This is mostly for other Celestials, Terrestrials, and non-gods. This is for the Lunar who really, really needs the services of a demon prince to restore an ancient manse. It's for the Sidereal who has a Genius Plan (tm) to shackle Ligier and interrogate him on the plans of the Yozis. It's for the Terrestrial who needs the power of a demon lord on their side when getting revenge on a Celestial.

I honestly don't care who it is 'for', what I care is that it exists at all. Exalted is not best served by adding traditional literal genie demon summoning in any way shape or form. Lunars or Sidereals who absolutely need to summon a Third Circle demon can use thaumaturgy to beckon it and then bargain with the demon or bend it to their will using coercion of social Charms and allowing this process adds nothing to the game in any way.

All this does is add a layer of confusion to the already quite robust and thematically coherent demon rules and setting of the gameline for extremely marginal gains that may not even exist.

If you want to create horrific hybrid monstrosities using sources of dark power that may bite you in the ass practice Necromancy that is what it is for.
 
"A demon that has been alive for more than a century, routinely wears a tutu yet doesn't know how to dance, can cook, and is good with children."
You can actually get into some pretty stupidly long lists of traits if you want to, of course the more specific you are the less likely that there is actually a demon like that to summon.
So, what, you can do demonic online dating, and find/bind your perfect waifu?
 
I honestly don't care who it is 'for', what I care is that it exists at all. Exalted is not best served by adding traditional literal genie demon summoning in any way shape or form. Lunars or Sidereals who absolutely need to summon a Third Circle demon can use thaumaturgy to beckon it and then bargain with the demon or bend it to their will using coercion of social Charms and allowing this process adds nothing to the game in any way.

No, actually, they can't. Thaumaturgy caps out at 2CD at top level. Sure, you can add that as homebrew - but then you're not arguing from the text.

And since you're just going to assert that you're right, I'm going to assert that you're wrong. It certainly adds things to the game - it adds a very classic and genre-appropriate way to be a hubristic sorcerer-king who's trying to bind something too powerful for him (and who might just succeed). I am unashamedly putting this in to enable pulp sorcerers. I think that, yes, there should be a way for characters who take risks by calling up demons to lose control of their demon not just when initially binding them, but as a more subtle loss of control that comes from not renewing the bindings on the demon frequently enough. And it's just safe enough that someone who's desperate might think they can get away with it, but dangerous enough that it's clear why most sorcerers wouldn't think of doing it and it's not in common use.

And I think you're wrong, too, because it does something quite specific relative to the normal summoning rules. It's a clear and present reminder of how relatively safe and reliable they are. It makes it entirely clear that they're the best way to summon something. I've seen plenty of people online exaggerate how dangerous they are, and having something which can be pointed to and go "No, actually, this is dangerous summoning. Using Demon of the First Circle to summon a 1CD is really safe and reliable" in my opinion does serve the game.

(And more subtly, it promotes overconfidence of summoners using the reliable method, because they're using the safe method, after all. It helps blind them to the more subtle dangers of binding, in the same way that a searchlight blinds someone to a candleflame)

I want a summoning method to exist that the Heptagram can point to and go "Yo, don't do it this way" and for the Immaculate Order to be able to tell stories of. I want Outcaste Dragonblooded to be able to ignore those stories and call up 2CDs and be able to punch above their weight because of that - and for the story to go either way from there, whether "Oh shit the demon gets free" or "the PCs arrive and find a city ruled over by an Outcaste lord with a demon lord serving him and he's legit in control right now and the demon wants us to free it so it can get its revenge, what do?".

For there to be a risky, unsafe method of summoning which lets one access power beyond one's grasp harms nothing about the game's themes, and I will argue actually helps emphasise how reliable normal summoning is by contrast. No, this is explicit that it is a niche thing, just like how there are not-useful demons that most people don't summon because... they're not useful. Hence, there is this dangerous, unsafe summoning method that only gets used by people who can't use the relatively safe and reliable ones.

This isn't something I'd put in a hypothetical Exalted corebook, while the normal summoning rules would be. This would be in the sorcery book and there would even be a sidebar to emphasise that only very arrogant or very desperate people use it. But should there be unsafe demon summoning in the game, and does it add something meaningful? Of course there should, and of course it does.

I laugh at any "just use Necromancy" idea from that. No, Necromancy does not have a monopoly on foolish summonings, and sorcerers should not have the guarantee that if they break from the standard, safe ways of summoning things then their summonings will be safe.
 
Spell anchor thoughts

So discussing this with @Aleph in context of a side project we're working on, these are my thoughts and observations regarding the Spell Anchor system as proposed by @EarthScorpion

One: There's really not enough elaboration pinning down which backgrounds can have multiple instances. It's totally fine to lump all ofthe same 'kind' of background together,like Cult, Followers, Command, but at a system level, I do not actually understand why you can't have two instances of the Command Background, or Followers. Cult I understand completely as to why it's 'One and done'.

Backing and Influence are the tough ones, because they in my mind MUST allow you to take multiple instances- how else can I sit on the board of directors of two or more vast merchant empires or hold authority in a half-dozen courts?

I noted Contacts were ommitted as well, seeing as they were overspecialized and underpowered for the idea of sorcerous anchors- they'd work for messenging spells and not much else.

This leads us to Artifact, Demense and Manse, the most 'obvious' spell anchor backgrounds.

With regard to artifice, the anchor system essentially demands that you either accept a temporary loss of a 'core' artifact, in exchange for sorcerous power. For instant duration spells this isn't really a big deal, but longer ones mean you are occupying that artifact for an indeterminnate amount of time. Again, feature, not bug.

The goal as I understand it is to encourage greedy, hoarding sorcerers who covet their gear and despite having vast riches, fly into an apopletic rage if someone steals a single coin. Fine on the face of it. The issue is that you're going to start getting two implied classes of artifact- the kinds you keep on your character for concept or aesthetic reasons, or the kinds you don't care enough about to 'send to boarding school' or whatnot and be spell anchors.

This might be more feature than bug, but speaking from personal experience, I generally want artifacts to add to my characters... character.

This adds on another question of how common are anchor-class artifacts going to be? If the Storyteller is expected to keep a firm hold on how may artifacts are in the story, that's not be conveyed properly. If the PCs are not supposed to MAKE artifacts on a reasonable enough timescale to offset any losses, that's not yet clear either. There are a lot of questions on how this is supposed to 'Play'.

By the same token, one obvious strategy is to beat wyld hunts (preferably not killing them/making hungry ghosts), stealing their gear and using that as cheap binding anchors for later sorcery.

Related to this is the Specificity of Anchors. As far as I'm aware, you buy a spell and pick an anchor for it- you now know that spell+anchor combo. If you don't have a matching anchor free, you can't cast the spell.

For example, if you cast Infallible Messenger through your Familiar, you 'lose' your familiar for the duration of the spell. (I can't remember if it's instant or not, but let's assume it isn't.). On paper you can only have one familiar unless you're Sidereal, so that means if you say, want to cast Flight of the Brilliant Raptor through your familiar, you'll have to wait.

Spending more experience lets you learn the same spell again with a new anchor, mostly as a trump card or backup plan- you aren't encouraged to do this too much since you'd y'know, start falling behind other players.

I'm sure there are other considerations as well.
 
Wave-and-Fire Possession Rite
Price:
20m, Resources 5; Circle: Emerald; Anchor: (Applicable Authority Over Demons or Devas) 3
Target: One willing mortal, enlightened mortal or akuma, one willing first circle demon or deva
Spell Duration: Instant; Casting Duration: 6 hour ritual
Essence Aspect: Hellish, Titanic; Favoured Aspect: None

There are many rites and spells within Hell that allow a demon to possess or impersonate a mortal. The Wave-and-Fire Possession Rite is a recent creation of a Green Sun Princess based on her own experience of her unwoven coadjutor, intended to allow a chosen cultist to transcend their mortality and fuse with a chosen demon. With research, a sorcerer might modify it to work for Gaian or Autochthonian devas instead.

Ritual: The sorcerer invokes their authority over the demon and commands it to inhabit the body of the host, who is ritually prepared to become a vessel for the demon. The targets must be willing if they are self-aware, though they need not fully understand what the consequences will entail. The six hour-long ritual involving the sorcerer, the demon and the host begins at sunset. The body of the host is prepared with lavishly expensive unguents and appropriate ritual ingredients from the demon's parent titan, costing Resources 5. Other ritual behaviour and preparation must also be carried out, in line with the demon's themes.

Mechanics: The host must have Essence 3 or lower. At the end of the ritual, the sorcerer rolls her Intelligence + Occult at difficulty (5+ demon's Essence). Failure means the spell shatters as if counterspelled. Success means the demon loses coherent form, coalescing around the host and forming something similar to the Chrysalis Grotesque. They remain in this chrysalis for an entire day, hatching at midnight the next day. The host must roll Stamina + Integrity, at a difficulty of the demon's Essence. Stunts by the sorcerer on the ritual roll also enhance this roll. On a failure the host and the demon both die messily.

Effects: If the spell succeeds, the host suffers a process metaphysically equivalent to death, permanently fusing with the demon and forming an akuma with Essence equal to the demon. The akuma resembles the mortal host, but he enjoys the benefit of (Coadjutor) Flesh Extravagance and possesses the Coadjutor background from the consciousness of the demon within his skull. He possesses the higher of the Attributes and Abilities of the demon and the host, and knows all the Spirit Charms that the demon or Host knew. Sentient hosts are usually in control of the new being, but if commanded by the sorcerer the demon assumes control. Commands from the sorcerer to the demon are unnatural Compulsions which cost 1wp per scene to resist. Non-sentient hosts are ruled by the mind of the demon, though they will display some of the host's instincts.
Just going to point out that this sounds very similar to what was done to the Brass Leviathan from Wonders of The Lost Age.
Only that process used a Lesser Elemental Dragon, very much against it's will.
Solars.....
 
Spell anchor thoughts

So discussing this with @Aleph in context of a side project we're working on, theson e are my thoughts and observations regarding the Spell Anchor system as proposed by @EarthScorpion

One: There's really not enough elaboration pinning down which backgrounds can have multiple instances. It's totally fine to lump all ofthe same 'kind' of background together,like Cult, Followers, Command, but at a system level, I do not actually understand why you can't have two instances of the Command Background, or Followers. Cult I understand completely as to why it's 'One and done'.

Backing and Influence are the tough ones, because they in my mind MUST allow you to take multiple instances- how else can I sit on the board of directors of two or more vast merchant empires or hold authority in a half-dozen courts?

I noted Contacts were ommitted as well, seeing as they were overspecialized and underpowered for the idea of sorcerous anchors- they'd work for messenging spells and not much else.

This leads us to Artifact, Demense and Manse, the most 'obvious' spell anchor backgrounds.

With regard to artifice, the anchor system essentially demands that you either accept a temporary loss of a 'core' artifact, in exchange for sorcerous power. For instant duration spells this isn't really a big deal, but longer ones mean you are occupying that artifact for an indeterminnate amount of time. Again, feature, not bug.

The goal as I understand it is to encourage greedy, hoarding sorcerers who covet their gear and despite having vast riches, fly into an apopletic rage if someone steals a single coin. Fine on the face of it. The issue is that you're going to start getting two implied classes of artifact- the kinds you keep on your character for concept or aesthetic reasons, or the kinds you don't care enough about to 'send to boarding school' or whatnot and be spell anchors.

This might be more feature than bug, but speaking from personal experience, I generally want artifacts to add to my characters... character.

This adds on another question of how common are anchor-class artifacts going to be? If the Storyteller is expected to keep a firm hold on how may artifacts are in the story, that's not be conveyed properly. If the PCs are not supposed to MAKE artifacts on a reasonable enough timescale to offset any losses, that's not yet clear either. There are a lot of questions on how this is supposed to 'Play'.

By the same token, one obvious strategy is to beat wyld hunts (preferably not killing them/making hungry ghosts), stealing their gear and using that as cheap binding anchors for later sorcery.

Related to this is the Specificity of Anchors. As far as I'm aware, you buy a spell and pick an anchor for it- you now know that spell+anchor combo. If you don't have a matching anchor free, you can't cast the spell.

For example, if you cast Infallible Messenger through your Familiar, you 'lose' your familiar for the duration of the spell. (I can't remember if it's instant or not, but let's assume it isn't.). On paper you can only have one familiar unless you're Sidereal, so that means if you say, want to cast Flight of the Brilliant Raptor through your familiar, you'll have to wait.

Spending more experience lets you learn the same spell again with a new anchor, mostly as a trump card or backup plan- you aren't encouraged to do this too much since you'd y'know, start falling behind other players.

I'm sure there are other considerations as well.
My understanding for the Artifact stuff was you'd need the Artifact on you and it would have to fit thematically with your school, so none would just be stored in a far off realm not adding to your character. Gandalfs staff would be a good example.

Also I don't understand why you couldn't have multiple cults anchoring multiple spells.
 
My understanding for the Artifact stuff was you'd need the Artifact on you and it would have to fit thematically with your school, so none would just be stored in a far off realm not adding to your character. Gandalfs staff would be a good example.

Also I don't understand why you couldn't have multiple cults anchoring multiple spells.

Well,Clarification- you can't have multiple cults focused on worshiping you. Mechanically the mote/willpower gains should be capped. Making cults for gods or demons as a means to anchor their powers is totally fine, but they're not on YOUR character sheet are they?
 
Personally if I was a Sorcerer, I'd care less about having the Mote/Willpower gains from creating a minor side cult somewhere be totally useless if it meant I could hang another spell on them.
 
Wave-and-Fire Possession Rite
Price:
20m, Resources 5; Circle: Emerald; Anchor: (Applicable Authority Over Demons or Devas) 3
Target: One willing mortal, enlightened mortal or akuma, one willing first circle demon or deva
Spell Duration: Instant; Casting Duration: 6 hour ritual
Essence Aspect: Hellish, Titanic; Favoured Aspect: None

There are many rites and spells within Hell that allow a demon to possess or impersonate a mortal. The Wave-and-Fire Possession Rite is a recent creation of a Green Sun Princess based on her own experience of her unwoven coadjutor, intended to allow a chosen cultist to transcend their mortality and fuse with a chosen demon. With research, a sorcerer might modify it to work for Gaian or Autochthonian devas instead.

Ritual: The sorcerer invokes their authority over the demon and commands it to inhabit the body of the host, who is ritually prepared to become a vessel for the demon. The targets must be willing if they are self-aware, though they need not fully understand what the consequences will entail. The six hour-long ritual involving the sorcerer, the demon and the host begins at sunset. The body of the host is prepared with lavishly expensive unguents and appropriate ritual ingredients from the demon's parent titan, costing Resources 5. Other ritual behaviour and preparation must also be carried out, in line with the demon's themes.

Mechanics: The host must have Essence 3 or lower. At the end of the ritual, the sorcerer rolls her Intelligence + Occult at difficulty (5+ demon's Essence). Failure means the spell shatters as if counterspelled. Success means the demon loses coherent form, coalescing around the host and forming something similar to the Chrysalis Grotesque. They remain in this chrysalis for an entire day, hatching at midnight the next day. The host must roll Stamina + Integrity, at a difficulty of the demon's Essence. Stunts by the sorcerer on the ritual roll also enhance this roll. On a failure the host and the demon both die messily.

Effects: If the spell succeeds, the host suffers a process metaphysically equivalent to death, permanently fusing with the demon and forming an akuma with Essence equal to the demon. The akuma resembles the mortal host, but he enjoys the benefit of (Coadjutor) Flesh Extravagance and possesses the Coadjutor background from the consciousness of the demon within his skull. He possesses the higher of the Attributes and Abilities of the demon and the host, and knows all the Spirit Charms that the demon or Host knew. Sentient hosts are usually in control of the new being, but if commanded by the sorcerer the demon assumes control. Commands from the sorcerer to the demon are unnatural Compulsions which cost 1wp per scene to resist. Non-sentient hosts are ruled by the mind of the demon, though they will display some of the host's instincts.

Soo... it's the McGuffin from the third Bartimaeus book?
 
No, actually, they can't. Thaumaturgy caps out at 2CD at top level. Sure, you can add that as homebrew - but then you're not arguing from the text.


I'll have to double check that but at the very least you can always, you know, go to Malfeas and just walk them out. Nothing prevents them from leaving except the spite of Cecelyne and if you're a Celestial Exalt that isn't going to be a huge problem for someone willing to chain up a Third Circle in their basement.

And since you're just going to assert that you're right, I'm going to assert that you're wrong. It certainly adds things to the game - it adds a very classic and genre-appropriate way to be a hubristic sorcerer-king who's trying to bind something too powerful for him (and who might just succeed). I am unashamedly putting this in to enable pulp sorcerers. I think that, yes, there should be a way for characters who take risks by calling up demons to lose control of their demon not just when initially binding them, but as a more subtle loss of control that comes from not renewing the bindings on the demon frequently enough. And it's just safe enough that someone who's desperate might think they can get away with it, but dangerous enough that it's clear why most sorcerers wouldn't think of doing it and it's not in common use.

And I think you're wrong, too, because it does something quite specific relative to the normal summoning rules. It's a clear and present reminder of how relatively safe and reliable they are. It makes it entirely clear that they're the best way to summon something. I've seen plenty of people online exaggerate how dangerous they are, and having something which can be pointed to and go "No, actually, this is dangerous summoning. Using Demon of the First Circle to summon a 1CD is really safe and reliable" in my opinion does serve the game.


(And more subtly, it promotes overconfidence of summoners using the reliable method, because they're using the safe method, after all. It helps blind them to the more subtle dangers of binding, in the same way that a searchlight blinds someone to a candleflame)

I want a summoning method to exist that the Heptagram can point to and go "Yo, don't do it this way" and for the Immaculate Order to be able to tell stories of. I want Outcaste Dragonblooded to be able to ignore those stories and call up 2CDs and be able to punch above their weight because of that - and for the story to go either way from there, whether "Oh shit the demon gets free" or "the PCs arrive and find a city ruled over by an Outcaste lord with a demon lord serving him and he's legit in control right now and the demon wants us to free it so it can get its revenge, what do?".

None of this is aided by this specific spell and its ability to pseudo-bind higher circle demons that can not be done with Thaumaturgy. You can summoned them, you can ward them in place and you can use Charms and threats to enslave them the same way you would anything else. The Immaculate can point at thaumaturgical beckonings as unsafe and unsanctioned the same as they could this spell.

The only possible exception is no Third Circles but even then, there are other better ways around that problem than a generic "stuff someone into a human meatsuit" spell. Tricking a demon prince into being your slave shouldn't be the kind of thing that is accomplished with a spell or that needs much in the way of explicit mechanics at all. If a Dragonblooded is running around with a second circle as his lieutenant that is an interesting story, yes, but one that neither needs this spell nor any specific spell.

Maybe the Dragonblooded managed to steal the demon's heart and keeps it in a container on his desk. Maybe he made a deal with their progenitor such that the demon is forced to work for this upstart against his will. Maybe an ancient Eclipse Oath exists that this particular Dragonblooded is exploiting.

You're running into the problem of thinking you need to create a mechanic to justify a setting conceit when we can just... have a thing occur because its cool. We're allowed to come up with cool unique effects for cool stories. That's why the storyteller exists.
 
Wave-and-Fire Possession Rite
Price:
20m, Resources 5; Circle: Emerald; Anchor: (Applicable Authority Over Demons or Devas) 3
Target: One willing mortal, enlightened mortal or akuma, one willing first circle demon or deva
Spell Duration: Instant; Casting Duration: 6 hour ritual
Essence Aspect: Hellish, Titanic; Favoured Aspect: None

There are many rites and spells within Hell that allow a demon to possess or impersonate a mortal. The Wave-and-Fire Possession Rite is a recent creation of a Green Sun Princess based on her own experience of her unwoven coadjutor, intended to allow a chosen cultist to transcend their mortality and fuse with a chosen demon. With research, a sorcerer might modify it to work for Gaian or Autochthonian devas instead.

Ritual: The sorcerer invokes their authority over the demon and commands it to inhabit the body of the host, who is ritually prepared to become a vessel for the demon. The targets must be willing if they are self-aware, though they need not fully understand what the consequences will entail. The six hour-long ritual involving the sorcerer, the demon and the host begins at sunset. The body of the host is prepared with lavishly expensive unguents and appropriate ritual ingredients from the demon's parent titan, costing Resources 5. Other ritual behaviour and preparation must also be carried out, in line with the demon's themes.

Mechanics: The host must have Essence 3 or lower. At the end of the ritual, the sorcerer rolls her Intelligence + Occult at difficulty (5+ demon's Essence). Failure means the spell shatters as if counterspelled. Success means the demon loses coherent form, coalescing around the host and forming something similar to the Chrysalis Grotesque. They remain in this chrysalis for an entire day, hatching at midnight the next day. The host must roll Stamina + Integrity, at a difficulty of the demon's Essence. Stunts by the sorcerer on the ritual roll also enhance this roll. On a failure the host and the demon both die messily.

Effects: If the spell succeeds, the host suffers a process metaphysically equivalent to death, permanently fusing with the demon and forming an akuma with Essence equal to the demon. The akuma resembles the mortal host, but he enjoys the benefit of (Coadjutor) Flesh Extravagance and possesses the Coadjutor background from the consciousness of the demon within his skull. He possesses the higher of the Attributes and Abilities of the demon and the host, and knows all the Spirit Charms that the demon or Host knew. Sentient hosts are usually in control of the new being, but if commanded by the sorcerer the demon assumes control. Commands from the sorcerer to the demon are unnatural Compulsions which cost 1wp per scene to resist. Non-sentient hosts are ruled by the mind of the demon, though they will display some of the host's instincts.
Out of curiosity, was it your intention to write something that could be used as part of the prototyping process Sauron (and later Saruman) went through to produce the Uruk-hai?
 
Maybe the Dragonblooded managed to steal the demon's heart and keeps it in a container on his desk. Maybe he made a deal with their progenitor such that the demon is forced to work for this upstart against his will. Maybe an ancient Eclipse Oath exists that this particular Dragonblooded is exploiting.

You're running into the problem of thinking you need to create a mechanic to justify a setting conceit when we can just... have a thing occur because its cool. We're allowed to come up with cool unique effects for cool stories. That's why the storyteller exists.
...Are you strawmanning on purpose? Because of those three examples the first is a good example of what EarthScorpion is suggesting. Binding a demon in this unsafe way could definitely involve stealing a demon's heart, or skin, or some other item. The second and third are already covered by the Surrender Oaths and the Law of Cecelyne.
 
bet you thought i forgot about this

but no, there is no escape for or from the stupid :V

Ur-Hadda, the Swarm that Boils the Sky
Wisdom Soul of the Fastness of Shattered Suns
Demon of the Second Circle


Filth draws flies as surely as dusk follow day. Black, stinging blots that prick the ear and pierce the skin. Bees honeycomb corpses with their hives, staining carrion with sweetness; wasps pad dusty eaves with paper dens, secreting larvae among the neglect. The humming whine of their wings draws the ear and the eye, forcing even mere passersby to note the dead, the decrepit, the dirtiness of their surroundings. The unseemliness of their lives. Lords and ladies may blind themselves with silken veils, princelings and duchesses may drown their noses in perfume and pack their cheeks with dainty morsels. Peasants may break their animal souls upon the yoke and lash their hands plow, young soldiers swathing their hearts in brightly stitched banners. But you can never quite neuter the beast within. The creature that thrashes and twitches, bound to wages. To decorum. To hierarchy. Forced to deny the truths before it. Forced to deny the world as it is.

In the end all Ur-Hadda desires is to wake people up. To sting them, shock them free of their apathy and indolence. To grind their faces against Creation-as-it-is in all its ugliness and grotesquerie and snarl "look".

The Swarm that Boils the Sky appears as a frightening blend of man and monstrous insect. Armored, arthorpodal limbs bristle from his shoulders and hips, twitching alongside more conventional legs and arms while exposed muscle twists, orange as southern fruit, beneath and between green-black carapace. An oily cloak trails from his shoulders. Snapping into churning, transparent wings that blur the air. His head is an insectile helm, all slick, flowing sides and organic spurs, fused to a naked, very human, jaw. From the base of his spine curves a plump, saber-tipped stinger. Hollow spires form ridges down his spine and it is here that his swarm-self dwells. A storm of bloated wasps fit to blacken the very skies. Their poisons strip all illusion from the mind and spur humans to violent action. An irresistible irritation to rebel. To rip down the established order, all order, and be free.

In ages past he was a revolutionary. An insurgent who toppled decadent kingdoms and set cities ablaze. Who rallied the poor to rip the rich from their towers and eat them in the streets. In ages past he shattered Pyrian champions and gnawed through the threads of Heaven. Fighters in the jungle kept his shrines beneath the fetid earth and hinterland raiders sacrificed stallions to house honeybees.

He's fallen on hard times since then. Part of it is the difficulties inherent to the nature of his work, mobs of angry anarchists tend to be swiftly crushed by the government or consume themselves in turn. But part of it is a simple loss of resolve. Once the most vigorous and vital of Utprerak's Souls he has let himself soften and his belly swell. Cycling between gorging his fill on the best banquets hell can offer and disdaining all but water and vitriol. But really, who can blame him? What point is there in inciting insurrection in Malfeas, in proclaiming the truth of their conditions (save, perhaps, irritating some of his peers)? Everyone knows the reality of their lives. The handful of possible futures that await. It has been years since he made even the most half-hearted of efforts to depose a king and his involvement in the mercenary legions of the Fastness is almost purely a passing diversion.

Notes and Abilities: Binding Ur-Hadda is an excellent way to earn his ire, tainting his treasured visits to Creation with the reminder of his collar. However, if summoned simply to wreak havoc amongst an enemy's ranks he will take to the task gladly. Such is the love he has for the sweet, tantalizing reminder of relevance that his jaunts to Creation grant him that he will do almost anything to extend a particular trip. Though his body has gone somewhat to seed he remains a capable trainer of assassins and guerillas and has a broad number of (albeit at times badly dated) stratagems and tactics for opposing a superior force. By virtue of his physiology he is a master of poisons and vulnerable to only a few.

He may escape Malfeas when rebels are slaughtered in a lonely place and the bees come to make a hollow of their corpses. Carpeting the carrion in yellow and orange, gathering them together in a warm, rotting hive. The Bureau of Destiny does its best to disrupt such occurrences, stupefying the infected insects with holy smoke and incinerating the bodies. But Creation is vast and there are ever enemies of the state to be slain.


Rangeen Mijaaj, Grand Knight-Marshall of Immaculate Dress
Indulgent Soul of the Fastness of Shattered Suns
Demon of the Second Circle


How beautiful the soldiers! Their buttons shining like little suns, their collars perfectly starched, their uniforms unmarred by dust or dirt or blood. Watch them march all in their razor-straight rows. Their boots crashing like rolling thunder. Tempo set by the corporal's chant. The strong arm of the ruler, the nation, struck in a pose and flexing. Their newest weapons come rolling behind, drawn by oxen teams on painted carts. Brass cannons inscribed with spiraling eyes. Black swords that hum and quiver in the sheath, so large they must be borne over the shoulder. Behold their new men leading the front, their bodies strung with beating helltech, armor fused with a demonic engine. Faces hidden behind tusked masks. And over it all stands their master, all but glowing with pride.

The Grand Knight-Marshall of Immaculate Dress is a terrifying absurdity. A bloated centipede the size of a Yeddim calf wrapped in the silk and lacquer of a Shogunate General (or Admiral, or Air Marshall), belly burning with sunset hues, little legs trundling their immense bulk along. From around their armored throat a curving halo extends. Sweeping back and burning with black stars. Atop their sloping, slick head, away from their dripping dagger-mandibles, sits an elegantly drawn topknot bound by black ribbons. Rangeen Mijaaj is a tremendous dandy, ever on the lookout for new and exciting accessories and fashionable trinkets. Cloth cords and golden chains creak and groan across their gut. Aesthetic pleasure is more important than mere function and any suggestion that they should adopt something more practical is met by blank incomprehension from the Knight-Marshall's constellation of eyes.

To assume that the demon prince is in practical reality a soldier or even a strategist is to gravely mistake their nature. Rangeen Mijaaj, the Sublime Shogun of Martial Might, exists to train. To teach. To order and develop and instruct. More partial to the marshal's baton than the tremendous sword they carry in their stubby, jointed limbs. Blade black and orange and shrouded in burning smoke. If pressed they are more inclined to use it as a club, wildly flailing before fleeing for the nearest escape route.

There is a curious cycle to knowledge of the Knight-Marshall. Firstly one assumes that they are a great warlord of hell, decorated for their many and varied victories against their kin. Then one discovers that they are two thirds hot air to one third fashion sense and the respect diminishes. Then one discovers that Rangeen Mijaaj once held the great jade-inlaid ramparts of Mu. Commanding the Primordial defense from the sky-scraping citadels as the Exalted Host encroached on the Blessed Isle.

Rangeen Mijaaj does not speak of this time and, if pressed, will see the offender broken beneath the wheels of their great war-engines.

Summoning and Abilities: The Grand Knight-Marshall of Sublime Dress adores the pageantry of the military, the pomp and circumstance of the great martial balls and the grandeur of the parades. If tasked to whip a motley crew of demons into shape within a week they will have the agatae all in matching harnesses and the Blood Apes (somehow) crammed into polished uniforms. The unstable, the abnormal, and the simply psychotic all standing at attention and answering orders as pleasant as you'd like. Similar miracles may be worked on mortal armies although Sorcerers are cautioned to keep a close watch on their captive laborer lest they twist their soldiers into profane forms of metal and monstrous flesh. Still, such a boon has seen them released from Malfeas on many an occasion and their resume is vast. Yet summers should be aware: for all their airy good nature Rangeen Mijaaj is known for to fly into rages at the oddest provocation and has an extensive list of (quite expensive) demands. What food may be served in their presence. What sounds may be played about them. What fragrances may be present in their quarters. Chief among these is a stipulation that has proved most problematic for their would-be masters: the Shogun Sublime must never be present on the field of battle.

When not aboard their greater self the Grand Knight-Marshall maintains a fortress-resort near Kimbery's more tropical shores. They may crawl into Creation when a hero's fine clothes burst thrice from their bodies in the heat of combat. Mere cloth unable to confine their physical virtue. Then they will appear, grandly offering outfits of a more fashionable style and many odd, augmentive trinkets beside. Sure to give any militant wanderer the affect and edge they need.
 
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...Are you strawmanning on purpose? Because of those three examples the first is a good example of what EarthScorpion is suggesting. Binding a demon in this unsafe way could definitely involve stealing a demon's heart, or skin, or some other item. The second and third are already covered by the Surrender Oaths and the Law of Cecelyne.

No, but you seem to be. My point is that you can do all the things @EarthScorpion claims his spell does without the spell and have it be cool and interesting. More so, in fact. The reason for this is because "summoning outside your weight class" should not be a mechanical thing because we want mechanics to do things repeatably and reliably. Having a demon prince lieutenant should be a unique and interesting event, something rare enough that its a story and not a spell. A Dragonblooded who manages to leash a second circle to his will is an unusual and interesting character that shouldn't be reduced to "because he spent 8xp on one spell."

Creating a spell like this is as absurd as when the Ink Monkey's created a Charm to perform the Salinian Working. No. Don't do that. Things like that are campaign goals, not xp sinks. Converting what should be a unique and compelling narrative hook for each individual campaign into a reproducible mechanical trick that exists purely to support the kind of demon summoning that Exalted deliberately went out of its way to avoid is inane.
 
No, but you seem to be. My point is that you can do all the things @EarthScorpion claims his spell does without the spell and have it be cool and interesting. More so, in fact. The reason for this is because "summoning outside your weight class" should not be a mechanical thing because we want mechanics to do things repeatably and reliably.

Yes. And that's why I want it to be repeatable and reliable enough that desperate or prideful people in setting might think that they can get it to work for them. I've never been less than explicit about this. I want this to be reliable and repeatable enough that it's meaningful temptation. So, yes. I am entirely deliberate when I say that this is a spell.

I believe that it is setting-compliant that Dragonblooded who cast forbidden spells can sort of control a demon lord and that Celestials have ways of chaining a demon prince - and that it is merely a question of balancing the mechanics of risk vs reward so most people in setting won't do it, but some will.

Note that the safest form of binding this way which means they can't egregiously go against your intent and which also means they're still bound even if they Limit Break on Calibration reduces their Essence by 2 points. This number was not chosen by accident. Most 2CDs are in the E6-7 range, so reducing them to E4-5 means they're just a bit more powerful than a strong 1CD. Most 3CDs are E8-9, so reducing them by two takes them down to the E6-7 level, ie, 2CD-level.
 
I believe that it is setting-compliant that Dragonblooded who cast forbidden spells can sort of control a demon lord and that Celestials have ways of chaining a demon prince - and that it is merely a question of balancing the mechanics of risk vs reward so most people in setting won't do it, but some will.
I can sure as hell tell you that Chiming Minaret's plans to pick up Demon Summoning have been thrown off the raiiiiiils.

I can get all Sanceline's Second Circles up here! :V

(Now I just have to write all her Second Circles)
 
If y'all are in the mood for some Exalted fodder, Adult Swim is streaming the whole backlog of Samurai Jack in honor of the incoming 5th season. I never got to see a lot of the late season episodes, but holy shit it's crazy how good this show was.
Bringing this up here again just to reiterate that, in of itself Samurai Jack is an extremely good basis to start thinking about Exalted and the general faux-familiar weirdness of Creation, children's show or not. Jack might not have a great deal of characterization on his own, but through him we have a steady touchstone to identify with when everything around him is garish, ugly and strange. The references made to other mythologies and the nigh-tropey aliens he interacts with are cute in the odd combinations the writers come up with, but they are rarely the subject of a Big Winking Joke at the viewer for being clever enough to understand it.

So much to say as the one-off gags used are so cheap that it all serves more readily as a simple springboard into economically setting the scene and stakes at hand, usually in some off-kilter way going by the show's goofy sense of humor. Because of course those talking dogs are going to have funny Smart Nerd names, and drink fancy drinks by lapping them up as dogs do, both Jack and the viewer are intended to look at these talking dogs and not accept their claims of high intelligence and plight of servitude 100% seriously. They're still just dogs, after all.

And that's predominately what the natural weirdness of Creation is for, engendering an acute sense of the surreal without falling back on smirking irony. To butt up against the dramatic seriousness of the characters and their situation with a cockeyed awareness of the fact, yes, you are speaking negotiations with a primly bipedal, green-furred elk in a tailored waistcoat who works on behalf of a living cavern made of gemstone which runs an elemental-protection racket, yet without making any of the primary actors look like a gaggle of insufferable idiots for engaging with this hook in the first place.

Now admittedly, a lot of people around here already engage with Malfeas in this way, but the impression of "demons" and the Yozis they stem from gives them a more defined sense of Cooler Than You than other spirits of similar stripe, even though all of the supernatural critters in Creation can be viewed this way. Malfeas simply requires a lower bar of entry, because it says at the outset "things get weird here, and that's essentially the cool part." But ALL of Creation has these hallmarks, not just demons, they just require a tad more digging than reimagining facets of a cosmic-godbeasts personality.

Secondly, the strangeness of things is a hook to investigate and ask more of what is being seen, to ask "what even is this" and progress forwards to discover it. In the cartoon, the pacing of the strange is always spent moving the scene deliberately forward to the next beat, even at its most glacial, and even when it forces a stop for dramatic emphasis. But while it paces things, its never a barrier to the plot, and Exalted frequently suffers from staging its weirdness for its own sake of bucking conventional fantasy in ways which ultimately serve no one but the back-cover blurb, and dies along with the interest of the reader as more time is spent on justifying the too-clever minutiae behind the decision, rather than means to effectively Utilize it.

The best "keep Creation weird" material similarly approaches itself as a building-block, not an isolated side-plot arc or a campaign seed waiting to happen. It shouldn't be something that players can look back on, nodding sagely to themselves how they competed this challenge the Right Way, the same as all those prior-to, and yet-to-come after them.

But really though, this is all just a long rambling post encouraging folks to seek out episodes of the show whereever they can find them, since the renewed interest in the thing means there's no shortage of people wanting eyes back on Samurai Jack again, myself included. Because its honestly great fun and a beautiful show to sit through and glean inspiration from in both visual and writing senses. Several episodes are even cast from the point of view of those seeking out Jack as some kind of wandering force of nature, with "The Princess and the Bounty Hunters" even showing what is essentially an ad-hoc Wyld Hunt formalizing unit-tactics against a seemingly impossible foe.
 
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Yes. And that's why I want it to be repeatable and reliable enough that desperate or prideful people in setting might think that they can get it to work for them. I've never been less than explicit about this. I want this to be reliable and repeatable enough that it's meaningful temptation. So, yes. I am entirely deliberate when I say that this is a spell.

I believe that it is setting-compliant that Dragonblooded who cast forbidden spells can sort of control a demon lord and that Celestials have ways of chaining a demon prince - and that it is merely a question of balancing the mechanics of risk vs reward so most people in setting won't do it, but some will.

Note that the safest form of binding this way which means they can't egregiously go against your intent and which also means they're still bound even if they Limit Break on Calibration reduces their Essence by 2 points. This number was not chosen by accident. Most 2CDs are in the E6-7 range, so reducing them to E4-5 means they're just a bit more powerful than a strong 1CD. Most 3CDs are E8-9, so reducing them by two takes them down to the E6-7 level, ie, 2CD-level.
I've been reading this conversation not sure which side I stood on and I still don't, but one thing I'm thinking is that your homebrew approach is shaped by your own experience running a game in a way that can be at times beneficial and at other times... Less so.

I'm not teaching you anything here, but for context: historically White Wolf has had a thing for "Story Flaws" for a while, something which has started to taper off with 2e Exalted and nWoD. "Story Flaws" are stuff like Enemy, Dark Fate, Dark Secret, in which you get a bunch of bonus points upfront to build your character, but the Storyteller is supposed to work the "flaw" into your story so that it later comes to inconvenience or imperil you. These are often considered bad design, though, for simple reasons; there's only so much screentime in a game so having your Flaw actually show up in the broader picture is often annoying for the Storyteller or is not a meaningful addition of danger, just a swap for some other threat that would have been there instead, and they generally punish the whole group for something one player did, which fosters discontent.

You run a game for one person with a largely player-driven narrative rather than a plot, in which giving your player tools to build her own gallows is a huge feature. That's not every game, though. Part of the reason demon-summoning is so reliable in the core game is because the game wants you to actually do it, not to have other players staring over your shoulders and giving passive-aggressive warnings that if this screws you over it better only screw you over because they won't be happy about it otherwise. This happens. It's also so that the ST doesn't groan in frustration that now he has to throw in a further, unrelated threat in the middle of his plot. Some STs would relish the opportunity, others would just feel it's annoying.

Powergamers would love the hell out of this spell because one of the most valuable skills a powergamer can possess is GM management. Like, hm, let's take a concrete example.

There is a 2e Sidereal Charm (a version of it likely existed in 1e but I have no idea how close it was to its 2e design, hahaha 2e Sids lol) which lets you exchange a story hazard for another. If you have been surprised by the Owl God guardian of his underground palace of knowledge and don't feel up to fighting him, you can trigger this Charm and suddenly the ancient building starts breaking down, sand seeping in the cracks, and "defeat the Owl God" has been turned into "escape the palace before you are buried alive." In theory that Charm is near-useless because it changes the devil you know for the devil you don't, a devil that is explicitly of equivalent difficulty but which you aren't prepared for. This prompted me some time ago to ask why anyone would take this (again, lol 2e Sids, but people still tried to play them) and what I learned surprised me: in practice, this Charm is highly valuable because STs don't prepare several alternate pre-written hazards for any given scene. As a result, an ST confronted to this Charm is often left having to scramble for some new threat out of nowhere, so they pick a creature statblock and throw it at the players. Because Exalted PCs are often combat-optimized and combat is relatively straightforward, this allows a player to replace complex, blurry situations where choices and outcomes are unclear with a straightforward battle. And this is not baked into the Charm, this is purely a result of GM management as a skill.

Anytime you introduce a mechanic which is more powerful, but less reliable, people are going to take it and powergame it not based on its mechanics but on knowledge of how their game works. Introducing new antagonists deriving purely from one player's actions and causing a player's plans to go awry is a non-trivial task when you have four to six players to manage and are already running a plot. A lot of games I've been in tend to default to the assumption that player actions succeed or fail, but do not turn against them, because that's simply more work and takes screentime away from the threats and developments the ST was already bringing about.

Core demon-summoning has two states: success (you bind the demon) and fail (you do not bind the demon, which is now free and in front of you). They do not have, by default, a "turn against you" mechanic, such as the demon twisting the letter of your orders to sabotage you in your absence. That shit is just work. Demons have Limit, but it's worth noting that Limit is an additional rule that across all editions was kept to a supplement and has, in my personal experience, often been simply ignored.

If I were to try and get the optimal use of this spell, I would not try to double down on cautionary measures and carefully worded orders to prevent a backfire, I would reserve it for games (or moments within a given game) where I know the ST is too swamped by the plots and characters they're handling and will never truly materialize the risk inherent to the spell, even though they genuinely think they'll get around to it.

It's also worth noting that for all your statements that this is for mortals and DBs reaching above their station and that Celestials using such a spell would be foolish, games only run for so long and take time getting places. For some players, such a spell might in fact be their only way of "summoning" demons of a certain circle within an acceptable time frame, or at all (some games never reach E5). In such circumstances the spell stands out as their only way to get these demons, much as it would for mortals and DBs, and looks much more tempting. Sure, that does make it the foolish temptation of power, but... "I am tempted to reach too high too fast at great risk because school starts again in a month and the ST is moving back South" lacks a certain pizazz as far as devil's bargains go, you know?

Basically I think the idea behind your spell is fine but that it does not work out for metagaming reasons, and as such if I were to use it at all it would be as an NPC-only thing.
 
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There is a 2e Sidereal Charm (a version of it likely existed in 1e but I have no idea how close it was to its 2e design, hahaha 2e Sids lol) which lets you exchange a story hazard for another. If you have been surprised by the Owl God guardian of his underground palace of knowledge and don't feel up to fighting him, you can trigger this Charm and suddenly the ancient building starts breaking down, sand seeping in the cracks, and "defeat the Owl God" has been turned into "escape the palace before you are buried alive." In theory that Charm is near-useless because it changes the devil you know for the devil you don't, a devil that is explicitly of equivalent difficulty but which you aren't prepared for. This prompted me some time ago to ask why anyone would take this (again, lol 2e Sids, but people still tried to play them) and what I learned surprised me: in practice, this Charm is highly valuable because STs don't prepare several alternate pre-written hazards for any given scene. As a result, an ST confronted to this Charm is often left having to scramble for some new threat out of nowhere, so they pick a creature statblock and throw it at the players. Because Exalted PCs are often combat-optimized and combat is relatively straightforward, this allows a player to replace complex, blurry situations where choices and outcomes are unclear with a straightforward battle. And this is not baked into the Charm, this is purely a result of GM management as a skill.
I don't know why, but I think this fits with Sidereals very well.
 
If I were to try and get the optimal use of this spell, I would not try to double down on cautionary measures and carefully worded orders to prevent a backfire, I would reserve it for games (or moments within a given game) where I know the ST is too swamped by the plots and characters they're handling and will never truly materialize the risk inherent to the spell, even though they genuinely think they'll get around to it.

I did actually consider this at the time - and the way to do that is to ensure that it is a non-trivial time investment to shackle something. I have talked at length about how sorcery is fundamentally a strategic scale thing, not a tactical scale thing - and something like this should require days of effort to prepare. The end result is that the player cannot just do this in response to an emergency in the short term - they have to either be operating over longer timescales (hence decompressing things), or pre-empt their foreseen disasters.

Either way ensures they have a shackled demon around in downtime, which means that I have un-detailed areas of time that I can invoke later on for "What it's been doing".

(I'm actually quite strongly in favour for that for demons as a more general thing. Demon summoning should be a toolbox, not a hardware store. If you don't have a hammer in your toolbox, you can't go out and buy one over short timeframes)

Also, as soon as a player decides to use an unsafe summoning method, in my eyes they've just declared that the story is about their hubris and/or desperation. If they shackle a demon prince to aid them in their war against the invading Realm, that is a major strategic-scale action that the ST should be treating with similar importance to the Dawn's army.

Of course, some of this may be a projection from my GMing style, which applies in person with larger games and I've done it this way for years (I was doing it in sixth form with Dark Heresy). I'm a lazy GM who does very little prep work [1], but has an excellent memory and a mental model of things. As a result, when players do something like this, they've just made my work easier because they've tossed an easy plot for me to use into the mix. So I don't really understand at a visceral level the idea that a GM would just throw away an easy plotline like "My players are desperate or hubristic enough to reach beyond their grasp", when from my reference frame they've just gone and made everything so much easier by engaging in problem alchemy. Their shackled demon will resolve one or two of their current problems and produce new ones in its wake.

(Some of it may also be because every single Exalted game I've run or played in seems to operate over much longer timescales than the "literally moving slower than realtime due to all that combat" games that other people engage in, and thus events are driven by player actions or player reactions to other actors.)

[1] Well, that's not strictly true. I do a lot of prep-work in world building. I make sure I've got settings full of plot hooks and power players who all want things. I just don't bother actually planning things much. Why bother, when you've got a whole mapped out setting of behaviour and actors who'll act in response to player actions?
 
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I just don't bother actually planning things much. Why bother, when you've got a whole mapped out setting of behaviour and actors who'll act in response to player actions?
Or to put it more accurately; "why bother, when you can't predict what your players are going to do and they keep gleefully running into what plans you have made and stabbing them to death in ways you didn't expect."

:V
 
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