I haven't heard of Raising the Earth's Bones.
It's basically the 2E sorcery equivalent of when Dr. Manhattan creates his giant glass fortress on Mars. You work out the boundaries of a fortress/castle/whathaveyou and then use magic to cajole the surrounding area to create the structure. As Aleph says, it has more versatility (since you can theoretically make as detailed a structure as you want as long as the area has enough material to support it) but at the cost of requiring extensive preplanning and a longer time frame to accomplish.
 
Where is that? I haven't heard of it before.
White and Black Treatise pg 56. 25m cost, you have to mark out the area you want to affect in advance, you're limited to ([Intelligence + War + Essence] x 10) yards in any direction and you can't raise structures more than three storeys high or from unavailable materials (eg: raising granite walls on sand). Within those parameters, you can shape the earth and rock as you like over the course of about five minutes. I believe @EarthScorpion had a Dragonblooded character who used it to replace Cherak's slums with mass-produced stone housing over the course of a season or two. You can also use it to rapidly produce trenches, fortifications, dams, flood channels, etcetera.
 
White and Black Treatise pg 56. 25m cost, you have to mark out the area you want to affect in advance, you're limited to ([Intelligence + War + Essence] x 10) yards in any direction and you can't raise structures more than three storeys high or from unavailable materials (eg: raising granite walls on sand). Within those parameters, you can shape the earth and rock as you like over the course of about five minutes. I believe @EarthScorpion had a Dragonblooded character who used it to replace Cherak's slums with mass-produced stone housing over the course of a season or two. You can also use it to rapidly produce trenches, fortifications, dams, flood channels, etcetera.

Yes. The trick I realised with it was that

a) A wall 5cm high and wide enough is indistinguishable from a stone road.

b) if you Sim-City style plan out a grid layout which connects up to itself, you can duplicate it time and time again, progressively adding more bits of the city whenever you have some time, 25m and 1wp to spare. And if you plan things properly, you can even put in things like 'temple grids' and 'market square grids' which also connect up to the overall grid.

c) your job is to build the walls. Then your labourers jobs are to build the floors and put the roofs on. You don't need to build it all yourself.

d) I have goddamn Craft, Bureaucracy, Socialise and Lore excellencies, and am a fully qualified sorcerer and graduate of the Heptagram who'd studied geomancy and urban planning. And am an Earth Aspect. And have reference material textbooks on Shogunate urban planning which I copied from the Heptagram with the permission of my mentor [1]. Central planning works, bitches. I can build a better urban layout than inferior peasants.

[1] Oh, my mentor in that game. I explicitly took a Sidereal as a 2 dot mentor, when you need a 3 dot Sidereal mentor to actually know what the Sidereals are. As a result, my mentor usually helped out the party by laying mysterious Destinies on me to try to get me to do what he wanted me to do, and sending me polite letters mentioning things his research has cropped up as part of an exchange of academic letters. He also once set a Second Circle Demon on the party he'd set up to lose so we'd beat it and look like heroes in front of the House Ferem dragonblooded. The ST was somewhat puzzled at how insistent I was that my mentor was just using me as a pawn. :p
 
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@EarthScorpion The only disadvantage with that plan is that you need a sufficiently large quantity of stone to work with. Which probably means you aren't going to be pulling this one off anywhere except where there's only a thin layer of soil covering solid rock.
 
@EarthScorpion The only disadvantage with that plan is that you need a sufficiently large quantity of stone to work with. Which probably means you aren't going to be pulling this one off anywhere except where there's only a thin layer of soil covering solid rock.

Not true.

No structure raised by this spell can exceed three stories
in height or depth, and available materials limit the
sorcerer. He cannot raise stone walls in the bottomless
sand-seas of the South, for instance.

Given that it specifies "bottomless sand seas" as a circumstance where you can't get stone walls, you should be totally fine in most of Creation where the local geography has rock under the soil. You'll just pull it up from underground. You'll be making the building out of local stone, yes, but these aren't military fortifications and most of Creation is not built on pumice. Sandstone or granite, it doesn't really matter for housing purposes.
 
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How Big is a Yeddim? - Aleph
... How big is a yeddim, exactly? :D
I tend to say that they're about as big as a Paraceratherium; the largest land mammal ever to walk the earth, and roughly as they're depicted in Exalted 2e corebook on pg 250. That fits nicely with yeddim being the size cap for Objects, and puts them at about 15-20 tonnes and ~5 yards high at the shoulder.

Edit: Size reference

Yeddim. They are big. This also puts them about level with Tyrant Lizards, which fits:
 
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On the subject of artistic representations, has there ever been official art for a simhata? I want to run a game for some friends of mine at some point, and one of them is super big into playing the ranger/beastmaster archetype so I wanted to collect a bunch of pictures of stuff that's in the setting.
 
On the subject of artistic representations, has there ever been official art for a simhata? I want to run a game for some friends of mine at some point, and one of them is super big into playing the ranger/beastmaster archetype so I wanted to collect a bunch of pictures of stuff that's in the setting.
There a picture of one on p. 349 of the 2e corebook.
 
Here's something of an open question for the thread- focused more on Exalted rules in general than a specific edition, but here goes:

A lot of people try to simplify the system, to streamline sets of rules and the like for some purpose or another. Everyone has their preferences, the things they care about and are trying to either enable, preserve or remove for whatever reason.

So here's my question:

What system hacks, houserules and changes do you implement in Exalted, and what is your intended goal?
 
Here's something of an open question for the thread- focused more on Exalted rules in general than a specific edition, but here goes:

A lot of people try to simplify the system, to streamline sets of rules and the like for some purpose or another. Everyone has their preferences, the things they care about and are trying to either enable, preserve or remove for whatever reason.

So here's my question:

What system hacks, houserules and changes do you implement in Exalted, and what is your intended goal?
First off, I usually try and increase the number of Health levels, either through free ox-bodies per dot of essence, Ablative health levels from heavy armor and a -0 per every two dots of stamina.

Tick based combat is a bitch, so depending on the player, I sometimes ditch it entirely and use the join combat roll to set the turn sequence, with the option to grab the initiative at the start of the next turn sequence with another join battle roll.
 
GitP used free Excellencies- five for Solars+Abyssals, uh, four for Sidereals, I think three for DB and Terrestrials, and free purchase of one Yozi Excellency.
 
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