Right now I'm just wondering who to attach to Dawn, Twilight, and Eclipse in the Glorious Solar Soviet. (Obv. Zenith is Lenin and Night is Beria.)
The Dawn is Georgy Zhukov, man who led the successful defense of Stalingrad, the Twilight is Mikhail Kalashnikov, the guy who made the AK-47 and the Eclipse is Vyacheslav Mikhailovich Molotov. But I'm less sure about him than I am the others.
 
Do note that the Merciless Puppet-Champions aren't actually giant robots - they're more like the Bunraku of @Omicron's excellent quest of that name, which you should all totally go vote in right now.
I know, I brought them up earlier in this very thread - I asked where they could fit into Creation.

Would the SouthWest or SouthEast be better for roaming mobs of kangaroos?
 
I know, I brought them up earlier in this very thread - I asked where they could fit into Creation.

Would the SouthWest or SouthEast be better for roaming mobs of kangaroos?
Remember, Creation is post-armageddon, a ravaging band of Kangaroos could be found anywhere, as the Solars probably had Zoos everywhere, just like we do. Also genesis and bio-thaumaturgical research stations, you can have a Roo-Behemoth terrorising Northern Villages as its young pour from its cavern like pouch to devour the hapless mortals, the sin of a forgotten time.
 
The Dawn is Georgy Zhukov, man who led the successful defense of Stalingrad, the Twilight is Mikhail Kalashnikov, the guy who made the AK-47 and the Eclipse is Vyacheslav Mikhailovich Molotov. But I'm less sure about him than I am the others.

Nah, the Eclipse is Felix Dzerzhinsky, poet and freedom fighter, brilliant organizer and underground book-publisher.
 
I know, I brought them up earlier in this very thread - I asked where they could fit into Creation.

Would the SouthWest or SouthEast be better for roaming mobs of kangaroos?
I'd... honestly have those as just coastal mid-South. They're pests along the Inner Shore trade routes. People hunt them for food to restock on long caravan voyages, but they're so goddamn quick and they move so erratically that it's hard to get an arrow or slingshot into them - and if you shoot too many, they'll sometimes try and mob the caravans and kick your liver out through your spine.
 
Remember, Creation is post-armageddon, a ravaging band of Kangaroos could be found anywhere, as the Solars probably had Zoos everywhere, just like we do. Also genesis and bio-thaumaturgical research stations, you can have a Roo-Behemoth terrorising Northern Villages as its young pour from its cavern like pouch to devour the hapless mortals, the sin of a forgotten time.
A kangaroo is essentially a giant mouse that has developed the power of KICKS. It's a weird low-level RPG monster (mid-level as a group) except somehow it's actually real. You can put them pretty much anywhere the climate accomodates their biology.
 
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Could you cite your sources? Because I can find several sources that make that unmarked graph suspicious.
It's off Wikipedia
File:US Historical Inflation Ancient.svg - Wikimedia Commons
It's a graphical representation of data off a couple papers, one of which is no longer online.

And I will point out that quoting Reinhart and Rogoff, the economists who justified austerity using a paper that was later shown to be riddled with everything from questionable weighting methods to basic Excel errors? May not be your best choice of authorities.
Reference:
Growth in a Time of Debt - Wikipedia
https://www.bloomberg.com/news/arti...goff-and-the-excel-error-that-changed-history
Reinhart, Rogoff... and Herndon: The student who caught out the profs - BBC News
 
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Could you cite your sources? Because I can find several sources that make that unmarked graph suspicious.

@uju32 handled that, but I think there's something just as pressing we need to touch on here.

Do you not understand the difference between a year-on-year inflation graph, and a graph of the change in the CPI? Because acting like showing the CPI refutes a year-on-year graph of inflation suggests that might not be the case.

You can literally see my graph in your one. The Civil War shows a spike lined up with the spike of 25% inflation on my graph, and then the graph falls down again because of a period of deflation that basically lasts all the way up to 1900. And then on your graph, the CPI picks up again as on my graph you get a period of inflation past 1900.

And that's awful. You know why there was an extended period of deflation in the late 19th century? Because of both economic growth which meant the economy was growing faster than the money supply (that's bad and a fundamental flaw of non-fiat currencies), and also financial instability. The Panic of 1837 caused deflation which lasted until 1844, and the Panic of 1873 caused the Long Depression which lasted until 1879, to name just two of the incidents.

If your axes weren't skewed by the influence of decades of constant low levels of inflation, the "flat bit" wouldn't look so flat. But because of constant low levels of inflation, you get a "hockey stick" of exponential growth. That is because fiat money - and modern economic theory - cares not one whit for "an apple costs the same now as it did 100 years ago", and in fact wants a low level of inflation because it stops people sitting on their money, saving it and doing nothing useful with it. Because hoarding money - as people do when there's deflation - is poisonous. Complaining that a low level of inflation stops hoarders from poisoning the economy by sitting on money and doing nothing with it is valueless.

To bring things back to Exalted, therefore, there's going to be tension between the more mercantile Realm Houses (V'neef, Peleps, Cynis), the bankers of Ragara, and the others. Ragara wants deflation because they're creditors - the mercantile houses, by contrast, want funding and loans for their ventures and a low level of inflation serves to both make credit cheaper (because money that's loaned out is earning for itself) and also makes ventures less risky. The same applies to the Realm itself - the Scarlet has an interest in inflation when it serves to pay down the debts from a war where insufficient plunder was gained to pay for itself, but it is also a holder of large amounts of currency and deflation makes the Imperial purse more valuable.

Indeed, from the Throne's PoV, a deflationary period is the perfect time to start a new war as the Imperial Purse has benefited from that and the gains from that can be used to fund conquests. Of course, amusingly enough that's de facto counter-cyclic spending that'll be inflationary as the money that's sitting in the Imperial Purse doing nothing but gathering dust is spent on soldiers and salaries and equipment. Swings like that help the Scarlet.

The common folk, on the other hand, are super sensitive to spikes in inflation, because they effectively get the mainstay of their income from their harvests and sudden price rises produce immediate pain because the next payment isn't coming in until next harvest. As a result, instability in the inflation rate will cause peasant rebellions (also, lynching of tax collectors and then throwing the body down a canyon making it look like there was a landslide).
 
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Sounds like an orichalcum caste to me.
Well that works out, because the Orichalcum Caste are basically Robo-Solars.
This is a really common misconception fueled by lazy pasting of Charm-templates from the corebook, but its actually not all that accurate. The Orichalcum caste have the thematics of Orichalcum the material, which is Forcefulness, Raw Power, Enlightenment, Unquestionable Awe, Authority, and Utopian or Transgressive Inspiration. These are kinda in the shared wheelhouse of Solar themes, but not entirely encompassing the same level of "tremendous scope bordering on Perfection," because the Alchemical Charm-kit is still shared equally by the other five castes who are Not these things, much that same way that Dragonblooded are "generally-elemental" except on the individual Aspect scale. Alchemicals share more directly in common with Sidereals, just cast through the lens of being hugely intense public celebrity figures rather than hidden agents acting behind the throne.

Basically this comes down to two major reasons: Alchemicals do not (or rather, Should not) outright dictate social policy the way Solars do, because their Charms are actually not intended to be sweeping and all-encompassing "absolutes" which create areas of "this is how things work here," owing to the fact they are built as mechanistic equipment to fulfill tasks. They are Shepherds guiding with a specially-made crook to say "over here lies an answer," not God-Kings throwing arms-wide declaring the fields forever-fertile and the flock have the freedom to graze where they wish. An Alchemical isn't going to single-handedly foment a cultural revolution, so much as lay out the most-accurate plan to achieve it and continue to relentlessly campaign in its favor in the hopes everyone fully understands the nuances involved. Because if her most ardent supporters Don't, its going to turn out badly in ways she cannot counteract.

Second part is that Alchemicals don't do "load-bearing magic" the way Solars can, since they are neither a self-sufficient top-down authority or capable of creating sustained cycles of ideal situations. Either one would sort of recapitulate the same "mandatory Exalted rulership" problems found in Creation, and also pretty much solve a vast portion of Autochthonia's problems out of hand. Removing an Alchemical from a task doesn't cause it to crumble either, because if it did, the sheer number of tasks which require Alchemical oversight would stretch them far too thin to become anything but formally-installed institutions with exceedingly-small operating ranges. Instead the stability and solutions they create are Patches, deliberately temporary and detached from themselves, so it can serve as a foundation for actual progress and change with infrastructure manually constructed to help bolster and enforce it. Alchemicals don't mend broken bridges, they brace the bridge back into place so workers flowing in behind them can set the proper equipment, before taking off to find the next bridge suffering under the strain.

The Orichalcum caste don't approach progress like Solars as a golden fist twisting the world to fit their goals, they approach them as a shining celebrity who leads by example and trailblazes a measured path of personal-accomplishments for others to pick up behind them. Because they have equally more pressing things to be working on right now, and a schedule saying to be there yesterday or else the sky will cave in.
 
So, moving away from the economical turn this Thread has taken.


How do stunts and charms effect Training in canon and how should it actually do so if the current system is a load of shit?.

An Infernal calls forth his reflections and those of his various worthy foes, both past and present, to give him a challenge.

A Lunar with freaky wyld/hearts blood charms to conjure prey and hunt them once more.

A Solar runs through a constantly shifting maze blindfolded while carrying dozens of water bucket, from which no drop must spill, while being attacked by various beasts.

An Abyssal is thrown into the Labryinth by his Liege without any preperation and is told to return by the next no moon.

An Alchemical goes through his Metropolis' Training Simulator on Level 10.

You know, that sort of stuff.
 
So, moving away from the economical turn this Thread has taken.


How do stunts and charms effect Training in canon and how should it actually do so if the current system is a load of shit?.

An Infernal calls forth his reflections and those of his various worthy foes, both past and present, to give him a challenge.

A Lunar with freaky wyld/hearts blood charms to conjure prey and hunt them once more.

A Solar runs through a constantly shifting maze blindfolded while carrying dozens of water bucket, from which no drop must spill, while being attacked by various beasts.

An Abyssal is thrown into the Labryinth by his Liege without any preperation and is told to return by the next no moon.

An Alchemical goes through his Metropolis' Training Simulator on Level 10.

You know, that sort of stuff.
In 2e, there are chakram storms in the far North. I can easily imagine an Immaculate Monk and his students standing firm within the path of the storm and using their skill to deflect every projectile that comes for them as training.
 
How common are terrestial gods that fight with the dead? Would a GodBoar-guardian of the forest feasibly take physical form to battle one of the Ancestral Dead and their cohort of hungry ghosts that form as the result of the combination of two factors - the slaughter of an entire tribe and the invocation of a artifact to 'commune with the Ancestor' of said tribe? I'm trying to keep what I've got going on as feasible to happen in Exalted and the finicky bits of gods, raksha, elementals and undead are really vague.
Basically what I've got going on is RohPogny (the frog god I mentioned ages ago when I was first coming up with this) is following the SI, who appeared in the middle of nowhere, so he's curious (curiosity is pretty much one of RohPogny's main traits) seeing the SI run afoul of the dead and calling on a mighty terrestrial god who owes him a favour to smash the dead. The boar in question will probably look like Nago from Princess Monoke, which I watched recently and loved.
 
My understanding is that while their may be no innate aspect of the Gods or the Dead that make them hostile to each other the simple fact that they are competing for a limited pool of prayer would make it easy for conflict to break out. The propensity for conflict would be further encouraged by the fact that the once human nature of the Dead is significantly different than the innately inhuman nature of the Gods.

With that said I could easily see the development of a simple alliance between the Gods and the Dead in response to a immediate crisis. The invasion of a foreign power or an attempt by a a newly empowered being to impose radical changes (The player characters) seems like the perfect rationale for an alliance.
 
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My understanding is that while their may be no innate aspect of the Gods or the Dead that make them hostile to each other the simple fact that they are competing for a limited pool of prayer would make it easy for conflict to break out. The propensity for conflict would be further encouraged by the fact that the once human nature of the Dead is significantly different than the innately inhuman nature of the Gods.

With that said I could easily see the development of a simple alliance between the Gods and the Dead in response to a immediate crisis. The invasion of a foreign power or an attempt by a a newly empowered being to impose radical changes (The player characters) seems like the perfect rationale for an alliance.
The region I've constructed for the first part of my story is going through what can only be termed as a supernatural cold war.
On one side the ancient terrestrial god Furrow-Filler seeks to preserve the purity of the natural world, fathering God-Blooded and training warrior-priests to further these aims. On another the mortal chieftain Chiho-Chao is attempting to reach the wealth and glory of the more 'modern' parts of the world, through war or peace. His concubine also seeks such a thing, the potent necromantic thaumaturge seeking the luxurious life she feels that she deserves. The Ancestral Dead of the tribes seek to keep their people safe, uncaring of whether they remain in their current primitive state or move towards the 'civilised' life of the cityfolk. In the trade city of Vermoot, a mighty sorcerer musters his strength to take revenge on Chiho-Chao for the theft of a priceless reagent. In the bogs, Three-Pound Pestle studies his texts and experiments, seeking perfection of form before he dies. He offers powerful boons to those who aid him in this endeavour. Oojga-Batta the Crippled Tree is a raksha who has managed to gain not only the fealty of the Breakwood tribes, but also the Wood Elementals who call her forest home. Finally Guanting Lin, the military governor of Vermoot and Moang Botch-Vixen, Immaculate Monk, are struggling to enforce the Immaculate Doctrine on the lands surrounding the city, so that safe trade routes to Halta and it's vassals may be established.
Of course, the arrival of an unbound factor with a divine patron/friend/jackass might just set it all aflame...
 
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I'd like to get in touch with Eldagusto and Chejop Kejak, but I'm still banned on Onyx Path and I've lost the contact information I used to have. If you can carry a message, PM me.
 
Hundred-Handed Illumination Labour
Cost:
8m; Mins: Bureaucracy 4, Essence 3; Type: Supplemental
Keywords: Combo-OK
Duration: One dramatic action
Prerequisites: Speed the Wheels

To the Solar Exalted, any task can be sliced into infinitesimal sections by a sharp enough wit.

This Charm enhances a dramatic scale action to perform a task of creation or management, and may explicitly enhance actions based on abilities other than Bureaucracy. By assigning an integer multiple of the required labour for a given project, the speed of the task is performed (multiple) times faster, up to a limit of the Solar's (Essence + Bureaucracy). The Solar suffers no obstacles from the finite divisibility of tasks and ignores all external penalties from insufficient working space. The Solar need not directly be present for the entire project if someone else is carrying out the action, but must spend at least a five hours a week managing or aiding the project in some way (for example, checking the paperwork, inspecting the premises, or providing helpful comments while everyone else is working).

The extra labour assigned must be capable of carrying out the project in their own right - for example, should a statue require a skilled foreman and ten slaves to erect, the character must assign two skilled foremen and twenty slaves to double the speed. This Charm can produce supernatural division of labour at the cost of making the Charm Obvious - for example, should such a talented Solar assign eight women to aid and care for an expectant mortal mother, gestation lasts a mere month.

Abyssals have an equivalent Charm, called Death March Prana. It has identical prerequisites save that it has Eloquent Example Inspiration as its prerequisite Charm. The Abyssal version of the Charm has the added benefit that any worker who dies during the execution of the project still counts towards manpower purposes for the duration of the project as their life force is drained to serve the Abyssal's goal. In addition, workers who die in the course of their duties automatically leave a ghost with the Motivation of "See This Project Through To Completion" who joins the project's labour pool.

This Charm has an equivalent in Malfeas, called Cannibal Dynamo Bosom. The Malfean version of the Charm has Crowned With Fury as its prerequisite, requires Essence 3, and may only be used to enhance projects the Infernal personally leads. However, workers with an intimacy of Terrified Awe to the Infernal count double for the purposes of overstaffing.
 
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Arwe, the White Arrow
Demon of the Second Circle
Defining Soul of the Archer Upon the Clouds


Most beauteous and favoured of the arrows in the quiver of Imre is Arwe. Her shaft is white jade and measures a full three metres in length, her feathers are kin to Imre's own, and her voice sings across the Malfean sky when he looses her. She always strikes the heart of one she strikes - wriggling through their veins and flesh to make it so, if needed - and her loyal nature means that she always returns to one who casts her. Lesser beings who cannot wield a bow with the draw to heft her find that she is equally as accommodating to being used as a throwing spear or a pike. If aimed at the sky by someone who holds the image of another in their mind's eye and a message written on silk is tied around her shaft, she will seek them out no matter which realm of existence they reside in, speak her message, and then return to her archer.

Arwe will not willingly hurt a soul. Yet she is an arrow, and she is not to blame when one casts her at a foe. It is merely in her nature to kill when she strikes another. It is the one who loosed her who murdered their target, and she never ceases to remind them of it in her soft voice. In her jade skin is carved the full list of everyone her current bearer has ever killed, and these words drip with blood when the moon is full or new. This blood never fades nor dries, and many of Imre's clouds are stained red by her weeping. Only white silk is not marred by her.

If the White Arrow had her way, she would spend her life in a quiver never seeing use. It is her nature to be a weapon, but a weapon need not see use. Alas, Hell and Heaven alike are full of violent men. To that end, she studies the nature of the Grieving Lord and his peculiar nature. She feels that the two of them may be kin enough that she can learn to take the bodies of those who would use her to kill others and live her own life.

Arwe is beloved by Sidereal and Lunar sorcerers, for she is a potent weapon. Some use her as an arrow and others as a spear, but either way they know to wear white silken gloves to avoid the blood from her shaft marking them. Arwe gains Limit when her wielder misses with her, for it is an offence to her nature. She has a cult in the South which worships her for she was once the sacred spear of a tribal war-leader who carved the name of the one he would avenge into his flesh. This is what permits her to escape from Hell, appearing in the hands of one who would mar themselves for the sake of revenge.
 
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