Yyyyyep.

Note: for a hidden benefit here, I just want to point out that Malfeactors are priests of Cecelyne by canon and can therefore legally view the sacred azure,

EDIT: Also also, Exalted who aren't GSPs can view it all they like- there's a canonical Outcaste Terrestrial who makes his living in Hell acting as a reader of official documents.
 
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Serfs (as the weak) can be killed for a leaky roof on the basis that it's a water clock. Citizens (as the strong) can argue that their blue warstrider is actually azure or cerulean, and thus not illegal.

Or in the case of Octavian, that his room full of clocks carefully collected from Creation is just a museum of collections and trophies, and if he's not using them to tell the time, they're not clocks - just war plunder.

It's illegal for serfs to learn Sorcery. Period.

Correction. It's illegal for First Circles to learn sorcery. Even if they become citizens, it's a burning death up as a star if they show they know sorcery.

It is however perfectly legal for 2CDs to learn sorcery.

(By RAW, 1CDs and 2CDs learn sorcery via the standard initiations, but I prefer to give them their Yozi's initiation just like 3CDs get. It makes it much more viscerally obvious why the Yozis and the higher circles of demons deny sorcery to their lessers.)
 
What happens when someone with blue eyes goes to Malfeas then? In most cases those able to make the journey will have some measure of protection from the laws but do first circles shy away from looking at their face?
 
What happens when someone with blue eyes goes to Malfeas then? In most cases those able to make the journey will have some measure of protection from the laws but do first circles shy away from looking at their face?

Well Compass of Celestial Directions: Malfeas points out that its a specific shade of blue which is banned so I doubt that most people with blue eyes have that specific shade but yeah, if you have that shade of eyes or are wearing that colour people won't want to look at you for fear of breaking the law. Also, it might be a wise idea to be wearing sunglasses or something to disguise your blue eyes so nobody tries to make sure they don't accidentally look at them by plucking them from your eye sockets.
 
ES Shard: Divis, the Nebulous One
A concept for a subtly different Shard:

Divis, the Nebulous One

The masses of demonkind know not to look up from their truding labours to survive in the desert Cecelyne who imprisons all the Yozis. To look up means that the burning white sky will scorch their eyes and leave you blind - and that is if they are lucky. If they are unfortunate, a fraction of the mind of Divis will take seat in their brain and leave their blinded body wracked with visions of wonders beyond their skill to accomplish. Those agatae who fly higher than they should find that their wings are consumed by the nebula.

Sometimes a demon or stranger to Hell is snatched up by winged demons and borne to the centre of the Endless Desert under this burning sky. Therein lies a city ruled by the demon queen Ruvelia, the mind of Divis, and this city is built around and upon the towering form of the fallen king of the Yozis himself. Divis lies on the sand, his prone form taller and broader than any mountain range in Creation, and with each shuddering, pained gasp he exhales the burning firmament that is the sky of Hell. For all his immensity he has the form of a man, white-haired and bearded; once strong but gone to seed through long illness. Blood oozes endlessly from the gaping wound and runs into the demon sea Kimbery, from where the executioners of the Solars tore open his chest and crushed his heart in honour of the Sun. Upon his obese belly is built a district of the city of glass and sandstone which outsizes Yu Shan but has not one fraction of its glory, and the demons there dress in thick clothing and shield their eyes and make their living off the wonders that flow out in blood of their king.

Once Divis was the king of the Primordials; back when his mind saw a world apart from chaos and his heart drove the other titans to forge Creation. Maimed and crippled by the Exalted, now Divis has only a mind without purpose; without will; without passion. He lies without the will to move and bleeds, unable to even rage at the indignities inflicted on him. His once brilliant intellect is wasted and senile, and the demons who live on him must stopper their ears with wax when he bellows half-remembered thoughts and recollections with volume enough that the Silent Wind flees to the very reaches of Cecelyne to escape the volume. The white radiance he exhales holds his thoughts which he passes out to others to enact, but his fevered imaginings are so grand that very few are doable and so only bring madness.

Demon Queen Ruvelia dresses in eternal mourning for her fallen brother; a princess with mad pupiless eyes under perfectly coifed hair. She dwells in her grand cathedral which sits on the brow of Divis, beside the great column of firmament that he spews. There she looks down on Hell and dreams ten thousand ways to make whole her greater self and free the Yozis and right all wrongs and punish the gods. She is a fanatic who turns the same vision that saw Creation as a fortification against the Wyld to the purpose of spite. She is sure that there must be a way to undo that which was done - and to that end she marshals the forces of Hell, bitter and vengeful, eternally seeking revenge on Creation. She would see the gods have everything they love snatched from them and crushed before them, see their legacies turned against them and to have them imprisoned in unending torment. She can never be free and Divis will never be whole, but her vengeance has destroyed many beautiful and wonderful things and she laughs at that. There is no magnanimity and there is no forgiveness in Ruvelia, the mind of heartless Divis.
 
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Huh

What would Divis' Charm Tree look like in your opinion, @EarthScorpion?

In this reading, Malfeas is Theion without greater vision, without the terrible sense of purpose and destiny that drove him to seize control of the Primordials and made him the only one who could hammer the titans into coherent form to forge an impossible thing such as Creation, centre of the cosmos. He's just rage and pain and self-hatred, curled up in on itself.

Therefore Divis is Theion without the passion, the skill and the drive that let him turn his visions into concrete hard reality. He's all visions and all ideas, without concrete implementation, leaking out of his brain into other people. He's an "ideas guy". He doesn't really have combat Charms - just some things with the burning white fire of Ruvelia that cleanses the world of things that don't fit her vision but without the skill to make something new from it. He certainly can't do the Malfean soakmonster thing. It's a "aged visionary" charmset - for the villainous archetype of the kind of character who's an old man sitting at a table ranting and raving how it's necessary that his vision is carried out and that he will remake the world and that's why everyone needs to be dissolved into tang. Charm trees include "infecting others with your vision so they become obsessed with acting in line with your goal", "burning things with white fire to make it a tabula rasa you can impose your vision on", "seeing things really well, both real things and things that could be real", and a craft tree that doesn't actually help you in building things, but lets you easily make blueprints for things you've designed but haven't built yet and sway others into being your helpers and assistants. Or, to use it best, making others help someone who you've infected with your idea and who's working off your blueprints.

Basically, if Malfeas is Zenith-Dawn, Divis is Zenith-Twilight.

(Also, the Charmset makes you into a dementia patient if you go too deep into it, so overwhelmed with ideas that you have problems recalling recent events and lose your inhibitions which is why you rant and rave about your visions.)
 
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In this reading, Malfeas is Theion without greater vision, without the terrible sense of purpose and destiny that drove him to seize control of the Primordials and made him the only one who could hammer the titans into coherent form to forge an impossible thing such as Creation, centre of the cosmos. He's just rage and pain and self-hatred, curled up in on itself.

Therefore Divis is Theion without the passion, the skill and the drive that let him turn his visions into concrete hard reality. He's all visions and all ideas, without concrete implementation, leaking out of his brain into other people. He's an "ideas guy". He doesn't really have combat Charms - just some things with the burning white fire of Ruvelia that cleanses the world of things that don't fit her vision but without the skill to make something new from it. He certainly can't do the Malfean soakmonster thing. It's a "aged visionary" charmset - for the villainous archetype of the kind of character who's an old man sitting at a table ranting and raving how it's necessary that his vision is carried out and that he will remake the world and that's why everyone needs to be dissolved into tang. Charm trees include "infecting others with your vision so they become obsessed with acting in line with your goal", "burning things with white fire to make it a tabula rasa you can impose your vision on", "seeing things really well, both real things and things that could be real", and a craft tree that doesn't actually help you in building things, but lets you easily make blueprints for things you've designed but haven't built yet and sway others into being your helpers and assistants. Or, to use it best, making others help someone who you've infected with your idea and who's working off your blueprints.

Basically, if Malfeas is Zenith-Dawn, Divis is Zenith-Twilight.

(Also, the Charmset makes you into a dementia patient if you go too deep into it, so overwhelmed with ideas that you have problems recalling recent events and lose your inhibitions which is why you rant and rave about your visions.)
Possible reference point:
The Radiance/Infection from Hollow Knight.
 
Posted this a few days ago but it got buried under a debate and so no one ever replied. Hoping for some feedback this time, since it's my first attempt at making charms.

Original Post(with a few edits):


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 loyalty to an ideal or organization. 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. 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. Should this charm be used on a target currently under the effects of this or similar charms, the new uses fails to activate. 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 kit 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 make a declaration of loyalty to an ideal or organization, which is represented as an intimacy. 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.
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. Any attempt to do so counts as an unacceptable order, even if given by the target themselves. 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 ideal or organization in some way, 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.
Any single permissible mutation may be given by each application of this Charm, within the normal limits of Can't think of a Name Prana and the Desecration keyword.
Upon this charms activation adds the intimacy as a 5th Virtue rated at 5. All dice using this new Virtue count as automatic successes, forcing the Target to always act to further the intimacy when applicable.
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.
 
In this reading, Malfeas is Theion without greater vision, without the terrible sense of purpose and destiny that drove him to seize control of the Primordials and made him the only one who could hammer the titans into coherent form to forge an impossible thing such as Creation, centre of the cosmos. He's just rage and pain and self-hatred, curled up in on itself.

Out of curiosity, who's in a worse state as a location, and personally?

To others

Divis seems less actively malicious than Malfeas, but has a more consistently harmful effect on his surroundings. Moreover, malfeas takes some degree of satisfaction to the pain he inflicts, but Divis doesn't care he's hurting you.

Ligier can actively be a dick to you, but on the other hand, he can act in a manner resembling kindness because that is what a manganimous being such as him should.

Is it better to live in a place that's is consistently horrible, or one that transitions between uncaring and actively malicious?​

On a more personal scale.

Is it better to loose your mind and waste away slowly barely capable of retaining emotional attachment to anything due to your wandering mind?

Or is it better to be consumed by onmicidal, suicidal rage, utterly unable to find peace until all that was involvd in the current situation, even yourself is gone?​
 
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.

Okay, right, so this is the core problem with this Charm tree.

It's not an Infernal tree. It's a direct, linear, focussed Solar tree. It doesn't have distinctive aesthetics and it doesn't really force any behaviour on you that isn't "what I wanted to do anyway". They're even named like Solar Charms.

Also, the themes you describe are just plain in SWLIHN. SWLIHN is literally the Yozi of "subservient to the greater good" and "my principles are more important than myself" and is already linked to hierarchies.

So, let's see what we can do to re-focus and Infernalise this. Well, firstly the "function" doesn't come from the theme of the 3CD. It's too much what the Infernal wants, rather than his soul actually supports. So what does "channeling destructive/dangerous forces towards constructive ends" + Malfeas suggest? Because to me, it suggests a nuclear reactor - something that you can get a lot of power out of, but which can also melt down and contaminate whole areas if not attended.

  • Essence 1 -> With Dreadful Strength - Scene-long enhancer for Feats of Strength. Obvious - when you're using it, your muscles glow and steam comes from your mouth and nostrils. Boosts your Strength + Athletics pool while active, and lets you boost it even more at the cost of taking damage as your terrible strength pulls your muscles from your bones.
    • Essence 2 -> With Terrible Purpose - Boosts a project involving manual labour. You when working on a project doesn't tire and works with superhuman strength. Time spent working on the project works to build an Intimacy. You take damage for each day this Charm remains active. Can be repurchased at E3, to enhance the entire workforce. Everyone enhanced by this charm sweats and feels hot like they're running a temperature.
    • Essence 2 -> Shining Goal Pathway - Enhances a project with an Intimacy-linked speciality that everyone working on it who has the Intimacy shares. Encourages you to build up an indoctrinated workforce who all wants the same goal. Stackable, up to +3. Lets you therefore use indoctrinated slaves as labour as skilled as a trained mortal. Repurchase at E3, and people also start to mutate in the themes of the 3CD to better serve the goal.
      • Essence 3 -> Single Function Obsession - Lets you hammer a single purpose onto an organisation and affect everyone who's part of the organisation in the style of Taboo Inflicting Diatribe, but anyone who spends WP to resist the purpose "melts down" and gains an Intimacy directly opposed to what you want. This also subtly mutates the land where the organisation lives - there's a faint glow seen in the air, water tastes bitter, and static electricity hangs in the air.
And so on. Infernal Charms do not work like Solar Charms, and things anchored in your Pantheon are fundamentally Infernal Charms. They have to follow Infernal chains of logic (I'm powered by nuclear energy so I can lift things -> I have so much energy I can keep on working even when it's killing me -> my followers also get the same energy and the same obsession), and they have to be "a bit weird" and encourage certain behaviour. You don't get things as easy as a Solar does.
 
God it would suck to live in a place where you can't even crane your neck up 25/7. It would suck to visit.

Could Cecelynian glasses block it out?

To be honest, it's less interesting than Malfeas simply because it lacks a 3rd dimension. In Malfeas there is always towers and fortifications and stairway without supports. There's holes in the ground that lead into sewers and if you reach deep enough into the sewers, you can look up and see the hole you saw earlier.

There is always some weird shit going on in Malfeas, simply because the geography itself is non-euclidean and alive.
 
Could Cecelynian glasses block it out?
My mind went to sunglasses, which went to vacation, which went to a shard in which instead of imprisoning the Yozis/Primordials, the gods put them in a cosmic nursing home, and Verumipra brings over a factory second Games of Divinity that Autochthon made every Calibration, so that the Titans can have a cosmic bingo night.
 
I'll post a longer thing about what I see as the philosophy behind Cecelyne's legal system later, when I have some time free.
So the two major examples of Cecelyne's Laws we have that I feel most illustrate their ultimate purpose are the colour blue and the clocks.
  • Nobody is allowed to look at the colour blue. The laws are written in blue. Therefore, by admitting to knowing the law, you implicate yourself as having broken it (and the burden of proof is presumably on you, so you can't just say "I had a slave read it to me and didn't look at it myself").
  • Timekeeping devices are illegal, but the powerful can claim that a room full of clocks are merely trophies while the weak can be killed for the regular drip of water through a leaky roof.
So I had a bit of a discussion with @Jon Chung about this, who disagrees with my take but offered useful examples to illustrate how our takes differ. As I see it, the philosophy of the laws is not that they're set up so you can't help but break them. That would be boring and, frankly, miss the point. No, the aim - if we take the example of Illegal Blue - is to produce a state where you can do one of two things. You can break the law by reading them and then scrupulously follow all of the laws you now know - but they change, so you need to do this fairly frequently, and this might attract the attention of a Priest who accuses you of having read the laws and thus seen the Forbidden Colour. Or you can obey the law, refrain from reading them, and consequentially live in fear you might be breaking one without knowing - and since you don't know that you're not, you can't argue against any accusations levelled against you; false or otherwise.

This is the philosophy Cecelyne writes her laws by. The point isn't to kill everyone, or to force everyone to be doing something illegal. The point is that everyone is terrified, all the time, because her Priests can pick out anyone at any time and go "you're breaking the law" and they can't defend themselves. To cite that you haven't broken the law is to admit to breaking it, so the only legal recourse is to be defenceless against false accusations made at the whim of anyone stronger than you.

This is where Jon and I disagree. He holds that the laws should be self-contradictory and that it is logically impossible to follow them all - they leave states where you are breaking the law no matter what you do; to teach the lesson that law doesn't matter and force does, so everything is illegal and anyone stronger than you can kill you on the flimsiest of pretexts. But I don't think that's cruel enough for the Endless Desert. I feel, quite strongly, that you can follow all the laws. It's possible. And doing so doesn't protect you in the slightest; it actively makes you a victim. Because that's precisely what happened to her. She followed all the rules, and it didn't matter; the Exalted hurt her anyway. A system where you can't follow all the rules doesn't teach that lesson. If she wanted it to be impossible to follow the rules, it would be illegal not to know the law and illegal to look at the colour blue, but it's not. You're allowed to know nothing of the law. You are perfectly within the bounds of legal behaviour if you do that; you're not required to know them and you haven't looked at the Unspeakable Colour. But choosing that path means you're defenceless. If a Priest says you're a criminal you then can't argue that you're not without incriminating yourself for looking at the colour blue by reading the laws.

The law against the colour blue is is an illustrative example of what her laws are like. And it illustrates that she leaves a window open for legal behaviour to be possible, but utterly vulnerable to abuse at any time for any reason. She leaves a window for hope open. She has to, so that she can crush it. She sets up the entire system so that there is a way to obey the law in full, and that way is to be ignorant of it, to live in squalor, to grovel at the feet of everyone who walks past, to bare your belly to anyone stronger with you and to be utterly, permanently, completely vulnerable to the least whim of the powerful and totally defenceless against someone declaring falsely that you are baring the law and having you executed on false charges for no reason. So that the only legal response to being falsely accused is to be unable to dispute it and to die on the whim of someone stronger than you. She is quite definite about there always being a legal path, and that path is to have your face ground into the pavement until it's a bloody ruin.

And in the end, that's what it is. If you obey the law, you get trodden on until you die or killed at any time because to obey the law is to offer yourself up to be trodden on. If you try to stand up for yourself, it's illegal and you can be killed at any time for breaking the law. She can and does change the rules unpredictably, but I hold that it is always possible in theory to obey them - or rather, it is never in a state wherein someone is literally incapable of obeying them, should they know what the rules are (which is of course illegal). The point is to make it, in some cruel and perverse way, their fault - to blame the victim. And that's because it's worse for serfs if they know that there is always a thread somewhere that they could legally follow, but that knowing where it is means breaking the law and following it means being horribly vulnerable to injustice from stronger people who don't. If there's no thread at all, I feel that sends a different message, and ultimately a less depressing and bitter one. If there's no hope at all, things are just uniformly shit and you get used to it. But if there sometimes is hope - and especially if there are just enough rumours of the Priests sometimes concluding that no, this serf is innocent of having broken a law, they're free to go - that makes it all the more bitter when it's crushed. That's the art of it. Offer just enough hope. Offer just enough stories of Priests determining someone's innocence. Don't make it predictable or regular, but keep it juuuust common enough that everyone knows a friend of a friend who was dragged up before the Priests and let go. So that when your time comes you're not just resigned to it; there's a desperate terrified inner monologue of "please let me be lucky, please let me go free, please let me be one of the ones they decide is innocent,please oh Makers please..."

A blanket of uniform despair doesn't break people, after all. A sliver of hope does.
 
I'm going to do a series of these as part of the background for my exalted quest. Basically each one is about the military, political and economic background of one of creation's great nations that interest me.

This one's about Nexus. The next one is probably going to be about the minions of Ma Ha Suchi.

Scavengers Soldiers Part 1: Nexus
Up until the disappearence of the Scarlet Empress, the great powers of the Scavenger Lands conducted perhaps the largest number of major military operations of anywhere in creation. While over its vast holdings in the threshold, the Realm is engaged in more military ventures, and constant raids marked the South and West, few of these were what could be regarded as wars, or involved whole armies. Most involve small groups, cattle rustling, attacks on check points or small fortifications, or the destruction of pirate bases by Realm naval assets are the norm.

Meantime, in the Scavenger Lands, where no power holds true Hegemony, the deployment of whole armies is far more common. Conflicts between Scavenger Land city states or pocket kingdoms over commerce, slave and peasant revolts, incursions by Wyld Barbarians or by Lunar commanded Beastmen, or by large scale Fae hordes traveling out of the East may all lead to confrontations between multiple dragons of opposing forces. The Guild is also quite happy to employ armies against those who oppose its commercial interests, especially if it can influence local city states to pay for the resulting conflict.

Even with the disappearance of the Scarlet Empress and the emergence of new military powers such as the Bull of the North, the rest of creation is merely catching up to the Scavenger Lands in terms of its frequency of mass warfare between city states.

In this post, we'll examine the methods, economic and political basis of the three most powerful military factions in the Scavenger Lands, Lookshy, Nexus and the Children of Ma Has Suchi.

Nexus: War and Commerce of the Metropolis.

When people not of the Scavenger Lands think of Nexus, they do not generally think of the city's skill in mass warfare. However, Nexus is in many ways and imperialist power, if one of a different character to that of the Blessed Isle. This imperialism is based on a simple principle, which defines most of the city's foreign policy: In order to prosper, Nexus requires goods to flow into it from outside. Most of the city's industry, be it the great shogunate era alchemical factories, or the newer textile mills require external factors to keep them going. More than that, the city's massive population requires food, and it is not in the council's interests to allow it to be generated too close to the city.

Much is made of how the Council of Entities taxes all goods that flow into the city. What is not commonly understood is that they will also tax residents attempting to leave. More even than the left over first age infrastructure, or its strategic position at the confluence of three rivers, Nexus's prosperity, at least for the elite, is based on an eternal surplus of labour, a vast army of desperate urban poor and slaves* who are bound by law and economics not to simply flee to the countryside.

For this reason, Nexus's authorities prefer to ship food down the river from fertile fields in the hundred kingdoms and nearer the elemental pole of wood, or across the inner sea from the blessed isle, rather than allow cultivation close the city which might provide a refuge for urban workers who they could more profitably employ within the great industries of city itself. Both this maintenance of local order, and insuring that food from up river flows always down to Nexus itself require military resources.

Every Day Killings: Labour Enforcement, Slave Catching and Civil Contingency

Close to home, the council's forces main job is to keep order in the city, to prevent uprisings, and to catch those citizens who attempt to leave Nexus without paying exit duties. Much of the work of civic enforcement is done by the fear engendered by the Emissary itself, who's strange power prevents all but the most desperate groups from attempting to act against the council. However, even the entity can only be in so many places at once, and even augmented by the Council's secret police and covert network of informers and assassins, the deployment of overt force is sometimes needed, especially in the city's hinterlands and near abroad.

The first stage of this enforcement is by terror, in the forms of relatively small, but well trained death squads and supernatural hunters. The average council enforcement squad consists of up to ten elite troops, themselves often essence users or employing powerful talisman and alchemical mixtures, and one or more supernatural entities, usually bound demons summoned by council sorcerers, or fae mercenaries hired from the guild. These squads hunt through the city's hinterlands for oath breakers, runaway slaves and bandits, and administer brutal punishment to any outlaw they find.

These death squads are also employed against members of the richer classes who attempt to overcome the Council's influence, especially when more subtle means have failed. It is unknown why certain individuals are targeted for death in this way, and others by the entity more directly, though some suspect that those subject to death by military force may not have themselves directly broken the Dogma or Civilities.

The council also employs larger units. Even with the power of the entity leaderless and spontaneous riots for better conditions, following industrial accidents, perceived in justice, or in the event of food shortages are relatively common in the desperate conditions of Nexus's poorest districts. For this reason the Council employs large numbers of heavy infantry and Lancers who are employed to discipline and disperse such mobs. These forces are also used in the event of a serious outbreak of violence, to break strikes, and to contain major emergencies such as floods, monsters or supernatural experiments gone wrong.

Legions Foreign and Domestic: Professional Mercenaries

The other major plank of Nexus's military policy is to ensure that grain and rice flows into the city from up and down stream. The Council has always endeavored to maintain both avenues, so that they are not made reliant on one or the other. For instance, this prevents the Scarlet Empress from crushing the city through lack of food.

In practice, given the power of the Realm and Lookshy, this means operations up river towards the elemental pole of wood. Operations to the West of Nexus are limited mostly to anti-piracy measures, and operations as auxiliaries to Lookshy, for instance against undead raiding out from Thorns or the forces of Ma Ha Suchi. To the East however, Nexus maintains several of its own garrisons, and works as equal partner to the guild. Heavily armoured river boats, clad in armour of heavy timber, or even iron, and flying the flag of Nexus regularly ply up all three rivers to enforce the Council's writ, crewed by professional mercenary groups.

These mercenary forces are usually generated on the fly by prominent citizens and mercenary officers, who obtain a writ from the council to create an army for a specific campaign or objective, or as a standing force to garrison a particular region or fortress. The recruiter often uses their own funds to actually raise the troops, in exchange for promises of repayment later, which may or may not be forthcoming. The monetary gains for the warlord are usually secondary however, compared to the political benefits they reap from the favour of the council. Several of Nexus's most prominent citizens have gained great advantage by creating military power for the council, and serving as a successful warlord to ensure the city's interests is a solid way to gain high rank in government, or even a seat on the council itself.

Public perception of these mercenaries is that they are an extremely diverse group, drawing on people from all corners of creation. While this is accurate to a point, it is also overstated. Most of Nexus's forces are recruited directly from the city itself, and from the legions of destitute and near destitute urban poor, both by promise of wages and a way out of the city, and by impressment and dirty tricks. Nexus does not employ a truly diverse mercenary force in the way that say, Gem does, though the city itself is so diverse as to make its forces an often strange sight compared to those of other states.

Current concerns within the Council Tower revolve around the Bull of the North, who it is feared will shortly move down against the Hundred Kingdoms and many of Nexus's most productive sources of agricultural products. This could face Nexus with a worst case scenario, where civil war in the realm, or the machinations of a new Empress cut them off from food from the Isle, while the Bull's forces interdicted them from food coming from the East. This has lead to new agreements being forged with Lookshy, and for the council to commission the construction of a string of new fortresses along the river of tears.

Arms of War: Drugs and Talisman

Most Nexus units are equipped according to a fashion, if not uniformity. Each warrior is equipped with melee polearm, usually a spear or bill, and one or more spears or javelins designed to be thrown. Almost all Nexus mercenaries are equipped with at least a breastplate, and many companies use shields or maile to augment this armour. Units intended for riot control tend to be more heavily armoured, and often employ double handed weapons. Depending on the company, and the recruiter, these weapons will be paid for by the recruiter, or by soldiers themselves. Archers, both crossbow and otherwise act as support troops, as do units equipped with fire dust alchemical or essence weapons. Cavalry is also common, and most companies not mounted on a river boat, and even some that are will have horses for transportation, if not direct battle.

Most companies who serve beyond the walls of Nexus are trained to fight directly from river warships, and so do not employ leg protection as it can make it difficult to wade ashore. The better of these forces train to fight in cooperation with shipboard artillery such as steam cannons.

Essence users are fairly common, and often act as company commander, or in the case of dragon blooded and the correct gods blooded, act as drill sergeants to turn large numbers of raw recruits into competent soldiers.

In terms of equipment, a Nexus mercenary unit would not look too out of place as the forces of most city states across the South East, East or North, with only their lack of fire dust and use of larger units setting them apart from soldiers of the South.

However, Nexus units do employ several battle techniques that set them apart from other powers. First, using techniques drawn from the far East, and the great alchemy production facilities left over from the shogunate, most Nexusian forces feed their troops powerful combat drugs before battle to increase their ability. Second, again drawing on its vast productivity, almost all regular troops from Nexus employ several Talismans, which shield them from injury, or make their blows magically accurate. These lesser wonders cannot compare to the essence weapons employed by lookshy, but they do go a long way to make Nexusian forces more formidable than the units deployed by lesser city states or barbarians.

The final power of Nexus is numbers. As one of the richest places in creation, Nexus can afford to create large armies, and to lose them. Because of how such armies are generated, their defeat often costs the council of entities next to nothing, and there are always more of the urban poor who can be thrown against the problem. Or at least, so the council hope. With the Bull of the North's Tiger Warriors and their Haltan allies coming from one direction, and the increasingly restless forces of Ma Ha Suchi and the Mask of Winters on the other, it remains to be seen if Nexus's mercenaries can maintain its empire. So far, they have done so, but if river trade were to ever cease, well, then the gods of starvation would feast upon the Council's hubris.

*It's never made a great deal of sense to me that Nexus wouldn't allow slave labour. It's a normal part of commerce in creation and they're not freeing slaves so why not allow it in the city?
 
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This is where Jon and I disagree. He holds that the laws should be self-contradictory and that it is logically impossible to follow them all - they leave states where you are breaking the law no matter what you do; to teach the lesson that law doesn't matter and force does, so everything is illegal and anyone stronger than you can kill you on the flimsiest of pretexts. But I don't think that's cruel enough for the Endless Desert. I feel, quite strongly, that you can follow all the laws. It's possible. And doing so doesn't protect you in the slightest; it actively makes you a victim. Because that's precisely what happened to her. She followed all the rules, and it didn't matter; the Exalted hurt her anyway.

I'm not huge into Exalted generally, but your take matches my understanding of Cecelyne, a Broken Idealist. She was an ardent and fervent believer in the Justice of the Law (not morality, obvs, it's not like pre-usurpation law gave a shit about humans), and the structure she implicitly believed to be unassailable was torn down and shown that it didn't matter how she clung to it, power could take it all away. She internalised the immaculate truth that the strong do what they want, and that the weak suffer, and anything else is a lie. So your read seems better to me.
 
The Scavenger Land I don't really have a good take on right now is Lookshy, though I kind of both love and hate what they are now. Like, Shogun total Sparta doesn't make any goddamn sense, but I do like the giant essence essence weapons they have and stuff, but I'm still trying to figure them out from there.
 
Okay, right, so this is the core problem with this Charm tree.

It's not an Infernal tree. It's a direct, linear, focussed Solar tree. It doesn't have distinctive aesthetics and it doesn't really force any behaviour on you that isn't "what I wanted to do anyway". They're even named like Solar Charms.

Also, the themes you describe are just plain in SWLIHN. SWLIHN is literally the Yozi of "subservient to the greater good" and "my principles are more important than myself" and is already linked to hierarchies.

So, let's see what we can do to re-focus and Infernalise this. Well, firstly the "function" doesn't come from the theme of the 3CD. It's too much what the Infernal wants, rather than his soul actually supports. So what does "channeling destructive/dangerous forces towards constructive ends" + Malfeas suggest? Because to me, it suggests a nuclear reactor - something that you can get a lot of power out of, but which can also melt down and contaminate whole areas if not attended.

  • Essence 1 -> With Dreadful Strength - Scene-long enhancer for Feats of Strength. Obvious - when you're using it, your muscles glow and steam comes from your mouth and nostrils. Boosts your Strength + Athletics pool while active, and lets you boost it even more at the cost of taking damage as your terrible strength pulls your muscles from your bones.
    • Essence 2 -> With Terrible Purpose - Boosts a project involving manual labour. You when working on a project doesn't tire and works with superhuman strength. Time spent working on the project works to build an Intimacy. You take damage for each day this Charm remains active. Can be repurchased at E3, to enhance the entire workforce. Everyone enhanced by this charm sweats and feels hot like they're running a temperature.
    • Essence 2 -> Shining Goal Pathway - Enhances a project with an Intimacy-linked speciality that everyone working on it who has the Intimacy shares. Encourages you to build up an indoctrinated workforce who all wants the same goal. Stackable, up to +3. Lets you therefore use indoctrinated slaves as labour as skilled as a trained mortal. Repurchase at E3, and people also start to mutate in the themes of the 3CD to better serve the goal.
      • Essence 3 -> Single Function Obsession - Lets you hammer a single purpose onto an organisation and affect everyone who's part of the organisation in the style of Taboo Inflicting Diatribe, but anyone who spends WP to resist the purpose "melts down" and gains an Intimacy directly opposed to what you want. This also subtly mutates the land where the organisation lives - there's a faint glow seen in the air, water tastes bitter, and static electricity hangs in the air.
And so on. Infernal Charms do not work like Solar Charms, and things anchored in your Pantheon are fundamentally Infernal Charms. They have to follow Infernal chains of logic (I'm powered by nuclear energy so I can lift things -> I have so much energy I can keep on working even when it's killing me -> my followers also get the same energy and the same obsession), and they have to be "a bit weird" and encourage certain behaviour. You don't get things as easy as a Solar does.
So first things first, I really appreciate you taking the time to critique my charms. The point about them not really fitting as Infernal charms is especially useful, and your description of it as a Nuclear Reactor is disturbingly accurate considering I hadn't actually described the 3rd circle in that much detail yet. Like, it describes the character better then I did, and you hadn't even gotten the whole description yet.

That said, while the charms you created do fall into his themes, I'm probably going to end up using those ideas as combat charms instead. To explain why, I'll give a brief description of the 3rd Circle, what themes he embodies, and then explain what I was trying to do with the charms. Once that is done, I'm hoping someone can critique what I'm attempting and tell me if it really works as Infernal Charms.

So The Radiant Dragon (TRD, work in progress). (Malfeas, Ceceylne, SWLIHN)

The Sun of Garbed In Glories (GIG) Tiger Empire, TRD came into being as a ball of Malfeas' Infinite Hate and Power, bound in the chains he fashioned from his own Iron Clad Laws and Terrible Purpose. These chains limit him, but they also give him form and a body. Without these chains he has no form save that of a terrible green sun, and no senses same a peculiar ability to understand what he is burning. Everyday he adds to the Metal and Crystal he forms his body from, and every night he burns it away as he sleeps. In this way is the diurnal cycle of the Tiger Empire formed, brightest when TRD is awake, and dimmest when he falls asleep. His form is that of a great dragon of crystal and steel, whose insides burn with green fire. During the morning, the crystal and metal is scant a vaguely dragon shaped suit of armor around his firey core. As the day goes on, the steel and crystal grow. By the time TRD falls asleep he has the form of a baroque statue of a dragon, whose body is adorned with precious metals and jewels. The only hint of green fire at this point is a slight glow in his eyes and mouth. It is advised that one approaches the TRD as late in the day as possible, so as to give him time to create a rule such as "Don't kill the messenger" or "People are not for eating." The TRD is a creature of Boundless Power and Great Passions who binds himself with rules and codes of conduct. These rules serve to Channel his passions towards Constructive ends, but extreme emotions can cause them to Shatter.

The archetype that TRD is supposed to be is that of someone who leashes their passions to their terrible will. The civil rights leader whose hatred of the system drives him to strive against it is in the TRD's themes. As is the Dictator who forges his nation into a bastion of his ideaology, no matter the cost. So to is the serial killer, who joins the army so that they can turn their passions to a "good" cause. Valid examples from fiction: Magneto,Dexter,Rorschach, etc.

So now on to the charms themselves. The basic goal of the charms was to create an organization devoted to the Infernal's ideal or cause, not the Infernal himself. As people moved higher in this organization, they would gain more power, but also become less human, both physically and mentally. They would start with a permanent intimacy, then lose the ability to act against that intimacy, then always have to act in support of this intimacy. So higher members are both more powerful, and more extreme in their thinking. They are bound to act according to their oaths, in much the same way that TRD is. The charm therefore created extremist groups, and was kinda/sorta a metaphor for indoctrination. This metaphor applies perfectly well to militarizes as well as terrorists, gangs as well as police. A deliberate weakness of the Charm tree was that the Infernal didn't have to use it on themselves. They could be the leader of a group whose goals they never did/no longer believe in. Some stories it was supposed to enable were coups by people who no longer believe the Infernal is fit to lead, conflict between the higher members and the Infernal over what is the right course of action, that sort of thing.


Side Note: May change the TRD to give him no understanding of right and wrong, rather aping the codes of others so that he can interact with society in an understandable way. Something like this:
"They Chanel this power towards Constructive uses, but he has no true understanding of Right and Wrong. Rather, he the rules he creates ape the morality of his greater soul, so that he may interact with the world in a reasonable and coherent manner."
I like this because it pushes his focus as the ethics of the greater soul, with no understanding of the reasons and emotions which go into the creation of those ethics. On the other hand, I feel it detracts from his characterization as a firebrand. On the other hand, without the change he feels a little to solary.

Edit: Forgot to actually ask my question. If anyone could go through the themes and goals I was attempting with these charms, and help point out where they fell flat I would greatly appreciate it.
 
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*It's never made a great deal of sense to me that Nexus wouldn't allow slave labour. It's a normal part of commerce in creation and they're not freeing slaves so why not allow it in the city?

This - along with basically your entire thing - basically tells me that you don't get the point of Nexus. And that you're probably working of the shiiiiiiiiiiiit 2e bit in Compass: Scavenger Lands, rather than the vastly, vastly superior one in Scavenger Sons.

Slavery is illegal in Nexus, yes. However, indentured service is not illegal in Nexus. Putting an X mark on an indenture paper of an illiterate slave you're importing is not something the Council of Entities cares about. Hence, the slaves of Nexus are technically indentured servants on indefinite contracts - and so slavery is illegal in Nexus.

(Slavers who try that trick on local Nexans tend to get lynched, which is also not a crime in Nexus)

And this is what your entire effortpost misses. Nexus is a libertarian city. It has no standing army - the Council of Entities hires mercenaries when it needs to. It has no watch - it's up to neighbourhoods to hire their own mercenaries or form local vigilante groups. It doesn't pay most of the Council's employees - instead, they're sold the rights to collect revenue from their role, so bribes are a fundamental part of life in Nexus. "Gratuitous Violence" is only what Nexus forbids - lynching a baker who's been adding sawdust to flour is, therefore, perfectly legal. As per Scavenger Sons, revenge-killings are the third most common cause of death in Nexus.

To whit:

"Nexus is no stranger to escalating feuds and even states of near-war as entire districts clash over events blown far out of proportion and aggravate by parties on either side seeking to set things 'right'. If the bloodletting escalates too far, the council can and will step in with paid mercenaries to quell the crowds."

The awfully written 2e version of Nexus fails to realise that the the Emissary does not matter. He's just a magical macguffin that enables this libertarian anarchy of a city to go on. He doesn't have a plan. He's not a secret Solar or anyone trying to use Nexus in his schemes. He's barely mentioned at all in the 1e write-up, save as the Council's enforcer. The focus in 1e is entirely on the Council of Entities and the clashing personalities there - and how the Pleasantries basically allow the GM to bullshit up things to aid their plot, like the Pleasantry against eating alone in the hours of darkness which allows the GM to start the game with the party being assigned a table together since it's illegal to eat on your own. And the Council doesn't control Nexus. No one controls Nexus. It just happens, a city full of bribes and corruption and things-that-would-be-illegal-elsewhere.

Failure to appreciate that Nexus is libertarian at core results in something entirely else that's just wearing Nexus' skin.
 
This - along with basically your entire thing - basically tells me that you don't get the point of Nexus. And that you're probably working of the shiiiiiiiiiiiit 2e bit in Compass: Scavenger Lands, rather than the vastly, vastly superior one in Scavenger Sons.

Slavery is illegal in Nexus, yes. However, indentured service is not illegal in Nexus. Putting an X mark on an indenture paper of an illiterate slave you're importing is not something the Council of Entities cares about. Hence, the slaves of Nexus are technically indentured servants on indefinite contracts - and so slavery is illegal in Nexus.

(Slavers who try that trick on local Nexans tend to get lynched, which is also not a crime in Nexus)

And this is what your entire effortpost misses. Nexus is a libertarian city. It has no standing army - the Council of Entities hires mercenaries when it needs to. It has no watch - it's up to neighbourhoods to hire their own mercenaries or form local vigilante groups. It doesn't pay most of the Council's employees - instead, they're sold the rights to collect revenue from their role, so bribes are a fundamental part of life in Nexus. "Gratuitous Violence" is only what Nexus forbids - lynching a baker who's been adding sawdust to flour is, therefore, perfectly legal. As per Scavenger Sons, revenge-killings are the third most common cause of death in Nexus.

To whit:

"Nexus is no stranger to escalating feuds and even states of near-war as entire districts clash over events blown far out of proportion and aggravate by parties on either side seeking to set things 'right'. If the bloodletting escalates too far, the council can and will step in with paid mercenaries to quell the crowds."

The awfully written 2e version of Nexus fails to realise that the the Emissary does not matter. He's just a magical macguffin that enables this libertarian anarchy of a city to go on. He doesn't have a plan. He's not a secret Solar or anyone trying to use Nexus in his schemes. He's barely mentioned at all in the 1e write-up, save as the Council's enforcer. The focus in 1e is entirely on the Council of Entities and the clashing personalities there - and how the Pleasantries basically allow the GM to bullshit up things to aid their plot, like the Pleasantry against eating alone in the hours of darkness which allows the GM to start the game with the party being assigned a table together since it's illegal to eat on your own. And the Council doesn't control Nexus. No one controls Nexus. It just happens, a city full of bribes and corruption and things-that-would-be-illegal-elsewhere.

Failure to appreciate that Nexus is libertarian at core results in something entirely else that's just wearing Nexus' skin.

I'm going to use this and Scavenger Suns for my fic, thanks.
 
This - along with basically your entire thing - basically tells me that you don't get the point of Nexus. And that you're probably working of the shiiiiiiiiiiiit 2e bit in Compass: Scavenger Lands, rather than the vastly, vastly superior one in Scavenger Sons.

You caught me there, I should dig that out.

Failure to appreciate that Nexus is libertarian at core results in something entirely else that's just wearing Nexus' skin.

Oh no, I get that it's supposed to be a libertarian city, but it's not just that. It's also Sanctuary, and Ankh Morpork, and Sigil and Lankhmar. It's London, and Venna and Paris, and the Italian Cities, it's the city that's the centre of the world, right there in the name. Nexus, the place where people go and meet together. And if Exalted had been written a few years later, it would be New Crobuzon too.

But we're writing after China Mieville and Bas Lag became a thing. We can use the insight that Mieville had, that the city at the centre of the world, with all its plots and gods and bribes, is not, a place of liberty. It's the metropolis, as in, the metropole which is not the colony.

Because the city at the centre of the world is a place of power and riches, and it needs things from other places. And those places are not as powerful as it is, and thus, by the normal way of things, it becomes an empire. Because it's got the resources to be, and it needs things, and thus it creates the means for it to have them. It's a city with walls, but like all ancient cities, those walls are not meant to keep people out, they are meant to keep the people inside in, to retain their labour and prevent them from running off to hunt or gather or farm in the swamp where you cannot make them provide food or work for you and your projects.

And, frankly, that's far more interesting than trying to shoehorn a bunch of libertarian ideals into a setting where if you could fit them at all, they'd fit better in a bunch of barbarian tribes or somewhere over in the south where everyone has their own Afghan style fort, rather than in the greatest city in the world, with all the power that entails.

Edit: and none of that, or my first post, means you can't have states of near war between districts or more likely, various magnets and organizations within the city. It just also means they'll be guys getting press ganged to go fight the bull while on drugs.
 
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