I assume that given the realm's control over the immaculate faith they can kind of cheat by getting gods to favour them a bit. That said, it seems like you would need to have large ships in order to even maintain the threshold colonies in any way.

Lunar Queen Economics!
 
Don't they have those tender boats that they use to pull around trimeme when they aren't actually being used in battle? Would those make a difference?
 
Horngeek Homebrew: Little Death
So, inspired partially by @Aleph's Collar of Semastri- and with a lot of help from her, a lot of the ideas here are hers as much as mine:

Little Death
Artifact 3, Attune: 5 motes.
An artifact originally made for the purpose of mindfulness and meditation, it is a mark of this fallen Age that Little Death is now most often used for the purposes of smuggling and skullduggery. Woven from Serenity, Secrets and Endings woven into physical form by the arts of the Sidereal Exalted, Little Death is a long sack sized to fit a person in as long as they are not wearing bulky clothing or armour. When a person lies down inside the sack it closes around their entire body in a form-fitting embrace. Another may attune to Little Death for five motes, sealing the sack and binding its occupant. While bound, the following effects apply:

  • She cannot move, and any sound she makes will not carry outside the artifact. This is more than just the physical restraint of the sack- while it is certainly tight enough to prevent her arms, legs and jaw from moving, the magic of the sack prevents even those attempts.
  • She cannot see, hear, or smell anything outside Little Death, with the only exception that the attuner can speak and she will hear him- and only him- as if her ears were uncovered. This may negate penalties or even grant bonuses to noticing his voice at the ST's discretion. In addition, any magic that provides a mental link is blocked- with the exception of any link with the attuner.
  • While thus rendered helpless, all external observation ceases to register her as a living being. Her essence is suppressed, her life signs do not pass beyond the wrapping and even the threads of the Loom are subtly warped to claim that she has met her destined end and is at peace - the same reply they would give for one who has died a natural death and passed through Lethe. Any roll to notice her is treated as if she were under the effects of Easily Overlooked Presence Method (Exalted 2e, Page 230).
  • Should this be overcome, another obstacle awaits the observant eye. The magic of Little Death mimics objects around it, and any attempt to discern her true nature or identity automatically fails. Around objects of appropriate size and shape, she will be perceived as an object of that type (for example, a rolled-up carpet, a log, or a packed tent). Only upon individual inspection will this Illusion fail, whereupon she will be recognised as a corpse in a bodybag.
  • She may spend one Willpower to reject the magic keeping her still for a scene- this will enable her to move as much as the physical restraints of the sack allows her, although no sound escapes. Having done so, escape may be attempted from within as a Difficulty 5 roll that must be enhanced by magic and which renders the wearer and her true nature Obvious to onlookers as Little Death announces her rejection of the lie it tells.
  • Finally, Little Death supplies fresh air to her, even though the sack has no holes through which air could pass through. While it does not suspend her need for food or drink, the attuner may unseal and remove only the hood to allow her to partake- however, this will suspend all of its magical properties, rendering it a purely physical binding.
 
So, inspired partially by @Aleph's Collar of Semastri- and with a lot of help from her, a lot of the ideas here are hers as much as mine:

Little Death
Artifact 3, Attune: 5 motes.
An artifact originally made for the purpose of mindfulness and meditation, it is a mark of this fallen Age that Little Death is now most often used for the purposes of smuggling and skullduggery. Woven from Serenity, Secrets and Endings woven into physical form by the arts of the Sidereal Exalted, Little Death is a long sack sized to fit a person in as long as they are not wearing bulky clothing or armour. When a person lies down inside the sack it closes around their entire body in a form-fitting embrace. Another may attune to Little Death for five motes, sealing the sack and binding its occupant. While bound, the following effects apply:

  • She cannot move, and any sound she makes will not carry outside the artifact. This is more than just the physical restraint of the sack- while it is certainly tight enough to prevent her arms, legs and jaw from moving, the magic of the sack prevents even those attempts.
  • She cannot see, hear, or smell anything outside Little Death, with the only exception that the attuner can speak and she will hear him- and only him- as if her ears were uncovered. This may negate penalties or even grant bonuses to noticing his voice at the ST's discretion. In addition, any magic that provides a mental link is blocked- with the exception of any link with the attuner.
  • While thus rendered helpless, all external observation ceases to register her as a living being. Her essence is suppressed, her life signs do not pass beyond the wrapping and even the threads of the Loom are subtly warped to claim that she has met her destined end and is at peace - the same reply they would give for one who has died a natural death and passed through Lethe. Any roll to notice her is treated as if she were under the effects of Easily Overlooked Presence Method (Exalted 2e, Page 230).
  • Should this be overcome, another obstacle awaits the observant eye. The magic of Little Death mimics objects around it, and any attempt to discern her true nature or identity automatically fails. Around objects of appropriate size and shape, she will be perceived as an object of that type (for example, a rolled-up carpet, a log, or a packed tent). Only upon individual inspection will this Illusion fail, whereupon she will be recognised as a corpse in a bodybag.
  • She may spend one Willpower to reject the magic keeping her still for a scene- this will enable her to move as much as the physical restraints of the sack allows her, although no sound escapes. Having done so, escape may be attempted from within as a Difficulty 5 roll that must be enhanced by magic and which renders the wearer and her true nature Obvious to onlookers as Little Death announces her rejection of the lie it tells.
  • Finally, Little Death supplies fresh air to her, even though the sack has no holes through which air could pass through. While it does not suspend her need for food or drink, the attuner may unseal and remove only the hood to allow her to partake- however, this will suspend all of its magical properties, rendering it a purely physical binding.
Wait. You sure this is for meditation?

Why can't it be opened from the inside?
 
Wait. You sure this is for meditation?

Why can't it be opened from the inside?
Sure it's for meditation, it's way better than sitting under a waterfall for blocking out the majority of conflicting stimulus and focusing your mind on one thing, and it even lets your guru give clear meditation instructions that become the only other thing in your world while you are in the bag1​.



Because it's a magical BDSM sensory deprivation bag.



[1] it just also happens to be very obviously based on or intended for something else, which is the point where you usually go "Oh first age Solars:rolleyes:", but in this case is probably"Oh! Maidens of Serenity:oops:".
 
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Sure it's for meditation, it's way better than sitting under a waterfall for blocking out the majority of conflicting stimulus and focusing your mind on one thing, and it even lets your guru give clear meditation instructions that become the only other thing in your world while you are in the bag1​.



Because it's a magical BDSM sensory deprivation bag.



[1] it just also happens to be very obviously based on or intended for something else, which is the point where you usually go "Oh first age Solars:rolleyes:", but in this case is probably"Oh! Maidens of Serenity:oops:".

Oh, this was totally a Sidereal-made Artifact- the whole thing about appearing as if you're dead to the outside world was @Aleph's idea, and is inspired off a Sidereal 1e capstone Charm that let you stop your heart and become metaphysically dead to hold off the effect of injury.
 
Actually, incidentally, how big *is* the Realm? Like, is it Roman Empire sized? Qing Empire during the height of their power and size in the 1700s sized? Holy Roman Empire under Charlemagne sized?
There's undoubtedly been better-quality examples of this done, but this was the image I roughly slapped together a few campaigns ago using the old map scale to help players visualize the sheer scope of their travel plans:


For those unfamiliar with the shape, imposed across the Realm is modern-day China.
 
There's undoubtedly been better-quality examples of this done, but this was the image I roughly slapped together a few campaigns ago using the old map scale to help players visualize the sheer scope of their travel plans:


For those unfamiliar with the shape, imposed across the Realm is modern-day China.

...you mean, the Blessed Island is the size of Modern China? Or am I reading that wrong?

Yeah, no.

That's legitimately kind of hilarious?
 
Created a small custom charm tree. It's meant to be an Infernal Pantheon Bound charms tree based around a mix of Cecelyne, Malfeas, and SWLIHN. The 3rd circle in question represents channeling destructive/dangerous forces towards constructive ends. Like a combustion engine. The chosen charm tree is meant to represent the granting of greater power as people move up an organization, but at the cost of more restrictions on what they can use that power for. It's also meant to represent the modern nation state as opposed to ancient kingdoms as a social approach. Malfeas rules as a king, and his kingdom resolves around him. This charm tree allows the Infernal to rule as a ideologue. Loyalty is to the organization or ideals, not the Infernal himself.

Righteous Argument Prana

Cost
10m, 1wp; Mins: Essense 2; Type: Simple (Speed 5 in long ticks)

Keywords: Social, Combo-OK;

Duration: Instant

Prerequisite Charms:

The Infernal's beliefs are always right. This charm is Performance based social attack that encourages a specific belief that the Infernal shares. This charm exerts unnatural mental influence on every valid target of the roll. If a targets MDV is less than the extra successes on the roll, this charm inspires them to believe. It also creates an instant commitment to that belief. Shaking off the belief requires 1 wp per scene, and the effect lasts until the target breaks their commitment to the belief.


Ideal Affirming Oath

Cost
10m, 1wp; Mins: Essense 3; Type: Reflexive

Keywords: Combo-OK, Obvious, Sorcerrous;

Duration: Varies

Prerequisite Charms: Righteous Argument Prana

Prior to using this Charm. The character must have observed the target make a declaration of commitment to an ideal, organization or individual. The statement must reflect the true feelings of the target, though they need not be of sufficient strength form an intimacy. Should the target not have an intimacy in line with their declaration, this charm creates one. Upon activation, this Charm brands the target with the words of their declaration, as long as the brand remains on their body the target remains commited to the The character chooses where on the target's body the brand appears, and the brand is visible to mundane senses. As long as this brand exists on the target, the chosen intimacy can not be rejected or broken. The brand can be removed at the cost of 1 HL as the target carves it from their flesh. Removing the brand does not remove the intimacy, but does allow to be rejected as normal.

Soldier For The Cause Methodology

Cost
10m, 1wp; Mins: Essense 3; Type: Reflexive

Keywords: Obvious, Sorcerrous, Training;

Duration: Instant

Prerequisite Charms: Ideal Affirming Oath

Prior to using this Charm, the character must have observed the target express a goal or ideal they are devoted to, this "greater good" must be an intimacy of the target's. If this condition is met, the Infernal need only be within (Essence) yards of the target and activate Verdant Emptiness Endowment. Doing so causes the target to gain one dot of the Attribute, Ability or specialty that best pertains to the observed wish, as defined by the Infernal. This Training effect can't raise any trait above its normal maximum, nor does the Infernal need any rating in a trait to bestow it. This Charm also can't target those who have any outstanding experience debt from prior use of any Training effect.
It is possible for the target to unconsciously reject the gift for a cost of one Willpower, thereby avoiding the gift and its hidden price tag. This effect is not Obvious, however, so the target's player only knows the trait being offered and the associated experience cost, without learning anything about the source of the effect or the price. Once the gift is accepted, the magic is done, and countermagic can't reverse it.
Traits improved by this Charm do so over the course of the scene, fast enough to be miraculous but slow enough that no one has to know the source of the blessing.


Upon this charms activation, the target can no longer act against their goal, even under mental compulsion. This Charm may be used on a group whose Magnitude is equal to or less than the Characters Essence rating, as long as they all declare the same goal or ideal.


Can't think of a name prana

Cost
10m, 1wp; Mins: Essense 3; Type: Reflexive

Keywords: Obvious, Sorcerrous, Training;

Duration: Instant

Prerequisite Charms: Soldier for the Cause Methodology

This Charm works as it's prerequisite, however it bestows permanent mutations instead of other traits. The mutations in question must be beneficial to the target's "greater good", though they can do so in ways the supplicant never imagined or wanted. For example, it is necessary to become a creature of darkness for the Desecration to do anything else, so any desire to be changed automatically makes that mutation permissible. Moreover, the changes must suit the aesthetics of the Endless Desert, incorporating only those physical characteristics suited for dwelling within her and mental changes congruent with her law.
Any single permissible mutation may be given by each application of this Charm, within the normal limits of Verdant Emptiness Endowment and the Desecration keyword. All of the effects of Transcendent Desert Creature may be given as an Abomination with the same name.
Alternately, this Charm may also be used to remove mutations, in which case the target still owes the Infernal later, but the former mutant regains any experience points invested in the trait. It is not uncommon for Cecelyne to give a mutation and collect the price, then collect again to remove the gift when the target comes to fear and hate what he has become.

Upon this charms activation, the target replaces their highest rated virtue with their "greater good". The target can must always act in line with their "greater good."

This Charm may be used on a group whose Magnitude is equal to or less than the Characters Essence rating -1, as long as they all declare the same goal or ideal.
 
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Like, here's the thing. Size doesn't actually...help anything? Like, even if the entire game took place in an area smaller than modern China, that'd still be room for a *ton* of variety and tons of history. I mean, look at the history and variety that exists in China alone.

...now imagine that a single island that sure as shit isn't as diverse as China is is in charge of an Empire larger than the British at its height, and yet assuming more direct control than the British ever did (Australia was a Federation, India was already starting to tear away before WWI even happened)...

Like, what's the point of all of this?

What does it really add?
 
So, inspired partially by @Aleph's Collar of Semastri- and with a lot of help from her, a lot of the ideas here are hers as much as mine:

Little Death
Artifact 3, Attune: 5 motes.
An artifact originally made for the purpose of mindfulness and meditation, it is a mark of this fallen Age that Little Death is now most often used for the purposes of smuggling and skullduggery. Woven from Serenity, Secrets and Endings woven into physical form by the arts of the Sidereal Exalted, Little Death is a long sack sized to fit a person in as long as they are not wearing bulky clothing or armour. When a person lies down inside the sack it closes around their entire body in a form-fitting embrace. Another may attune to Little Death for five motes, sealing the sack and binding its occupant. While bound, the following effects apply:

  • She cannot move, and any sound she makes will not carry outside the artifact. This is more than just the physical restraint of the sack- while it is certainly tight enough to prevent her arms, legs and jaw from moving, the magic of the sack prevents even those attempts.
  • She cannot see, hear, or smell anything outside Little Death, with the only exception that the attuner can speak and she will hear him- and only him- as if her ears were uncovered. This may negate penalties or even grant bonuses to noticing his voice at the ST's discretion. In addition, any magic that provides a mental link is blocked- with the exception of any link with the attuner.
  • While thus rendered helpless, all external observation ceases to register her as a living being. Her essence is suppressed, her life signs do not pass beyond the wrapping and even the threads of the Loom are subtly warped to claim that she has met her destined end and is at peace - the same reply they would give for one who has died a natural death and passed through Lethe. Any roll to notice her is treated as if she were under the effects of Easily Overlooked Presence Method (Exalted 2e, Page 230).
  • Should this be overcome, another obstacle awaits the observant eye. The magic of Little Death mimics objects around it, and any attempt to discern her true nature or identity automatically fails. Around objects of appropriate size and shape, she will be perceived as an object of that type (for example, a rolled-up carpet, a log, or a packed tent). Only upon individual inspection will this Illusion fail, whereupon she will be recognised as a corpse in a bodybag.
  • She may spend one Willpower to reject the magic keeping her still for a scene- this will enable her to move as much as the physical restraints of the sack allows her, although no sound escapes. Having done so, escape may be attempted from within as a Difficulty 5 roll that must be enhanced by magic and which renders the wearer and her true nature Obvious to onlookers as Little Death announces her rejection of the lie it tells.
  • Finally, Little Death supplies fresh air to her, even though the sack has no holes through which air could pass through. While it does not suspend her need for food or drink, the attuner may unseal and remove only the hood to allow her to partake- however, this will suspend all of its magical properties, rendering it a purely physical binding.

You know, my first thought was "Oh look! An easy way to hide quickly."
 
Like, here's the thing. Size doesn't actually...help anything? Like, even if the entire game took place in an area smaller than modern China, that'd still be room for a *ton* of variety and tons of history. I mean, look at the history and variety that exists in China alone.

...now imagine that a single island that sure as shit isn't as diverse as China is is in charge of an Empire larger than the British at its height, and yet assuming more direct control than the British ever did (Australia was a Federation, India was already starting to tear away before WWI even happened)...

Like, what's the point of all of this?

What does it really add?
"Hur Dur, Bigger things are more awesome"
 
Like, here's the thing. Size doesn't actually...help anything? Like, even if the entire game took place in an area smaller than modern China, that'd still be room for a *ton* of variety and tons of history. I mean, look at the history and variety that exists in China alone.

...now imagine that a single island that sure as shit isn't as diverse as China is is in charge of an Empire larger than the British at its height, and yet assuming more direct control than the British ever did (Australia was a Federation, India was already starting to tear away before WWI even happened)...

Like, what's the point of all of this?

What does it really add?
It means there's plentiful room for ST's to add their own stuff to the pot beyond the published material, it helps to sell the idea of Creation as a world of wonders and weirdness if there's enough room for anything to happen, and it plays up the grandeur of the Exalted that they can bestride a world of comparable scope to our own, shaping (pieces of) it to their own desires. Basically, it's a way of making sure the map has plenty of "here be dragons (go have adventures with them)" space, which is good and desirable for the game.

The execution was, uh, lacklustre, but the principle was sound.
 
It means there's plentiful room for ST's to add their own stuff to the pot beyond the published material, it helps to sell the idea of Creation as a world of wonders and weirdness if there's enough room for anything to happen, and it plays up the grandeur of the Exalted that they can bestride a world of comparable scope to our own, shaping (pieces of) it to their own desires. Basically, it's a way of making sure the map has plenty of "here be dragons (go have adventures with them)" space, which is good and desirable for the game.

The execution was, uh, lacklustre, but the principle was sound.

Kerisgame, for example, would not work in Tiny!Creation. The entire game relies on the fact that there's a roughly Europe sized area of small islands and coastlines to be the South China Sea meets the Caribbean where pirate-feudalism holds true (and ship captains replace mounted men at arms). In Tiny!Creation, there simply isn't space for a place like this to be inserted wholescale - and even if there was, there'd be too many pre-existing powers and the Realm would have too much interest in that place.
 
OK.

So basically, sorcery spells are different from charms. For one thing, Sorcery does not have to be attached to any ability. Also, Sorcery takes time to cast, is more expensive, and such.

Is there any general guide for making sorcery spells?
 
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