Because it represent the Elemental Pole of Earth, which is the Omphalos of Creation and the grounding of all static reality. It is the elemental pole that the raksha can not even approach, lest they suffer critical existence failure calcification. I'm almost 100% certain this is mentioned in either 1e or 2e Fair Folk. Why it was iron rather than jade that filled this role I don't know, but there you go.

And as for silver... the reason that the Guild moved to the silver standard rather than the jade standard was because silver was specifically bad for maintaining the Order Conferring Trade Pattern. The raksha encouraged its use specifically because it was useless against them.
I would wager that iron was picked because iron is common, thus making raksha power countered by something even a dirt-poor commoner from the Threshold might have on them, which feeds into the general "fuck you raksha" narrative the game has in places. Jade, by contrast, is precious and already magical.
 
Ishizu once saw a vision of the end of times, of the death of Creation, and of the means to avert it. Whether that vision was right, whether her means of averting it were the only ones, will be mysteries for the ages. What matters is that she foresaw the terrible things she would have to do to avert the end of the world, and could not stomach them.

So through sorcery she removed her ability to feel emotions, so that she could do all that was needed, without remorse, without doubt.

Her actions caused (among many other things) Gens Adara to scatter. Idesu's brother died. His sworn sisters risked death. Less than a decade after the Uprising which cast down the Solar Exalted, war tore Creation apart. In assistance to his sisterhood, Idesu committed terrible things, to help bring peace and stability to Creation. The blood of thousands is on his hand. He had to kill members of his own Gens - relatives, family - when they rebelled against him.
this sounds like a sidereal character concept.
 
this sounds like a sidereal character concept.
I think that on the contrary, Ishizu's arc is precisely what happens when you give visions of the end of the world and how to thwart it to a non-Sidereal, to someone who lacks a context in which he can share his prophecies and have them discussed by smart people learned in the ways of fate, seeking help and advice and having a support network to avoid veering off into the deep end. She had none of that. She was one Dragon-Blooded sorcerer, she had a grand vision, she made her plans to avoid it all on her own, and she tried to manipulate everyone along her grand design because no one else would Get It.
 
I think that on the contrary, Ishizu's arc is precisely what happens when you give visions of the end of the world and how to thwart it to a non-Sidereal, to someone who lacks a context in which he can share his prophecies and have them discussed by smart people learned in the ways of fate, seeking help and advice and having a support network to avoid veering off into the deep end. She had none of that. She was one Dragon-Blooded sorcerer, she had a grand vision, she made her plans to avoid it all on her own, and she tried to manipulate everyone along her grand design because no one else would Get It.
Err i was under the impression that the more sidereals collaborate on a project the more likely they are to add needless alterations and additions to the plan which may help the plan but will cause side effects which may take up to centuries past the initial completion of the plan for their full fallout to be known.
 
Err i was under the impression that the more sidereals collaborate on a project the more likely they are to add needless alterations and additions to the plan which may help the plan but will cause side effects which may take up to centuries past the initial completion of the plan for their full fallout to be known.
"Sidereals are terrible at their job" is a concept I have very little respect for.
 
"Sidereals are terrible at their job" is a concept I have very little respect for.
That's not what was said, so that's fine.
What was said is that the larger a group of Sidereals working on a project is, the more likely they'll add things in that create side-effects they probably don't want without impeding the actual goals of the project.

Y'know, like the Usurpation and the Deathlords.
 
True, you just have to look Creation. It works like Clockwork.
It sure as hell works a hell of a lot better than it would either 1) without the Sidereals or 2) if all Sidereals worked on their own because teamwork is somehow counter-productive to their goals.
That's not what was said, so that's fine.
What was said is that the larger a group of Sidereals working on a project is, the more likely they'll add things in that create side-effects they probably don't want without impeding the actual goals of the project.
Why? Why is that interesting? Why is that valuable? Why do Sidereals need one more "gotcha" when they already have so many?
Y'know, like the Usurpation and the Deathlords.
Neither is an example of what you're talking about. The deathlords were not caused by the Sidereals working together on the Usurpation. They arose from independent circumstances. If the entire Dragon-Blooded host had risen and slain the Solars with no Sidereal intervention, there would still be deathlords.
 
Why? Why is that interesting? Why is that valuable? Why do Sidereals need one more "gotcha" when they already have so many?
-shrug-
Given that I never used Sidereals in anything beyond isolation and was merely pointing out what was said and some of the canonical evidence for it, I don't know. Or care.
I'd recommend looking to someone who finds Sidereals interesting and uses the idea for an answer.

Neither is an example of what you're talking about. The deathlords were not caused by the Sidereals working together on the Usurpation. They arose from independent circumstances. If the entire Dragon-Blooded host had risen and slain the Solars with no Sidereal intervention, there would still be deathlords.
The Usurpation required most, if not all, of the Sidereals working together and resulted in the rise of the Deathlords.
The theoretical results of a purely Terrestrial Usurpation are irrelevant to what actually happened.
 
Why? Why is that interesting? Why is that valuable? Why do Sidereals need one more "gotcha" when they already have so many?
eh, i prefer to remove the other gotchas, every celestial splat has something relating to their curse that forces players to step back and evaluate the long term consequences of their choices.
 
-shrug-
Given that I never used Sidereals in anything beyond isolation and was merely pointing out what was said and some of the canonical evidence for it, I don't know. Or care.
I'd recommend looking to someone who finds Sidereals interesting and uses the idea for an answer.
So basically, you're just spouting random shit about a topic you don't care about and making half-assed arguments for the purpose of being contrarian. Got it. You didn't point to "canonical evidence" for anything; you just pointed to an event of canon which could be explained under the frame of reference @Carrnage suggested, basically proposing a retroactive explanation to certain events. That's terrible practice, and your example isn't even good.

I also don't really know where Carrnage is drawing this idea from. I suspect he's misremembering the First Edition version of the Sidereal Great Curse, in which Sidereals have a non-mechanized tendency towards hubris and polarization that increases when in group - basically the more of them they are, the more they think only they get it and the rest of the world doesn't understand the stakes they deal with, turning into arrogant, paternalistic cabals that divide along ideological schisms. That's the closest I can recall to his description, but "planning together introduces long-term side-effects in their plans" it is not.

The Usurpation required most, if not all, of the Sidereals working together and resulted in the rise of the Deathlords.
The theoretical results of a purely Terrestrial Usurpation are irrelevant to what actually happened.
The Usurpation resulted in the rise of the Deathlords because it was a natural (well, unnatural, given what undeath is in Exalted) consequence of slaying the god-kings at the height of their power and madness. At no point did a Sidereal curse specifically tweak the course of events (or their decision process) so that by teaming up together they would cause the rise of the deathlords. It's dumb, and it's not canon.
 
The joke about Sidereals cooperating (and especially large amounts of them) is that it is exactly the thing that triggers their version of the Great Curse.

Thus, every Sidereal tends to devolve into a mastermind on their own, weaving thousands of little webs at cross-purposes with each other.
 
The joke about Sidereals cooperating (and especially large amounts of them) is that it is exactly the thing that triggers their version of the Great Curse.

Thus, every Sidereal tends to devolve into a mastermind on their own, weaving thousands of little webs at cross-purposes with each other.
There's suggestion of that in some parts of the fluff, and then you get their 2e Limit system, which is more like "you Limit Break more often when in a group, and your Limit Break makes you bugfuck insane." And their 1e had an even different version of "Sidereals go wrong when in large groups." This is one of the rare situation where I find the 1e application of something even worse than the 2e version.
 
Maybe because Raksha are inherently whimsical and irrational? Because they occasionally pull (not necessarily intentionally) the tropes from works of fiction and apply them to themselves, and at some point the Raksha pulled a trope that has no relation to Creation whatsoever and is still bound by it?

I think we can safely put that down to Szoreny just not having a Charmset that EarthScorpion and Aleph are comfortable using.
Could you expand on that? What's the deal with Szoreny's charmset?
 
And here is the conclusion of Demesne Week- at least until I decided to do another one!

The Stream of Distant Pasts
Abyssal-Aspected Demesne 3

In the Underworld, a hundred or so miles east of Nexus is an oily, frothy stream that babbles over smoothed, ancient rock. Slate grey grass and cattail reeds grow along the slower banks, while faces seem to appear in the bubbles and foam. It is said that in places like these, a ghost can bargain with the waters, offering coin or fresh blood for a memory lost in death.

The token harvested from this demesne is a rare, incredibly fine kaolin. The ivory white clay is profoundly suitable for countless feats of ceramic craft. Worked or unworked, it is naturally tangible to all ghosts, and offers a sublime tactile experience when handled. It is more useful to the living, however, serving as an aide in laying the dead to rest or empowering a recently departed ancestor with handsome white ceramic weapons and tools.

Sijan holds sole dominion over this demesne, and makes special note to harvest the regenerating kaolin deposits for the creation of canopic jars or crematory urns. Truly opulent clients demand elaborate sarcophagi crafted with sculptural relief, which has on occasion, become ceremonial crypt-armor upon awakening in the Underworld. With research, one could determine the conditions of this boon, and then subsequently devise a way to armor the dead upon burial.

The ceramic is also useful in medicine, creating fine scalpels that leave bloodless wounds and allow for surgery with only the lightest stitching. Such tools can also perform allow a character to practice medicine on Ghosts, though one would rarely need to, save for magical maladies. More interestingly, it can perform reconstructive surgury on ghosts, as it cuts and carves their bloodless corpus as easily as the clay it originated from.

Standing Stones of Rahazd-Gol
Sidereal-Aspected Demesne 4

Through chance or Fate, a ring of seven standing stones formed in a clearing in the center of a bowl-shaped valley. Standing some twelve feet high and roughly rectangular, there is no hint of tool or claw marking the surface. Creation has no love for the number seven, however- two of the stones are false. which two changes from month to month. Harvesting the demesne's bounty requires one to determine which is which with geomancy or astrology.

The Essence Token itself is prophecy. When starlight cast shadows beneath the stones, an astrologer can read these dark band for future portents. When carefully recorded, these predictions can be useful in their own right, or used to create a fateful device or implement, adding a touch of improbable inevitably to a great work of magic.

In the decades that passed, the small village that grew up around the standing stones became frighteningly punctual, with an almost innate sense of time and the stars, along with a wealth of clockmakers and designers of mechanical astrolabe. To this day they are sought out as sublime ship-board navigators, astrologers or similar feats. This same adaptation though has made these talented folk intensely idiosyncratic, affecting strange manner of dress and showing a curious intuition at the strangest times. They also abhor the Wyld and anything resembling a tainted land, becoming violently sick in the presence of Raksha.

The Island of Forgotten Troubles
Solar-Aspected Demesne 2

There is a place in the sun-dappled reaches of the western ocean where old kings went to release their worries and make merry. That resort no longer exists, reduced to pearl-white columns and alabaster flagstones on a tiny tropical island. The white-sand beaches remain powder soft and more comfortable than any bed, while the waters out for a hundred yards are glass clear and profoundly warm.

Years ago, there was a manse, but not all great works of the previous age have withstood the test of time. What was once a strong and potent manse powering an opulent resort has become instead a humble ruin, tended by ancient spirits and holding to the principles of the time before. Located far from modern shipping lanes and Western communities, the island rarely receives visitors.

The current holder of the demesne is a Dryad by name of Swaying Palm. (She insists that she was the first dryad named such, but there are so many palm trees.) She also might be right, for her tree is over three thousand years old, and she is quite powerful. Enough that the infrequent belligerent guest have decided not to contest her ownership.

She and her fellow Dryads maintain cordial relationships (more a business contract) with nearby enclaves of Nymphs, holding to the original purpose of the resort. To that end, even though the manse and the First Age have both fallen, Swaying Palm still welcomes polite guests to her shores to this day, and spares no aid to the shipwrecked or marooned. For those who stay a while, the weather is always pleasant, while sleeping on the beach is wholly restful, comfortable and guarantees pleasant dreams.

If guests are not polite, Swaying Palm resolutely extracts compensation, often binding transgressors to service until they pay back what they owe to her and the island.

The Essence Token of this demesne is a glittering, gold-husked coconut that grows from Swaying Palm's own tree, which had once been the exact center of the resort. In the Second Age, the gilded husks are often used as curative medicine bowls, as Swaying Palm trades them in many markets by way of distant shipping routes.

The original Solar architect who designed the manse had a legendary appreciation for mixed drinks, and ensured it was stocked with every ingredient and known at the time. Swaying Palms considers it a wonderful irony that he will never enjoy a divine rum concoction mixed with coconut milk from the very demesne he once capped. She allows that his reincarnation might.
 
He doesn't have a canon charmset, and there aren't really any good full ones.

I keep hoping Revlid or RO will do one, but Alas!
RO has done one, actually. It was one of the last things he was working on, for a game of his.

He just never (to my knowledge) posted it publicly, and left the game quite a while back.
 
Changeling does give reasons why the fae hate iron.
Yeah, but this isn't Changeling. The Raksha don't actually work the way either of the Changelings do, though they have shared elements from both. As a result, it's nonsensical that they'd be harmed by iron for "breaking contract" with it, or because it's "boring" (which it isn't).

The former has some basis, in that there could be a really influential story about a great raksha king who was poisoned by a rampant beast of iron, and so all raksha must now fear iron, but a) there isn't, and b) that doesn't make a tremendous amount of sense for raksha.

You could take the basic idea of "banality" and tie it in with Autochthon, and say he made iron as a tool for lesser races to fight off the raksha, but a) that isn't how it happened, and b) it doesn't make a huge amount of sense because the threat facing Creation before the Primordial War was the Primordials, not the raksha.

You could say it represents stability and the pole of Earth, but a) it doesn't do that anywhere else, like in thaumaturgy or sorcery or backstory or themes and b) in that case, why doesn't the anima or Elemental Bolt or an Earth-aspected Terrestrial do aggravated damage - and why doesn't Jade, which is actually the thing that represents stability and the pole of Earth.

Hell, gold and silver are both more "stable" than iron, and they're also both tied to gods who fuck up the raksha in different ways, though Luna has a better claim to it just because it's what her Exalts do and it's what silver actually does in mythology - including mythology that Exalted actively tries to draw from, as opposed to tired old Eurofae tropes.

I would wager that iron was picked because iron is common, thus making raksha power countered by something even a dirt-poor commoner from the Threshold might have on them, which feeds into the general "fuck you raksha" narrative the game has in places. Jade, by contrast, is precious and already magical.
So make it silver. That's precious, but it's not "a sorcerer will round up your village and have everyone turn over their inherited jade talismans on pain of death so he can use it as ore to smelt an animated jade-alloy statue to crush his rivals" precious, or as rare as any magical material, and thanks to the Guild it's even more common in the Threshold than you might expect, perhaps as a way of helping to keep raksha from their clients (and thereby driving up the value of the slaves they sell to the fae). It's something that a mundane blacksmith can edge weapons with for when the Wyldstorms are blowing and the season for rakshasha arrives. It's something that can coincidentally save a human's life when their grandfather's silver bracelet burns the paw of the raksha trying to drag them away in the night. It's not something that any advanced society is going to quickly reforge into steel, making it useless somehow because iron+coal = not stable, not good. It's something that actually makes sense in the setting.

Maybe because Raksha are inherently whimsical and irrational? Because they occasionally pull (not necessarily intentionally) the tropes from works of fiction and apply them to themselves, and at some point the Raksha pulled a trope that has no relation to Creation whatsoever and is still bound by it?
Right, see, when I ask the question "why has this concept just been lazily copy-pasted into the setting from an inappropriate source, with no justification", I kind of hope the answer won't be "because we lazily copy-pasted it into the setting from an inappropriate source, with no justification, in-setting". That's the sort of answer which requires really, really clever writing for me to accept it, and the raksha don't even hit one rank of "really", even with Moran's last-minute rewrite.
 
RO has done one, actually. It was one of the last things he was working on, for a game of his.

He just never (to my knowledge) posted it publicly, and left the game quite a while back.

Damn it. I knew he was working on one, but I hadn't thought he'd finished it before the end!

Alas, egads and all that. Oh well!

I mean I know the Ink Monkeys are said to be sitting on official charmsets for Metagos and Isidoros as well as the Silver Forest
 
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