First: the paper wasps

Wasps made from a book, with each book being a comprehensive guide in a certain subject. Read, it can act as a tutor.... or it can transform into a wasp that stings you. The poison injects you with knowledge, and as it courses through you, you gain the knowledge. It's poison, so it's kinda dangerous and gives you a penalty.... but it's fast. As the poison wears out, so does the knowledge. And then you're back to square one.

Fullankar, the textbook wasps.
Demon of the First Circle
Progeny of the Obsessive Scholar


The Obsessive Scholar is a patron of the arts and of knowledge, with a grand wish to spread understanding and enlightenment throughout Malfeas, the Underworld, Creation, and Heaven itself. Each beggar a poet. Each street urchin a weapons grandmaster. Each street sweeper an artist. Sadly, in these fallen times, most do not have the time nor the inclination to study his books, no matter how well-written or how comprehensive. Why read about the vagaries of the stars, when one is wondering where to find his next meal? Why read about the Treatises of Ahnschlus, when one is trying to till the field for the next harvest? And so, the Obsessive Scholar, with some hesitation, made the decision for them. He made the Fullankar.

The Fullankar is the size of a dog. Wings, made from pictures and diagrams. Feet, made from adjectives. A shell composed out of nouns. Flickering in and out of existence with compound eyes made from verbs, the Fullankar has a stinger composed out of prepositions and punctuations, dripping with venom. It is the venom that is key to its abilities. When the Fullankar stings, there is no pain. And then, enlightenment.

The venom of the Fullankar is composed out of liquified and materialized knowledge, an exact copy of the knowledge composed in its other form. It is not harsh. Not much worse than a bee sting. As the poison courses through one's veins, the information within can be accessed by the mind of the victim, allowing it to act as if it had been trained in it all his or her life. A peasant farmer can become a melee fighter that surpasses all but the greatest of mortals, specializing in the use of hoes. An untrained beggar can become the greatest mortal surgeon in the entire region. An newbie brat can become a general that wins against all but the greatest of forces arrayed against him***.

This comes with a price, though. It being poison, and the Obsessive Scholar not realizing the complications caused due to himself being a second circle demon, the poison itself hinders the victim, or beneficiary, of the Fullankar. A swordsman will find his tongue numb, his speech slurred. A surgeon would find that, although his fingers are now nimble and precise, his feet have become sluggish, forcing him to use a cane. A great general's skin now produces a horrible smell, forcing all but the bravest of courtesans to flee from him. *

And it being poison, the Fullankar's toxin does damage to the body, costing one lethal health level per week. After several weeks**, the poison runs its course, and is purged by the mortal's native defenses, and disappears. And with it, goes the knowledge and puissance it grants.****

The Fullankar are spreaders of knowledge, and so their creator made them to be aggressive, and liberal in the use of their stings. Upon seeing anyone carrying out any task that uses an ability they have less than 2 dots in, they will instinctively attack, barb glistening with knowledge they seek to inject. Holding them back from this gives them one point of Limit.

*Never will the penalty of using the poison of a Fullankar ever negate the gifts of its venom.

** A month

*** Increased dots, plus specialty. War 5 with a specialty against being outnumbered is a hell of a thing

**** I think I should put a limit on how many times one can get stung by a Fullankar before they collapse into a puddle of nouns.
 
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This is a First Draft.

The Living Bows of Aratch Fell
Artifact 3
Attune 6m*


There is an enchanted place deep in the forests of the east, where the flows of living Essence sink into the ancient trees over hundreds if not thousands of years. It is from here that the tribes and cultures surrounding Aratch Fell make their Living Bows. Seen as proof of maturity in their various rituals, these bows are treasured as heirlooms and staunch allies.

Unlike bows made of laminated wood, the Living Bows are carefully sculpted with enchanted braces and twine, becoming curved, springy and contoured for grip by hand. Symbiotic creeper vines are grafted later, to serve as both an aide to grip strength and nourishment for the bow itself- for even as a completed artifact, the bow lives and grows as a plant does.. and more.

When the time comes, a magically potent gemstone is set into a cup of Blue Jade, to harness the thought and will of a master archer on the cusp of death or retirement. A lifetime of skill is absorbed into the gem, and then is imbued upon the bow itself. From this catalyst, the bow is considered alive, with it's own Animating Intelligence. After a few months, it can speak as well as an adult human, though it initially knows little of the world save the art of Archery. Old bows can become spectacular fonts of knowledge, if their wielders are well traveled or informed.

The wielder- attuned or not, can convince the bow to become their Ally. Every dot in that background reduces the attune cost by 2 motes, to a minimum of zero. An Ally 4+ Living Bow in fact adds a 10 mote expanded pool that can only be spent on either it's own powers or Archery Charms. The bow respires Essence like an Exalt, and if slotted with a hearthstone, the bow's pool fills first.

For most of the tribes in Aratch Fell, it is too expensive to make a new bow with every coming of age ceremony. For this reason, most attempt to cultivate an alliance with their bow towards the family. In many ways the bows become family, and are afforded the status of an honored elder and can speak for the needs of the family, clan or even tribe at great gatherings. When left in armories, the living bows trade stories of their travelers and wielders, much like soldiers and explorers do. If a living bow is lost or destroyed beyond repair, it is given a funeral as if it were a family member, and it's seeds returned to the grove from which it came.

Mechanically, a Living Bow is a Jade Long Powerbow. Characters with sufficient Ally rating to bring the attunement to 0 also gain the magical material bonus. Even mortals can attune this weapon, if their bond with the artifact is strong. The Living Bow has the following powers, which can be paid out of it's own mote pool if unlocked, or the wielder's.

Living Ammo Seed - The bow has the Solar Charm 'Phantom Arrow Technique', in which it can create ammunition for 1m per shot.

Trelis Spike - 4m - The arrow is bloated with sap and Wood Essence. On impact it grows into either a tangling vine treils that snares legs, or a long, strong length of vine that is suitable to swing or climb from. Ranged attacks made with the spike count as Sweeping (Pg 153 2e core), forcing an automatic test for knockdown within 5 yards of impact. The climbing vine can be up to 25 yards long.

Heartwood Possession - 10m +1wp - The bow launches an arrow wreathed in glowing green vines of Essence. On impact with a primarily wooden structure such as a ship, trebuchet or so on, the attack transfers the bow's Animating Intelligence to that target for the remainder of the scene. Once embedded, the bow may move it's new form- doors can open, lever arms can swing, and so on. The tribes of Aratch Fell have wooden totem icons deliberately designed to serve as golem sentries for their living bows - themselves Artifact 3 creations.
 
Fullankar, the textbook wasps.
Demon of the First Circle
Progeny of the Obsessive Scholar


The Obsessive Scholar is a patron of the arts and of knowledge, with a grand wish to spread understanding and enlightenment throughout Malfeas, the Underworld, Creation, and Heaven itself. Each beggar a poet. Each street urchin a weapons grandmaster. Each street sweeper an artist. Sadly, in these fallen times, most do not have the time nor the inclination to study his books, no matter how well-written or how comprehensive. Why read about the vagaries of the stars, when one is wondering where to find his next meal? Why read about the Treatises of Ahnschlus, when one is trying to till the field for the next harvest? And so, the Obsessive Scholar, with some hesitation, made the decision for them. He made the Fullankar.

The Fullankar, in their dormant form, appear as any form of information recording, and acts as a comprehensive guide and work on a single subject, whether it is melee, war, or medicine. Whether in first-age crystal tablet, paperback book, or silken scroll. In this form, they are near-indistinguishable from other, more mundane books. Using the Fullankar in this form allows one to train themselves up as if they were studying under a tutor, and reduce training times to a third. The knowledge and words themselves slotting themselves into a reader's mind, the pictures, inscriptions, and diagrams, seemingly coming alive on the page itself, the reader's body subconsciously twitching as the book describes how one swings a sword or how to carry out a surgical procedure.

In the other form, the book itself unfurls. Transforming into a Fullankar's full form. It is the size of a dog. A stinger, composed out of punctuation. Wings, made from pictures. Feet, made from adjectives. A shell composed out of nouns. Flickering in and out of existence with compound eyes made from verbs, the Fullankar has a stinger composed out of prepositions, dripping with venom. It is the venom that is key to its abilities. When the Fullankar stings, there is no pain. And then, enlightenment.

The venom of the Fullankar is composed out of liquified and materialized knowledge, an exact copy of the knowledge composed in its other form. It is not harsh. Not much worse than a bee sting. As the poison courses through one's veins, the information within can be accessed by the mind of the victim, allowing it to act as if it had been trained in it all his or her life. A peasant farmer can become a melee fighter that surpasses all but the greatest of mortals, specializing in the use of hoes. An untrained beggar can become the greatest mortal surgeon in the entire region. An newbie brat can become a general that wins against all but the greatest of forces arrayed against him***.

This comes with a price, though. It being poison, and the Obsessive Scholar not realizing the complications caused due to himself being a second circle demon, the poison itself hinders the victim, or beneficiary, of the Fullankar. A swordsman will find his tongue numb, his speech slurred. A surgeon would find that, although his fingers are now nimble and precise, his feet have become sluggish, forcing him to use a cane. A great general's skin now produces a horrible smell, forcing all but the bravest of courtesans to flee from him. *

And it being poison, the Fullankar's toxin does damage to the body, costing one lethal health level per week. After several weeks**, the poison runs its course, and is purged by the mortal's native defenses, and disappears. And with it, goes the knowledge and puissance it grants.****

*Never will the penalty of using the poison of a Fullankar ever negate the gifts of its venom.

** A month

*** Increased dots, plus specialty. War 5 with a specialty against being outnumbered is a hell of a thing

**** I think I should put a limit on how many times one can get stung by a Fullankar before they collapse into a puddle of nouns.

Um... guys? About this?
 
Fullankar, the textbook wasps.
Demon of the First Circle
Progeny of the Obsessive Scholar


The Obsessive Scholar is a patron of the arts and of knowledge, with a grand wish to spread understanding and enlightenment throughout Malfeas, the Underworld, Creation, and Heaven itself. Each beggar a poet. Each street urchin a weapons grandmaster. Each street sweeper an artist. Sadly, in these fallen times, most do not have the time nor the inclination to study his books, no matter how well-written or how comprehensive. Why read about the vagaries of the stars, when one is wondering where to find his next meal? Why read about the Treatises of Ahnschlus, when one is trying to till the field for the next harvest? And so, the Obsessive Scholar, with some hesitation, made the decision for them. He made the Fullankar.

The Fullankar, in their dormant form, appear as any form of information recording, and acts as a comprehensive guide and work on a single subject, whether it is melee, war, or medicine. Whether in first-age crystal tablet, paperback book, or silken scroll. In this form, they are near-indistinguishable from other, more mundane books. Using the Fullankar in this form allows one to train themselves up as if they were studying under a tutor, and reduce training times to a third. The knowledge and words themselves slotting themselves into a reader's mind, the pictures, inscriptions, and diagrams, seemingly coming alive on the page itself, the reader's body subconsciously twitching as the book describes how one swings a sword or how to carry out a surgical procedure.

In the other form, the book itself unfurls. Transforming into a Fullankar's full form. It is the size of a dog. A stinger, composed out of punctuation. Wings, made from pictures. Feet, made from adjectives. A shell composed out of nouns. Flickering in and out of existence with compound eyes made from verbs, the Fullankar has a stinger composed out of prepositions, dripping with venom. It is the venom that is key to its abilities. When the Fullankar stings, there is no pain. And then, enlightenment.

The venom of the Fullankar is composed out of liquified and materialized knowledge, an exact copy of the knowledge composed in its other form. It is not harsh. Not much worse than a bee sting. As the poison courses through one's veins, the information within can be accessed by the mind of the victim, allowing it to act as if it had been trained in it all his or her life. A peasant farmer can become a melee fighter that surpasses all but the greatest of mortals, specializing in the use of hoes. An untrained beggar can become the greatest mortal surgeon in the entire region. An newbie brat can become a general that wins against all but the greatest of forces arrayed against him***.

This comes with a price, though. It being poison, and the Obsessive Scholar not realizing the complications caused due to himself being a second circle demon, the poison itself hinders the victim, or beneficiary, of the Fullankar. A swordsman will find his tongue numb, his speech slurred. A surgeon would find that, although his fingers are now nimble and precise, his feet have become sluggish, forcing him to use a cane. A great general's skin now produces a horrible smell, forcing all but the bravest of courtesans to flee from him. *

And it being poison, the Fullankar's toxin does damage to the body, costing one lethal health level per week. After several weeks**, the poison runs its course, and is purged by the mortal's native defenses, and disappears. And with it, goes the knowledge and puissance it grants.****

*Never will the penalty of using the poison of a Fullankar ever negate the gifts of its venom.

** A month

*** Increased dots, plus specialty. War 5 with a specialty against being outnumbered is a hell of a thing

**** I think I should put a limit on how many times one can get stung by a Fullankar before they collapse into a puddle of nouns.

So first impressions.
  1. The poison damage for knowledge thing is priced about right for a sorcerer but with some caveats
    1. A bonus of 5 dots plus a specialty seems incredibly strong. Compare it to Verdant Empress Endowment which is widely considered to be overpowered and is still weaker than this.
    2. To rebalance, I suggest an increase of 1 dot or the addition of one specialty for the duration that the poison is in their system,
      1. I would also add that as long as the poison is in their system the target loses one dot/specialty (whichever was gained) in something else OR
      2. Takes one level of lethal damage per dosage of poison. This damage can be healed, but the poison must be removed first before this can happen.
      3. I would add that while the poison is in their system they may train this ability/specialty as if they had a mentor, though only up to the level the poison confers.
        1. If they do this then once the poison runs its course they will retain their ability/specialty. They still must pay XP for it or else go into XP debt.
    3. To prevent any random scrub from using the poison, each Wasp should have a random ability it confers. This way a random peasant that finds one can allow themselves to get stung might end up a better swordsman, but they might also end up a better baker or whatever
      1. Conversely, a sorcerer can specify one with a particular skill set when summoning them
    4. Maybe add a limit to how high they can increase your abilities
  2. I would remove the book version of them entirely, it doesn't have any complications and that is bad
  3. They should be more dangerous to mortals. I suggest making them violently attack everyone they see (perhaps they gain limit if they see someone and don't attack them?) In the minds of their creator this is a feature not a flaw as it means they are constantly spreading knowledge
  4. You state their stingers are made of both prepositions and punctuation
 
3 more ideas

Worker bees that break down anything and expel it as honey. The honey itself can act as a substitute for any kind of raw material.

Creatures that analyse humans and human structures. Roots out lynchpins of human society. And corrupts them. Can see a person's motivation, virtues, principles, and intimacies at a glance.

Demons that act as wondrous designers.

Demons that paint and write propaganda, used by an Ellogean 2nd circle. Think of those motivational posters. Only, they work.
 
Alright here we go again everyone- Session 47 of Sunlit Sands. Big props as usual to @Aleph for running, so let's get to it!

Sesssion 47 Logs

So, last session we managed to get out of the Shadowmines, and are now in the proper gem and metal-mining tunnels of Gem. Fun fact- mines in Creation don't deplete the same way regular ones do- elementals and other spirts can and do replenish their ores over time- at least as far as I understand things. Aleph's Creation might vary.

Unrelated, I'm wondering if there is, heh, a Gem Lord beneath or near Gem worth mentioning... Anyway.

The opening scene of this session was... almost interqual in nature, a breather as we were not particularly rushed out the gate onto any particular location or event. That's something of a stylistic choice or oversight, depending.

What I mean is, Exalted sells itself as a High Action game, you're always supposed to be Going Somewhere, Doing Something Dramatic, so on and so forth. Something that some Storytellers struggle with is both how to handle the highest highs, and the surprisingly frequent lows of a campaign. In reality, you're not supposed to be going 200% awesome shark-surfing explosion-dodging madcap antics every session. (you totally can, just not in the default game).

Basically the scene here is that of Talking, discussion and characterization. It doesn't have to be full of explosions to be Dramatic, or Fun, but there are numerous tools a storyteller can use here. Some of these I'm calling out with the benefit of hindsight, are are not at all meant to be critiques of what Aleph did.

firstly, time is critical, both in terms of screen time and narrative time. If your players are prone to delaying, it's entirely reasonable to give them a finite number of Actions before advancing the scene, with the understanding that they can create Extensions with their various powers.

For example, here Inks and Co are basically walking from the shadowmines out to the lift, along the way they're discussing Things. Aleph could have, to inject a sense of urgency, told me I only had 3 'talking' actions worth, or three 15 minute blocks, whatever she likes . That arms me as the player with tools to do things like use say, Crafty Observation Method, which compresses a 15 minute action into a 5 second one, if need be.

Even if time were not mechanically critical or relevant, one could do things like describe Inks and co in motion, leaving the mines- note that Aleph asked me what I wanted to do first, which is also very important. The players ought define the approach, and the storyteller helps them execute.

So instead of an implicit 'stand and talk', the first scene could have been 'move and talk'. You don't have to be specific with the destination per se, especially in a largely linear situation like this- you want Out of the mines, therefore don't sweat trying to plan for multiple destinations just yet- just get the players Moving.

Having said all that, lets' talk about what Happened!

Flush from both evading Iblan and navigating the Shadowmine, Inks is feeling pretty good about herself. Her confidence is pretty high, having run into some rough straights and come out on top, state of dress aside. Inks takes the time to cold-read Rankar from a distance, a tough trick but not insurmountable, and I leverage the penalty negation of Evidence Discerning Method once more!

I start to notice a trend here, one Aleph might not have intended...

Our first encoutner of the session are some miners, and if you don't remember, miners are either slaves, folks who want to get rich quick, or folks who got into debt and became slaves. So it's understandable that they might think they breathed a bit too deep of that mine gas when they saw three beauties round the corner, plus one god-tiger.

Being a pinup artist and someone who likes sexuality in storytelling and as part of media culture (and just liking pretty girls acting glamarous), I almost always enjoy it when Inks's beauty is acknowledged. It's a fun feeling, when joe citizen mistakes your character for a god or gods-blood.

But as I've said before, sexuality in games is a tough act. Too much and it seems self-indulgent or outright creepy, and forcing it on players is called Magical Realm for a reason. This is why I generally avoid being overly explicit, just ackwowledging it and feeling clever when I think of a good turn of phrase that isn't 'heuehuehue tits and ass'. You might actually note that I follow cues from Aleph here, only meeting her entendre and such, out of consideration for what she's comfortable with.

The miners serve their purpose though, as a plot device to get us moving out of the mines. Here Inks mulls on the situation, and Vahti voices her opinion on the matter- trend is rising. That's two 'votes' towards Talk to the Despot. Mid-session, I was somewhat dismayed by this, as I had become enamored with the idea of solving this whole issue without getting him involved... but then I just went with it out of not having a better idea.

And then the rest of the session just breezed by. Sometimes going with the storyteller is the best idea.

The first big highlight of the session though, was Pipera. Poor, beleaguered, put upon Pipera. She had not signed up for this. (Fun fact, she Exalted in the same calamaity that killed her entire clan. She's the last of her extended family, if not the Kusaboin entirely. Most of the cool shit she's done she did before she Exalted. I'm pretty sure she signed on with Inks after coming out of a years long mercantile-fixer-bender up and down the Firepeak Pave.)

Inks needed Pipera, and as surprised as Aleph was at Inks's argument, it's truer than she might think. In a lot of ways I wanted Inks to come off more like Pipera- or at least my/Inks's impression of her. A cooler head that while still sultry and bold, had more of a graceful stiletto edge to her approach to problems.

Inks takes too much after Maji and Chronicle though, to be anything like Pipera. At the moment, at least.

With the +3 stunt, we shore Pipera up and move on. In the intervening scenechange I gleefully correct Vahti's critical weakness of 'cannot make fire' by buying an inexpensive flamepiece and firedust. Inks can get a more elaborate custom one made later or make one herself. A lot of people are enamored with doing The Best as fast as possible, because they're been conditioned to believe they'll never get a chance to do so.

Aleph is starting to lean more and more on Inks's growing War score as well, meaning I feel more and more pleased for buying into it. Inks barely squeaks it by as far as beating the Iblans- note that less than a day has passed since the actual Fight underground.

With the scene change complete, Inks and co have to negotaite a small challenge at the Despot's door, but we push through and interfere with the 'beloved' dictator's decadent lunch.

I have mixed feelings on Inks's speech here. On the one hand it hews actually very closely to how social actions are supposed to work in 2e- big blocks of pagentry-rich speechifying or performance- not snappy witty soundbites tossed fast and furious. On the other hand, it's a big block of text in an IRC game.

However, fortunately for everyone, I had been pre-typing the stunt for at least 5 minutes beforehand, as evidenced by the timecodes.

Inks's efforts were rewarded with another +3 stunt, and Inks in all her brazen topless glory earned herself the time and backing she needed to produce proof against Iblan Ayla and House Iblan in general!
I think that about covers Session 47!
 
  • They should be more dangerous to mortals. I suggest making them violently attack everyone they see (perhaps they gain limit if they see someone and don't attack them?) In the minds of their creator this is a feature not a flaw as it means they are constantly spreading knowledge
I'd actually go with the idea that they're triggered by seeing someone fail at a task, not just by their existence. After all, the already-competent deserve to be left to their own devices.
 
Um... guys? About this?
Also, I discussed this with someone else, and this is definitely a milestone for you. The idea is sound, the execution is mostly legible, and there's actual detail work and notes here rather than a verbal pencil sketch. I'd be more than happy to help edit this, maybe with @rogthnor helping with the mechanical end. PM me/us if you'd like to give that a try.
 
Also, I discussed this with someone else, and this is definitely a milestone for you. The idea is sound, the execution is mostly legible, and there's actual detail work and notes here rather than a verbal pencil sketch. I'd be more than happy to help edit this, maybe with @rogthnor helping with the mechanical end. PM me/us if you'd like to give that a try.
.... milestone?
 
Also, I discussed this with someone else, and this is definitely a milestone for you. The idea is sound, the execution is mostly legible, and there's actual detail work and notes here rather than a verbal pencil sketch. I'd be more than happy to help edit this, maybe with @rogthnor helping with the mechanical end. PM me/us if you'd like to give that a try.
Started up a PM.
 
A creature that looks similar to anything that can sting. Can inject various drugs and alchemical solutions. Usage, is as a stimpack. Perhaps a worm with various spines? Maybe a beetle or insect?
 
An idea:

Termeszeti, the Waddling hot springs
Demon of the First Circle
Progeny of the Languid Courtesan


Ah, to rest! To relax! To sleep! To have hot, steaming water, cover your skin. To have hot steam stir over your face and eyebrows! To feel the impurities and the dirt get leached away from you. To feel the sores and the twists and your little aches go away! Such a luxury!

But alas, drawing water is difficult. Drawing pure water, in the demon city, even more so. Add in the cost to heat it up, and the various spices and herbs and perfumes... why, it is near-impossible to find a good bath!

It is for this reason that the Languid Courtesan created the Termeszeti. To bring luxury and relaxation, whether in the seas of Kimberry, the deserts of Cecelyne, or in the City of Malfeas. A Termeszeti is a gigantic tortoise the size of a hippo, with a shining, large shell of Malfean Porcelain, with long legs and an extendable head, with scales of Malfean iron, nails of volcanic rock, and eyes shining like rubies. The Termeszeti can fire out great gouts of flame or heat, and release clouds of water that can dissolve stone and mortal flesh, turning mortal soldiers into screaming puddles. Yet, this is simply a side-effect of their power.

When ordered to, the Termeszeti can draw their legs and head inwards, stony flaps covering the holes in their shell. Then their shell reshapes itself. Flowing and molding and shifting like water. Until a basin has formed. Drawing upon its native charms, the Termeszeti fills the basin with water, heats it up to near-boiling, and then fills it with perfumes and scented soap.

The hot spring the Termeszeti forms out of its own body, is a wondrous one. Not only does it allow relaxation, allowing one to lose all forms of exhaustion upon resting within it for an hour, relaxing within it counts as a full-night's rest.** The healing perfumes and purifying heat within the water, also fortifies and purifies the body of whomever rests within.*

Within the Demon city, many others also use the Termeszeti. They are sometimes used as shock troops, to kill off the weaklings in any skirmish, and those demons who need to drink use the Termeszeti as a source of pure water. It tastes strange, but drinking from the walking hot springs are far easier than finding a pure source of water in the Demon City.

*Bonus to resisting poison and disease. Also, heal faster.
**Get more willpower. Not sure on how to mechanize that.
***Note to self. Write up charms that show ease of usage. I'm quite sure that first circle demons can do things like conjure up soap and towels.
 
Good god I had an idea and it just disappeared help me.

Edt: thank god. Just remembered. A predatory invisibility cloak.
 
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