Revlid Charm Homebrew: Pelagic Muse Artistry
Reposting the old Infernal Charms I did for SB. Some are a little altered, because I'm a fussy git.

KIMBERY

PELAGIC MUSE ARTISTRY
Cost: — ; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Tidal Renewal Discipline
The diseased fancies of the Great Mother are animated by no recognised school of art, yet descend from the perverse aesthetic wisdom of millennia. This Charm permanently alters the Infernal's ability to create art, allowing him to infuse such creations as paintings, statuary and song with strange proportions and alien cadence. Characters blessed with madness reduce their MDVs against social attacks encoded within this strange artistry by the value of their highest-rated derangement. Further, such artistic social attacks can inflict derangements on their targets, as though they were intimacies requiring a number of scenes of development equal to their point value. An observer can link the unsettling undertone in the Infernal's art to the aesthetics of the demon realm with a difficulty 3 (Intelligence + Occult) roll.


If the Infernal knows the First Kimbery Excellency, this Charm benefits attempts to create (or modify) objects that conform to the Demon Sea's understanding of beauty, even if they have no social component, such as a daiklave etched with curiously organic patterns. The warlock adds (Essence) automatic successes to each roll to create such objects.

SQUAMOUS IDOLS RAISED
Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: Desecration
Duration: Permanent
Prerequisite Charms: Pelagic Muse Artistry
Only lesser artists need create the symbol of a monster. Kimbery's beautiful creations are monsters themselves, and art begets art. This Charm permanently enhances the artwork shaped by its prerequisite, allowing the Infernal to have social attacks encoded within her artwork produce mutations in line with Kimbery's aesthetics, rather than derangements. Such alterations only physically manifest after a night spent sleeping, during which the subject's dreams are disturbed by the strangely familiar song of the deep ocean. Even if she does not weave this warping power into her artwork, it can take on a strange potency with sufficient appreciation. All objects whose creation was enhanced by Pelagic Muse Artistry acts as though it were a manse with the Mutagenic power, rated at a level equal to the higher of its Resources value and the size of the Cult that somehow uses it as a part of their worship of the Infernal (or one of her souls). Collections of artwork increase their Resources value appropriately when gathered together.


Prayer rolls toward the Infernal that are made with the help of one of her strange artworks benefit from a number of automatic successes equal to the value of their highest-rated derangement. Finally, characters with even one mutation caused by Kimbery's magic increase the effective value of their highest-rated derangement by their (Essence).

OCEAN'S BOUNTY BLESSING
Cost: 10m; Mins: Essence 3; Type: Simple
Keywords: Combo-OK, Sea, Sorcerous
Duration: (Essence) months
Prerequisite Charms: Price-of-Everything Undercurrents, Tidal Renewal Discipline
In ancient times, the fisher tribe of Lake Guandi found themselves assailed by pagans and dragon-slaves. Making a prayer to the Great Mother of the Lintha, they waited for their inevitable destruction - and the next morning found blades of exquisite design piercing the red sand of their lake's shores. The message was clear. The Exalt makes a prayer to a body of water that qualifies for the Sea keyword and is bordered, owned, or used by a beloved character or organization. She uses not the words of devotion, but of desire and demand, specifying any variety of inanimate object or non-sapient creature as watery tribute. That body of water is enchanted, such that it produces the specified good at a rate equivalent to a Resources value of (Infernal's Essence - 2) per week. All manner of goods can be produced in this fashion, even if there seems no plausible way that the body of water could have spawned them. No more than half of the bounty produced by this Charm washes up on the shores of the body of the water; the rest must be retrieved from the water itself, with swimmers, divers, boats, or trained mutant seabass. Every week a community or organization spends harvesting this bounty is treated as a scene spent building a positive intimacy in that group toward the Infernal.


The Infernal's Essence rating is increased by one for the purposes of this Charm if the bounty would normally come from the water; fish or fertile rivermud, for example. It is also increased by one if the bounty is a raw material rather than a finished product - driftwood rather than completed tables. These benefits stack.

PEARLS OF THE SECRET DEEP
Cost: 12m; Mins: Essence 4; Type: Simple
Keywords: Combo-OK, Sea, Shaping, Sorcerous
Duration: Until completion
Prerequisite Charms: Ocean's Bounty Blessing
Treasures of unimaginable worth lie at the bottom of all seas, whether abandoned and forgotten by the surface or formed entirely in unimaginable pressure and darkness. This is true in the boundless blue of Creation's West, the endless oil-slick oceans of Autochthonia, and in the mother of them all, the roiling depths of acrid Kimbery. Upon activating this Charm, the Infernal's player designs an Artifact with a rating no greater than (Infernal's Essence - 1) that resonates with the themes of Kimbery. The warlock then rolls (Charisma + lower of Performance or Lore + Essence), singing her desire to the sea in Old Realm, creating a Sorcerous echo. This echo can be heard normally by those in the area, though its watery, secret nature applies a -2 external penalty to such Perception rolls. The warlock can sing to the echo up to once a month, with each new song allowing her to roll again, reinforcing its lyrical, tidal Essence until it stirs up the rich and murky depths of the pan-ocean. Failing to sing in a given month inflicts no penalty, but means that the warlock misses that chance to add successes to her pool. Completing the treasure requires that the warlock accumulate (Artifact rating x 30) successes through her singing, upon which the water bubbles with bitter bright colours as a priceless treasure drifts uncannily to the surface. Targeting the echo with appropriate countermagic ends this Charm, though its effective minimum Essence increases by one for every thirty successes accumulated thus far.


With Essence 5+, the warlock need not return to the echo herself. Instead, she may nominate a single beloved character or organization, who may sing in her place. Such characters use a pool of (Charisma + lower of Performance or Lore) and can sing to it only as long as they remain beloved - the completed Artifact automatically belongs to them when it emerges.

WEEPING WOUNDS TRIBUNAL
Cost: 2m, 1lhl; Mins: Essence 2; Type: Reflexive
Keywords: Combo-OK, Illusion
Duration: Instant
Prerequisite Charms: Trust Is Naive
Kimbery is ever-wounded, assailed by a cruel world that does not appreciate her love. An Infernal can activate this Charm while involved in some kind of dispute with another character, whether a casual disagreement or bitter fight to the death. She wounds herself in some way, clawing her hands through skin as delicate as her ego, and screams a martyred scream, rolling (Manipulation + Performance + Essence). Everyone who witnesses the exchange or its immediate aftermath and has a Dodge MDV lower than her rolled successes suffers an Illusion assuring them that the other party was entirely in the wrong, the vicious, unjustified aggressor in the conflict. Their memories are edited to convince them that the Infernal's wound stems from a sudden and brutal blow by the other party, regardless of whether they witnessed the actual moment of injury, while any damage suffered by the "attacker" is glossed over. The Exalt herself seems innocent of wrongdoing, defensive and defenseless, in need of comfort and aid; they treat this scene as one spent building a related positive intimacy toward her, and an appropriate negative intimacy toward her "attacker".


Unofficial Errata:
TRUST IS NAIVE: The Infernal takes refuge in the depths of her loving faith, refusing to believe anything bad about a beloved character. She can still become convinced that such a character has been duped or forced into poor decisions by the wickedness of others, but will never assign blame to them. Just as Kimbery's waters welcome all, she may reduce the number of scenes necessary to build a positive Intimacy toward any character she has never reviled by any amount, to a minimum of one.


Unofficial Errata:
ALL-DEVOURING DEPTHS SHINTAI
Cost: 10m, 1wp; Mins: Essence 4; Type: Simple
Keywords: Combo-Basic, Desecration, Form-Type, Obvious
Duration: One scene
Prerequisite Charms: Ichor Flux Tendrils (x2), Sea Dissolves Herself
Things have swum through the stagnant depths of Kimbery since before Time, creatures filled with formless hate and diluvial intelligence. In tribute to them, the Infernal's flesh liquefies into a slurry of squirming, translucent ooze, rendering her an unrecognizable mass of shifting ichor. All her worn and carried possessions dissolve into Elsewhere for the duration of this Charm, reconstituting when it ends. The Infernal may selectively retrieve any such items whenever her DV refreshes, but they are incorporated into her protoplasmic form as strange protrusions and fluid organs; armour manifests as an ichorous carapace, while weapons occupy one of her tentacles (described below) when "wielded", preventing it from making its usual attacks. Non-Artifact equipment retrieved in this way is destroyed once the Infernal returns to her human form, falling apart into a corroded mess.


With her normal features dissolved into a shapeless mass, the warlock perceives the world through organs that coalesce ever-so-briefly across the surface of her form, granting her omnidirectional senses, and her amorphous body can freely flow through any space that isn't water-tight. She can compress or expand her form by a maximum factor of two, and can even ignore the restrictions of gravity, oozing across walls and ceilings. This fluidity of form reduces the cost of the first two versions of Sea Dissolves Herself to one mote, though mutations acquired in this way are temporary Desecrations that dissolve when the Shintai ends, while those lost return. Additionally, she reduces the post-soak damage of any attack by (Essence) dice, though this cannot reduce an attack's damage below one die. Energy-based or flaming attacks (like lightning, burning arrows or beamklaives) harm her normally.

Although she can manipulate her surroundings normally by forming clusters of fine, oily manipulators, she also extrudes (Essence) tentacles identical to those created with Ichor Flux Tendrils, which are similarly capable of independent clinches but are directed with Martial Arts rather than Occult. These tentacles can be damaged as normal, but the Infernal suffers no harm from their destruction, and can entirely regenerate a destroyed tentacle at any point by activating Sea Dissolves Itself as though in response to a Crippling effect. She and her tentacles are always treated as being coated in the poisonous tattoos created by Spiteful Sea Tincture.

-----------------------------------------

EBON DRAGON

LIVING A LIE
Cost: — (+2wp); Mins: Essence 3; Type: Permanent
Keywords: Shaping
Duration: Permanent
Prerequisite Charms: Corrosive Pattern Infliction
The Drinker at Night's Springs understands history. After all, his aesthetic instincts favour tragedy and doom above all things, and the past is little else. The warlock can spend two additional points of Willpower when activating Loom-Snarling Deception to weave a deeper deceit, his shadowy Essence slipping false threads into the pattern of the Loom like a cuckoo insinuating itself into a nest. Whatever fake identity he creates is supplemented by actual changes to the history of the world, as a Shaping effect; his name can be found in the proper registries, his image is included in the appropriate portraits, and characters who somehow featured in his invented history even remember him. While these retroactive infiltrations last, he can effectively benefit from an appropriate Backing, Mentor, Influence or other similar backgrounds. He can use Corrosive Pattern Infliction to create (non-Artifact) props appropriate to his invented identity, such as a passport, apartment key, official badge, and so on, though these decay without a trace upon abandoning the disguise - like every other change implemented by it.


Created memories only properly take root in characters with a Dodge MDV no greater than (Infernal's Essence + 1), and cannot be intense enough to merit an intimacy on their own; they are vague recollections, acknowledgements of his forged existence, nothing more. Heroic characters can reject the memories by spending a single point of Willpower, asserting their own history over that recorded by the Loom. This only allows them to realize that they were misremembering, and does not alert them to any mind-altering magic. All other changes produced by this Charm are effectively reality-sponsored forgeries, and heroic characters can determine that there is something subtly wrong with them through a dramatic (Perception + Investigation) roll taking (Infernal's Essence) hours, at difficulty 5.

Unofficial Errata:
THE FACE IN THE DARKNESS
Cost: 3m; Mins: Essence 3; Type: Reflexive
Keywords: Combo-OK, Emotion, Overdrive
Duration: One scene
Prerequisite Charms: First Ebon Dragon Excellency, Our Little Secret
The Ebon Dragon was first to surrender in the Primordial War, and yet the pioneer of an attack that defeats even the most perfect of defenses. A strike aimed at the heart, one might say. The Infernal gains an empty ten-mote Overdrive pool, which he can fill through this Charm. In order to target a character with this Charm, the Infernal must have committed an act of depravity (as defined in Our Little Secret, though it considers only the mores of the character targeted) against one of their positive intimacies. He activates this Charm by making some reference (verbal or otherwise - the target intuitively deciphers the meaning of a communicating gesture, such as a finger slid across a throat) to the act of depravity and the intimacy in question. If the other character was already aware of the dark deed, this Charm fails to activate.


The warlock gains two offensive motes every time he makes a reference to the act of depravity, including the one he made to activate this Charm, as shadows hiss tauntingly in the hidden angles of the target's mind. This reference must be perceptible to the target, and the motes granted are reduced by one if the warlock had already made a largely identical reference earlier in the scene; creativity is encouraged in these taunts. The warlock gains these motes only once per action, and multiple acts of depravity broaden the range of potential references rather than increasing his gains.

The only way to drain the Infernal's mockery of its power is to internalize it, robbing him of his sport. At any point, the target may briefly shut their eyes, allowing the shadows to rush in from the edges of their vision. In that instant, they bear witness to every depravity the warlock made reference to, replayed in perfect detail before their closed eyes. This dreadful display cuts to their very soul, preventing them from channeling their Virtues (or spending Willpower for a free success) for the rest of the scene. In addition, they either acquire a negative intimacy toward themselves, a manifestation of their own guilt and self-hatred, or twist their positive intimacy into a negative one that seeks to blame the act of depravity on the intimacy itself; a poisoned friend is recriminated as a fool, while a conquered hometown is dismissed as a pit of weaklings. The warlock is automatically aware of this new or altered intimacy, and if he knows Golden Years Tarnished Black can reflexively activate that Charm to worsen the target's sense of blame. In any case, once the target has done this, the warlock cannot gain offensive motes by taunting them for the rest of the scene.

-----------------------------------------

CECELYNE

SWIFT-SAND DESERT COFFIN
Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Sandstrike Blast
The desert extends in all directions, swallowing up space and time and wandering heretics. This Charm enhances its prerequisite, allowing the Exalt to use her sand attack as a ranged clinch when in a place of desolation. She uses the attack pool described in Sandstrike Blast to make and maintain the clinch, but inflicts only bashing damage, as the sand works to crush her enemies instead of flaying them alive. She does not need to use the Charm again to maintain the clinch for subsequent actions, only flurry anything else she does with a miscellaneous action as normal (this represents her concentrating on the sandy prison). If the target wins a subsequent clinch roll, they can only escape the clinch rather than taking control of it.


UNQUESTIONABLE SCROLLKEEPER CITATION
Cost: 4m; Mins: Essence 2; Type: Simple
Keywords: Combo-OK, Illusion, Stackable
Duration: One scene
Prerequisite Charms: Demonic Primacy of Essence
Cecelyne encompasses all knowledge, host to a wisdom beyond the speculative squabblings of the Maidens or the quaking nightmare-enlightenment of the Labyrinth. Upon activating this Charm, the Infernal infuses herself with an intellectual authority of her choice. Her expertise becomes clear to any who perceive her, and they will treat her as a complete authority in the field, ignoring or explaining away any mistakes she makes no matter how egregious. She could perform a vital operation in front of a board of expert surgeons and not provoke negative comment even as she misuses medical tools, encourages the patient to remain conscious, and mistakes organs for tumours. As her victim bleeds out, they will only be surprised that even the Exalt's brilliance couldn't save them. This unnatural Illusion costs three points of Willpower to resist, or two points if the character in question has a higher rating than the Infernal in the Ability most relevant to her claimed authority.


A second purchase of this Charm allows the Infernal to infuse the Illusion into a piece of writing she produces, convincing those reading it that it was written by a true expert in the field, as described above, with demonstrable errors ignored, forgotten, or explained away as faults on someone else's part.

ALL-AUTHORITY GLASS GOWN
Cost: — ; Mins: Essence 3; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Unquestionable Scrollkeeper Citation
In the hiearchy of the Demon Realm, titles are claimed and held only by strength. Such is the intent of Cecelyne's law, for if none dare mock the Emperor, who is to say he is not wearing clothes? This Charm permanently enhances its prerequisite, allowing the Infernal to instead claim some form of material authority, ranging from store manager to shogun. All characters who meet the warlock are swiftly convinced as to her supposed position, glossing over inappropriate attire or lack of paperwork as they are struck by the aura of officiality and influence that extends from her every word and deed. This Illusion can be resisted as normal, but has its cost reduced to one point of Willpower if the target has some clear proof that the Infernal does not hold the relevant position - whether because they have met the actual incumbent, or because they know that the city she claims to rule was destroyed several generations ago.


-----------------------------------------

THEION

FINAL FURY UNBLINKING
Cost: 3m (+2m/action); Mins: Essence 3; Type: Supplemental
Keywords: Combo-OK
Duration: One Action
Prerequisite Charms: Apocalypse Comet Gaze
To escape the wrath of God is to leave the world entirely. This Charm enhances an attack made through Apocalypse Comet Gaze, causing the bolts of searing perception that emit from the warlock's eyes to track their deserving victim, leaving tightly-focused tracers of anima-fire in their wake. If the attack is parried or dodged then it repeats Steps 2-10 at the start of the target's next action, after their DV refreshes. It uses the same attack successes as the original attack, and retains the effects of any Charms used to enhance it. This continues, at the start of each of the target's actions, until the attack strikes a character or the Charm ends. Using a perfect defense allows the defender to end the Charm early by stunting their dispersal of the warlock's wrath, or its redirection into a nearby inanimate object. This Charm lasts just a single action, by default, but its duration can be extended by spending two motes for each additional action, to a maximum of (Essence) additional actions. If it ends early, for whatever reason, the warlock immediately receives two offensive motes for each repeated attack that was never expended.


Victims killed by an attack enhanced by both this Charm and Radiant Fury Dissolution receive a more focused torment, their millenia of disembodied suffering spent endlessly acting out imagined escapes from the warlock's wrath, ranging from the realistic to the absurd, but all ending in inevitable burning failure.
 
Last edited:
Revlid's Essays: Lore Charms
Fascinating though it is to watch people arguing over the merits or failings of something no-one in this thread has actually seen, I think I might as well try to start a new topic. So, Lore Charms.

In previous editions, the split between Lore and Occult was essentially one of Humanities and Sciences. That is to say, Lore covered things like geography, history, myth, philosophy, literature, law, knowledge of the arts*, and so on. Occult, meanwhile, covered things like alchemy, astrology, geomancy, weather-working, contacting spirits, etc - the sorts of things that essentially translate to 'hard' sciences in Creation.

*as opposed to Performance, which covered their practicalities

This split wasn't well-communicated, and often wasn't handled at all, but in theory I like it. It's a clear and intuitive divide, and Occult being a trait that would be called Science in a modern game is a nice nod to the way Exalted tends to say one thing and do another, for deliberate effect. It might well be set aside in 3e, in favour of a new definition, but we'll see.

Unfortunately, Lore Charms didn't quite live up to the supposed nature of their Ability. It seems the writers just had a bit of a brain fart, and settled on dumping all the "weird Essence shit" into there, since what the fuck else were they supposed to do with Arts & Humanities magic when "writing", "performing arts", and "making stuff" are already covered by other Abilities?

Well, I thought I might as well give it a go. Sufficient examples follow.

Instant Expert Intuition
There is no such thing as useless knowledge. Calling on a thousand tidbits of information, the Solar pieces together a specialty in any purely knowledge-based field of an Ability, which lasts for this Charm's duration. With greater skill in Lore, the Solar may apply these specialties to practical purposes as well, intuiting sword-technique from half-remembered stories and old fencing manuals.

Knack-Imparting Advice
With a quick tip or distant piece of insight, the Solar grants another character a temporary specialty similar to the one produced by the previous technique. True philosopher-kings can grant enlightened characters temporary access to Solar Charms which he knows and they qualify for, though maintaining this benevolent guidance is exhausting for the Solar.

Heart-Shoring Proverb Prana
The Solar's advice takes on a spiritual weight, bolstering the wills of those he encourages in the face of fear and unnatural temptation.

Reason Opens Akasha
All the knowledge in the world is there for the taking, if one but applies oneself. The Lawgiver pulls knowledge seemingly out of nowhere, his sleeping mind combining thousands of minuscule clues and intuitive leaps to come to a conclusion.
-
Faultless Recollection
Rifling through his mind like the pages of a book, the Solar recalls any past event in perfect detail, allowing him to re-examine it, and detect any magic that might have twisted his memory.

Mental Palace Method
The Lawgiver learns to construct worlds within his mind through meditation, a mind-castle of perfect figments where he may train against imagined opponents, test designs and plans, or simply relax in his own thoughts. He may use this technique while unconscious to lucidly dream, defending against sleep-altering magic and making sure no hours are wasted.

One Mind, Two Thoughts
The Solar's reasoning is ordered beyond human limits, allowing him to hold multiple simultaneous trains of thought without interrupting or distracting himself in the slightest.
-
Harmonious Academic Methodology
It is the supreme art of the teacher to awaken joy in knowledge. The scholarly answer to Tiger-Warrior Training Technique allows the Lawgiver to swiftly instruct his pupils in all the skills necessary for an intellectual calling, whether they wish to become artisans, doctors, or teachers themselves.

Discourse-Encouraging Lecture
The greatest thinkers present their ideas with brilliance and rhetoric. This expands the previous technique, allowing the Solar to pass on social arts like debate, presentation, politics and psychology.

Enlightened Scholar Curriculum
The Lawgiver learns how best to communicate his mystical knowledge to pupils capable of harnessing it, and can even teach the best of his mortal pupils to awaken their Essence.

Lesson-Within-Lesson Understanding
The Solar can now encode his more direct education with moral lessons that teach his students how to most properly apply that knowledge. As it is subtly worked into the information he conveys, only those who refuse his wisdom in its entirety remain ignorant of the true lesson he was trying to impart.
-
Truth-Girding Announcement
Infusing his words with the celerity to outpace any lie, the Solar spreads some idea or discovery around a social group. Within days it becomes a topic of great discussion. Whether an intellectual fad or a blasphemous controversy, everyone hears of the idea, and wishes to know more.

Lethe-Banishing Brilliance
The Solar translates the idea popularized by the previous Charm into a delightful fable, fascinating symbol or pithy proverb, ensuring that it will never be forgotten by that group, and the essentials of its meaning remain entirely understandable even generations hence.
-
Chaos-Repelling Pattern
Truth is order, and so is anathema to madness. Embodying the wisdom of law, the Solar shines with a light that causes the world around him to be treated as part of Creation for all purposes.

Wyld-Banishing Technique
The Solar determines the world, pressing the golden seal of law and the dagger of true knowledge against the unsubstantiated absurdities of Chaos. An area of Wyld-tainted land miles across is cleansed into pure Creation, and any of its features that contravene the world's laws cease to function as such.

Filling the Map's Corners
The Lawgiver has the authority to scribe the true history and shape of the world. The protestations of shapeless natives matter not. She can now use the previous technique to reshape the tainted region, dictating its geography, climate and even apparent history as he pleases.
-
Well-Earned Philosopher Crown
Genius is known on sight. It becomes unthinkable to question the Solar's wisdom in his fields of expertise, such that those who read his dissertations accept even obvious mistakes or lies as brilliant insights.

Erudition's Authority
It is wise to acknowledge greater wisdom. The previous technique expands, causing all to assume that the Solar knows best in all fields, no matter what he does, and allowing him to claim any authority or permissions his supposed expertise would grant him.
-
Mapmaker's Cunning Eye
The eye of the sun shines down on the world entire, stretching it out before him like a gameboard. The Solar intuits the geography and general climate of an entire region from a glance at a mountain's slope or river's path, reasoning out a map in her mind's eye.

Tracing the Dragon's Back
The Solar's mental-map reveals magic affecting the region, such as otherworld taint, sorcerous enchantment, mystically-hidden regions, and so on. Though the previous technique could detect demesnes, she can now work out whether they've been capped, and even the general design of the manse.

Antiquity-Answering Sagacity
A single example of a region or group's history (however current) is enough for the Solar to deduce the broad strokes of the rest of it, stretching back as far as she can manage, piecing together the myriad chains of events that must have led to this pass.

Secret History Savant
The previous technique now allows the Solar to apprehend even those details that reasoned study could not approach, uncovering concealed motives and detecting the hidden hand of supernatural actors.
-
Immanent Solar Glory
Even the least educated Solars can understand the nature of harmony, expanding their mote pools and allowing them to regain motes more quickly while working to govern, reform, inspire or otherwise improve or rule a given group.

Twofold Superior Philosophy
The Lawgiver uses his manifest genius to devise a special ideology, better than anything that preceded it. He can impart this righteous credo to others in the form of an intimacy, which alters the virtues of those who bear it accordingly.
 
Maudova Relic: Phalange of Omnibu’Shen
Phalange of Omnibu'Shen

Please critique and offer suggestions.

Relic Wrackstaff (Longfang or Direlance works too), Artifact (·····)
This staff is carved from the blackened glass finger bone of Omnibu'Shen, The Keeper of Words of Power, Fallen Fetich Soul of He Who Bleeds the Unknown Word. The base of the stave is shod in starmetal etched with a single sigil of power, capped with a pair of orchalcum prods with an adamant sphere suspended between. Though impressive as the staff appears the most catching feature is the Moonsilver filigree along the shaft. Etched in the the most elegant old realm script is a story of a clever Lunar that ensorceled Omnibu'Shen with a riddle so complex and arcane that it drove him mad in the process of solving it. Finally solving the riddle, he inadvertently spoke aloud the answer, and that was the moment he realized it was a trap.

The answer was a curse, fueled by his own innate cosmic power, that reversed the fated outcome of the speakers next action. As a creature of pure silent contemplation his first spoken words railed against his very soul, releasing all of his power and secret words into the foundations of creation, breathing secrets that still lie there to this day. Some say the curse was the cause of his speech, that it inverting his essence, turning every aspect of his soul hierarchy against himself. The explosion of power released previously unknown syntax and semantics into the substrata of creation building the interface for some of the greatest and most terrible workings creation had ever seen.

Those that wield the stave claim it speaks in furious screams heard as if from a great distance and offers them visions from deep within it's primordial mind. Sometimes from the moment of death where all the words of power escaped from his skull at once, other times sigils, glyphs, and symbols overwhelmly poured across their vision and minds. These visions often come without warning and instill a an unspeakable rage within the wielder. However each image, word, and glyph imparts primordial power to the wielder reshaping their understanding of the foundations of creation.

A Celestial Exalt may spend 3 additional motes while attuning to the Omnibu'shen granting 1 point of syntax on a successful withering or decisive attack. In addition she gains 1 non-charm die to all forms of silent communication, spells, evocations, charms, and shaping effects that depict symbols, glyphs, sigils, or written works per tier of sorcery mastered.

Thematics, Function, and Consequences
Evocations of the Phalange of Omnibu'Shen follow several themes including words and language, rage, madness, sorcerous power, curses, deep understanding and contemplative enlightenment. The Shaping Rituals, Mysteries, and Absorptions tap into both his wisdom and insight as well as the insanity of Omnibu'Shen. A few Evocations and Shaping Rituals tap into themes and concepts from He Who Bleeds the Unknown Word, as well as hint at his reincarnated as Elloge the Sphere of Speech.

The effects produced by this relic twist the nature of creation to the wielders will causing threads of fate to twang and hum with its power shortly after it's use. Fate spiders and sidereals swear they see the threads shift but have been unable to determine if the fates are changing or what the source is. Were they to discover the Phalange and understand what it truly was, it would be immediately marked for extraction from it's owner and placed in a vault (or laboratory) in Yu Shan.

Evocations of Omnibu'Shen
Evocation Design Lines

3 Core branches Mixing at Essence 3 and 5 following a straight path from Transubstantiation of the Furious Soul.

Syntax for Reversals & Curses (Bitter Resentment and Trauma):, hindering opponents,
Syntax for Madness & Rage (Speech is Shame):
Syntax for Enlightenment & Cosmic Power (Righteous Indomitability):
Bleeding for Syntax: Bleed Power to Fuel Syntax creation.
In a Pyramid (Temple) formation. With each tier requiring the Bleeding Evocation plus the one before it, and the at each sorcerous tier they must intermix themes.

Transubstantiation of the Furious Soul
Cost: 6m, 1wp; Mins: Essence 1
Type: Simple
Keywords: Perilous
Duration: One Scene
Prerequisites: Terrestrial Circle Sorcery

Bleeding the unbound potential of their own exalted soul into the interface of Omnibu'Shen it swells with arcane syntax. On any turn in which the Solar wields Phalange of Omnibu'Shen in combat she may convert 1 point of initiative into 1 point of syntax(nx), up to a maximum of her essence+1 per turn. If the wielder joins battle with a higher initiative than all opponents this evocation may be activated reflexively.

Special Activation Rules: Rather than being bought with experience, Transubstantiation of the Furious Soul is learned after first time the wielder gains a crash break in combat.

Burning Sigil Strike
Cost: 2m, 2nx; Mins: Essence 1
Type: Supplemental
Keywords: Uniform
Duration: Instant
Prerequisites: Transubstantiation of the Furious Soul

By channeling syntax through the core of the Phalange the sigils on the shaft burn with a brilliant crimson light pulsing at the striking plane. This evocation is activated after the attack is rolled but before damage is applied, increasing the minimum damage by the sorcerers tier of sorcerous initiation.

Syntax(nx)
Sorcerers wielding Omnibu'Shen in combat have a number of ways of generating and storing energy into the interface, the adamant sphere capping the stave, this energy is called Syntax(nx). The staff can store up to the attuned sorcerers Intelligence + Occult in syntax a time and absorbing into the interface after a scene. Syntax can be converted into sorcerous motes reflexively on a 2:1 bases or be spent to power its evocations at a 1:1 ratio.

Trembling Lips Curse
Cost: 1nx per attack; Mins: Essence 1
Type: Permanent
Keywords: Uniform
Duration: Instant
Prerequisites: Burning Sigil Strike

As the wielder's mind erupts in a cascade of forgotten pain, fragments of Omnibu'Shen's death curse escape from her lips. The words explode from her throat in a horrifying death scream, allowing her to make attacks against enemies using the statistics of Omnibu'Shen rolling Dexterity + Occult, removing the default accuracy bonus, and adding the thrown (short) tag.

Vallation of the Vulgate
Cost: 2nx per attack; Mins: Essence 1
Type: Permanent
Keywords: None
Duration: Instant
Prerequisites: Transubstantiation of the Furious Soul

Written in the foundations of cosmic laws states that none-shall violate the whole of the primordials and with this evocation the stave and wielders names become conterminous in its passages. Those that attempt to perform an attack against the wielder that would permanently alter her mind, body, or soul into something that could not wield the Phalange of Omnib'Shen automatically fail. In addition the attacker must spend 1 willpower to prevent the backlash of energy emanating from the staff from causing a minor if not similar effect on the attacker, repeated inverted attacks have a communicative effect on attackers. Treat this evocation as if it the wielder and staff met the criteria in Destiny Manifest Method Ex3 Core Pg. 304.

Oeuvre of Inversion
Cost: 5m, 2nx per tier; Mins: Essence 2
Type: Simple
Keywords: None
Duration: One Scene
Prerequisites: Trembling Lips Curse

Binding the Shinma of separation and the principle of identity into a blurred glyph within the interface she breaks the lines of reason and comprehension to all who would act upon her. Anyone, friend or foe, attempting to take action on the wielder or staff suffers a shaping effect that reduces their potential, the wielder may lower an opponent's maximum natural dice pools by a maximum of wielders tier of sorcerous initiation +1. This does not affect static numbers such as Defense or Resolve, only rolled effects. Anyone that has learned the silent language from Incuculate of the Unknown Word is immune to this effect.

Calibration of the Icon
Cost: 5m, 3nx; Mins: Essence 2
Type: Simple
Keywords: None
Duration: One Scene
Prerequisites: Vulgate of Inversion

While the sorcerers anima is at the bonfire level or higher she may infuse her display with new meaning. Her iconic anima is transformed as complex diagrams, symbols, equations, and a maddening litany to the creators of the universe and the wielder writes itself upon her aura. If the wielder is unarmored it grants essence + (sorcerous tier) soak, and (Sorcerous tier) hardness. If she is wearing armor or under the effects of some other power granting her soak and or hardness she gains a bonus to soak and hardness equal to her sorcerous tier. In addition each time a decisive strike is landed against her while the Icon is active she receives 1+ damage dealt syntax. This effect increased the maximum amount of syntax by the wielders essence score temporarily so long as CotI is active. If her anima flares from dim to iconic in one turn she may activate this evocation reflexively. Similarly if her anima is reduced to glowing level or lower the effect of the Evocation end.
Shaping Rituals
The relic of Omnibu'Shen resonates with world shaping power. Those that attune to it and gaze into the sphere experience a terrible enlightenment as the fragment of Omnibu'Shen's soul that still survives in its heart, speaks primordial words of power blasting open the doors of her soul. To the wielder, the world is redefined as an arbitrary system of of interacting symbols that she can manipulate through its syntax. These sorcerers tend to see everything in terms of symbols and communication: map and territory, call and response, rhetoric and games.

Sitting in silent contemplation of the complexity of the laws that govern creation, sorcery, and its primordial creators. Her will is eroded as she loses herself in the endless diagrams, sigils, and equations that make up the foundation of the cosmos. By burning a willpower, she may roll (Intelligence + Occult) gaining essence + success sorcerous motes. These motes last until the dawn of the next day (or equivalent if not in creation).

Writing a sutra about Omnibu'Shen and the fate of the written word the sorcerer expands the mythos of the fallen primordial soul. This takes no less than one hour and at the culmination of the ritual she consumes the writing and internalizes the story tuning the words into a prayer to herself and the staff. She rolls ((Charisma or Manipulation) + Linguistics) each success grants 1 sorcerous mote that lasts for up to a week. She may only have one such set of motes at any one time, and subsequent uses of this ritual replace previous ones.

When the sorcerer takes the first shape sorcery action to begin casting a spell and stunts it with a description of how she casts the spell through the Phalange or draws on its power, she gains (stunt rating + 2) sorcerous motes towards completing this spell. This benefit can only be received once per scene. Stunts to enhance spells with spoken or written components do not count against the once per scene limit.

Mysteries (Other Benefits)
Inculcate the Unknown Word (Merit ··)
The presence of the the Phalange of Omnibu'Shen inculcates an understanding of language into the wielder so deep that she may learn to communicate without words to any being that understands Old Realm. This language is a series of gestures, ticks, postures written into the foundation of all spiritual beings. She may teach this language to any that gaze into the interface of Omnibu'Shen willingly.

Semantics of Sorcery (Merit ····)
Initiates of Omnibu'Shen intuitively understand the semantics of the primordials sorcerous construct. By manipulating the syntax of the language of the shinma she is able to devise new versions of the spells she already knows. She may changing one aspect of its manifestation such as the shape of its area, point of origin, underlying substance or elemental nature. The spell costs the same amount of sorcerous motes and cannot be more powerful than the base spell. The experience cost and training time to invent and learn the new spell is half the normal amount.

Absorbing Shinmaic Syntax (Merit ···)
Those that witness the mind of the Omnibu'Shen and absorb his maddening vision also touch upon his enlightened understanding of the complexity of the universe. By witnessing a sorcerous spell of working of a circle in which she can normally attain she gains an immediate understanding of what she witnessed. This grants the sorcerer the ability to learn any spell she has witnessed by parsing out the structure of the spell costing the normal amount of experience but taking twice the training time. In addition the difficulty to detect and discern the location of any sorcerous working is lowered by 1 to a minimum of 1.


This can also be found on google drive
Edited to reflect changes present in original document
 
Last edited:
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:
 
Last edited:
Yozi Fanfiction
More stuff from that guy. Exalted: On the Empress' Immortality
Exalted: On the Empress' Immortality

In the beginning, there was a perfect order. Born of the King of Kings, the Pyrian Queen enforced upon the titans a perfect Hierarchy descending from the Universe Emperor to the lowliest of his subjects. When the Exalted, a bunch of hairless apes so low as to be beneath this Hierarchy overthrew that absolute formation, it was if a crack had formed in a flawless diamond. Lest these new rulers cause further damage, she begged they allow her to serve them, to allow her to work to restore her perfect order. But the humans cared not for her rigid structures and condemned her to exile with the insane, gibbering living-corpse of what had once been her Hierarchy's, her very existence's focal point.

And that broke her.

In a fit of insanity matched not even by Oramus, she completely rebelled against her broken Mythos and shattered three of her spheres and her perfectly-calculated perfection, denying her greatest works to the mad Exalted, the shattered Emperor, and even to herself, for she had failed in preserving that which was her very meaning. From the bowels of her prison, she watched the new rulers in the Silver Forest's reflections even as she served the sick and raving King, hoping that they might beg her forgiveness. Yet she observed with greater and greater dispassion as the Exalted grew decadent and insane. She let loose a minor howl as she saw even those fools overthrown, even their crude attempts at ordering Creation fracturing under the usurpers and their own final retaliations. She cringed as the Contagion laid waste to what remained of the natural order and nearly looked away in despair as the hated raksha overwhelmed the last vestiges of order that she had wrought so long ago.

Then, something unfathomable happened.

A young Dragonblooded lieutenant had somehow seized control of the Solars' geomantic weaponry. By all rights, doing so should have been impossible - the controls should only respond to Solar Essence, and its sensors should have been able to pierce through even the lies of the Ebon Dragon. To have seized control of the Realm Defense Grid was impossible, but the Exalted had done the impossible before. This young woman, barely an adult in the eyes of the Dragonblooded, and less than an infant to the long gaze of the titans, seized control of Creation's greatest weapon through will alone and demanded fealty from those few survivors of the Contagion and the Crusade, each a hero in his own right. Yet she was greater, for she had done what none of them could; they were all beneath her.

She had no doubt; she had no mercy. She was a pure and ruthless tyrant the likes of which Creation had not seen in long, the likes of which Merela had failed to be. And the Pyrian Queen fell in love. She continued to pay overtures to the rotting Emperor but courted this new Empress in secret, never leaving any sign of her presence but her gifts. The young Scarlet Empress was strong and true but nevertheless vulnerable in her inexperience.

She had to be flawless like diamond: perfect, untouched by the ravages of disease, of treacherous poison, and of age most of all. Like the Holy Tyrant before her, she need must be eternal and untouchable by her peers. From the ill-thought blood ties of the traitor Gaia, the Pyrian Queen wove Hierarchy into the Empire expanding from the new singularity of the Empress' person. All would be subject to her Dynasty, and as the Blood of Dragons failed across Creation, only the blood strengthened by the Yozi Queen's love would remain strong forever. The Scarlet Empire would remain as the last beautiful monement to order in a dying world, focused upon a final reminder of past glories.

But then the Empress went missing. Perhaps you know what happened to her?


BAD END: THE EBON DRAGON HATES EVERYONE
The Ebon Dragon is getting married. He does this sort of thing every other decade or so, and it would not be any call for celebration were it not for his choice of bride this time. Ordinarily, he chooses macabre, doomed souls, who cannot withstand him. The bodies of these victims he takes into his arms to be used as his playthings forevermore. But this bride might live, fears Erembour, who is so frequently the bridesmaid. This bride possesses power such that she might live forever despite any hardship, and the Shadow of All Things shall finally be sated with a doll to torment for the remainder of eternity.

The Pyrian Queen simply looks on in broken-hearted agony, unable to intervene lest she reveal her betrayal to the mad Emperor who clings to a throne no longer his.


NEUTRAL END: A QUEEN FOR THE PRINCE
The Green Sun is getting married. Hell is in quite the uproar about it, for Erembour, who knows things none should, says the bride may be human. Malfeas may be mad, but he is no fool, having long watched his former confidante fawning over an Exalted ruler, barely restraining his rage. He could have destroyed her for her treachery, but in his heart, he knew that even this pathetic creature possessed something he has lost. And he wants it back.

So he shall bond this human ruler to him in the most intimate of ways. She shall become the Demon Queen and be Exalted no more, but with her soul returning to the King of Kings his heroism and pride not predicated on violence, who is to say what will become of the Yozis' prison?


GOOD END: TO RULE IN HELL
The Scarlet Empress is getting married. She had known all along of her secret paramour, though it had taken the better part of a century to uncover her identity. After a time, the Empress finally went as far as the Demon City's gates for a secret rendevouz. With the Solars' return to Creation, the Pyrian Queen saw her love's power and the perfect order they had created together in danger. Not willing to lose everything again, she whisked the Empress to hell, where the human caused her to fall in love all over again as the former Empress immediately began a guerrilla campaign to overthrow the Demon Emperor as her latent Gaian Essence slowly evolves into a state not unlike that of a true Primordial. In response, the Pyrian Queen has publically declared her love and her loyalty, while the Silver Forest and the Black Boar in turn see in her a triumphant return to Creation and have fallen under her banner.

With the Reclamation in full swing, will the Yozis' champions succeed in hunting down this full-fledged rebellion, or will they too fall to the would-be Empress' charm and Charms?
Again! Exalted: Legend of the Empyreal Chaos
Exalted: Legend of the Empyreal Chaos

In the time when the tribe of dreamers awoke and stood against the children of Chaos, they created a bulwark of Form against the tides of the Wyld where they might play the game of worlds and kings. Yet their dreams were but such and were forever eroded by the endless stream of dreams that flowed from the Chaos and was the Chaos. To push back the tides, they wove mountains and plains from their bodies and a River rose to drown the stream, yet the flow was such that it might never cease. Their play could not be interrupted, so the Primordial Sea, who was an expert in drowning unwanted children, set out from the slopes of the Mountains of Gold and Diamond, across the roots of the World-Tree, until she was beyond the land of Dragons. There, she poured out her body, that she might gain the love of all by permanently embracing her siblings, extinguishing the Shapeless children all around them.

Free of the Sea's constant attempts to drown them, her brethren simply continued in their games, relishing the loss of her distraction, for they were solitary creatures. It was in this shape, two great Mountains encircled by a Sea, that the lands of Zen-Mu would be bound. Still, there was one great distraction from the game of worlds and one thing that might change the face of the shared dream. The Golden Mountain towered over these lands, its peak as high as the Diamond Mountain, yet its base infinitely wider. The roots of the World-Tree intertwined with its slopes, and the Primordial Sea lapped at its foothills.

The Mountain was hollow, however, itself its own crown of mountain gold, for it was King over the dreamers. The Beast Upon the Mountain which was the Mountain bellowed into its depths, the echoes of itself, its crown and its throne, reverberating across Zen-Mu, calling out, "Am I Mardukth?" Each time the Golden Mountain called, the Tree or the Sea or the River or any of the others had must cease their play and grow to contain and reflect the glory of the infinite Crown and Throne. Yet across the Sea, from without the fires of Cytherea, was another flame that burned away the Wyld with its touch, which the dreamers spied through the seven-colored wings of the Dragon Beyond the World. Unlike the Divine Ignition whose form could not be seen because all were within it, this was a blaze without form, but who saw the fullness of the dreamers from his position without.

Signaling from Without and from Beyond, the Infinite Radiant Is decreed that he should enter into Zen-Mu to rule the dreamers, for he alone among them was Complete – Beginning and Ending Eternal who burned himself into the shinma, that he might wield his formless regalia which was infinitely greater than that of the Shapeless children. His Cup was a Forge Universal, his Ring a crown of Time, his Staff a promise of Life Eternal, and his Sword the threat of Death. By a quirk of Nirupadhika,he was set apart from his tribe, on the far shore of the Primordial Sea and beyond the unblemished azure veil of his sister Cecelyne, set apart by Life and its Absence to keep Death at bay. Though the titans loathed the demands of Mardukth, Who Held in Thrall, he did not possess such power over them as would the Complete and Holy Tyrant. Then a Shadow came over the Sea, who had long been scorned by the others, and boiling with anger, she Marched Against the Flame no more but instead constructed an ark that he might cross her waters.

With a frightful silence, the emerald waters above parted to reveal a tranquil blue vault, which soon darkened as it parted to make way for the King. At first there was a blackness which held no darkness, but as the enormous mass drew nearer, dull stars of all the colors of Oramus' wings winked visible, forming immense clouds that shifted hues constantly, glimmering with the possibility of all things that were not the Wyld. A new Chaos descended upon Zen-Mu, filling it completely with prismatic light as a thousand-thousand stars birthed and died each moment, glorifying the Completed existence of the King. Those titans who wished not to be ruled gathered upon the slopes of the Crown and the Throne to guard it and be guarded, while those who were filled with wonder at the King's forge-constellations or feared his wrath arrayed within his nebulae. At his left hand was First of his souls – greatest of his suns and bearer of his standard, whose colors changed as he passed over Zen-Mu – and at his right hand was Final of his souls – twin to that sun and embodiment of that which was not Flame, keeper of the King's hearth.

What followed was a war of impossible scope, which witnessed the birth and death of a thousand-thousand worlds, until the King stood atop the Golden Mountain which had no peak and took its Crown, which was the Mountain, and made it his Way, such that all Zen-Mu was his Throne, and Mardukth was the Mountain no more, so that the diamond slopes of Qaf refracted the glory of the King onto all things, for they were beneath him. The King thus ruled Zen-Mu and led the game of worlds and kings, for he was full of worlds and King of Kings. By his Tyranny, his sister's Law was enforced, and by Law, their interactions among themselves were defined, and they were a solitary race no more. It would come to pass that the dreamers would one day despair, and the Law would guide them to seek the Shining Answer, which was Beyond the Beyond and more Complete and final than the Infinite Radiant Is. Yet the journey was long, and the dreamers would grow to miss their games.

The Holy Tyrant declared that they might rest for a time and play a Game that was not less than himself as the last had been. The tribe of dreamers his Throne, the King played no part in the world-mechanism's construction, instead acting as overseer and taskmaster, uniting the individual efforts into a harmonious whole, and providing raw materials from his starstuff when the Wyld would not do, for he was forge without peer. From the glittering molten iron at the hearts of stars were Creation's maintenance automata constructed in the image of the titans' subsidiary souls, and Wyld energy was drawn through the vast emptiness between those stars to properly align its Essence with Primordial purpose. The Empyreal conceived of a way to spread this purifying effect through the world-mechanism, distilling his multicolored fires into the element theion-to, but the Emerald Mother insisted that such a forced change would lessen their Creation. With much of the mechanism's stability owed to her touch, he retracted his contribution from the world's design.

After much time, the work was complete, and the dreamers made as to retire, when a Shadow came over the King. He felt slighted that his sole construction was removed from their Creation, his Creation. It was his invention, but he had neither designed its mechanisms, nor constructed a single aspect. Enraged but also flush with the excitement of proving himself ever-perfect, he drew forth the brightest solar flare his prismatic war-heart could manage and cast it into the purer and more abstract embers of the Divine Ignition. Then, he stormed into the workshop of the Great Maker and tore the heart from a device meant to purify his illness.

Rebuilding this machine into a great war-engine, the Holy Tyrant took back the flame he had given to the Ignition, whose colors had merged into a white-hot supernova that even the perfect King could not hold for more than a moment. In that moment, however, he plunged the engine into the blaze, causing it to be destroyed and be reborn in an instant. A Shadow was cast across his face for the first time as an individual more perfect than anything might ever be stood undaunted before the Infinite Radiant Is. No thing untested could be called perfect, however, and so the dreamers dreamed of trials for this perfect Sol Incarnate, the Holy Tyrant's war-soul jealously hoping to destroy that which he had wrought, lest the white light prove greater than his many-colored radiance.

Lo, did Ignis Divine prove himself Unconquered, despite the arrogant wrath of his elder sun. To appease her brother, the Tyrant's crafty hearth-soul requested of the King the Crown of vanquished Mardukth, for he needed not omnipresence once all the titans were gathered in Yu-Shan. The Empyreal crown of Time would remain upon his brow forever; better to elevate this favored child in the eyes of his peers, all the while implying that for all his perfection, he was still less than that onetime King. This he acceded in good humor, for he was eager to lord his greatest work over those of his peers and to retire to the Games. Yet, this golden corona did not please the King of the Gods.

He rankled at the mistreatment of his fellows, of Autochthon, and most of all, of the mortals, who were held in such low esteem as to be beneath the Law. He spoke with the Clear Sky Cecelyne who was Lawmaker and with the Thousandfold Constellations of Hierarchy who was impartial and held his father's ear. He drew up plans for societies and works of geomancy, that he might maximize prayer yield while allowing mortals to live as they wished, without fear. Once he knew he had perfected his plans, he sought counsel with the Holy Tyrant's war-soul, who was clever, and with his hearth-soul, who was wise. The jealous elder sun, burning an envious green, encouraged the Unconquered, hoping to see his younger fail, but the princess of the hearth called him a fool concerned with the goings-on of ants, pointedly insisting that he would not like the outcome.

Sol Incarnate sincerely thanked both for their advice, and begged audience with his father, who accepted after some prodding from the Constellations. He waited patiently while the god outlined a greater system of worship to power the world-mechanism than was in place. He did not care for the current system, as he had neither designed, nor built it. Still, to change any aspect of Creation would be to imply he had failed in directing his subjects. Yet he knew also that to deny his sole contribution's suggestion would be to imply that he had created something less than perfect.

After an eternal instant within his blazing nebulae, he replied, "ALL THESE THINGS MUST BE TRUE. BUT WHO ARE YOU TO DENY THEM THEIR PLEASURE? WHO ARE YOU TO DENY ADRIÁN TORMENT? ISIDOROS RAMPAGE? KIMBERY DROWNING?"

In that moment, the Unconquered's Valor screamed for him to stand, but Temperance prevailed: he would have other chances; he could work toward small changes in Primordial disposition. With time, he grew discouraged, fearing he might never succeed. The jeers of heaven's prismatic sun continually ate at him, and he was unable to silence his elder by force because of the divine Geas. Growing ever more disgruntled by his casual dismissal by most of the titans, he began to openly speak of rebellion, ideally forcing the titans to rethink their actions by taking their coveted Games from them. It was during one such rant that Autochthon discovered him and offered to help.

When the Primordial War began, the Holy Tyrant did not care. His favored and only creation was merely going through a rebellious phase, encouraged by that maniac Autochthon. A moment more, and he would give his wayward son an appropriate punishment such that all gods would know the consequences of betrayal, yet would in no way diminish his perfect Sun and thus reflect poorly on his Kingship. Another Labor, perhaps, or even a dozen more, though he had must ensure they do not merely drive him to such arrogance again. Yet as time passed, none who had left the Game's controls returned, and soon the King was alone. Impatient, he stormed out of Yu-Shan with his war-soul at his side, only to find his subjects under attack.

Without the Crown of Mardukth, he lacked the ability to be amongst all his tribe at once, and even his great size was of no great use, for he could only use a fraction of it, lest he destroy Creation with his mass. Nevertheless, he still held Death as his Sword, and half the Incarnae fell before him, leaving the offices of Lethe, the sky, and several other aspects of Creation forever empty, before the Exalted unleashed their secret weapon. The birth of Oblivion sent shudders across the shinma, reverberating within every titan. In that long moment, the Infinite Radiant Is questioned his Infinite nature for the first time. That was all the Exalted needed to smother his stars and storm empty Yu-Shan to take his hearth-soul captive.

Suspected of having gone before Sol to inform the Tyrant of his plans, it was she, rather than the elder sun who was to be sacrificed. His stars dying and the void between them slain, the Empyreal Chaos withered, collapsing upon the cold iron bones of his constellations, which yellowed to dun brass in emulation of the vanquished King before him. His war-soul, defiant to the end, rose high as he could, giving Creation one final glimpse of emerald noon, vowing never to descend from that height again before being sorcerously cast into the half-dead body of his progenitor, along with all the other titans. For Sol's ingratitude and treachery, the Thousandfold Constellations broke three of her forms, making impossible those plans of his she had once advocated, among other things. Now the pitiful skeleton that is Malfeas rules over his mad and broken brethren by force, his regalia taken from him.

True, he is lesser than what he once was, but he is still very much the same. He is not so wise anymore, but he retains much of his old cleverness. He sees now where his mistake lies: he allowed a certain Shadow to shape the final form of his perfect offspring. Thanks to the endless mirrors of the Silver Forest, he has avoided such folly this time, reflecting nothing but his own majesty upon itself...
 
ES Essay: On Dynasts and Hot Springs Episodes
You remember how the last one was all @Aleph's fault?

This is all @horngeek's fault.



Dynastic Hot Springs (and Sauna) Culture

Even more than beaches, the Scarlet Dynasty is fond of - and some might say obsessed by - hot springs. Fortunately, such things are common across their homeland and the prosperous satrapies of the South. In places where the geology is not conductive, they build their own heated pools and saunas - or sometimes call on sorcerers to crack the earth and force the geomancy into shape.

A defining aspects of the Dynasty in its own eyes is that they are civilised people, and civilised people are clean. This suffuses the culture of the Realm, with even the peasantry in most districts having access to public bathhouses, and permeates the Immaculate Order, which teaches that filth carries spiritual impurity and disease and which imposes cleansing routines before worship. When many Dynasts sneer at 'unclean barbarians' or 'rebel filth', the emphasis is often on how their enemies are physically dirty and thus spiritually corrupt. Some outsiders believe that this cultural neurosis might be a legacy of the decontamination protocols imposed to fight the Contagion, which were maintained in the Realm long after the rest of Creation had forgotten the old ways.

For all their sanctimony about personal cleanliness, one must not forget that Dynasts are a decadent people. While they assure outsiders that they are merely getting clean, in truth visits to bathhouses and hot springs are often a time of subtle yet vicious drama. The warm waters and steam cannot wash away a toxic brew of back-stabbing, politicking, affairs, assassination attempts, and judgemental mockery about physical appearance. Frequently, Dragonblooded will refuse to share their water with a mortal who might pollute them with their lack of enlightened wisdom - or at least one who isn't a spouse, an ally, or a courtesan.

Such behaviour is notably non-compliant with the Immaculate Order's teachings. The Order encourages communal bathing as both a bonding activity and a communal act of cleanliness and faith. While there are a few places where only the Terrestrials may bathe, those are usually places so sacred that they are forbidden to any who are not a monk or a nun, even if they are a Dragonblood. Of course, there is a recurring issue of Dynasts considering that to be a challenge, but the young and/or drunken idiots who desecrate a sacred spring usually find themselves being chased by angry Immaculate monks.

Hot Springs for Purity

As the Dynasty grows more decadent and corrupt, many of the more isolated Dragonblooded forget the religious meaning of these places. Still, it is central to the understanding of the ways of the Realm, even if it only 'feels right'. A hot spring, much like a beach, is a place where all the elements are in balance. The water is heated by fires and contained by the earth, plants grow strong, and the air should be fresh and healthy. It is a place one should go to cleanse oneself of impurity, to find one's centre and rebalance one's urges. Creation itself seems to recognise this. Many water-aspected demesnes and manses within mountainous regions take the form of springs; so, too, will fire-aspected places where the geomancy is wrong for volcanism. Even some Celestial demesnes follow suit; though the Order does not publicise it or welcome guests to such places, many Solar-aspected sacred places form hot spirits where the bright sun warms the water until it faintly glows.

Immaculate springs follow a highly regular and structured design, with initial separate-sex areas for the ritual purification, followed by a shared communal area. As part of the procedures, the monks and nuns overseeing the processes are expected to keep an eye out for any sign of Anathematic, chaotic, or demonic corruption, or signs of disease on the bodies of their followers. Such physical inspections are one of the ways that the Immaculate Order serves as a force against illness in areas where they operate, since signs of sudden outbreaks can be noticed early.

Hot Springs for Pleasure

The most lavish and ornate hot springs in the Realm are entirely private affairs, owned by a single House or the Imperial Household. Any guests who attend are merely there at the sufferance of their hosts, and inappropriate behaviour can result in century-long feuds. Of course, the definition of 'inappropriate' behaviour can vary wildly, and what some might consider simple good manners might result in a formal complaint by House Cynis for 'being a stick-in-the-mud who ruined the fun for everyone'. Such places often refuse to let mortals into any of the best pools, and when non-Dragonblooded are let in they are usually the spouses or children of Dynasts - or the entertainment.

Within the Realm itself, there are no real consensus as to whether a pleasure spring should be mixed-sex or have separate bathing areas for both genders. Often it depends on the precise geomancy of the location as to which would be preferable. For example, if there is a charming mountain view which would be ruined if a dividing wall were to be built, then both sexes bathe together; however, if the springs bubble up in two separate locations it is customarily taken as a sign that the Dragons wish for men and women to be kept separate. In more cosmopolitan areas and when building artificial springs or saunas, the custom is generally to build a large shared area, and then a number of smaller pools for the shy or easily embarrassed. The walls between the lesser pools and the main pool are built deliberately thin, so people bathing separately can still chat with their friends. This does have the unintended side-effect that couples looking for a little privacy may face embarrassment if they don't keep the noise down.

Of course, most Dynasts grow a little tired of simply sitting around in a pool of water. As a result, any hot springs worth its title will make sure to prevent guests from getting bored and making their own entertainment. A good supply of fine rice wines and spirits is a fine way to start, but most Dynasts will expect a lavish resort attached to the springs with masseuses, restaurants, a hunting estate, courtesans of both sexes, music and the other things required to truly enjoy a relaxing weekend.

Every few years there's a scandal that has to be hushed up as a member of a House is found dead in a pool. Sometimes it is because they overdosed and drowned; other times it's murder made to look like death by overindulgence, and sometimes it's suicide. "They became one with the Water Dragon" is the usual euphemism used to describe such deaths, while the Houses alternatively try to get to the bottom of things or cover up the embarrassment. Often, the task of investigation is given to a brotherhood of young Dynasts if the House doesn't want anything to be found, but has to be seen to be doing something.

Dynastic Bathing in the Threshold

In the cold of the North, the Dynasty tends to build saunas and heated pools to take the edge off the chill; sizable stone buildings heated with vast amounts of pinewood and the air seasoned with sandalwood braziers. The rarer hot springs are valued both by the Dragonblooded and by the locals; this has caused rebellions when the satrap appropriates a village and evicts its population so he can have somewhere to relax.

Dynasts in the South resort to bathhouses and hot springs with even more obsessiveness than ones in the Realm. The heat across much of the South is too much for aristocrats used to the temperate Realm. Fortunately, the common volcanism across the region means that they naturally form in many places. As a result of the painful humidity of the South West, some Dynasts essentially live in their bathhouses. The satrap of An Yu is infamous for taking reports while sitting in a hip bath of ice.

In the tropical West, there is less of a pressing need for such things. The sparkling turquoise waters have more than enough beaches that there is no need to build additional places to relax. However, if the island happens to be volcanic and have hot springs - well, the satrap won't be complaining.

Far in the East, water becomes scarce, as it becomes stored in the titanic trees that cover the landscape. Some Dynasts simply make use of rivers. However, in some regions cunning Wood aspects have bred the giant pitcher plants to be large enough to hold an entire brotherhood - plus guests! This has led to somewhat of a craze for all-vegetable bathhouses

Problems at the Hot Springs

Much like the beach, hot springs are a favoured place to attempt to assassinate Dynasts. One reason that most Dynasts are more comfortable bathing in company is that too much privacy merely leaves one vulnerable. Assassins jump through paper walls holding knives, crawl along the ceiling with garotte wires, or simply try to set the entire building on fire. Many of the traditional bathing tools are therefore quite solidly built and capable of being used to defend one's self in an emergency; a back-scraper makes a functional cudgel, while a brazier can be thrown as a chakram and a net meant for getting leaves out of the pool is a solid staff.

It is important to remember the difference between a pure hot spring guarded by monks, and one which exists only for pleasure. No small number of Dynasts forget the difference, and draw the ire of the Order. Such offences usually result in demands by angry monks to make up for sins through hard work. A Dynast who brought several bottles of rice wine into a ritual bathing pool, for example, may be sent to pay penance by chasing down a ghost haunting a nearby forest, while a hot-blooded Fire Aspect who murders a rival at a shrine may have the full force of the Order's wrath directed at them.

Many hot springs have elemental guardians of their own. Steam snakes are a breed of water elemental who exist as a mere cloud of vapour, while spring foxes are tricksters and pranksters who have a fondness for stealing clothes and sake. Elementals can be unpredictable and violent if offended, but many of them have been tamed in some regions and serve the House who owns the spring. It is said that there is a glorious spring on the slopes of Mount Meru which is the residence of an Elemental Dragon who runs a bathhouse for the gods - and only two humans have ever visited without being cursed; the Scarlet who came as an ally, and a little girl who stole something precious from the dragon and was possessed by a Lunar anathema for her crimes.

Alas, the endlessly scheming Anathema have their own intentions on Creation and its hot springs. Wretched assassins often target a Dynast who might just be lying there getting a massage, add deadly venoms to the water to kill indiscriminately, or sometimes just jump through a paper wall in golden armour weilding a giant hammer - depending on their capacity for personal subtlety. More dangerous may be those cunning demon-slaves who infiltrate in disguise and weave their wicked words into the heads of unsuspecting Dynasts. Lamentably, the followers of Kimbery and the witches of Luna are no less capable of unleashing vile sea-beasts within these shallow waters. Meanwhile, in the threshold many travelling Dragonblooded have stumbled across the ploys by the princes of chaos to set up what seem to be reputable establishments, only to try to consume the souls of visitors while they relax in the springs.
 
Last edited:
ES Guidelines - Demon writeup template
Right, fair enough- I just thought there might've been a bit more to it than a simple word limit, like a structure or something like that.

Yep, there is a general one. Let's use Ianade as an example, because she's yandere and would be offended to be ignored:

Ianade, the Devotee of Blades
Demon of the Second Circle
Messenger Soul of the Prince of Leeches

When Ianade is called forth into Creation, she teaches three truths with her cleaver-like knives; firstly, love is jealous; secondly, love cuts men and women from their parents; thirdly, that true love requires willingness to die - or kill. To that end, she seeks out a lover, stalking them for a month and a day. If they publicly declare their love for a living soul, she then kills all that they love, kills their parents, and finally devours them whole, spitting out their bones. From these bones she carves fine trinkets and jewelry which have the seeming of ivory and hold much power.

The Devotee of Blades wears the form of a woman of the Realm, but to look too closely in her eyes is to see the mad serpents that coil inside her skull, chewing on the blood-red strings of love she tears from her victims' chests. Snakes and centipedes hear their hissing and come to her in swarms, obeying her every command. When she is near, roosters lay eggs and bulls lactate. Her face is locked in a permanent smile and she never speaks unkindly or crudely, even as she does her bloody deeds.

Ianade watches her greater self from afar, lusting after him. She sees so many men and women that adore him and the snakes that are her mind hiss and coil. To that end, for she fears to teach Balanodo her truths, she instead focuses her attentions on the others that love him and seeks to dispose of them in many ways both cunning and brutal.

Sorcerers invoke Ianade to ruin a rival or slaughter a family. She is an assassin who is very nearly as dangerous as Lucien, though her foibles make her erratic and harder to control. The Devotee of Blades may escape from Hell when one who adores the Prince of Leeches promises love for someone else, only appearing for long enough to take their heart for their infidelity.

There is some room for flexibility. Often the first and second paragraphs are the other way around, so they don't read too mechanically, and sometimes people get a second quirk paragraph or they get a separate domain and appearance section. But it's a very efficient way to get the core information down and sell a reader on the concept.
 
EarthScorpion Homebrew: Sorcerous Research
Sorcerous Research

NB: As it stands, the rules here are very much prototypes. They are not to be considered an endstate or anything finalised. They are based off the pre-alpha version of my Scarcity Ruleset, and this is their first public airing.

Timescales and Vocabulary

The base unit of time for strategic scale actions is the Season (1 season = 3 months = 12 weeks = 84 days).
  • Major Strategic Actions take at least 6 weeks to do (ie, over half a season). By default, a character can take one Major action a season. For the case of Inks, overseeing and involving herself in a project to drill down to reach lava and build a facility around the lava vein would be a Major Action (and might take several season's of work).
  • Minor Strategic Actions take an amount of time measured in the weeks, but less than a month. By default, a character can take one Major and one Minor, or trade in their Major for two extra Minor (allowing three Minor). For example, for Inks, preparing the social event of the season to win over allies and show off her new lava forge would be a Minor action.
  • Trivial Strategic Actions up to a few days, and cover things that can just be be folded into natural inefficiencies and losses over the course of an entire season. Trivial actions often are resolved as standard scenes - for example, as a Trivial action, we have the actual party where she serves as hostess and feeds people lava-cooked steaks and demonstrates how very safe her meddling with the fundamental forces of nature. You can take any number of Trivial actions as long as it doesn't "take the piss", to use the technical term.

This scale is intentionally low resolution and non-amenable to attempting to nickle-and-dime out further efficiency gains. It further assumes that characters are not perfect rationalbots and will spend time sleeping, eating, frollicing hedonistically, having a family, and such things like that - and that characters who are trying to be inhumanly driven would be better off spending some time away from their work, getting a proper amount of rest, and getting some fresh inspiration from the world. One represents a character focussed entirely on their work by someone using all their Major and Minor actions on a single project - which comes a the cost that, for example, they can't use their Minor to handle the running of their organisation because they're also devoting that to making their army of clay soldiers.

Inventing Spells

Terrestrial spells require four successful strategic actions to invent from scratch. These actions must be in-theme for the spell the character is inventing. The character may not repeat actions - all four actions must be meaningfully distinct. Characters, including non-sorcerers, can cooperate to develop a spell. The sorcerer(s) who are leading the project are referred to as the prime actors. All other characters, whether assistants or otherwise, are secondary actors. The final strategic action must be taken by the prime actors working together, and must be a strategic action that in some way unifies the disparate strands of the research.

At the Storyteller's discretion, actions the characters take in-game may be counted as a successful strategic action towards a goal. For example, if in the course of normal play the characters steal the holy text of a demon-cult that worships idols of Sondok, the sorcerer may count that act of theft as providing a successful strategic action towards inventing a new spell that animates a statue - though the statue will likely take on a demonic cast to its features.

The prime actors must pay the appropriate XP cost to invent a new spell, as they learn it as part of the process of inventing it. Obviously, this means that the prime actors must be able to cast a spell of the circle that they are inventing - a Dragonblood cannot be a prime actor on research to create a Celestial Circle spell, though they can contribute strategic actions towards it.

Example: Ledaal Mima and Swan are helping Ariana try to recreate a lost spell which makes a loyal familiar from sunlight. Ledaal Mima takes a Larceny minor action to steal a sacred crystal from a temple that traps sunlight, because Ariana believes she can make use of its essence patterns. Meanwhile, Swan takes a major action working his contacts with the spirit courts using Socialise, looking for someone who might have seen the original spell. From that, he finds some gods willing to talk to Ariana about their scattered memories. Ariana uses Occult in a major action to model the Silurian traits of the spell, building a solid theoretical framework. Next season, with the research from her friends, she uses Occult again to bring the things she learned from the crystal and the descriptions with her own work, successfully creating a spell to create a familiar from sunlight. When she casts the spell for the first time, the sunlight sinks into the Artefact stone and takes form as a sunstone warrior wearing the garb of a lost era, a bodyguard who will stay by her and keep her safe. The spell she has invented has a unique Anchor of the sunlight-capturing stone.


Modifying Spells

Terrestrial spells require one to three successful strategic actions to modify:
  • Minor or cosmetic modifications require a single strategic action.
  • Major modifications require two strategic actions
  • Extreme modifications that require three strategic actions are ones of such a scale that they're essentially inventing a new spell around the framework of the existing one, using the existing work to reduce the required workload.

Minor and cosmetic modifications include:
  • Tweaking the aesthetics of a spell in a small way - a Lunar making Invulnerable Skin of Silver to show off, or an Infernal hiding their Death of Brass Wasps as something less hellish.
  • Altering the Anchor to one similar to its current one. This is very commonly done to increase the scope of Anchors permissible - for example, from an assertion of holy law via Influence (Solar Deliberative) to an assertion of holy law via Influence (Solar-ruled Organisations) or Influence (The Priests of Cecelyne), or changing a spell which once worked with a unique daiklave to work with any artefact weapon.


Major modifications include:
  • Changing the nature of a spell in a major way that nevertheless retains some thematic connection - twisting a spell that calls on the colourless fire of the Principle of Hierarchy to erase a man from existence instead invoke Saturn to end the target.
  • Altering the Anchor in a way that has no real thematic connection to the previous Anchor, but is also not opposed to it. For example, an assertion of holy law via Influence (Solar Deliberative) could be changed to a raw declaration of the sorcerer's will, channelled through their Artefact staff.


Extreme modifications include:
  • Altering a spell sufficiently to remove a Forbidden Aspect or Required Aspect - for example, changing a fire-based spell to work via foul acids of Kimbery's depths so her essence will not shun it.
  • Changing the Anchor in some way that is utterly contrary to its nature - from an assertion of holy law via Influence (Solar Deliberative) to channeling the madness of the Neverborn via Whispers.


In all other ways, this action resembles inventing a new spell. Characters pay 2XP to learn a new variant of a spell they already know. This adds the variant to the forms they can already cast. Characters can modify a spell without knowing it, which means they pay the usual cost to learn it.

Example: Sulumor has seen Ariana's spell, and through trickery and a hellish favour coaxed the other woman into providing her with a copy of it. However, this sunlight-linked spell is useless to her - not only is the holy light of the Sun anathema to her, but she doesn't have the magic crystal that Ariana uses to trap it. She therefore sets out to modify the spell to be more to her liking. She decides that she will alter it so rather than using sunlight to animate a crystal familiar, she instead will use her Infamy as a princess of Hell to command the light of the mad green sun that comes from her anima to animate a demonic servant from stone and metal. This is a minor change - she's still animating a servant through sunlight, even if it's a different sun. As a result, she goes to the Priests of Cecelyne and through cunning Bureaucracy bribes persuades them that the text of the law does in fact allow her to command sunlight. They share with her the correct words she needs to do this, and she incorporates them into the spell. When she casts the spell, her anima flares bright green, and metal and stone in the area twists together into a strangely elegant servant with long horns and burning green eyes (whose stat block is the same as Ariana's servant, with perhaps a few different specialities).

The Maiden of the Mirthless Smile later has an unpleasant encounter with Ariana's sunlight guardian, and though she gets away with her notes, she wants to insult the other woman. She therefore resolves to pervert her work, changing it to an utter mockery of what it once was (a three action project). With her master's blessings, she has a nemissary search out descriptions of monsters of the Labyrinth (the ghost using Investigation), and then she goes down and butchers the nightmare creatures with Melee, bringing back their black hearts. From the runes written on their hearts and their forbidden names, she takes the logic of the spell, and warps it so it calls forth a fragment of the void wrapped in meat and rust. The spell is twisted to run off Whispers, and her brutish, Appearance 0 creature is more deadly than Ariana's or Sulumor's familiar.


Dynamic Failure

In both invention and alteration of sorcerous spells, Strategic Actions are assumed to fail dynamically. Failure on a roll does not automatically mean that the action is wasted - merely that there has been some pressing complication that prevents it from resolving cleanly in the background. Whether they're caught pilfering the library of another sorcerer or they accidentally provoked the local volcano gods enough that the mountain is rumbling suspiciously, the character will generate plot events by failure. This may provide them with the chance, if they handle the plot complication well, to convert the failed strategic action into a success. Or possibly mean that their sorcery is much less important right now than the volcano that's about to errupt.

Dynamic failure is not mandatory - if it would detract from the overall narrative, the complications of their failure can be woven into later stories. Nevertheless, it is expected that the character getting caught trying to steal an ancient relic from a temple or having a little mishap with a demesne will have negative ramifications but also create opportunities for progress in non-Strategic play.

Fundamentally, the strategic system is designed in a way such that characters are assumed to be engaging in stories of their own offscreen during downtime. These stories are resolved in low detail - a failure means enough of a complication has occurred that there has been a plot complication which provides material to build off later.

Twenty Five Actions That You Might Take For Sorcerous Research

Below are listed twenty-five actions, one per ability, that

Some of them are forced to reach a bit. Mostly Dodge. Fuck Dodge.

(Action)
Governing Ability: (Ability)
Suggested Difficulty: (justifications)
Action Type: (Major/Minor/Trivial)
Scarce Factors: (suggested list of things that the character will need to undertake this action)


Governing Ability: Archery
Suggested Difficulty: Set by the quality of the opponents
Action Type: Minor
Scarce Factors: A famous competition, a valuable prize with arcane significance, skill with a bow

Sometimes a sorcerer may take advantage of random chance. A great festival held by a city state may award an ancient medal to the winner - and a sorcerer might recognise the medal as a key that will unlock an ancient relic in their possession. Winning the games would earn them the key - so they must win.

Governing Ability: Melee
Suggested Difficulty: 9 - Sifu's Melee
Action Type: Major
Scarce Factors: A dojo, a sifu, rolled bamboo mats, cherry trees

By mastering the sword, one master's one's self. The sorcerer retreats to study the ways of the blade with a sifu, learning intimately every move until they realise that they can shape essence with the gestures they use to slice. Such study is often used to adapt spells to accept artefact weapons as Anchors, or invent spells that cut or impale.

Governing Ability: Martial Arts
Suggested Difficulty: 9 - (higher of demense/manse rating and Martial Arts Ability of sparring partners)
Action Type: Major
Scarce Factors: A Fire manse or demesne, knowledge of Fire Dragon Style, sparring partners

Through meditation, intensive martial arts practice and studying the nature of fire itself, the sorcerer becomes familiar with every manifestation of Hesiesh. Spells invented or modified with this as an action will always show an elemental bias towards fire and draconic imagery - for example, Fire Dragon's Howl and Scales of Invulnerable Bronze

Governing Ability: Thrown
Suggested Difficulty: 9-Temperance
Action Type: Major
Scarce Factors: Ten thousand sheets of paper

Fold an origami crane from paper covered in Silurian notation. Throw it. Fold another. Such is the way of the Crane school of sorcery, where they study the way that concepts become reality. Do it enough, they say, and the cranes will become real - or perhaps it is merely a hallucination of the mind that teaches one how to make one's fantasies real.

Governing Ability: War
Suggested Difficulty:
Action Type: Major
Scarce Factors: A Convenient War

Nothing makes good like real world practice. The sorcerer takes to the battlefield, using their spells repeatedly against their foes and getting to really know them. Usually used by sorcerers to make small tweaks to their favoured spells, customising them cosmetically as they get familiar with all their intricacies.

Governing Ability: Presence
Suggested Difficulty: Demon's MDV
Action Type: Trivial
Scarce Factors: Knowledge of how to invoke an image of a demon lord, an appropriate ritual site, gifts for the demon, desperation.

It is known that there are ways to invoke a demon lord, that does not allow them to manifest properly in Creation. It is also known that these ways are flawed and risky. Still, too many sorcerers have taken the pact of demons like Mara and Claudia, and accepted their dark blessings. A demon can grant knowledge that will further sorcery, but their touch marrs the work - and they will remember the debt.

Governing Ability: Performance
Suggested Difficulty: Gods' MDV
Action Type: Minor
Scarce Factors: Knowledge of where the gods meet, a fine instrument, local deities who have information or power you desire

At certain auspicious moments, it is said that the gods walk Creation in disguise, but during other times they meet in secret courts to discuss the ways of the world. A sorcerer who desires the favour of the gods may seek out one of these terrestrial courts and sit at the door, playing music. If the music is beautiful enough, the gods may come out to listen - and that gives the sorcerer a foot in the door to make their case to the gathered spirits.

Governing Ability: Survival
Suggested Difficulty: 4
Action Type: Major
Scarce Factors: A familiar, plenty of treats, a great challenge that they can bond over

A familiar is a creature that is of the world of animals, but also close to man. Their beastly knowledge can be of great use to a sorcerer who wishes to speak with the animals. With much playtime and working together, a familiar may impart a completely different understanding of the world than one that a sorcerer experiences as a human.

Governing Ability: Integrity
Suggested Difficulty: 9 - Conviction
Action Type: Major
Scarce Factors: Pride beyond arrogance, stimulants, beds of nails

Some sorcerers shun research and laugh at the idea they should bow to others. Instead, they view all things through a nearly solipsistic view of the world. Sorcery is their will and the world should bow to them. They spend days in a meditative state of self-absorption, ignoring all others and becoming intimately familiar with their own essence. By forcing themselves to become supreme over the demands of their flesh, sleeping only when they collapse and eating only what they must to survive, they purify themselves. Or die from pushing their body too far.

Governing Ability: Resistance
Suggested Difficulty: Should scale based on how many levels of damage the sorcerer willingly takes - the more damage taken, the lower the difficulty
Action Type: Major
Scarce Factors: Sources of concentrated essence like an appropriate demesne, a lack of concern for one's own health, the capacity to treat the damage one does to one's self

All forms of essence are toxic in large enough amounts - and sorcerers channel vast amounts of essence. A sorcerer looking to create or modify a spell that affects their own body might choose to deliberately expose themselves to unfiltered essence to build up their own tolerance or see how it mutates them. For example, a Solar looking to tweak Invulnerable Skin of Bronze to Invulnerable Skin of Gold might sit in the too-bright depths of a Solar demesne until their hair grows in gold, letting it twist them - and so master how to turn themselves into a gold statue.

Governing Ability: Investigation
Suggested Difficulty: If someone is hiding it, it'll be based on the skill of the concealer. If multiple people are chasing the same lead, only one person can win.
Action Type: Major
Scarce Factors: A lead on something big, a cover story, funds to sustain the sorcerer over the hunt

Sorcerers don't only sit in quiet rooms and read ancient lore. Most are entirely used to spending months travelling between small villages, asking old men about stories from their youth and searching for traces of evidence that might lead them to something big. Of course, if a rival gets to the mystery first… well, things might get violent.

Governing Ability: Lore
Suggested Difficulty: Depends on quality of source
Action Type: Major
Scarce Factors: Tales from the region, translators for local dialects, a hint that there's something useful in these tales

The wisdom of children encodes many things. The jumping rhymes in many parts of Creation are garbled versions of safety protocols against the Great Contagion. The children know there's something in the well which speaks secrets if you shout down to it. Nursery rhymes tell stories that censored histories forgot. All those things are hidden there for the wisdom seeker who know where to look.

Governing Ability: Occult
Suggested Difficulty: 4
Action Type: Major
Scarce Factors: Lots of paper, books of symbols, reference sources, assistant-calculators to work on sub-problems

The great Silur of the First Age designed a comprehensive system of symbols and formulae which could - at least according to her - describe any spell, even ones not yet written. Salina accused her of being blind to things she could not understand save by experiencing them, but Silurian symbols are still a regular fallback for educated sorcerers. Much of the full vocabulary she invented is now lost, but enough exists that through long months of work a spell can be assembled without once casting it.

Governing Ability: Medicine
Suggested Difficulty: Based on the complexity of the topic
Action Type: Major
Scarce Factors: A plentiful supply of fresh corpses, a well-equipped workspace, saws, cutters, other tools of the surgeon's trade, alchemical reagents, wards against hungry ghosts

The life of a graverobber in Creation is perilous indeed, but sorcerers who wish to study the human body in ways not permitted by their society must take it up. This is especially true if they wish to dabble in the arts of reanimation of the dead, but healers also require cadavers to practice on. Less moral sorcerers may be encouraged to manufacture the corpses they need.

Governing Ability: Craft (Water)
Suggested Difficulty: 4
Action Type: Major
Scarce Factors: An alchemy workshop, scented unguents, dangerous reagents, "willing" volunteers

Many a sorcerer is also an alchemist, for the alchemist's art provides many ways to measure and control essence. Sorcerers render down gold to extract the sun hiding within, and titrate the soul. Drugs can provide altered states of consciousness required to achieve insight, while consuming the flesh of demons is known to bring both pain and strange wisdom.

Governing Ability: Athletics
Suggested Difficulty: 9-Stamina
Action Type: Major
Scarce Factors: Body oil, pressing physical challenges, appropriate gymnasium equipment

The flesh is the self. Refine the body to refine the mind. So say the sorcerers of the Department of Battles within Heaven, for everything is a fight in its own way. Existence is war. The sorcerer works out, every day exercising until they feel they can do no more, and as they ritually do so they hone their spells as well as their body.

Governing Ability: Stealth
Suggested Difficulty: Contested by target
Action Type: Major
Scarce Factors: Knowledge of Hidden Places, Mastery of Stealth, Extreme Patience

Within secret glades in the forest, handsome oak-spirits bathe in pools where no mortals watch and elementals sing unknown songs. A sorcerer who passes unseen among them can hear and see things men were not meant to know, and take that knowledge to devise new spells - though it may takes months of observation hiding in the trees and many notebooks to learn their secrets.

Governing Ability: (Ability)
Suggested Difficulty: Contested
Action Type: Trivial-to-Major
Scarce Factors: Plans for their residence, accomplices with a particular set of skills, bribes for crooked guards, ropes for lowering yourself down from the ceiling

The easiest way to get your work done is to steal it from someone who's already done it. Most sorcerers are entirely willing to obtain research from rivals if it'll help them. The more moral ones will try to trade for it, but many sorcerers have no sense of right and wrong This can be anywhere from Trivial (if the other sorcerer is a trusting type who leaves their notes lying around in plain view) to Major (if they're holed up in a hidden tower-manse and planning a heist requires months of work).

Governing Ability: Dodge
Suggested Difficulty: Contested - against attacker
Action Type: Major
Scarce Factors: A friendly (or frenemy) sorcerer willing to spend a season casting hostile magic at you

An unorthodox school of battle magic says you'll never understand a spell until you've been hit by it. These largely self-taught sorcerers get together and practice their spells and their countermagics on each other. Most other sorcerers think they're mad, and for good reason - but on the other hand, they do often have a wide assortment of defensive spells good at deflecting hostile powers.

Governing Ability: Awareness
Suggested Difficulty: 5+
Action Type: Major
Scarce Factors: Eyes to see the world, time to wander it

The Salinian Working encoded the nature of sorcery into Creation. An enlightened sorcerer can see this, even today. Just by keeping their eyes open and maintaining an open mind, they can stumble across fragments of occult calculations in the walking of the ants and see how the sun rises in the autumn leaves. A sorcerer must be as a child, expecting nothing but learning everything, but it is something which needs no tools.

Governing Ability: Bureaucracy
Suggested Difficulty: As low as 2 for a perfectly disciplined school full of the most brilliant minds in Creation. Most won't be so low.
Action Type: Minor
Scarce Factors: A thaumaturgical academy, gifted students, a protege to oversee the students

Ah, the wonderful thing about being the headmaster of a school of thaumaturges is how one doesn't have to do one's own research. The character sets the objectives and structures the research program, but leaves it up to their underlings to carry out the actual research. This is usually a step done as part of a cooperative project, as a more experienced character provides a strategic action's worth of effort without taking a major action - in return for all the credit, of course.

Governing Ability: Linguistics
Suggested Difficulty: At least 4, depends on materials
Action Type: Major
Scarce Factors: Passage to the Underworld, guides, plenty of notebooks

The Dead speak the languages they knew when they died; a fragment of the past calcified. Modern Rivertongue is incomprehensible to those dead for four hundred years - and yet there are so many things the long-Dead know. A savant of languages can learn things from deceased scholars that are hiding in plain sight. Even the structure of languages themselves can hold encoded occult secrets, now erased by the passage of time.

Governing Ability: Ride
Suggested Difficulty: 4+
Action Type: Erratic - could be anywhere from Trivial to Major
Scarce Factors: A chaos-steed, a white garment, a blue rock, a lucky coin, a noose of hair

The steeds of the princes of chaos are mighty beasts, though they can be a tad inconstant if one does not keep a firm hand upon the reign. A sorcerer who binds one with a noose made of their own hair can command them to gallop through wyld-tainted places, in a wild ride which can take minutes to months. If they come back sane - and sound of soul - the knowledge seen there can be enlightening. But the princes do not like it when their mounts are stolen...

Governing Ability: Sail
Suggested Difficulty: Reduced difficulty, the more novel places the character travels to over the season
Action Type: Major
Scarce Factors: A boat they can take wherever they want, copious note-taking materials, animal-catching nets, dangerous and uncharted waters full of adventure

Travel broadens the mind. A sorcerer looking for new discoveries or new approaches to old problems could do a lot worse than to go on a long voyage. This is usually done as the first step in a research project, gathering materials and specimens to be studied later on in the process. Alternatively, if one wishes to invent a spell to aid sailors, it probably helps to know what problems one must resolve.

Governing Ability: Socialise
Suggested Difficulty: 9-number of sorcerer Allies
Action Type: Minor
Scarce Factors: Extensive contacts with other sorcerers, a good reputation, a luxurious palace, an excellent kitchen

The most powerful sorcerers, it is said, are the ones who are well-liked and trusted - or at least respect - by other practitioners. If many hands make light work, someone with that degree of influence could call their brethren to work on problems together. Through community spirit and academic trust, they could help each other equitably in a great conclave. And none of them would ever use the chance to get even, settle grudges, or get back at that bastard who stole your work a decade ago.
 
Last edited:
EarthScorpion Homebrew: Szoreny Charmset
So, you remember how pretty much exactly a year ago over I had a bit of leave and so I finished up Oramus?

I had some leave last week. So here's another Yozi Charmset, modelled after the way @Revlid does things (and my previous Oramus), and specifically my notes earlier in the thread about "How I'd do Szoreny". Similar scale, similar charm and wordcount.

Szoreny, the Silver Forest Charmset

Ability focus - Athletics, Larceny, Socialise, Dodge, Performance

Night primary, Eclipse secondary

Thematics and aesthetics: Vanity, demagoguery, performance-enhancing drugs, Bane, "but her emails", multi-verse theory, mercury both as a transformative agent and also as a poisonous heavy metal

---

Once again, this is still a draft and there's a changelog where I'll record feedback and improvements. As it's a google doc, it's a living document and I'm sure you'll tell me if I've missed any ramifications or nasty interactions or any of my ideas were just plain bad. Hell, I'm expecting it.

(We now have enough fan Yozis that there's basically an alt-Reclamation between me and @Revlid; Isidoros, Elloge, Szoreny, Oramus and Metagaos. But who gets which caste?)
 
Exalted Summarized
I had a conversation with @Aleph, fascinating as that infernal, most dreadful creature is that lurks the edges of my Discord conversations, and although we did not talk of this specifically, she did help me come to a conclusion of why I love Exalted, despite the game I play being an arguably different game than what is in the actual books. Exalted is built on the things that I love, it has a foundation - and I'm talking mostly about the themes in early 1e here - in this idea of a slow decay, that all the supermen are here and Creation is breaking under the strain, that this is a twilight age, still a world of wonder and mystery, before the oceans were bent and the souls of men became withered, stunted things. And most of all, that it is standing on the precipe; your actions can doom or bless Creation, as it is turning and turning in the widening gyre and the heroes of old return, dead lawgivers of the grave rise as a testament to the sins committed by the heroes of yesteryear. Creation is thus, ultimately a place that is dying, falling apart to me.

But that is not all, it is also a world of heroism, where heroes can challenge the Hydra of Lerna, wrestle with the Nemean Lion, battle the Bull of Heaven, hunt Humbaba the Terrible under the canopies of the Cedar Forest, duel their nemesis of ages past and set their might against empires. Exalted never judges you, it will describe to you, mercilessly and in excruciating detail how slave trade is conducted, how they are kept, the values you can buy or sell them for, how they are captured and how many a slaver is likely to sell in their life, and it does judge you implicitly. It shows you an awful world, full of death and murder, bloodshed and slavery, oppression and disease, and it gives you the power of gods of Antiquity and says, "What are you going to do about it, punk?"

But I can do that with many other games, what makes Exalted special? Creation is a quite uncommon fantasy world, because it's ultimately built on a synthesis of the divine and the magical, the mysterious and otherworldly, with the material and physical, trader's coin and conqueror's sword. Economics and trade matter more than your ability to throw fireballs, but your ability to throw fireballs could matter a whole lot to traders. Dragon-Blooded use their mastery of the waves and supernatural understanding of the flow of coin to drive a merciless, expansionist economic policy and keep lesser markets captive to their whims, Lunars wage terrorism from a thousand shapes and ten-thousand eyes, wearing faces stolen from the very men they rebel against, Sidereals drive the turnings of heaven to shape the future of empires and dance the dance of nations. It all matters on a larger scale, everything is interconnected, and it feels like a world that could happen, it has verisimilitude.

But of course, this is all the foundation, this is, as @Shyft says, the potential of Exalted, what I see in it that it could be. It's not what Exalted has turned out to be over the years, but it's what I strive for it to be when I talk about it and when I play the game, and it's what feels right to me. A game of epic heroism, but being a hero is not always easy, and not necessary the right thing to do. It's a game where states play intrigue with each other beyond the usual pseudo-1400s-ish magical Europe that gets regurgitated and repeated time and time again. It's a setting where the magical is not mundane, but where the mundane is magical. It's Seeing Like a State, What is History?, Debt: The First 5000 Years and 1491: New Revelations of the Americas Before Colombus, but it's also Mahabharata, Ramayana, the Illiad, the Oddysey, Ogier the Dane, The Compleat Traveller in Black and so on.

It is for all these reasons that Exalted is to m-

"I can play a mythical god-king in a setting built around realpolitik, geopolitical brinksmanship and the inevitable consequences of unwise use of overwhelming power" - sold
"...fuck none of the rules work, but I can make it work" - trapped
"...oh hey new edition maybe the rules work this time- nope" - trolled
"...new edition- holy shit the charm bloat, nope, guess not" - double trolled

░░░░░░░░░░░░░░░▄▄▄█▀▀▀▀▀▀▀▄▄▄░░░░░░░░░░
░░░░░░░░░░░░▄█▀▀░░░░░░░░░░░▄█▀█▄▄░░░░░░
░░░░░░░░░░▄█▀░░░░░░░░░░░░░░█░█▄░▀█▄░░░░
░░░░░░░░░░█░░░░░░░░░░░▄░▄░░▄░▄▀░░░░█▄░░
░░░░░░░░░█░░░░░░░░░░▄▄▄▀██▄░█▄░▄▄░░░▀▄░
░░░░░░░░█▀░░░░░░░░░░░▀█▄░▄██░███▀█▄░░█▄
░░░░░░░░█░░░░░░░░░░░▀▀▀▀▀░░░░▀████▀░░░█
░░░░░░░░█░░░░░░░░░░░░░▀▀▀░▄▄▄░░█░░░░░░█
░░░░░░░░█░░░░░░░░░░░░░░░░░██▀▀▀▀█░░░░░█
░░░░░░░░█░░░░░░░░░░░░░░░░█░▄▀▄▄▄▀░░░░░█
░░░░░░░░█░░░░░░░░░░░░░░░░██▀████░░░░░▄█
░░░░░░░░█▄░░░░░░░░░░░░░░░█▄█████░░░░░█░
░░░░░░░░░█▄░░░░░░░░░░░░░▀▀█████▀░░░░▄▀░
░░░░░░░░░▄██▄░░░░░░░░░░▄▄▄▄▄░░▄░░░▄█▀░░
░░░░░░░▄█▀▄░░▀▀▄▄░░▄▄▀░▀░░░░▀▀▀▄▄▀▀░░░░
░░░░░▄█▀░░░▀▄░░░░▀▀▀██▄▄▄▄▄▄█▀▀░░░░░░░░
░░░▄▀░░░░░░░░█▄░░░░░░░▄█▀▄░▄▄▄░░░░▀███░
░░█▀░░░░░░░░░░▀█▄░░░░▄█▄▄▄█████▄▄▄▀░░░░
▄▀░░░░░░░░░░░░░░░▀▀▀█▀▀▀░░░░▀██▀▀░░░░░░
Played like a goddamn fiddle, you motherfuckers.
 
Back
Top