As I remember Skullstone was like, a sham where half the ghosts were turned to soulsteel for a war against the living.
I mean a legitimate, not sham, polity.
Yes, but Scavenger Sons Skullstone wasn't a sham. It was a legit necrarchy.
As I remember Skullstone was like, a sham where half the ghosts were turned to soulsteel for a war against the living.
I mean a legitimate, not sham, polity.
Mankalvar! May your towers forever reach to the Heavens! Mankalvar! May your thirteen founding clans find in death an immortality of power and leisure! Mankalvar! City of Stone and Lacquer, ruling in the northeast!This Deathlord discussion suggests to me that it would be interesting if you had a society which believed that ghost-dom was a superior form of life, and you spent your mortal life preparing for your new life as a ghost, setting things up for what they consider to be your True Life, as a ghost.
As an amusing thought, because the balance of power for ghosts is much more even than the balance of power for mortal societies, you could even have it be a vaguely Greco-Roman democratic state, which contrasts really well with how necromancy and undead are typically portrayed as 'icky.' Given how the undead work it'd probably be a relatively dysfunctional democratic state, but that just makes it more hilarious.
From how Skullstone is described in Scavenger Sons, though, you apparently can't become a ghost there unless the Black Judges make you one. It flat out says only one in eight living residents get the honor of becoming ghosts, which is still a different society from what I think MJ12 Commando was aiming for.Yes, but Scavenger Sons Skullstone wasn't a sham. It was a legit necrarchy.
From how Skullstone is described in Scavenger Sons, though, you apparently can't become a ghost there unless the Black Judges make you one. It flat out says only one in eight living residents get the honor of becoming ghosts, which is still a different society from what I think MJ12 Commando was aiming for.
Isn't that a total waste of good prayer-capacity? I don't think large demographics worshiping no one is a stable situation in Creation; some enterprising spirits should be moving in to fill the void.(Pay no attention to the fact that the majority of the population have no family names and genealogical records and thus no ancestors to worship, and in death are doomed to Lethe or slavery.)
"It is the ambition of all nameless ones to rise above this status. There are two ways to do so: one is to leave children and die, becoming their ancestor and thus founding a petty clan. This is the road taken by most of labourers who lack the personal skills to attract the attention of the wealthy and powerful. Those with unique skills prefer to find their way into a patronage, becoming the client of an already-existing clan - preferably a greater clan. A client receives the favors of his patron's ancestor as if she herself had a family, and with good enough services may even be adopted into the family, guaranteeing her children a stable position in Mankalvar's society. Skilled craftsmen, scholars and warriors of renown often join families in such a way, though the process takes years and involves many initiations rites aiming to ensure loyalty to their newfound clan.Isn't that a total waste of good prayer-capacity? I don't think large demographics worshiping no one is a stable situation in Creation; some enterprising spirits should be moving in to fill the void.
Yeah, I saw that. So where are the patrons of the criminal gangs? Where's the heretical cult of the God of Orphans in Manklavar? The tiny secret shrines to minor spirits who'll do their petitioners some favors, attended by Nameless hoping that this'll be the edge they need to start a petty clan and die with their dirty little secret forgotten? The elementals who take Nameless lovers hoping to one day be the living ancestor of a successful godblooded clan? The ghosts who are not your ancestor, but will totally pretend they are? This is a big unfilled niche, and I'd expect to see a lot more minor players trying to fill it. The Lord of Voices is there, but he's a strange and questionably-sane figure with questionably-sane followers; where are the not-crazy opportunists?"It is the ambition of all nameless ones to rise above this status. There are two ways to do so: one is to leave children and die, becoming their ancestor and thus founding a petty clan. This is the road taken by most of labourers who lack the personal skills to attract the attention of the wealthy and powerful. Those with unique skills prefer to find their way into a patronage, becoming the client of an already-existing clan - preferably a greater clan. A client receives the favors of his patron's ancestor as if she herself had a family, and with good enough services may even be adopted into the family, guaranteeing her children a stable position in Mankalvar's society. Skilled craftsmen, scholars and warriors of renown often join families in such a way, though the process takes years and involves many initiations rites aiming to ensure loyalty to their newfound clan.
There are many, however, who have no hope of ever joining a clan, because they toil in such poverty that, even should they have children, these will not be able to provide the prayers and offerings that cement the link between the dead and the living. Whether they resent their situation or shrug it off, these are the true core of the nameless throng: the solitary individuals, without family or hope to create a family, who fall outside the social conventions of Mankalvar and are the subject of pity, fear and scorn. Many a priest of the dead officiates as a charity worker to these people in hope of maintaining a social link between them and the religious organization of the city and avoid the formation of an independant criminal underground with no respect for the dead. They are only mildly successful. Many nameless ones become crows haunting the granite canopy of the city, where they store and fence the product of petty thievery and other crimes. Some gather in limited criminal networks, often targeting their nameless brethrens but sometimes expanding their activities to minor petty clans, often running protection rackets for the smallest churches."
Essentially, the ancestor-less underclass labours either under the hope of "making it someday," or turn into criminal gangs.
This Deathlord discussion suggests to me that it would be interesting if you had a society which believed that ghost-dom was a superior form of life, and you spent your mortal life preparing for your new life as a ghost, setting things up for what they consider to be your True Life, as a ghost.
God damn it, the new set is out already?!You know, a straight transplant of Amonkhet from MtG into Exalted might be pretty cool.
Hey, good news; turns out only the top layer of skin came off!Thanks for the reply thusfar, that really sucks about your finger. Hope everything works out.
I was wondering about how to structure the Shining Path, though it occurs to me that the way it was written previously seems to be with the intention that the Shining Path is not highly centralized, but a death cult with a lot of potentially contradictory variations.
A cool thought that pops into my head is imagining them as the kind of death cult that some Romans feared the Christians to be. Upsetting the order of things in their local city-state, recruiting the slaves and the downtrodden to engage in acts of violence to liberate themselves from the prison of life, that sort of stuff.
I am surprisingly tempted to write an Exalted/Discworld crossover where it's mostly Granny, the light of the sun shining off her brow, big ol' stomping boots on her feet going: "I can't be having with this," all over Creation and Nanny right next to her enjoying her lunar exaltation in a way that would make Questionable Questing blush - or would if it weren't for Granny grabbing her by the ear and going: "Honestly, Nanny at your age."
"But I feel sixteen again! And I look thirty! Best of all worlds, far as I'm concerned."
"Respect yourself, woman."
"Respect yourself, Granny. Why I daresay you don't look a day over fifty. You could have your adventurous - wossname - girlhood all over again."
"You take that back Gytha Ogg! I earned every wrinkle on this face!"
"Yes, but do they know that?"
Granny's Motivation: Kick The Unconquered Sun in the unmentionables.
Should the cult of the Dark Sun encounter an Abyssal Exalt, they will take them to be an avatar of their faith; their dark messiah and the living incarnation of the statues carved long ago. They will offer their full support with the fanaticism of the damned if the deathknight embraces their prophesied role. It would be so easy for them to seize control of Khamor with the slightest support, and give the Abyssal a trading port in a sizable shadowland. The cult itself could be a potent mystical tool; the cultists might not be the equal of Terrestrial servants, but their mystic powers are notable and their capacity to summon their own po souls fearsome.
And what are those statues? Did mad spectres truly foresee the Abyssal Exalted? If so, how? And if not, what are they? Graven images of the nightmares of murdered titans, dreaming of their Solar killers? What is the Dark Sun of the Underworld and does it even exist?
This just reminds of a First Age Solar yidak I thought up a long time ago - a miniature sun of ghostly white flame that wanders within a continent-sized range of the deep Underworld, burning all Dead things which fall within its radiance to putrid, greasy ash. Its roam is roughly marked by the writings it leaves in its wake; garbled passages from the code of law the "parent" Solar penned for his subjects, fragmentary accounts of the Lawbringer's final thoughts, and strings of rabid cursing, all bleached into the stones by its light.What is the Dark Sun of the Underworld and does it even exist?
What about when another Abyssal comes around and tries to nab your cult?... if you're not willing, on the other hand, they're going to be creepy stalker cultists who really want you to be their leader, sempai. Oh, and of course, they're not exactly PR friendly - but if you're sort of the Abyssal who wants them, you probably don't care too much about PR.
What about when another Abyssal comes around and tries to nab your cult?
Two messiahs enter, one messiah leaves?
I get the feeling that I know where Keris's mom is...
and last souls for khvarenah
feedback is appreciated really, or even just, like, "please stop"
Apaosha, Duchess of Dust and Ember
Warden Soul of Winter's Rain
Demon of the Second Circle
She is heat and flame and burning, choking, dust. She is cracked lips and cracked earth and the pleas of a thousand thirst-wizened tongues for water, just a cup, just a drop. She is a living drought: the absence of rain, the annihilation of green. Yet she was, from her very inception, a healer. And a healer she remains; nurse and minder to her greater self. When terrible rages wrack the body of Khvarenah and his form twists so dangerously she is there to boil away the clouds and siphon off the rain. When he lapses into lassitude, sullen and withdrawn, she is there to prick him to activity and usher him on. She contains the worst of his bitterness and burns back his spite. She checks his wounded, weeping, heart and forces him to fraternize. To play the part. When he is wounded in the many, many, many skirmishes and clashes between Unquestionable she spins out her stolen moisture and mends his wounds with silvery, fog-like thread. Lesser demons pray to her as an intercessory. Her peers praise her ethic and loyal service.
Why, without her, they say surely Winter's Rain would fall from grace. His cleverness dulled and his schemes reduced to so much snarled yarn. They speak with ignorance. They know nothing of the true battle within his self. Yet Apaosha knows they're still right and she hates them for it.
She is exhausted truth be told. No matter what she does it's never enough. No matter what damage she heals, no matter what slights she soothes, it never lasts. Soon there will be another ragged wound as he pushes his protean form to the limit. Soon there will be another thoughtless comment and he will chew over his secret vendetta and nurture his hatred. What bonds Khvarenah maintains with his cousin Unquestionable always seem strained. What plans he has always seem in critical jeopardy. Should she leave everything would truly and terminally fall to pieces but what can she do if she stays? What meager difference can she make?
At time the Duchess of Dust and Embers entertains fantasies. About how she will bind Sawar and civilize Lilit. About how she will tear down insufferable Seta and discipline roguish Mazatl (for whom she has a particular antipathy). She can't even properly delude herself into believing them possible. Sawar would destroy her and drag her ruined carcass to his domain. Lilit would become perplexed and frustrated and wander off. Whatever humbling plot she devised her uglier sister would endure with good cheer. Whatever punishment she designed Mazatl would only enjoy it (the pervert).
So instead she works. Waiting for some chance, some opportunity, that she has long since despaired of.
Notes and Abilities: The Duchess of Dust and Embers has a curious form. Her face is fashioned of lacquered wood and living chitin, sculpted in imitation of an aging maiden's visage. Framed by the orange and scarlet veils that descend from her peaked, tiered, hat. From her back fans enormous spider-like legs, webbed near the central hub with membranes of leathery skin. The bloated abdomen of a monstrous insect curls from her spine, protruding out of her nun's robes, and heat distortion mantles her shoulders. From the tips of her needle-sharp limbs she draws in moisture. With her spinnerets she crafts it into thread fine enough to close any wound or reattach any limb and with her hidden mandibles she injects something of its essence into the water-sick and water-deprived. She travels astride an ember-flecked dust cloud. Soft-soled feet hanging off the side as she knits.
Sorcerers summon Apaosha to heal grievous injuries, shape local geomancy, or combat rogue weather gods and water elementals. Where the drought-demon's feet touch the ground devastation and desiccation spread. Wreaking havoc among the local spirit courts and reshaping the terrain. With her hollow pointed limbs she may drink down a raging tempest or rushing river and spin an entire spool of infernal thread.
Apaosha may appear in Creation when a healer nearly dies of self-neglect, slumping over their needy patient with tools still in hand. It is not unknown for such men and women to wake some time later in a nearby chair, their thirst quenched and patient tended to. Gossamer-fine lines holding their ravaged bodies together. Thus in certain parts of Creation it is not uncommon for medics in the field to carry a small spider-esque in their packs. Praying that it will watch over them as they give of themselves to save others.
Panonca, We Are Her Slaves
Wisdom Soul of Winter's Rain
Demon of the Second Circle
She lives her life in chains. Long leads of tainted tumbaga lashed to the cold stone floor of her cell. Each link as thick as a woman's wrist; glistening with an oily false-light. She lives her life in silence. Straps of lunargent laced leather shackling her mouth, stilling her tongue. The silvery tines shifting, locking, as she probes and gnaws. She seems frail, almost fevered, and yet this is a sentence well earned. Unlock her cuffs and loosen her gag and she'll tell you herself. Of how proud she is to have so earned the cowardly ire of her siblings. Of the bleak, beautiful truths they would stop. Listen and she'll speak of so very many horrible, wonderful, things. How you're nothing. How you were hopeless before you began, fallen before you were first defeated. Listen and she'll speak of futility and fallible flesh and the death of secret dreams. All your days stretching ahead, endless and unceasing, your future as empty as your past. Listen and she'll speak of the truth and tell you, whisper to you, of a world of eternal night, a Creation with no sun, no moon, no stars. A world drowned in the perfection of black rain.
So many creatures have been broken by her words. Their pleasures as ash, their once-dear purposes hollow and empty, their indulgent ignorance long since fled. Absent all other meaning they become her students, obsessed with her teachings, obsessed with their own lack of significance. They raise sleek sided watchtowers on the borders of Oramus and build blocky, brutal monasteries in the catacombs between shells. Teaching others in her absence, gathering the strength to liberate her from her current jail. Often these raids fail. Often, but not always.
When they succeed, or when chance and calamity (or worse, sorcerers) conspire to effect her escape, it is a dire crisis for her brothers and sisters. She hides in the antediluvian chaos of her greater self and whispers her tainted, toxic, secrets into the silence between thundershocks. Telling Khvarenah of the emptiness of the world, the emptiness within his souls. Telling him how nothing matters, nothing ever could matter but the future he will bring about. The world he will create through the simple, inevitable, process of his existence. She rarely remains free for long. Too bold and brash to scurry away into the night. When she is found she is again bound and again cast into a new, darker, pit. The deepest dungeons of Salamandra and eldritch sun-vaults of Mazatl have both played host to her in the past and will, in all likelihood, play host to her again.
She cares not. Free or in chains all the world remains a slave to the future she has foreseen.
Notes and Abilities: She appears as a mix between canine and jungle cat. Fur the color of charcoal with spots like spilled ink. Claws so black and sharp they seem to glisten wetly in the half-light. Her ribs press tight against her drawn skin and her gums sunken, baring predator's fangs a few slivers farther. Her yellow eyes burn with the conviction of a zealot yet there is a sickly cast to her body. A tangible sense of illness. About her body she wraps the garb of a wandering monk. On her head she wears a mask and helm fashioned from the flensed, bleached skull of a predatory beast. Every inch lovingly calligraphed in Old Realm, mantras and praise for her greater self.
The skull is actually hers. In the grip of enlightenment she once severed her own head to prove her devotion to her cause. She credits her unnatural regeneration to, as with most things, the rightness of her cause.
Her kin seek to keep her bound or, at least, separated from Winter's Rain. Thus sorcerers primarily summon Panonca to meddle with the politics of Khvarenah's pantheon or to learn from her. She is one of Hell's great martial artists, chained she is only capable of enough movement to teach katas up to the intermediate level. Freed there is no restriction on her teaching save student capability. Her Two Reed school of teachings emphasizes exploiting the frailties innate in all opponents and Panonca herself has studied long to master the art of finding the flaw in all things; augmenting her prodigious skill with this nearly preternatural ability. Panonca may escape Malfeas when great endeavors are rendered obsolete on the cusp of completion. She comes not to aid but to bargain. Grant her the thing that lets you believe the future is full of hope and the world may one day be bright and she will enact whatever mission you desire.
My Daemonomicon Dialogues of Iridescent Sin is finally all up to date too. Aren't I productive.
(next up on "Tenfold's indulgent-ass Doodles": kimberian fetich! maybe. it might be something really dumb instead)
Khvarenah? I assume that's an OC Yozi? Could you link to the rest of the writeup?