Green Flame Rising (Exalted vs Dresden Files)

IIRC, Primordials also had their own hand in that. Mass time travel was a such horrifying mess *everyone* decided that it really shouldn't be a thing.
More specifically iirc;
The Time Of Cascading Years where Creation splintered into multiple timelines that each had a single different Exaltation, before it all being smashed back together after subjective centuries had passed.
And the Aftershock War, where a Primordial that had escaped into the Wyld rather than be defeated during the Primordial War returned to conquer Creation, and made heavy use of Time Shenanigans after having forged it's soul pantheon into weapons and altering itself into a pure war-machine.
 
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I'll be disappointed if there isn't a magical material which uses Molybdenum as a base.

Because.
I have to ask, why molybdenum? I mean, it's a fine material, with lots of uses, but I'm still curious.

Since nobody else has addressed it, I will. There is explicitly no method of resurrection in Exalted, and, from what I gather, the same is true of WoD. And the Dresdenverse is alleged to have certain persons resurrected, but, well, literal divine intervention, and not the lowercase-d divine. It's explict that no mortal magic in Dresden can raise the dead, and Exalted are still mortal (technically).

Also, after the shenanigans of ASWaH, DP banned ressurection spells for AoIaB, so, that.
While others have addressed this, both time travel and true resurrection are very much something that can happen in ExvsWod. For resurrection, there's even a Solar charm:
Phoenix Renewal Crucible (•••••)
The fires of the sun are the catalyst for life itself, and
the Solar may give of herself to gainsay an unjust demise.
System: The Solar may attempt to return a corpse
to life by placing a hand upon the cadaver's chest and
infusing it with her Essence. Spend 5 Essence, 5 Will-
power, and roll the Solar's Essence rating. She cannot
spend Willpower for an automatic success on this roll.
Success returns the target to life and restores all of their
Health Levels. Failure means the resurrection hasn't
taken and can't be attempted again. A botch carries all
the consequences of failure, but also forces all of the
Solar's Essence to depart her body in a torrent, and
renders her unable to regain or store Essence by any
means for 24 hours per 1 rolled. Botching twice within
the span of a single story causes the Exalt to be fatally
consumed in her own solar flames.
In order to use this Charm, the deceased individual's
death must in some way violate one of the Solar's Intima-
cies, and must have taken place during the last (Essence
rating) days. Losing a loved one who is the subject of an
Intimacy always counts, of course, but more abstract vio-
lations are also possible, such as the death of a vampire's
anonymous victim violating an Intimacy to protect the
innocent from the horrors of the supernatural world.
The difficulty to resurrect a person with Phoenix Re-
newal Crucible is 6. If they were one of the Celestial Ex-
alted when they died, they are mortal upon their return
to life, their Exaltation having departed. Other sorts of
living supernatural beings (including Dragon-Blooded)
usually retain their powers upon returning to life.
Phoenix Renewal Crucible may also be used to at-
tempt to return the undead to life and mortality. In
this case, the individual may have been deceased for
much, much longer than the usual limit permitted by
Phoenix Renewal Crucible, but the difficulty begins at
7, increases by +1 for every 50 years the individual has
been undead, and if the target is a vampire, a failure
inflicts five levels of aggravated damage, while a botch
inflicts ten as the power of incorrectly-channeled Solar
Essence rips through the fabric of the monster's being.
Path magic (which is very much "you are not even close to a full on sphere mage") can also do resurrection:
•••••• Revive: Truly masterful healers can perform its
greatest miracle: reviving the dead. This is restricted the
recently dead, those who have been gone long enough
are beyond the healers reach. This also doesn't heal the
injuries, they must be managed separately, or else even
the Herculean effort needed to revive them is wasted as
they succumb once again.
The cost is high: two permanent Willpower must be
spent, and the roll is made at difficulty 9 and requires
three successes plus another for every three minutes since
death (as of the start of the ritual). If successful, all other
temporary Willpower the healer has is spent, the healer
is exhausted and suffers -2 to all dice pools for a week,
but the patient is revived. They will almost certainly need
immediate medical attention or else they will die again.

And then there's Chronomancy path. Oh chrnomancy:
Chronomancy
Almost certainly the most dangerous Path for a
sorcerer, Chronomancy allows for the direct manipula-
tion of time itself. This is a rare case where sorcerers are
substantially better than Awakened mages at something:
even many basic uses of the Path of Chronomancy result
in devastating Paradox backlashes when mages do it.
Time seems to be more forgiving to those following more
tried-and-true Paths.
The use of Chronomancy changes a sorcerer. Either
everything needs to be done right now or else nothing seems
urgent anymore. They become meticulously precise about
arriving on time to things or else they become completely
unable to estimate when something is. Every sorcerer
reacts differently, but by the time they achieve the third
rank in Chronomancy, their sense of and relationship
with time has changed drastically.
Though some debate whether this can actually change
the past or if it just closes time loops that had already
existed, there can be little doubt that it interacts with the
past and not simply some alternate dimension. But one
thing is clear with this Path: the future is still completely
uncertain, so only interactions with the past are possible.
A note, this Path gives no ability to travel in space, so
all spells and rituals must be performed near the location
that the chronomancer wants to interact with.
Cost: Two Willpower
Roll: Perception + Ability
Cost of Failure: Failures are fairly simple, the effect
just doesn't happen. The worst this can do is leave the
chronomancer in an awkward situation. Botches, on the
other hand, can be completely devastating. For lower
rank spells, a botch can simply result in the character
being temporally confused for a while, unable to tell time
or coordinate things. At the higher levels, though, the
character could be pulled out of time entirely or sent to
a different time, one that is inhospitable towards them,
even if it is beyond their normal temporal range, and
need to survive until the effect ends and they are back
in the present.
Aspects
Target
X A small, generic object
• A larger, but still generic object or a small unique one
•• Larger unique object
••• The chronomancer
•••• Another person
••••• The contents of a roughly 10 foot by 10 foot room
Time Difference
X Same day
• Same week
•• Same month
••• Same year
•••• Same decade
••••• Same century
Effect
X A novice at chronomancy can see the past, though it
is weaker than Divination. If the spell is on an object, the
object can "perceive" the past however it normally could,
so a camera could take photographs or other sensors can
take readings, but a coin couldn't do much at all.
• The past can be touched. Only very slight changes
can be made, nudging something here or there, but al-
ready the chronomancer is able to change the outcomes
of simple random events, like coin flips or dice rolls.
•• More substantial changes can be made, an object
moved to a hidden location or a person can be nudged
in a small way. If not combined with some other pow-
er, that person can roll Willpower difficulty 6 to resist
changing course.
••• Small objects can now be pulled in and out of
time. Money can be pulled out of someone else's wallet
in January to pay the bills in July, documents can be
rescued from a fire before they burn, etc.
•••• Large objects can be pulled from the past or sent
into the past, including people. True time travel is possible
at this level, though anyone or anything anachronistic is
ejected to their home time after one minute per success,
while objects that could exist in that time can stay there
indefinitely.
••••• Legendary sorcerers can store things and step
outside of time. Essentially they can break the final rule
and travel to the future by exiting the universe, allowing it
to move forward, and stepping back in. This is functionally
a one-way trip, because though they can use lower rank
spells to go backwards, that will always be temporary.
Sample Rituals
•••• Save Keepsake: This ritual takes an hour to per-
form, but allows the chronomancer to rescue an object
of importance to them. The object must be personal (so
this can't be used for money, for example) and must have
been destroyed. The sorcerer completes the ritual and the
object is pulled forward in time from the moment of its
destruction, leaving the timeline unchanged, though the
object will exist once again.
••••• Time Enough at Last: One of the most complex
rituals known to sorcerers, Time Enough at Last takes
a full week to perform, working eight hours each day,
and cannot be hurried in any way. Each day requires the
expenditure of a Willpower point and a point of Mana,
plus two on the final day. For all this effort, the chrono-
mancer can travel to the past and has five minutes per
success rather than one.
Associated Spheres: Time
At 4 dots there's "he was never dead" shenanigans with pulling people from the past at the moment of their would-be death.

Reality in WoD is much thinner than in Exalted, and most laws governing reality has long since broken down. In most cases this leads to a lesser state of being. In some, it enables possibilities, like Ebon Dragon slithering out of our shadow at some point and declaring "Bloodless Murk Evasion: I dodge the collapse of reality by skipping into the Fifth Age".
Gossamer yes. The magic jade in Kindred of the East isnt the same sort of jade in Exalted though.
While the jade might be different in WoD, I am not sure it's different here - I mean, it was used to make a container that contained an exaltation. That's a pretty big magical effect.
As for Siriothrax's hoard and the curse presumably on it that has left it untouched for 20 years, I wouldnt vote to go near it without several things
-The Sight merit
-Path Countermagic: 12xp
-Hellscry Chakra: 8xp
-Antishaping Charm: 20xp
-Our Kingdom/Hell to provide a secure treasury to stash that stuff

Its a Dragons hoard with presumably a Dragons death curse on it.
Im aware of the plot of Wagner's Ring Cycle, which may or may not be based on actual historical events in this AU.
Thats enough to make me...wary.
I'd also want a perfect defense and some way to communicate with the dead. Hellscry chakra seems redundant to the Sight, and I would think that Essence Dissecting Stare would be much more useful in this situation.
@Yog I love the 5 fold court. I love the worldbuilding, the backstory the people. I love it so much that I really want to consider replacing Gaols with Lord of the land. The 5 Fold Court has Pockets of safety debluff with Lord of the Land we can actually work at fixing the hellish environmental problems and I want to explore and improve the place.

Also Gaols just doesn't seem useful. I can't think of any enemies that we are going to imprison in our hell that couldn't be contained by a robust prison cell and vigilant guards. Everyone one seems be against trying to store the coins in our hell and that seems like the only thing that would require that sort of containment that we aren't going to just kill with Murder is Meat.
I was of that opinion too at one point. @uju32 pretty much browbeat me at some point, however, and now I do kinda agree. The counter-arguments are:
1) Denarians. The gaols are a great way to contain their coins or the denarians themselves. I very much would be down for containing them in our world body.
2) Various spirits, demons, gods, etc. Beings who can afford to die and return to life later to escape confinement. Like, if we wanted to imprison a naagloshii instead of murdering them and to work on their rehabilitation, we'd probably need this.
3) After adding the fluff (the Malfeas-inspired great labyrinth buried underneath the ice, from which the inhabitants and a lot of others, including our exaltation, in some form, have escaped long ago), I just fell in love with it. WIthout gaols being there, I am not sure I can justify keeping it there. I really don't want to drop it - a lot of lore that has been made is dependent on it being there. I mean, there are ways, but they honestly feel a bit like cheating:
3.1) I could say that the Labyrinth, while obviously a prison, doesn't respond to controls or commands, and is broken down in general (which allowed the progenitors of the court's population to escape in the distant past, or was caused by them escaping). If so, we drop gaols, but keep the potential for them later. We would need to go into the Labyrinth, and reclaim parts of it, as well as repair its systems (or use Prince of Ruin Attitude to get them running). We know that Gaols, Ritual Chambers, and Exclusive Transportation can be made after the realm is born with AP.

This gives me 1 point, which would go to Lord of the Land, while the potential for perfectly functional Gaols remains. This would be something I am actually in favor of. I don't think we need Gaols immediately after gaining our kingdom, and as long as the potential to obtain them is there, and they would be as good as the ones we can get via point spending, I am more than ok with that. This (whether the things we can obtain after the kingdom is built can be as good as the ones bought via points) was my main point of contention with @uju32 , and I was convinced not to risk them being not as good.

3.2) I could say that the tribes inhabiting the Labyrinth are actually hostile to us, unlike civilized citizens of the court for +2 points (or +1, if we compromise and say that they are not the whole population, and are better modeled as Resistance Movement, rather than hostile population). This is the part that feels like cheating. Because there are basically almost 2 worlds in one right now: The courts themselves, and the Great Labyrinth. The Labyrinth is mostly off-limits at the start of the kingdom's existence. It is ruined, trapped, malfunctioning and unexplored. It also represents the potential for expansion. We could spend AP to explore it, reclaim and repair parts of it. This could in principle give us additional features of the realm.

I would very much like @DragonParadox 's opinion on these options. And, if possible, on the possiblity of custom charms later that would allow us to add more points to our realm. Sorta like By Pain Reforged, only for the Kingdom Charm.

Lord of the Land is great, it is interesting, it is neat narratively - it is pretty much a future Devil Tiger exercising control of their world body in some way. If possible, I would be getting it. If I can keep my fluff and potential for Gaols later via AP spending, I am willing to switch. I just don't want to drop lore I have made already.

The Time Of Cascading Years where Creation splintered into multiple timelines that each had a single different Exaltation, before it all being smashed back together after subjective centuries had passed.
Incidentally, so far as I can see, we are, in principle, lore compliant with being within Time of Cascading Years so far:
Time of Cascading Years
…Creation broke.
From an external frame of reference, Creation remained
broken for 217 years, 129 days, 11 hours, 43 minutes and 8
seconds. Historians draw the length of cascading years from the
time kept by one colony of Dragon-Blooded outside Creation
at the moment of cascade. A research team studying the nature
of temporal flow in the Wyld, they kept perfectly accurate
timepieces forged by a Solar of the Twilight Caste. Due to
the nature of time in the Wyld, savants dispute the figure
to this day, though when the colony reestablished contact
with a restored Creation, its hourly clock was consistent with
the Unconquered Sun's place in the sky, providing at least
some evidence for its accuracy. As the measurements of the
Dragon-Blooded chronology team are the only even slightly
reliable records, official calendars all use this figure.
From an internal frame of reference, the amount of time
that passed during the Cascading Years period was subjective.
All the Exalted who survived described afterward finding
themselves alone in tangent worlds bereft of their peers. Each
of these separate worlds was different. Some were empty.
Some weren't Creation at all. Each experienced a different
amount of time, from a single afternoon to 1,000 years (in
Queen Merela's case). All survivors—even the Dragon-
Blooded—each recall personally enacting some notable task
that restored Creation to its rightful configuration.
From the point of view of Heaven and those spirits that
were immaterial during the period, no time passed. The ac-
tual disruption to the Celestial Order was minimal following
an announcement by the Five Maidens that the problem,
whatever it was, had been fully resolved by the Chosen of the
Gods. The disruption of Creation was more widespread—the
mortal population of the world became a patchwork jumble
of individuals from all the tangents.
Savants are divided as to what caused the time of cascading
years. Many theorize that some untested weapon was respon-
sible. Some suspect that the history cascade was the result of
some process or experiment intended to grant every Exalt in
Creation profound insight into the nature of Essence, a radical
attempt to advance motic science by gathering 700 Celestial
epiphanies—and, presumably, end the Thousand Struggles
Era. By a strict analysis, whatever happened did succeed at
that final task. None of the surviving Exalted recall causing
the cascade, however. Common wisdom, then, holds that its
instigators must have been among the 73 Celestial Exalted
who died, their Exaltations reincarnating with no memories
of the event the moment the history cascade ended.
The least popular theory holds that the Incarnae them-
selves somehow set off the temporal cascade as a way to stop the
Thousand Struggles Era before it escalated beyond Creation's
capacity to contain. Leading savants lend little credence to
this theory, as the Incarnae have explicitly denied credit.
They appeared to be telling the truth, even under the gazes
of Solar inquisitors using powerful lie-detection magic.

As in, hypothetically, we could be one of those 73 Celestial Exalts who died. Ok, it's not fully compliant with canon Time of Cascading Years, but close enough that I can see one of the quest endings being "we restore Creation to its rightful configuration, using our Worldbody as an Ark to preserve everyone through reconfiguration"
 
I know that but it's really hard to manage 100 dice worth of damage without setting off a volcano or something. Also 100 dice of damage is extreme overkill for anything in DF that stands any chance of being hit by a trap.
Also the dragon is generally not going to want to blow up his own horde.
Fair enough, though I'd want to double check with DP that being an intentional attack wouldn't turn something that would otherwise be environmental damage into an attack anyway.
Also Gaols just doesn't seem useful. I can't think of any enemies that we are going to imprison in our hell that couldn't be contained by a robust prison cell and vigilant guards. Everyone one seems be against trying to store the coins in our hell and that seems like the only thing that would require that sort of containment that we aren't going to just kill with Murder is Meat.
That's a fair point, though there is one possible bit of relevant utility there. Goal is one of the perks that has multiple modes we can choose from, like how the advanced technology option can be set to magic mode instead.

• Gaols (Cost: 1 point): The Hell contains prison fa- cilities whose wardens (or whose very architecture) are cooperative with your wishes, or otherwise has daunt- ing Hell-wide security.
Goals as a pure prison seems like a waste, but keeping the fluff the same on the central fortress and making it the keystone of a "daunting hell wide" security system might be worth it.

In general I'm inclined against using hell perk points on things we can implement (or have our people implement), which such a defensive network arguably is, but it's worth considering at least since it'd be charm backed.

Edit:

Additionally; Lord of the Land seems like the sort of thing that'd really easily translate into a heresy charm, more so than adding physical features after the fact. It is "just" learning how to control part of Molly's growing soul after all.

It's really cool to have, and I want it if we can get it, but if we're already considering upgrade packages to buy later it seems like the most obvious thing to shift into one.
 
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Ok, so apparently the previous vote break was ill-timed. Noted.

Vote closed, full steam ahead
Adhoc vote count started by DragonParadox on Feb 24, 2023 at 9:11 AM, finished with 82 posts and 8 votes.

  • [X] No, previous vote stands
    [X] Set some ground rules v2
    -[X] No permanent harm to people at the school. Not unless there's genuine danger to life, like a rape attempt, and she can't handle the situation without it. And you'll be checking by the the spirit of the rules, not the wording. You are not a fey.
    -[X] No talking about supernatural stuff to make your life hard.
    [X] Maybe you could make use of her
    -[X] Explain the story of the almost-deadly selfy from two months ago. Ask her to make sure that the responsible people would not bully their juniors again anytime soon. She has plenty of time to get to know people here and make a plan, no rush.
 
In general I'm inclined against using hell perk points on things we can implement (or have our people implement), which such a defensive network arguably is, but it's worth considering at least since it'd be charm backed.

Edit:

Additionally; Lord of the Land seems like the sort of thing that'd really easily translate into a heresy charm, more so than adding physical features after the fact. It is "just" learning how to control part of Molly's growing soul after all.

It's really cool to have, and I want it if we can get it, but if we're already considering upgrade packages to buy later it seems like the most obvious thing to shift into one.
Indeed. It's the hope for heretical charms that keeps me from switching to Lord of the Land for now - because "I get more control over my world body" seems like the obvious straight up power up. If forced to drop Gaols (by being assured that the Great Labyrinth beneath ground would remain viable as a feature), the switch I might make is to the Vast size. The reasoning is like this:
Gaols, Grand Grimoire and Exclusive Transportation are all buildable or should be buildable with wonder forging. Lord of the Land is great, has great narrative and utlity. The Vast size, well, it's a jump from a circle with the radius of 1564.3 km (the surface area of Australia is 7 688 000 square kilometers, which means that the radius is R=sqrt(7 688 000/Pi)) to a circle with a radius of... if we interpret the "small world" part of description as "roughly the size of the Moon", then ~3477.9 km. If we take it as having the same surface area as the Earth, then the radius becomes 12736.19716 km. With the Pillar dimater jumping from 180 km to 1466 kilometers. This is just a bit higher than the distance from Chicago to New York for scale. At this point, each city state is well indeed a state and probably a setting of its own. Taking Paris's population density of ~ 20k people per square kilometers, one gets a ridiculous number of 33.7 billion living beings per city state. That's billion with a b. Per city. So a 100+ billion total. At this point that's pretty much resources N/A, cult N/A, etc on your charsheet. And remember, when Prayer eating, "This Charm can't grant more than one point of Essence for every 10 worshipers present, and a single congregation can't provide a banquet of Essence more than once per day.". Yes, we'll never be able to extract all that essence, but that's still proper primordial kilomotes, if not megamotes of essence in potentia.

I mean, we'll never need this many, and at Huge the setting would already have the amount of people comparable to Earth population, but with Vast it's "endless masses" as it was. Earth becomes smaller than it population-wise.

EDIT: Which is why I am vary of going for this. Because such numbers are scary, and their potential is scary. Even if we can't get more than 10 people out at a time, there's still the rate of technological progress to consider.
 
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It might be a good idea to use the point for the defense/security version of Gaols. While it is still something that could be built it immediately provides defenses against invasions or hostile infiltration. Alternatively you could switch from Pockets of Safety to Harsh Wilderness to expand the width of the green belt into being similar to the inner and outer cold zones.
 
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@Yog : Are there any valuable resources outside the pockets of safety in the 5flod court? Also why such extreme overkill about the hazards? The trait only requires an environment that normal humans couldn't live in. We could have it be something that our demons can manage or even thrive in.
 
Winning Vote
Adhoc vote count started by DragonParadox on Feb 24, 2023 at 10:55 AM, finished with 86 posts and 8 votes.

  • [X] No, previous vote stands
    [X] Set some ground rules v2
    -[X] No permanent harm to people at the school. Not unless there's genuine danger to life, like a rape attempt, and she can't handle the situation without it. And you'll be checking by the the spirit of the rules, not the wording. You are not a fey.
    -[X] No talking about supernatural stuff to make your life hard.
    [X] Maybe you could make use of her
    -[X] Explain the story of the almost-deadly selfy from two months ago. Ask her to make sure that the responsible people would not bully their juniors again anytime soon. She has plenty of time to get to know people here and make a plan, no rush.
 
Arc 6 Post 8: The Games We Play
The Games We Play

2nd of October 2006 A.D.

Class has already started by the time you get back, all to the better really because you are about to talk about some more not-safe-for-most-ears content and unlike your new... Vassal, you'll go with vassal you decide you do not get a thrill out of playing fast and loose with secrecy, harmful as it might ultimately be.

For her part Bela pouts when you tell her to stop spouting off about vampires, magic and dark powers at school, though more concerning for you is her reaction to the command that she not cause permanent damage to anyone here:

"What do you mean permanent?" Sensing she had stepped on a landmine somehow she quickly adds. "I mean say Jim had a shitty day, he got chosen last in gym, his girlfriend dumped him and his pet hamster died, it is shitty enough that I can feed a little, I do so on the drive back home he's distracted choosing a new playlist to fit the 'darkness inside' and he gets in s six car pileup is that my fault?"

At the sharp turn to morbid Izzy takes half a step back, but you are used enough to such things already to weigh both what is said and what is not carefully. "Nothing that is in your best judgement liable to case harm. I'm not looking to catch you out."

"Hay... hey, hey, maybe she should not be going around making people\s shitty days worse," your friend cuts in obviously perturbed.

"Here," you finish. At her questioning look you explain in full, "She can not make people's shitty day worse here, not doing that in general would involve starving herself."

Though Bela rolls her eyes and pops what you are pretty sure is whiskey flavored hard candy her posture relaxes fractionally, though the weariness is replaced with deeper intrigue in her gaze, as though she is not quite sure what game you are playing. You know for a fact she would not believe 'none'.

"So a school's a good idea?" your friend insists.

"Hundreds of teenagers, prone to fleeting emotional highs and lows they won't pay much attention to tomorrow as long as they don't repeat," you count off on your fingers. "Yeah it's pretty much ideal, wouldn't be surprised if it's a common feeding ground."

A short sharp laugh from the vampire interrupts you. "Normally anyone with the control to skim off the top like you are talking about is not gonna fit in at a school unless it's as the wax anatomical mannequin in biology class." When Izzy looks disgusted she turns to her with with just a touch of defensiveness she probably did not even realize was there adds: "Imagine trying to survive on nothing but licking thousand of spoons per day. Some people can make due with a rotating cast of regulars, Raiths, lucky bastards can just sleep around but...."

"Raiths are like the... sex ones?" In addition to near-enough getting sunburned on cloudy days poor Izzy will never get rid of that blush.

"Yeah, could ehm... explain all this to my friends, from an inside perspective?" you ask the vampire.

She looks up from her nails, sighs in what you can only describe as performative bitchiness. "Sure I can do that. First rule Red, if you are embarrassed about saying the word 'sex' under any and all circumstances you have no business learning about the Families."

"Hey!" Izzy bristles.... and just like that, you realize she is hooked. Without the challenge she might have argued. But now... "I'm not a prude, its just weird that you lot eat it!"

Later that day and out of Izzy or Alec's hearing you give your newest vassal her second task, making sure the assholes who bullied that kind into falling out the window for a selfie never do anything like that again.

"Your wish is my command." If a bobcat could smile you would imagine the expression would look something like the one which graces Isabela Syglia's face right now.

"Take your time," you finish, a warning and, you realize as you speak the words, a kind of reward.

***​

Unfortunately graver matters call on your time once the final bell in rang, the Wuan Kuei, the meeting only three days away. Thanfully you do have a thread to pull on, the murdered Shén gǔ. Dad is obviously coming along, but a pair of phone calls coming one after the other that afternoon make it clear the two of you do not have to go alone

In whose company do you choose to investigate?

[] Detective Murphy, having the law on your side will be a nice change.

[] Harry, you have worked well together so far, by try to fix what isn't broken?

[] Just you can your dad

[] Write in


OOC: Whatever you choose both Murphy and Harry will continue with their own investigations since they are already on the case.
 
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[X] Detective Murphy, having the law on your side will be a nice change.

@Yog : Are there any valuable resources outside the pockets of safety in the 5flod court? Also why such extreme overkill about the hazards? The trait only requires an environment that normal humans couldn't live in. We could have it be something that our demons can manage or even thrive in.
Most resources are outside of pockets of safety. See the latest entry, under Wastes, first floral entry. I actually put the thought in for this. Yes, there are absolutely deep mines underneath the cities, carving out metal for the foundries, but for exotics, you have to go and get them.

Why the overkill? Well, when writing it, if I recall correctly, I wanted to make it as hard as possible for the purposes of stopping possible invasions and possible unsanctioned escapes. Which is where iron blizzard comes from - an anti-fey measure. Applying post-factum justifications, the reasoning would be:
1) Devils are also residents of the Courts. I would rather go by the spirit of the rules, than by the letter. If a large part of the population can comfortably live in the environment, it's not "unsurvivable". I mean, the text says " Unsurvivable (Cost: None; gain 3 points): The Realm will kill anyone not adapted to it or protected against it in short order. It could be a barren icy wasteland, or entirely underwater, or it might have a toxic atmosphere.". Anyone, not just humans.
2) This way I can make it more exotic and alien. Life still strives there, but it's not life that can survive on Earth, and it's not a place where Earth life can survive in. It's a pet peeve of mine that in most situations hostile aliens from different worlds can survive on Earth no problem, but if we go to their worlds, we'll die easily. No, if you are a diborane-blooded alien survivng on hydrogen and helium atmosphere at -200 C, you'll combust if exposed to Earth conditions. If you live in a volcano, you'll freeze.
3) It's the scale. It's to "frozen wastelands of Kakuri" as our Celestial exaltation is to Emma-O's divinity. I went for overkill.

I am leery of making changes, I'll be honest. Scared, even, that fiddling a lot would ruin the magic.
 
1) Devils are also residents of the Courts. I would rather go by the spirit of the rules, than by the letter. If a large part of the population can comfortably live in the environment, it's not "unsurvivable". I mean, the text says " Unsurvivable (Cost: None; gain 3 points): The Realm will kill anyone not adapted to it or protected against it in short order. It could be a barren icy wasteland, or entirely underwater, or it might have a toxic atmosphere.". Anyone, not just humans.

Note where it says 'adapted to it'. Our devils could be adapted to it while our human population is not.
 
1) Devils are also residents of the Courts. I would rather go by the spirit of the rules, than by the letter. If a large part of the population can comfortably live in the environment, it's not "unsurvivable". I mean, the text says " Unsurvivable (Cost: None; gain 3 points): The Realm will kill anyone not adapted to it or protected against it in short order. It could be a barren icy wasteland, or entirely underwater, or it might have a toxic atmosphere.". Anyone, not just humans.
The hell has a long history of self directed evolution.
 
Manipulative vampire manipulates
Oh, our minion's first legendary success.
Don't we have a retired Shih teacher who would be ideal to consult or even bring along on the investigation? He'd be an expert on hunting Wan Kuei.
Propably, though I'm kinda worried into dragging him into our feud with the Akumas.
Shih don't exactly fight Elders or Bodisvattas in the usual run of things and if they do, they die.
 
Oh, our minion's first legendary success.

Propably, though I'm kinda worried into dragging him into our feud with the Akumas.
Shih don't exactly fight Elders or Bodisvattas in the usual run of things and if they do, they die.

They don't, but we're not going to confront them now. Just investigate. And he'd help a lot with investigating, or even just talking to him about it first.

And they do fight akuma.

Note as well we don't have a feud with the akuma yet. We're still at the polite threats stage.
 
Note where it says 'adapted to it'. Our devils could be adapted to it while our human population is not.
The hell has a long history of self directed evolution.
True. And I did put life in there, and a lot of it. And at least some (probably and mostly crystal dragon people) would be able to survive there in some capacity due to their innate abilities and adaptations. But I still wanted it to be super hostile. Felt more appropriate that way.
 
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