A demon dog that pees on sick people

Folyèkuta, The Plagued Hounds.

The Folyèkuta take on the shape of dog-like creatures, although they may grow to the size of big horses. They are an intimidating sight, with their fangs and claws made of brass and their backs covered in clear crystals of wildly divergent shapes. Their bodies are pockmarked sores and cracks that expose the raw muscle beneath- Often covered in ooze. They tend to roam the side-streets of Malfeas, its sewers and battlefields, looking for dead or soon to be dying bodies. When they patrol such places their gait is slow, purposeful, and rarely they do run or gallop.

Yet, they're also a common sight near these demons who have taken up medicine as a form of art, job or a past-time. They can be spotted conversing with healers, chirurgeons and bonecutters as well, expressing themselves in fluent if guttural fashion, their tones amicable.
All of this because the Folyèkuta are utterly fascinated by all forms of sickness, malady and diseases. Their bodies are geared towards storing and spreading alchemical compounds, their brass claws and fangs being able to all manners of substances from any sort of tissue they may scythe into. A single permanent crystal stands atop their scorpion-stinger like tail as well, acting as an infusion vector.

A Folyèkuta may be able to suck the poison out of a wound, or the mercury out of a body, and they could also scratch the fever out of a child's back, or gnarl a great illness out of someone's leg. Once it is done, the crystals on their back grow, each one containing a different substance or illness.
Only about half of a Folyèkuta 's crystals do so, however. The other half is dedicated to storing beneficial substances or essences, and these First Circle demons can reproduce only by planting three of each crystal into a carcass- With a new Folyèkuta growing out of it after a while, sharing some physical traits with the animal or poor sod they spawned from.

By nature gregarious among themselves, the Folyèkuta divide themselves in packs based on which type of illness interests them more. They will follow a patron or sorcerer only if they demonstrate a willingness to fester decay or an interest in plagues- Whether curing or causing them. Some Folyèkuta will offer their services in order to access beneficial, "pure" substances, such as medicines and clean air/water- Which alters the composition of their assorted oozes and ichors, allowing their spittle to turn from toxic into a balm, their blood from a powerful poison to an equally effective healing agent.


Summoners who draw upon them must take care, however. They are an easily bored breed, constantly needing both intellectual stimulation and a consistent stream of both harmful and beneficial substances. If left unattended and not allowed to perform their functions for too long, they will start making a fuss- Which often involves shedding the crystals on their back and gnawing at things.
They can not stand fully sterile environments as well, and prefer cities more for the people that live in there than for the buildings. This means that even in Malfeas they tend to congregate where Kimbery surfaces, and it's said that some of them have learned to swim specifically so that they could dive into Her depths and plunder them for new and interesting illnesses.

This, along with their very nature, has given them a mixed reputation among demons. Most serfs will give a lone Folyèkuta a wide berth, although there's stories of butchers hiring them to clean carcasses from infections, and reports of them acting as wandering healers. Citizens can and have hired out entire packs to act out the roles of saboteurs or battlefield medics in their games; Often they can be seen associating with Neomah and bottle bugs, for as long as their interest holds.
 
Death of Obsidian Butterflies has always been dear to my heart because of how much it says about the role of the sorcerer on the geopolitical and military theater; that sorcerers are artillery onto themselves and can break an army with a single spell, but also that sorcerers do not do conventional combat, and act on a grand and epic scale rather than slinging magic missiles or doing combat teleportation.
Wasn't there a phoenix spell that did the same?
 
Folyèkuta, The Plagued Hounds.
These are really slick. 100% stolen for my own purposes.

As well as diving into Kimbery (those salty sea-dogs!), I imagine that they'd also enjoy making brief treks into Metagaos, as he is a festering swamp of disease and pestilence. It could be a rite of passage for one of these hounds to go into the swamp and come back out alive with a full cargo.
 
These are really slick. 100% stolen for my own purposes.

As well as diving into Kimbery (those salty sea-dogs!), I imagine that they'd also enjoy making brief treks into Metagaos, as he is a festering swamp of disease and pestilence. It could be a rite of passage for one of these hounds to go into the swamp and come back out alive with a full cargo.

Yeah, Metagaos'd be loathe to share his best produce with them. Kimbery somewhat as well, but generally some of her 2nd Circles can be plied into compliance by telling them that the Folyèkuta are just spreading her love around by proxy..

Though now that I think about it, Metagaos' 2nd and 3rd circles may be willing to use them to spread sickness around, stuff that infects trees and cause them to slowly rot and leak water, causing areas to become swamp.
 
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Hm. Anyone got a particularly favourite Emerald/Terrestrial Circle Spell?
In terms of flavor? A split between The Spy Who Walks in Darkness (a spell that lets you animate your shadow and send it out to do your bidding; I immediately came up with a Sorcerer with semi-Gnostic beliefs who used it near-constantly - not for its purpose of providing a stealthy infiltrator, but to "cleanse" himself of what he perceived as a manifestation of the world's imperfection, the Demiurge's crude imitation of a human soul) and Summoning the Lesser Minions of the Eyeless Face (the Eyeless Face as a whole intrigues me, since it's a powerful-but-bound creature of which little is known, and yet can have fragments of itself conjured & enslaved by Sorcerers, which immediately makes me want to write up bizarre mystery cults that have used the lack of information on the Eyeless Face to project their own beliefs, fears & hopes onto it, and use this spell as a central component of their ceremonies). The more "cinematic" spells like The Parting of the Seas, Burning Eyes of the Offender, Shadow Summons, Flight of Separation, and Plague of Bronze Snakes also have a place in my heart - there was even a time where I tried to use that sort of framework (i.e., "can you see Thulsa Doom, Moses, or Maleficent doing something like this?") as a way to define what Sorcery should be in comparison to thaumaturgic workings.
 
Is there a given format for making first circle demons? I'm working on converting the Beldam into a babysitting demon. It seems like a failed escapee for that purpose.
I actually would handle her as a raksha.

She lives in a place that's not really real, but has been meticulously sculpted into a semblance of reality. Even still, the illusion falls apart if you examine it too closely, and even her human disguise has a fatal flaw (the button eyes.)

She builds herself off a single concept - "the perfect mother" - and seeks out children because they're the one component of that concept she can't manufacture on her own. It doesn't matter to her if the child has parents already, or would rather have a different mother. After all, the Beldam is The Perfect Mother, so obviously she is the best mother the child could possibly have.

She creates things that look (mostly) human (but are, at best, tragic puppets whose self-awareness only brings them pain) to fill out the roster of other characters needed to fulfill her chosen role - a doting-but-ineffectual father[1]​, interesting neighbors[2]​, and another child for her daughter to be friends with[3]​.

(This next bit is diving headlong into my very incomplete rewrite of raksha, but...)

She needs the child to "buy into" the narrative she's chosen, to treat her as The Perfect Mother and complete the fantasy. Without that, she weakens and withers, unable to sustain herself or her various creations. To that end, she eventually tries to bind her children/victims to her via supernatural means, so that they won't have any choice but to fuel the concept she lives within[4]​.

The last words of the Beldam, especially - "NO! DON'T LEAVE ME! I'LL DIE WITHOUT YOU!" - feel more like a Wyld creature screaming in panic as its last source of Essence flees into the night and it realizes that it's used up the last of its strength for nothing than they do a demon in Limit Break.


[1]​ The perfect mother has the perfect family. How can a family be perfect if it's missing one of the key roles? Still, the Beldam will obviously be the biggest influence on her daughter, so she'll make a "husband" who leaves most of the parenting to her.

[2]​ After all, families seldom live alone in the wilderness, they have friends and neighbors and other ties to a larger community. If the Beldam wanted to be alone, she wouldn't be a mother.

[3]​ Little girls must have friends, or else they're lonely little girls, and if the Beldam's daughter is a lonely little girl then that means she isn't being the perfect mother. Ergo, she'll make a lovely friend for her daughter to have wonderful adventures with, so she can be a happy little girl instead - and if her friend does something that makes her sad, then the Beldam will fix him so he doesn't do that anymore.

[4]​ Which is depressingly common among raksha in my rewrite - the fear of starvation tends to outweigh the simulation of morality among less "dedicated" Fair Folk - but not universal. In theory, it's possible for a raksha to get along in Creation without hurting anybody... as long as they don't get too big and avoid congregating, because they turn mortals' belief in their narrative into fuel by hijacking the spiritual mechanisms meant to let humans provide Essence for the gods.

Hence, terrestrial divinities near Wyld Zones utterly hate raksha because the damn things are essentially sucking away their prayer-food like a tick sucking blood, and an overabundance of lesser raksha (or a handful of prolific ones) eventually choke off the flow of prayer entirely, encouraging further Loom degeneration as the gods lose the Essence income they need to maintain their domains and correct errors - and opening the way for more powerful Wyld things to start eating away at the Loom itself in that area, until it falls apart and gets replaced by the thing's own narrative, pushing Creation proper another step back as the Wyld advances.
 
Yyyoooooo so I'm doing a Thing for a Friend and like a good little GM I'm fretting over setting and worldbuilding and shit. Figured I might as well harvest some ratings/feedback off of it since, y'know, thread's here and all. :V

Keeping it in this doc:

In the Land of Red Trees: a Guide to Tiangou Satrapy and its Environs

Tiangou, Suneater Satrapy
What is there to be said of Tiangou that has not already been put forth by sages and scholars? It is an old land, an antique land, ancient even in the day of the First Shogun. Cities of supercrete and jadesteel lay buried beneath its frozen tundras, immaculate stone eroding into earth and loam. Yeddim walk grey grey boulevards of smooth-fit slabs even as great metal ribbons slither over the hills, reaching for the horizons. It is a harsh land, a hostile land, home to long nights and short days. Bordered on two sides by heaving, roiling seas and harrowed by howling winds, snow-covered boughs crashing in the gale. Titanic forests of scarlet-stained trees spill down the mountain slopes and roll through its heart, so lovely, so dark and so deep. It is, above all, a strange land, an alien land, a land contaminated by eldritch energies. Host to the divine, the dead, the damned and other, otherworldly, monsters that defy conventional description. A confluence of spheres at almost the absolute edge of the civilized world, a shining jewel barely grasped by a red-gloved hand.

But these are things long put forth by sages and scholars in the Imperial Seat. Texts slowly gathering dust somewhere in the bowels of the Thousand Scales. To truly understand Tiangou one must stand on the peaks, on the plains, among the roots, on the banks of the might rivers and the shores of that savage coast. One must close their eyes and...listen. Tiangou's name is derived from an Old Realm classification, a Deliberative-era designation. It means Suneater. Moondrinker. It means dying stars and sundered earth and a juggernaut maw sized to swallow heaven whole.

Can you hear it?

Something died in Tiangou. It died a long, long time ago in a war so immense and old a sage's little words can't even begin to capture the grandeur, the glory, the unyielding horror. The silence here is scarred with its screams. Its death rattle whispering through the softly falling snow. Now and then a farmer finds a sliver of razored crystal clearing his fields. A child playing by a stream sees a small golden claw sparkling in the riverbed. Above the skies ripple, omen-glitches playing across the face of the Loom. Below something dreamily stirs, twitching in its endless nightmare sleep.

Climate: Bad Moon Rising
There is no denying that the Land of Red Trees has a fierce, almost feral beauty to it. In the months of Wood and Fire the air is cold, yet crisp and clear and with a revitalizing, energizing quality. The days are pleasant as the Unconquered Sun warms the North's aching bones, his wrath softened by the gentle, silken clouds that curl across the sky. Dusk here is nearly as bright as the dawn as the heavens come alive. A thousand, thousand stars glowing in a grand coil across the face of Fate. The Maidens gleaming like a fistful of gems while Luna shines like a silver coin. Snow drips from the forest canopy and mountain streams swell, bloated with meltwater and flush with fish. Tiangou sits at a tangle of natural trade routes: the White Sea to the North, the Gulf of Malice to the West, the River of Tears running South. Captains ply the calmer waters as caravans roll past fields of rustling grain, colossal airships drift over the mountains and cast shadows on the forests below. This is when Suneater Satrapy is alive. This is when it is -perhaps not safe for the roads are alive with bandits and pirates- but sane. Secure and stable.

After Calibration the temperature falls sharply. In the South, on the great, golden plains it is milder. The ground cracks and plants die to be sure, lethal frost climbing their stalks; but the underground reservoirs do not freeze and thermal vents endlessly churn, veins of fire racing beneath the soil. It is a bitter time, a lean time, and people cluster about their hot baths and huddle in their settlements. Awaiting Icewalker raids and desperate outlaws, tentatively venturing forth to harvest the odd anomalies that Winter brings to the fore. Yet move further inland, move to the coasts, and one may see the true extent of the desolation: see the heaving, iron-grey waves that rise, tall as towers. See the roaring blizzards that shroud the land in darkness. Blotting out the light and dying the blackness itself with a haunted bluish-tinge. Cities and settlements here seal their gates. The only thing that moves between them are the armored fortress-trains that ride the remnants of the Shogunate rails; dragged by teams of bound earth elementals and manned by hardened mercenaries. Now, Rakshasa slip through tears in the skein of Creation and do their fell work. Now demons rise and the dead walk, moving through the snow-shrouded emptiness.

This is the dying time. The broken time. When the days twist and shatter and the Sun turns his face from the world. This is the Dark Season.

Populace: Do the Monster Mash
The infinite malleability of mankind is one of its greatest virtues. When fragile human forms are exposed to alien blood and unearthly energies more often than not they simply adapt. Incorporate it into their being and struggle to make the best of it. Such is much the case in the Land of Red Trees: administrators shipped in from the Inner Threshold or, worse, the Blessed Isle often find themselves bewildered and overwhelmed at the sheer cosmopolitan scope. Beastmen remnants from the Raksha armies, imperious dead with ties to distant Sijan, the offspring of the divine and (it is rumored in a hush toned) demons below. In Tiangou leopard-seal mercenaries kneel to hear the words of Immaculate Monks while stag-headed tribesmen bind themselves with the bones of dead ancestors. River serpents that bear the blood of the Ophidian Tree play bandit and tolltaker as it suits them while children of the red-tree gods carefully carve their faces of living wood into exquisite masks for the coming season. Such is life in Tiangou: mutation and deviation may run rampant but there are still fields to sow, timber to cut, and bread to bake.

Most pressingly for the Blessed Isle the Land of Red Trees was once the site of a great Shogunate-era domain. A central metropolis and colossal wards stretching across the land. Here Gens Adamhach held sway, the current capital -Stone Hydra Steeped in Scarlet- built into the ruins of their seat. The blood of the Dragons runs thick in Tiangou, many mortals bear patterned scales and claws denoting strong traces of Immaculate heritage, and the past generation has seen no fewer than six Lost Eggs band together to usurp the previous, Realm-defiant ruler. Cadet House Ozifrage, operating under the auspices of House Cathak, represents both a beachhead and long-term investment in the region's genealogical future.

Economy: A Little Party Never Killed Nobody
Officially speaking there are three major sources of wealth within Tiangou. There are the vast forests and carefully cultivated nurseries of crimson-dyed trees; veins of green and red jade run thick beneath the earth and their juxtaposition has promoted the growth of these distinctive giants, their wood perpetually high demand in the Blessed Isle. Indeed it is oft rumored that no fewer than five of the great antechambers of the Imperial Palace are paneled in Tiangouan timber. There are the routes of trade themselves obviously: airship lines run through the jagged Cinder Cascades tying Tiangou to the Haslanti league and the colossal long-distance carriers of the Realm are a familiar sight in the South. Ships on the White Sea regularly stop at the well defended ports of Suneater Satrapy to buy and sell and resupply. Overland trade through the tundra and plains is spotty at best and rarely embarked upon, rather the principle artery is Tiangou's near unparalleled control of the Gulf of Malice and the entryway to the River of Tears. One of the dozen North-East splinters of the Guild, the Munificent Magistrates of Sweet-Jackal, have embedded themselves here and done a fine business. Then, of course, there is the jade itself. Rich deposits of every color may be found but particularly the shades of Fire. Around and around they curl, altering the land and framing some, long-vanished shape. The negative space of some unspeakably vast fossil.

Unofficially Tiangou's proximity to other worlds is a rich market for the brave, the wise, and the lucky. Dead domains sponsor expeditions into the ruins of Shogunate cities to chart unknown reaches and recover lost grave goods. Malfean-kin trade infernal contracts and hellish wonders for mundane materials, artifacts, and slaves. Here and there the Wyld bleeds through ancient First-Age infrastructure, dripping and pooling, and some have learned to tame the raw, mutagenic, energies into useful substances. In the depths of the Dark Season stranger things appear: pearls of Luna's swirling power fallen to earth like meteors, frozen corpses of ancient creatures, and fractured ruins that vanish upon summer's return. Naturally House Cathak, ever pious, condemns and forbids all interactions with the denizens of these planes beyond the proscribed purview of the Immaculate Order. And, just as naturally, customs inspectors pocket small bundles of paper and the dockworkers load it on anyway.

Culture and Religion: What Keeps Mankind Alive?
The Immaculate Order has taken badly to the Land of Red Trees. Their established infrastructure is undoubtedly impressive. The citizens are glad for the warrior-monks and the alms dispersed among the poor and the teachings prizing strength and honor and clarity of thought find welcome ears. But then talk turns to the limits of the divine and the due diligence of the dead and their faces harden and the crowds begin to melt away. It is no exaggeration to say that Tiangou would perish were it not for their heretical violations. When the weather turns it is the lands of the dead that turn away the worst of the horrors. When the gates are sealed it is the children of the gods who ensure that any survive come spring. Additionally it is only this most recent generation who has any recollection of what it was like to live under the absolute auspices of the Dragonblooded, and while some take to it readily their fathers and mothers chafe.

While the Underworld maintains its own lands and demon-cults proliferate in the shadows there are two Gods who openly hold the greatest sway: Red-Headed Crawler, Centipede God of the Mukade and Hushen, Fox Goddess of the Jiuweihu. While terrestrial spirits in station, the raw amount of worship they derive has seen them disdain the dictates of Heaven and their children maintain the two most critical organs of the whole satrapy. The vast, sprawling, fox-eared Jieuweihu Clan holds dominance in Tiangou's southern breadbasket and secures its exposed border from raids and incursions; while the steel-clad Mukade lords control the rail-bound fortresses. All are acutely aware that the actions of either could utterly cripple the territory.

More generally: culture in the Land of Red Trees is heavily bounded by city, the largest of which often affect the seeming of military bastions; the smallest, armed encampments. Cooperation during the warmer months is crucial to enable the prosperity that allows Tiangou to flourish but come the Dark Season there is no one you can rely on but yourself. Even your nearest neighbor may as well be cupped in Luna's palm. Divisions, then, emerge principally not between different clades of man but different cities. Self-sacrifice, mutual inter-reliance, and endurance are greatly prized. Vainglory and personal ambition are suspect, while the selfish hoarding of resources and assets is utterly abhorred. The ticking clock looms large in everyone's mind, counting down the remaining days of prosperous Summer and then the remaining horror of Winter.

History: Do The Evolution
"I will not be like my father," a man says, hands balled at his hips, "I will be different, I will be better". "I will not be like my father," his son says, hands balled at his hips "I will be different, I will be better". Time is a line but history is a wheel. The progression of the world marches ever on, the past begets the present and the present sires the future. But events repeat: familiar mistakes made with clean hands, fair tongues find themselves dispensing the same foul lies, and the great wheel grinds exceedingly fine. To understand this is to understand Tiangou.

The wheel turns: now it's the Ochre Fountain and the era of the Host. Champions of the Sun map the bowels of Creation. Charting that eternal maze beneath the wide, staring eyes of defiled Titans. They drag forth the crippled minotaur from the center and spear its back with spars of noonday light. It screams piteously, choking on its pain. The pitch and tenor are noted in a thousand crystalline tones. Preserved with immaculate precision for posterity.

The wheel turns: now it's Shogunate and the era of the Daimyos. Adamhach Eadan plumbs deep beneath the earth, heart filled with dreams of empire and a hunger the North alone cannot sate. She builds her second state atop the quivering flesh of fear-wracked Makers. From here she will mount her assault against the corrupted bureaucrats and fat generals of the Isle. She gathers broken chains in her fist and hauls the beast to heel. Soon its hunger consumes her too.

The wheel turns: now it's the Scarlet, the era of Sorrows. Voivode Adamhach Aidan attempts to wrest the secrets of Exaltation from the slick mud of the dead, desperately attempting to boost his failing blood and feeble flesh. Desperate to stave off the hungry Dragonblooded that have come to the door. Desperate to force away the red-stained colossus behind them. He cuts into the chest of a not-quite-dead thing and eats its heart. Now he's not-quite-dead either.

The wheel turns: twenty five years ago the Sworn Brotherhood of the Resplendent Raptor sets forth to liberate their land from its shadow-wreathed tyrant. The atrocities he perpetuated upon his own people the stuff of legend. The grand displays of grotesqueries, the fields of dead and dying impaled upon stakes, the feast of butchered gods, were enough to shake the hearts of even the most hardened Realm legions. But in the end he was not Exalted, not peer to such fine warriors as they, only a tick bloated on the necrotic Essence of an inhuman carcass. They slay his half-changed son in the boulevards of his capital and fight the thing itself in the very throne room. He falls. They win and claim his kingdom in the name of the Immaculate Realm and Heaven. The wheel turns: the time is now and something not-quite-dead stirs in the deep. Looking up at the light of a land no longer his with jealous eyes. The Brotherhood has settled down, enjoyed the fruits of their labor and reared the next generation. Living in luxury and comfort, feasting even as the Dark Season stretches long rather than liberate the lands they have simply...replaced one boot with another, nestling themselves in the niches the Voivode blasted in the land. Fattening themselves on slow-fading fame and adulation. In the end Tiangou has only swapped one tyrant for a set of six.

The wheel turns.
 
Listen here you, if someone is going to ask for random people to give them demon ideas, it's hardly my fault that that request flies through my eyes and into the morass of filters made by all the fucked up internet media I've consumed over my lifetime until the easy bake oven that is my brain goes ding and I contribute some garbage.

Honestly 'wild dogs with magical golden shower powers' is me showing an unearthly amount of restraint and tact in this situation.
 
Many, many people. To go into slightly more useful detail instead of just throwing what-ifs at the wall; one of the more innovative things for an Autochthon Charmset I've seen is the use of a "Tumour" keyword that gives you an incurable-even-by-magic sickness that needs to be treated, requiring reagents and resources every month to keep your health from degenerating. This keyword infests a large portion of his charmset, and it's especially notable that his First Excellency is definitely one of the Charms that's keyworded Tumour 1 - sickliness is literally part of his inherent nature; it can never be separated from him. His Sorcerous Initiation is infected too - at a much higher level, hence why learning true Sorcery means apostatehood for Alchemicals.

I'd be tempted to say that both of his root Charms are Tumour 1 as well - you can't dip into Autochthon "safely"; he's the crippled, maimed titan and taking anything of him into yourself means dealing with his condition. At Tumour 1 it's fairly trivial to treat, but you will need to treat it - forever, because you can't unlearn Charms. And the deeper into his trees you go, the higher your Tumour rating climbs, until you're like him; needing vast inflow of potential-energy from the Wyld to survive outside of a coma (or at all, in the long term).
Don't be unimaginative. There are various ways to unlearn charms.:p
I'll write up a post on what I mean in a little bit.

I forgot about this. Anyways, here we go. This is talking about stuff you can do in 2/2.5 edition.

First off you can commit suicide, even if you leave a ghost it won't have those Charms anymore. I don't think I need to explain the various ways to die in Exalted, although you may want to go out in style.


You can turn yourself into something that can't have those charms anymore:
The charm "(Yozi) Cosmic Principle" makes you loose all charms that aren't from that Yozi, but it requires essence 10. You also loose your exaltation.

The Greater Astrological charm called "The King Is Dead" can turn you into a God. You loose your Exaltation. However it is unclear if you loose the charms you know. The sidereal needs essence 4, a dead god, and a superior of the dead god. Also, he takes 5 paradox. Which isn't fun for him.

You can loose the charms in exchange for something else:
When you learn "Triumphant Howl of the Devil-Tiger", it allows you to swap out any yozi (and presumably primordial) charms that you know. I think this is a one time thing though.


You can use an ability that allows you to loose charms at will:
There is only 1 charm that I know of that allows you to do this.

"Spirit-Flaying Meditation" from "All-Consuming God-Monster Style". No it's not from scroll of the monk, and it technically isn't a martial art. It's a raksha shaping style.
When you activate this charm, you loose 1 dot of any trait or 1 charm. You choose the one you lose.

The charm is cheap and quick, well sort of. You need charmshare, and you need to get a raksha to forge a grace for you first.
The only notable prerequisites are a Ring rating of 4, and an earlier charm in the style. It's cheap to activate, but you need gossamer.
 
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Don't most of those methods kind of totally reshape your personality, just as learning a Yozi's charms though? Yeah you can lose the charm and hte outlook it forces upon you...but now your just as inhuman in another way, whether you are now a god, a Ghost, subsuming yourself into another Yozi's themes.

Only the Raksha shaping style seems to allow you to go back to how you were before you learned that specific charm.
 
The charm is cheap and quick, well sort of. You need charmshare, and you need to get a raksha to forge a grace for you first.
This reminds me of way back when I was read Graceful Wicked Masks and wondered if it would be worth the effort and risk to have graces forged for you as an Exalt. They greatly expand what you can do, but also add serious dangers, which is kinda in theme with the "big actions have big consequences" nature of Exalted.

With the more recent Infernal soul-growing stuff from Earthscorpion and friends, I wonder how Graces might play a role in an Infernal's world. Kerisgame, for instance. Would The Graces become deva-like souls of their own, like how the Graces of an Ishvara can become their own beings? Or would they be trinkets fought over by the existing souls?
 
Would The Graces become deva-like souls of their own, like how the Graces of an Ishvara can become their own beings? Or would they be trinkets fought over by the existing souls?
I'm fond of the idea that they'd be resembling sentient beings forged from Wyld-matter. Not Devas per se, but more like how Luna was created from the Wyld by Oramus. (except less powerful unless you invest hugely into buffing your graces)

I'm not sure how having Wyld-Matter in your soul would play remotely well with the SWLiHN or Oramus or Adorjani charmset tho. I also don't like the idea of charmshare. Maybe have rejigging charms as a thing a particular Third Circle of Metagaos can do (with you regaining XP at a 1:2 ratio or something)
 
Don't most of those methods kind of totally reshape your personality, just as learning a Yozi's charms though? Yeah you can lose the charm and hte outlook it forces upon you...but now your just as inhuman in another way, whether you are now a god, a Ghost, subsuming yourself into another Yozi's themes.

Only the Raksha shaping style seems to allow you to go back to how you were before you learned that specific charm.

In the case of suicide, if you don't leave a ghost (like in the case of jumping into the mouth of oblivion) you won't really be inhuman. You'd just be dead.

Also Devil tiger isn't that big of a reshaping.
 
I forgot about this. Anyways, here we go. This is talking about stuff you can do in 2/2.5 edition.

First off you can commit suicide, even if you leave a ghost it won't have those Charms anymore. I don't think I need to explain the various ways to die in Exalted, although you may want to go out in style.


You can turn yourself into something that can't have those charms anymore:
The charm "(Yozi) Cosmic Principle" makes you loose all charms that aren't from that Yozi, but it requires essence 10. You also loose your exaltation.

The Greater Astrological charm called "The King Is Dead" can turn you into a God. You loose your Exaltation. However it is unclear if you loose the charms you know. The sidereal needs essence 4, a dead god, and a superior of the dead god. Also, he takes 5 paradox. Which isn't fun for him.

You can loose the charms in exchange for something else:
When you learn "Triumphant Howl of the Devil-Tiger", it allows you to swap out any yozi (and presumably primordial) charms that you know. I think this is a one time thing though.


You can use an ability that allows you to loose charms at will:
There is only 1 charm that I know of that allows you to do this.

"Spirit-Flaying Meditation" from "All-Consuming God-Monster Style". No it's not from scroll of the monk, and it technically isn't a martial art. It's a raksha shaping style.
When you activate this charm, you loose 1 dot of any trait or 1 charm. You choose the one you lose.

The charm is cheap and quick, well sort of. You need charmshare, and you need to get a raksha to forge a grace for you first.
The only notable prerequisites are a Ring rating of 4, and an earlier charm in the style. It's cheap to activate, but you need gossamer.
So, in order: "dead", "essentially dead + suspect RotSE mechanics", "iffy RotSE mechanics", "flat-out terrible BWC mechanics" and "godawful GWM raksha Charms".
This reminds me of way back when I was read Graceful Wicked Masks and wondered if it would be worth the effort and risk to have graces forged for you as an Exalt. They greatly expand what you can do, but also add serious dangers, which is kinda in theme with the "big actions have big consequences" nature of Exalted.

With the more recent Infernal soul-growing stuff from Earthscorpion and friends, I wonder how Graces might play a role in an Infernal's world. Kerisgame, for instance. Would The Graces become deva-like souls of their own, like how the Graces of an Ishvara can become their own beings? Or would they be trinkets fought over by the existing souls?
Ahahaha. Well, at least in Kerisgame, a raksha is a spirit splat with Spirit Charms that have weird Bans attached, and Charmshare has been jumped up and down on and stabbed with knives. So it ain't happening there.

(Stealing raksha Graces as trophies, on the other hand... yeah, Haneyl or Zanara would probably appreciate being given those to play with.)
 
Well, forgetting charms should definetively be a thing for Solars and DB and any other splat where charms are an expression of skill-

Due to, you know, totally normal skill rust. If you stop practicing your swording for three centuries you can hardly keep being the first blade of Creation.
 
Hm. Anyone got a particularly favourite Emerald/Terrestrial Circle Spell?
Summon the Harvest; one of my characters once ended a particularly nasty famine almost overnight with that spell and a high score on the Bureaucracy roll to properly distribute the food.

The other is Death of Obsidian Butterflies, for the simple reason that, not only is it horrifyingly lethal to just about everyone in the area of effect, but it also dissuades people in light or barefoot to not move through area because of the shards of razor sharp obsidian. It also works on horses! Horses have this thing called a frog that acts as a shock-absorber in the middle of their hoof, that if it is hurt, because horses are a hot mess evolution wise, will all but cripples them on that leg. And you know what could really hurt this sensitive piece of anatomy? A shard of obsidian glass thrown their by a sorceror after she wiped out an entire formation in about fifteen seconds.
 
This reminds me of way back when I was read Graceful Wicked Masks and wondered if it would be worth the effort and risk to have graces forged for you as an Exalt. They greatly expand what you can do, but also add serious dangers, which is kinda in theme with the "big actions have big consequences" nature of Exalted.

With the more recent Infernal soul-growing stuff from Earthscorpion and friends, I wonder how Graces might play a role in an Infernal's world. Kerisgame, for instance. Would The Graces become deva-like souls of their own, like how the Graces of an Ishvara can become their own beings? Or would they be trinkets fought over by the existing souls?

IIRC, the weaknesses the graces give you are only there if you are stolen. The problems they give depend upon the grace as well.

Graces normally look like the object they are named after or somewhat similar (a cup grace might be a basket). Though they can be forged into other stuff.

The Sword Grace (related to valor) can be forged into a Behemoth. Raksha Behemoths are creatures, but it is unclear how independent they are. When you are attuned to them (they count as artifacts) they use your base stats (before any buffs they have). However it's unclear what exactly they do when not attuned.

I don't think Ishvaras have their graces as separate beings, although each of them might be one of a kind, so who knows.
Unshaped fair folk definitely have their graces as separate beings (they are called emanations and I think they have their own graces as well).
 
Well, forgetting charms should definetively be a thing for Solars and DB and any other splat where charms are an expression of skill-

Due to, you know, totally normal skill rust. If you stop practicing your swording for three centuries you can hardly keep being the first blade of Creation.
...... no. That sounds terrible.

I mean, a chosen of the unconquered sun or dragons should, after 200 years as a bureaucrat, be able to pick up a sword and defeat the 13 assassins sent to slay her using skills she obtained in her youth

Skills rusting due to disuse is for mortals.
 
...... no. That sounds terrible.

I mean, a chosen of the unconquered sun or dragons should, after 200 years as a bureaucrat, be able to pick up a sword and defeat the 13 assassins sent to slay her using skills she obtained in her youth

Skills rusting due to disuse is for mortals.

Why, exactly? It's not relevant in a mechanical sense, but in terms of writing, it makes perfect sense, and is something you can and should use in a game. If you're going up against a DB that used to be a great general, but has spent 150 years as a hedonist, then yes, they have lower relevent skills than they had before in a hypothetical character sheet that doesn't exist.

Making skill rust a mechanical thing where you have to use a skill so often in a game or it goes away would be terrible, but that's not what they're proposing.

So no, you're wrong.
 
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