Personally, I'd just say that you can't indefinitely task bind Third Circles.

I demand mote commitment for bound Second and Third Circles. You need to invest your own power into keeping them chained, yadda yadda. Stops Celestial Circle Sorcerers from walking around with a 15 2CD demon beatgang and prevents people from locking up most of the Second Circles and Third Circles into task-bindings. There are ways to alleviate the mote commitment using infrastructure and geomantic engineering, but if that fails, they're freed into Creation which means that the Usurpation freed most of them and the Contagion/Crusade let out almost all of the rest.
 
I'd honestly not do the whole "Essence-incompatible" bit.
Why not? Well, simple - if we take a character from Worm and put them into Exalted, it'd already be foreign enough to them. A completely different world - and not just because of its technology level, but because there are spirits and ghosts and Exalts and so on. And if you want to point out how foreign essence is, well you can have them interact with it and it'd be weird enough already.
Enforcing "these are two completely different universes" often just feels arbitrary. It can be well-done, but then it needs to be a significant focus of the story - which naturally takes away from other things.
 
How would you consider a parahuman in Creation?
Parahumans fit reasonably well to how I envision godbloods: a more or less theme based power that only generally does one thing. The one thing can be pretty potent, but they don't expand their power the way the Exalted do. Essence increases can give them more powers, but it comes with the greater chance of shedding their humanity and reaching full spirit status.

They certainly aren't all the unique, or that powerful Creation wise. Consider how Number Man was a wrecking ball, and realize most Exalts have the equivalent of that skill as a baseline power.
A second question is where in Creation do folks think would be interested in having Taylor first appear?
Nexus. In addition to being positively loaded with weird Exalted stuff, you also get to interact with the full... strangeness of Nexus's legal system, or lack thereof. It also has the massive Guild presence, which is basically a self generating plot line.

Also, if you are going to do this, read Manacle and Coin. As in stop planning now and go read the book: it will be critical, because it details the slave and drug trade, and more importantly, how Creation born view both. It is not how we view it today, to put it really mildly.

If you have read it, carry on and keep it handy as a reference.
 
I'd only think you'd want to actually give them a splat if you wanted escalation of their powers and to perhaps give them the PC package of Shaping-protection and other somewhat necessary effects.

Which, incidentally, they don't really "deserve" at a narrative level. Parahumans are as a baseline quite limited and rather constrained by superhero standards, their powers are limited, and - vitally - incidental powers are very rare among them. It's not like, say, Aberrant, where any nova can just go pick up Mega-Stamina and an Enhancement which plausibly could go provide them with a Shaping Defence-alike. Parahumans are squishy unless they have a power which explicitly says otherwise, baseline-human unless they have a power which explicitly says otherwise, and get no innate talent or skill boosts unless they have a power which explicitly says otherwise. She's basically god-or-demon-blooded with a bug-themed patron, and therefore lives in a correspondingly low place on the scales. And at a personal level has few of the pertinent skills for life in an Iron Age society.

That is, incidentally, why Taylor would do very badly in Creation. Because at heart she's a modern girl used to modern society, and isn't at all equipped to deal with life in an Iron Age society. Forget the Exalted. Forget god-blooded. Her biggest and most immediate enemy is going to be feeding herself - and oh, look, she speaks none of the local languages. And that's even before we get into the casual xenophobia and the fact that odds are that she'll clearly be an outsider (a freakishly tall one, too).

I would be quite amused if she did her usual "I don't need to follow your social standards", managed to offend the local Dragonblooded outcaste liege when demanding that they end slavery or something, tried to swarm her under with bugs and discovered quickly the hilarity of anima flux, though. Very, very amused.
 
Last edited:
Yeah, there are Parahumans who could do get by in Creation, but Taylor is not one of them. She doesn't have the mundane skillset for it, and her powers don't help to alleviate that.
 
See, I would have assumed they were rather more common than that, what with Adamant Circle Sorcery being the foundation for much of the First Age's critical infrastructure. If Adamant Circle Sorcerers are rare, it's because of the inherent extraordinary difficulty of mastering such power, not because of the sacrifice.
Wut.

Why would they build their critical infrastructure on something so rare and expensive? From my point of view, the First Age was built on Solar Charms, with Sorcery helping. No one thought this would be a problem because they assumed their would always be Solars. So when the Ursurpation happened, the Solars are all gone. And the First Age collapsed because no one could do the same things. Dragon-blooded and Sidereals couldn't use the same hyper efficient and powerful Craft and Bureacracy charms that could keep everything running. So it collapsed.
 
I would be quite amused if she did her usual "I don't need to follow your social standards", managed to offend the local Dragonblooded outcaste liege when demanding that they end slavery or something, tried to swarm her under with bugs and discovered quickly the hilarity of anima flux, though. Very, very amused.

I'll see your piss of the local Outcast liege and raise you "Taylor uses her powers in Nexus. The Emissary reminds Taylor that one does not bring an army into Nexus." Now I just need to find a way to have Taylor survive and escape the city-state before the Emissary executes her.

Any preference in location, ES?
 
Anathema was developed by its own group.
In 3E, it will get official support by the developers of 3E, but the application will still be written by the same group.
 
There's been a number of Worm/Exalted crossovers, usually with Taylor bringing an Exaltation and something of Creation into Earth Bet. I've been thinking of writing a crossover from the other side - Taylor in Creation. This may be a quest, it may be a CrWri story.

I would be quite amused if she did her usual "I don't need to follow your social standards", managed to offend the local Dragonblooded outcaste liege when demanding that they end slavery or something, tried to swarm her under with bugs and discovered quickly the hilarity of anima flux, though. Very, very amused.

90% of Taylor success is ridiculous plot shield. This example with anima flux is quite identical to her first and second fight against Lung.
 
Last edited:
Yeah, Taylor's success against Lung was generally a matter of trying to alpha strike him before he could amp up enough that her bugs died whenever they came near him. Dragonblooded amp that hard in seconds.
 
In all honesty, Canon Taylor with her bug powers comes off of as something demonblooded descended from a Amphelisiae or may be even Alveua if you're feeling generous. She'd get eaten up by any chosen in a fight, even if she's striking from ambush.
 
In all honesty, Canon Taylor with her bug powers comes off of as something demonblooded descended from a Amphelisiae or may be even Alveua if you're feeling generous. She'd get eaten up by any chosen in a fight, even if she's striking from ambush.
Not entirely. If she studies well, then a strike with venomous insects can do a lot of damage if you aren't prepared. Especially since tracking her isn't likely to be too easy. If they're prepared at all, or decide that they want to find her, she's toast, but she's not entirely helpless.
 
Eh, Worm looks like a natural Exalted Crossover, but is really isn't. You could fuse the setting - you can fuse almost any settings - but there's nothing special about Taylor that makes her different from any other anti-hero leaning protagonist for fusing into Exalted. So it's perfectly doable, but without a specific story you want to tell there's no special reason to do it.
 
Taylor's biggest problem won't be anima flux. Why would the satrap bother with that?

Social Charms, my friend.

Taylor: "Screw you and screw your religion!"
Satrap: "A fine point but have you considered (Auspicious First Meeting Attitude and Passion Transmuting Nuance)?"
Taylor: "Wow, I never considered that. Thank you."
 
Taylor's biggest problem won't be anima flux. Why would the satrap bother with that?

Social Charms, my friend.

Taylor: "Screw you and screw your religion!"
Satrap: "A fine point but have you considered (Auspicious First Meeting Attitude and Passion Transmuting Nuance)?"
Taylor: "Wow, I never considered that. Thank you."

A friend of mine was rolling dice while doing a social stunt during our last session, and it ended something like this:

*finishes rolling*
"...and in conclusion: ten, ten, ten, eight, nine."
 
On an entirely coincidental note, I've been working on a new, insect-themed artifact. No, seriously, it's a coincidence; I've been poking at it for like a week. I'm sure I didn't get the balance right on some of these; the later evocations get kinda out-there.

The Thousand-Legged Lance (Green Jade longfang, artifact ***)

Most Terrestrial Exalts are storied heroes, dedicated soldiers, influential patricians. But not all. A few - far more than the Immaculate Faith cares to admit - are markedly less admirable. The Outcaste known as Old Mad Zarrod had been markedly unstable in his youth, and though Exalting helped tremendously, he still preferred the life of a hermit to the company of men. When he died of old age, the Thousand-Legged Lance was found at his side. Astrological analysis shows it to be unmistakably his own work, though none know where he found the materials, nor where he learned the skill or what forge he worked at. It was given its current name by Pale Orchid, the second Exalt to wield it, for its original name was lost with its creator. (Should any investigate its history in the archives of Heaven, they may learn that Zarrod originally called it Grubsticker.)

The Thousand-Legged Lance is clearly the work of a disturbed master. Solid Jadesteel, the shaft is straight and largely unadorned, but the head and a bulbous protrusion near the center are intricately-sculpted, resembling insectile monstrosities with entirely too many eyes and legs. Even unattuned, it attracts real insects, and it is usually orbited by a handful of flies. Its evocations also revolve around insects, controlling them, summoning them, and emulating their abilities.

The Thousand-Legged Lance has a single hearthstone socket within its central bulge.

Emerald Evocations

Hive Queen's Command
Cost: -; Mins: Essence 1; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Thousand-Legged Lance holds sway over insects, and its wielder may learn to command them, after a fashion. She may treat all insects and spiders (including both natural creatures and insectile abberations, but not demons and spirits that merely resemble insects) as valid targets for social actions, and ignore language barrier penalties and multiple-target penalties when doing so. She need not actually speak, merely gesture with the Thousand-Legged Lance and let its magic speak for her. The wielder cannot actually question insects; other than improving her ability to Read their Intentions she gains no special ability to understand them.

The utility of this is limited by both the low intelligence of insects and the fact that they typically have few exploitable intimacies, but most insects have Resolve 1 and can easily be persuaded to perform simple tasks like "leave us alone," "swarm over there," or "bite this malaria patient".

Perhaps more importantly, this charm also allows the wielder to control the Thousand-Legged Lance's ability to passively attract insects - a must for the Exalt who wishes to be seen in polite company!

Fleabitten Flesh Urtication
Cost: 1m per die; Mins: Essence 1; Type: Supplemental
Keywords: Withering-only
Prerequisite Charms: None

Even a glancing blow with the Thousand-Legged Lance will itch abominably, driving foes (quite literally) to distraction. This Evocation allows the wielder to increase the raw damage of her withering attacks by up to three at a cost of one mote per die of damage.

Raging Hornet Sting
Cost: 3m; Mins: Essence 1; Type: Supplemental
Keywords: Decisive-only
Prerequisite Charms: Fleabitten Flesh Urtication

The venoms of the insect world are at the disposal of the Thousand-Legged Lance, and those who feel its sting will suffer them all. A decisive attack supplemented by this charm poisons its target on a successful hit with a unique cocktail of spider and wasp venoms. This toxin possesses the traits of arrow frog venom.

Wall-Grasping Skitter
Cost: 3m; Mins: Essence 1; Type: Reflexive
Keywords: Mute
Duration: (Essence +1) turns
Prerequisite Charms: Raging Hornet Sting

Emulating the ability of insects to grip the smoothest surfaces, the wielder can effortlessly scale any structure that can bear her weight. This Evocation functions exactly as Spider Foot Style. If the Exalt already knows Spider Foot Style, this Evocation costs only two experience points to awaken.

Sapphire Evocations
In order to unlock the Thousand-Legged Lance's Sapphire Evocations, the Exalt must first awaken at least three of its Emerald Evocations. Unlocking the Thousand-Legged Lance's Sapphire Evocations adds the Innate Keyword to Hive Queen's Command and Fleabitten Flesh Urtication.

Hive-Calling Infestation
Cost: 3m; Mins: Essence 2; Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Hive Queen's Command, Fleabitten Flesh Urtication

As the Exalt taps her foe with the Thousand-Legged Lance, a mass of stinging insects pours out of its shadowed crevasses, and swarms her hapless target. This charm allows the wielder to use a Difficulty 4 gambit to attach a swarm to an opponent. The victim of this charm loses one initiative a round as the stinging and biting insects plague him, and he takes a -2 penalty on all actions for the rest of the scene. Much of the swarm crawls within the victim's clothing and armor, making it difficult to attack, but some methods, like jumping underwater or flaring a Terrestrial anima, may prove effective; if suitable countermeasures are available a difficulty 2 gambit can dispose of the swarm.

Most armor is useless against this attack, but non-living characters and characters with sufficiently impenetrable flesh (such as a sorcerer using Invulnerable Skin of Bronze) are immune.

Flesh-Raking Swarm Summons
Cost: 6m; Mins: Essence 2; Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Hive-Calling Infestation, Raging Hornet Sting

Hurling the Thousand-Legged Lance, the wielder marks the focus of a thick black swarm of venomous insects. This evocation supplements any attack involving throwing the Thousand-Legged Lance, either normally or using a charm such as Iron Raptor Technique. A boiling swarm of venomous insects emerges where the longfang strikes, creating an environmental hazard covering everything within Close range. This hazard requires a difficulty 4 Stamina+Survival roll to resist, but deals no damage; instead, any character who fails to resist is dosed with the same poison created by Raging Hornet Sting. Characters immune to Hive-Calling Infestation due to impervious on nonexistent flesh are likewise immune to this charm. The insects also will not attack the wielder herself, though her allies enjoy no such protection.

This charm may only be used once per scene, unless reset by crashing an opponent afflicted by Hive-Calling Infestation with a withering attack or the initiative damage caused by Hive-Calling Infestation itself.

Windswept Fragility Defense
Cost: 2m; Mins: Essence 2; Type: Reflexive
Keywords: Uniform
Duration: Instant
Prerequisite Charms: Wall-Grasping Skitter

To evade an incoming blow, the Exalt may affect the miniscule weight of a housefly, affording her impossible agility for a brief moment. This Evocation increases her Evasion by 1, and for every 10 in the attack roll, she gains an additional +1 non-charm bonus to Evasion, as the wind preceding a more powerful strike blows her to safety. This comes at a cost, however: the wielder's reduced weight makes her more susceptible to injury. If she is struck despite the use of this charm, she suffers one die of bashing damage in addition to the damage of the attack itself.

Wasp-Winged Volitation
Cost: 6m, 1wp; Mins: Essence 3; Type: Simple
Keywords: None
Duration: Scene
Prerequisite Charms: Windswept Fragility Defense

With a flutter of moving air, a number of shimmering green insect wings - the exact number and appearance are never the same twice - unfurl from the Thousand-Legged Lance, and it takes to the air along with its wielder. The wielder may ride atop the Lance or hang from it by a single hand. While moving this way, she is treated as riding a flying mount with a +3 speed bonus. She cannot be "unhorsed", but disarming her serves the same purpose. When near the ground, she may reflexively land and take off again without ending this charm. While she is on the ground, the furled wings do not impede the wielder's actions, but fighting with the Thousand Legged Lance while also riding it into the sky is extremely awkward. The wielder suffers a -4 penalty on attacks made with the Lance and -2 when parrying with it while doing so.

Adamant Evocations
In order to unlock the Thousand-Legged Lance's Adamant Evocations, the Exalt must first awaken at least three of its Sapphire Evocations. Unlocking the Thousand-Legged Lance's Adamant Evocations adds the Innate Keyword to Hive-Calling Infestation.

Swarm Boils Over
Cost: 5m, 4i+2i per target; Mins: Essence 3; Type: Simple
Keywords: Perilous
Duration: Instant
Prerequisite Charms: Hive-Calling Infestation, Flesh-Raking Swarm Summons

With a word and a gesture, the wielder sends an immobile insect swarm on the hunt, assaulting nearby foes. This evocation disperses an insect swarm created by Flesh-Raking Swarm and redirects the insects to assault any number of targets within Medium range of the swarm's center. Treat this as a (Dexterity + Melee or Thrown) gambit using Hive-Calling Infestation against each such target, with no mote or initiative cost beyond the cost of this charm. The wielder makes a single attack roll against all opponents, followed by a single initiative roll against all that are struck. The initiative cost of this charm is not paid until after the gambit is made.

Bone-Boring Scavenger Swarm
Cost: -(+2m); Mins: Essence 3; Type: Permanent
Keywords: None (Aggravated)
Duration: Permanent
Prerequisite Charms: Raging Hornet Sting, Hive-Calling Infestation

When set upon an undead foe, the swarms of the Thousand-Legged Lance may glow with a brilliant emerald light as they consume rotting flesh and materialized corpus. For a 2 mote surcharge, the wielder may use Hive-Calling Infestation on corporeal undead (not including Abyssal Exalts), and if the gambit is successful the effect is enhanced. Rather than losing initiative, the undead takes (Essence) dice of Aggravated damage every round. The efficacy is still greater against battle groups of undead, as the scavenging insects breed at an impossible rate as they consume host after host with exponential speed. Such battle groups take an additional (Essence) levels of Aggravated damage every round.

If the wielder has awakened Swarm Boils Over, the gambits produced by that charm may likewise be enhanced, at a cost of 2m per corporeal undead to be affected.

At Essence 4, this charm automatically upgrades, allowing immaterial undead to be affected as well.

Raise the Chitin Banner
Cost: 10m, 10i, 1wp; Mins: Essence 3; Type: Simple
Keywords: None
Duration: Scene
Prerequisite Charms: Swarm Boils Over, Windswept Fragility Defense

The Exalt swings the Thousand-Legged Lance wide, scattering ants and beetles across the ground, then raises it high as the insects grow to monstrous proportions and organize themselves into a small army. This charm produces a Size 3, Average Drill, Might 0 battle group of Insect Soldiers (see below) with Perfect Morale. They follow the wielder's orders with mindless loyalty, and at the end of the scene shrink back into normal insects and scatter.

Insect Soldier
The product of magical manipulation or Wyld mutation, these monstrous insects resemble a cross between an ant and a praying mantis swollen to the size of a man. They are no more intelligent than other insects, but they intuitively grasp the role of a soldier, and groups of them will form ranks and fight in formation by pure instinct.

Essence: 1; Willpower: 2; Join Battle: 7 dice
Health Levels: -1/-1x2/-2x2/-4/Incap.
Actions: Senses: 4 dice; Threaten: 3 dice
Appearance: 3 (Hideous), Resolve 3, Guile 1
Combat
Attack (Claws): 7 dice (Damage 12, minimum 2)
Combat Movement: 6 dice
Evasion 3, Parry 4
Soak/Hardness: 6/0
Merits
Venomous Secretions: Insect Soldiers coat their claws with venom from special glands in their necks. Decisive attacks made with their claws deliver this venom, which deals 2i/round (L in Crash), has a 3 round duration, and inflicts a -1 penalty. Battle Groups of Insect Soldiers deliver this venom to any opponent they crash.
 
Thanks for the thoughts and feedback, everyone!

Springboarding off my previous post, beyond just the basic themes one thing the books have continually struggled with is how to articulate just what people actually do in Autochthonia. Sure, there's always confirmation that "everyone works to live" to give things an oppressive overtone, and lip service paid to episodic or mission-based play, with the occasional system that assumes that great lengths of time will come into things (Vats refit times in 1e, Clarity gain from distancing oneself from humanity, etc).

But even taken together, its never fully presented as a coherent whole which meshes with the functional realities of Exalted as a game or Autochthonia as a setting, and more often than not the Storyteller is left shunting everyone into Creation to escape the stifling contradiction of having too much formalized structure, but no idea of what takes place inside it without making a lot of it up whole-cloth.

Now a fair warning up-front, the final bulk of this essay is going to be my own attempt to reconcile the "labor culture" of Autochthonia, breaking down some personalized hows and whys, reasons that the frequently vagued-up 'labors' demanded of the Octet and its people are a Significant Feature to the setting outside of trappings for rampant industrialism and Autochthon's health. Its about as canon as anyone else's thoughts on the subject, but I tried to stick with as many knowns as I could!

But before I get into all that, some thoughts about Autochthonia-specific session play and structure, and why it differs so sharply for Alchemicals compared to more free-wheeling Creationside games.


Solo Operators:

Although Alchemical Exalted are constructed in batches and organized into local assemblies to serve the will of the tripartite, the fact of the matter is that most Champions will work together only in the rarest and demanding of circumstances. Efficient division of resources means that as such a vital asset to the state, she goes where her unique skills are needed most. Where that overlaps with the competencies of another Champion are instances where more than a single Exalt is required to overcome, such as disaster recovery or supernatural warfare.

Most commonly an Alchemical will be working alone or alongside experienced mortals in her field, possibly both under direct command and at the head of a team working towards a set objective or mission. Taking up all other roles in the organizational hierarchy of the eight nations, it will next to always be mortals forming her logistical support, mission control and situational intelligence networks.

Any immediate authority comes in the form of a functional or honorary title, and the Champion who claims peerage to the lectors may still be vetoed by a mortal lector with a more prominent public history. She is an outside agent in many ways, lacking a storied career to give her guaranteed acceptance in an entrenched bureaucracy. Though she may be tougher, faster, smarter or stronger than her unexalted peers, the Alchemical remains at best a trusted advisor and luminary agent for the state until given enough latitude to pursue her own personal projects. Nevertheless even this operational freedom comes under the expectation her results will benefit the common good of her nation.

The Storyteller can handle this adjustment of focus away from the "Circle of Exalted" for a campaign by initially assigning a rotating role of "Champion" per session or uncompleted objective. That chosen player roleplays her Exalt to the fullest extent, meanwhile other players willing to accept a role in the mortal retinue accompanying or overseeing her actions are granted a brief narrative respite from the long-term consequences for risks, like suffering serious crippling damage or character death.

Thanks to the ambiguous and pervasive nature of artifact technology in Autochthonia, players of 'mortals' this way may still freely use existing character sheets as an abstraction for heavy equipment and swap between any powers and Charms owned, instead replacing Anima flare with more suitable visuals for comparably powerful man-portable tools. This is not to suggest that effects identical to Alchemical Charms are so plentiful, but the amount of preparation for any mortal to keep pace would lead to her being similarly loaded for bear.

This "troupe-style method" can greatly benefit new players early in a campaign, because while Alchemicals generally lack the options to play out pre-Exaltation events, briefly filling the shoes of a related but exceptional everyman gives time to grasp the basics of a character in a similar fashion, before the game demands she step into the role of an Exalt in extremely more dire circumstances. After several sessions of introductory rotations to familiarize and establish each Exalt in turn, the Storyteller may then shuffle any of these mortal cast characters off into supplemental or advisory roles as the campaign ramps up towards more sweeping and significant missions, of the sort which demand the kind of attention only a dedicated Alchemical assembly can fully address.


Mission Accompliced:

With such a broad technological base available to solve potential problems, what defines a mission more suitable to an Exalt than a handful of first-response heroic mortals? At the foremost, the scope of the obstacles and uncertainty involved. While it can be argued how wasteful it can be for an Exalt to spend her time performing routine firefighting duties, if the source of that fire is stemming from a highly pressurized fuel main which can jeopardize the operation of the entire tram system with a critical freight shipment looming, expediency insists that it is best to leave her to work.

The standard objective for an Alchemical taskload trends towards the straight-forward, such as securing a habitable zone in the Reaches for tapping a fresh conduit or ratifying an alliance with a neighboring nation. A straight-forward mission is not the same as a simple one however, and may be a complicated affair fraught with pitfalls. All that is assured is that every avenue was explored to resolve the situation normally before a Champion was called forward to meet it. Rarely a combination of prioritizing and short-handedness means any Champion will do, but whenever plausible great pains are taken to match an Exalt with an objective she has been equipped to undertake.

Unless reacting to an unexpected crisis, the lengths of time necessary to properly outfit, brief and mobilize an Alchemical Exalt by the extensive infrastructure of the tripartite means that the state has much information as available and already come to a consensus on how the situation should be approached. Capabilities, deployment history and public reception of a particular Champion or assembly chosen for the task is no small part of this decision-making process, and therefore once deployed one of the chosen will be expected to practice the utmost creative problem-solving and judgement calls. Untested or less reliable Exalts are often forced to rendezvous with a preparedness team on-site, though solitary operators are given cart blanche to scrape together a support crew along the way if she believes it will aid the task at hand.

Though her Exalted status avails her little when formalizing tactical strategies or domestic policy with the most esteemed minds the tripartite has to offer, out within the Reaches even the most recently activated Champion provides an invaluable touchstone. Trained in many labors, the majority of Autochthonia's population frequently may still never leave the nation of her birth, and far fewer step foot outside the relative safety of the cities. Owing to composite lifetimes and innate understanding of Clarity, the worldliness of the Alchemical's old soul permits her some insight into the workings of the big picture.

With access to memories and experiences outstripping her mortal companions, it can often be an Exalt's wider sample size for pattern recognition which separates a routine toxic fume leak detail from identifying the early stages of a severe infestation of fungal spirits the likes of which ravaged the waste-treatment facilities of another nation mere generations prior. Additionally, ex machina spirits can feel drawn more favorably towards the Champion with her more powerful destiny and resonance to a shared patron. When the alternative would mean stumbling into a retrofit-in-progress with several agitated custodians in a sanctified access port, or traversing a pitch-black conduit teeming with oil elementals, this can be potentially life-saving.


Lastly, while all of this thought has been directed towards the life and times of Alchemicals and the ways each personally interact with the setting and vice-versa, something which the books never fully dwell on satisfactorily is what "important labors" and "humanity's service" actually mean, both in general outlook and to the average lever-puller on the factory floor. What role humanity fills in Autochthonia is shored up even less convincingly in the 2e book, sparing no word about the kind of work which happens beyond regulatory maintenance on the Alchemical cities themselves, and giving a wishy-washy handwave to the idea of simply constructing more automata to fill the workforce needs of such a titan instead.

Without the established context of "pastoral livestock and farming" which defines the majority of life in Creation outside the major city-states, Autochthonia frequently leaves open the question of just what goes on and why in the backdrop of all these tense action sequences. So to that end, hopefully this serves as a close-enough approximation:


The Answer:

"Why" is not a common inquiry in Autochthonia. Because questioning gives voice to a perceived lack of communication, information or awareness which the tripartite has sought to instill into every aspect of Octet life. Reasons and instruction are plentiful for those who need to accomplish important tasks, but asking further beyond is a challenge rather than a request. The heavy implications left unsaid, that the purpose behind one's chosen duty is unclear, makes silence and ignorance preferable than suggesting firm guidance and facts alone are not enough justification to pursue the sacred labors of station. Curiosity is a dangerous line to walk, because everything demands purpose in Autochthonia. For most common mortal workers of the eight nations, that purpose of labor is the pursuit of the Answer.

When the Great Maker fled from the lands of Creation, he took with him a vast number of unsuspecting passengers to fill out the quota of souls even the fullest sum of his devout could not meet. But while the primordial was focused on the quickest possible exodus, he did not reach out blindly. The location and secrecy of his plan meant isolation, and in the far-flung rural expanses Autochthon chose only those whose specialized knowledge would aid his vision and chosen people during his self-imposed exile. A great many of these displaced souls were seasonal farmers, provincial shamans and thaumaturges of small renown. Practitioners of simple folk arts and hedge magics, nonetheless invaluable thanks to lifelong insights into the methods the Great Maker would require on his journey, an understanding of symbiosis and measured coexistence with the natural world.

Barely any of this homespun wisdom remains intact in present-day Autochthonia, save inside the oldest recorded archives. Confusing or incongruent passages have been relentlessly weeded from or modified within the Tome of the Great Maker, making room for modernized retelling and rituals hammered out to fit the realities of an evolving artificial world. Without an annual rotation of seasons, celestial time-tables or holistic spirits to appease, the fixed rites and prayers have no lasting relevance except as theoretical curiosities. But the practical lessons about perpetuating natural processes still ring true despite having been stripped of the original contexts.

Because to an extent while Autochthon's world-body is an ideal series of enduring cycles, mechanisms driving counter-mechanisms across a legion of perfect parts, it is still a a colossal, complex machine and subject to all the earthly realities of its condition. By forming himself into the most ideal of embodiment of technology, the primordial created a world of increasingly interconnected tools slaved to serve the master purpose of his own self-perpetuation. Tools built in a desperate need of users to regulate the internal stability between each unique class of functions. But it is said that the Maker does not ply his craft with flaws in mind, only opportunities.

By theomachracy doctrine, order and harmony are not ends within the divine system, but a means to insure the divine system remains divine. Where an immaculate configuration of Autochthon's flesh meets another equally peerless but incompatible configuration, conflicts are bound to arise outside the experience or judgment of the Maker's own ex machina to address. Left to fester, these conflicts can and do cascade over time into sprawling blight zones, faltering mechanical wastelands of disrepair and malfunction. As an element of pliable chaos introduced into this structure of ironclad rules, struggling against these conflicts is the duty laid at the feet of all humankind. Mending the clashing natures of such processes and turning such conflict towards productive endeavors is known as the Answer.

All undertakings begin the same way, analyzing the perfect stability of the incompatible systems to find what benefits can be gleaned from the byproducts of the questionable operation, without upsetting the careful balance within each component. Wasted electrical heat might be rerouted into a makeshift water purification plant, converting that heat into useful steam before it can curdle the chemical mixtures of adjacent conduits. Special care is taken to avoid exploitation of the Great Maker's critical sequences, and conserving an idyllic stasis is paramount when misuses can be far-reaching and dire. Caustic essence voids, null zones, repurposing measures suddenly destabilizing unrelated mechanisms through sympathetic feedback, "phantom operator" errors, all these industrial disasters and more can stem from meddling too deeply with the Grand Design.

While a cadre of custodians could repair the superficial damages more quickly and thoroughly than any mortal work crew, the solution would be just that, superficial. The innate programming of a machine spirit harshly limits the creature from improvising any kind of nuanced retrofit. Remapping an entire sector of the titan's superstructure would involve coordinating dozens, potentially hundreds of divine subprocesses working in tandem. Possibly even a direct theotechnical miracle from the Divine Ministers to suspend Autochthon's life-processes from requiring the damaged organs, allowing it to be safely shut down and transplanted back once the refit is complete.

Such a massive undertaking would cause ripples through the totality of the Design, opening up the risk for other cracks in the facade to emerge into countless unseen malfunctions during the interim. This is where humanity finds a role, unburdened by the encoded scope of the Maker's manifest, alleviating both the primordial's suffering and gaining the resources to supply additional great works and expanding population centers almost indefinitely.

Small fortifications spring up around every retrofit in the technological landscape to prevent wandering custodians from tearing out these unplanned modifications as defects. The further from a designated safe route the conflict lies, the more vicious the fighting can become between man and machine spirit, particularly in areas deemed otherwise holy and inviolable. Flaccid conduits are tapped more frequently as irregular chemicals shift with the Maker's moods, while veins of useful metals require more digging to repurpose, leaving these rare errors in the primordial's nature as the only reliable assets to discover. Gradually the industrial area of a neighboring suburban region expands and layers these outposts with spirit-repelling wards, housing blocks and public thoroughfares, allowing the new district to blossom into an intermediary township of the kind which dot the fringe edges of an Alchemical civic hub.

With fits and starts in recent years, this level of marked expansionism from cities performing too efficiently can also rapidly become a beast which must be fed. Demanding urban sprawl becomes increasingly reliant on expensive forays into the Reaches to find fresher or more specialized resources to tap. In high risk cases, all-or-nothing gambits must be readied for harvesting from resonant or harmonious systems, courting spiritual disfavor and sympathetic blight zone collapse along inaccessible areas to insure a windfall surplus at a later date. As the boundaries of the Reaches are pushed, more of the nations are beginning to experience this kind of runaway parasitic growth. When there is need it falls to the Champions to help ease the strain.

By elevating herself into a new city, a veteran Alchemical provides her home with three important services. First, the loyal followers and professionals she gathers for the journey help reduce the local population down to a sustainable level, permitting a justified reduction in utilities. Secondly, the creation of a new core city exists as another foothold into the Reaches, allowing for easier detection of additional material conflicts and greater potential resource allocation.

But the most important of these lies in her inevitable location, guided by the Divine Ministers to fall within a nexus of several clashing architectures where even mortal applications of the Answer are not enough to stave off possible blight zone catastrophe. It is only by the Champion's superior will that she forcibly harmonizes these incompatible processes through herself as the medium, physically becoming a great work in the body of her god.

Recently strains of apostate dialogue have emerged within the Populat contesting the very idea of the Answer, advancing voidbringer sects with the claims that rising demands for parasitic expansion are a sign that the tools adapted by humanity are narrow and poorly chosen. That by treating the symptoms of the Great Maker's uneasy existence rather than the illness, thousands of years toil and infrastructure have been built towards ultimately wasteful ends.

Possibilities of multiple Answers to the enigmatic question of purpose posed by Autochthon, some as of yet undiscovered, still haunt the tripartite even as heretical and demoralizing cells are brought to heel and teachings expunged. But the chance of having chosen the wrong Answer, and constructed the entirety of Autochthonian civilization around a runaway course long beyond the point of stopping, remains an uncomfortably real danger moving into the years ahead.
 
Back
Top