This is a draft, and written less in explicit 'this is an artifact' terms. I'm mostly just in the mood to write some ornate prose about a workshop and magical crafting


The gods of craft and making have a long history of potency, as nearly every work of man and Exalt great or small elevates the divine ranks in prestiege and importance. In the Terrestrial sphere, the relationship has had it's fair share of tulmut, and many instances of divine aide have fallen into myth or ancient memory. he hand of the divine takes numerous forms as well, more than all the cultures and varied spirits themselves.

Godsmith Anvil

It is a known fact among savants and geomancers that industry and artifice leaves a mark on the dragon lines, both in large and small ways. One such way is that of the Godsmith Anvil. A great block of White Jade as wide as a man is tall is placed in an auspicious courtyard, ringed by workshops with their wide doors and open inner workings facing the center. As such only a handful can fit in the described ring.

The anvil itself is surfaced by a plate of jadesteel, nearly impervious to heat or impact. It is both tradition and expected practice to work out under the sky, invoking the blessings of whatever star or Incarnae ascends or descends. As a tool there are few equals and fewer superior examples. It's size precludes fine detail work, but weapon forging, armor smithing and the great plates of Warstriders all find time to sit on the anvil.

It's true worth however, lies in how the Godsmith Anvil awakens the spirits of that which is worked upon it. Daiklaves seem to shiver at their wielder's hips, while arrowheads cut the air in the archer's quiver. The exact effects of such an enlivened least god are never certain, but it is a vital step in complex artifice and magical working.

Forgemaster's Chant

Not an object or place, but an idea. The Forgemaster's chant is the archetypical invocation of the craft gods. Be it Steel-Whisperer Kalixa, god of throwing knives, or Jubilant Gourmand, high-god of cakes and baked desserts, there are chants, prayers and tapping beats they all approve of. Labor and craft mingle, soaking into the flows of Essence, while the smiths and creators hum their chants and forging songs. The prayer carries the magic from breath to hammer to finished piece.

The most general of chants are the broadest, meditative and focused largely on the worker. Timing one's breath to the strike of the hammer, counting heartbeats between pumps of the bellows. These are simple and often discovered, rediscovered and common across all Creation. Other chants aide in the incremental tasks, such as the Stone-Breaker Cadence, that ensures the stone shears apart as intended, or the Grain-Grasping Tune, which ensures the harvester takes every grain.

With specificity comes power, in which it is possible to discern and compose a prayer-pattern down from steel-making to knife-honing to throwing knives and further unto a hypothetically unlimited potential. Pioneered in the First Age, the ritual and culture of the Chant had its renissance in the Shogunate, where whole academies would shout with one voice the recital of 'Daiklaves of the Dragonblooded Host Defend Creation'.

Shrinemark Die

It is a common technique to carve a shrine mark into an object or hold a portrait of one's god as a mobile place of worship. To the craft gods, there are stronger ways. A Shrinemark Die is stamp, for metal, stonework, leather or even flesh- as long as one can leave an impression. The marks themselves are representative of a god, usually one relevant to the subject. Gods of war and martial prowess are common for swords, while leather cases full of medicine are marked with the symbols of health gods and healing.

More ambitious artificers stamp an object with multiple dies, creating temple complexes to an enclave or shared faith. A noteworthy heirloom sword was stamped down its fuller with the marks of the god who blessed the smith, the city god of its daimyo, the directional war god and a spirit of fine poetry.

Flaw-Catching Bell

An unforgiving tool, the Flaw-Catching Bell is a small device that can fit in the palm or sit on a desk. When struck by an Adamant hammer, severe flaws like poor tempering or rot in wood immediately and catastrophically reveal themselves. A sword might shatter, or a poorly-fired pot may collapse. Used as quality control or a means of defeating poorly crafted defenses, the Bell is dreaded by honest crafters and shoddy workmen alike.

Care must be kept as well, because the Bell affects everything that hears its sound, including the building it sits in, and there have been times where a Bell rings so often in the same room, that the tiniest flaws in its foundations grew larger and larger, until one day they collapsed...
 
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Here's my take on a post-breaching of the Seal of Eight Divinities Autochthonia. There's some headcanons/story worldbuilding in it.

Autochthonia

Autochthon, the Great Maker, the Principle of Innovation, one of the two Primordials unbound after the Primordial War, has cautiously return to Creation. His world jotun body remains in Elsewhere as embassies have established between Yu Shan and Blessed Cosmopolis of Hadal on the Elemental Pole of Crystal where the Autochthonia's Divine Hierarchy now reside. He remains cautious and wary of possible attack from Creation as he leads in the ongoing Cleansing. Some members of the Populat have said that it is nearly complete but no one but Autochthon knows for sure.

History

Autochthon left Creation during the First Age in fear of being attacked by the Solars whom he notice to be acting strange more and more. Exiled to Elsewhere, a strange empty void of black nothingness that seems to go on forever, Autochthon remake himself into a whole world, his Third Circle souls into the Divine Ministers, and the people he take with him into the Eight Nations of Autochthonia with the Alchemical Exalted as their champions before he goes into hibernation.

But in his sleep, his sickness festers and grows slowly until it nearly kills him.

It is only by the efforts of a team of six Alchemical Exalted, one of each caste, that succeeded in entering the Elemental Pole of Crystal and awaken Autochthon from his slumber. Horrified at the extent of his sickness, the Core, the fetich soul and holder of Autochthon's mind, ordered a state of emergency and take the lead in the Cleansing of the sickness, removing Blight Zones, Voidtech, and Gremlins as much as possible. It soon became apparent that the sickness has become too rooted in to be removed properly so Autochthon soon designed and instituted the Redesign, a great restructuring of the world jotun until the Eight Nations find themselves orbiting around the Elemental Pole of Crystal, though the distance is still immense, it now seem to appear near the horizon as a distant sun, and, hearing of Project Razor, gave his support in breaching the Seal of Eight Divinities to Creation. Still fearing a potential invasion from Creation, the Eight Nations were given new focuses and specializations with independent city-states at the other poles.

When the Seal of Eight Divinities were breached, it revealed a Creation different from what both Autochthon remembers and what the legends once told. Advising caution to the newly formed Autochthonian Dodecapartite Council, the people of Autochthonia and their Exalted slowly scout and set up a base camp where the portal opens to, an area in the far Northeast of Creation. Today a Patropolis has been founded in the area, stabilizing the portal between the two realms of existence.

The once trapped souls of Autochthonia, under a cooperative agreement with Yu Shan, are soon released and the soul shortage has finally ended, causing mass celebrations due to the number of stillbirths dropping to near zero.

What Autochthon didn't realize was that the Redesign greatly weaken the prison of the Viator of Nullspace, also known as the Forbidden Ninth Minister of Wrath, who represents Autochthon's festering rage, resentment, spite, lack of empathy, and belief in the ends justify the means. Once focused in saving Autochthon by ripping out the Core and leave the world body to rot, an encounter with The Ebon Dragon, the Principle of Opposition, in Elsewhere changed him, now he's focusing in revenge at the Yozis for everything they did to Autochthon and more. The prison soon smash open but a team of Exalted that consist of a Solar, a Lunar, a Sidereal, a Terrestrial, and an Alchemical, a rarity especially in the current multi-front secret war in Creation, was able to convince him to absorb much of Autochthon's sickness and leave into Elsewhere, hoping to spread the sickness to Malfeas and show to them what weakness truly is.

Geography

The Redesign alter much of the world in an attempt to contain and remove the sickness.

At the center is the Elemental Pole of Crystal where Autochthon's mind and the Divine Ministers reside. It appears to glow softly like the full moon, a sign of Autochthon's wakefulness. At the distant top is the Elemental Pole of Oil while at the opposite direction is the Elemental Pole of Smoke. Orbiting the center are the Eight Nations of Autochthonia, then the two orbiting Elemental Poles of Lightning and Steam a great distance away, and, somewhere at the Far Reaches, is what's left of the sickness after the Viator absorbed almost all of it and left to the Void. It is a gaping hole with its edges still touched with the blight. Made when the Redesign put all the Blight Zones to one gigantic spot, the so called Elemental Pole of Void, the gaping hole is where the Cleansing now focus most of its energies on, other than Void Hunts in other places in Autochthonia.

The cities of Autochthonia are Alchemical Exalted that developed such a high level of Essence that they became living cities. A male city is known as a Patropolis while a female city is called a Metropolis.

Nations of Autochthonia

The Eight Nations have been united into a federation with each nation and city is given a specialty to focus on, the Twelve Gears spin in solidarity for the good of the world. Said federation is ruled under the Autochthonian Dodecapartite Council, which consists of a representative of the Eight Nations and Four Cities.

The caste system of the nations has been altered a bit, now the Militat and the Populat, the military and the civilians, are on equal level with each other, those born a Populat can choose to join the Militat and be part in the defense of the federation.

Claslat is the economic center of the federation. The largest of the nations, it also has the closest thing to a free market compared to the other nations and cities. The products of the rare trade with the Guild on luxury items would appear first in Claslat due to a special partnership treaty between the two. It is also the center of banking and currency where the Bank of Autochthonia's HQ and the Autochthonian Mint is found. The currency is called a Glot.

Yugash is a nation famous for its scouts, explorers, and adventurers. It was this nations that first publicly announced Project Razor, which only made their zeal go into new heights when Autochthon awakens and chose them to lead Project Razor using the force of a united Autochthonia. They were also the first to enter Creation, being in charge of setting forward base camps and keeping the roads clear of bandits and monsters.

Estasia is the military center of the federation. Known for its history of having a formal military caste, the nation now holds numerous schools, particularly the famous Midpoint Military Academy. The nation holds the expertise on ground combat. They also have the largest number of Militat compared to the other nations.

Sova is the industrial heart of the federation. Known for its great smelters and high temperatures, it is in Sova where the metals are melted down and cast before being sent to the factories. Known to be hot headed, family and clan oriented, Sova still holds Dead Ixut as a symbol of nation pain and blames Yugash for it and more.

Nurad is in charge of aerial superiority and research. With the reactionaries losing control and influence, the Third Progressive Era is believed to be in motion as theotechnical research returns to prominence but with a sense of caution and a preference to safety never seen in such scale in Autochthonia. They did have first hand experience with unbounded progress, both its great highs and its disastrous lows.

Kamak is a nation known for its near freezing temperatures and is use as the storage for food and supplies in the federation, also the only nation known to have privacy. Marriage is also considered scared in the nation, giving the image of decadence to the other nations, who find marriage to be just a way to procreate and mass produce the next generation of Autochthonians. Though child rearing is the same as with other nations sans Sova, by communal creche upbringing. The nation appears to be austere, simple, secretive, and minimalist in public but it is in the person's private lives that are lively and open.

Jarish is the smallest and the most devout of the nations. It is because of this faithfulness that the nation is being designed as a great prayer mill, where all the worship would help feed and sustain the Great Maker. The use of the Light Obelisk as a way to divide time into day and night made them knowledgeable in how to live life in the light and darkness of Creation's day and night cycle, other than Nurad which also have a day-night sysstem.

Gulak, the most cosmopolitan of the nations, is where the non-divine diplomacy of Autochthonia, both within and without, takes place. Due to it's diverse range of cultures, as diverse as it can be in Autochthonia, it is also considered the most free of the nations.

There are also four independent city-states that also have a place in the Autochthonian Federation, with a special fifth city found in Creation. Some of which might develop into a nation.

The Patropolis of Xexas is found by the Elemental Pole of Smoke. It is focused in recycling the great refuse dump of Autochthonia. It also hold archeological digs, looking for remnant materials and items that found themselves in the bottommost area of Autochthon.

The Metropolis of Loren is found by the Elemental Pole of Oil. It is focused on harvesting the oil and the strange plants that grow in the oily sea. It has developed the technologies suitable for underwater cities, if there were a way to actually use it in Creation.

The Patropolis of Hadek is found in the Elemental Pole of Lightning. It is focused on the maintenance and development of the energy grids that are slowly being built and spread throughout Autochthonia.

The Metropolis of Tenan is found in the Elemental Pole of Steam. It is focused on the filtration of the air and water of Autochthonia and the building and maintaining of said air and water pipes.

The Patropolis of Telon is the only Autochthonian city found in Creation. Formed from a Jade Caste Alchemical Exalted, he appears to be chosen to show to the people of Creation of what a normal Autochthonian city. Though the great thick forests of the far northeast isolates the city, it also works as a place of learning for the strange people in the ways that Creation folk would take for granted, like a sky, weather, trees, dirt, water, and other signs of nature. It is also the place where the people of the two worlds would usually interact. Due to its unique location, it is considered to be under the direct governance of the Dodecapartite Council. It is possible that the city-colony would petition a seat in the council sooner or later.

There are two special cities that are not part of the federation.

The Blessed Cosmopolis of Hadal is the only city on the Elemental Pole of Crystal that mortals are allowed to enter by the decree of the Core and the Divine Ministers. Made of shining crystal and under the control of what is believed to be a grand ministerial subroutine made by the Core, the city allows for a way for Autochthon to closely advise the federation in many matters and where the strange Yu Shan Embassy is found. Mortals maybe allowed in the city but it is still known as the city of the Divine Hierarchy not of mortals.

The other city is something of a whispered rumor and a horror to fear. No one knows if it exists but they say the Gremlin City remains in Autochthon, wandering in him and spreading his sickness even with the help of the Exalted convincing the Viator in absorbing most of it and leave Autochthon. The most common rumor is that it is a perverted image of Hadal, a putrid and bloody city of Void and blight, of rust and death.

Relationship to Creation

Ever since the breaching of the Seal of the Eight Divinities, both the Divine Ministers and Yu Shan hold each other in a cautious distance. While Gaia, in her humanoid form as the Emerald Mother, accept Authochthon's return with open arms, the gods and the Incarnae are more worried on what the return of the Great Maker would mean. Diplomatic talks were made between the two happened when Caltia the Eternal, Eastern Goddess of Evergreen Forests, noticed the growing Autochthonian camp and was able to tell the Celestial Divinities of Yu Shan about it. Due to the millennia old skirmishes between the Terrestrial (and Sidereal) controlled Realm, especially with the disappearance of the Scarlet Empress, and the Eastern Lunar controlled areas of the Lunar Pact and the Western Lunar controlled areas of the Lunar Monarchy under His Divine Lunar Presence, no one wanted a new front in the fighting, especially in the East, so a number of treaties were made and enacted. Authochthon, still fearful and not trusting the gods, agreed to the federation's neutrality in the war while trying to figure out what's happening in Creation through intermediaries.

It is likely that when Autochthon finish cleansing the sickness from his body, he would leave into the Wyld instead.

He is still afraid of retribution from the Yozis but they are now worried about him, due to an Akuma spy telling them of the now potentially communicable sickness that is the Viator of Nullspace has become.

The Raksha prefers to flee from his Exalted, now that they can turn them into Jadeborn using a once obscure charm. While the Jadeborn underground are now doing something with a goal in mind.

The Underworld is viewed in both curiosity and worry at how it has grown and developed. Some Voidbringer cults and Gremlins are rumored to have fled to this place while rumors of Apostates becoming advisers to the Deathlords only cause fear on both mortal and divine alike.
 
I am wonderif if there is anything you can do with Essence, besides attune, without a charm? For example, if you were playing an awakened Essence heroic mortal?

If not, is there a point to having Essence without any charms?
 
I am wonderif if there is anything you can do with Essence, besides attune, without a charm? For example, if you were playing an awakened Essence heroic mortal?

If not, is there a point to having Essence without any charms?

Thaumaturgy. In 2E, you can spend motes of essence to lower the material costs of any Thaum ritual, so rather than needing to bankrupt your entire cult to beckon a small army of demons or whatever else you'd want to use Thaum for, you can spend essence and do it for basically free.
 
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I am wonderif if there is anything you can do with Essence, besides attune, without a charm? For example, if you were playing an awakened Essence heroic mortal?

If not, is there a point to having Essence without any charms?

What do you mean 'without charms'? Mortals don't have charms of their own but they can, with great effort (but since your a heroic mortal thats kind of your thing) learn Terrestial Martial Arts IIRC.

...though those martial arts moves are charms so maybe ignore what I said.
 
I am wonderif if there is anything you can do with Essence, besides attune, without a charm? For example, if you were playing an awakened Essence heroic mortal?

If not, is there a point to having Essence without any charms?
With Essence, mortals can:

1. Attune to Artifacts and Manses.
2. Pay motes instead of ritual material costs for Thaumaturgy.
3. Use Terrestrial Martial Arts Charms.
4. Cast Sorcery spells.
5. Get some benefits of having an Essence score, such as rounding up DVs, resisting certain effects, and being able to feel the effects of a Cult rating (Essence and Willpower regain).
6. Pay the mote cost of activating certain objects that require motes.

Not something they can do, but they count more when used as human sacrifices, as the higher the Essence rating of the sacrifice, the better. Not that it helps the mortal, of course...
 
I am wonderif if there is anything you can do with Essence, besides attune, without a charm? For example, if you were playing an awakened Essence heroic mortal?

If not, is there a point to having Essence without any charms?
Is there a point to seeking and achieving actual honest-to-god Enlightenment if you don't get wicked sick flashy magical powers alongside it?

I think for a lot of mortals, Enlightenement is seen as the spiritual goal in and of itself. Any ancillary benefits that come with it are, indeed, very welcome however.
 
Is there a point to seeking and achieving actual honest-to-god Enlightenment if you don't get wicked sick flashy magical powers alongside it?

I think for a lot of mortals, Enlightenement is seen as the spiritual goal in and of itself. Any ancillary benefits that come with it are, indeed, very welcome however.
Exalted Essence growth isn't that analogous to enlightenment, or at least not the spiritual kind. People can get Essence ratings from fucking around in the Wyld, for example, or by selling their soul to demons, or by being born to a ghost parent.
 
Or getting high (some drugs, or a Thaum Ritual will awaken your essence).
Hey, hey, hey.

As orgiastic fugutive style and several weed smokers can tell you, sniffing copious amounts of drugs can truly give you greater insights into the nature of the universe.

Damn, that crack on that hooker.....
 
So, after some horrible stomach flu.....

What would it take for a sorcerer not need to eat, drink, or defecate again? Celestial working?
 
So I was looking over Kimbery's charmset and found this:

INTOLERABLE BURNING TRUTHS
Cost: —; Mins: Essence 1; Type: Permanent
Keywords: Compulsion, Stackable
Duration: Permanent
Prerequisite Charms: None
Kimbery is The Sea That Marched Against the
Flame. But did she win? Each purchase of this Charm
provides one of the revelations listed below, a truth
seared into the Great Mother by her first nemesis.
The options list forbidden and mandatory actions.
The warlock ignores all mental influence as an unacceptable
order if it seeks to make her perform a
forbidden action or refrain from mandatory action.
Unfortunately, the Infernal can't voluntarily take
forbidden actions or fail to act as directed unless she
pays Willpower equal to her Essence (maximum 5)
to hypocritically override the Charm's unnatural
Compulsion for a day. Even if this cost is paid, the
Charm's defense against external influence remains.
When different Compulsions clash, the Storyteller
chooses which has preeminence. Each revelation
also confers a unique power.

• Never Forgive: The Infernal cannot abandon
or weaken a negative Intimacy toward reviled characters
and refuses to believe anything good about them.
When she makes a social attack encouraging others
to think ill of a reviled character (Emotion and/or
Illusion) or harm a reviled character (Compulsion),
her words become unnatural mental influence.

This charm is scary enough on its own, making you a master of spreading hate and lies against people you hate, but when you combine it with this:


ANCIENT AND FIRSTBORN
Cost: 0m (1-5wp, 1ahl); Mins: Essence 1; Type: Reflexive
Keywords: Combo-OK, Compulsion, Obvious
Duration: Indefinite
Prerequisites: None
Oramus was self-birthed into a shapeless world. Only he could confine himself to form, and so it has been ever since.
The warlock may use this Charm whenever he makes a promise or oath. His words carve into the world, binding him along with it. While the Charm is active, anyone who hears the oath spoken automatically understands that the Infernal is absolutely and undeniably sincere. The Infernal is unable to willingly break the oath while he maintains this Charm, and treats all mental influence that would make him do so as an unacceptable order.
Alternatively, the Infernal may use this Charm to sanctify an absolute statement he believes to be true. Rather than breaking the oath, this use of the Charm guards against any behaviour that treats the statement as false. Either way, this Charm only cares for the letter of the Infernal's words, not any perceived "spirit".
Ending this Charm before an oath is fulfilled is far more painful than activating it, and requires that the warlock pay (Essence) Willpower (maximum 5) and suffer one unsoakable aggravated health level of damage as he cracks the self-made cage of his ego.
The warlock may purchase this Charm up to (Essence) times, each further purchase allowing him to maintain one additional oath or truth.

It just becomes hilarious.

By the way, I made a charm!

ECHOS OF THE WILL
Cost: 5m; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Obvious
Duration: One Scene
Prerequisites: By Pain Reforged

Malfeas is not content to have heralds shout out his will, for he is quite capable of shouting himself.

While this charm is active, every sound the Infernal makes is magnified tenfold. Everyone can hear the wardrum that is her heart, and her shouting can rupture eardrums at ten yards (resisted with Stamina+Resistance, Difficulty 3, though the enlightened heal after a day if they fail. While this charm is active, the warlock cannot suffer hearing damage for any reason. She can be heard ten times her regular shouting distance, even if she is only whispering, and this may also affect any instruments she plays.

At Essence 3, this charm may be repurchased. While it is active, the Infernal's voice can be understood by anyone, the deaf and animals included.

By the way, if you were an ST, would you allow Freedom Lets Go to override Intolerable Burning Truths without the willpower cost?
 
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So, after some horrible stomach flu.....

What would it take for a sorcerer not need to eat, drink, or defecate again? Celestial working?
Read the actual text and apply a minimal degree of critical thinking.

By the way, if you were an ST, would you allow Freedom Lets Go to override Intolerable Burning Truths without the willpower cost?
I would. IBT's thing in this case is that you hold grudges forever, but FLG's thing is that even your most deeply held convictions can be shorn from you if you want. I'd argue that if you didn't allow FLG to work, then you'd also have to roll against your own conviction to get rid of your natural intimacies with it.
 
I have another question. You start with 1x-0, 2x-1, 2x-2, 1x-4 and one Incapacitated, correct? But then why is there so many more box's on the character sheet? Is that just in case you get some ridiculous amount of ox body?
 
I have another question. You start with 1x-0, 2x-1, 2x-2, 1x-4 and one Incapacitated, correct? But then why is there so many more box's on the character sheet? Is that just in case you get some ridiculous amount of ox body?
Also Charms that add temporary health levels like Iron Skin Concentration and Living Bonds Unburdened.
 
There is an old, deserted town, near the waters. A town dating back to the First age. It was a town of many uses. For some, it was a resort. A place for perhaps the odd Solar, or terrestrial generals to lounge in and watch the scenery, bathing within the waters. The odd geomancy of the area meant that the water was suffused with water essence, making it clear enough to see the bottom. The oddly clear waters suffused with purity, was also useful. The water was drawn from the river, and it was used in the formation of anything that required its components to be free of taint. Daiklaves, Warstrider plates, Armour, all felt the cool touch of the Folyo. The town was booming, it was prosperous, it was populous, it was famous, it was rich.

And now it was dead. Corpses littered the streets, at every corner. You could not walk down the street without one of them at either end. Every alleyway had one facing through it. Every single place for gathering. From the widest roads, to the smallest backstreets, all had at least one eyeless corpse, its mouthed stretched wide open in a voiceless scream, staring down through eye sockets dripping with blood. The town's graves were empty, and lay untouched.

The only one who knew was a certain dragonblooded sorcerer. The town had weathered the Usurpation relatively well, with none of the fighting going near it. The war over, its facilities were transferred over to Terrestrial ownership, with minimal damage to the facilities. The only change, was the release of the firecrystal bomb upstream. The fire essence tainted the waters slightly, causing a small change. Once every fortnight, the river would mist over, creating a fog that would drape over the entire city, making it impossible to make out anything from 3 meters distance. The quality of the water was unchanged, though, and the city continued on its business.

The competition was fierce. The water, a core component of many artifacts now, along with its first age-class facilities and machinery, made the city a tidy sum. Competition was fierce, with many coins of jade shifting hands. In the day, the various businessmen and guild owners fought each other with words and legalese. In the night, knives and poisons. One foggy night, several rivals of a single family banded together, and struck as one. One of them, an ally of the family, invited itself in, claiming to be on urgent business. Once within, he struck down the guards, and opened the gates. It was a slaughter, with the walls stained red with blood. One of the family's maids escaped, with the oldest daughter in her arms. Going to a certain house, she knocked on its door, asking for safety. The door was opened, and she stumbled inside..... only to feel a knife between her shoulders. The occupant had heard of the bounty on her head, and wanted in. The attacker advanced onto the girl, only for a blast of fire to burn him to death. The girl ran away into the night, never to be seen again.

The family's attackers were victorious, and they were wiped out. All except for one girl, and what could she do? They won. They took their profits, squabbling over the spoils. They went on with their lives. They earned money. They died. They forgot the family they took.

But the girl.... she never forgot. She never forgot

One day, the mist rose, and the town was shrouded. And when it dissipated, a body covered the streets. A body bereft of eyes, teeth, or tongue. Set up there, facing the road open mouthed. The authorities searched. They found nothing. And in the next week, the mists rose again, and when it was gone, there were 2 more. They searched even harder, but nothing was found. Boats were sunk. Roads were blockaded. Carts and horses were smashed and slain. Men began to whisper of footsteps within the fog, of a man with a tall hat. For every 2 steps, there were 3, getting closer and closer. Of screams within the night.

One day, the fog appeared...... and did not disappear. Men who rushed out found themselves stumbling around in the fog, until they found themselves at the very gates they had exited. Men tried to swim from the river, and found themselves pulled under, or lost within, eventually drowning, their screams reaching the shore. There was no escape.

When sunlight finally struck the city again, there was no one left alive within. All house doors were open, and the streets were littered with corpses. A corpse at every corner, at every street, at every road. All staring with wide open mouths, looking down the road as if someone was about to come up to meet them. Some were in their nightclothes, some dressed for work. Young, old, women, man, child, adult, all were present. Some had no shoes, and had broken feet as if they had ran. Some had injuries upon themselves, as if they had tried to end it all.

The city was found, and resettled, with the justification that the machinery was too valuable to waste. The bodies were buried, the bloodstains cleaned, and the new workers tried to ignore the scratchings at their doors and the footsteps in the streets late at night. And the next week, the mists rose.

The corpses in the street were now twice in number, now. The previous occupants, who had been buried, had their graves emptied. Surprising no one by now, the only footsteps in the graves were those leading away from it.

This time, no one came back.

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Little Rose born in Winter grunted in annoyance. Darned old man, forcing her to work too late. Those men were too touchy for their own good. Gritting her teeth, she stomped forward into the misty night. It was a bad idea to go into the mist, they said. Too dangerous, they said. Well, she wasn't staying in that place for a single second longer than necessary. Ignoring the man beside her, she walked forward, farther and further from the lights in the inn.

Sighing, she stopped for a moment at a turn in the road. And froze as she heard a single footstep behind her. Looking over her shoulder, she looked for anyone behind her. It was no use, as the mist obscured everything further than several meters. Beyond that, she only heard vague shapes.

Gulping, she continued on home.

Walking past the post office, through the market square, Rose was struck by the silence and the loneliness. Where was everyone? Usually, there were at least a few drunks lounging around. A few people carousing. Some singing. Her skin prickled, and a shiver went up her spine.

Turning around a corner, she spied the house where her home was. Excellent. She stopped to catch her breathe, her hands on herknee- 'clop'.

She froze. That footstep wasn't hers. It only happened when she stopped. As if someone was timing their footsteps along with her, stopping when she stopped. As if someone was following her, and trying to make sure she didn't notice.

Heart pounding like mad, she slowly turned behind her, frightened of what she would see.

The streets were empty, save for darkness and fog, a cold wind blowing through them. No one walked the streets this time.

Little Rose began to run to her house. To safety. To her refuge. To the place where she could not be followed. Her footsteps rang against the stones of the road, and to her horror, whenever her foot struck the earth, a 'clop' sound would occur, on the same moment. It became louder and louder. Her breathe came out in fog, as the air seemed to press closer and colder around her, with the mists trailing around her heels. The footsteps were still getting louder. He was gaining.

Reaching her doorstep, she smashed the key through the lock, almost breaking it. Swinging the door open, she took one last terrified look over her shoulder, hoping that she had time to close the doo-

Little Rose of Winter screamed. And screamed. And Screamed.

A/N: So how's that?
 
Violation of Rule 3 - This Is Not How You Respond To A Simple, Civil Question
So, after some horrible stomach flu.....

What would it take for a sorcerer not need to eat, drink, or defecate again? Celestial working?

:jackiechan:

Multiple people have, at multiple times, told you to stop doing this shit. People are fucking fed up at being a broken record, spoon feeding you answers to questions which you should have the capability to answer if you have at the very least, access to the books and possession of a smidgen of intelligence. The fact almost everyone in this thread either acts as a condescending prick towards you and or refuses to engage with your stupid ass questions should tell you where you stand. Each and every time I see you ask some inane question, a part of me dies. I don't know whether or not this is idoicy, denseness, or malice on your part, but that I'm stupefied that someone can be comparable to Greg fucking Veder.

But in a last desperate hope that you'll finally get a fucking clue, unlikely as it may be, I've outlined a list of what you should do to get the answers you want.

1. READ THE FUCKING MANUAL
A. Does your question pertain to rules and mechanics? Read the fucking core book.
B. Does your question pertain to lore? Read the books that everyone else in the thread recommended.
C. Does your question tackle obscure esoteric lore and concepts regarding the setting? Politely ask, then RTFM.

2. USE YOUR BRAIN AND APPLY CRITICAL THINKING
A. Do you need the information?
I. Are you going to be a player or a GM?​
a. Is this your first time running or playing Exalted​
ii. RTFM.
ii. Ask for starter advice from the thread.​
b. Are you confused by the mechanics?​
i. RTFM.
ii. Do a dry run simulation.
iii. Play the game.​
c. Don't know how to create a character?​
i. RTFM.
ii. Talk to your GM for advice and guidelines.
iii. Ask for starter advice from the thread.​
d. Don't know about the lore?​
i. RTFM.
ii. Talk to your GM for advice and guidelines.
iii. Ask the thread for book recommendations. Then RTFM.​
e. Weird rule interactions?​
i. RTFM
ii. Read the Errata.
iii. Discuss with players/GM.
iv. Ask people in the thread for advice.​
II. Are you going to write fiction?​
a. RTFM.
b. Learn the setting by RTFM.
c. Decide if you want to incorporate mechanics, the why's and how's.
d. Go read some writing tips and advice.
e. Find people to be your beta, editor, and or sounding board.​
III. Are you reading to get an idea of the setting?​
a. RTFM.
b. Ask for book recommendations.
c. RTFM.
d. Discuss with other people.​
IV. Are you reading to get an idea of the mechanics?​
a. RTFM.
b. Dry run simulation.
c. Find people to play a game.​

B. Are you home-brewing?
1. RTFM.
2. Learn the lore.
3. Learn the mechanics.
4. Think of what you want to create
5. Find something that already exists which is similar to what you want.
6. Use said existing mechanics as a baseline.
7. Think hard on how your creation interacts with the mechanics. Never mess with the following...​
a. Excellency Dice Caps
b. Perfect Defenses and methods to bypass them
c. Mote Cost Reduction
d. Eclipse Anima Charm Share​
8. Show it to people for critiques.
9. Listen to people.
10. Practice.​

C. Is the information you possess missing, incomplete, and or wrong?
1. RTFM.
2. Read the Errata.
3. Explain your problem, then ask where you can find said information.
4. RTFM.​

3. Online Help
A. RTFM
B. Take at least 5 minutes to think about what your going to post.
I. If it's a general question, do the following.​
a. RTFM beforehand.
b. If it can be answered by RTFM, then don't post, and RTFM.
c. If it cannot be answered by RTFM, take the time to think of a solution and an answer.
d. If you still cannot answer, then ask.​
II. If it's a question on charm systems and mechanics...​
a. RTFM beforehand.
b. Check the table of contents and or index for the location of rules needed, then RTFM.
c. Read the text on the charm.
d. Apply logic, reason, and critical thinking towards system mechanics.
e. Check the errata.​
f. If homebrewing, check above.
III. If it's a question on Sorcery, lore and or mechanics...​
a. RTFM.
b. Closely read the text.
c. Apply logic, reasong and critical thinking.
d. If homebrewing, check above.​
IV. If it's not a question...​
a. Make sure to actually read the discussion you intend to join.
b. Make sure it contributes something to the current discussion.
c. If it's a new topic, then make sure it has substance worth talking about.​



Now, in order to answer that stupid question of yours, I would recommend that you do the following.

1. Open the Corebook
2. Carefully read the section on Sorcerous Workings, multiple times if you have to.
3. Once you have found the relevant section, use logic, reasoning, and critical thinking.
4. By this point, you should already have an idea of how you can answer your own damn question. If you can't, well... sucks to be you.​

The answer to your question can easily be found. All you have to do is READ THE FUCKING MANUAL!
 
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