Dude. Isn't there a war charm that makes fake soldiers?
There is quite a difference between Illusion soldiers, and an elemental Golem that is actually capable of fighting. Honestly, it'd probably serve as an upgrade to Phantom-Warrior Horde; to progresses from creating a ton of fake soldiery to making a few actual fighters.
 
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There is quite a difference between Illusion soldiers, and elemental Golem that is actually capable of fighting. Honestly, it'd probably serve as an upgrade to Phantom-Warrior Horde; to progresses from creating a ton of fake soldiery to making a few actual fighters.
Actually.... know what? 2e dragonblooded charms suck so much, I don't think anyone's going to complain if you house rules the fake soldiers into being real soldiers, with extra effects based on elements.
 
Bog Beasts
Yidak
Dead by Drowning or Violence


The water is cloudy; insects buzz all around. The travellers ignored the warning and cross the sodden land on planks between solid clods of ground. They do not notice the ripples in the twilight. A glowing green shape draws their attention, and they linger. Then there's a splashing and a thrashing and one of their number is dragged down into the bog, screaming. A river dragon? No, say the survivors, no - something leathery and almost human. Meanwhile, their companion's body pickles in the murky water until it's as brown as leather. He gets no burial, for they fear to return. He becomes like the monster that slew him.

It is said by some that bogs of Creation are closer to the lands of the Dead. Certainly, corpses interred in them do not rot as they should. In many regions it becomes a tradition to give corpses to the bog, and the Dead rest easy. But when a traveller drowns or such a place is home to a murder, then the preserved corpse neither forgives nor forgets. The yidak never leaves dwelling place even as it is stained brown. These hungry ghosts are noted for their cold-blooded patience - and their sloth, too. A victim who escapes the initial ambush will likely not be pursued.

The tannins of the bog preserve the organs and brain of the body particularly well. Perhaps this is why a bog beast retains a certain degree of intellect; enough to stand ankle-deep by the path when mists hang low and call out "Help me!" or "Come closer!" or "My friend!". Still, this knowledge passes in time as the brain degrades, and they retreat under the water. It remembers the knife; it remembers the feeling of water filling its lungs. Their dead breath rises from the water in luminescent clouds that draw in the overly curious. It lurks in the deeps, waiting to drag others down. There seems to be no pattern as to whether a bog beast will devour a corpse or leave it to rot - and perhaps rise too. In some places in the North East, tens or hundreds of bog beasts might lay waiting. They do not talk to one another, or hunt. They just lie under the water in torpor, lurking for the living.

Some necromancers have been known to deliberately create bog beasts, murdering men and women to leave their corpses to tan so that they might guard paths. These hungry ghosts are tied to their corpses, though, and their forms rot quickly if their anchoring remains are destroyed. Bog beasts prove a problem for exorcists, for their sodden bodies burn poorly and hunting them down can require months spent in insect-sodden marshes. Often the exorcist might just make sure that there are warning signs up and that the locals know the horror that lurks in the bog.
tfw denmark :(

#boglife
 
So, hmm... would it be mechanically sound to develop a charm that totally isn't Water Clone Jutsu for the Dragonblooded who totes isn't Zabuza, honest. In terms of crunch, I was feeling that there'd be a version for each Aspect, and that'd it create a copy of the DB without any powers or charms (save their aspect bonuses) and it could be mentally controlled.

The same with a Fog creation charm - though I've got to admit I think it'd fit better as a spell. (actually, I think someone has already come up with one.)

So, I already went into that design space with Szoreny with his mirror clone charmtech.

Article:
THOUSAND SHATTERED SELVES

Cost: 4m; Mins: Essence 2; Type: Reflexive
Keywords: Action-Only, Combo-OK, Obvious, Stackable, Sorcerous
Duration: One scene
Prerequisite Charms: Mercurial Sap Embrace

If one would entreat with Szoreny, one must be sure that they do not just speak to one of his endless reflections.

The Infernal may activate this charm on his action tick to create a mirror clone of himself within (Essence) yards. On activation he may switch places with the newly created mirror clone, to conceal which one is genuine. The construct appears physically identical to the Infernal and is dressed the same, but any artefacts the Infernal has are replaced with duplicates with the traits of the nearest non-magical equivalent. This mirror-clone has identical non-magical traits and mutations to the Infernal, but has Essence 1 and cannot use essence or Charms. Its appearance mirrors the Infernal's - should he take any injuries they cosmetically appear on the clone too. Should the Infernal flare their anima banner, the anima banner is reflected on the mirror clone though it enjoys no mechanical benefits from this. It cannot attack, and dies if it takes a single point of damage or successfully uses its PDV.

It obeys the Infernal as if it was a bound demon, and the Infernal may give it unacceptable orders (such as ordering it to jump off a cliff so it looks like the Infernal committed suicide). At the end of this Charm's duration, it and all its possessions liquefy, leaving behind a person-shaped pool of mercury and broken glass.


THIS IS NOT ME

Cost
: 1m; Mins: Essence 2; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Thousand Shattered Selves

In the Silver Forest, there is scant difference between the reflection and the self.

While the Infernal has a mirror-clone from the prerequisite extant, he may activate this Charm as a Counterattack in Step 9 to exchange locations with it. This is a Counterattack and so reduces his DV by 1 and cannot be used with another Counterattack.

Alternatively, he may activate this Charm reflexively when he takes a Move or Dash Action to swap places with his mirror-clone.

TREE AND BRANCHES PARABLE

Cost
: 4m, 1wp; Mins: Essence 2; Type: Extra Action
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Thousand Shattered Selves

Those who dismiss Szoreny's reflections as tricks of the light soon find that the branch is no less the tree.

This Charm is a magical flurry consisting of a number of physical attacks equal to (number of existing mirror-clones + 1, maximum 7). These attacks bypass rate and suffer no multiple action penalties, while the flurry as a whole imposes a DV penalty equal to the highest penalty for any attack. The Infernal and each of his mirror clones make one identical attack each, and therefore the character makes one attack roll and separately compares the attack to a separate defender with each attack in the flurry. Use of excellencies to enhance this Charm apply the same benefits to all attacks in the flurry at no additional cost. Each attack must be against a target within range for the given clone or the Infernal.

At Essence 3, this Charm automatically upgrades - the character and his clones may direct the attacks against a single target, as long as the Infernal envies them.


These might help for comparison purposes - I basically built these mirror clones around mostly being a "dodge" tool at first, because they can't attack and they pop if they use their PDV (so they can be used as ablative Guard Other things if you're ever casting sorcery or something).

But the sneaky thing happens when you get This Is Not Me. At first it looks like it's a flurry breaker - and it is, letting you move yourself to the location of any of your other mirror clones. But then you realise you can swap locations when you Move or Dash. And that means you can swap yourself with one of your clones, attack, and then next tick swap again. It means they have to treat any of your clones like they can be the real you - because they can.

Tree-and-Branches-Parable then is a quirky flurry charm that further penalises ignoring your mirror clones, because if you use that flurry, they all attack for real.
 
Collecting a series of artifacts forged at the dawn of the First Age, and in the process interacting with characters from the Exalted webcomic that everyone in the fandom knows and loves, before braving the dangers of the Labyrinth and the Void to confront the Neverborn directly, and using the keys to free them of the attachments that are used to bind all others in the Underworld to a wholly unnatural cycle, each time upsetting the geomancy of both the Underworld and Creation as one of the beings defining the reality of how the Underworld works ceases to exist... None of that sounds fun, interesting, or thematically appropriate?

I don't honestly find it super compelling either fwiw and I don't mean that as a dig against you or anything so much as, like, it kind of privileges the Neverborn as the fundamental source of the problem. Which isn't incorrect exactly but it's not really the point either; at least speaking in terms of how I approach them. It was the Exalted of the First Age who violated their graves to tear out the secrets of Necromancy and how to harness the Underworld as a new source of power. It was the Deliberative who authorized the exploitation of this new Realm and let its members colonize it and cultivate it and sculpt it as they more-or-less liked. And it's the armies of Nephwracks who come boiling out of the Labyrinth to infect and contaminate and pollute other Dead Domains, the Hekatonkheires who come raging up the Rivers, the Deathlords and other ghosts who feed off of them to become powerful. There isn't really any agency with the Neverborn. They're just cosmic corpses, emitting radiation and squirming, half-formed ideas as they decohere and decay.

The Neverborn aren't the problem, they're dead. They're beyond making decisions. They're not even malevolent as such, not really, because that requires more attention and intention than they're capable of by definition. And sure the Labyrinth sprawls around them but it's what people did to them, did with them, would do with them that's the real issue. It's the death in Creation, the atrocities and nightmares that draw their own dreams to the surface.

It's a silver bullet trying to solve a problem that can't be solved with bullets. And also would probably collapse the Underworld in the process tbh, since the Neverborn, in a kinda fundamental way, form and define it. And sure you can argue about the rights a ghost has to, uh, exist or the morality of it but it is kinda iffy to utterly obliterate everything.

It's the kinda thing I could see a well intentioned villain with a narrow view of solutions trying to do essentially.

(The "characters from the comic" doesn't super resonate 'cause I can't imagine the characters would super like the kinda dudes I write IC :V)
 
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So, I already went into that design space with Szoreny with his mirror clone charmtech.

Article:
THOUSAND SHATTERED SELVES

Cost
: 4m; Mins: Essence 2; Type: Reflexive
Keywords: Action-Only, Combo-OK, Obvious, Stackable, Sorcerous
Duration: One scene
Prerequisite Charms: Mercurial Sap Embrace

If one would entreat with Szoreny, one must be sure that they do not just speak to one of his endless reflections.

The Infernal may activate this charm on his action tick to create a mirror clone of himself within (Essence) yards. On activation he may switch places with the newly created mirror clone, to conceal which one is genuine. The construct appears physically identical to the Infernal and is dressed the same, but any artefacts the Infernal has are replaced with duplicates with the traits of the nearest non-magical equivalent. This mirror-clone has identical non-magical traits and mutations to the Infernal, but has Essence 1 and cannot use essence or Charms. Its appearance mirrors the Infernal's - should he take any injuries they cosmetically appear on the clone too. Should the Infernal flare their anima banner, the anima banner is reflected on the mirror clone though it enjoys no mechanical benefits from this. It cannot attack, and dies if it takes a single point of damage or successfully uses its PDV.

It obeys the Infernal as if it was a bound demon, and the Infernal may give it unacceptable orders (such as ordering it to jump off a cliff so it looks like the Infernal committed suicide). At the end of this Charm's duration, it and all its possessions liquefy, leaving behind a person-shaped pool of mercury and broken glass.


THIS IS NOT ME

Cost
: 1m; Mins: Essence 2; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Thousand Shattered Selves

In the Silver Forest, there is scant difference between the reflection and the self.

While the Infernal has a mirror-clone from the prerequisite extant, he may activate this Charm as a Counterattack in Step 9 to exchange locations with it. This is a Counterattack and so reduces his DV by 1 and cannot be used with another Counterattack.

Alternatively, he may activate this Charm reflexively when he takes a Move or Dash Action to swap places with his mirror-clone.

TREE AND BRANCHES PARABLE

Cost
: 4m, 1wp; Mins: Essence 2; Type: Extra Action
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Thousand Shattered Selves

Those who dismiss Szoreny's reflections as tricks of the light soon find that the branch is no less the tree.

This Charm is a magical flurry consisting of a number of physical attacks equal to (number of existing mirror-clones + 1, maximum 7). These attacks bypass rate and suffer no multiple action penalties, while the flurry as a whole imposes a DV penalty equal to the highest penalty for any attack. The Infernal and each of his mirror clones make one identical attack each, and therefore the character makes one attack roll and separately compares the attack to a separate defender with each attack in the flurry. Use of excellencies to enhance this Charm apply the same benefits to all attacks in the flurry at no additional cost. Each attack must be against a target within range for the given clone or the Infernal.

At Essence 3, this Charm automatically upgrades - the character and his clones may direct the attacks against a single target, as long as the Infernal envies them.


These might help for comparison purposes - I basically built these mirror clones around mostly being a "dodge" tool at first, because they can't attack and they pop if they use their PDV (so they can be used as ablative Guard Other things if you're ever casting sorcery or something).

But the sneaky thing happens when you get This Is Not Me. At first it looks like it's a flurry breaker - and it is, letting you move yourself to the location of any of your other mirror clones. But then you realise you can swap locations when you Move or Dash. And that means you can swap yourself with one of your clones, attack, and then next tick swap again. It means they have to treat any of your clones like they can be the real you - because they can.

Tree-and-Branches-Parable then is a quirky flurry charm that further penalizes ignoring your mirror clones, because if you use that flurry, they all attack for real.

I was already using them as a reference point. :p

So my idea was to have the first charm in the tree would just create mist copies that couldn't do much. They were for misdirection and subterfuge first off, Clone Jutus first off and then upgrade into actual physical copies that can interact with the world down the line. They were going to pretty much follow the same tree as the Szoreny, but with the swap places with your clone effect being its own charm, rather than a being an innate effect, and then upgrading to something akin to This Is Not Me later on.

A bit less efficient and powerful than something a Celestial Exalted would have, but at the same time quite, quite powerful in its own way.
 
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Maddy was a regular on the WW then OPP boards but at some point she got a temporary suspension over some infraction I forget, and she made a second account to ask something about the duration of her ban because she couldn't find another way to contact the mods. That got her a sockpuppet ban for some extreme duration and she more or less disappeared.

She got permbanned because she called out the company on putting stress on Morke who was trying to figure out what to do about a throat tumor of some kind. She said in her real job she's seen people worked to death and didn't like that attitude. Darksider then banned her for casting Aspersions on the company.

So did she disappear from the internet?

What about Plague of Hats? I never found out what he did... no one spoke of it and I happened to have missed the event. What did he do? Is he gone from the interwebs?

My all time fave homebrewers were.
JiveX- who was getting advice from Neph but wasn't in Favor with Holden.

Reminiscent Oasis who put out the Nocturnals book showing he can knuckle down and write a good sizeable ambitious Project.

And Revlid who was prolific and rose the bar for all home brews with his generally excellent homebrews not just for Exalted but for several things like Hunter the Vigil. I heard he too fell out of favor with the Developers as why he wasn't hired.
 
Urm... guys? Something I'm wondering. How do you guys deal with powers or charms or artifacts that do things that rely on story teller?

Like, i'm trying to do two things. One is basically a custom-made servitor, that acts as basically a super-detective force, that can use host of spirits to act as separate investigators, figure out stuff, then come back together to do a final analysis to find out stuff. The problem is the investigative power.

And, like, a gem that makes your life interesting, in the chinese kind of way. How does one actually write down the.... storytelling stuff?
 
Nice! I just know it was the old guard who disfavored him. Back in the day I was messaging JiveX to get hired because liked her PDF, martial arts and NPCs were on point. First well designed Greater Elemental Dragon I saw statted!
 
I'm a fan of effects like that.
What I just wrote?

Yes, I like it....

its just that I realized that I'm probably really bad at homebrewing, and so.... yeah.

I mean, the idea of a rock, that not just gives you luck, or maybe a few extra dice.... but also makes your life interesting in the chinese way. Congragulations. You have a harem. You also have almost no social life. All the men hate you. Also, they really fucking hate each other and if you don't have the social skills to smooth this out, this is going to make romeo and juliet look like a comedy. Or alternatively, the ruler sees this, sees the girls, and decides that you're an obstacle to be bumped off before he can get some lovin' from some Appearance 6 girls.

Alternatively, you make friends in high places. Congrats! The local dragonblooded is now your friend, and drinks with you. Oh hey, is that a grena-. Your friend is fine, a momentary surge of essence is all that was needed to protet him. You, on the other hand..... You're glad that you have a dragonblooded healer to fix your everything, and you're glad that he's promised to make it up to you for inviting you to such a cursed place. But you still wish that you didn't get half your body torn to pieces.

Or maybe you're now a princess, and Appearance and Presence has been bumped to 5. Congragulations. Everyone hangs onto your every word. Men spill blood to speak to you. Gods are struck speechless. Its also game of thrones. And the resident sorcereress has taken a liking to you, and not in the good way. The wives of the men have decided that you have to go, and you cause accidents when you walk down the street.

Or maybe you're an artifact attractor. Somehow, artifact end up in your possession. And I mean artifacts. The capital A ones. Its ridiculous. Problem. What's a skinny weeb like you going to do with the Daiklave of Conquest that you just tripped over? Someone who can't sing a tune, and yet somehow got a singing stave. Like... what are you going to do with this? You can't sing, you can't play, and you definitely aren't going to start building stuff and manses! Yet, no matter how much you get rid of it, it always comes back...
 
She got permbanned because she called out the company on putting stress on Morke who was trying to figure out what to do about a throat tumor of some kind. She said in her real job she's seen people worked to death and didn't like that attitude. Darksider then banned her for casting Aspersions on the company.
Kinda... that ban was only for one month. It became a permanent ban when she made a new account to ask why she couldn't post.
I went to bat for her because he said she wasn't aware she'd been banned and didn't use her sockpuppet to jump back into the argument but the administrators were resolute.
 
You guys really need some way to make it clearer who's been banned and for how long. I honestly thought I'd been unbanned on purpose a little while back.

EDIT: On second thought, that's probably a misleading way to word it. I thought my ban had expired naturally.

She got permbanned because she called out the company on putting stress on Morke who was trying to figure out what to do about a throat tumor of some kind. She said in her real job she's seen people worked to death and didn't like that attitude. Darksider then banned her for casting Aspersions on the company.

So did she disappear from the internet?

Nah, she's still in the Exalted Discord.

Incidentally, Darksider is really quite an awful moderator. And I'm not saying that because he banned me; Lioness did too, and I've got no problem with her. Actually, of all the mods who've rapped me on the knuckles, he's the only one I think poorly of.

What about Plague of Hats? I never found out what he did... no one spoke of it and I happened to have missed the event. What did he do? Is he gone from the interwebs?

He quit.

As I recall the immediate cause was the rapeghost fiasco, but don't quote me on that. It seems likely that frustration with the devs as people was also a factor.

Here are the links I was able to dig up:

[Exalted 3] Has anything gone right?

Exalted 3E - We're All Exalted Fans Here - The Something Awful Forums
 
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I hacked together some destiny rules a while back that could handle the Interesting Times Rock reasonably well.

Original rules here: General Exalted Thread - Megathread - Pen & Paper | Page 1785

Small edit here: General Exalted Thread - Megathread - Pen & Paper | Page 1789
Ok, I've been looking at it. I think that yes, it can do this. I think the backstory should be the weaving of grand tales and of epic stories. The Destiny should be a 5, and that is to "live a grand life." And to mean it.

The character will never die or never be trapped forever. He gets stuck under a mountain? A Gem Lord finds him, and decides to help him out for a later favour. Struck down by a weapon? An Aiderea will find him, by sheer coincidence, and a romance ensues. One sided, yes, but what's an epic story without a few broken hearts?

I think its a good thing to have it so that no matter what, when the time comes, the interventions have ran out, and someone has finally caught up to the character and kills him, he's sent down the lethe, and his last words were. "You know what? If I was to choose between a peaceful but boring, and a interesting but harrowing life, I'll choose boring." Taken from Achilles.

Also, I think I... shouldn't include in Sidereals. Actually, scratch that. I think I should remove the part involving gods and sidereals.
 
He quit.

As I recall the immediate cause was the rapeghost fiasco, but don't quote me on that. It seems likely that frustration with the devs as people was also a factor.

Here are the links I was able to dig up:

[Exalted 3] Has anything gone right?

Exalted 3E - We're All Exalted Fans Here - The Something Awful Forums

I'm reasonably certain that he was fired. From what I'm told and what he said, he simply went radio silent for several months, where he cut off any and all attempts to contact him without any warning. Like, nobody knew if he was even alive for a while. It wasn't just for Exalted, from what I'm told he left a bunch of other projects he was editing for high and dry, like Chuubo's Wish Granting Engine. It was unprofessional enough that he burnt all his bridges in the span of a couple of months, rather than Morke and Holden needing several years of consistently bad behavior to become pariahs at Onyx Path. And it wasn't just the Exalted devs that were frustrated by him at OPP.

Playing himself off as a martyr who was simply protesting against the problematic elements of Exalted afterwards didn't really help much either, because as far as I know multiple people claimed that he did the layout for the Abyssals preview without raising any complaints or concerns either before it was released or even months after, until he finally disappeared and resurfaced.

He later claimed that he was really only just frustrated with how Holden would mock members of the fan base in private, but I'm not sure that holds water either given how enamored he currently is with the Something Awful community and its tendency to obsess over and obtain dirt/drama related to public figures in rpgs like Mike Mearls and John Wick as well as deride and denigrate random fans both in public or in private.

It's all pretty weird and the drama of it all was enough that Plague of Hats abandoned his old user name to go by That Old Tree on Something Awful and just disengage from Exalted and OPP in general.
 
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Is he trying to play himself off as a martyr?

He seems perfectly willing to admit he made an ass of himself, let down various people who were waiting on him for work, etc. I'm not sure how any of that is incompatible with him saying that he left voluntarily. Actually, the total radio silence seems to fit pretty well with his account.

As for disengaging from Exalted, I think it's pretty uncontroversial that he burned out on the game.

Don't know anything about what he's up to on SA.
 
Is he trying to play himself off as a martyr?

Definitely not now, but that was how it at least came off to me based on his behavior back then. He was very willing to abruptly jump into multiple different conversations about Exalted on different forums, and was pretty negative not just about the devs but also the fanbase. I do think he realized how it was coming off, and eventually decided it was better to just disengage.

He seems perfectly willing to admit he made an ass of himself, let down various people who were waiting on him for work, etc. I'm not sure how any of that is incompatible with him saying that he left voluntarily. Actually, the total radio silence seems to fit pretty well with his account.

Yeah, it's possible that him cutting off contact was his way of quitting. It's just that he didn't tell anyone about his decision up until he reappeared suddenly, and I think by the time that happened, they already decided they were done with him too even before he announced that he wasn't working for Exalted via forum post. He quit but didn't announce it, and as far as OPP was concerned he was fired because he dropped off without any prior notice and refused to respond to any attempts at communication.

As for disengaging from Exalted, I think it's pretty uncontroversial that he burned out on the game.

Yeah, and I can't really blame him. Writing for rpgs and, particularly OPP, is basically working for peanuts. It's something you do if you're invested in these game lines and are willing to be paid less for the ability to do so. Financially you'd literally be better off flipping burgers, I think. It's not worthwhile if you no longer care, and I can't really blame him for trying to just get some internet cred out of it if the SA forums was his new passion now.

I feel that if you could cast blame on him for anything, it's that he just decided to flake out without explanation. It wasn't a mature thing to do, at all, nor was it a good thing to finally announce your decision months later only on an internet forum while flaming former coworkers. If you have a grievance, just tell them and make your decision clear. Don't play a passive aggressive game for months and then leverage that to start drama online afterwards. It was a meltdown, and it wasn't all that different than what Holden or Morke did when they were fired too, though the latter at least seemed to deliberately want to burn their bridges.

Don't know anything about what he's up to on SA.

And it doesn't really matter. As far as I know he doesn't want to be involved in Exalted anymore, that's fine, and he's not really relevant to the game now either. Neither are Holden or Morke, really, except insofar as their creative decisions influenced the 3E Core.
 
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Omicron Homebrew: Shades of the Enslaved
heeeey what's this yup it's me i bet you all forgot i was writing underworld spooks before it was cool

have some belated halloween

inspired by @ManusDomini's Lookshy and @TenfoldShields's Out of the Eater (go read it it's great an pretty recent so you don't have a crazy backlog to go through)


Those who walk behind

Lesser Dead
Dead by Forced March


A thousand slaves march in a file, riders at their flanks, whips snapping across their backs. They are not bound by chains, for if they were, they would have to stop every hour, as another falls. The sick. The old. The starving. The young. The weak. They cannot endure another mile, and so they fall. They are left their in the dust to rot, watching the backs of their companions passing them by, one after the other. They don't care. They can't afford to; they would die too. And so these backs are the last sight of the dying, and to that sight their souls cling in fury and betrayal.

Those who walk behind are the ghosts of those who died because they could not keep up with a relentless march and so were abandoned. They manifest in beleaguered legions on the retreat and in caravans of refugees, but even much more commonly, among slaves. These tormented souls latch on to the sight of someone for whom they held feelings of companionship, who 'betrayed' them by walking on, and fester in contact with them, a ghostly, sentient disease.

Those who walk behind have no real body at first, immaterial or otherwise. They exist as a diffuse presence in the vicinity of their victim, and always manifest at their back. They are a whisper in the ear, a face glimpsed in a mirror, footsteps echoing one's own, creaking planks. When the victim turns, there is nothing - nothing but another cold breath on their shoulder. The manifestations increase in frequency and potency over time, putting the victim through increasing stress and unease, as if someone were always watching. They cannot sleep; their door opens in the night; something heavy sits on their chest at night; a voice mockingly tells them of their crime; they are cold even in the noonday sun.

It is possible to reject the influence of those who walk behind by steadfastly refusing to acknowledge their existence, putting oneself in a state of mind in which glimpses and whispers are rejected as mere tricks of the mind. Being in a tight-knit community, distracted by other people, helps. This is why, though these ghosts have a name known to exorcists, most communities deliberately avoid giving them one. Failing this, the fear and unease of the victim acts as worship for the ghost, which feeds on it and grows more bloated, more potent, more real. Eventually, as the victim becomes a shadow of its former self, eyes circled with deep dark rings, only skin on their bones, always shivering, the ghost begins to walk of its own rhythm, no more in lock-step with them. Step by step, it takes shape. Glancing behind one's shoulder reveals a known face - perhaps that of the dead, but perhaps that any of countless others who died on the march, flowing in and out of each other.

In a crowd, the ghost cannot kill, though it might get very close. But it is there, watching. Its face could be that of anyone. Its presence drives the victim to panic, seeking safety alone, in a place where they can see the threat coming and identify it.

And once they are alone, the ghost gently taps their shoulder.

Once a victim of those who walk behind has died of the spiritual infection, their soul is drawn out and consumed by the ghost, fusing with it, giving it more reality but confusing its memories and sense of self. It projects its perceived betrayal on another person to whom the victim was personally close, and the cycle begins again.

Necromancers and Exorcists


Necromancers find those who walk behind to have great potential, but to be difficult to properly use. As spies or assassins, they are incredibly difficult to deter: lacking a proper body, even immaterial, they often elude even the senses of trained spirit-hunters, and cannot be slain with a salt-encrusted sword to the heart (not until the last stages of their manifestation, at any rate). However, they also invariably grow emotionally obsessive over whichever target they were told to shadow, and are not stealthy at all in the conventional sense - the glimpses, whispers, and echoing steps are an unavoidable aspect of their nature. Properly used, the ghosts can wield great benefits, but victims who are not overworked slaves with no recourse have a much easier time dealing with the threat.


Though exorcists are rarely called upon to deal with those who walk behind, the protocols for handling these shades is well-trod, and can even be performed by mere apprentices - it is merely time-consuming. The would-be exorcist must shadow the afflicted exactly as the ghost does, staying at their back and sleeping next to them for three days and nights. On the third night, the ghost will detach itself from the victim and latch onto the exorcist; in that moment, they must close their eyes, turn around, and loudly abjure the ghost with proper prayers and blandishments. A struggle of will must occur, but unless the ghost has been allowed to feast on many souls, training and resolve will see one through the ordeal, and disperse the shade utterly.


The Fox-Breath

Aberration

A hundred men and women, so starved and sickly one cannot differentiate them, huddle together in the cold. When dawn comes, so will the whip. They will be fed, a little, 'enough to keep them going' as it is said, but never enough, always so little a few die each week. Their steaming breaths mingle, filled with craving, with desperation and despair.

Many mortals are born blessed with a strong will, a clever spirit, a yearning soul. Many carry in their blood the echoes of long-ago ancestors of renown, gods or Dragons whose faintest traces still linger. Many are born so, and in such circumstance that this will and this power never amounts to anything more than enduring the whip one more day than they might have otherwise. But their soul still yearns. Their soul still feels the outrage of this suffering.

The Fox-Breath is born of the lungs of those who waste away slowly at the hands of an uncaring world. It is the po, the base soul of hunger, slipping out of its shackles at night. It bubbles out of the mouth with a few drops of blood, draws on night-time shadows and the breaths of others too weak to resist its pull, to form a dark, vulpine shape of air and darkness, slinking along walls and floors and ceilings. Because its master is still alive, it is bound to the higher soul, and cannot manifest in full; but because it is bound, it is smarter than it might otherwise be. This intelligence is its downfall and its tragedy.

The Fox-Breath seeks to feed its mortal self. It sneaks into supply camps, pulling light items of food (it has little strength) to bring them back to its sleeping place. It squeezes itself into canteens, drinks all of their water, and comes back slow and bloated to gently spit the precious liquid back into the sleeping mouth. On occasions it will find soldiers who have harmed its waking self and brand them in their sleep with claw marks and bites. It may even, rarely, steal the keys off a guard's belt and slide them into the master's hand. Then it will find rest in his lungs.

The Fox-Breath almost never helps. The mortal does not remember its actions except as the vaguest of dreams, and cannot wake while it is gone. Often, angry soldiers barge in the slaves' quarters, looking for stolen food, and find it with the poor mortal, who has no idea how he got it. He protests his innocence in vain, and soon protests no more. If he wakes up early enough, he may quickly ingest the stolen contents, and must hope there will be no bread crumbs in his beard for the guards to find. And what to do with keys? Starved, broken by abuse, can he even hope to attempt escape, much less survive?

Most who manifest the Fox-Breath do not live long enough to see it develop further, and their keepers are none the wiser for it. But if the ghost is cunning enough, the waking self stealthy enough, the guards oblivious enough - the body is strengthened over time, and with it the soul. The Fox-Breath is emboldened. More than this, it is angry. Angry that no matter how much it steals, without its efforts everything would return to before, and its true self would die. So the Fox-Breath decides to feed it more.

The intermediate stages of the Fox-Breath's development are not kind to anyone. It drinks the sleeping breath of the mortal's companions, stealing their strength for his sake when they are already weak and ill, often causing their deaths. It finds the most ruthless of guards and slithers down their throat so it can eat their liver and feed the master their blood. It gnaws at chains, bites the whip's rope, haunts the dreams of those too powerful to kill. The mortal grows strong, too strong, too obviously so; black veins spread through their skin, their eyes take on a golden tinge, their teeth sharpen, their backs and shoulders become wide with muscle. These are telltale signs; even the most ignorant slave-mongers usually keep exorcists at hand, and though this ghost is rarer than most, they can pinpoint the symptoms. The poor mortal, who has no choice in this, has no way to hide his condition. The usual prescription is ritual execution in a circle of salt - such an expense typically leads angry masters to ruthless cruelty towards the rest of the slaves once the deed is done.

Very rarely, in camps where enough thousands of slaves are kept in such conditions that the ghost's works goes unnoticed until too late, the Fox-Breath can reach satiation. Having strengthened its mortal self enough, it nudges him awake at night, while it is manifested. In the moment of awakening with half his soul outside his body, the mortal is transformed. He becomes ghost-blooded, with an instinctive awareness and grasp of his own two souls. He is the higher self, cold and thinking and full of memories and care, and can drink breath, slip through the tiniest opening, see clearly in the night, and pierce the shroud of immateriality. The Fox is his lower self, ravenous and ferocious and strong and fluid as shadow, and under his command. He may bid it regurgitate the lower souls of those companions who died to feed the once-man. With shadows answering his will, blood boiling in his presence, wind muffling his footsteps, a pack of hungry ghosts at his heels, the man can escape easily. Or…

The prescribed remedy when a slave camp has been lost to the Fox-Breath is a Wyld Hunt.

Necromancers and Exorcists

Necromancers who hear of the presence of a Fox-Breath manifestation often offer their help for free in ridding the place of the threat, for the ghost is its own reward. A bag made out of the lung of a sheep or swine may confuse the beast; by lying in wait and using the proper scented herbs and beckoning words, a necromancer may lure the ghost into the bag, then plug it with a stopper made of rock salt. This severs the connection of the soul to the body, killing the unfortunate mortal in his sleep; the reward is a sealed hungry ghost which the necromancer may tame, train, or simply bind with magic. The Fox-Breath is very valued; while weaker in battle than most hungry ghosts, it is also smarter, stealthier, and more tame.

Exorcists know of the most simple remedy to the Fox-Breath, and those with good-natured inclinations are often frustrated at its lack of use. Execution in a circle of salt is expensive and cruel, but it is quick and avoids rewarding slaves for what is seen as a curse and likely a manifestation of some sin and vice. In truth, feeding the mortal, healing their body and allowing them plentiful rest will cause the ghost to fuse back with them over time, solving the issue.


The Unmourned

Greater Dead

Drive a thousand slaves to their death for the sake of your grand work. Have their broken bodies fall of the steps of the ziggurat they build. Drag their mangled remains from the firedust mine that cooked them alive. Pick them up in the coca fields where they fell. Tell yourselves they are only slaves, less than you, whether by birth or capture; that this is their lot in life, and that it is just. But in your heart you know they are human, and human souls who died in pain do not rest easily. All, even the least of your kind, deserve at least a proper funeral. So you heap their bodies in a great pile, and set fire to that pile, and tell yourself that it is good, that it is right, that it is enough. Fire cleanses. You would give them nothing more, but you will at least give them this.

Fire does cleanse. Many souls whose lives were too filled with pain find themselves too light to hold on. What is there for them to cling to in this world? They fall to Lethe.

Sometimes, it is not enough.

Fire cleanses and sometimes it cleanses the soul of all that is not its rage, its pain, its sorrow. It cleanses it to lethal purity and hardens it like clay in the kiln. A pyre does not leave enough remains for a hungry ghost to inhabit; it banishes them, but sometimes that is not enough. A thousand souls burn together, melt together, seek to hang on to bones and cracked teeth, their identity seared away. They cannot tell themselves from each other. They merge, fuse. The pyre is a crucible.

In the Underworld, the Unmourned manifests first as a tumorous growth in the dark soil. That cyst has an ashen tone and a flesh-like consistency; if pierced, one may find that it is filled with ashes, charred bones, and black tar. Piercing that cyst early enough can save many lives, but it is rarely done: the Unmourned are born in the mirror-places of slave camps, razed cities, or plague-ravaged lands, anywhere too many bodies were burned together with no more funeral rites than a single torch. Such places tend to be either empty of higher ghosts who could see the threat, or already haunted by mad roaming shades. So the tumor grows.

It takes months, sometimes years, for the Unmourned to metastasize. Over times it bloats to the dimension of tall buildings, and sends out fleshy tendrils across the ground in fractal patterns that are not without beauty; they drain Essence from the soil of the Underworld. The lords of the dead, when they chance upon a grown, but not yet bursting tumor, often set up a careful perimeter and a complex system of taps to control its growth, for the nascent Unmourned acts as a potent Demesne. Inside its shell of meat, the broken souls congeal and fuse over time, bound by the consumed Essence. They share dreams in that state: dreams of their lives of pain, of the agony of their death, of the anger and bitterness to never have received a prayer, a funeral offering.

Their dreams echo in the living world. The area which mirrors that where the tumor grows is slowly tainted. Though not yet a shadowland, the veil between worlds grows thin; the Unmourned's dreams plague the nights of those still living there, their voices sometimes echo on the wind; if there is plant life, its roots and branches may be found to be oddly supple, oddly bulbous, almost like organs. The effects are subtle, and rarely noticed - in no small part because the phenomenon is itself rare.

When the dream ends, the cyst bursts into pyreflame. From its core is born a grotesque giant, made of the remains of the dead, a thing of bone, burned muscle, cracked wood and kindling, hiding its no-face with an animal skull, shrouded in greenish flame. A corpse without a tomb. Its cacophony of minds has grown obsessed with only one thing: the funeral that was denied it. It reaches out into the living world, where it has already carved doors in the dreams of mortals. Every night, it pulls them in. Those living in the affected area find themselves plagued with the most vivid dreams of walking in an endless darkness, to reach a place where sits a corpse-master; and they are bound to honor him. With their bare hands they must break stone and assemble it into a mausoleum. They must find salt and offerings. They must make a funeral place worthy of a thousand kings.

Once victims have been pulled to the Underworld once in their dreams, leaving the tainted grounds will do them no good. The work they do at night denies them rest. They grow sickly, tired, thin as reeds. Much of the food they eat finds no purchase in their stomachs - instead at night they carry it as pristine meals to their new masters. Slaves must work an endless shift, taskmasters find themselves on the wrong hand of a whip, and guards answer to a new lord more terrible than any they've known before. Even as all grow to realize the reality of their plight, they find themselves unable to speak of it while awake, not unless they are asked by someone whose authority they feel is greater than their corpse-master - typically one of the Exalted. They labor in silent agony. When they die of wasting, their souls journey to the mausoleum, where they are to work forever.

Uprooting the infection is both necessary and, while not difficult, extremely expensive. The afflicted carry it wherever they go, and the land slowly grows corrupted. Individual treatment with dream-suppressing drugs over weeks can release one from the pull, but given the status of the victim, is almost never done. The area itself must be ritually purified with salt and prayer at great cost. The most efficient way of dealing with the Unmourned is also the most risky: a group of powerful warriors sleeping in the area until they too are pulled into the Underworld at night, where they may fight and defeat the Unmourned - a reckless endeavour; even a kinship of Dragons will find themselves at a difficulty from the environment alone, to say nothing of the army of slaves.

If nothing is done, the inevitable result is the tearing of the veil and the transformation of the area into a shadowland. The Unmourned's mausoleum manifests as a looming shadow in the day and a true building at night. The Unmourned seeks to expand its dominion and make its endless funeral all the more grandiose: strong slaves and soldiers are made into warriors bearing animal skulls and a pyreflame brand on their bodies, and are given no choice but to hunt down and capture more slaves. A small dominion of the dead arises in Creation and in the Underworld both, bent towards no other purpose but the commemoration of death. A burning corpse sits in its burial chamber, and will find no peace until a nation's worth of people weep for it, tear their hair in grief, sing its songs in tribute, burn the offerings in its name. Perhaps, then, the door of that burial chamber might be closed… But the dead are not known for being easily sated.
 
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