to the Essence of the elemental. These motes last until the end of the scene.
  • At any time, the sorcerer may shed her own Essence through the link with her bound spirit and claim some of its Essence in return. As part of a shape sorcery action she may pay up to (Essence x 2) of her own motes, and in return gain half as many sorcerous motes.
  • Once per story, the sorcerer may spend a scene interacting with her bound elemental in a positive way, nurturing their connection, honoring it as a valued ally rather than a tool, and making offerings to it. She gains a number of sorcerous motes equal to the elemental's (Willpower + Essence), which last for the rest of the story.

Other Benefits

  • Additional Pact (Merit 3): A sorcerer of the Black Garda School may form many bonds, provided they have the time, effort, and magical power to invest in the sealing of so many pacts. Each purchase of this Merit allows the user to gain another instance of a Black Garda School shaping ritual that they already know by tying it to another elemental. A character may only hold up to (Essence) such additional pacts.
  • Elemental Shaping (Merit 2): Elemental Essence lends itself more easily to spells which are attuned to it. When casting a spell which has a strong elemental affinity (such as Flight of the Brilliant Raptor for fire, or Mists of Eventide for water), the sorcerer may reduce its cost by three sorcerous motes if she draws from a shaping ritual with an elemental of that affinity. If it is her control spell, she may also waive one Willpower from its cost once per day.
  • Stone-and-Flame Masquerade (Merit 2): The most cunning trick of the Black Garda School, a sorcerer which has mastered this technique may shed her Essence through her elemental connection and draw upon it to cloak herself. To any power which would sense the nature of her Essence, she appears to be empowered by elemental Essence appropriate to her pact. If a human, this usually results in her being thought to be a Dragon-Blood. This ability requires an instant action and an expenditure of (Essence) motes, which do not trigger anima, and lasts for a scene.

Variant Spell: Taint Elemental


Although the Carrion Crows have long been able to forge elementals out of the energies of the world, it is only in the years following their unnatural mixing of elemental and deathly Essences that they have developed, almost by accident, a variant on this spell. Only an individual with a strong connection to deathly Essence, such as a ghost-blood or an Abyssal, may learn this spell easily; although it is theoretically possible for another Exalt to learn it, it could only be used while drawing on the power of an Abyssal Demesne. Taint Elemental summons an elemental as per the normal version of this spell; however, the elemental is infused with necrotic energy, which visibly affects its nature and appearance. A tainted elemental finds itself equally at ease in Creation, shadowlands and the Underworld; furthermore, it may have different abilities from its standard counterparts. Such differences are not standardized; the Black Garda School values this spell precisely because it allows them to mold the basic template of an elemental into something that better suits their needs at the time. Examples include creating an elemental that is immaterial by default, allowing a hunting elemental to specifically track undead beings or connections to the Underworld, creating a cloud person whose astrological ability are fine-tuned to deal with the Underworld, and so on.

A character who knows Summon Elemental can learn this variant at no additional cost, save spending the training time required to learn a new spell studying with the Black Garda School.

Sample Elemental: Pale Nymph


The nymphs are creatures of the sea, which deperish on dry land. But the pale nymphs were born in the dark recesses of the desert, where water pools underground, and coaxed into their present shape by the Carrion Crows. Pale nymphs owe their name to their skin, which is as white as the snow, and to their eyes, which are milky-white and unblinking. Though blind, pale nymphs see the shape of water in all things, making them easily able to detect living creatures or to move underwater. On dry land, they perceive their environment through songs; their haunting melody provide them with a strange form of audible ecolocation. Able to shape the waters around them, pale nymphs use this gift to arrange the pools and currents of their sunken domain as one would simple furniture.

Pale nymphs are valued in the south because they can sense underground water even at great depths, and sense the quickest paths to it. They can meld into the ground to reach such caves across several yards of rock. They are valuable night-time watchers, for despite their blindness it is impossible for a mortal to approach them without their knowing - and although poor fighters in terms of skill, they can use their gifts to draw moisture or blood out of a man. However, pale nymphs are highly sensitive to sunlight, and so when accompanying an expedition across land they wear heavy, formless clothes that cover them entirely, and avoid strenous activity. Although they love their sunken chambers more than any place on the surface, they crave new experiences of taste and find their caves extremely limited in that domain. They can thus be easily hired as helpers as long as one can provide them with new, exotic foods.
That is really good. you should thread Mark it so it doesn't get lost
 
because I am lazy and have no work ethic.
...I don't believe you.

That said, between all this ghost conversation and me having watched Dusk Maiden of Amnesia, I am feeling a little inspired right now.



Yuu-Zin
The Twin-Faced Ghosts

It is well-known that upon the death of a human, their soul splits apart into its' component Hun and Po halves. In most cases the Hun and Po pass on properly, with instances of improper burial or refusal to pass on acting as respective causes for one half or the other to remain. There may even be rare cases of of both halves of a soul existing as ghosts at once, however they are naturally separate entities due to the nature of human death. This however, does not account for unnatural circumstances.

Amongst powerful necromancers and certain tribalistic cultures there is a ritual capable of producing two ghosts from a single soul, each linked and often unusually powerful. The ritual itself is complex, requiring a human sacrifice who is held in a state close to death for the length of the ritual. For maximum effect, the sacrifice must be both conscious and feeling intense emotion during this time, so that the Hun and Po may wax in power at the ritual's zenith. Upon their demise, the ritual births a Yuu-Zin, which consists of a Yuu (Po) soul and Zin (Hun) soul that are intrinsically bound. This connection is of particular note, as it allows the strengths of each soul to bleed over into the other.

In normal circumstances, a Po soul is naught but Memory, acting like nothing more than a echo of who and what they previously were, but a Yuu soul has sufficient vibrancy and emotion that many a mortal might mistake it for another human. Conversely, the Zin soul often seems to loosely resemble their human self, but with a twisted appearance and terrifying aura. In addition, whilst the Zin soul is often filled with the murderous anger it felt when dying, it is known to have some faint recollection of the heartfelt bonds it had in life. Both souls should be considered separate entities, however they can draw strength from the other half at will. In the event these two souls should conflict, the Yuu soul may attempt Social Attacks targeting shared intimacies to control the Zin soul. However, should this fail, the Yuu soul will find that the Zin soul is capable of temporarily flooding their mind with its' bloodlust.

Uses and Binding:
Those who create a Yuu-Zin using an unwilling sacrifice (or one who came to resent their torturous death) find that although the Zin soul is very easily bound to any purpose, the Yuu soul may prove exceptionally resistant to control. Those who create such beings for combat-related purposes often do not mind, as the Zin soul is usually the stronger of the two. That said, those who create a situation where these souls act in harmony have a powerful force at their command that acts with the ferocity of a Hungry Ghost and the cunning of a near-human mind.
 
Last edited:
So, question for the Kerisgame Mote Reactor:

I have'nt seen in the Kersigame hacks document any mention of Caste Powers, so I assume they remain the same. Since the three levels of Anima Flare dictate combat regen and all motes are now Personal, how does this interacts with the Night/Day/Scourge Caste Power? Without Peripheral Essence, the part of the Caste Power that allows to pay extra to avoid having to flare the Anima Banner is pointless, but without being able to stunt for motes/WP, the Night Caste is just as limited in stealth as any other Solaroid. On the other hand, if the Night Caste can spend motes to mute his Anima levels while getting combat regen, he never has any reason to be at low levels (as long as the cost of muting the Anima display is less than the motes he gets back). So how does it work?
 
So, question for the Kerisgame Mote Reactor:

I have'nt seen in the Kersigame hacks document any mention of Caste Powers, so I assume they remain the same. Since the three levels of Anima Flare dictate combat regen and all motes are now Personal, how does this interacts with the Night/Day/Scourge Caste Power? Without Peripheral Essence, the part of the Caste Power that allows to pay extra to avoid having to flare the Anima Banner is pointless, but without being able to stunt for motes/WP, the Night Caste is just as limited in stealth as any other Solaroid. On the other hand, if the Night Caste can spend motes to mute his Anima levels while getting combat regen, he never has any reason to be at low levels (as long as the cost of muting the Anima display is less than the motes he gets back). So how does it work?
You have to rewrite the caste power (though many of them need a rework anyways). Earthscorpion hasn't done so because it hasn't come up.
 
EX3 - Craft Charm Rewrite

If you don't like the complexity of the Ex3 Craft system I have, following in the footsteps and taking inspiration from Irked, Bluewinds, and Sancraphrax, created a full color .pdf with my own spin on a simplified craft system including full mechanics and all of the craft charms. This rewrite removes nearly 20 charms from the tree adding in a few additional charms for good measure.

This file was edited on for additional clarity:
 
Last edited:
Yuu-Zin
The Twin-Faced Ghosts
I actually had an idea for a clan who did something like this to identical twins born among their number. Believing such a state to be a mistake made by the gods (essentially a division of a living person into two halves in a manner analogous to all mortals' two-souled nature), twins would be raised together and encouraged to love and support one another, all while their elders watched to see which was best suited to become part of the family in truth. When both reached their seventh birthday, the lesser twin would be compassionately sacrificed, and their souls bound to their sibling as eternal guardians and companions.
 
I actually had an idea for a clan who did something like this to identical twins born among their number. Believing such a state to be a mistake made by the gods (essentially a division of a living person into two halves in a manner analogous to all mortals' two-souled nature), twins would be raised together and encouraged to love and support one another, all while their elders watched to see which was best suited to become part of the family in truth. When both reached their seventh birthday, the lesser twin would be compassionately sacrificed, and their souls bound to their sibling as eternal guardians and companions.
That reminds me of a story I can't quite place...

Ah, now it comes to mind. Now I have to wonder how a society based on The Giver would look in exalted.
 
I actually had an idea for a clan who did something like this to identical twins born among their number. Believing such a state to be a mistake made by the gods (essentially a division of a living person into two halves in a manner analogous to all mortals' two-souled nature), twins would be raised together and encouraged to love and support one another, all while their elders watched to see which was best suited to become part of the family in truth. When both reached their seventh birthday, the lesser twin would be compassionately sacrificed, and their souls bound to their sibling as eternal guardians and companions.
Wow. You've actually managed to out-creep my 'torture someone to death, then chain them to their own inner hatred' concept. Well done. Like, genuinely.
 
Wow. You've actually managed to out-creep my 'torture someone to death, then chain them to their own inner hatred' concept. Well done. Like, genuinely.
Oh, it's quite reasonable from the clan's perspective - even from the twins' perspective, really. The former see it as correcting a cosmic error (and also helping to remove the possibility of messy squabbles over succession and positional inheritance), and the latter are raised to see each other as two halves of a singular being. After all, you can still talk to your brother after the ceremony - and he doesn't love you any less now that he's... different.
 
That's part of what makes it creepy. It's nearly something that could be called reasonable, if you just leave aside the fact they're killing off their kids for being inconvenient and turning them into immortal slaves. Reasonable yet horrible is much creepier than just outright cruelness.
 
Back
Top