Mount Metrykhas, an Aspiring Omphalos

In the mountains far to the south of Ember, there lies an extinct dome volcano, so immensely broad at the base that it takes days to walk around. It is Mount Metrykhas, considered holy land by the city-states and tribes of the Metrykhastan region. The immediate vicinity is unusually fertile for the far South, home to alpine forests and meadows teeming with game. Though far, far smaller than the Imperial Mountain, it is the largest mountain for miles, dominating the region's skyline. Its lower slopes are dotted with villages and shrines where communities of mystery cultists make offerings to the beings who dwell higher above. The caldera peak, several days climb from the mountain's base, houses a wonder unlike any for miles in all directions, a shining manse-city where the gods of the land, The Praxic Chorus, dwell in opulence. It is the House of Praxis, and the Metrykhani mortals believe it to be heaven itself.

Atop the mountain's peak, the climate is temperate despite the altitude, the weather yoked to the will of the gods. The city rivals those of the early First Age, built with wonders salvaged and reverse-engineered from the ruins of past epochs. Gods and their demigod offspring walk its streets and recline in its salons, attended by comely men and women given as tribute by the city states who worship them. They relax in temple manses where entire lineages are born and die in their service, and tend to their domains with ingenuity bordering on recklessness. Here, the deities of the land hold court and plan their ascension to new heights of power. They are proud and sure of their might, and in this degraded age, they see no reason why they shouldn't be, having subsumed the lesser spirit courts of Metrykhastan through duels, bureaucratic manoeuvring, and outright warfare. They are young by divine standards, and unusually powerful for their age.

The Birth of the Praxic Chorus
Among the spirit courts of Creation, it is said that ten thousand gods died in the twin apocalypses that slew the Shogunate. The true figure may never be known, but regardless of precise numbers, countless areas were left without divine oversight by the time the Scarlet Realm drew its first breath. The corruption in Yu-Shan left the Terrestrial Bureaucracy in shambles, some spirit courts losing contact with Heaven that has not been re-established to this very day. New gods continue to appear, born of divine couplings and ascended mortals, but many are denied the guidance of their elders. Spirits that have never known otherwise thoughtlessly disregard the Laws of Heaven and seek to rule over mortals and recklessly expand their purviews. Given how their distant elders in Yu-Shan often do the same, they reason that they have a right to as well. One such spirit court, The Praxic Chorus has gone beyond even that, having decided that if Heaven shall neglect its duties, then the gods of the land shall assume its authority instead.

The Praxic Chorus began as an alliance of young deities, none older than the Late Shogunate. Isolated from the other spirit courts of the South, it was they who drove back the lingering pockets of Raksha in the region and salted the shadowlands, who burned the plague corpses that lay rotting in the fields and taught the feral mortals of the land what it was to be more than beasts. And for these great deeds, the saw no recognition, no reward from their elders and peers. Heaven rotted from within as it does to this day, while the Censor of the South vanished only to be replaced by a distant and corrupt successor. It fell to them to wrangle the spirits of the land and tend to the fundament of Creation in the region.

From almost nothing, they built up the Terrestrial Bureaucracy of Metrykhastan, shepherded the elemental essence back to normal, and brought the devastated mortal population back from extinction. They have grown mighty and proud on the prayer of both mortals and their divine subordinates, for they are the only significant godly powers for hundreds of leagues in all directions. From the First Age ruins of the land, they have wrought wonders and horrors the likes of which have not been seen in the distant South for millennia. They send token obeisance to the Directional Censor and Yu-Shan, but none among them are truly loyal to the Celestial Bureaucracy. They bide their time and increase their strength, hoping to one day secede from the hierarchy of the divine and form a new paradigm. They are the Praxic Chorus, and throughout the deserts and mountains of the far southeast, none dare question them.

The Order of the Chorus
The Praxic Chorus began as a fellowship of young, heroic gods, and though centuries have passed, they are youthful still. They have an energy that many gods of their standing lack, unaffected by the ennui of ages. They divide themselves into four ranks.

The least of the Chorus are the Hemidaevae, the god-blooded offspring of the other ranks of the Chorus. They serve their parents as messengers and champions, projecting the Chorus's power in village-states and city-states as high priests and founders of noble lines. The most favored of them reside in the House of Praxis with their progenitors. Some are viewed as mere servants or pets by their parents, others are beloved(and sometimes spoiled) children who are greatly cherished by their deific parents.

The second and largest tier of the Chorus are the Daevae, the minor spirits of the land, such as Field Gods and Elementals. The upper echelons of the court routinely redistribute worship to them to buy their loyalty, and many have gone their entire existences knowing nothing else but the Praxic Chorus. This rank also includes unique servitor deities attached to the Chorus, such as the militant Stymphalian Legionnaires and the clandestine Praxic Witnesses.

The third tier of the Chorus are the Musae, including city and river gods as well as powerful personages such as Enrathos, God of Metrykhani Cuisine and Assassins, and Zagoris, Princess of Young Love and Spurned Lovers.

The fourth and highest tier are the Praxides, the founders and rules of the Praxic Chorus. A dozen strong, the five most prominent are as follows:

Bellovartin, Lord of the Utmost Heights, God of Mount Metrykhas, Metrykhastan, and Metrykhani civilization. An androgynous being with the horns of a mountain pronghorn, they wield the Fulcrum of Kings and the Firmament Piercing Bow. They were the first of the Praxides, born from the spilled heartsblood of the previous god of Metrykhastan. Metrykhani legends say that Bellovartin sacrificed their personal enlightenment to hold up the sky when the chaos beasts from beyond existence invaded Creation.

Ereilla the Seeker, Goddess of Metrykhani trade, travel, thaumaturgy, and arts. Her robes are patched with silk squares and hold bags of gold-dust and spice hanging from silver cords. It was Ereilla who deciphered the relics of the Before, bringing wonders to the land and loaning them to the Metrykhani in exchange for worship and obeisance. She can grant beauty in exchange for wealth, and wealth in exchange for beauty. Messengers and travelers pray to her at crossroads and her priests collect tolls at bridges and mountain passes.

The Grim Carnifex, God of Metrykhani war, crime, executioners, and athletics. He lets none but his clergy and mystery cultists know his true name, and hides his face behind a war-mask made from the fused shards of broken swords. He looks kindly upon both bandits and those who slay them. During his festivals, condemned criminals participate in athletic games in hopes of commuting their sentences, while his priests execute those who come in last place.

Nanco Athora, Goddess of Metrykhani fields, fertility, health, husbandry, and the wilderness. An estranged Daughter of Ahlat (an actual daughter, not a devotee), she came to Metrykhastan to make her own way in the world. She demands a variant of the hecatomb where farmers release a hundred animals into the wild to become feral, and later hunt them down over a span of days. A special rite among her cult occurs when she blesses them with a beastfolk child, who is raised in splendor and ritually sacrificed by hallucinogen overdose at the end of their twenty-first year.

Etnac, the Beckoning Dragon, Shepherd of the Dragonlines. A Lesser Elemental Dragon of Fire, Etnac oversees most of the local dragonlines and keeps the elementals of the region in check. Fire-Shrines and sacred ash-piles dedicated to the dragon dot Metrykhastan, and the Metrykhani pray to Etnac to keep the heat of the land at bay.

The House of Praxis
Ere the Contagion, the only building atop Mount Metrykhas's peak was a fortress-manse of the Realm Before, a god-king's sanctum that had been forgotten for centuries. When the Balorian Crusade spurred the deities of the land into action, one of the Praxic Chorus's first actions was to plunder the manse. The youth of the Praxides meant that none had sworn oaths to leave the manse alone. In its depths, they discovered wonders and horrors beyond their (then) imagination, taking note of everything they found. Eventually, they were able to recreate much of the manse's artifacts and geomancies (though the manse's higher mysteries continue to elude them). Today, The House of Praxis rings the lake at the center of the caldera, the shores hosting the sanctum-palaces of the Praxides. The city has been enchanted such that spirits may materialize for merely a fraction of the motes they would normally require. The House of Praxis incorporates many of the Chorus's discoveries, making it equal to some of the greatest Dynastic Estates and even cities of the early First Age.

The caldera is forbidden to mortals who are not guests, offerings, or high ranking priests of the Chorus. Pilgrims may ascend the mountain, but only to certain heights, their level of access often corresponding to the size of the offerings they have made. A militant order of god-blooded exists to enforce this taboo, inhabiting fortified towers along the mountain's upper slopes. Those who wish to treat with the gods of the Chorus directly must secure permission from the religious communities who guard the mountain's base. Only the wealthiest or most devoted may ascend to the peak. They often offer their sons and daughters as servants to the gods, leaving them in golden fetters and chained to gilded posts upon the slopes.

The Metrykhani mortals who reside there are often pampered pets in awe of their masters. Those mortals who are expelled from the mountain(whether out of some crime or by whim of the gods) sometimes descend into deep melancholy or madness, trying to recreate the luxuries they have experienced. Entire generations of mortal priests and godblooded descendants have spent their lives within the House of Praxis, knowing nothing other than servitude, luxury, and esoteric worship.

In the halls of the House, the Praxic Chorus scheme against other spirit courts, and(to a lesser extent) each other. Musae and Daevae walk its streets and speaking manses amidst clouds of incense and fawning worshippers, retreating to their sanctums when they tire. Some temples host austere deities and their ascetic clergy-slaves, while others hold orgiastic debaucheries where god and mortal chattel cavort away from the eyes of the greater Chorus. Wondrous mechanisms keep the temple-city clean and luxurious, easing fatigue, conjuring viands, and keeping the air faintly sweet. In the barracks of the city the Grim Carnifex drills his Stymphalian Legions in preparation for invasion of the southern deserts. Eriella the Seeker toils away at her next feat of artifice in her quest to make the House of Praxis surpass Yu-Shan. Bellovartin holds court in the Great Hall of Praxis, the same manse in which the Chorus first discovered the wonders of the First Age, conferring with priests and servitors on how to administer their soon to be vassals.

Metrykhastan
Arid and mountainous, the land of Metrykhastan is nonetheless far more fertile than the surrounding regions, a byproduct of the Praxic Chorus. Hardy plant life dots the region, while rivers flow from mountain sources into the valleys. The days are hot but the nights are cool. Without the "benevolent corruption" of the region's gods controlling the weather and fertility, the land wouldn't be able to support even half its current population. Its extreme distance from Creation's center allows the gods of the Chorus to rule as they do, but also isolates it from other lands. Contact with anyone more distant than desert and mountain tribes is sporadic.

All in all, the Metrykhani civilization encompasses around half the surface area of the average Realm prefecture and has a population of at most a fourth of one. The people live in village confederacies and city-states, the sandstone bricks daubed with bright red and orange dyes. They herd sheep, goats, lamas, and hardy oxen in the mountain pastures and valleys, and grow millet, potatoes, grapes, and maize in terraced fields. Their mastery of bronze and iron allows them to dominate their surroundings at the edge of the world, fending off wyld barbarians and raksha (though often with divine help in the case of the latter).

The mortals of the land were nearly wiped out by the Great Contagion and Balorian Crusade. Almost their entire culture was built from the ground up by the Praxis Chorus, partially out of self-interest, partially out of generosity. They have little knowledge of the outside world, and what tales they do have are fanciful and sometimes condescending. The Chorus has worked prayers to their collective body into the local Firetongue dialect, which has drifted greatly from the southern standard. Religion naturally plays a heavy role in their society, with each home having a small shrine to at least one deity. Festivals and religious rites occur often, from bacchanalian mystery rites to sacred games to the sacrifice of lions(and sometimes unfortunate humans).The Metrykhani believe they are a lucky people, blessed by their proximity to the home of their gods. Nearly every city-state boasts a noble lineage claiming descent from the Praxic Chorus, and the gods of the land can be regularly seen on the roads and in city squares. When going to war, they wear bronze armor and wield war-picks designed to punch through skulls. Their nobles ride giant pronghorns bred for speed and surefootedness. There are many cities in the region, small by the standards of the Realm and other places, but considered massive compared to the crude mud brick villages of its neighbors.

Intrigues and Mysteries
The city-state of Zulco is known for its architects and sculptors. The ruling noble family is descended from the city-father, and they loan the services of their masons to other cities in exchange for foodstuffs, raw iron, and promises of neutrality. While digging the foundation for the Tyrant of Mancapolis' palace, a Zulcoan builder discovered an orichalcum sun-shield, covered in wax seals and crumbling prayer strips and brought it back to her home city. The Zulcoan Overlord and the Tyrant of Mancapolis now squabble over ownership of the shield.

The city of Pacchnus is currently being besieged by the Arcoan League, a confederation of village states. The nobles of the city are torn between militants who advocate a more austere war footing and idle socialites who wish to continue their lavish existences as if nothing were wrong.

Konis, Thirdborn Princess of Cyrres, sulks in her father's palace. She dreams of becoming a great warrior and teacher of heroes, but her family plans to offer her to the gods of Mount Metrykhas as a servant. She has recently begun to glimpse red stars in her eyes while gazing into a reflective pool, only for them to vanish when she looks closer.

Erellia the Seeker created the wonders of the House of Praxis using ancient relics from before the Contagion. She will richly reward any Metrykhani who brings her word or examples of new caches of wonders, after a subtle interrogation of course.

The last remnants of the pre-Praxic heresy of the Noomantic Fold lurk in the shadows of Metrykhastan. The priests and god-blooded of the Praxic Chorus occasionally launch inquisitions to root out the infidels, ignoring territorial borders and jurisdiction with the sanction of the gods.

A dehydrated man in tattered robes has wandered into the land, discovered by a family of shepherds. He claims to be a monk from a distant empire of dragons, but he slips into and out of consciousness, suffering the effects of severe heat stroke and starvation. The shepherd's youngest son swears by the gods that he saw the man surrounded by lightning from a distance.

Through careful and illicit deals with other deities, the Praxides have secured a single portion of the Exigence. They have yet to Exalt a champion, but they prepare to send missionaries and Stymphalian Legionnaires to expand their influence further to the East, and may soon have need of an Exigent of their own.
 
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Quick question (Since I can't find the damn question thread). What's the best Aspect if you want to be sneaky stabby stealy dragonblood? Like Melee, Stealth, Larceny.
 
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Everyone laughs at the Earth Aspect shinobi until he bursts out of the ground and drags someone deep underground, never to be seen again.
 
So, uh I just kind of accidentally made 6 Oramus (using @EarthScorpion write up) charms in a burst of inspiration. Could use some feedback if anyone is willing to give it

MADDENING ASTRAL PIPING
Cost: -; Mins: Essence 1; Type: Permanent
Keywords: Sickness
Duration: Permanent
Prerequisites: None
ERRATA:
The Infernal may choose to make themselves a vector for madness, not simply nognosia. The Infernal may build derangements as if they were intimacies. The number of scenes required to build a specific intimacy is equal to the point value of the derangement . Nognosia is a 1point derangement.

This charm may be used to supplement written social attacks. If you are using my Crafted Social Attack rule, then this charm may be used to supplement any such social attack.

Mad Zealotry
Cost: —; Mins: Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
There is a certain purity, a strength of will that can only be found in madness. The Infernal treats any and all of her derangements as her Motivation for the purposes of calculating MDVs and stunt ratings.

Untouchable Mad Ramblings
Cost: -; Mins: Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: - (One Scene)
Prerequisite Charms: Indomitable Hedonism Drive
The Infernal may choose to inflict derangements on themselves in lieu of spending WP to perfectly parry or dodge a social attack. A 1 point derangement is worth 1 WP. These derangements last (The Infernal's Permanent Essence X 2) days.
Alternatively, the Infernal may choose to acquire up to (The Infernal's Permanent Essence X 2) derangements for the duration of 1 scene.

Essence of a Fractured Mind
Cost: -; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Maddening Astral Piping
The Infernal gains an overdrive pool of (The Infernal's Derangements points X 2) motes. This pool can never have a capacity of more than 20 motes. Initially empty, the Infernal gains (Derangement) motes everytime she acts in line with one of her derangements.
EX: Bob has Megalomania (3 pts) and Sadism (1 pt). Her pool has a capacity of 4 points. She decides to stunt an attack by having her literally twist the knife. This is sadistic and as such she gains one mote.

Madman's Artistry
Cost: 6m; Mins: Essence 2; Type: Supplemental
Keywords: Combo-OK, Blasphemy,
Duration: Indefinite
Prerequisites: That Damned Inspiration
It is the nature of artists and poets to be mad, for madness is the greatest inspiration. Oramus is the maddest of all.
When making a Craft Roll, the Infernal may acquire acquire up to (The Infernal's Permanent Essence X 2) derangements and gain the same number of bonus successes on the roll. These bonus successes are added to each and every interval of the project.
The derangements granted by this charm last until the crafting project is complete. The Infernal may choose to end this charm prematurely, shedding these derangements like a snake sheds its skin. Doing so ruins the project, it is unusable for anything but scrap material. This effect also applies should some outside force cause the Infernal to lose these derangements
At Essence 3 this charm permanently upgrades. As long as the Infernal has any derangements granted by charms he may add their point rating as bonuses to any and all craft rolls instead of a single project. As normal thes bonuses granted by this charm cannot exceed (The Infernal's Permanent Essence X2)

Bachanial Muse
Cost: 10m; Mins: Essence 3; Type: Standard
Keywords: Combo-OK, Blasphemy, Sorcerous
Duration: Permanent
Prerequisites: Flowers Bloom like Madness
Oramus is muse and artist both, teacher and preacher and revealer of truth. To those he favors he grants the gift of knowledge of the beyond and all the madness which comes with it.
This charm allows the Infernal to apply the effects of its prerequisite to another creature in it's sight. Mad Characters must pay 1 WP to reject this gift, while the sane must pay 1 WP to accept it.
Alternatively, if the Infernal knows Sanity Shattering Instruction, the Infernal may choose to supplement it with this charm. Doing so allows the Infernal to inflict (The Infernal's Permanent Essence X2) derangements. The negative point value provided by these flaws can then be spent to increase their stats as per that charm. This is not a training effect. The experience cost is covered by the inflicted derangements. However, experience points may be used to buy off these derangements and remove them as normal.

Mad Morality Plays
Cost: -; Mins: Essence 3; Type: supplement
Keywords: Combo-OK, Blasphemy, Sorcerous
Duration: Permanent
Prerequisites: Bachanial Muse
It is the nature of teachers to hide their messages in entertainment, for students are all to easily bored.
This charm enhances its prerequisite, allowing it to be encoded within a crafted social attack. Should said attack succeed, then the target is affected by Bachanial Muse. The specific usage of Bachanial Muse must be decided upon use of this charm. A character who chooses for the crafted objects to inflict megalomania they may not later change it to depression, unless they perform a new craft roll to rework the message.

EDIT: As an aside Earthscorpion, after playing an Oramus Infernal for a while in my game I have chosen to replace Nognosia with a more general "Derangements" whenever possible. In my experience, the positive use case of Nognosia was too limited and it's negative too punishing. Instead of engaging with it I just spent a lot of making sure it never came into play. I basically bent over backwards to avoid it as a mechanic which to me made it seem like it wasn't working as intended. Derangements gave me a bit more wiggle room to engage positively so I found them more fun

Second EDIT: Had a bunch of new ideas, so here are some (potentially overpowered) disguise/training charms based around having multiple personalities. Also a social (?) counterattack.

Seven Secret Selfs
Cost: 3m; Mins: Essence 1; Type: Simple
Keywords: Sorcerous
Duration: Indefinite
Prerequisites: Maddening Astral Piping
Oramus is all things and none. To try and restrict him to merely one identity is the height of folly. He is jester and king, woman and man and all things in between. He is a dragon made of stranger stars and a ship sailing the astral sea. His/her/their Infernals are the saem.
Upon purchase of this Charm the Infernal may create up to (The Infernal's Essence) alternate personas. These persona's have their own virtues, intimacies and motivation, though the number of intimacies and Virtue dots must equal that of the original personality. Should the Infernal lose or gain an intimacy or Virtue dot than the personas do as well.
At any time, the Infernal may spend 5m to switch with these personalities for 1 scene. Additionally, each personality must have a condition no narrower than (fail a valor roll) during which they may take control for the duration of one scene.
While another personality is control, it acts and behaves in all ways as if it were the real person. Charms or abilities which seek to learn information about the Infernal instead return information about the currently active personality. This applies even to truth detecting charms such as Judge's Ear Technique.
When creating this charm the Infernal must designate 7 specific traits which they cannot hide. These can be anything from a specific verbal tic to a horrendous scar. For each such trait known by a character, they gain an additional success to discovering the Infernal's true identity. Should they know all 7 then they automatically pierce this disguise. These traits (and any affected by child charms) may be changed whenever the Infernal completes their motivation, raises their essence or otherwise fulfills a significant story milestone.
Each personality counts as the Multiple Personality Derangement.
If the character so chooses, they may make their Infernal Coadjuter or any souls granted by Infernal Charms into a Persona, allowing their inner devils to control their bodies.
Priest and Harlot, Beggar and King
Cost:-; Mins: Essence 1; Type: Simple
Keywords: Sorcerous
Duration: Indefinite
Prerequisites: Seven Secret Selfs
This charm enhances its prerequisite. When creating the personas, the character may choose to redistribute their ability and attribute as they did their Virtues. Should the Abilities or Attributes of the Prime Persona change, then so do the Abilities/Attributes of the created personas

Shedding the Snake's Skin
Cost:-; Mins: Essence 1; Type: Simple
Keywords: Sorcerous
Duration: Indefinite
Prerequisites: Seven Secret Selfs
This charm enhances its prerequisite. When creating the personas, the character may choose to redistribute their mutations and derangements as they did their Virtues. Should the Mutations or Derangements of the Prime Persona change, then so do those of the created personas. Should the character have charms which grant a suite of mutations (such as By Rage Recast) they may choose to give each persona it's own suite.

Open Book Terror
Cost:-; Mins: Essence 1; Type: Reflexive
Keywords: Combo-ok
Duration: Instant
Prerequisites: Maddening Astral Piping
Whenever a character attempts to learn information of any sort about the Infernal, the Infernal may choose to make the attempt automatically succeed. In return, the Infernal may inflict (The Infernal's Occult) derangements on that character as an unblockable, undodgeable counterattack. This charm may even be used against targets who are not in the scene with the Infernal, though the Infernal knows nothing save that someone is seeking information on them.
 
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My one criticism is that you need another synonym for Mad to use in the names of the first bunch, it feels a bit samey.
 
EDIT: As an aside Earthscorpion, after playing an Oramus Infernal for a while in my game I have chosen to replace Nognosia with a more general "Derangements" whenever possible. In my experience, the positive use case of Nognosia was too limited and it's negative too punishing. Instead of engaging with it I just spent a lot of making sure it never came into play. I basically bent over backwards to avoid it as a mechanic which to me made it seem like it wasn't working as intended. Derangements gave me a bit more wiggle room to engage positively so I found them more fun

The reason for that is that Nosognosia - as just a reskinned "Hysteria" Disease from the core - is a blunt tool. It's there so you can spread chaos, disorder, cast down all the structures that civilisation requires and suchlike. It's so you can render a Realm Legion nearly useless if you can get in there and start playing your music, or cast a city into chaos so your army can take it. It's so you can cripple the gods with horrifying secrets and terrifying rumours, because it infects spirits like they're mortal.

Nosognosia is mostly negative, yes - because it's a weapon in your hands. It's something you can hit your enemies with, that makes them more vulnerable to other effects you have. If you're not Oramus, you don't actually want to use it indiscriminately.

Notice that charms like Soup of the Profound or Paths Outside Wisdom use it as a cost. There's a reason for that - that if you use Paths Outside Wisdom to take your followers down maddening paths, they better be strong willed and it might fuck them up - because it's a very powerful tool for moving large numbers of people across Creation quickly. Likewise, if you don't want your followers to turn into mad wretched things, make sure they're not just eating things from Soup of the Profound - they need some normal food for medicinal purposes.

If you want characters to "function" while counting as Mad, you need to start using the more subtle tools, like making them have the Intimacy of "Fearful Fascination" or suchlike. Oramus, if you don't cross-Yozi, is not good at making stable order. He's not Cecelyne, who's all about that giant structured religion-as-social-tool thing. I made Oramus to be a Zenithoid-Twilightoid, but the Zenithoid stuff he draws from is Survival, Integrity and Resistance and the "the preacher comes in from the desert with new doctrine that changes everything", not the priest-king stuff.
 
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I always thought World of Darkness games and their offspring had really dumb ways of looking at mental illness. Certainly one of the things that really annoys me is still using the term "Derangements" in 3e, as it mostly implies that mental illness is a failing of some kind and a permanently curable one at that. So I dunno, I always just look askew at trying to do "Madness" powers.
 
Aren't Derangements in e3 explicitly pretty much impossible to remove? Even Solar medicine at Essence 3 can only reduce it to minor level.

Yes. Solar Charms can at best reduce it to Minor.

And I mean, Flaws in general are just 'here are some drawbacks that can grant you extra xp if it comes up during a session.' So from a PC perspective there's no reason to really want them gone given you deliberately you took them at chargen.

But so far there's no charm like the 2E one which let you remove derangements via slapping anyone upside the head.
 
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I always thought World of Darkness games and their offspring had really dumb ways of looking at mental illness. Certainly one of the things that really annoys me is still using the term "Derangements" in 3e, as it mostly implies that mental illness is a failing of some kind and a permanently curable one at that. So I dunno, I always just look askew at trying to do "Madness" powers.
I mean... why shouldn't they be?

Like, a) if someone could cut out my depression with a conceptual knife and not muck up the rest of me in the process, that would have a decent chance of just flat coming up on Know the Soul's Price, hell the fuck yes; and b) why shouldn't high-end Solar Charms be able to permanently cure them? IRL we have to use these crappy blunt tools called "psychoactive medicines" to bang them into remission, but there's no reason Solars should be similarly limited. It's not like they're fundamentally part-of-you the way Autobot's cancer is, witness people feeling more like themselves when on antidepressants.

Exalted isn't exactly meant to be wish-fulfillment, but I don't mind throwing in a few "man it would be nice if it was this easy" effects in.
 
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So I'm pretty happy with the charms I posted, though I realized I forgot to change the Essence and Keywords and such for a lot of them so I have to go back and do that, but Priest and Harlot, Beggar and King is clearly OP

I really like the idea of Oramus' disguise charms also being his training charms in a weird way by giving each persona it's own skills, any ideas?
 
LOOK AT THIS CUTIE. HE IS THE CUTEST ZENITH IN ALL OF CREATION 👏
Artist: https://twitter.com/dbrrrrt

On other topics, I finally managed to get eveyrthing set and ready for my Sidereal quest. I'll have it coming in about a month or so~.
 
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I mean... why shouldn't they be?

Like, a) if someone could cut out my depression with a conceptual knife and not muck up the rest of me in the process, that would have a decent chance of just flat coming up on Know the Soul's Price, hell the fuck yes; and b) why shouldn't high-end Solar Charms be able to permanently cure them? IRL we have to use these crappy blunt tools called "psychoactive medicines" to bang them into remission, but there's no reason Solars should be similarly limited. It's not like they're fundamentally part-of-you the way Autobot's cancer is, witness people feeling more like themselves when on antidepressants.

Exalted isn't exactly meant to be wish-fulfillment, but I don't mind throwing in a few "man it would be nice if it was this easy" effects in.

It's also a good avenue for the kind of subtle horror that Solar magic sometimes goes in for. Curing depression is pretty uncontroversial; every depressed person I've ever heard talk about it would love to be cured. I once saw someone say that curing their depression would effectively kill the person that they are and replace them with someone new; that person also wanted a cure.

But when you start looking at cures for other mental "illnesses", things can get scary. A Solar who went around "curing" "anti-social tendencies" would be exactly the kind of monster the Bronze faction exists to stop.

And in between the two extremes there are genuine moral quandaries. What if a paranoid person vacillates between begging you to cure their paranoia, begging you not kill their existing self, fleeing from you in irrational terror, and fleeing from you in rational terror? What if someone is nonverbal and can't really express their wishes WRT treatment? What if a fairly normal person asks you to "cure" their laziness? What if people want conversion therapy?

That's all good Exalted fodder, I think.
 
Exalted isn't exactly meant to be wish-fulfillment, but I don't mind throwing in a few "man it would be nice if it was this easy" effects in.
Like how Lunar Exaltations have a high chance of reacting to dysphoria by shapeshifting their host's base-form into a state their are more comfortable with?
But when you start looking at cures for other mental "illnesses", things can get scary. A Solar who went around "curing" "anti-social tendencies" would be exactly the kind of monster the Bronze faction exists to stop.
Uh, no.
The Bronze Faction wouldn't give a shit, especially since they have no problem doing stuff like that themselves, if it serves their purposes.
 
And in between the two extremes there are genuine moral quandaries.
Mmm. While I'd agree with you that "what uses of this power are morally acceptable" is a good question for Exalted, having a charm explicitly for healing all mental problems isn't the best way to do that.

Consider that players are going to be all too willing to lazily draw the line at "what this charm does is acceptable; what that charm does isn't," and how ugly that could get if, say, your medicine charm actually could be used for conversion "therapy." (We've certainly seen how happy people have been to draw the line at "stuff that counts as UMI versus stuff that doesn't." And unless you want to say that every form of social influence in RL is acceptable, that's an obviously wrong place for a line.)

I think the best way to approach things might be to have a medicine charm that only works on what's obviously a distinct subset of all mental illnesses, and leave the rest to be covered by using a mix of that charm and social influence charms - with, of course, the social influence in question being explicitly ones with horrifying implications.
 
Mmm. While I'd agree with you that "what uses of this power are morally acceptable" is a good question for Exalted, having a charm explicitly for healing all mental problems isn't the best way to do that.

Consider that players are going to be all too willing to lazily draw the line at "what this charm does is acceptable; what that charm does isn't," and how ugly that could get if, say, your medicine charm actually could be used for conversion "therapy." (We've certainly seen how happy people have been to draw the line at "stuff that counts as UMI versus stuff that doesn't." And unless you want to say that every form of social influence in RL is acceptable, that's an obviously wrong place for a line.)

I think the best way to approach things might be to have a medicine charm that only works on what's obviously a distinct subset of all mental illnesses, and leave the rest to be covered by using a mix of that charm and social influence charms - with, of course, the social influence in question being explicitly ones with horrifying implications.
Honestly I would put mental illness under social? Like I haven't thought it through all the way, but social is the main "brainwashing" branch of solar magic so it seems like it would fit

But then I'd also expand Intimacies to cover a lot more
 
I see this more of a problem in the behavior of the players. It's all on them basically. Not gonna lie some charms are fucking weird. But this still comes down to how your players act out this stuff. If you have a player blasting people with solar magic to make them not gay they shouldn't even be on your fucking table.

Reminder your under no obligation to host shitheads at your table. Kick all bigots, keep it a good space for LGBTQ+ people, etc.
 
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