I don't understand this reference, sorry.
My bad, sorry.

Anyway these posts have convinced me to stop rereading Kerisgame and to go read Dreaming-sea-Game instead.
The logs are linked in the Discord pins, right? Or are they on AO3 or something?

Edit: Actually, I sort of assumed you didn't mind random people reading them, but if you do please tell me and I will avoid doing so.
 
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One day I will get to play my one braincell School Fish Exigent. I been itching to play him the most out of any character I have for the longest time. His charms aren't even that hard to write so far. You can get a shocking amount of concepts off of School Fish and being a complete scammer.
 
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My bad, sorry.

Anyway these posts have convinced me to stop rereading Kerisgame and to go read Dreaming-sea-Game instead.
The logs are linked in the Discord pins, right? Or are they on AO3 or something?

Edit: Actually, I sort of assumed you didn't mind random people reading them, but if you do please tell me and I will avoid doing so.
Oh, they're publicly pinned in the DSG chat I'll go @ you there with a link XD We love people reading and especially commenting <3

writers et al
 
Much of the struggles I encountered running Nerdgame, a 3e chronicle that likewise starred a pair of non-combat-focused Exalts, was that, since I went with normal Essence progression, they both just escalated to massive amounts of power to the point where, sure, they didn't spend much time fighting people, but when fights rolled around they stomped their foes with minimal effort. Fivefold Bulwark Stance is a very strong Charm.
 
She's been getting better though! Her little cheer squad consisting of an insane lunar mate, an infernal mother figure, and a faerie knight boytoy have been doing wonders for her self esteem, with such lessons as "it's okay to be a monster", "I love when you give that evil sorceress vibe", and "you deserve better, go ahead and murder those people". People have begun to realize that maybe ignoring the shy Twilight standing in the back of the room was a bad idea. Particularly after the murders, the demon summoning, the highly questionable experimentation with fae corpses, and the maniacal laughter.
I don't understand how people do this. It took Yatagarasu like five minutes after meeting her to come to the conclusion that this was someone incredibly important to pay attention to and be very careful around, and that was before his supernatural senses told him "in this room which includes a budding Solar lord wealthier than some small nations, a powerful and deadly demon, and two millennia-old fae warlords who survived the Balorian Crusade, this unassuming woman who isn't even looking at you is the most personally dangerous person to you right now."

Scary scary.
 
Perfects were a solution to a broken game, not what broke it. There's a reason the recurring motto of homebrewers throughout 2e's life cycle was, "don't fuck with perfects until you've fixed lethality"; there were a lot of people who thought you could 'fix' the game by nerfing perfects to let combat be lively and interesting again, who got a well-practiced explanation of how that was coming at the problem from the wrong end.
Also, a lot of people spent a lot of time getting incredibly angry at anyone who pointed out those issues, as if "take Strength 5 and grab the biggest hammer you can find" was some kind of unthinkably rare optimization that could only show up in a white-room scenario.
 
I don't understand how people do this. It took Yatagarasu like five minutes after meeting her to come to the conclusion that this was someone incredibly important to pay attention to and be very careful around, and that was before his supernatural senses told him "in this room which includes a budding Solar lord wealthier than some small nations, a powerful and deadly demon, and two millennia-old fae warlords who survived the Balorian Crusade, this unassuming woman who isn't even looking at you is the most personally dangerous person to you right now."

Scary scary.
That was after an entire arc of personal character development, and the same day she developed a taste for murder! If Yata addressed her fresh off the boat, she would have been quaking in her sandals, and the Most Dangerous Person- okay, it might have still been her, but only because she has a bow.
 
Much more recently, it's become a trio game as @Omicron actually joined in, playing a bird buddy of theirs who really isn't that remarkable in the grand scheme of things, and is probably not a shapeshifter who has claimed the position of the God of Teaching Birds Human Language. He's done some things you'd reasonably expect a bird to be capable of, and knows that which the birds know, and definitely has not recently assumed the rank of Duchess of the Fae, nor is he plotting to make a Sunday school for birds in an effort to fight violent crime on the Dreaming Sea. I do, of course, invite Omicron to tell you more, but, really, there's not a lot to say.

He's just a bird, after all.
Yatagarasu, the Eloquent Wing, is the God of the Language of Birds. Appearing under the guise of a raven often surrounded by minor phenomena such as deepening shadows and a cloak of starlight, he is a being of vast knowledge, deep insight, and profound wisdom, whose eyes and ears reach far and wide, and he has sway with all the birds of the Dreaming Sea. He knows what the raven knows, and has learned the path to every magpie's treasure.

...although that is a trick of language. While the title he is using is not wrong, it is a linguistics slight of hand. Yatagarasu is actually "the God of [Old Realm character for 'human speech'] of Birds." Which is to say, he is the god of teaching parrots and corvids human words.

This is not, as you might guess, as lofty a station as his title of choice is suggesting. Though on the Celestial Bureaucracy's payroll and in practice quite wealthy, Yatagarasu is a very minor god, with a small purview, mostly worshipped by parrot owners, cormorant fishermen, ornithologists with a specific interest in corvids, and the odd Wyld-mutated talking bird; slim pickings if he were to remain at his appointed station, and likely the reason he approached Juran and Butterfly, the game's Solars. It's not... clear... where exactly he's from or were he used to dwell, but he's off-handedly mentioned being a native of the Dreaming Sea.

Having spent some time scouting the Dominion under the guise of a mere raven, he chose a night of treachery in which an enemy of the Solars attempted a stealthy attack against them to reveal himself to them. Though he had some life-or-death information he could have bargained harshly for, he asked for fairly simple terms of alliance: a bond of friendship, mutual aid, a tithe of prayer, that a ban be made that no harm be done against any talking bird within their dominion unless one was attacked first, and that he be allowed to roam anywhere unimpeached, and that he be allowed to ask any question and seek any knowledge (this does not mean anyone has to answer him truthfully or at all, only that he cannot be condemned, punished, or intimidated for enquiring). In exchange, he would provide the Solars with the reach of his knowledge, his gifts of minor prophecy, and his aid as an advisor. A very fair deal, all things considered, but if one paused to think about it, one that makes perfect sense and is very advantageous to the god considering that he is a much more minor deity than he seems at first hearing and likely lacks a proper base of worship.

Yatagarasu's appearance was a second thought for a bit. He arrived at a serendipitous time and provided some very useful information about further threats to the Solars' lives, and they were grateful for it, but he kind of faded in the background as one of many valuable allies. He did warn Juran, the Eclipse Caste, that a powerful Bloody Hand (a literal god of murder) had been sent after him by an angry King of the Woods and was waiting for some particular circumstances to ambush and kill him. He saw through the glamour of a fae assassin and warned Juran before a deadly blow, which is attributable to luck or keen senses, which likely fall under a bird god's broad purview, but that assassin seemed kind of unusually sluggish and sloppy, considering the raksha are typically defined by grace. He also brought some helpful omens, useful knowledge, that kind of thing.

His most impressive achievement was the result of happenstance and bad choices; in the aftermath of the attack, he decided to go scout the territory of the Duchess Fantastical, the powerful fae lord who had sent those assassins. He was counting on his appearance as a mere bird to fool most observers and allow him to spy freely, which worked flawlessly up to and until he spied into the chambers of the Duchess herself, who saw through his disguise and called him a "shapeshifter," likely misunderstanding the ability of gods to sometimes take on a human form; she nearly put him under her spell with her majesty and beauty and charisma, but he managed to resist her spell while fooling her into believing he was fully in her grasp; in the following exchange of words, he managed to ask her, "would you give me your name?" The Duchess, believing him fully under her sway, smiled in victory and whispered her True Name to him - which, because she had agreed to give him her name, he immediately took, and flew away.

The Now Nameless Pretender's subsequent wrath had many dire consequences, although they were most dire for her, as she was in such a frenzy to kill Yata- I mean, the Duchess Fantastical - and take back her name, that she launches a quick and dirty murder attempt with her best elites instead of leveraging her vast armies and overwhelming military power, which allowed the Solars (and the Duchess Yatagarasu, hiding behind them and taunting her) to defeat her, a defeat to which Yatagarasu personally contributed by deploying powerful Wyld energies to unravel the Pretender's form, which is something that just makes sense for him to be able to do since he had a powerful stolen Fae title.

Since then, Yata's kept fairly busy - most days he's not seen anywhere and it's not clear where he is, though he's attended some very instructive lessons in linguistics with Butterfly, he's been practicing divination to find help in fate for his Solar allies, getting to know everybody so he's no stranger to anyone, he's managed to acquire a very small yet still highly valuable pebble of starmetal for Butterfly's projects, he's helped Juran fend off the murder god's threat for a while, and after Butterfly mentioned to him her trouble finding an island suitable for her projects (magically potent but currently unoccupied by humans), he recalled the tale of an island hidden from sailors under the Constellation of the Mask, home to a powerful hellish entity whose designs threaten the stability of the world's fabric, which would fit Butterfly's designs exactly should she be able to slay its current occupier; she's set her sight on it and he's agreed to help her.

All in all, though he's still very new to the story and easy to forget when he's not around, I'm pretty happy with how Yata has been making his mark in the game so far, and am looking forward to future session.
 
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Reading player perspectives as a perma-storyteller has me like


(its not that bad, being a ST has its benefits but good heavens I have not been a player in Exalted in years)
 
To my absolute delight, they picked the far south-eastern border of Creation, where I'd put a little marker: "FairyLand". I absolutely invite them both to tell you all more about their characters, because Incandescent Butterfly and Juran Heartsong, ex-slave Twilight Caste of Ysyr and Eclipse Caste merchant of Nemeria, are just amazing together.

Juran Heartsong is a character born entirely out of the idea that most people don't quite grasp how weird religion gets. And I'm not talking some ancient mystery cult from the exotic orient or whatever, you pick any religion and you crack open a history book or talk to a theologian and you'll see some fantastically creative, inspiring and just plain weird stuff. So in the spirit of that observation, I made Juran Heartsong an immaculate.

Specifically a heretic Immaculate with his own weird syncretic ideas of faith, split off from the Pure Way of the Dreaming Sea, which is itself some primo-grade heresy as far as the wider Immaculate orthodoxy is concerned. His faith is born from the old pseudo-Zoroastrian faith of Nermaia being forcibly syncretised with the Pure Way when Prasad conquered and set about devouring his homeworld body and soul, and while Juran recognises the realpolitick influences and imperialistic origins of his hybrid faith, he is still an ardent believer.

Juran believes lies are poison to the soul, quite literally, they stain and rot the core of your being. He's very good at deception, though, and wears the hide of a Manticore he deceived to its death without ever once lying. Juran believes he is Exalted, and thus by extension a god in mortal flesh, and is currently doing some research on whether it would be gauche to formalise his own rites of worship or if he's meant to let them spring up organically. He believes that the proper use of power is to help your people, and hence has been a fairly benevolent god of freedom and justice, but also that without power he cannot do anything, and so has made a lot of deeply questionable decisions to obtain and hold the power that he has (like allying with the soul-eating monsters, or being a capitalist).

Most of my play experience so far has been outrunning the consequences of my actions by making even more excellent decisions. Sort of a "pay off the debt with a new credit card" vibe, only the latest credit card is a faery warlord who is super stoked to make friends with a man he thinks might ride into battle against Prasad one day and challenged him to fight a cyclops in single combat to prove he wasn't a wuss.

(He once swore an Eclipse oath to do "all he could" to free the field gods of the Dominion from slavery and torment at the hands of the Fae and boy let me tell you, open-ended Eclipse oaths are an amazing idea but also a terrible idea.)
 
Currently one of the groups I play with is doing our High School Exalted side-game, where Exaltations start popping up in modern day Earth - predominantly but not exclusively in the small Montana town near the old standing stone that got knocked over and somehow triggered the unlocking of the gods, demons and other spirits.

Why were they locked away? We don't know.
Why are we Exalted? We don't even know what Exalted are really. We've found one ancient Solar sealed away in stasis but communication is problematic. (We can technically speak the same language via magic but neither side has context)

How does this tie to real world mythology? We don't know exactly but there's clearly some ties (currently the circle are storming Valhalla to rescue the Zenith caste's little sister from a greek Valkyrie who is trying to turn the little girl into a Valkyrie to take revenge on Zeus - no, I don't know what's going on but finding out should be interesting).

And without the canon setting expectations, there are different takes on how to explore being Exalted as an experience. The twilight caste is consulting with academics. The zenith caste never turns off her caste mark (and took a while to figure out how not to use excellencies wherever she could). The Full Moon is coming to grips with the fact that the Olympics are probably not going to accept a hooved participant in competition...

This isn't a complaint about Creation, it's a great setting to explore. But sometimes doing something different can be a lot of fun.
 
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So I was going through some of my old files and I found a home-brew Yozi my brother did back in 2016. According to him "I thought working on this would be easier, then I got a job and never finished". I'm posting it here for people to take a look at and mine for any concepts they like. (Spelling and grammer are left as my brother sent it to me)

Yozi:
The Primordial Iakiju had the prime desire to preserve thing. He preserved Creation from the Wyld and the ravages of time, ensuring that all was the same from day to day. Iakiju was a Lahar made of Uneroding Steel, Purified Resin and Mercury-slaying Salt, granting Immortality to favourites and setting whole cities in time loops so they could relive the same day over and over again.
But then the Primordial War came, and every moment hurting Iakiju: with mortals Exalting above their nature, ancient races turned to dust and Primordials being Warped by the Death of Daeva - all being acts of change and thus bane to Iakiju. This all made the Primordial sick, meaning the Exalted host easily defeated and captured his souls to force Iakiju to surrender. One of his souls, Segoy - Kingdom of All the Names -, was chosen for execution, turning the Primordial Iakiju into the Yozi J'Qeju. This moment had horrific consequences for the new Yozi, as his steel rusted, resin melted and salt diluted due to fresh water bleeding out of diplomatic wounds. As this now demonic lahar tumbled into Malfeas, J'Qeju tried to halt his change. But it was too late, his body was now made of freezing water. J'Qeju choose to freeze and accept his new fate over changing any more, becoming the Glacier that Preserves.

J'Qeju would however face more tragedy, this time from Solar Sorcery. As the Exalted Host mastered this occult art, one of them discovered that the Yozi that preserves had no new 3rd circle demons, only his old, unchanged Daevas. Whether through malice or an earlier manifestation of the Great Curse, several Exalts, lead by the Eclipse who had taken J'Qeju's surrender oaths the moment he stopped being Iakiju. This Eclipse lead to the summoning of the entirety of the Yozi's 3rd circle souls over Calibration in order to hold a 'feast' in their honour. After using special alchemically made liquors to intoxicate the demons, the Exalts place them in magic circle created by Sorcerous Workings, binding them to their material forms and making any damage done to them permanent . The Eclipse lead her small band of Exalts in systematically maiming and scarring the demons, crippling them one by one. J'Qeju felt every moment of this torture, filling him with self-pity and rage, eventually spawning Hrimfurzar, the Flagellant Giant of Rime, out of these negative emotions. Eventual the torture of J'Qeju's demons end and they were sent back the Demon City, but he became known as the Yozi of Crippled Souls. The eventual fall out did see the Exalts involved in the acts of torture, called the Crippling, being punished to avoid some retribution from the Yozis (namely releasing various behemoths imprisoned with them). J'Qeju's response was to seal up most of his 3rd circle souls so they couldn't be summoned by Exalts or hurt in amongst the other demons of Malfeas.

J'Qeju represents constants, the permanent, eternal things, conservatism, tranquillity, peace, immortality, sloth, repetition, unwillingness to change and things staying the same. He also has association with Ice and snow, due to their preserving affects, although when he was Iakiju, the associations where to steel, to resist violence, resin, the hold and preserve, and salt, which keeps food safe to eat. His current elemental association means that J'Qeju takes the form of a great glacier, grinding against layers of Malfeas as he tries to stay perfectly still in an ever shifting city. All who touch his surface are stuck there by his freezing grip before being crystallized over, preserving them forever. Only extreme levels of strength or magically induced heat can break a victim free of J'Qeju's embrace, avoiding the fate of an eternal sleep encased in ice, a fate met by many 1st circle demons and at least one Dragon Blood.

Hatred of becoming a Yozi and a Creature of Ice and Snow:

Hrimfurzar is a lonely being, a great monster hated not because of his actions or his appearance, but because he is the self-hated of J'Qeju for changing from a Primordial to a Yozi. The Flagellant giant lives apart from other demons, sitting near the edge of the Glacier that Preserves, but both ignoring each other, Hrimfurzar to be free and the Yozi of Crippled Souls to avoid the aspect of himself that he hates most. Hrimfurzar occasionally goes on pilgrimage to places in hell that he has heard of being powerful enough to punish and torture him for being a manifestation of his master's most hated power.

Hrimfurzar appears as a giant (100 feet tall) humanoid made of ice, surround by resin chains covered in spikes of Iron that dig into the flesh of the giant, causing indigo ichor to bleed from eternally open wounds. He can also assume human form, appearing as a tall Northern man, with a blood red beard and sapphires for eyes. His clothes in this form consist of spiked chains, forming a pair of trousers and a clock with hood, causing to bleed more ichor in this form. His signature charm allow him to summon a winter wind to attack his enemies and freeze their hearts, ensuring that they can only feel hatred for themselves on the inside and pain from the outside. Some of his other charms include a curse that is channelled through his chains which wrap similar chains around a target and crush them whenever they perform great acts of change; able to trap people in a block of ice but feel all the pain and suffering they would endure if he hadn't frozen them; and a the ability to focus all the pain is suffering and transfer it via giant icicles that he shoots out of his hands. Hrimfurzar has intimacies towards his Yozi, a negative one directed at himself, a love/hate relationship with pain, pride in his self-hatred and masochism, cold and things that have no place in the world.
Love of Beings Unchanged in their Innate nature. Ekilihclo loves mortals, dragon kings, and Most Mountain Folk. He hates Exalts, the Olchilike and Chaos Seers, as they were a perfectly good individual and turned into completely different beings. If he could, the Palace of the Unchanged would keep all mortal beings as the babies they were born as, but even he cannot stop time, so Ekilihclo accepts these beings as they age. This acceptance goes so far that within the floating palace that is his main body, Ekilihclo keeps a population of mortals who were trapped in Malfeas and lets them live in relative comfort and safety. Whole generations have grown and died here, and Ekilihclo is proud that not one of them has Exalted. However, his patronage of mortals has only lead him to be furious as the Yozis as the plans for Infernal Exalted becomes more and more apparent, and while the Palace cannot face down any of those former Primordials, he'll prepare his wards to avoid interference from these new Chosen of Hell.

Ekilihclo is a flying palace made of Brass and Unicorn Born, designed to resist assault in not only the 3 mortal dimensions but many, many more that even Exalts cannot imagine. His mortal form is of a king of great beauty, but a kind of beauty mortals can also achieve, except for a single, and now broken, horn on his forehead. The horn is the only remaining scar from the Crippling, as one of his many powers allows Ekilihclo to undo scars, mutations and body modification on any target. Why he didn't do it to the other 3rd circle souls of J'Qeju is unknown, but it is the least miraculous of his powers. He can banish any possessing spirit, cure Mountain Folk of being a Chaos Seer and temporarily suppress the powers of an Exalt. However, Ekilihclo's greatest power is Seal Upon Exaltation, which is linked to how he enters Creation. If any mortal beats an Exalt in their specialised field, such as out casting a twilight sorcerer or winning a debate against an eclipse, and announces that they refuse any Exaltation, The Palace of the Unchanged will appear before the mortal and place the Seal Upon Exaltation on the human's soul, ensuring that they cannot Exalt unless they change their mind on the Chosen and become a radically different person from when they accepted the seal. This has lead Ekilihclo to be the viewed as the closest a demon can become to being good in the eyes of the Immaculate Faith.

The main reasons to summon Ekilihclo are to deal with either an Exalt, an Olchilike or a Chaos Seer. He is also summoned to stop mortals from Exalting using his Seal Upon Exaltation. However, his Intimacies should be considered when summoning Ekilihclo; to his Yozi (Loyalty of a servant to an exiled master), to mortals (adoration of their unchanged nature), several negative ones to Exalts, Olchilike and Chaos Seers (a mix of pit, disgust and pure fury), another negative one to those who give out Exaltations, especially the Unconquered Sun but including the Yozis (Rage at destroying the original mortal states of humans), to not being attack (to protect himself and his wards) and to his beautiful appearance (pure, unmitigated vanity of what has not changed).
Love of excluded lands unaltered by the world.
Beyul's home is a valley beyond the reach of normal mortals or demons, it's not even within Malfeas. When J'Qeju was dragged with his brethren to be imprisoned in the demon city, Beyul was simply bound to her home valley. The Glacier that Preserves chose to let this soul reside in the same pocket dimension that it always resided in, untouched by the Primordial War, the last paradise for the 3rd Circles to relax when the Yozis let them take a luxury break away from their prison. Beyul remembers those days fondly, when she was hostess and steward at the same time, partying with her fellow demons while limiting their effect on her home. Once she had several races that fled Creation as the Solars tried to exterminate them dwelling in the valley, with it's magnificent gardens and immense mansions, but all that is now lost. When the Crippling happened, Beyul's valley, as a part of her very being; entered an apocalyptic time when every tree burned down and the rivers turned to ash filled blood. Most of the inhabitants either died off or made an Exodus to Itzpapalotl, hoping for some mercy from the Tree of Tzitzmitl. Beyul was only spared being preserved by J'Qeju due to her nature being a land untouched, and as such, any change to her would further damage her land and could potential hurt the Demon King of Winter and kill the Valley Beyond The Great Imprisonment.

Beyul's humanoid form is now that of an old crone, with a peg leg, a withered arm and a balding scalp all dressed in the rags of a once glorious ball gown. She was ashamed of how she was no longer a paragon of a beautiful nature spirit, and this nearly cost her a chance to enter Creation. For when a nation completely separated from the rest of Creation and curses heaven for letting outside powers interfere with their small world and that hell would be a better protector. She has only entered Creation once, to protect the Land of Yaenma. This small state was visited by Beyul during the Great Contagion. The demoness used her powers to seal the kingdom off from the devastating plague, quarantine provinces and create a magic boundary to hold off the later Fair Folk invasion. However, Beyul usually is used to sealing palace sized areas for prisons, pleasure houses, secret nurseries and safehouses; so an act of that magnitude bound herself and the kingdom together, meaning that while she cannot enter the rest of Creation on her own volition, she can enter Yaenma during Calibration, and all sorts of doorways exist in the kingdom to her secret valley. This demonic presence has effect the culture of Yaenma as it now has reject all gods, elementals and Exalts and only serves the Yozis, particularly J'Qeju, through their demonic patron Beyul. One still has to cross the Endless Desert for eight days to cross between, but the Valley Beyond the Great Imprisonment and the Glacier that Preserve are tied together by a river that crosses Cecelyne, which demon cultist of Yaenma use as a pilgrimage path at certain times of the year to visit the demon city.

The Intimacies of Beyul include her Yozi (Loving fear of a distant father figure), the kingdom of Yaenma (The Love of a wise mother like Kimbery), the species that once dwelled in her land (longing), one to Cecelyne (making my exile possible), a negative one to explorers (going to places untouched), to secret places and faraway lands (jealous admiration), peoples seperated from the wider world (desire to parent over) and her former glory and beauty (desire to go back to the good old days).
Perservation of favoured races:

As one goes through Malfeas, it is occasionally possible to see what looks like a small layer, with closer inspection revealing it to be covered with iron trees and unlike any other layer of the demonic city. If one can actually reach the layer, they realise that it is not a part of Malfeas but a third circle demon - Itzpapalotl - who is one tree that has a tangle of roots forming the main body of the layer and all the trunks are just branches of one super tree. Another thing that will be noticed is the lack of demons, but instead there are several races from prehuman times, the Zrang, the Ebu gogo, the Yacuruna, the Pugot, the Empusa, and most notably, the Tzitzimitl. Itzpapalotl is patroness to these races, favouring the Tzitzimitl enough to grant them the rights of being her sole priestess and woodcutters in her domain, as well as letting them enforce their law all over Itzpapalotl's forest. They were her only inhabitants until the Crippling happened, then the other races moved from Buyel's realm to their new homeland, colonizing Itzpapalotl and accepting her as their new overlady. This makes the demoness proud, as she considers it her prerogative due to her representing J'Qeju's desire to see no species alter it's state of being or place in the cosmos.

It was only due to this necessity that Itzpapalotl was not preserved with the other 3rd circle souls of the Glacier that Preserves. Ekilihclo used a similar excuse to also avoid preservation, leaving the Forest of the Tzitzimitl annoyed, particular due to the fact that it was so he could preserve humans, a species Itzpapalotl despises, due to their wretched betrayal of the Primordials and their loving of driving perfectly good species extinct for their ego. Itzpapalotl especially hates when humans summon her, as she is forced to take a form given to her by the Crippling; a puppet made of amber, crafted in the likeness of a beautiful maiden with moth wings, although a body of a dryad-like being made of salt can be seen acting as a skeletal structure underneath all of the amber. When summoned, Itzpapalotl is usually used get information about long lost species, teach their forgotten languages, help their ghosts to find some degree of peace, or giving mortals the forms and powers of a long lost species for whatever reason the summoner can conceive. The forest of the Tzitzimitl enjoys the last two, as part of her role is to restablish lost races whenever she can, something made easier as she also runs a personalized version of Lethe for the species that live in her realm.

Infact, Itzpapalotl is close to finishing a grand project of her own design, recreating the lost rokurokubi species from several thousand souls she has been able to acquire over the years and reshape to become rokurokubi souls. The such crafting, combined with hundreds of human slaves who have agreed to become surrogate parents in exchange for their lives, are both facets of this plan that she wishes to replicate in the future with other lost species. Although the final results will need to stay with her in Malfeas unless the Yozis can break free of their prison. Itzpapalotl's intimacies include her Yozi (thankful loyalty), the Tzitzimitl (always my kind), the other races that she protects (glorious dominator and protector), her dreams of bringing back lost races (hopeful expectation), a negative one to humanity (arrogant upstarts of little to no value), another negative one to Ekilihclo (why should he protect those traitors), one to forest creatures and moths (beauty of shared aesthetics) and mother figures without children (similar nature of patronage).
Further write-up:
Itzpapalotl's domain is mostly wild forest, with occasional villages and cities across an area thrice the size of Creation's Scavenger lands on both sides of layer. There are several major cities on Itzpapalotl; Xiabalba, Diyu, Naraka, Pishachas, Tounela-by-Manala, Manala-by-Tounela, Pontus and Asphodel. These serve as the capitals of the various races, with Xiabalba serving as both the great urban centre of Itzpapalotl and the sacred homeland of the Tzitzimitl. Diyu as the main metropolis for the Ebu Gogo, although it probably couldn't be referred to as an urban centre by any conventional understanding. Naraka is the citadel arcology of the Empusa, a necropolis where fallen colonies are reshaped into new structures. Pishachas is more of a Zrang city-state, once a great capital but it's authority lost due to the Wrath of Adorjan, leading most of the fungoid power to transfer to Tounela-by-Manala. The Yacuruna live in the sorcerous lake of Manala-by-Tounela, serving as both a source of water and a major trading post for their Zrang neighbours. Pontus rises above a low tree line with three side ziggurats, with the Pugot still mourning the Wrath of Adorjan to the present day. Lastly is Asphodel, which serves as a capital to none of the races, but as a dock for an air fleet that trades with the wider population of Malfeas.

The forests of Itzpapalotl are usually shrouded by green miasma with soggy peats covering the ground. The main trees are the branches of the Unquestionable, with leaves so toxic that they kill demons and flowers so sour as they literally make heads to implode (the Ebu Gogo still eat both in some of their stupider moments). The purpose of this foliage is not to feed Itzpapalotl's favoured sapient lifeforms, but to purify any toxins from Malfeas' poisonous wraith and turn it into a useable form. This form being a perfume that exudes from the flowers and fertilizes the air for small aerial algae, creating the green miasma. These micro-plants gets eaten by insects and small bird/bat things, which are either eaten by bigger creatures or die and become part of the soil, feeding new plants. Almost the entire ecosystem is based on this cycle of purification and life. Any life form that isn't relying on this system is parasitic on Itzpapalotl, such as the Creuva vines. These are bronze vines, silver leaves and gold flowers; and are popular with the citizens as there pulp, foliage and blossoms are used as various levels of currency amongst the denizens of Itzpapalotl, with inflation being kept in line by the natural decay of their money and the moratorium on planting more Creuva vines, so they are all wild grown.

Localities without large algae blooms or parasites tend to lose their peaty soil over time, as slips between gaps in the root/branch matrix of Itzpapalotl. This leaves behind a tangled mess of roots to serve as the ground, which cause tripping and caught feet by those trying to cross it. This in turn means these areas are left alone by sapient life and grow with more parastic life forms that thrive with nothing predating them in an attempt to cleanse Itzpapalotl of them, this causes more people to start scavenger there, so the Unquestionable funnels more miasma, making the area more inhabitable, moving in villages. This in turn causes village distribution patterns to change over time, leaving many abandoned settlements across the layer. This is why the 8 cities are so important, they serve as the only permanent urban centres around.

The main fauna include various forest creatures that are like sloths, birds, squirrels, boars, etc. Of all insects that exist, moths are the most common due their association with the Forest of the Tzitzimitl. The most dangerous lifeform is the sqeddec; large semi-plant monstrosities the prowl the wilder regions of Itzpapalotl and attacking anything vaguely prey-like; Hiveflesh Moths; dime sized moths that swarm unforunate targets, hollowing them out and using them as living hives, preferring demons and Empusa colonies as they are long lasting; and the bubblelisk; a predator that traps it's prey in essence bubbles, suffocating them before pecking off their flesh. Luckily these beasts are rare and mostly found far from most habitable areas, where more domestic creatures are raised, creatures comparable to cattle, sheep and pigs. The four most important are the Tinel Moth, the Zoega, the giga-rat and the Olios. The first serve as bee equivalents, producing a pearly food stuff loved by all, except the Ebu Gogo, who all hate it. The Zoega are not important for most people, but these sloth-monkey-koala like beasts eat the leaves straight off of Itzpapalotl, although she doesn't seem to mind as they tend to clean off older, less useful leaves filling them with toxins that they purify, into intoxicants, which makes their meat a hallucinogenic delicacy. The giga-rat is a large breed of rat with all the intelligence removed, serving as an alternative to pigs, except they produce surprisingly nice fur. Final, the Olios look like a giant spider with 16 legs, serving as the best form of mount across the forest terrain of Itzpapalotl.
- Compulsive Hoarding and Preservation of Artefacts:

Hreidmar is a greedy monster, representing how J'Qeju absorbs things just to preserve them, and never lets them go free. Hreidmar is massive horde of treasure hidden in some titanic cavern in the Demon City, filled with gems stones, treasures and artefacts so numerous, that the Living Hoard could count them for tens of thousands of years and still not finish one count. He usually never moves, and only does so if any one actually finds his horde and starts to steal a great amount of the treasure, or if J'Qeju is coming his way. Hreidmar fears his Yozi and wishes to be free, so that he can keep growing his massive collection of treasure. In either situation, he assumes the form of a 23 headed dragon made of treasure, with 13 tails and nine pairs of wings, although there are clearly scars from where his tails, wings and all of his legs were taken in the 'Crippling'.

Hreidmar is attended by a large number of loyal demons that have been co-opted by his second circle demons, all of which he is quite close to, if a little disappoint with some of them. Hreidmar can summon his second circle souls all at once, and if Hreidmar is bound to a sorcerer, those seven lesser demons will also be bound to the summoner. This is just one reason to summon the Living Hoard, he can also find lost treasure and evaluate the worth of any object. When summoned, he appears as quadriplegic man with golden skin, silver hair and piercing bronze eyes. To overcome the effects of the Crippling, Hreidmar uses a warstrider that ended up in his hoard sometime in the Shogunate.

Hreidmar can only willingly enter Creation if an treasure from his horde is taken into the mortal realm, and in such cases he can only stay to reclaim his possession and take revenge on whoever has it. The only ways to avoid this fate are to either attune to a stolen artefact, use sorcerer to claim ownership of a taken object or convince the Living Hoard to give you some of his treasure. The last is the hardest, as every treasure with Hreidmar's hoard is a part of him, and he will not diminish himself unless amply rewarded, and such exchanges usually only Hreidmar really profit. The intimacies of Hreidmar include one to J'Qeju (fear and respect), one to each of his second circle souls (benevolence of a tyrannical progenitor), his treasure hoard (love of gold and self), taking new treasure (all mine), other misers (kinship of deeds) and his independence (no-one shall take my gold).
As J'Qeju is shifted around the great layers of Malfeas, he is occasionally flipped off like a great big pancake, crashing into new layers and preserving new demons. Although the Glacier that Preserves will not change his flight plan, one of his 3rd circles, Kingu, will go ahead and scout the land to find anything that could stop preservation of the demon city. And Kingu is very effective at this. Kingu looks like a flying creature made completely out of eyes, serving as the heart of an eternal sandstorm. Or she should be. Due to the Crippling, her form is now half-warped, one side of her flying monster body is made out of tongues, noses and ears. Her sandstorm is now part blizzard, with swirling winds mixing the burning sands with the freezing snow to feel across whatever layer her Yozi is flying to.

Kingu enjoys her work of finding possible escape routes from her master, and punishing any demon that still thinks that such an escape, or even any form of change, is a good idea. Kingu usually can't trap other 3rd Circle Demons, due to their roughly equal power levels, but she'll do everything in her power to ruin their escapes and mock their existences. However, Kingu's actions are not just pure sadism, being the most cautious aspect of J'Qeju, Kingu is merely trying to find any possible source of change in Malfeas that is within her power to limit and disable it, that is why she is not one of the Demon King of Winter's preserved souls after the Crippling. Although the Yozi cannot be directly harmed by even one of the Untouchable, Kingu still fears for her master and will do anything to remove the possibility of change against J'Qeju to keep him from getting annoying itches. However, Kingu does enjoy her work, possibility too much, and many 3rd circle and some lucky 2nd circle demons have vendettas against the Hunter Blizzard in Sand. As such, she mainly patrols the area around the Glacier that Preserves when the Yozi is in one place, striking down at those who cause any form of change and dragging them back to J'Qeju to stop them.

Kingu is summoned into Creation to spy on whole nations, with her sandstorm/blizzard form being able to feel across whole kingdoms at once. She is also skilled in measuring the plots and plans of others, especially if they involve a change to the social/cultural/political world her summoner or the conspirators. This is related to how she enters Creation whenever the Yozis start to sense a great shift in the cosmic order, leading her to be witness to the Aftershock War, the Usurpation, the Great Contagion and the recent disappearance of the Scarlet Empress followed by the release of the Solar shards, although she never interferes, as that would cause change, which she is ever weary of. When Kingu does enter Creature, she has to assume a most wretched form - one half like a tengu or a harpy, covered in marvellous golden feathers with particles of sand falling from her; the other half appears as an ugly human woman from the North, sun burned and covered in scars, and close examination of her arm and leg reveals that they were broken into place to make them function as human limbs. All of this is due to the Crippling, which also involved her feathers being plucked out 1 by 1, rolled into cylinders, glued tight (giving them their distinctive white colour) and shoved into her head to create her short cropped hair; all of her human body parts were made this way. Kingu has intimacies towards her Yozi (a watchman's loyalty), watchmen and spycatchers in general (respect for fellows), several negative ones to certain 2nd and 3rd Circle Demons (foolish escapees from the glories of eternal preservation), a hatred of change (loyalty to J'Qeju), cruel pranks (torturously good fun), the senses (my greatest possession) and sand (What I should be made of).
- Hatred of all that bring change (Exalts, Fair folk, Neverborn, etc.):

A twisted mountain rises above a single plain in Malfeas, a cold demonless place, only inhabited by the hell damned elementals, as Phlegyas strikes down any demon for their arrogance of entering his realm. From his sides made of obsidian, Phlegyas bleeds his cold fire, which both burns and freezes it's targets. Which are many, as Phlegyas is wrathful side of J'Qeju, unmoving but also unwilling to accept any change to his domain that he didn't put in. When even something as minor as mouse enters his realm, the Volcano of Freezing Flame will throw a great piece of his unmitigated hate upon this disturbance to his realm's continuality. Phlegyas is however most angry at one type of thing, what he calls 'Agents of Change', which include Exalts, Fair Folk and the Neverborn. The first have been changed and desire more change for their own glory, the second are just want constant change for changes sake, and the last want to have the worst kind of change - the kind of change that destroys the world for the end of all that is permanent.

What surprises many is that Phlegyas' realm is not inhabited by his 2nd circle demons or the progeny or any sort of common demon. Instead it is inhabited by 'Shiqqs', 1st circle demons of his own creation, and a horde of fire elementals that have sworn allegiance to the Volcano of Freezing Flame. This is linked to how the 3rd circle demon enters Creation; when a fire elemental is bound to a human master and driven to a point of anger, desperation and self-doubt that they see no way out and wish to die, Phlegyas will manifest as a cloud of smoke with a wispy, but hypnotic, voice. He offers the elemental a chance for freedom, in exchange for become a spirit of cold fire, a thing damned to Malfeas and an enemy of Yu Shan. If they accept, the fire elemental will be empowered and broken free of what every magic binds them to the human, allowing the spirit to act on the anger built up over time. The other things that dwell in the Volcano's plain are a collection of Fair Folk and Dragon Bloods that Phlegyas keeps as prisoners to amuse his elementals and demons in there off time. Their cathartic attacks on his imprisoned enemies keeps the rage of the Unquestionable in check, and occasionally gets a chuckle from him. This laughter can create pyroclastic flows that drive the victims insane while chilling them to the bone and yet be warm encouragement for his followers.

Phlegyas is usually summoned for his raw destructive power, being able to make volcanoes erupt on demand, or create infernal coronas that are fuelled by constant rage to block off all Exalts, Fair Folk and direct servants of the Neverborn from any fortress ,city or location the summoner desires. The Volcano of Freezing Flame take the form of an armless man, whose face matches the greatest annoyance in the summoner's social circle, covered in open wounds which bleed tendrals of his cold fire to act as limbs. These are all results of the Crippling, and the constant stream of fire keeps J'Qeju from just preserving the Volcano of Freezing Flame as it burns into his master's glacial form. The intimacies of Phlegyas include one to his Yozi (glorious anger to a fellow victim), anger (addiction to both the experience and the show), fire (PYROMANIA!), volcanoes (ccccooooooolllll!!!!!) fire elementals and the shiqqs (concern of a wrathful overlord), negative ones to Exalts, Fair Folk and Neverborn (Hatred to the agents of change) and the destruction he cause to defend his land (A glorious necessity to defend my realm).
Aishvarya (Fetch: the Prince of Consistency) - Even before the Crippling and his subsequent preservation, Aishvarya was a unchanging constant - a magnificent marble statue of being more beautiful than even Ligier. The Prince of Consistency can only move using the power he was famed for, the ability to change the constant nature of any being less than a Primordial. He dares not use this power however due to fears of hurt J'Qeju with such an action, possibly to the point of a third soul dying, Aishyarya never used his power, and as such, no-one really knows of it's existence beyond J'Qeju, Hrang and Orabilis.

Hrang (Warden of Unchanging Histories) - Sometimes referred to as the rival of Orabilis, this is a misconception at best. Hrang merely shows the truth, unaltered and unfettered, occasional showing lesser demons things that Orabilis has to keep secret, leading to the aforementioned myth. Hrang can also force others to tell the whole truth, silence fiction and reveal pasts that even he was not witness to. He is summoned to reveal lost truths and secrets of the past that cannot be found elsewhere.

Prokletije (Immortal of Immortals) - Life has to end one day, as all things must die. Prokletije thinks this is wrong. As she represents J'Qeju's love of the long lived, as such, is a well known bestower of long life and prosperity, although since the becoming a Demon, the Immortal of Immortals has given subtle curses to all that she blesses, drawing them closer to the Yozis, and eventually imprisoning her targets in the Demon City and eventually getting absorbed by the Glacier that Preserves. However, Prokletije is still obsessed with creating Fountains of Youth, some of the older ones occasional have been found to survive since the Primordial war.

Gramr (The Everchanging Prison) - When the Iakiju tried to stop change, he would imprison the offender in a unique, if despisable prison - Gramr. This third circle was once a might prison, whose insides were constantly changing to keep it's inmates imprisoned, although this constant change did annoy the Yozi of Crippled Souls. Now eternally Preserved, several of it's inmates are trying to escape, as J'Qeju didn't freeze them with Gramr. Gramr is usually summoned to create prisons or hold suspects until trial if an entirely new prison is not worth the summoner's time and resources.

Namtar (The Fortress against the Chaos) - J'Qeju hates the Fair Folk and the Wyld, so in his attempts to hold it off when he was Iakiju, it was logical that Namtar was formed, a protector against that madness. Namtar is the fortitude of the Glacier that Preserves against the Wyld, and if summoned, can hold back the Wyld, destroy Raksha and shape the chaos into a stable form. If summoned, Namtar appears as an Orichalcum head mounted on a body that appears to be made out of three towers. Before the 'Crippling', he was feared as one of the greatest masters of siege warfare, taking and holding the fortresses in the Primordial war, but ultimately failing in winning the war.

Kee-Wakw (Totem of Never Ending Traditions) - What laws do not enforce and instinct demand, there lives tradition, and with it Kee-Wakw, the Totem of Never Ending Traditions. She stands for a wide range of ideals and cultural habits that form the consistency of societies. She actually helped start the first societies of Hell, and was occasionally summoned to modify societies and trap enemies in complex social nets they cannot escape due to their traditions and past.

Progeny of the Valley Beyond The Great Imprisonment:
Within Yaenma, an order of priests ride on black leafed horses, with both horse and rider clearly marked with the signs of demonic ancestry. Amongst these, a figure on a bigger, more eldritch mount, is a great demon rider, Elymas. Standing at 4 metres tall, a humanoid figure made of dark purple amber with white coal for hair, Elymas scars most who see him. This is before you take into account the goat head on each shoulder, the long ears that twist into spikes at their end, his serpent eyes, a nose on each check or the mouth that is vertically aligned along the face and not horizontally like normal humans. And somehow he still gets young woman lining up to be his lover, possibly due to the influence his children have in the culture of Yaenma - they form one of the two clans of demon-blooded priests.

Elymas is the voice of Beyul, and although her consort-king is the official head of state with direct access to the Valley Beyond the Great Imprisonment, the Demon Prophet often takes certain liberties in providing an alternative interpretation of the Unquestionable's will. No matter what the husband of his patron's will is, or Beyul's fury, Elymas is confident that he'll survive. The Demon Prophet has a dark charisma which has been important in keeping the common people of Yaenma in line, particularly when he rides out ever moonless night and holds vast rallies to encourage patriotic loyalty to the Yozi cults and demon bloods that have run the country for the last 700 years.

Elymas can naturally enter Creation by riding through the portals that link Beyul's realm with Yaenma on a moonless night, but he must leave before the Sun shines upon him or he'll burn to dust. Since he formed only within the last 700 years and he dwells within the bound nation of Yaenma, not many, if any, sorcerer's know of Elymas. But if they did, he would likely be summoned to draw in people, both as crowds and as individuals into the influence of the summoner. He can also increase the worth an amount of prayer if he is leading the prayers. Elymas has intimacies towards his mistress Beyul (Contemptuous but loyal), Yaenma (Pride of the true craftsman), those who adore him (their total love needs to be rewarded with a particle of loyalty), himself (unabated egotism), his descendants (useful tools for his glory) and his steeds (that useful line of horse monsters).

Progeny of the Palace of The Unchanged:
Gyushi repairs things, anything. Ekilihclo desires people to stay unaltered, Gyushi is there to put things back in their proper place. He is often summoned to repair long destroyed structures and artefacts to a degree beyond the capabilities of humanity in the age of sorrows. He is also a doctor and appears in Creation whenever a mortal craftsman is injured beyond treatment when attempting to repair something beyond their skill. Gyushi will judge the human, and if they are worthy of his attentions, he'll heal their injuries and finish their repair work. Unfortunately for him, he has done it incognito so many times that these events are often seen as a miracle from the Gods and not a labour of a demon.

Gyushi considers himself the sworn rival of Alveua, the Expressive soul of Erembour. He considers the demoness to be the most wretched thing he has ever encountered, due to Alveua reforging mortals into equipment, destroying the innate state of being, and being a blacksmith of greater fame than he. Gyushi will find any equipment made by the Keeper of the Forge of Night and break it, 'freeing' the soul bound within no matter how much they may protest. He would attack Alveua directly, but the last time he tried, her insect friends rushed him and forced a tactical retreat from the Repairman to the Broken, although he has sworn revenge on both Alveua and all the insects.

Gyushi appears as a human has been put back together again after a horrific accident. Some have even compared him to one of the Liminal Exalted, which remind the Repairman of the Broken of a secret shame of his, that one time that he entered Kirighast, Gyushi mended a weaver but was too late, and instead of saving her life, a Liminal took her place. What shames him even more is that he fell in love with the new Exalt before she disappeared after three day, two hours and sixteen minutes (yes, he did count all the time spent with her). Now, whenever he enters Creation, he searches for her.

Gyushi's intimacies include his patron Ekilihclo (inspiring creator), broken things (things to work on), a negative against Alevua (despised rival), craftsmen (respect for a fellow), surgery (rebuilding a person is just the same as repairing a soul) and his lost Liminal love (Intense Longing).
Why should death change a mortal? The end of life doesn't necessarily mean the end of a person, as long as they do not reach Lethe and remain a ghost instead. And thus is Ligeia, Siren of the Dead. Ekilihclo wants mortals to stay the same and thus Ligeia spreads this message to those who die, able to tempt the dead to continue on as the undead. Her powers of persuasion are especially powerful on ghosts and those nearing death. She can even convince those who are dying to deny the call of Lethe and move onto the Underworld.

Ligeia is almost always summoned to help in deals with the dead or to keep a soul bound to Creation so that it can remain with the summoner. She also enters Creation when a singleton begs the heavens to protect a love one from the imminent death over three days, and if these prayers turn to curses for the perceived failure, then Ligeia enters Creation, and whispers her beautiful temptation into the dying, so that when they breath their last, they'll ignore the call of Lethe and become ghosts. If there are many people dying around her, then Ligeia will remain in Creation to make them all ghosts, but if not, she rushes back to her fiefdom in Malfeas.
Ligeia's fiefdom is a small collection of streets, where ghosts stuck in the Demon City are slowly drawn to by the songs of Ligeia. She favours the souls of the dead over the first circles of her domain, and such ghosts are given a wide range of powers over the lesser demons that inhabit her domain. However, whenever Ligeia leaves for Creation, the ghosts of her domain feel a draw towards Lethe, allowing them to breach the divide between worlds and return to the cycle of reincarnation. As such, Ligeia tries to stay in her little dominion for as long as possible to avoid the escape of her souls.

Ligeia looks like a beautiful five horned human woman with two sets of bird wings instead of arms, and fish scales instead of hair or feathers. Her intimacies include Ekilihclo (patron who deserves respect), ghosts (Those that need to be preserved), singers (professional respect), those who mourn (sympathy) and a negative one to Lethe (hatred for the thief of the dead).

Progeny of the The Hunter Blizzard in Sand:
Hveðrungr appears as a shadow outlined by grains of sand - shifting and twisting to have no definitive outline. Now many believe the Laughing Horror to be something descended from the Ebon Dragon, either as a 3rd Circle Demon, Behemoth or a Yozi-Spawn. Such stories abound with unimaginable torture, sadistic attacks and unending misery. The more one listens to such stories eventually hear a giggling when surrounded by shadows and darkness. Things begin to disappear and intoxicants diluting into ice cold water over time. The stress builds up as one hears more of the Laughing Horror. And then one day, a little demon says that an emissary of J'Qeju through his 2nd Soul, Kingu has come to visit oneself, and that the visiting demon is demanding an immediate conference outside. As the host rushes out to meet their visitor, they'll slip on a pool of cooking oil, skidding out into a crowd of their neighbours, vassals and allies. Standing in front of the crowd will be a shadowy figure, laughing with an all too familiar laugh. It is then that one learns the truth about Hveðrungr, that is the manifestation of Kingu's infamous cruelty and twisted sense of humour.

The Laughing Horror isn't actually the worst demon in Malfeas, preferring to be a prankster of mythic levels than a master of torture. He'll spend weeks preparing larger jokes, watching to learn the habits of his target, while also spreading rumours of his terrifying and viscous nature. All of this is just a build up to a massive jump scare on an unsuspecting target. This can take time however, so the Laughing Horror also spends a little bit of time do minor pranks on demons great and small; the usually tricks of snakes being as a door is opened, replacing work tools with smelly rags, making every demon follow one poor unfortunate sap in the hopes that doing will free the Yozis or other such classics.

His precedent for pranks even lets Hveðrungr to enter Creation. If anyone unaware of the Laughing Horror causes a 3rd or 2nd Circle Demon to be summoned into Creation via a prank, Hveðrungr will follow the other demon and join them in Creation, if only to start pranking unsuspecting mortals. He usually gets summoned to do spy or sabotage work, although these not the best uses of his talents, instead Hveðrungr is most useful as an entertainer with cruel pranks and his signature twisted humour. The intimacies of the Laughing Horror include Kingu (She loves my jokes), practical jokes (my glory), false assumptions (all to useful), comedians (professional respect), shadow + darkness (All so useful) and the Ebon Dragon (nobody actually knows why, maybe not even Hveðrungr).
Kingu once shredded an entire layer of Malfeas to stop what she thought was an attempt to harm J'Qeju. Whether it was or not doesn't matter, all that was left was a desolate environment, a few demons left by the Hunter Blizzard, and a spire that hadn't been there before. As the survivors rebuilt their land, Aeaea kept watch, with eye after eye opening up. At first the local demons tried to understand the 2nd circle soul, then ignore it and final forget it. This continued for many years until Aeaea suddenly started to dig into the ground, eventually dig through the other side and falling to another layer of Malfeas. The local first circle demons were confused, why would this mighty worm just disappear like that. Five hours later, Adorjan swept through that layer, killing most of the demons present.

Such stories follow Aeaea, the Worm that stands to watch. She is the silent sentinel that awaits danger and then disappears, fleeing for her life. This has led her to become a symbol of peace and security in hell that is so often missing due to the whims of the Yozis and the 3rd Circle demons. Aeaea is not a compassionate being however. Any demon that follows her escape route will be covered in a fine powder that soaks into their body, corrupting their minds into being fanatical guardians of Aeaea. This means that where ever she goes, she'll be protect from violence and conflict. This reveals the ultimate nature of Aeaea as a coward that makes other's do her dirty work while she watches from afar.

Aeaea can enter Creation, and used to do so quite often to avoid the dangers of the demon city. Yet something happened, which involved with something that the Worm that stands to watch refers to as 'the Red Wolf', and now she no longer leaves the Demon City if she can help it. If summoned by a sorcerer, she would best serve as a body guard or sentinel, with her ability to detect danger or changes in the balance of the world's natural essence and arrange rapid escape routes being useful in both forward scouting operations and protecting tyrants as the mob bursts down the door and an escape route is quickly needed. Aeaea's intimacies include her Third Circle, Kingu (Fearful respect), her own continued existence (Me first!), See new sights (careful curiosity), Peace and quiet (such useful things to have) and Eyesight (my greatest gift).

Progeny of the Living Hoard:
Not all that glitters is gold, and there are more valuables things than treasure. Hreidmar didn't know if this was true of not, so he created Jasy Jatere, who he used to study High First Age art, music and culture. Only the music really stuck with the Piper of the Dragon's Brood, everything else seemed to be to complex or sophisticated for him to understand. He abandoned all that during the Usurpation, a Solar sorcerer has holding his own against the Dragon Bloods sent to storm his secret island fortress, but knowing his children and concubines would also be killed, the Lawgiver summoned Jasy Jatere in order to carry away his loved ones so he could focus on holding the fort.

Although the demon was able to smuggle out the children and concubines out, when he tried to find a safe place for the civilians the demon could find none. Bound to Creation until he had gotten them to a safe place, he saw the dedication of the mothers to their children, but without food or proper shelter, the weaker mortals died and the half caste young endured. Jasy Jatere started to respect the children, and to understand the love of human parents. When he realised that this was as valuable as any golden piece of treasure, and that if the children were with him in Malfeas, he could return to the demon city and build a palace to keep them safe. After achieving that goal, which was no mean feat in the demon city, where food and water are both at a premium and the very air is poisoned with the hate of the Yozis; Jasy Jatere went to Hreidmar to explain his discovery. The Living Hoard grew furious at his Expressive Soul and started to beat him up as punishment, planning a long and excruciating death by trauma. However one of the children who secretly followed Piper of the Dragon's Brood, and came out of hiding to plead with the Unquestionable. Although Hreidmar had pretty badly bruised his green scaled 2nd circle soul and could destroy the child with one of his many lethal breaths. But for some reason he didn't, and whether out of compassion or some twisted form of sadism, the Living Hoard let both leave his cave that night. The latter is a possibility as he did stitch the mouth of the 2nd circle closed and told him the following: 'You'll lose them all, they are weak and cripple, only souls in pathetic bags of fat, and no matter how hard you try, they'll grow old and wither like rotting food'

Jasy Jatere has a fiefdom of a decent sized castle and the surrounding streets in one of Malfeas safer areas. Here he keeps human children that he has taken in and raised as his own. Most end up leaving him as they grow older, but some stay to help look after the next bunch of young ones that the demon brings in. The two ways he does that is finding orphans who are occasionally found amongst the poor humans lost in Malfeas. Most however are lulled by the music from Jasy Jatere when they run away from parents of guardians who have high ranking in cults dedicated to demons or the Yozis. Unfortunately, the Piper of the Dragon's Brood will not except back people who has left him and denied his care.

Jasy Jatere is usually summoned into Creation in matters that somehow require both a demon, and someone to help with children, although he is also quite knowledgeable on First Age art. His appearance in such occasions is that of a viridian dragon with pied like mottling from his beating, and his jaw is sown shut, becoming a flute. As such, he cannot talk, only make sounds like a flutist. The Piper of the Dragon's Brood has intimacies towards Hreidmar (distrust and confusion but still a sense of loyalty), music (joy and reverence), children - especially his wards (love and affection), the art of children (the greatest beauty), to his fellow 2nd circles under Hreidmar (they are so like children) and a negative one to First Age art or anything that pretentious (Pure hatred).
Malfeas has no magpies, but is does have many flying demons including agatae, noresores, and radeken with hell beasts like khomfai, unju, sourn and. While these have none of the covetous as those birds in Creation (except the unju), if a first circle demon sees a vast flock made of all kinds of demonic flyers, most know to run, especially if that flock has small glimmers of gold. This is the personal flock of Moñái, who serves his Demon Prince as a way to get more treasures by raiding various fiefdoms and districts across malfeas to steal precious objects

The Oyabun of the Dragon's Flock does not control his forces by compassion or charisma but by his demon magic. He lacks horns on his head, instead having two antenna which swirl around and let him control all weak willed flying beings. He uses them for a wide range of actions, from manning the impossible citadel he found between two layers of Malfeas and claimed as his own; to carrying the wingless Moñái across the sky as a living sedan chair; to the aforementioned cloud of pillaging and terror. As such, this demon dragon is considered lazy and cruel by many, which is completely true. He considers his lordship of his towering fiefdom, his unholy flock-army and the study of all the treasures he has personally kept to be the makings of a worthy life.

Moñái is summoned by sorcerer's to control birds, either to turn them into tools or to keep them away from certain locations. Moñái sometimes captures birds from Creation to take back to Malfeas, but due to a lack of food and proper conditions, they used to die off. A Shogunate Sidereal sorcerer built an aviary to satisfy the 2nd circle demon's desire for aviculture, so now Moñái keeps over a 100 species of birds in his demonic citadel, some of which are lost in Creation. He can return the material world if a bird is thrown into a group of other birds to be killed, which will bring forth not only Moñái but some of his demon horde if more than one bird is killed this way or the death is dedicated to a Yozi or demon. The Oyabun of the Dragon's Flock has intimacies towards toward Hreidmar (Mentor in the ways of Greed), Treasure and pretty things (knick it all!), birds and all things that fly (my pretty's), raiding and raiders (it's what I do!), the open sky (like a 2nd home) and one to his fellow 2nd circles of Hreidmar (Such fools do not recognise my mastery of the air and it's creatures, but I'll show them).
Hreidmar sometimes need to move, and if he wants to settle down in a layer, there is nothing that will stop him short of Ligier. To this end, the Living Hoard has a favoured servant - Mbói Tu'i. This beaked dragon is a specialist in mass 'redecorating', an euphemism for what can be considered terraforming. This is not only Mbói Tu'i's duty but his greatest joy, reshaping and twisting any landscape he can in Malfeas to create what pleases him. In a way, he make treasures out of the mad landscapes of hell, even if no one else cares for his work.

Mbói Tu'i primarily lives in a small swamp that was once a lagoon off of Kimbery, where a collection Seviwt'ne (a type of tree demon) have made the acid safe to move through, although the area has be clogged upped with mud by the tree demons' presence, the Herald likes it. Mbói Tu'i hides in the leaves of his progeny, watching life go by in his only official fiefdom. When the parrot headed demon dragon does leave his lagoon domain, he takes some of the Seviwt'ne with him to preserve any of the 'redecorating' he does. Mbói Tu'i will then claim lordship areas where his tree demons dwell, although since he never enforces such claims or have official witnesses to his claims, these conquests are never legally binding, not that Mbói Tu'i really cares. As long as the cannels he digs between his swamp and his other 'territories' runs with muddy acid, all is fine. But when outside forces destroy his work and the cannels run dry, then the fury of Mbói Tu'i is unleashed.

The Herald of the Dragon's world can natural manifest when a leader is killed because of their attempts to reshape the natural world, appearing over the body of the deceased as a rust-orange scale limbless dragon with a green parrot head that has a brilliant red crest that is shaped like a blood coloured orchid. He is summoned to help with changing landscapes for construction projects and for the belief that he can control water. The latter is a rumour, but this demon dragon can manifest as delude of acid diluted with mud and is an excellent swimmer, which both contribute to the myth. The intimacies of Mbói Tu'i include his patron, Hreidmar (service to a glorious patron), swamps (what nice places), his Seviwt'ne (keeping my dreams true), his 'redecorating' (craftsmen's pride), his claimed territories (Mine! All Mine!), his fellow second circles of the Living Hoard (an artist trying to guide philistine relatives) and amphibious life (my wards, my dinner).
Occasional a demon finds the gateway to Hreidmar's secret gold hoard, but before all that, is a smaller hoard on which lies the headless body of a dragon. As one tries to get closer to the pile of treasure, maybe to take a piece of treasure, they'll be attacked. Not by the body, but the seven floating head of the dragon demon. It is at this moment that one releases they have met the owner of this lesser hoard and gate keeper to Hreidmar - Teju Jagua.

The Guardian of the Dragon's Gold usually keeps his body in the antechamber of his own hoard, due to hard it is for him to actually move his lumbering body, while most of his heads patrol the local area and ensure that no-one is planning to intrude. These heads are quite distinctive, with each of them being bright scarlet and each one of them is unique - from a man, a dragon, a dog, a dragon-dog hybrid, a draconic human, a dog-human fusion and a combination of a man, a dog and a dragon. He will also nick anything he deems of value, which is either treasure or the rare commodity of honey, to which he is addicted to. If he cannot find either, his head will sprinkle a powder that makes people want to buy in precious and shiny objects, especially honey. If anyone of his heads does see a threat, first it will try to glare at the target to fill them with fear and doubt through his magic, then Teju Jagua will attack first will a breath of a super chilled form of the powder, and if that doesn't do the job, it will bite the offender over and over again until they are defeated.

Teju Jagua enters Creation when honey is dropped onto a sealed treasure for the first time since it was hidden from the world. He is most often summoned into Creation to as a guardian of treasure, and even if not successfully bound, his loyalty can be bought with a constant supply of honey. The Guardian of the Dragon's Gold has intimacies towards his Unquestionable, Hreidmar (Patron with shared interests), Gold and Precious gems (desire and want), Honey (Pure unabated joy), a negative one to treasure hunters (jealous, rage and hatred), cavernous spaces (safety and comfort), beheadings (fun to watch), dogs (such cute little things) and one to his fellow 2nd circles of the Living Hoard (elder brother over incompetent younger siblings).
Sometimes as one explores Malfeas they find several streets ruled over by a black and violet wolf-dragon hybrid like demon, calling itself Luison, Conqueror of the Dragon's wretches. This demon will be civilized enough but insist on their uniqueness as Luison. If the traveller goes to another layer, they might meet a similar dragon, who also is called Luison but insists that they are the real Luison and the first one is an imposter. But sometimes people who encounter one of this Luison demons under the night sky of the Ebon Dragon will see what looks like a sparkling nebula in the shape of a wolf or a dragon. A close look will reveal that the nebula is looking down at the viewer and the demon dragon. That is the true Luison, the Reflective Soul of the Living Hoard.

How Luison became like this is unknown; some say he dabbled in the secrets that Orabalis keeps and when sent to the stars he knew a secret path to return to Malfeas, but only as a nebulas spirit; others say that he challenge Erembour to a musical competition between her music and his howl, and that his current form is a sign of his defeat; or that he used sorcery in an attempt to ascend and become a 3rd circle demon, only to lose his physical form. Most of these seem to be false as Luison is a great fan of mysteries, both of keeping them and solving them, so it's likely he hid the truth of his past to keep others guessing. What is known is that Luison possess seemingly random 1st circle demons, which either die by his presence or are transformed into copies of his old body, called a duplicate, and of the firm belief that they are Luison. All fiefdoms they claim in his name are counted as belonging to him in the eyes of the Priests of Cecelyne, even if he has no duplicate currently stationed there. He can willing switch between any of these 1st circle duplicates and control them as if they were his old body, and able to use all of his normal charms plus the powers the demons possesses itself. Demons transformed by Luison will still have all his old capabilities and a new one to have one of the 23 breath attacks of Hreidmar. These demons can enter Creation like they could before, but when they do, Luison can possess them like he can Malfeas, teleporting to their body after marching over Cecelyne for 5 days.

When in Creation, Luison can also possess wolves and mortals, turning them into a hybrid creature between both species for their whole life. This new being is for all intensive purposes a beastman, and it's children will be spawned as such, however if Luison is still possessing his victim while they conceive a child, it will be one of the Enkidu, a 1/3rd demon blooded lupine beastman that takes on the draconic/demonic mutations if exposed to a large dose of demonic essence. Enkidu will only breed like a regular beastman, except for the next 23 generations, the seventh child will also be an Enkidu like the original child.

Luison is a bit tricky to summon, as he has no physical form, and must immediately be bound into a first circle demon, a human or a wolf to give him a physical presence in Creation, or else he will dissipate back into Malfeas. If he loses his host during his time in Creation, he must find another in a day and one hour or else he'll befall the aforementioned fate. It is adviceable to summon one his duplicates to serve as the host as it unknown how a demon is chosen to die or change into a duplicate when Luison possesses them. The Intimacies of Luison include his 3rd circle (distant father figure), his fellow 2nd circles under Hreidmar (loyalty but distain at their choices), wolves (such adorable fiends), Enkidu (My spawn), his duplicates (tools, all so handsome tools), the nightsky (hides me from the scorn of those two Suns) and mysteries (to keep and to solve, the great games of life).
If a demon steals from another, Cecelyne's laws do not strictly stop them, and the strong take from the weak all the time. But some days, a grunt rumbles through the streets of the Demon City. A wise 1st circle will either return what was stolen or seek a powerful protector. Otherwise Ao Ao will start his hunt, this demon dragon will chase down the thief, chasing the poor target until he can catch them, either with his resin fangs or his icy breath attack. Not even the call to Creation can save his prey, as Ao Ao will follow them there and kill them under the yellow Sun of Creation, favouring the Unconquered Sun to the green light of Ligier. His poor victim will then be eaten alive and digested over several days while Ao Ao will return what is stolen and they are turn into pure essence.

Ao Ao has a strange appearance for a demon dragon, with the head of a peccary with the hairs thinning into scales where a mane should be, with ribbons of ice growing from behind each indigo scale to form a fleece not unlike sheep wool, except for it's freezing temperature and razor sharp edges. Many ask how he got his particular body parts, only to bitten by the 2nd Circle, so obviously it's a prickly subject for Ao Ao. Legend has it that Hreidmar punished his Indulgent soul for some folly, most likely losing the thief of a particularly valuable treasure or delaying the Unquestionable from escaping J'Qeju. This would also explain why the Hunter of the Dragon's Enemy seems to spend his free time searching for something he calls 'the Bladed Crown'. His journeys have taken him across Malfeas, from the sewers that lead to Kimbery, to the forests of Szorney, to the glorious forge of Ligier and even Beyul's valley domain. At the last he helped spawn a tribe of demon bloods in Yaenma - the Aoa, who view him as a patron of fertility, even though he has only had one such union with a human woman.

Ao Ao is invoked by sorcerers to be serve as a bounty hunter, tracking down and killing any target the summoner sees fit to die. Ao Ao will spend any free time in Creation looking for stolen treasures and returning them to their owners, and he will anything stop him on these personal quests. Ao Ao's intimacies include Hreidmar (Fear and madness), the Hunt (pure joy), the Bladed Crown (I must get it!), the Aoa (Such a useful cult), the Unconquered Sun (the most beautiful thing I have seen), a negative one to Ligier (Damn show off), a negative one to thieves (tasty to eat), a negative one to his appearance (why must I be a freak?) and a complicated one to his fellow 2nd circles under Hreidmar (Two thieves, a kidnappers, a brainwasher, a hedonist and a lunatic, but someone has to save them from themselves).
Kurupi is often thought to be a fop; a disgusting, hedonistic and greedy fop. He looks like a blue skin humanoid with white slicked back hair and robes of great luxury and decadence, and usually found in a villa in his fiefdom somewhere between those of Jasy Jatere and the tower of Moñái, surrounded by gold, silver and jewels while several concubines, mostly demons but a few humans. His wealth is based off of various services he has performed for greater and more powerful demons, many of which were carnal and debase (even by demonic standards). Kurupi will proudly admit to these deeds and offers them when asked about it.

With this in mind, it would seem simple to label the Mercenary of the Dragon's Vice is a gigolo. But Kurupi is a very powerful demon; been taught sorcery, martial arts and many scores of other skills; he also has a wide range of artefacts, many of which are from the First Age and the Prehuman times. See, Kurupi is the defining soul of the Living Hoard, not the indulgent soul as many suspect. He is desire for treasure and precious things without any of the sloth, conservatism or restraint of Hreidmar that comes from being a direct part of J'Qeju. Because of this, Kurupi is able to see beyond the limitations of his master and see anything of value as worth his time. He'll do anything, if he gets paid. This attitude of Kurupi's annoys the Living Hoard, however the Demon Prince is more annoyed at the second circle soul's choice of form - Kurupi is actually a dragon demon, but has strange stretching powers that allows him to reach many times his body's length or reshape his form to a more compact human form.

Kurupi is summoned by Sorcerers to act as a lover and entertainer, although some wiser sorcerers use him as a tutor for the many abilities he has picked up. He can also enter Creation willingly if a ruler of nation says they'll pay a demon any price they demand to perform some great deed. Kurupi will needs to be done and demand immense payment for his services, and if this is denied, he'll take the three closest relatives of the ruler that he thinks looks nice to make them his concubines. He'll sometimes send back his hostages if a ransom is paid for them, or if they become pregnant, although Jasy Jatere keeps saying he'll look after the children.
The intimacies of the Mercenary of the Dragon's Vice include his patron (strained relationship of master and slave), treasure and knowledge (I want it all), his personal hoard (NO TOUCHING!), his fellow 2nd circles of Hreidmar (Prudes!), punishing those who don't pay him (Joy, nothing but joy) and the pleasures of the flesh and the mind (All to good at both).

Progeny of The Forest of the Tzitzimitl:
Pehtalka Puhst is a surprising friendly demon, to friendly for most. If anyone enters her hollow, she put them in a nice comfy chair, pour a nice cup of tea and start showing them etchings of each and every member of the lost races of Itzpapalotl. And she has stories about each and everyone of them. Most who meet her die of starvation and thirst due to their brains shutting down with sheer boredom. Only one person has been known to survive her, and who this was is not known, although they did turn several wood elementals into a nice new set of self working filling cabinets as reward for her entertaining conservation.

Pehtalka Puhst does this all as she represents Itzpapalotl memory of the latter's many wards over the years. The 2nd circle demon is a mistress of history and lives, recording everything that happens in countless lifetimes and sharing it with who every comes her way. However, this is a little more sinister than it looks. Pehtalka Pulhst slowly drains the memory of weaker beings when she talks to them, destroying their past and thus, removing any reason to live and so leaving wilted and broken people. Why she does this is unknown, and some scholars believe this affect is not even intentional, but a mechanism to ensure that she will gather memories to preserve. For this Itzpapalotl leaves her at the bottom of a pit in her central tree, unable to escape and harm any sapient beings.

Pehtalka Puhst enters Creation when a person destroys a monument to ensure the memory of whomever the structure was in memory of. She appears as a great toad like being with long arms (the Ebu Gogo say she looks like them, but most agree that she is too amphibian for that), made of amber clockwork with a steel carapace with lacquer inlay. This 2nd circle is summoned to help extract memories or retrieve data about the lost races of Itzpapalotl, but occasional sorcerer's of the First Age used her as a tea partner for their enemies, much to the latter's horror.

When she returns from Creation, she'll cross Malfeas and talk to any demon unfortunate enough to cross her path, causing them to wither away as their memories and will to live are drained, with Itzpapalotl having to pick her up after several hundred first circles befall this fate. The intimacies of Pehtalka Puhst include her mistress, Itzpapalotl (Remembering all of her glory), the lost races of Itzpapalotl (Remembering their beautiful and interesting lives), memories (remembering all their preciousness), tea (remembering how go it is) and long, winding talks (remembering all those great conversations past)
Deep within the tangled roots of Itzpapalotl is a great beast, with the body of a tyrant lizard, patterned like an okapi, but with a scorpion tail, the feathers of a falcon, six insectoid arms and a shark face with a brass mask that covers the entire top half of her face and blinds her. This is Ceto, and around her is her workshop; with strange tools, oddly coloured tonics and what look like deflated demons all hang on the thorn like ends of various roots. All of it reveals Ceto's nature, not a torturer, as is all too common in Malfeas, but a craftswoman of new life forms - not only demons, but various beasts as well.

Ceto's labours have not gone unnoticed, as she is credited with the creation of at least 10 types of first circle demons, although in reality she has created closer to a hundred. Some of these have simply gone unnoticed by scholars and the majority of hell's populace, but most are destroyed by her for not living up to her high standards of usefulness. Her true joy is creating wild animals for the lost races of Itzpapalotl to use and hunt in their forested domains, although she crafts each animal to fill some specific niche within the larger eco-system that has yet to be filled. Ceto is however limited by her desire only to work on new original creatures and demons, thus she'll never make upgraded versions of previous life forms or remake lost species. This has lead to her one great shame, she's starting to get the breeders equivalent of writer's block - a complete and utter lack of original or unique ideas.

Ceto enters Creation whenever a mortal succeeds in creating a new species or truly unique breed of animal, although the latter is incredible rare (and usually requiring a trip close to the Wyld that she both loves and fears) and the latter bores her to death; and yet as regular as clockwork she'll answer the call of temporary freedom, only to return to Malfeas after inspecting the new life form, it's creator and their little corner of the world. This has lead scholars, sorcerers, immaculate monks, members of the celestial bureaucracy and animal breeders confused, although the latter take such occasions as a mark of their skill and creativity. Whenever asked about these unusual trips, she'll answer with the same line -'one can dream'. The reason for this is Ceto's greatest dream is to make an entirely new sapient species, unlike anything seen before, and see it prosper across Malfeas or even Creation. To this end she help's Itzpapalotl's projects to recreate various extinct species, but she hates this work as it is never quite complete and lacks the originality that she so desires.

Ceto is summoned by sorcery to help with creating new species, producing new breeds of animal and occasional recreating lost creatures, although she dislikes the last one. Her intimacies include Itzpapalotl (patron and guide, but uninspired to the point of detestability), her many creations (my children, my such special little horrors), originality (to do otherwise is the one great sin), her laboratory (MINE!), animal breeders (similar but pale in comparison to me), those who dream of new marvels (kinship and loyalty), one to the Wyld (Loving fear and Fearful love) and negative one to the act of recreating or rebuilding from total ruination (utter detest).
Itzpapalotl cannot always protect her wards, so in the wilds of her forest, one of her souls wanders as a protector of the lost. This is Hariti, the Mother Tiger in All Vengeance, and she is magnificent - a seven tall tiger made of Orpiment and Jet stripes with brass blades rising from each of her spines and strange bowl like structure at the end of her tail. If any member of Itzpapalotl's lost races is lost in the twisted bushland is found by her, Hariti will take care of them, leading them away from the beasts and demons that have managed to inhabit those dangerous lands. If food is needed, she merely uses her magic to fill the bowl at the end of her tail with a substance that tastes like a mixture of maple syrup and cholconth but is a smooth as milk. This elixir helps the heal the drinker and also provides nourishment if given to a being of flesh and blood, even the Pugot can eat it for all of the strangeness of their biology.

What few notice about where Hariti roams is a lack of wildlife amongst the overgrown plants, no beasts or demons can be seen. This is due to Hariti not being a creature of love but a sick twisted copy of motherhood, an overly protective mother. Any demon or beast that goes near the Mother Tiger in All Vengeance is devoured on sight, going through her nine sets of jaws before entering an alchemical furnace that renders down her victim into the aforementioned elixir. Why because anything that isn't one of the lost races of Itzpapalotl is clearer threat that must be destroyed. She only leaves fellow 2nd circles and 3rd circles alone as she is not powerful enough to kill them.

Hariti can enter Creation, although this would take her away from the wards of Itzpapalotl, putting them all at risk. As such, she never natural enters Creation, but instead remains in Malfeas all the time, if she can help it. The Mother Tiger in All Vengeance is most often summoned to protect travellers in harsh climates, with her natural pathfinding abilities and the magic elixir she can create to serve as a source of nourishment. Less learned Sorcerers have been known to summon her to protect children, but since she'll always try to endanger the child's life in some way - to destroy 'threats' to the lost races of Itzpapalotl. Infact, if she is to be summoned, the summoner must be certain of their capability to bind the Mother Tiger in All Vengeance, or else she'll try to kill everyone present at the time of the summoning.

Hariti has intimacies towards her patron, The Forest of the Tzitzimitl (Fanatical loyalty), the lost race of Itzpapalotl (Fanatical loyalty), to her little forest domain (Fanatical loyalty), tigers (Fanatical loyalty), protective mothers (Fanatical loyalty), female warriors (Fanatical loyalty) and a negative one to everything else (Ever emotion that opposes fanatical loyalty).

Progeny of the Totem of Never Ending Traditions:
Kee-Wakw is the undisputed duchess of all traditions in the eyes of J'Qeju, and while she would never deny or interfere with a tradition on her own accord, she does ask how humans justify their madness and self-centredness. As she was being preserved after the Crippling, her last questioning words floated above the Glacier that Preserves and with black lightning crystallized into a dancing demon; this was Arati, made to replace Kee-Wakw previously lost reflective soul. Without anyone to tell her what to do, the young 2nd circle when on a rampage of dancing and partying across Malfeas which brought war, chaos and ruin to many a fiefdom; and all to test the strength of various traditions that had arisen in the Demon City. Her dances intoxicated all that see them, but if she is angry due to insults or lack of a reaction, she'll simply close her eyes and her normally amber skin will transform into the most beautiful shade of Azure that has ever been known amongst all of demonkind.

Arati has ever since dance across Malfeas, and occasional Creation, trying to tempt lawlessness and rulebreaking in all that see her, not that she does this in spite, only inquisitiveness. This pleas has not put her in the good books of the Cecelynian Priests, and after nearly a thousand years of her dancing, she was thrown into a dark pit and sentence to an eternity of suffering until the ministries of despair and pain both agreed to see an end to her misery. Her frolicking lightning would have remained down in that nightmarish oubliette until one day she was let out. Many demons have since tried to stop her electrifying waltzes, although the Priests of Cecelyne have seemed to developed a strange aversion to inferring with her actions. Many believe that she has been turned into servant to several 3rd circles, incriminating those who annoy the Unquestionable. This theory is often ignored by more scholarly and thoughtful demons due to the lack of any obvious situation where the soul of a Yozi couldn't just crush lesser demons that cross their path. Still, rumours abound around Arati.

Arati enters Creation when ever people take part in a dance that breaks local traditions and laws; in such cases she'll shamelessly dance only clad in a silver ribbon wrapping around her amber body, with a bow on her flat chest and one end acting like a tail while the other is braided in with her cornrows made of emerald beads, all the time her seven pairs of arms Sheppard the dancing lightning around her to keep it from her porcelain inlayed face with one ruby eye and the other hidden by an eyepatch. The Tempting Princess of Inchoate Azure is summoned by Sorcerers for a variety of reasons; some wish to see her dance, other want chaos and anarchy while a few use her to master thunder and lightning. Many who summon her are surprised to find out that the 2nd circle has little to no emotions, and only dances because that is what seems most logical to her, as the only way she can be emotional is to be in an atmosphere of a similar intense emotion; this would probably make her depressed if not for the fact she doesn't feel anything most of the time, only being as cold and distant as her precious electricity. The intimacies of Arati include traditions (such sweet things to test), dancing (joy of life, life of joy), lightning (zappy, zappy; boom boom time!), reason and understanding (all others are ruled by their emotions), emotional outburst (jealous and sadism at the same time), rebels and lawbreakers (so eager, so brave, so foolish), teenagers (They need their time to shine) and enforcers of laws or traditions (Where would shadow be without the light?). Arati is often asked why she has no concern towards her patron; the only answer given is that the Tempting Princess of Inchoate Azure never knew the Totem of Never Ending Traditions and has never been given much thought upon the third circle's personality or deeds.

Progeny of the Immortal of Immortals:
Pressyne sees mortals as fundamentally broken things; both as a race and as individuals. Humanity forsook the Primordials, becoming cruel monsters that could torture such sweet demons like Prokletije into unhealable cripples. Yet they are pathetic things, even their great Exalts do not live forever, aging as a slow reflection of their mundane kin. So Pressyne creates the Fountains of Youth to regenerate humans to the prime of their life and give them back lost strength. Each one is lovingly crafted by hand, with an unique and shifting style due to her distinct lack of charms or spells to simply create her wonders from thin air, and each fountain draws from it's realm's native essence, with Creation having purifying fountains, the underworld with fountains of vitality bestowing blood and Malfeas with fountains of misery melting acid.

However, no matter how merciful she may want to be, the Enduring Waters is still filled with a furious sort of melancholy which means of each of the fountains is under her curse. In Malfeas, her fountains form the markers of her fiefdom, a district of ruined palaces and mansions inhabited by the poor first circle demons that drink from the fountains and dissolve if they do not take her blessing in the form of the demonically aqueous mist that surrounds her body. From beyond this fog she looks like a beautiful if depressed maiden with weary and tearful eyes, although closer inspection reveals that her flowing hair is stretched out droplets of nectar, with her body and face being one long mobius strip made of green bronze snake skin and clothed in a chainmail sari and poncho; where the rings on both are little brass skulls with ruby eyes and wings to keep them fixed together; with a giant bell at each elbow, ringing in new droplets of water to replace those in the mist that either age into ice at her base or rejuvenate into steam above her.

Pressyne enters Creation whenever a marvel or artefact that was made to give eternal life is threatened with damage or destruction, in which case her song; as she only sings on such occasions; will cross the sand of Cecelyne and demand the offender cease their actions. If they do, the demoness will remain in Malfeas and no great conflict occurs. If the desiccation of what Pressyne sees as most precious goes ahead, she'll cross the Endless Desert and hunt down the transgressor. Although she is a skilled combatant, Pressyne prefers to curse her targets, even if her curses mostly need water, acid or blood as a medium to act through. Lucky mortals need the first and are filled with the third. Yet when hexes are not enough, she turns to her Soulsteel daiklave, Requiem of the Lyrist, a grand daiklave of such sad love and eternal loyalty that it's every blow fills the victim with tears of distress for their own mortality and their sins against the long lost Primordial and the now imprisoned Yozis. This sword remembers the last days that Pressyne sang with joy in her heart, requiem of the Harpist used to be call Orfeo, a musician in the early Shogunate who nearly broke a immortality bestowing lyre in protest to serving a dragon blood who had murder the infant children of a Solar whose concubines the terrestrial then defiled to death. Orpheus heard the song of Pressyne and plead to her to let him make music with her. As she could only leave Malfeas if the harp was broken, Orfeo did so. Pressyne and Orfeo made beautiful music together and lived many years in Creation, even mothering a child for him. But the 2nd circles innate nature got the better of her, so the Enduring Waters had to murder her mortal lover. His soul was about to move onto Lethe, but Pressyne begged the lyrist to stay in Creation or return to Malfeas and become a lord with her. But Orfeo knew it was the nature of things to return to the cycle of Reincarnation, just as the Primordial including J'Qeju had decreed when making Creation. So, she grabbed her foolish lover's soul and dragged it down into the Underworld to be reforged as a daiklave. Now Pressyne no longer sings for joy, and only sings to communicate across worlds. Although some of her first circle serfs swear to hear her humming ancient love songs as she pucks on nearly unseen string of oily mist along her daiklave.

Pressyne is summoned into Creation either to make Fountains of Youth or to curse the enemies of her summoner. She prefers the former work, although all these fountains either cause addiction, fear of loss, obsession with continuity, hatred of change, a desire for true immortality, hated of ephemeral/mortal beings or any one of a number of curses. The Fountains also only renew the person, they do not grant true immortality. Pressyne has intimacies towards Prokletije, her third circle (mourning for a tortured patron), the Fountains of Youth (Joy in duty and pride in artwork), Requiem of the Lyrist (Devotion of a mournful lover), her demon blooded child (how do I look after this thing?), tragic loves (recognition of a similarly suffering), immortals and immortality (unconditional love), curses (all too fun), the memory of the Primordials rightful glory (tragic pride), things that aren't as they first appear (good humour to a familiar trick) and finally: water, acid, oil and blood (the beauty of the flow)

Progeny of the Maternal Anti-rudaali clothed in Memoirs of Uncounted Wards:
The Chriek look like two easels put back to back, with 3 pairs of arms, four legs and a small head on the top that is basically a single eye that bobbles around to talk. They are generally unassuming demons except for the 'mess' that they make, although many consider it art. What these demons produce are etching on brass plate with enamel inlays to put in colour, except for the sacred azure, and each etching is a fairly accurate picture of what the Chriek sees over a five second period. Since they produce the brass by magic and are always working on two pictures, one per easel, the number of these pictures is staggering, and tend to just end up as clutter around them.

Chriek are popular amongst all ranks of demons; the Citizens and the Unquestionable like their portraits taken or moments of great glory and fame. More common demons found an odd tick to the Chriek's personality's is that they known exactly how many pictures they have drawn and what happen at each picture. This precise cataloguing of their memories allows them to operate as impromptu clocks in hell as well as chroniclers of history, with the added benefit the most extreme punishment that the Priests of Cecelyne can do is kill the Chriek as the only possibly chronometer possessed is the demon's memory. However this fastidiousness also means that the Chriek will count anything they can and try to list and record all sorts of data. The other major personality quirk they all share is a hatred to the appearance of their own kind. Whenever a Chriek makes a picture with one of their own kind, the picture will first burst into flame and then melt itself into yet another Chriek. This will obvious cause a chain reaction of new demons, often leading to a perfect example of 'Malfean population control' - otherwise called a slaughter. For this reason, these demons also dislike mirrors and other reflective surfaces.

Chriek enter Creation whenever an artist makes an accurate representation of a demon in any form of art from their memory. Chriek are summoned mostly to draw pictures - either for the sorcerer's ego or to record events - and for wise sorcerers, to count out small and fiddly objects. Their intimacies include a negative one to their creator - Pehtalka Puhst - (HAVE YOU SEEN HER!), a negative one to the appearance of their own kind (Not another slaughter), a negative one to mirrors and reflective surfaces (Hatred towards their own image), counting (Fun!), the passage of time (just because the Cecelyne wants to make it illegal to know), lists and categorisation (more fun), art (It's not just a lively hood), accurate portrayals of the past (duty) and memories (all the best times of life have already come and gone).
Progeny of the Creator of half-beautied life:
Sometimes demons go to close to the heart of forests and find things that shouldn't be - even by Malfean standards- with wild animals fused to urban implements or ruins of settlements so desecrated as to churn the stomach of any hell-thing. If any 1st circle or mortal finds such things, they should not touch anything and either proceed with caution or run away, for that is the domain of the Bim'jaq, fanatics to their duty, and probably the most feared of Ceto's demon progeny, even if they look like oversized green furred squirrels with incredible foul mouths - in look, smell and language.

The Bim'jaq were created to protect wild and untamed parts of Itzpapalotl, and for a while they were successful at keeping peace in those forests. However, a combination of their sheer hatred for any form of civilization and their addiction to the base pleasures of life - wine, women and overly crass language - lead them to rampage across those iron woodlands and enter war with the prehuman races that they were supposed to keep balance with. After their subsequent defeat and exile, the Demon Rangers spread across Malfeas, hiding in dark corners of untouched or wild land and begin their long vigil against demonic civilization. If their warder domain is threatened with urbanisation, they'll simply swarm down into town and destroy every building and utility of city life. All sapient life they meet they'll try to kill and with the remains of demons and equipment the Bim'jaq will attach to wild life in their warded space to keep it 'safer'. Such incursions can be stopped with massive bribes of base pleasures to their satisfy the hedonism, and can even be made to go on quests or help out if bribed regularly enough.

Bim'jaq are mostly summoned as guards and protectors, as their combat skill are incredible compared to many other 1st circle demons; or as guides through nature - due to their knowledge of wild plants, animals and ecological systems; few, if any sorcerers summon them to do prosthetics on wild animals - it's just not a very widely known trait about them. The Demon Rangers can enter Creation if a forest or other wild land is desecrated and the local spirits not appeased for the loss of territory, with these demons siding with the local deities to take vengeance on the foolish mortals that do such terrible things. Their intimacies include Ceto (**oo*y Unrequited loyalty), untamed lands - especially forests (*u**i** Love and Joy), Wild animals (Our *a** little wards), Squirrels (**oo*i** Kinship of form), a negative one to civilization and built up areas (*e***o*e* filled to the brim with **i* and **a**y stuff), weird prosthetics (**oo*y marvellous) Violence (*E** YEAH!), alcohol (BRING ON THE *E**I** BOOZE!), Carnal Pleasures (*u**i** love a good *u** with the *i***e*/*a**a***) and unbelievable amounts of coarse language (Well that's just *u**i** obvious)
Sometimes even failures must be remembered. So when Ceto worked on her ninth type of demon, she made something to memorialize the fall of Iakiju into J'Qeju - the J'Quz. This look like little white crabs with Malfean brass for innards, and are general found in great hordes, sucking up all the heat in the nearby area, freezing whole streets by themselves. Some smart demons and citizens of Itzpapalotl keep them in large boxes to act as what Earthlings would call an ice box or a fridge.

J'Quz live to eat heat, there is nothing else in existence that really interests them. As such, they tend to gather around the forges of Hell and the Endless Desert, and in the latter they form great hordes, devouring scattered particles of thermalized essence to continue their existence. In the Demon City the Heat Eaters are seen as vermin, regularly attacked and killed like rats or cockroaches. And while their goals are limited by demon standards, the J'Quz are actually quite intellectually and tend to know more than the other 1st Circle Demons that they share damnation with. For example, they know that if you break the shell on one of the Heat Eaters, it will rapidly regenerate by secreting a white slime which seals up the crack, with any excess curling up into small spheres and becoming more of the J'Quz.

The J'Quz enter Creation whenever a person freezes to death within a short distance of fresh ash and cinders. When summoned, they are most useful at stopping fires and keeping things cool, but their lack of care means that intellectual pursuits are not the best reasons to summon them. The Heat Eaters have only three intimacies: J'Qeju (Why doesn't he love us! We're his mascots!), Eating heat (Duty and Hobby) and the Survival of their kind (Let us all live to eat)
In the little dark corners of Malfeas, one can sometime see what seem to be a pair of red eyes. While many dismiss this as a facet of Hell's oddities, a clever mind realises that such thoughts seem to come from an outside source. That would be the Rogehpleb in the corner, the Stealing Shadows.

While not widely known, the Rogehpleb do not try to hide their existence, only their presence. They are very honest creatures, it's just that if they choose to keep a secret, they will do so. The greatest secret they keep is their duty - to steal inspiration from other demons and bring it back to Ceto. However, this is not useful to Ceto most of the time as most demons are unimaginative, especially in ideas of making new monsters. As such, these demons rarely report back to their creator, but that doesn't mean they achieve nothing most of the time. Their secrecy, helped by literally being slithering shadows with red eyes, allows them to serve as excellent spies for other more powerful demons and occasional as strategic advisors for gangs, as they can get ideas for new crimes from rival groups.

The Rogehpleb enter Creation whenever a theft is committed on the night of a new moon, using the natural darkness to hide themselves for a time. They are mostly summoned as spies and saboteurs, as their ability to read minds and steal ideas is perfect for such work and their ability to keep secrets is incredible, almost to the power level of 2nd circle demons. However, they lack raw strength in their material form, so are not to useful for most physical actions in their line of duty; and finally, the Stealing Shadows are not very well known, so most sorcerers never even find out about their existence. The intimacies of the Rogehpleb include Ceto (Loyalty to a disappointed mistress), Shadows (Home sweet home), Secrets (All mine), a negative one to the material form (embarrassed for weakness and uselessness), Minds (Good reading) and New Ideas (Wasted in the hands of others).
No-one suspects some random deaths in Malfeas are perfectly predictable, and even foretold by the victim. It was however hard to believe them as they keep quoting the same phrase in their mad, paranoid rambling - "Zak'kaqin'gim"; a phrase that has no meaning in any language, but the victims often claim it does. Some have tried to follow these ramblings for clues to such deaths, but this only leads to another predation. Survivors describe their attackers as having the outline of a strange mutant, but made up of the bodies of various animals, demons and peoples that look like they've all been packed in to fill their outline. Those who survive for too long or too often tend to fall into ever stranger and more dangerous incidents until they die. These include burning in invisible flames, being disintegrated bit by bit from poisoned wounds, brains melting out of ears and many other twisted ways; but all share one trait, cut marks on the target where the death seems to start from.

The Chimeras Unknowable are as such, largely unknown by the forces Hell, but all attempts to investigate lead only to vague suggestions that Ceto made them to hide her secret's and failures, this is mostly conjecture. No exact philosophy, cause or motivation has been found to drive their actions, and it seems they create conspiracies and cabals for unknown and forbidden reasons. It's unknown how more are made, but many demons seem to know the term Zak'kaqin'gim on day and forget about it the next, just before a spike in mysterious and unexplained events.

The Zak'kaqin'gim are completely unknown in Creation, so no sorcerer has summoned them, according to available intel. There is also no known way for them to enter Creation on their, even if their goals would take them there; although this is only according to what has been pieced together about them. Their intimacies are obviously unknown, but likely include Ceto, their own secrecy and their hidden goal or goals. That's of course, if they even have intimacies like other beings.
Progeny of the Hunter of the Dragon's Enemy:
Aredba look like headless sheep with bodies made of gold and transparent wool; easy pickings for any daring demon looking for a bit of treasure - right? The Fool Traps are well named, with the body actually being made of low grade brass and the wool is barb wired glass, cutting any thief who tries to take a piece of the demon and those dumb enough to continue fail to get any sort of reward. What is worse is that the Aredba's wool will start to clamp down on the thief's arm and the whole demon's body starts to vibrate. If the felon does not get their arm out of the wool, then the Fool Trap will explode and kill their attacker; although the Aredba will survive as a body of smoke that condense back into the shape of a headless sheep.

Aredba don't seem to mind these explosions when it happens to them, and they don't even seem to mind how they attract greedier and egotistical demons with their bodies of apparent wealth. Infact these demons seem to have very little personality and will blindly obey whatever order given to them with enough authority. The only personality traits they seem to exhibit is a mute parody of characteristics from their last order giver. It should be noted that if one of the Fool Traps hasn't been ordered for several hours or days they'll just find more of their kind and just gather around, vibrating in what seems to be a strange equivalent of speech, although no-one has ever deciphered it. Since they are otherwise mute, the exact nature of these gatherings is not known. Another popular theory is that they use such occasions to increase their population, as more of the demons seem to come out than in.

The Aredba enter Creation when ever people are tricked into gathering in large numbers - the more deceptions played, the more demons appear. They are summoned mostly to act as decoys against burglars and as explosives to be used in siege warfare, although when summoned they'll only obey the sorcerer and not change their loyalties. Binding isn't important if the summoner has plans to have the demon be alone or with loyal allies/subordinates during the period of it's service, as the Fool Traps will simply accept any order without question. The intimacies of the Aredba change to match those of either the last person that gave them an order or of their current summoner.
Progeny of the Worm that stands to watch:
Aeaea sometimes need extra eyes across whatever layer, and while she now uses enslaved first circles, her original solution was the Akutav. These demons look like the moles of Creation except with no eyes and the top half of their head being covered in strange ultramarine tentacles that burrow underneath a layer of Malfeas and wait under the surface, only coming out when they sense danger to alert Aeaea. Problem was the Akutav came out insane, where the Worm that stands to watch was a worrier and obsessed with safety, her demon moles literally worship the acts of destruction and mayhem unleashed by the cupreous natures of the Yozi.

Akutav aren't sadist, more like children revelling in chaos and enjoying the show of explosions; something that worries most other 1st circle demons. The Disaster Diggers simply want to play in the ruins as they form, and as they seem especially sensitive to the essence of each Yozi's presence, they can very accurately predict the imprisoned primordial's arrivals and thus celebrate their arrival by burrowing out to the surface and destroying everything in sight. This means that one can predict the arrival of dangerous Yozi like Adorjan, Hegra or Isidoros, letting other demons escape the carnage, not that the Akutav want other 1st circles to leave the party and will try to keep their fellows in the 'revelry' of anarchical destruction. It's only when the disasters passes that the Akutav show any sense of seriousness, mourning those who didn't live through the chaos, with streams of tear like slobber coming from each of the Disaster Diggers, and where two of these streams meet a new Akutav is born into Malfeas to join in their buried waits, looking forward to the next catastrophe.

Akutav enter Creation whenever someone renters a disaster zone after a safe escape of their own volition. They are mostly summoned as watchmen and to undermine fortress, although legend has it that some Solars mass summoned these demons to wait under cities and destroy them if the metropolis fell into enemy hands; although since no city has fallen by such means since the Solars fell, yet. The Disaster diggers have intimacies towards their creator, Aeaea (Why doesn't she love us as we love her), destruction (cool), their own kind (an undemon-like kinship), destructive yozis (AH YEAH!), digging creatures (kinship) and the earth (home sweet home).
Progeny of the Mercenary of the Dragon's Vice:
Kurupi was once asked by a First Circle upstart to give herself a great pleasure in exchange for an immense treasure. Although he thought it was a trick, the 2nd Circle granted the wish, and created a pink liquid that entered the other citizen of Hell and gave her ecstatic pleasures. When she didn't repay him, the Mercenary of the Dragon's Vice clicked his fingers and the liquid started to torture her from the inside, forcing the lesser demon to honour the deal or live with the pain for the rest of her existence. What happened to the deal breaker is unknown, but Kurupi was pleased with his new spawn and created a group of silver clouds flying over Malfeas to occasional rain down with this new kind of first circle demon - the Ineusa.

The Fluid of Sensory Opposition taste like a strangely delicious mix of fine wine, bloody milk and the tears of dying maidens, and they can be drunk by demons and mortals. In this state they can make the target experience great pleasure or pain with a mere whim, and can leave by soaking out of the pores in their host's skin, but since it is not a true possession the Ineusa cannot control the host's actions, use them as a mouth piece or be banished via traditional methods. The herbs of oregano, mint and chives repulse these demons and a large intake of them will force the demon out of their host. Since the Ineusa are fanatically loyal to any form of authority, they are useful enforces of the will of more powerful demons to keep other minions in line. Only three things will make them refuse to serve a powerful master, the first if that master already has an Ineusa, although with good reasoning or building on their trust one can usually get them into line. The next two are based on the formation of the first of this demon species - they'll never trust oathbreakers and females must prove the worthiness of leadership. Although some Ineusa are just as stubborn on the third restriction as the second, and some of the most foolish of them have cursed Adjoran, mocked Hegra and insulted Kimbery. Obviously the Priests of Cecelyne have shown no mercy to such fools.

Ineusa enter Creation whenever a mortal murders another human for being involved with a broken oath, whether or not they were. They are summoned to keep minions of sorcerers inline - by the carrot, or the whip. Ineusa have intimacies towards Kurupi (Fantical loyalty), their justified authority (Fanatical loyalty beyond that to Kurupi), extreme sensations (the great truth of reality), enforcing loyalty (it's a job - a good job), a negative to women (they're misogynist - get over it, they're also demons), a negative one to oathbreakers (once trust is broken for one, it can never be regained for anyone), fellow misogynists (unholy and unwholesome kinship), knowledge on the insides and biological systems of mortals and demons (actually quite interesting) and a negative one to mint, oregano and chives (ugh - disgusting).
Progeny of the Laughing Horror:
Malfeas is hell. Some miseries are great, the imprisonment of the Yozis or the laws of Cecelyne. Others are just annoyances, like the Iotnaidi. These look like half a foot long rod with frills on each side to act as wings. The behaviour of the Pokers is simple, the fly around until the find suitably irritable demon, and then they poke the demon. This does nothing but annoy the other demon. If the demon make any sound of suffering, then more Iotnaidi will gather in the area and start either poking the first victim or some other victim. This often causes great swarms attacking whole layers of Malfeas, and on rare occasions, the vary Yozis themselves (although the last time they did that, Adjoran kill millions of them), only the Laughing Horror, JQeju and the Ebon Dragon will be ignored by the Pokers, and the Glacier that Preserves is only ignored by these demons to avoid being frozen forever.

If destroyed, Iotnaidi will create a splatter of magic goo, which causes some further form of suffering anyone caught in the blast radius: Purple ones (leave a luminous patch of disgusting colour that goes through any number of clothes/armour layers for a year and a day), red ones (the victim's body will vibrate to make an annoying noise for a year and a day), orange ones (the victim will smell awful of a year and a day), yellow ones (the victim will itch were the ooze touched them for a year and a day) and green ones (the victim will taste delicious where ever the ooze touched for a year and a day - avoid the Ebu Gogo or any other man eating chefs like crazy). If the ooze can be washed off, which require either acid diluted by Hveðrungr himself or water blessed by a servant of the Unconquered Sun, it will bubble up and warp into some dark cavern in Cecelyne to congeal as new Iotnaidi.

Iotnaidi have little use to summoners, and even as weapons or mass distraction they are inefficient as they attract more of their kind in Creation if let to do their regular duties. However, they are weak willed and easily dealt with - making them useful tools for young demonologists to learn how to summon demons properly. The Pokers have intimacies (if they can be called that) to Hveðrungr (Won't pick on), the Ebon Dragon (Won't poke), a negative one to J'Qeju (Too dangerous to poke) and a one to suffering of other beings, especially to other first circle demons (YEAH!).
Progeny of Siren of the Dead:
Rolling across the floors and roads of Malfeas are small brass cylinders with little spikes around the rims to keep them raised above the hellish filth and demonic grime. If one manages to get a closer look at them, you'll notice that at each end is an eye with a slit pupil and a two seams that run on opposite sides of the cylinder. If one pulls at the cylinder, it will open at the seams when the two pupils are in line with them, revealing a scroll made of azure paper and letters that bleed into existence vermillion ichor. If opened against it's will, this cylinder - an Elimi - will clamp down and crush the fingers of the opener in a savage brass bite.

Note, Elimi are capable of operating in day to day via one of two means. The first is a hook and near invisible threads that can be shot from each spike and can extend up to a mile - acting as extending limbs for the Unliving Deals, allowing them to act upon the world. They also have several human souls that are bound to them, and this is where the Elimi make their mark in the world. They enter Creation when a mortal states that their own soul is worth less than some object or goal, and offer their services to help the human fulfil their dream. But to avail of this service, the mortal has to sign on the dotted line - one leave a drop of blood - on the scroll section of the Unliving Deal. Now the mortal's soul is forfeit and the moment they die the Elimi will have one more undead servant. There is only 3 ways out of the deal: Kill the demon, give it something of greater value or Exalt. The last causes the Elimi to burn up and break the out casing into several shards, with it's bound souls being freed.

The Unliving Deals are made from scrolls made in the Siren of the Dead's fiefdom - if not looked after, all scroll will animate into one of these demons. Elimi are summoned into Creation for random jobs, dealing with ghosts and advice on deals. When they are summoned, one should keep an eye on their intimacies, which include: Ligeia (trust and adoration), ghosts (Good little slaves), bureaucracy and dealings (Hobby), challenges (What else is life?), a negative one to being opened without permission (SO MUCH PAIN!) and a negative one to the very act of Exaltation (It is Death, the destroyer of Hells).
Progeny of the Demon prophet:
The Yozis want freedom, and as such doors that are locked must be opened. So Elymas created the Clothro to open lesser doors for the least of demons, to try and figure out some way for the Yozis to escape. These demons look like floating cubes with tentacles stretching out from each corner, a mouth for each edge and an eye on each side. They fly around Malfeas, unlocking any lock they find, with their tentacles which each end in a different style of key.

The Clothro serve across Malfeas as locksmiths and lock pickers, as their knowledge of all sorts of locking mechanisms is invaluable across the Demon City. What is strange is that they demand knowledge of Creation for payment, ignore essence, physical goods or local currencies. Wise demons know that making friends with the Clothro is a good idea, especially if the demon knows how they can enter Creation without being summoned. See, the Clothro are addicts to the pure air, the azure skies, rivers of water and nations of mortals that do not exist in Malfeas, and they'll try to share that experience with any demon they can. As such, the Keys the Float between Worlds will try and set up circumstances for other demons to escape hell.

Clothro enter Creation whenever one it's denizens fails to bring another type of demon in through it's innate manifestation method. They are mostly summoned to get passed complex lock systems or to teach about the various kinds of demons and their interests in Creation, however a summoner must be cautious, as the Clothro will try to bring more demons into Creation if not properly overseen. The Keys that Float between Worlds have intimacies towards Elymas (Guider in the path of demonology), Knowledge (is Power), Creation (So pretty, so nice -MUST HAVE MORE!), the colour Azure (Like Creation's sky) negative one to the conditions in Malfeas (UnCreationlike), Keys and Locks (Toys, such wonderful toys), Freedom (What is needed) and other demons (kinship).
Elymas was once told his religious activities were all a farce to control the mortal population. The Demon Prophet asked if the mortal would follow any cause to it's end, with the human replying that no spawn of the Yozi could do that. Taking it as a challenge, the 2nd Circle Demon created what looked like a lemming with four horns, tusks, saberteeth and nine whip like tails. With this new 1st circle, the old man's whole village was driven into a suicidal madness, forcing him to be driven off a cliff in the mob's rampage. Elymas was victorious, and the first Knout was unleashed upon the universe.

Knout now swarm across Malfeas, a scourge to all the multitudes of hell. They gather in great frenzied meetings, with their loud shouts and adulations driving other demons into the same twisted stated and helping the chorus build up and affect more civilians of Hell. After a point this just leads to everyone involved into a carnival of suicidal stunts - every form of 'entertainment' that is put on kills or tries to kill the participants, leaving whole areas of Malfeas desolate of life. The Knout often Survive such events, as they are tough little demons that seem to survive most that the world throws at them. Which is annoying for most demons who try to kill them on sight. Luckily the Knout are few in number and no-one knows how they come into existence. This lack of population growth is the only thing that keeps the Flagellant Lemmings from fulfilling the deepest desires for self-destruction.

Knout enter Creation whenever multiple people commit suicide together - these demons will try to encourage more death amongst mortals. They are rarely summoned, due to the Flagellant Lemmings being a fairly new species of demon, but if they bound, they are best used for crowd control or designing original execution methods. Their intimacies include Elymas (Guide and creator), Death (Entertaining), Self-destructive behaviour (Fun to watch, fun to do), Festivals (SHOW TIME!), Mobs (Home sweet Home), the preservation of their race (If we die, who'll lead the carnivals!) and pain (For the lols).
Progeny of the Piper of the Dragon's Brood:
The 2 foot tall Kuchisake are ugly beings, with four pairs of arms with mouths on the back of each of those hand, seven pairs of wasp wings, pointed ears that curl into strange and eldritch patterns luminous green skin with yellow mottling, scaly hand like structures for hair, erratic horns and spikes growing out at all angles and a twisted face - it's main feature is a x-shaped mouth that meets where a human would have their nose, so that in each quadrant of the face there is a nose and two eyes randomly distributed. So what do these demons do? Shock troops? Torturers? Assassins? No, they are messengers, being some of the best, and worst, in Malfeas.

They get their title, The Mouth Pieces of Lords, from their service to more powerful demons, as each Kuchisake will magically bound themselves to a Citizen of Hell (or one of Unquestionable if they're really luck), and the citizen can speak through their new first circle herald, as well as get valuable information from the lesser demon's senses. Although the master of this relationship must focus to benefit from this mental link, and most of the time they can only tell where the Kuchisake is at the present moment. However, control is needed when dealing with one of these demons are physically hurt by silence and will often make small talk about anything to ensure some level of sound, whether just about the weather or some secret dealing that their master used them to make. The sound of flutes and children's voice have strange affect on these demons, the first makes them enter a euphoric trance and the second is something that they'll never talk over and even declare to be greater than the music of the Yozis.

Kuchisake enter Creation whenever a messenger fails to deliver a communication due to children or music, with the demon making it there mission to deliver the waylaid message. After that, they'll offer the services to the message's recipient and then the message sender if the first offer is turned down. This lack of violence makes them one of the lower demons to exterminate in the eyes of the Sidereals and the Immaculate faith. The Mouth Pieces of Lords are usual summoned as messengers, and since the Shongunate some have been expressed bound to serve as a sorcerer's mouth piece in Malfeas. Another interesting use is to gather information on powerful demons by summoning that demon's Kuchisake and simply making conversation with them. Their intimacies include their creator, Jasy Jatere (Loyalty and trust), their current patron (Absolute loyalty), talking and sound (it's beautiful), the sound of children's voice (bliss), flutes and their music (addiction), a negative one to silence and quiet (the pain! THE PAIN!) and servitude (What point is freedom?).
Progeny of the Enduring Waters of Repair:
In the depths of Kimbery, few demons survive, but amongst all the acid it is possible to find some. Amongst these persistent few are the Melqart, psychedelically colour dolphins with the tusked faces of ogres and the beautifully cut rubies for eyes. Those who are dying are often relieve to see the Melqart, as the demon will offer it's services to save the victim from their suffering. Do not accept this offer under any circumstance. Melqarts can only act on another target if the target asks, requests or orders them to do so, and the Recreationist Dolphins always do the opposite to what is asked for - a call for assistance will be meet with violence. So to many helpless victims murdered in their darkest hour.

However, Melqarts are not sadistic, just inverted. When the kill another being, they eat up it's corpse and remember it for the rest of the lives. Whenever they break the surface of Kimbery to breath, they release a mist of fine acid which condenses into copies of all the victims that the Recreationist Dolphin has ever eaten in their life, although the new copies will have an immunity towards the acid of Kimbery. These copies can only last a year and a day for humans and 1st circle demons, but more powerful spirits are regenerated when recreated in such a manner. Melqart use this as a reproduction method, as their copies are permanent beings. The only two things they cannot eat are ghosts and Exalts, they can't digest either of them and their charms don't work on them.

The Recreationist Dolphins enter Creation the first time a piece of art is made in memory of someone who died of drowning. They are rarely summoned by Sorcerers but can be useful as either marine combantants or summoning armies of cheap demon copies in the middle battle. However, acid is need for the latter affect as water and blood just don't work with their magic. The Melqart have intimacies towards Pressyne (Mother figure), Kimbery (Adored patron and home), Oceans and Seas (Why can't the land be like this), a negative one to the land (Can't swim there, so it's no good), acid (burnie burn time!), strange and unique thought processes (All minds have tricks), a negative on to ghosts (Dang it!), another negative one to Exalts (DOUBLE DANG IT!), one to memorials to the lost, the forgotten and the dead (No must be forgotten) and one to all they have eaten and 'remembered' (Never forgotten, Never lost, Never dying).
Gyushi hates insects after his battle with Alveua, and so he created the Wanemep'hou as the ultimate exterminators of any insect problems in Malfeas. A weird side effect of this emerged from Gyushi's own nature, in that they also sought to undo damage and creations of those vermin bugs, leading to their reputation as some of Hell's greatest builders.

The Wanemep'hou look like two headed anthropomorphic anteaters with rubbery, bending and stretching flesh armed with five pairs of arms. They're often roam around the swamps and jungles at the edges of Malfeas' urban areas, searching for anything vaguely bug-like, and then killing it by catching it with their 10000 barbed tongues and crushing it too death in the tiny space that exists in their mouths. As their prey dies in agony, it's innards alchemically altered in the bowls of the Wanemep'hou into a black, obsidian like concrete. This material can then be secreted from anywhere on the demon's body, to be used as a construction material. Strong and tough, the material is too heavy for tools, but is a perfect construction material. The substance also grows and changes, warping it's mass while glowing a unique colour and hums an original tune. This change does not change the volume of the substance, so gaps and cracks grow, which the Wanemep'hou have to fix again, forcing them to take residence in one area or be wandering nomads to avoid the wraith of angry demon homeowners.

The Anteater Repairmen enter Creation whenever a building must be repaired due only to insect's interference. They mostly get summoned to do repair work or pest control, although one tends to lead to the other, as they must replenish their building supplies via insectivorous consumption, and too much eating causes them to explode, with the bleeding wisps of essence from their bellies condensing into new Wanemep'hou while the old one slowly regenerates over a period of 23 days. In those 23 days they ponder their intimacies: One Gyushi (Loyalty to a father figure), repair work (funsy times!), ruins (playgrounds), a negative one to insects (they're only good as food!), one to eating insects (they are good as food!), a negative one to anything they know to do with reproduction (it's so painful!), and a negative one to Alveua (*i***!).
Progeny of the Herald of the Dragon's World:
Mbói Tu'i is rarely seen without his favoured demons, the Seviwt'ne. Appearing as great moving trees made of mud and ash, their lower half a twisted collection of 23 on 23 roots that drag them across land and lake beds. Most noticeable is their purple needle leaves covering their 800 spider-leg branches, all of which continually coat a large bulbous abdomen with the particles of mud that are always breaking off them. When the Seviwt'ne die, this abdomen bursts open and releases thousands of little new demons. If they can't reach a body of acid or water they'll simply break down into dust and die. These young Seviwt'ne can also create small portals back Malfeas if they are born in Creation, so attempts to breed them as servants have usually failed.

Another noticeable trait is what seems to be the lack of eyes, ears or noses on the World Bending Trees. A closer look at all the particles that break off the demons reveal that they are tiny-mouthless heads with a forest of ears for hair. Using these particles, they can see far beyond their physical body and can even make acid safe for mortals - at least safer than Kimbery will allow. General, they can focus their demonic powers through the particles to either help with Mbói Tu'i's 'redecorating' or to stabilise the results of such labours. However, these particles are constantly dying, giving pain to misery to the Seviwt'ne. These particles also roll slowly if not focused upon by the Seviwt'ne, drawing ever closer to Mbói Tu'i, acting as messengers to the Herald of the Dragon's World about his 'fiefdoms'. If the particles don't come it means only one thing - the World Bending Trees are gone, and in Hell that means death in 9 out of 10 times.

The World Bending Trees naturally enter Creation whenever a field, orchid or garden is consumed by the nature because of the owner or tenants desiring to profit somehow from this state. They are also summoned to act as gardeners, builders on more esoteric manses and to use their particles as sentinels for such sites. However, a sorcerer should know their intimacies include Mbói Tu'i (Absolute loyalty to their true master), forests and swamps (home sweet home), mud and soil (it tastes like steak), the colour black (Look Pa'! I'm Invisible), horticulture (damn work!) and their strange drawling accent (YYEE-HHAAWW!!).
Progeny of The Volcano of Freezing Flame:
Phlegyas is creature of pure rage, and all that is spawned from him is filled with such twisted fury. As new furious thoughts sear through his flesh, they boil away and burst forth as new Shiqq. These demons then fulfil various dark and twisted desires of the progenitor, or more what they think he wants. Like most Unquestionable, Phlegyas rarely pays attention to these first circles as individuals, although his unique interest in them means the Shiqq constantly fight each other, anything else that annoys them, to draw the attention of the Third Circle.

Shiqq look like statues of obsidian that move by breaking up and molten innards pouring out to take the new pose, all while bright orange smoke belches from the cracking bodies and green lighting flashes revealing their twisted faces as they speak or reveal and poisoned bronze blades shooting out while bite and scratch. While they are usually fairly slow, Shiqq can speed up by hurting themselves, although they regenerate at an annoyingly fast rate. Their tough bodies, cold-fire creating toxin and anger-tempting battle-cries making them terrifying enemies, as is the fact that they devoir unfilled furies from those who fall around them, growing from the size of little cats all the way to tyrant lizard swallowing abominations. The largest of all first circle demons was a Shiqq called Natas, who grew so large that he smashed through whole layers of Malfeas and was mistaken for a spawn of Kimbery. This insulted the Yozi and lead to the pretty horrible death of the poor 1st circle. Since then the Shiqq are not allowed to eat the hunger of Malfeas himself.

The Burning Vendettas can enter Creation when a person's own anger gets them burned, with the smoke mixing with the emissions of the demon to drag them through five torturous of Cecelyne, leaving them in a bad mood. The Shiqq are generally angry most of the time, having fury towards almost everything. The only things they aren't angry are their progenitor and anyone who shows them respect or gratitude for their work. The Burning Vendettas don't understand this concept from anyone but Phlegyas, and will often try to stay by a sorcerer after their time of binding is over, partially out of loyalty and partially to satisfy their new found curiosity. Their intimacies include Phlegyas (Loyalty and devotion), anger (addiction), acting on their temper ((not-)guilty pleasure and necessity all rolled into one), Malfeas own personal anger (desired contraband), Violence and combat (kill, maim, butcher (burning is always included)), people who show trust, respect or gratitude (surprise and desire) and a negative one to almost everything else (pure RRRRRRRRRRAAAAAAAAAGGGGGGGGGEEEEEEEEEE!!!!!!).
Progeny of Conqueror of the Dragon's Wretches:
Hell is always in need of more powerful and dangerous minions, and many 2nd circles have designed various solutions for this problem. Luison solved this by corrupting weaker demons with one of his progeny, the Tron'lotou. These look like little copper fruit with hellfire pips scatter throughout it's skin and flesh found on pink ice trees with leather leaves. If a demon or mortal eats the Damning Fruit, it will shoot roots throughout their body, pumping them with essence and power, making the target stronger and more effective warriors.

The full list of the variety of abilities that Tron'lotou is too long for this description, but it includes vine like tentacles; pseudo-elemental breath powers of wood, ice, acid and leather; acidic blood; near invulnerable leather hide; vampiric auras and feeding off Malfeas' damning Ligierlight. Most importantly, they increase their hosts resistance to poisons and slightly increase their essence and health regeneration. These are both caused by the roots of the Damning Fruit filling the flesh of their eater. If they get to annoyed, they crush the will of their host and then with those last breaths, the Tron'lotou will take over the whole body and grow into a new tree, spawning more of it's kind. The best way to stop this is to keep control of the relationship between Damning Fruit and it's host as through their telepathic relationship. However, these demons enjoy puzzles, strategies and interesting fights, and if provided with such luxuries on a regular basis, the Tron'lotou will not fulfil their destructive drives.

The Damning Fruits only enter Creation if they are summoned, or are in a demon that they are in escapes into Creation. If summoned, the sorcerer must have an available host, as they demon that will answer the call will be a single unbound fruit, as such the choice of host must be carefully made. This is also an important decision for demonic husbandry, as the dying breaths of a slain host will decide the powers of the next generation of Tron'lotou. The First Age Solars even had a whole breeding project to Create what they considered the perfect Damning Fruits, although the trees were kept in Creation and destroyed in a political struggle during the Shogunate. The intimacies of the Tron'lotou include their Progenitor (Luison is the great artisan of flesh), Mysteries, puzzles, tactics and anything else that challenges their creativity (little games), innards (home sweet home), strawberries and gooseberries (edible delights), powering up lesser demons (THEY NEED ME!) and taking over the flesh of the week minded to make a new tree and spawn more of their kind (it's a job - a damn fun job).
Progeny of the Tempting Princess of Inchoate Azure:
Even Hell must drink, and the Uzrems'Ga are some of the best brewers in Malfeas, especially amongst the 1st circle demons. They even brew more of their own kind and the buildings they live in. Looking like small sea-green wingless-griffins with glowing runes instead of feathers and hairs, usual cloaked in pied and rainbow, they are most often seen in their breweries. These buildings can be small shacks with one brewer, to whole arcologies that brim with a thousand master Chaos Brewers and countless millions of demons just to keep these near heretical monoliths from being destroyed by the Yozi's endless fury; however, the Uzrems'Ga always have the same architectural style - twisted with unpredicticable edges but well fortified and inorganic in feel. These buildings are a warning about the nature of these demons, and if you see one outside the brewers, be very afraid.

The title of Chaos Brewers is not unearned, and they are not to be trusted. Any words from their mouth are not to be trusted, it will always mislead and confuse who ever listens, sowing the seeds of anarchy where ever they go. As alliances break down and societies erode, the Uzrems'Ga absorb the resulting chaos, and brew the Aidrocsid, a liquor of such high quality that it is sought by many 2nd circles and even a few of the Unquestionable, although weaker beings will suffer mutations if they drink too much. This patronage is one of the ways the Chaos Brewers are protected from furious mobs of vengeful demons, the fortified breweries also help. However, in order to make Aidrocsid, or cholconth even lesser alcoholic drinks to their own high demands, the Uzrems'Ga must have honest hands - so while their voices are treacherous agents of madness, their claws can only write the truth and make drinks that are the honest manifestation of their ingredients.

Chaos Brewers enter Creation in groups of 3 to 5 whenever a person's drunkenness causes them to destroy the brewer that made their intoxicant. They are mostly summoned to create fantastic and unique alcoholic drinks for their summoner, or in rare occasions, cause chaos and anarchy in the name of the master. Just don't expect them to speak honestly, dance or have an individual name; the first will confuse them, the second physical hurts them and the third is the only thing that makes them inebriated. Uzrems'Ga have intimacies towards Arati (Wayward Mother), Alcohol (Simple joy), Cholconth (Sadistic Joy), Aidrocsid (Pure Joy), Lies, half-truths and deceptions (Necessary frivolity), A good pair of hands (the only true tool), their breweries (Lab, Fortress, Home), job titles (proper nomenclature), a negative one to dancing (the broken bones, twitching muscles and sizzling skin) and negative one to personal names (Ugh, drunkenness is so horrible).
Progeny of the Guardian of the Dragon's Gold:
Hell occasionally gives small mercies, and one might think that a moving chest, over flowing with silver honey. If you're reading this and think that is nonsense, then you are not under the pale blue miasma that forms around the Xunan Kab. These chest demons use this vapour to get lesser beings into a euphoric state to avoid conflict. Those who resist may be able to force the chest open and find not only silver honey but also pure emerald jewellery. However, these demons can make the honey poisonous if they so desire, killing any who dare eat it without their consent.

So how do the Xunan Kab make their honey? The jewellery is the answer: When no-one is looking, the jewellery comes to life as little insects that fly around Malfeas. More like mosquitoes than bees, they suck out essence from other demons, returning back to their chest to brew honey from the stolen energy. This honey grows within the Xunan Kab, creating more jewellery instead of fermenting into mead. The only way to make this silver treasure alcoholic is to spray it into the breath of Teju Jagua, although every drop of this mead must be drunk within 7 hours, or it burn with a bright crimson flame from which new Xunan Kab will crawl out of.

The Xunan Kab enter Creation whenever a thief dies after a last meal involving honey. They are summoned solely for their unique silver honey, which is slightly sweeter than normal honey. These demons don't like it when they are simply opened up and the honey extracted from them, however bringing them to displays of gutting or heart removal will put them into a good, if grisly, mood. The Xunan Kab have intimacies towards Guardian of the Dragon's Gold (born to feed their progenitor), honey (guts), their vampiric jewellery (appendages and mouths), violent disembowelling (entertainment), idiots (safety) and a negative one to the strong willed (scourge) or anyone who has taken honey from them (revenge).
 
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Much of the struggles I encountered running Nerdgame, a 3e chronicle that likewise starred a pair of non-combat-focused Exalts, was that, since I went with normal Essence progression, they both just escalated to massive amounts of power to the point where, sure, they didn't spend much time fighting people, but when fights rolled around they stomped their foes with minimal effort. Fivefold Bulwark Stance is a very strong Charm.
Yeah, eventually Solars become real hard to challenge, but it is possible. Consider, say, a fae Cataphract. Imagine a hero unit one. Make a few extra Charms. Something for super speed, maybe, modeled off of Principle of Motion. Costing initiative to reflect the power the fae derives from dramatic stakes. They already can cancel onslaught and reduce soak massively. Give them stunt bonuses, as well. Maybe up their damage a bit. Perhaps they can add to the Overwhelming value of their weapon via Inspire actions to create a sense of fear or inevitability or some such, with each time they succeed creating, say, an Intensity score that adds its value to Overwhelming, +2, +3, +4, like Intimacy intensity.
There's a bunch of stuff you can do along those lines, basically, in fact. The basic statblocks are for giving a general sense of "power level" for various beings, so it's always good to keep in mind what the average example of a sort of being is meant to look like, but having exceptional examples of fae and spirits who can have their own answers to penalties and lacking damage lets you sometimes have a kickass sword duel while a giant monster rampages and the Eclipse Caste goes "Oh, shit, this guy really IS hella strong!"

I don't understand how people do this. It took Yatagarasu like five minutes after meeting her to come to the conclusion that this was someone incredibly important to pay attention to and be very careful around, and that was before his supernatural senses told him "in this room which includes a budding Solar lord wealthier than some small nations, a powerful and deadly demon, and two millennia-old fae warlords who survived the Balorian Crusade, this unassuming woman who isn't even looking at you is the most personally dangerous person to you right now."

Scary scary.
I fucking love that Charm, it's so useful for conveying neat information and general tone XD

Yatagarasu, the Eloquent Wing, is the God of the Language of Birds. Appearing under the guise of a raven often surrounded by minor phenomena such as deepening shadows and a cloak of starlight, he is a being of vast knowledge, deep insight, and profound wisdom, whose eyes and ears reach far and wide, and he has sway with all the birds of the Dreaming Sea. He knows what the raven knows, and has learned the path to every magpie's treasure.

...although that is a trick of language. While the title he is using is not wrong, it is a linguistics slight of hand. Yatagarasu is actually "the God of [Old Realm character for 'human speech'] of Birds." Which is to say, he is the god of teaching parrots and corvids human words.

This is not, as you might guess, as lofty a station as his title of choice is suggesting. Though on the Celestial Bureaucracy's payroll and in practice quite wealthy, Yatagarasu is a very minor god, with a small purview, mostly worshipped by parrot owners, cormorant fishermen, ornithologists with a specific interest in corvids, and the odd Wyld-mutated talking bird; slim pickings if he were to remain at his appointed station, and likely the reason he approached Juran and Butterfly, the game's Solars. It's not... clear... where exactly he's from or were he used to dwell, but he's off-handedly mentioned being a native of the Dreaming Sea.

Having spent some time scouting the Dominion under the guise of a mere raven, he chose a night of treachery in which an enemy of the Solars attempted a stealthy attack against them to reveal himself to them. Though he had some life-or-death information he could have bargained harshly for, he asked for fairly simple terms of alliance: a bond of friendship, mutual aid, a tithe of prayer, that a ban be made that no harm be done against any talking bird within their dominion unless one was attacked first, and that he be allowed to roam anywhere unimpeached, and that he be allowed to ask any question and seek any knowledge (this does not mean anyone has to answer him truthfully or at all, only that he cannot be condemned, punished, or intimidated for enquiring). In exchange, he would provide the Solars with the reach of his knowledge, his gifts of minor prophecy, and his aid as an advisor. A very fair deal, all things considered, but if one paused to think about it, one that makes perfect sense and is very advantageous to the god considering that he is a much more minor deity than he seems at first hearing and likely lacks a proper base of worship.

Yatagarasu's appearance was a second thought for a bit. He arrived at a serendipitous time and provided some very useful information about further threats to the Solars' lives, and they were grateful for it, but he kind of faded in the background as one of many valuable allies. He did warn Juran, the Eclipse Caste, that a powerful Bloody Hand (a literal god of murder) had been sent after him by an angry King of the Woods and was waiting for some particular circumstances to ambush and kill him. He saw through the glamour of a fae assassin and warned Juran before a deadly blow, which is attributable to luck or keen senses, which likely fall under a bird god's broad purview, but that assassin seemed kind of unusually sluggish and sloppy, considering the raksha are typically defined by grace. He also brought some helpful omens, useful knowledge, that kind of thing.

His most impressive achievement was the result of happenstance and bad choices; in the aftermath of the attack, he decided to go scout the territory of the Duchess Fantastical, the powerful fae lord who had sent those assassins. He was counting on his appearance as a mere bird to fool most observers and allow him to spy freely, which worked flawlessly up to and until he spied into the chambers of the Duchess herself, who saw through his disguise and called him a "shapeshifter," likely misunderstanding the ability of gods to sometimes take on a human form; she nearly put him under her spell with her majesty and beauty and charisma, but he managed to resist her spell while fooling her into believing he was fully in her grasp; in the following exchange of words, he managed to ask her, "would you give me your name?" The Duchess, believing him fully under her sway, smiled in victory and whispered her True Name to him - which, because she had agreed to give him her name, he immediately took, and flew away.

The Now Nameless Pretender's subsequent wrath had many dire consequences, although they were most dire for her, as she was in such a frenzy to kill Yata- I mean, the Duchess Fantastical - and take back her name, that she launches a quick and dirty murder attempt with her best elites instead of leveraging her vast armies and overwhelming military power, which allowed the Solars (and the Duchess Yatagarasu, hiding behind them and taunting her) to defeat her, a defeat to which Yatagarasu personally contributed by deploying powerful Wyld energies to unravel the Pretender's form, which is something that just makes sense for him to be able to do since he had a powerful stolen Fae title.

Since then, Yata's kept fairly busy - most days he's not seen anywhere and it's not clear where he is, though he's attended some very instructive lessons in linguistics with Butterfly, he's been practicing divination to find help in fate for his Solar allies, getting to know everybody so he's no stranger to anyone, he's managed to acquire a very small yet still highly valuable pebble of starmetal for Butterfly's projects, he's helped Juran fend off the murder god's threat for a while, and after Butterfly mentioned to him her trouble finding an island suitable for her projects (magically potent but currently unoccupied by humans), he recalled the tale of an island hidden from sailors under the Constellation of the Mask, home to a powerful hellish entity whose designs threaten the stability of the world's fabric, which would fit Butterfly's designs exactly should she be able to slay its current occupier; she's set her sight on it and he's agreed to help her.

All in all, though he's still very new to the story and easy to forget when he's not around, I'm pretty happy with how Yata has been making his mark in the game so far, and am looking forward to future session.
It's such a great addition to a Solar's game to have a minor god hanging around, showing that even lesser spirits can do neat stuff~

Juran Heartsong is a character born entirely out of the idea that most people don't quite grasp how weird religion gets. And I'm not talking some ancient mystery cult from the exotic orient or whatever, you pick any religion and you crack open a history book or talk to a theologian and you'll see some fantastically creative, inspiring and just plain weird stuff. So in the spirit of that observation, I made Juran Heartsong an immaculate.

Specifically a heretic Immaculate with his own weird syncretic ideas of faith, split off from the Pure Way of the Dreaming Sea, which is itself some primo-grade heresy as far as the wider Immaculate orthodoxy is concerned. His faith is born from the old pseudo-Zoroastrian faith of Nermaia being forcibly syncretised with the Pure Way when Prasad conquered and set about devouring his homeworld body and soul, and while Juran recognises the realpolitick influences and imperialistic origins of his hybrid faith, he is still an ardent believer.

Juran believes lies are poison to the soul, quite literally, they stain and rot the core of your being. He's very good at deception, though, and wears the hide of a Manticore he deceived to its death without ever once lying. Juran believes he is Exalted, and thus by extension a god in mortal flesh, and is currently doing some research on whether it would be gauche to formalise his own rites of worship or if he's meant to let them spring up organically. He believes that the proper use of power is to help your people, and hence has been a fairly benevolent god of freedom and justice, but also that without power he cannot do anything, and so has made a lot of deeply questionable decisions to obtain and hold the power that he has (like allying with the soul-eating monsters, or being a capitalist).

Most of my play experience so far has been outrunning the consequences of my actions by making even more excellent decisions. Sort of a "pay off the debt with a new credit card" vibe, only the latest credit card is a faery warlord who is super stoked to make friends with a man he thinks might ride into battle against Prasad one day and challenged him to fight a cyclops in single combat to prove he wasn't a wuss.

(He once swore an Eclipse oath to do "all he could" to free the field gods of the Dominion from slavery and torment at the hands of the Fae and boy let me tell you, open-ended Eclipse oaths are an amazing idea but also a terrible idea.)
excellent all of you did summaries, I was worried about properly doing you three justice because you've all made this game so great. Juran's religious aspects are a big favorite of mine, and I really look forward to developing more about Nermaia as the game goes on.

and see just how far and fast you can run, by the end, and if anyone ever manages to catch up XD
 
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The more I read about people having fun at playing Exalted, the more I wish I was good enough to get in a steady game :(
There's a fair few people making comments like this in this threat, including someone who usually runs Exalted and never gets to play. See if you can get some people with schedules that can work out, and maybe try to do a round robin thing? Round Robin games being games where the ST alternates between stories. I bet there's at least one other person who'd be willing to try to run Exalted in this thread in exchange for a chance to play.

Schedules are an absolute bitch, I know, but I just wanna stress that you shouldn't think of yourself as failing by not being a good enough player, or whatever, you know? When I run, I pick the people I know most, not who would be "best" at it.

...admittedly, that Maugan Ra and Omicron are both in my game casts some suspicion on that XD
 
It also doesn't help that my schedule is such a grind, due to being at work half of the time and thus unable to do anything.
 
I have a group that a good chunk just refuse anything not-D&D. I spent a month trying to get them to try Exalted or Scion while there was a hiatus, andthe moment Pathfinder was offered instead fo more 5e, they jumped onto that. Slightly frustrating.
 
I have a group that a good chunk just refuse anything not-D&D. I spent a month trying to get them to try Exalted or Scion while there was a hiatus, andthe moment Pathfinder was offered instead fo more 5e, they jumped onto that. Slightly frustrating.
Try finding a new one? There's a lot of players in this thread who wanna give Exalted a shot! Two of them on this page alone! Sometimes, you gotta go for more than one group, new friends, but keep the old, ect :)
 
Same. Can never find a game and I lack the skill to ST.
What's the issue you usually end up having with it? I've been running Exalted since college, and ran some Dark Heresy in high school. There's a lot of tricks to make it easier on yourself, from running old fairy tales and adapting them to PC actions to picking a cool statblock and running a short campaign around fighting it. Could do a baby Outcaste DBgame about there being a Mortwight near a town that has been raising the dead, so now you gotta track him down, beat up the undead bears guarding him, and kill him, and work out what the players wanna do from there, let their own characters guide where you go next.

Ditto just, pick a location you like from any of the supplements, pick a classic fantasy problem (bandits on the trade lanes, turns out Solar Robin Hood is planning to overthrow the local ruler and become _Prince_ Robin Hood, what do). You could probably make a game out of Over the Garden Wall with E1 DB chargen, pick literally any Sinbad story and put it in the Dreaming Sea.

You don't necessarily need to be super original about stuff, if you're worried about challenging them, do E1 Dragon-Blooded chargen and work it out from there, it'll make it a lot easier to do threats like mortwights and greedy gods while you get a feel for the game and the mechanics and build to doing more complicated threats, ect.
 
What's the issue you usually end up having with it? I've been running Exalted since college, and ran some Dark Heresy in high school. There's a lot of tricks to make it easier on yourself, from running old fairy tales and adapting them to PC actions to picking a cool statblock and running a short campaign around fighting it. Could do a baby Outcaste DBgame about there being a Mortwight near a town that has been raising the dead, so now you gotta track him down, beat up the undead bears guarding him, and kill him, and work out what the players wanna do from there, let their own characters guide where you go next.

Ditto just, pick a location you like from any of the supplements, pick a classic fantasy problem (bandits on the trade lanes, turns out Solar Robin Hood is planning to overthrow the local ruler and become _Prince_ Robin Hood, what do). You could probably make a game out of Over the Garden Wall with E1 DB chargen, pick literally any Sinbad story and put it in the Dreaming Sea.

You don't necessarily need to be super original about stuff, if you're worried about challenging them, do E1 Dragon-Blooded chargen and work it out from there, it'll make it a lot easier to do threats like mortwights and greedy gods while you get a feel for the game and the mechanics and build to doing more complicated threats, ect.
It's more that my brain likes to stumble on writing block a lot and I easily get afflicted with creative decision paralysis. Makes it very difficult to run games on a schedule. If I could manage to get info on the systems some quest writers are using to run Exalted quests, I might do one of those though.
 
It's more that my brain likes to stumble on writing block a lot and I easily get afflicted with creative decision paralysis. Makes it very difficult to run games on a schedule. If I could manage to get info on the systems some quest writers are using to run Exalted quests, I might do one of those though.
IIRC they tend to be basically the We Stand In Awe system or the varied quests that followed in its wake, unless we're thinking of totally different quests. Go look at Of Noble Purpose by @Maugan Ra, would be my suggestion, if you want something that works for leveling up and being anime while allowing some complexity which can be used to model more Charms and Charmlike powers, without being too complicated.
 
IIRC they tend to be basically the We Stand In Awe system or the varied quests that followed in its wake, unless we're thinking of totally different quests. Go look at Of Noble Purpose by @Maugan Ra, would be my suggestion, if you want something that works for leveling up and being anime while allowing some complexity which can be used to model more Charms and Charmlike powers, without being too complicated.
Thanks I'll look into it. Always a bit worried that there's something 'behind the curtain' that I'm missing though.
 
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