Archive for June, 2010

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First Edition Spells

June 30, 2010

The following are both spells created by the writers of Exalted: First Edition.  I did not conceive of these spells.  I merely updated their mechanics to function with the changes to Second Edition.  However, I think I have done so fairly well, and so would like to offer them for those other players who would like to use said spells.  Once again, I did not create these spells; I merely updated them.

Calling the Gulls with Beaks of Steel (Terrestrial Circle Spell)
Cost:
25 motes
Target: One structure

With this spell, a sorcerer can summon a horde of sorcerous birds driven by an unquenchable hunger.  These birds look like normal seagulls, save for their steel beaks and talons, their glowing topaz eyes, and their size, twice that of normal birds.  They descend on their target, usually a seagoing vessel but potentially any structure, and devour all the non-living organic material they can find.  They will eat a man’s clothes from his body while leaving the flesh beneath untouched and peck the silk ribbons out of a woman’s hair.  More to the point, they will happily chew up wood, rope, and sails on a ship or wooden walls and floors on a targeted structure.

This spell lasts for (the sorcerer’s Essence x2) Actions, during which time the gulls attack the target structure.  The flock’s gnawing and clawing reduces the soaks (Bashing and Lethal) of the target by one point per action, cumulative, until either the flock is driven away or the spell ends.  Damage to the structure remains until repaired.

The birds can be attacked comparatively easily, as they make no real attempt to defend themselves apart from dodging if attacked.  The flock as a whole has Health Levels and Dodge DV equal to those of the summoning sorcerer, a Bashing soak equal to the sorcerer’s Perception, and Lethal soak equal to the sorcerer’s Intelligence.  The birds draw their strength from the summoner’s spirit, and a weak sorcerer produces a poor flock. 

At the end of the spell’s duration, the flock disperses, cawing rudely.

The Tree’s Many Branches (Terrestrial Circle Spell)
Cost: 10 motes, plus 5 motes per additional pair of limbs
Target: Caster

Until the sun next crosses the horizon, the caster causes his Essence to coalesce on his body, sprouting into pairs of arms or legs.  These arms begin as leafy, green sprouts and grow in the space of a tick into bark-covered branches.  When the spell is finished casting, the bark crumbles and explodes, revealing fully functional, magical copies of the sorcerer’s original arms or legs.  These limbs have the same Physical Attributes as the rest of the sorcerer’s body.

When initially cast, this spell grows one set of limbs, though the caster can grow additional sets of limbs at the cost of five motes per pair.  For each pair of limbs that is grown, the caster gains the benefit of the Multiple Limbs mutation.  For each set of arms the caster grows, he cumulatively reduces multiple action penalties by one, to a minimum of one.  For each set of legs he grows, he cumulatively adds five yards to his Move and Dash speeds and one die to resist Knockdown or Knockback effects.

In addition, each set of limbs grown grants the sorcerer one temporary -0 Health Level.  Wounds taken by the caster are applied to these Health Levels first, and they cannot be healed by any means.  Losing these Health Levels does not destroy the extra limbs.

At the end of the spell, or when the caster is slain, the arms turn into dead wood and fall off the sorcerer’s body.  A character cannot grow more sets of limbs than he has points of permanent Essence.

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Alternative Progressions – Sorcery

June 29, 2010

The second alternative venue for characters outside their native Charms is Sorcery.  Originally, when Creation was first made, it was laid over with an operating system, a set of “physics,” for lack of a better term, that guided and oversaw how the world itself functioned.  The Primordials also made sure they could hack that operating system, could bend the rules.  In time, others learned how to access these hacks to a greater or lesser extent, and this came to be called Sorcery.

As with Martial Arts, there are three tiers of Sorcery: Terrestrial, Celestial, and Solar.  Each develops ever-expanding powers, always impressive, but never quick.  Even Terrestrial Circle Sorcery takes time to produce its effects, making it nigh-useless on an individual combat scale, but devastating in war or outside of combat.

Terrestrial Circle Sorcery is the most ubiquitous circle, usable by all types of Exalted (except Alchemicals) and even by enlightened mortals.  Its effects are small (comparatively) but useful, ranging from creating food and water to hurling devastating waves of razor-edged obsidian butterflies, from binding small demons to sending messages infallibly from one end of Creation to the other in an instant.  It is the most practical of all sorcery.

Celestial Circle Sorcery is the next tier, and its effects, while useful, begin to move outside the realm of practicality.  Dragon-Blooded and mortals cannot practice Celestial Circle Sorcery, limiting it to Solars (and their tier), Lunars, and Sidereals.  Effects of Celestial Circle Sorcery can include teleportation, conjuring tentacles of magma from beneath the ground, binding ever more potent demons, or turning oneself into a bladed behemoth made of cold iron.  Its spells can turn the tide of entire wars, or bring nations to power (or ruin).

Finally, Solar Circle Sorcery is only attainable by Solars and Infernals.  Even Abyssals cannot manage this feat.  The spells of the Solar Circle are world-changing, spells that bind the most potent of demons, annihilate entire cities, levy curses of eternal darkness, or bring rains of blood and frogs.  They are events, every one of them, stunning and powerful in their effect.  Solar Circle spells have not been seen in Creation since the Usurpation, for obvious reasons, but with the return of the Solars (and the presence of the Infernals), it’s only a matter of time.

Alchemicals have an entirely different method of hacking Creation, called Protocols.  Passed down by Autochthon himself, these Protocols are much more direct, but much less powerfully broad.  Man-Machine Protocols are roughly on par with Terrestrial Circle spells (and duplicate some of their effects), while God-Machine Protocols are more on par with Celestial Circle spells.  Protocols are not learnable by the Creation-born, and Sorcery is not learnable by the Alchemicals (though Autochthonian mortals could, presumably, learn Terrestrial Circle Sorcery).

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Celestial Martial Art – Crab Style

June 25, 2010

A follow-up to Vitriolic Octopus Style, Crab Style is (in honor of this week’s earlier post) a Celestial Martial Art based, naturally, around the second best of all the ocean creatures, the crab.  Enjoy!

Crab Style (Celestial Martial Art)

Among the animal styles, one of the most oft-overlooked is the noble Crab Style, a martial art focused on the stoic calm and strength of purpose of its namesake.  A style of transcendence and transformation, of rebirth and protection, Crab Style was originally practiced almost solely by the Lunar Exalted.  However, as the style spread, more and more individuals found the inner truths of the crab and became practitioners.

Crab Style is a Celestial-level Martial Art that can be practiced in armor.  Its form weapons are jitte (treat as sais) and their Artifact equivalents (Baneclaws).  Most practitioners take great pride in their weapons and armor, rarely possessing any of quality less than fine and nearly always crafting them to mimic the appearance of the crab’s claws and carapace.

Multi-Limbed Crustacean Stability
Cost:
3m; Mins: Martial Arts 2, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: (Martial Arts) Actions
Prerequisite Charms: None

The crab is a symbol of stability and dependability, keeping its footing on the most jagged reefs and righting itself in even the roughest surf.  This Charm grants the user perfect immunity to all Knockdown and Knockback effects.  This is explicitly considered a defense.  Additionally, for its Duration, it makes standing from prone a Reflexive action with no DV penalty.

Aquatic Adaptive Meditation
Cost:
6m; Mins: Martial Arts 3, Essence 2; Type: Simple
Keywords: Combo-OK
Duration: One Scene
Prerequisite Charms: None

Most crabs are, in fact, aquatic, unable to breathe the life-giving air of Creation.  However, they frequently sojourn onto land, and so have learned myriad tricks to extend their air supply.  This Charm mimics that adaptation.  For its duration, the Charm’s user multiplies successes on any (Stamina + Resistance) roll to hold his breath by his Martial Arts rating.  Additionally, the martial artist suffers no environmental penalties to movement, DVs, or Martial Arts rolls due to being submerged.

Independent Eyestalk Awareness
Cost:
3m; Mins: Martial Arts 2, Essence 2; Type: Reflexive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None

The crab’s eyes are constantly moving, on the lookout for both predators and prey.  It is nearly impossible to sneak up on a crab, though they will not always flee.  The crab, after all, is content with what comes.  This Charm may be activated in response to an unexpected attack or an attempt to re-establish surprise.  Against an unexpected attack, it allows the user to apply his Parry DV, subject to any other relevant modifiers.  Against an attempt to re-establish surprise, it grants the user his Martial Arts in additional dice.

Crab Form
Cost:
5m; Mins: Martial Arts 3, Essence 3; Type: Simple
Keywords: Form-type, Obvious
Duration: One Scene
Prerequisite Charms: Multi-Limbed Crustacean Stability, Aquatic Adaptive Meditation, Independent Eyestalk Awareness

When the martial artist aligns his Essence with that of the crab, he fortifies himself, physically and mentally.  He understands that solutions to problems are not always direct, and that moving with the current is simpler than fighting it.  For the duration of the scene, his Essence hardens like the crab’s carapace and claws.  He soaks Lethal damage with his full Stamina, and he can parry Lethal attacks unarmed without a stunt.  His unarmed attacks may deal Lethal or Bashing damage as the martial artist chooses.  Finally, as the crab is a symbol of resilience and protection, all Defend Other actions become Speed 3, DV -0 Miscellaneous actions for the Charm’s duration.

Razor-Armed Pincer
Cost:
3m; Mins: Martial Arts 4, Essence 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Crab Form

When forced to defend itself, or when capturing prey, the crab’s pincers are wicked things, biting through shell or flesh to reach the tasty meat beneath.  This Charm supplements an unarmed Martial Arts attack, adding one to the attack’s raw damage and granting the attack the Piercing tag.

Karkinos Disarms the Hero
Cost:
3m; Mins: Martial Arts 4, Essence 3; Type: Reflexive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Razor-Armed Pincer

The crab behemoth Karkinos was sent by Kimbery to disarm the hero Culeus when he sought to slay one of her many-headed spawn.  Like that behemoth, the martial artist can remove an enemy’s weapon effortlessly.  This Charm may be activated in response to any close combat attack against which he successfully applied his Parry DV.  As a counterattack, the martial artist may make a disarming Martial Arts attack.  The martial artist does not suffer the usual -2 external penalty to this attack, and the victim of the attack suffers an internal penalty equal to the martial artist’s Essence on the resulting roll-off.  If the provoking attack is a Thrusting attack, any stunt bonus applied toward the ensuing disarming attack has its dice bonus (but not reward) increased by one.

Severing the Offending Limb
Cost:
5m (+1wp); Mins: Martial Arts 5, Essence 3; Type: Reflexive (Step 10)
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisite Charms: Karkinos Disarms the Hero

Those who oppose the crab often find themselves losing more than the fight.  This Charm supplements an unarmed Martial Arts attack.  That attack deals Lethal damage, and if it deals at least two levels of post-soak damage, the martial artist may pay a point of temporary Willpower to focus the blow.  In this case, the attack deals only a single level of damage, but inflicts a single Amputation effect of the martial artist’s choice on the victim as a Crippling effect.

Scuttling Crabwise
Cost:
5m; Mins: Martial Arts 3, Essence 3; Type: Reflexive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Crab Form

To the unenlightened, the crab moves sideways.  To the crab, the crab simply moves.  The martial artist invokes this Charm in response to an opponent’s Move or Dash action.  It allows her to make a Reflexive Blockade Movement action (with the usual -1 DV penalty), moving up to (Dexterity + Martial Arts) yards in order to interpose herself between the target and his destination.  Furthermore, the crab stylist adds (Martial Arts) dice to the subsequent ([Strength or Dexterity] + Athletics) roll-off.

Autonomous Sacrificial Escape
Cost:
3m, 1hl; Mins: Martial Arts 4, Essence 3; Type: Reflexive (Step 6)
Keywords: Combo-OK, Crippling, Obvious
Duration: Instant
Prerequisite Charms: Scuttling Crabwise

Lizards are famed for their ability to shed and regenerate limbs to escape hostile situations.  Few know that the crab taught the lizard this trick.  This Charm may be used when the martial artist is the target of a successful Clinch attack.  The martial artist suffers a Crippling Amputation injury of his choice, as one of his grappled limbs shatters and twists horribly, allowing the martial artist to slip free of the clinch through a combination of disrupted leverage and his opponent’s startled revulsion.  The Crippling effect heals at the start of the character’s next action, though any items held in an “amputated” limb must be recovered normally.  The Health Level cost, however, remains paid until healed through normal means.  Any effects which prevent or render the martial artist immune to Crippling or Amputation effects prevent use of this Charm.

Impenetrable Arthropod’s Exoskeleton
Cost:
6m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Simple (Speed 6, DV -1)
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Autonomous Sacrificial Escape

The crab’s shell is its life, its home, and its defense.  For the duration of the scene, the crab becomes at one with his armor, adding any Mobility penalties to his Martial Arts-derived Parry DV calculation before calculating Mobility penalty reductions, such as Magical Material bonuses or Charms.  Additionally, his armor soak cannot be reduced below (his Essence) by effects such as the Piercing tag, effectively raising his minimum soak against such effects.

The Invulnerable Crab
Cost:
7m, 1ahl; Mins: Martial Arts 5, Essence 4; Type: Reflexive (Step 7)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Severing the Offending Limb, Impenetrable Arthropod’s Exoskeleton

The shell of the crab cannot be pierced by mortal means.  The shell of the Crab cannot be pierced at all.  The martial artist invokes this Charm immediately before the damage of a physical attack or similar effect is rolled.  This Charm is a perfect soak against the damage of the attack, reducing pre- and post-soak damage to zero after all other effects.  The Charm’s cost is considered a unique Flaw of Invulnerability.

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Cry Havoc, and Let Slip the Dogs of War

June 23, 2010

I created these Charms along the same lines as the Join Battle enhancers, with an eye toward improving the Solars (and, by extension, the Abyssals) in the arts of entering Mass Combat conflict.  I hope they’re useful.

Let Slip The Dogs of War
Cost
: 4m; Mins: War 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Mirror (Cry Havoc), War
Duration: Instant
Prerequisite Charms: Any War Excellency

On the field of battle, the Solar reigns supreme.  His soldiers are his loyal hounds, and they wheel and form at his command.  This Charm can be activated to enhance a Join War roll.  When activated, this Charm ensures that Solar always succeeds with a threshold of one success more than the highest roll among all those participating.  If another Charm contests this perfection, the Solar adds (Essence x2) dice to the ensuing roll-off.  Additionally, the first time this Charm is used in a scene, it allows the Solar to reflexively take a Change Formation Miscellaneous Action with a Speed of 3.

Cry Havoc
Cost
: 4m (1 Resonance); Mins: War 3, Essence 2; Type: Reflexive
Keywords: Avatar (1), Combo-OK, Emotion, Mirror (Let Slip the Dogs of War), War
Duration: One Scene
Prerequisite Charms: Any War Excellency

Horror is the Abyssal’s armor, mortification his sword.  Those who face him and his shambling hordes on the field of battle often flee before a single drop of blood has been shed.  When activated in response to a Join War roll, this Charm applies an external penalty to the Join War rolls of all participants except the Abyssal himself.  This penalty is equal to the Whispers rating of the Abyssal, and applies to friend and foe alike.  The Abyssal may exempt up to (Essence) units from this effect, but the Neverborn inflict one Resonance on him for his temerity.  This unnatural, fear-based Emotion effect costs two Willpower to resist.

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Alternative Progressions – Martial Arts

June 22, 2010

Each splat has its own Charms, and they allow them to break the natural rules of physics and logic by being more awesome: running over water, leaping mountains, hurling elephants, etc.  However, each splat also has access to one or more alternative progressions: Sorcery, Necromancy, and Martial Arts.  Since Exalted is, at its heart, a wuxia/anime game, I’m going to start by looking at Martial Arts.

Martial Arts sounds like it should be limited to punching and kicking, but this is not the case.  Martial Arts are as much spiritual as they are physical, meant to open one’s Essence pathways to allow for feats of mystical derring-do.  They often enhance combat, but they just as often enhance other aspects of the Martial Artist’s capabilities, from strengthening the mind and soul to enhancing running or jumping.  Martial Arts Styles are each complete trees of Charms which cannot be expanded upon: each is a fully-encapsulated, completed thematic style.  Custom Martial Arts Charms cannot be made, with some few exceptions.

There are three tiers of Martial Arts power: Terrestrial, Celestial, and Sidereal.  Terrestrial Martial Arts are the weakest, but still provide amazing avenues of esoteric advancement not necessarily available to their practitioners otherwise.  The most common practitioners of Terrestrial Martial Arts are, as the name suggests, the Terrestrial Exalted or Dragon-Blooded, but enlightened mortals, Dragon Kings, Fair Folk, and gods often take this alternative path to expand their capabilities.

Celestial Martial Arts are the next tier, and they expand on the relatively rooted concepts of the Terrestrial Martial Arts.  Dragon-Blooded can practice Celestial Martial Arts, but only with rigorous personal training and never with the same ease as the Celestial Exalted.  Solars, Lunars, Sidereals, Abyssals, and Infernals find Celestial Martial Arts to be their “native” tier, though it should be stressed that even they have to practice extensively and learn from a skilled sifu.

Finally, Sidereal Martial Arts are the most esoteric and the most powerful, each embodying a conceptual or theoretical ideal and pushing the practitioner to emulate that concept.  Some examples are Martial Arts Styles based around thoughts, the Essence of Creation, dreams, contagion, or reflection.  Sidereals are the most common users, of course, though Solars and Abyssals can, potentially, learn these Martial Arts as well.  Lunars may or may not be able to, and the other splats never can. 

There are some exceptions to the need to have a sifu.  Every splat save Alchemicals has what is known as a Hero Style.  While these Styles can be taught as any other Martial Art, the Exalted type to which they are attuned can learn them as though they were native Charms.  They can also expand their native styles with custom Charms, as they are considered native to those Exalt types.  Solar Hero Style, for example, is considered a tree of native Solar Charms, and can be learned by Solars without a tutor, as well as allowing Solars to create custom Charms for that tree.

In general, Martial Arts are an esoteric but efficient method of expanding an individual’s power, granting new and often unusual Charms to enhance a martial artist’s capabilities.  They are visually and thematically exciting, and they add flavor and style to a world already rich with both.

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Second Circle Demon – Guranth, the Screaming Gaoler

June 18, 2010

Finishing out the demon-themed week, I’d like to provide a Second Circle demon of my own devising for public consumption.  He is the progeny of Daendals, the Unfettered Heart, fetich soul of Oramus, the Dragon beyond the World.  This goes up with many thanks to the forumites who helped me narrow down his thematics, especially to MorsRattus for his patience and continued feedback.

Guranth, the Screaming Gaoler
Demon of the Second Circle,
the Warden Soul of the Unfettered Heart

While it is true that Daendals wanders free while his master lies trapped within his own broken form, there is a part of him that hates his freedom, and hates those freer than Oramus himself.  Guranth is that part.  Half bounty hunter, half prison guard, Guranth is that which wanders Malfeas (and sometimes Creation), finding those demons not protected by higher powers and shackling them for his own satisfaction.

Guranth is a humanoid-shaped demon, though his specific features are almost always obscured by an iconic mask of flesh that flaps freely from his face.  Once, this mask was Callipygous Nymph, a Ghost-Blood of the First Age and one of the few beings to ever escape Guranth twice.   He is usually clad in armor that would be best described as soulsteel, if that were not patently ludicrous in the demon realm.  Shrieking faces adorn his armor, and he occasionally speaks through these, though never with his own voice.  He carries a scepter of screaming souls, which he uses to batter his prey into unconsciousness before dragging them back to his damned gaol in Malfeas.

Summoning: (Obscurity 3/4) Mortal sorcerers usually summon Guranth to track and imprison their enemies, though he is occasionally also called as a guardian or warden.  When a prisoner or slave escapes an unjust life sentence and can remain free and running for one month, one of Guranth’s progeny, the Starving Hounds, can slip free of Malfeas and hunt the offender.  If the slave can evade the Hound for one week, Guranth himself may enter Creation, bursting forth from the throat of the Hound to lead the chase personally.  He has exactly one month to capture the fugitive, before he, too, is pulled back into the Demon Prison.
Motivation: To hunt and shackle the free.
Attributes: Strength 6, Dexterity 6, Stamina 7; Charisma 5, Manipulation 2, Appearance 1; Perception 6, Intelligence 5, Wits 6
Virtues: Compassion 1, Conviction 5, Temperance 2, Valor 5
Abilities: Athletics 2 (Chasing +2), Awareness 4, Dodge 3, Integrity 5 (Maintaining the Chase +3), Investigation 4, Larceny 2, Linguistics (Native: Old Realm; Other: Forest-tongue, Low Realm, Riverspeak) 3, Lore 1, Martial Arts 4, Melee 6 (Scepter of Damnation +2), Occult 2, Presence 3, Resistance 6 (Never Sleeping +3), Stealth 2, Survival 6 (Tracking +2)
Backgrounds: Backing 3, Cult 3
Charms:
Bane Weapon – Those he is hunting
Bread of Weak Spirit – Guranth can only consume demons of the First Circle
Capture – Guranth can drag beings directly into Cecelyne
Chrysalis of Preservation – Guranth can imprison creatures in the chrysalis
Essence Plethora (x3) – 30 additional motes
Fruit of Living Essence – Guranth drains vitality from his prey before imprisoning them
Hand of Destiny – Guranth can only use this ability to hunt a being who has escaped his captivity
Impromptu Messenger – Guranth can speak through his armor (and only through his armor)
Loom Stride
Materialize
– 70 motes
Measure the Wind – Guranth can measure the relative power of his prey
Meat of Broken Flesh – If he must, Guranth can sustain himself by slaying his prey
Mimic of Tongues – Allows Guranth to speak with those he is hunting
Ox-Body Technique (x3) – Three additional -1 and three additional -2 Health Levels
Plague of Menaces – Guranth commands feral dogs to harry his marked prey
Portal – Guranth can open a portal to Cecelyne
Principle of Motion – Guranth typically keeps nine “banked” actions
Reserve of Will (x3) – Three additional temporary Willpower
Sense Domain – Guranth can sense those who have escaped his presence
Shapechange – Guranth can take the shape of those to whom his prey has an Intimacy
Tracking
First (Ability) Excellency – Investigation, Survival
Second (Ability) Excellency – Resistance, Survival
Third (Ability) Excellency – Survival
Divine (Ability) Subordination – Survival
Join Battle: 10
Attacks:
Clinch: Speed 6, Accuracy 10, Damage 6B, Parry DV -, Rate 1, Tags C, N, P
Kick: Speed 5, Accuracy 10, Damage 9B, Parry DV 4, Rate 2, Tags N
Punch: Speed 5, Accuracy 11, Damage 6B, Parry DV 6, Rate 3, Tags N
Scepter of Damnation: Speed 5, Accuracy 15, Damage 16B/2, Parry DV 7, Rate 2, Tags O
Soak: 9L/11B (+6L/+4B, Screaming Soul Armor)
Health Levels: -0/-1/-1/-1/-1/-1/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/-4/Incap
Dodge DV: 8        Willpower: 9 (12 temporary)
Essence: 7            Essence Pool: 145
Other Notes: The Scepter of Damnation is effectively a soulsteel goremaul, while the Screaming Soul Armor is effectively a soulsteel breastplate.  Guranth does not gain the Magical Material bonus of either, though an appropriate user would.  A number of Guranth’s powers open portals to Cecelyne.  However, once in Cecelyne, Guranth and anyone accompanying him must still travel five days to reach either Creation or Malfeas.

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Celestial Directions – Malfeas

June 16, 2010

Just like Heaven is not like the Western Heaven, Hell is not the Western Hell.  Hell is not a place where bad people go when they die to have their sins punished out of them.  It is a political prison, the home of the Yozis, those Primordials who lost the Primordial War and were metaphysically (and sometimes physically) altered to better be imprisoned.

The geography of Hell is madness.  The exact size is difficult to measure, as it seems to constantly change.  Hell is Malfeas, the Demon City, who was once the King of the Universe.  When he surrendered, his body was broken and folded in on itself to make the walls of the demon prison.  He is a series of layers, with Ligier, the Green Sun, his fetich soul burning hot and angry at the center of each one.  Around him is strewn his sister, Cecelyne, the Endless Desert, who keeps the demon population trapped inside Malfeas. 

The Yozi are both physically and metaphysically enormous.  They are geographical features as often as not.  Each Yozi has twenty or more subsidiary souls, with each of those having seven Second Circle souls.  Most of the Second Circle demons have produced First Circle demon races, and some have produced numerous.  The population of Hell is vast and overwhelming.

And yet, it is not limited to demons.  Humans live there sometimes, though the very world is inimical to their lives.  Ghosts find relief from the constant drabness of the Underworld in the mania of the Demon City.  Fair Folk occasionally play out their dramas in Malfeas.  Even gods and Exalts can find places in Hell, though they have to watch their step more than most.

With the coming of the Green Sun Princes, Malfeas is in even more a furor than usual.  Akuma, Exalted who have sold their souls to the Yozi for more power, work alongside demons of all circles to prepare for the Reclamation, the return of the Yozis to Creation.  Perhaps most importantly, the Ebon Dragon has announced his marriage, and his wedding plans coincide with the Reclamation nicely.  All Malfeas is whipped into a frenzy, and only time will tell whether or not its celebrations are justified.