Autochthonians render up the soul to Autochthon, who eats the po but permits the hun to reincarnate. Unfortunately, the current shortage of po souls means that there are a lot of hun souls stuck in holding tanks located at the Pole of Metal.

Actually, both the hun and po normally go on to reincarnate while still linked together- the current shortage of souls is because Autochthon eat the lower souls of some, and keeps the higher soul in storage.
 
Autochthonians basically have a Hindu caste system, which if you know anything about that, means that upward mobility in their culture is... limited.

It's worse, because their caste system is controlled by their government. Not some lofty higher power.

One of the five Sodalite branches, the Luminors, are responsible for managing souls. The books are fuzzy on how much control they have, but it works like this:
  • Child is born, takes their first breath and gets a soul!
  • A soulgem is implanted very shortly after birth! There are different cuts/colors to define their Caste (Oval for Populat, Triangle for Estasian's Militate, etc)
  • Person dies! Higher soul is sucked into the soulgem and lower soul goes off to the Radiant Amphora for part of the reincarnation process.
  • Here inside the soulgem, the soul is tagged with information that lets the Luminors find it again using the Radiant Amphora. The Amphora is basically a metaphysical structure that can be interacted with via Autochthon's vast titan-organs.
  • Luminors grab the soul, check it's readings. They know it's history of reincarnation, census data, etc. They know that the soul was really good in the factories, so they're back to being a populat again! Or maybe there's political pressure to push the soul into a lower caste, etc.
  • This history btw is how they determine viability of Alchemical Exaltation- their mortal deeds of heroism which were usually fatal charges the soul up as the catalyst for the blank body the sodalites make. So one soul reincarnated 4-5 times with heroic deaths each time is a good candidate for a Jade Caste, for example.
  • Now here's where it gets fuzzy- I say the Luminors can grab the soul, but they really don't have that much control I think. What I think happens is that Luminors keep an eye on souls as they come into life (kids are born) and decide their lives from that point on. So yes, an Estasian soul can show up in Claslat, die, go to Nurad, etc. But they'll likely always be whatever caste they were in the previous life because Stasis is Good in Autochthonia.
 
The higher soul is called the hun, and it is the seat of reason and the identity of a person. The lower soul is called the po, and it is the seat of instinct and is basically an animal. Autochthon often eats the po soul, and the hun is shunted into the pole of metal for a time, striped of identity.

I just wanted to make sure that the whole system wasn't an "I have no mouth and I must scream" moment. The po soul doesn't really matter, and the hun soul is eventually reincarnated, right? When it says Auto is running out of souls, it means there's not enough po souls to go around?
 
The higher soul is called the hun, and it is the seat of reason and the identity of a person. The lower soul is called the po, and it is the seat of instinct and is basically an animal. Autochthon often eats the po soul, and the hun is shunted into the pole of metal for a time, striped of identity.

I just wanted to make sure that the whole system wasn't an "I have no mouth and I must scream" moment. The po soul doesn't really matter, and the hun soul is eventually reincarnated, right? When it says Auto is running out of souls, it means there's not enough po souls to go around?

I'm actually pretty sure he eats higher souls at a rate of like, [some number] every year, it's just that he had a finite number of them, and by the time the game starts for players, they're starting to see statistical rises in stillbirths as not enough souls enter circulation. Part of the problem also is that the Tunnel folk continue to increase in population via unregulated births, so THAT's draining away from Autochthonian birth rates.

But yeah when you're a soul waiting for reincarnation, it's a very chill non-existence.
 
I'm actually pretty sure he eats higher souls at a rate of like, [some number] every year, it's just that he had a finite number of them, and by the time the game starts for players, they're starting to see statistical rises in stillbirths as not enough souls enter circulation. Part of the problem also is that the Tunnel folk continue to increase in population via unregulated births, so THAT's draining away from Autochthonian birth rates.

But yeah when you're a soul waiting for reincarnation, it's a very chill non-existence.

It's the po he eats. Om nom nom tasty seat of power. The huns go to the storage tanks, just waiting for a necromancer to break in and laugh maniacally.
 
Source: MoEP p. 22 Alchemical sidebar "Ewer of Souls

It's the po he eats. Om nom nom tasty seat of power. The huns go to the storage tanks, just waiting for a necromancer to break in and laugh maniacally.

Step 1: A new human is born, and takes its First Breath.
Step 2: Insert the Soulgem
Step 3: Die
Step 4: Soulgem takes souls into itself to be processed.
Step 5: Auto eats the processed po (seat of power/instinct), and the hun is put into holding tanks until it can be reincarnated.
Step 6: A new human is born, and takes its First Breath.

Since Auto eats the po, there's not enough full souls to go into the newborn population of Autochthonia, causing a ton of still births. There's a hard cap on the population at any given moment. Auto is running out of po souls, which means that the fuel for the engine of Autochton is about to stall.

Is there any solution other than Project Razor?
 
Source: MoEP p. 22 Alchemical sidebar "Ewer of Souls



Step 1: A new human is born, and takes its First Breath.
Step 2: Insert the Soulgem
Step 3: Die
Step 4: Soulgem takes souls into itself to be processed.
Step 5: Auto eats the processed po (seat of power/instinct), and the hun is put into holding tanks until it can be reincarnated.
Step 6: A new human is born, and takes its First Breath.

Since Auto eats the po, there's not enough full souls to go into the newborn population of Autochthonia, causing a ton of still births. There's a hard cap on the population at any given moment. Auto is running out of po souls, which means that the fuel for the engine of Autochton is about to stall.

Is there any solution other than Project Razor?

The only canonical source of new souls is Wyld, which Autocthon explicitly sealed himself off from.
 
It's the po he eats. Om nom nom tasty seat of power. The huns go to the storage tanks, just waiting for a necromancer to break in and laugh maniacally.
And po souls aren't intelligent. Or rather, they don't have any higher reason. The bigass quetzalcoatl with razor-edged silver feathers and burning green eyes in Keris's Devil Domain? That's her po soul. That's about how much they can reason. It's not stupid, and it's even cunning in a sort of base, animalistic way, but there's no real sapience there; it's bestial. It does have all her Principles, though (which is why it got mad when she attacked it to get her stuff back, because she was feeling possessive and angry about her stuff being taken, so, uh, it got possessive and angry about her trying to take its stuff. So she tried to stab it, and it tried to eat her. From this we can once again take the lesson that Keris is not very smart sometimes.)

If you want to see that particular excerpt, incidentally, it occurred just after she robbed the tomb of her Past Life for the second time and had to fight (and kill) a First Age Lunar yidak that had woken up there in, uh, direct response to her robbing the place and desecrating the bodies the first time around. ^_^'

Because she stole literally everything in there that wasn't nailed down, plus the stuff that was nailed down, plus the nails this time, we had a choice - we could either catalogue literally everything (so many artifact doooots), or we could represent it some other way - more like a rolling pool of Artifact dots that she could only have a few of out at a time. But that raised the question of why she could only take out a few bits of the hoard at a time, and so...
Keris wakes slowly. She's safe, submerged, lying on soft... wait. Submerged? She opens her eyes, finding a mad frescoe of colour above her, and sits up. Oh, right. She's here again. Only in one of the canals, this time. Cold currents flow around her, to the beating of her heart.

It's very comfortable - the moss bed she's on is soft and welcoming, and her muscles are still all loose and tingly from the massage Sasi gave her. But no. Dulmea isn't speaking to her... again... so she needs to go and apologise. Hopping out of the canal and shaking herself mostly dry, she orients herself - ah, somewhere near what she tends to call the southern end of the neighbourhood - and sets off for the grand hall at the centre.

Childish figures painted on the air in red dance madly around a harpist, until all are blown away. Keris blinks, and stares. "Echo?" she queries, checking behind herself out of reflex. Nothing. Shrugging - and swerving to avoid another dancing harpist that's making its way down the street - she jogs across the plaza and enters the grand doors of the palace. A moment's hesitation strikes her as she makes for the stairs, and she switches course. Maybe if she brings Dulmea something pretty, she'll be less upset? It was... this room, she thinks, that she dumped the priceless treasures in.

She toes the door open, humming to herself.

The second thing Keris notices is that the treasures aren't there. The first thing she notices is that the opposite wall is likewise missing.

She stares. "What..." she mutters, too surprised to form a complete sentence.

Then she springs into motion, wheeling around and knocking over a tiny creature playing a collection of silvery bells as she darts down to the next door, and then the next, and then several more in the nearby area. The rapid search leads her back to the first room with her fears confirmed - yes, this was the one where she put all the shiny things.

The shiny things that are now missing.

"Where'd my stuff go?" she demands to the room at large. "Echo?! If this was you, you're in big trouble! Or..." She glances upstairs accusingly. "No..."

The thought won't go away, though, and she races up to the dome room, skidding in with hair waving and hands gesturing frantically; Dulmea's silence half-forgotten about.

"Dulmea! My stuff is gone! You remember I handed you all the stuff? I mean, I don't remember it very well, but I definitely handed it to you, 'cause we put it in one of the rooms downstairs and I got a plate out for Sasi and I just went there and now it's all gone! Did... was it you? Because I'm really really sorry if I scared you again but taking my stuff is not nice! You could've just told me I'd upset you and I'd've been sorry, you know I'd've been sorry, I'm still sorry and I'll make it up to you but my stuff, Dulmea! Where'd you put it?!"

Dulmea whirls on Keris, obviously worried. If she was human, she'd be biting her nails. As she's an angyalka, she is instead chewing on the end of her hair. "Child," she says. "There is another... another soul in here!"

Keris rears back, surprised for the second time in as many minutes. "What, again?" She frowns. "Is it from the Great Mother? Wait, no, I haven't even seen her. Well, y'know, I've seen the Sea, but I haven't seen the Mother."

Several dots connect, somewhat belatedly. "Oh, wait, you mean that's what ran off with my stuff?" She cracks her knuckles. "Right then. Which way'd it go?"

Aleph: ((dammit keris stop being so casual about having multiple souls in there))

...

"Okay, Echo! Echo?" She glances over her shoulder. "Right. Come on, we're going to get shiny treasure back!" Echo gives a silent cheer, and they're off; the girl and her wind-wraith after-image trailing behind her, dropping down from one of the dome's windows and racing past dancers and fountains and musicians on the way to the nearest outer wall.

Keris spots another of the childish figures flitting along one of the wires at roof-height and spins to run backwards so that she can give Echo a quizzical stare. "They're new," she asks, pointing in the general direction of the child-thing. "What are they? Are they from you?"

Echo's shoulders shake in silent merriment, and she grins widely - and perhaps a little felinely. Breaking into a dead-out sprint, she overtakes Keris and, dances along a wall. The other little red-wind little girls flock into her trail, a gaggle which seem like a column of ducklings, or perhaps a gust in their own right. And that's the right kind of thought, because the wind blows stronger around them. Keris speeds up herself, drawing alongside them and reaching out a hand to gently pass through one.

The little girls scatter, apart from Echo, who whirls, and puts her hands on her hips with a scolding expression. Keris smirks at her. "No playing around," she tells the little girl smugly. "We have treasure to rescue." She jerks a thumb behind her. "C'mon. We're nearly at the Wall."

And indeed, the cyclone-wall rises above them, only a single street and a row of buildings away. The swirling clouds look like they're turning in slow, lazy circles around the eye of the storm, but Keris knows from experience that appearances are deceptive - the force of the winds just beyond the innermost layer of fog is beyond even her power to penetrate.

There's a rumbling, crackling noise. Thunder, perhaps? But there's something too... sustained about it. Echo puts her hair over her ears. It happens again, moving closer.

Keris frowns, clearing the last street via wire and slowing as she walks across the last rooftop. This row of buildings is right up against the wall, which rises several yards above them, but it's no barrier to Keris. A quick scramble, and she stands on the very lip of her Domain; rough-hewn crenellations of white marble beneath her bare feet as she stares out into the impassable mists.

"There's something out there..." she murmurs, squinting. "... is it... moving?" Behind her, Echo nods solidly, hiding in Keris' hair.

Keris scowls, and cups her hands to her mouth, plugging her ears with hair as she does so. She takes a deep breath, and...

"Hey! You! I know you're out there!" she yells at the top of her lungs.

There is no response.

"I know you took my stuff! That's mine! If you wanna live in this place, you have to admit I'm in charge! Come out here and give it back!"

Silence, save the howling of wind. But a listening silence, rather than one born of absence.

"Don't make me come in there! Get out here right now!"

The storm blows stronger and stronger as Keris gets more and more irate at the mockery. Thunder roars.

... wait, no, That wasn't thunder.

Keris's Firewander-born instincts scream at her to get back, and her legs obey without bothering to ask her brain for permission. Which is for the best, really. It means that when the thing in the mists finally does what she told it to, she's already in the middle of a soaring leap backwards.

If she hadn't been, the jaws that explode out of the fog would have swallowed her whole.

The creature is... big. Very big. It's wider than she is tall, and much, much, much, much, much longer. Its silver feathers constantly effervesce into fog, and its arm-length fangs drip venom. And its eyes burn with the terribly bright light of jealousy.

It smashes down, breaking an icy bridge sending fragments everywhere and snapping the wires with a musical discord.

"Gaaah!" Keris screams, rolling rather ungracefully down the roof and tumbling off the edge into a canal. She comes up sopping wet and furious. "Why you little..."

She springs back up the side of the building, the Lance snapping into her hand in a flash of bloody lightning, and leaps into the fray.

Several seconds and two destroyed buildings later, she leaps out of the fray again, somewhat more hurriedly. The snake-thing is very big, very fast, and has razor-edged wings that can cut clean through a building.

Keris kind of wishes she didn't know that, or at least that she had a different reason for knowing it than she does.

"Echo!" she yells, "distract it! Or something!" She backpedals rapidly, growling. The treasure is hers, dammit. Not some overgrown garden snake's.

The overgrown garden snake takes this opportunity to open the largest set of jaws she has seen in her life and scream at her. It's... rather more impressive than her own best efforts.

It also hurts. A lot. Wincing and plugging her ears again, Keris sullenly retreats to a safe distance, two or three streets in from the wall, and watches the leviathan merge back into the mists with is that mocking snake-laughter?

She snarls, hackles and hair rising, and starts running parallel to the wall. If she can't go through it, maybe she can sneak past it?

No. As it turns out, she cannot. Her attempts at evasion... could have gone better. The winged serpent breaks a lot of breakable things. Like bridges. And houses. Keris winces. Dulmea is probably going to shout at her. Especially since Echo gets distracted sometimes and goes and breaks things in the rubble.

It is the pursuit, in fact, which reveals the location of some of the stolen things. Specifically, they've been embedded in the ice of the filled in buildings around the edge. Keris notices this from the sound of orichalcum hitting the ground amongst the noise of the serpent smashing through another structure.

Keris winces some more. The serpent knows enough to spread its stash out, apparently.

Aleph: ((... dammit.))

She eventually loses it only by dint of plunging into a canal, settling down on one of the moss beds and waking up - and even then, she wakes with a headache and the enraged shrieks of the leviathan in her head as it pulls itself back into the cloud-wall in what she thinks is, um, probably the giant-winged-snake-monster equivalent of a sulk.
The Background she got there is in her character sheet, but I'll copy it below for those interested:
Hoard said:
There is a place outside Creation; beyond the reach of Heaven or Hell, untouched by the tides of Chaos. It is a small world, but one full of strange and alien miracles; host to unimaginable power.

For this is the world within an Exalted soul.

It is rich with stolen treasures; a trove beyond the dreams of any Scavenger Lord, and amongst these manifold wonders there may be found devices of arcane power and potent sorcery. The guardian of this soul-world hoards these relics jealously; unwilling to relinquish them even to their owner, but a few can be stolen out from between its grasping claws.

This Background represents the hoard of mystic paraphernalia that Keris has accumulated through theft, discovery, reward and trade. Mechanically, it is represented by a rolling pool of Artifact dots that she can trade in and reuse by delving through her stockpiled riches in an attempt to find something suited to the current story arc.

Looking through the hoard to find something to achieve a desired result requires a (Cognition+Occult) roll that determines how successful her search is. A botch may lead to finding something malevolent or dangerous, failure results in nothing useful, success yields something of minor relevance to the current arc, and an exceptional success provides decisive help.

Artifacts stemming from this background are capped by its rating, and must fall into one of the categories of treasure the hoard contains. While multiple Artifacts of lower rating may be taken, their combined value cannot exceed that of the Background - Keris's po soul is a jealous creature which keeps its possessions close, and will not allow even its greater self to take too many.


Categories:
Exalted Weapons •
First Age Grave Goods •
First Age Luxuries •••
 
The only canonical source of new souls is Wyld, which Autocthon explicitly sealed himself off from.

IIRC, there's an Unshaped or an Ishvara locked up somewhere between Autobot's lungs and colon that someone could mine Wyld stuff out of to create new souls/resources/whatever.

Or I suppose unleash it to wreck havoc on Autobot's guts.

But why would you want to do that?
 
Is there any solution other than Project Razor?
Project Razor is probably the easiest solution, but it is certainly not the only one. For all that Alchemicals are relatively inflexible, they are still Celestial Exalts with Solar dice caps, powerful charms and access to something between Celestial and Solar Circle Sorcery. There is precious little that hundreds of them working together could not achieve. The issue is actually getting them working together before it is too late instead of fighting over leaky lifeboats on a sinking ship. Compared to that, invading a relatively backwards region for resources and slaves souls seems downright trivial.
 
Project Razor is probably the easiest solution, but it is certainly not the only one. For all that Alchemicals are relatively inflexible, they are still Celestial Exalts with Solar dice caps,

Solar dicecap is (Attribute+Ability). Alchemical dicecap is (Attribute) dice.


Alchemical Charms are roughly at the level between Lunar and Terrestrial Charms actually. Alchemicals are generally weaker than Celestial Exalted but stronger than the Dragonblooded, but can have some considerable efficiency bonuses from the way their infrastructural support mechanics work.

and access to something between Celestial and Solar Circle Sorcery.

The God-Machine level Weaving Protocols are reskinned Celestial Circle Sorcery.

There is precious little that hundreds of them working together could not achieve. The issue is actually getting them working together before it is too late instead of fighting over leaky lifeboats on a sinking ship. Compared to that, invading a relatively backwards region for resources and slaves souls seems downright trivial.

This much is true.
 
Solar dicecap is (Attribute+Ability). Alchemical dicecap is (Attribute) dice.

Because of the existence of the 4th Augmentation, the Alchemical dicecap is effectively (Attribute + Essence) dice, +1 if Essence is odd. At Essence 5, an Alchemical has an effective dicecap of 11 to the Solar's 10, because the 4th Aug counts as natural for all purposes, including dice caps.
 
Because of the existence of the 4th Augmentation, the Alchemical dicecap is effectively (Attribute + Essence) dice, +1 if Essence is odd. At Essence 5, an Alchemical has an effective dicecap of 11 to the Solar's 10, because the 4th Aug counts as natural for all purposes, including dice caps.

... That has got to be one of the dumbest things I've ever heard. It's right there in the Charm text, I know, but still.

I mean, a permanent +1 die per purchase of the Charm that doesn't count towards the dice cap? Sure. Not requiring attunement for repurchases in the same Attribute? Iffy, but there's a limit of +3 to purchases in play unless you change the genre from humanoid(ish) machine Champions of the people to Super Robot Battles. Mind that the rules are somewhat unclear and can also be read as 'you pay 1 mote attunement in total for all installments of this Charm no matter the Attribute.'

But to give people what's basically +2 to their dice cap and a permanent boost to their dice pool fraction of a mote if the Exalt has any brains at all given that the Charm is competitive or cheaper compared to normal purchases from 3 dots onwards... Yeah.

I'd houserule it to 'have a permanent +1 die to a given attribute that doesn't count towards your cap at 1 personal mote per die.'
 
... That has got to be one of the dumbest things I've ever heard. It's right there in the Charm text, I know, but still

I think it was very deliberately designed that way to emphasize that the weakness of the Alchemicals was infrastructural, rather than some innate weakness of their shard.

Which, honestly, is a way nicer way to balance shit than "yeah you are entirely systemically shittier than everyone else forever Deal With It" when you have explicit crossovers and mixed parties being a common form of play, because you can then handwave away the weaknesses rather than tear your hair out if two players of different splats even consider dabbling in the same niche.
 
Solar dicecap is (Attribute+Ability). Alchemical dicecap is (Attribute) dice.
The 4th Augmentation means that (Attribute) can be 7 (8 at Essence 5). If that weren't enough, Transpuissant (Attribute) Upgrade converts all specialty dice to successes(and optionally stunt dice as well, at the cost of gaining Clarity). At Essence 5, an Alchemical can effectively throw around 27 dice before stunts. An Essence 5 Solar can also wield 27 dice... but only if he is using cap-breaking charms, which Alchemicals don't get.

This competence does not come cheaply, as the Alchemical must commit 3 precious motes of personal essence and 5 charm slots to get this for just a single attribute. Specialization is their strength.

Alchemical Charms are roughly at the level between Lunar and Terrestrial Charms actually. Alchemicals are generally weaker than Celestial Exalted but stronger than the Dragonblooded, but can have some considerable efficiency bonuses from the way their infrastructural support mechanics work.
Their weakness is not so much in their charms, but rather in the fact that they can only install a very limited number of them at a time, making them relatively inflexible and dependent on infrastructure. The charms themselves are all over the place in strength. Many are effectively Solar charms weakened by their high costs. Others are weakened by their limited applicability, and yet others by the need to spend dozens of XP on their many sub-modules to bring them fully up to par.

The God-Machine level Weaving Protocols are reskinned Celestial Circle Sorcery.
True, to an extent, but God-Machine Protocols are explicitly said to be between Celestial Circle Sorcery and Solar Circle Sorcery in power. Most notably, Celestial Circle Sorcery does not let you Wyld-shape. God-Machine Protocols do.
 
It also on costs considerably more XP to get to 'Solariod tier' for Alchemicals. I mean, Solars need one charm for full power (their baseline excellency), while Alchemicals need Essence 5 and three charms to slightly exceed that. And this isn't getting into I(A)M because Alchies again need E5, a charm and a submodual to the Solars one charm. This continues on like so through the charm set.

Also, blunt and brutal honesty? Alchemicals having a 1 die advantage over Solars at E5 does not melt the game in any way. Especially given the other limits Alchemicals labor under.

(Colossi might, but that's dealing with the Elder problem, and man, fuck the Elder Problem.)
 
I think it was very deliberately designed that way to emphasize that the weakness of the Alchemicals was infrastructural, rather than some innate weakness of their shard.

Which, honestly, is a way nicer way to balance shit than "yeah you are entirely systemically shittier than everyone else forever Deal With It" when you have explicit crossovers and mixed parties being a common form of play, because you can then handwave away the weaknesses rather than tear your hair out if two players of different splats even consider dabbling in the same niche.
First step for making alchemical more mixed-party-outside-autochthon-friendly would be writing up an artifact that can transport alchemicals (and only the alchemical) to their repair bay and back.
 
First step for making alchemical more mixed-party-outside-autochthon-friendly would be writing up an artifact that can transport alchemicals (and only the alchemical) to their repair bay and back.
... that... basically removes the major limiting factor of Alchemicals. That's like making a handy Artifact that suppresses your Limit Break, or that lets people remember Sidereals, or that stops Abyssals getting Resonance.
 
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