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Sidebar: Echoing Voices


Some scholars of Exalted 2nd edition may question this charmset’s existence and
availability to the Infernal Exalted, seeing as in 2nd edition Mardukth was implied to
have been one of the Primordials who died in the Divine Revolution, becoming the
Neverborn He Who Holds In Thrall. As such a thing has not yet been mentioned in Ex3
canon, I am taking the opportunity to include Mardukth’s charmset, as it handily fills a
few holes in Infernals’ capabilities. If you wish, it may be the case that Mardukth was,
indeed, brought low, and therefore that this charmset is inaccessible, or perhaps could
only be learned by such measures as journeying to lost Zen-Mu and capturing the echoes
of his name which still resound there.

Entourage: Charms with this keyword require the character to possess a minimum rating in the
Followers, Command or Cult Merits. Only the highest rating among the relevant Merits the
Infernal possesses is considered. When Entourage is used as a numerical value in a charm’s text,
use the value of the highest Entourage Merit the Infernal possesses.

Retinue: Charms with this keyword require a certain number of Entourage members to be in
the scene with the Infernal. When Retinue is referred to as a numerical value, that value is equal
to the Size of the battle group that the Entourage members in the scene would form.

Charm Concept: Name


Several of Mardukth’s Charms require other beings to refer to him by name. For the Primordial
himself, this includes “Mardukth” and any of his sobriquets. Any of these are acceptable options
for those forced to speak the Primordial’s name. For those adopting Mardukth’s power as their
own, the name they force others to speak is the one the character most readily identifies with. A
player character’s name, for example, is the one defined on his character sheet. Later Mardukth
Charms allow the character to expand his “name” to include various sobriquets, epithets and
other nicknames as his legend expands. If his name is ever stripped away by his own Charms,
these name-based powers become useless unless the character has acquired the Charms
necessary to expand the definition of his name.

FIRST MARDUKTH EXCELLENCY


The Mountain and the Beast Upon It is immense, impressive and intimidating. His ways are the
old ways, barbaric and demanding. He strides vaingloriously across even the most treacherous
landscapes, demanding answers and obedience from slaves, beasts and stones alike. He wields
authority without mandate, for no one else could grant it to him. All recognize his mastery
intrinsically. As a being of immeasurable might, he maintains his claim simply by being
unchallenged. Unconsciously prominent, he attracts an entourage and shelters them with his
seemingly impossible grandeur. Those who submit or yield are blessed by the magnifying power
of his name. Hearing their praise, he conforms to legends and satisfies their expectations of
greatness. Those who foolishly attempt to resist the irresistible he overwhelms without comment
or remorse. Fortunately for most of Creation, he considers the affairs of others to be beneath
him. He resides amid cyclopean memorials, hunting and seeking answers that will appease his
vanity.
This Charm may always be used to help the character climb or while the character gains an
advantage for possessing high ground. It can also be used to expand prior works. It cannot help
the character hide, disguise, or lie about his identity or while engaged in such deceptions.

Name Root Charm 2


Transforming Name Charms 3
Legendary Name Charms 4
Reassuring Name Charms 7
Self-Shaping Name Charms 10
All-Knowing Ruler Charms 13
First King Charms 15
Implement Charms 19
Monument Charms 20

Body Root Charms 23


Pack Charms 23
Obedience Charms 27
Beast-King Charms 32
Mountain Creature Charms 34
Giant Charms 34

Name Root Charm


GRAVEN UPON STONE
Cost: —; Mins: Essence 1; Type: Permanent
Keywords: Oasis, Sandact, Native
Duration: Permanent
Prerequisite Charms: None
Mardukth calls; the world responds. His name echoes through the sky and is etched upon the
very roots of the mountains. Learning this Charm, the Infernal inscribes his own name upon the
nature of reality.

● No effect can cause him to forget his own name, steal it away from him, or prevent him
from speaking it.
● If the Infernal writes his name in any manner, only directed efforts to remove it will have
any effect. If he scrawls his name in the sand, the waves will wash over it for aeons
without distorting a single line.
● He gains (Essence) additional dice on Read Intentions actions to discern whether the
target possesses an Intimacy regarding him and in what context.
● Anyone who knows of the Infernal who hears her name immediately knows to whom the
name refers.
Transforming Name Charms
HEART-COMPELLING NAME
Cost: --; Mins: Essence 1; Type: Permanent
Keywords: Oasis, Sandact
Duration: Permanent
Prerequisite Charms: Graven Upon Stone
The name of Mardukth echoes down the ages, living in the hearts of all those who know it.
Speaking the Infernal’s name in their presence counts as the speaker making a reflexive Instil
attempt against themselves, using (Charisma + Presence) with a minimum dice pool equal to
(Infernal’s Appearance). The precise nature of the Intimacy being instilled is determined by the
context of the scene. Even his enemies will gain a positive Intimacy toward him as a Worthy
Opponent if he has not given them reason to be personally offended by his actions. If the context
is excessively negative, such as when the Infernal goes out of her way to inflict harm upon his
enemy or something his enemy cares about, this Intimacy becomes a negative one. A barbarian
fighting for his homeland can be respected as a noble warrior; the general who slaughters his
captives and salts conquered fields is a foe to be dreaded. Spending 1 Willpower to resist this in
a Decision Point immunises the character for one scene.

ECHOING TO ETERNITY
Cost: 5m; Mins: Essence 1; Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: Graven Upon Stone
Long ago, the voice of Mardukth resounded across the vastness of Faraway: WHO AM I? This
charm allows the Infernal’s speech to be heard up to Medium range – even in a city riot, the
warlock’s voice can be clearly heard above the din. While her mighty voice reverberates, she is
only capable of voice-based Performance-based social actions, but ignores all penalties from the
environment, distance or group influence to do so. She may not choose to lower her voice and
speak normally while using this charm, and cannot use other forms of social influence while this
charm is active.

This charm automatically upgrades at Essence 2+, extending its range to Long. At Essence 3+ it
may be repurchased, extending its maximum range to Extreme, though the Infernal may limit it
to Long if she wishes. At Essence 4+ its range expands to (Essence) miles radius, and at Essence
5+ to (Essence x 10) miles radius, though using this full extent is considered a Blasphemy.

UNIVERSAL ODEUM UNDERSTANDING


Cost: 4m; Mins: Essence 1; Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: Echoing to Eternity
Resplendent atop his mountain-self, the Questing Throne has no need for messengers; the world
itself brings word of others’ doings to him.
This Charm provides the hearing-related benefits of Keen Hearing and Touch Technique
(Exalted, pp. 269) and Unsurpassed Hearing and Touch Discipline (Exalted, pp. 272).
Additionally, the Infernal no longer suffers penalties on hearing-related Awareness rolls due to
loud ambient noise; how else could Mardukth hear so keenly above the clamorous adulation of
his followers?

At Essence 3, this Charm’s duration upgrades to Indefinite.

MARKED BY THE ANTLER-CROWN


Cost: 3m; Mins: Essence 1; Type: Reflexive
Keywords: Entourage (2)
Duration: One scene
Prerequisite Charms: Universal Odeum Understanding
Mardukth is a being of correspondence and association, an impossible shape drawn from the
minds of those who behold him. Before his questioning gaze, nothing may remain unseen - and
those with a role in the Questing Throne’s own legend are the most visible of all.

This Charm adds automatic successes to any Awareness roll regardinging characters the
Infernal has Ties to based on the intensity of those Ties - Minor Intimacies add 1 success, while
Major and Defining Intimacies add 2 and 3 respectively - allowing her to unerringly pick out her
beloved Nexan countrymen from amid a crowd of foreigners, identify her lover’s scent on the
breeze, or discern her arch-enemy’s facial expressions from across the battlefield. To the
warlock, those who are of import to her stand out starkly from their surroundings, seeming
more prominent, more vibrant, more real. The Infernal need not suspect that one of her Ties is
nearby; Marked by the Antler-Crown automatically lends itself to applicable rolls without the
Infernal knowing, though the player may always choose to not to use it.

However, those towards whom she has no particular affection or animosity become less
prominent to her senses, drab shades compared to the vivid majesty of her ego’s focus; while
this charm is active, she suffers a -1 penalty on all Awareness rolls to notice the actions of those
she lacks any Tie to.

Upon achieving Essence 3, Entourage 4, this Charm’s duration upgrades to Indefinite.

Legendary Name Charms


LARGER THAN LIFE
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: Entourage (3)
Duration: Permanent
Prerequisite Charms: Graven Upon Stone
Although none now speak of it, Mardukth was first declared king among the Primordials when
his form leered out of the mists of Faraway, less a birth and more an unveiling, like some
gargantuan idol hewed from the bedrock of reality. The others of the Primordial tribe turned to
their wise woman, whose scrolls held all knowledge. She opened them to the correct page and
began to read, then paled and would not speak. The Primordials were so awed by this that they
declared him their ruler, though he hardly noticed.

This Charm affects other characters within (Essence x 10) miles of the Infernal. This upgrades to
(Essence x 100) miles at Essence 3, (Essence x 1000) at Essence 4 and anywhere in the same
realm of existence at Essence 5. With a second purchase at Essence 6+, it affects all characters in
every realm of existence.

● Every character who attempts to uncover information about the Infernal or has such
information related to her treats that attempt as an Instil attempt building an Intimacy
towards the Infernal, with the context chosen by the character’s player as appropriate
for the character’s opinions regarding the information she possesses, with successes
equal to the number rolled to uncover the information. Such an intimacy need not be
positive. This effect also applies to any character that personally interacts with the
Infernal for a scene as well, in which case the Instil attempt has (Appearance) successes.
● All mortals reduce their Resolve versus Instil attempts building intimacies towards the
Infernal by 2. At Essence 4+, this applies to all characters with an Essence rating at least
two dots lower than the Infernal’s. At Essence 5, it applies to all characters.
● Any character within range of this charm who makes an Investigation roll to uncover
information about the Infernal or a social roll to relate information about him, true or
not (e.g. telling the tale of how he smashed the armies of the Bull of the North) benefits
from one automatic success, as the warlock’s Essence impresses his looming silhouette
on the shape of the world. This even applies to characters that should not have a dice
pool, by all rights; the small gods of Creation know the Infernal by sight, and the furred
shadows of the Things That Dwell in Corners will visibly react to his name.

TIME-GRAVEN MOMENT
Cost: 1m; Mins: Essence 1; Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Graven Upon Stone
The presence of Mardukth is that of a legend come to life; to forget it would be a heresy of the
highest order. This charm may be activated whenever the Infernal stunts. Anyone who witnesses
her finds that moment forever and indelibly burned into their memory, and becomes instantly
aware of her name.

At Essence 4, this charm automatically upgrades, reducing its cost to 0m and activating
automatically whenever the Infernal stunts. This is not optional.

A FIGURE NONE CAN FORGET


Cost​: --; Mins​: Essence 2; Type:​Permanent
Keywords​: Sandact, Psyche
Duration​: Permanent
Prerequisite Charms​: Time-Graven Moment, one or both of Heart-Compelling Name or Larger
Than Life
Intimacies created by Heart-Compelling Name or Larger Than Life cannot be naturally eroded by
the target themselves. They can only be shattered by magic or by another character making a
successful Instil attempt to weaken them. If the target has not interacted with the Infernal for a
full day, than she may spend a point to willpower to give her the chance to naturally erode this
intimacy. At Essence 3+ this charm may be repurchased in order to extend this duration to a
week. At Essence 4+, the charm automatically upgrades, increasing the requisite time to one
month.

LEGEND-CARVING IMPRESSIONS
Cost​: 5m; Mins​: Essence 1; Type:​Simple
Keywords​: Sandact, Psyche
Duration​: One Scene
Prerequisite Charms​: Graven Upon Stone
Mardukth would never stoop to performing petty or mundane tasks, nor should those who seek
to emulate his power. This Charm enhances all actions the Infernal undertakes for its duration.
Anyone whose Resolve is less than his ([Charisma + Presence + Essence]/2) suffers a Psyche
effect that causes them to remember the Infernal’s actions as grander and more impressive than
they truly were. This does not affect their perception within the moment, only when they recall
the events later. The effect lasts until it is resisted for two points of Willpower, which may only
be done when presented with evidence that proves this fact. Any Intimacies a character gains
toward the Infernal while suffering from this Psyche effect are likewise exaggerated. Characters
gain Intimacy of obsessive loathing, slavish devotion, soul-aching love, terrified awe, and so on.
The bonuses and penalties such magnified Intimacies cause to the intimacy to be treated as one
step higher when being targeted with social influence actions, maximum of defining.

With Essence 3+, the Infernal may also use this Charm to enhance social influence attempts
made during the scene in which he exaggerates and embellishes his own past actions. If the
attack overcomes the target’s Resolve, she immediately gains the Psyche effect and accepts the
Infernal’s version of events. These narratives cannot be outright fabrications and must have at
least some small basis in truth.

MYTHIC GLORY WROUGHT


Cost​: 5m, 1wp; Mins​: Essence 2; Type:​Reflexive
Keywords​: Sandact, Entourage (2)
Duration​: Instant
Prerequisite Charms​: Legend-Carving Impressions, Heart-Compelling Name
Tales of the Infernal’s grandeur spread rapidly. The Infernal may activate this charm reflexively
upon succeeding an action that is at least difficulty 5, or when he gains 5 or more successes on a
roll in order to accomplish something, provided that he is in a position to be witnessed by a
social group. Wild tales of the Infernal’s success and prowess begin to spread like wildfire. Make
a reflexive (Charisma +Socialize) instil attempt against the average Resolve of the group with a
penalty equal to the group’s (Size), but benefitting from (Followers) non-charm successes.
Within (Size) days, tales of the Infernal’s exploits have spread to every ear in the area, granting
the group an intimacy as per Heart-Compelling Name. The emotion granted by this Charm
always cast the Infernal in an exaggerated light. He’s not merely a war hero, he is swordsman
whose talents have never been rivalled. He’s not merely a thief; he’s an elusive master criminal.
Purging a population of this belief requires a leadership project to undo this belief, but without
charms that speed up the process getting rid of it may take weeks or months depending on the
size of the area. If this Intimacy goes unchallenged for (Size) weeks, it may become engrained in
the social group’s very policies and purpose.

It’s important to note that not every single person in the group will be affected, but the vast
majority will be. A diehard critic of the Infernal may still successfully resist any sort of positive
news about the Infernal easily and not have this intimacy.

If the Infernal employed Legend-Carving Impressions while interacting with the group, he adds
2 to his Essence for purposes of calculating the required Resolve to resist.

Reassuring Name Charms


REASSURING SLAVE CHORUS
Cost​: --; Mins​: Essence 2; Type:​Permanent
Keywords​: Sandact, Entourage (2), Retinue (1)
Duration​: Permanent
Prerequisite Charms​: Legend-Carving Impressions
By the adoration of his inferiors, Mardukth is magnified. Whenever someone speaks the
Infernal’s name out of battle, he immediately gains a single mote. This can occur once per
character per scene and can gain the Infernal only five motes total per scene. In battle, this limit
applies per round, instead of per scene. Additionally, so long as a character is capable of speech
and has an intimacy towards the Infernal, no effect can prevent them from speaking the
Infernal’s name unless it entirely removes the character's ability to speak.

This charm may be purchased a second time, allowing the Infernal to channel the rousing spirit
of his subjects once per day, rolling ( Entourage) with double 9s, gaining that many motes. If this
takes him over his maximum, any extra motes may be spent on the Infernal’s next action. If not,
they dissipate to no effect.

EVER-RESOUNDING GLORY
Cost: 5m; Mins: Essence 2; Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: Reassuring Slave Chorus
Unlike the Whispering Pyre, the King in the Mountain does not live in his own name, but his
name and his being are inextricably linked. To acknowledge one is to acknowledge the other, and
acknowledgment is simply prayer by another name.

The Infernal becomes dimly aware of whenever his name is spoken, written, or otherwise
conveyed, allowing him to hear individual prayers made by members of his Entourage, and from
beings with a Major or Defining Tie to the Infernal (or vice-versa) as though she were a spirit.
Actually listening to all prayers imposes a -3 internal penalty to all non-reflexive actions; if the
Infernal tunes them out, the Storyteller only relays the most widely repeated or urgently spoken
prayers.
A secondary effect of this Charm provides a hazy, instinctive sense of all utterances of the
Infernal’s name; this perception is fairly imprecise, and cannot normally discern the location of a
speaker any more specifically than “in the West” or “in the blood-bayous of Elloge”. However,
beings with particularly potent Essence can resonate against the warlock’s network of
self-affirmation, imparting a sudden vision of the being responsible. When or if such resonations
occur is left entirely to the Storyteller’s discretion, and they never occur in a manner that would
distract the Infernal or leave them vulnerable to attack - often, they appear in dreams or visions
in deep meditation, or in times of ennui or calm. As a general rule of thumb, the vision itself
provides a cursory description of the speaker’s surroundings, the overall emotional “tone” of
their speech, and a sufficient understanding of the speaker’s appearance that the Infernal could
recognize them on sight, or infer their identity from a general description.

TO SPEAK HIS NAME


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Entourage (3)
Duration: Permanent
Prerequisite Charms: Ever-Resounding Glory
...is to acknowledge his glory. Gorged to bursting on his own self-aggrandizing eminence, the
Infernal’s cultists no longer require elaborate prayers to honor him - his name alone suffices.
Any rolls for a prayer action which primarily consists of reciting the name and/or titles of the
warlock may substitute the Size of the worshipers involved for the Resource value of any
sacrifices for purposes of reducing the Difficulty (and any other attendant benefits).

Similarly, if the Infernal’s name is spoken frequently in the majority of conversations among a
population of at least Size 3+, then the warlock may roll (Essence + Entourage) once per day as a
prayer roll on the part of those who speak his name to gain benefits from the discussion of him
as though the people responsible were actively praying to him. If he remains the primary topic of
conversation among a population for at least (Essence) days, then its members count as
members of his Cult for the purpose of calculating benefits from that Merit; this effect fades once
a full week passes without his name regularly gracing the tongues of a given group of unknowing
supplicants. Thus, news of his deeds and word of his approach can enrich the Questing Throne
just as effectively as intentional worship.

ECHOING IDENTITY AFFIRMATION


Cost: 5m; Mins: Essence 2; Type: Reflexive
Keywords: Sandact, Entourage (1), Retinue (1)
Duration: Instant
Prerequisite Charms: Legend-Carving Impressions
Who is Mardukth? The world knows and shouts his praises in recognition. The Infernal calls out
to an Entourage member within Short range and asks, “Who am I?” or some suitable variation.
The Entourage member is compelled to reply truthfully. Doing so shatters any undesired
Shaping effect currently affecting the Infernal as his identity is reestablished. If activated within
a region the character has claimed with Megalithic Orogeny Memorial, no Entourage members
are needed - the land itself responds and this Charm becomes Obvious. If employed against
body- or mind-warping environments such as the Wyld, this Charm may be activated with a
duration of Indefinite, though doing so requires at least hourly assurances of the Infernal’s
identity.

With Essence 3, the range of this cham increases to Medium.

Sidebar: A Hero Chooses, a Slave Obeys


Several of Mardukth’s Charms compel his Entourage members to respond or act in a
particular fashion. Generally speaking, Followers are trivial characters by default and
cannot act contrary to the dictates of these Charms unless compelled by another magical
being. In such cases, a contested Essence roll determines which character dominates the
Extra, with Mardukth adding (Entourage) in automatic successes to the roll.

In the rare case that the follower has a defining intimacy against such an action, those
characters may spend one willpower to resist the dictates of such Charms, becoming
immune to them for the rest of the scene.

THUNDEROUS MINION SYMPHONY


Cost: — (+3m); Mins: Essence 2; Type: Permanent
Keywords: Sandact, Entourage (3), Retinue (2), Obvious
Duration: Permanent
Prerequisite Charms: Echoing Identity Affirmation
The King in the Mountain has beaten the world into a finally polished mirror to reflect his
legend. With but a glance and a question, every tongue confesses his glory. This Charm enhances
its prerequisite. By spending three additional motes, the Infernal causes all Entourage members
within Medium range to shout their reply in one voice, negating all attempts at Stealth. However,
this unified exaltation of the warlock weaves them into his legend, providing them the same
defence against body- or mind-warping effects. Characters who are not part of the Infernal’s
Entourage may voluntarily join in this symphony of affirmation to gain these benefits, though
doing so exposes them to all effects of saying the Infernal’s name.

At Essence 3+, this charm may be repurchased to increase its range to Long. It may be purchased
a third time at Essence 4 to extend its range to Extreme, and a fifth at Essence 5 to extend its
range to (Essence) miles.

EGO-ASSUAGING SYCOPHANT DENIAL


Cost​: 3m; Mins​: Essence 2; Type:​Reflexive
Keywords​: Sandact
Duration​: Instant
Prerequisite Charms​: Legend-Carving Impressions
Mardukth is shaped by those who grovel at his foothills, and no one else may gainsay him. This
Charm may be activated against passive social influences, or after any valid social influence
attempt has been rolled and compared against the Infernal’s Guile or Resolve. The follower rolls
(Charisma or Manipulation + Socialize + Entourage), with every two successes raising either the
Infernal’s Guile or Resolve by one, responding in such a fashion indicating that the Infernal
should not acquiesce to the attacker’s demands, heed such folly, or misdirect those who are
attempting to probe him for information.

However, if the advisor has an Intimacy on at an equivalent or greater level to his most intense
intimacy towards the Infernal, they may be targeted with social influence to persuade them to
counsel the Infernal to go along with the influence. In this case, the Infernal adds a flat 2 to his
Resolve, but is incapable of spending Willpower to resist the social influence if it successfully
overcomes his Resolve.

This charm does not function if the Infernal or his followers are not aware of the target.

FINAL ARGUMENT PROCLAMATION


Cost: 2m, 1wp; Mins: Essence 3; Type: Reflexive
Keywords: Decisive-Only, Entourage (2), Retinue (2)
Duration: Instant
Prerequisite Charms: Ego-Assuaging Sycophant Denial
The Mountain and the Beast Upon It demands answers from all and sundry, that he might better
grasp his own impossible grandeur. Those who would try to demand answers of him merit
nothing but silent dismissal. Those who persist further merit a demonstration of their own
inconsequence before the Questing Throne.

After successfully defending against a social influence action using this charm's prerequisite, the
Infernal may respond to any further social influence from that character by making a decisive
gambit using (Charisma or Presence) + Retinue, with a difficulty of 3. If successful, the warlock’s
irritated dismissal strikes the offender like a physical blow, blasting them back one range band,
knocking them down, and inflicting a single range band of falling damage. The force of the
Infernal’s reproach also acts as a Psyche effect, preventing the target from objecting further to
the Skald’s declarations for the rest of the scene unless they spend 2 Willpower.

Self-Shaping Name Charms


PERFECTED EGOTISTICAL SELF-IMAGE
Cost​: --; Mins​: Essence 1; Type:​Permanent
Keywords​: Sandact
Duration​: Permanent
Prerequisite Charms​: Legend-Carving Impressions
Mardukth knows his greatness is beyond compare. Learning this Charm, the Infernal is likewise
assured of his own absolute grandeur. The Infernal immediately gains a Major Intimacy of
representing his unshakable pride in himself. This intimacy cannot be lowered nor altered by
any means, though it can be increased to the Defining level or, from there, reduced to Major. If
the Infernal uses this Intimacy to support his rejection of social influence in a Decision Point,
doing so costs 1 fewer point of Willpower, to a minimum of 0.

If the Infernal has not gone against this intimacy for an entire day nor rolled to gain Limit, the
next time he rests he gains an additional point of Willpower.
A NAME THAT SHAKES THE HEAVENS
Cost: 5m, 1wp (+3m); Mins: Essence 2; Type: Simple
Keywords: Oasis, Entourage (1)
Duration: One Scene
Prerequisite Charms: Heart-Compelling Name
Though he appears monolithic, this is but an image of himself Mardukth has cultivated in the
minds of others. In truth, he is little more than a legend given form. Activating this Charm and
demanding to know “Who am I?” the Infernal rolls a special (Charisma + Investigation) Persuade
action against all beings within Short range, adding his Essence in automatic successes. All
beings whose Resolve is overcome are compelled to answer in accordance to their beliefs about
the Infernal, unless they resist by spending two points of willpower.

Choosing an answer that appeals to him, the Infernal gains a Major Intimacy for the duration of
this charm which supports that concept of his character, and adds (Entourage) extra dice on all
actions which would adhere to or promote that concept of his character. He also suffers a
penalty of (Entourage) to all actions which would run counter to this concept. Additionally, he
may spend 3m while under the effect of this charm to reroll all dice in a single roll, though this
may only be done a maximum of (Essence or Entourage, whichever is greater) time. If he does
not choose an answer, either because none was given or because he found none acceptable, he
immediately loses a point of temporary willpower from the despair of anonymity.

A TALE THAT MAKES MEN QUAKE


Cost: 2m (+3m); Mins: Essence 2; Type: Supplemental
Keywords: Oasis, Entourage (2)
Duration: Instant
Prerequisite Charms: A Name That Shakes the Heavens
Is there anything beyond Mardukth’s power? If there is, that is a story none have yet heard. This
Charm may supplement any action the character undertakes while A Name That Shakes the
Heavens is active, so long as it serves to enforce his chosen legend, adding double-9s. If this
action targets a being who possesses a Major or Defining Intimacy toward the Infernal, he gains
one additional success.

At Essence 3, this charm automatically upgrades, allowing the Infernal to spend 3m to increase
the stunt rating of an action by 1. This gains him all the benefits of the new stunt level.

A TRUTH THAT DAWNS LIKE THUNDER


Cost​: 4m; Mins​: Essence 2; Type:​Supplemental
Keywords​: Sandact, Psyche
Duration​: Instant
Prerequisite Charms​: A Name that Shakes the Heavens
Anyone who does not know the Infernal must be made to learn. Such is the way of Mardukth.
This enhances a (Charisma + [Investigation or Presence]) Instil attempt against a single target in
which the Infernal either recounts his own exploits or demands the target identify him by some
means. This attack always penalizes the Resolve of a target who possesses an Intimacy toward
the Infernal as though it resonated favourably.
If the Instil attempt is successful, the target is suddenly overwhelmed by the major events of the
Infernal’s life story, truthfully told, though the Infernal may choose to omit as many elements as
they wish. If the Infernal has Legend-Carving Impressions active, the biography is appropriately
exaggerated but otherwise honest. If the target has no intimacy, they instantly gain a Minor
Intimacy towards the Infernal, based on her opinion of his actions. If she already possessed such
an Intimacy, its context changes to better reflect what she has learned, and increases by one
level of intensity, irrespective of whether or not there is another intimacy to support it.

This charm’s effects may be thrown off for the cost of two points of Willpower, however as a
Psyche effect this Willpower may only be spent when the character is directly presented with
evidence which contradicts the Intimacy the character holds towards the Infernal - for example,
an intimacy that makes the Infernal out to be a merciful ruler can be undone by showing a
person a harsh work camp apparently owned by the Infernal. Mere tale-telling or second-hand
knowledge never counts as sufficient evidence for this, however.

A repurchase at Essence 3+ allows the Infernal to use this against a crowd, rolling Performance
in place of Investigation or Presence.

A SAGA ALL MEN MUST KNOW


Cost​: --; Mins​: Essence 2; Type:​Permanent
Keywords​: Sandact, Entourage (1)
Duration​: Permanent
Prerequisite Charms​: A Truth that Dawns Like Thunder
There are many sagas written within Markduth’s name, all exposing a familiar pattern that
teaches one truths about the world, for just seeing a mere action in play can one determine how
the rest of a story shall play out. This charm upgrades its prerequisite, applying the following
effects so long as an intimacy created or modified by A Truth That Dawns Like Thunder persists:

● If the target has a positive Intimacy toward the Infernal, she revels in the Infernal’s
success and mourns his failures. The first time each scene she witnesses the Infernal
successfully perform an action with a difficulty equal to at least half her Resolve, she
regains one temporary willpower. The first time he fails an action with a difficulty less
than half her Resolve, she rolls her Willpower with a difficulty equal to his Essence.
Unless she succeeds, she loses (intensity of intimacy) willpower and gains a temporary
Major Intimacy of (despairing futility) regarding the task so long as the task remains. In
combat, this takes effect on tasks such as feats of strength or Gambits as normal, but
counts ‘dealing damage’ or ‘being dealt damage’ by decisive attacks as success or failure
respectively.
● If the target has a negative Intimacy toward the Infernal, she quails before his success
and rejoices in his failure. This is an effective inverse of the prior situation. She gains a
willpower when he fails an appropriate task, and loses (intimacy rating +1) initiative or
one willpower when he succeeds, gaining the Intimacy of ‘Despairing Futility’ towards
opposing the Infernal.
● If the target is an Entourage member, the Intimacy gained or transformed is always
positive. In addition the the described effects, the Follower sings her praises of the
Infernal whenever he succeeds at an action with (Infernal’s Essence or three, whichever
is higher) threshold successes. This negates any Stealth the Follower might be
attempting, but allows the Infernal to gain (Followers) motes. Multiple uses of this
feature in the same scene are allowed, but the challenge must be harder than the first.

Example: Crashing a powerful champion by getting 3 more successes than needed to


crash him can activate this, but in order to gain the effect again the Infernal will need to
crash an opponent even stronger.

● Any scene in which the target mentions the Infernal by name counts as one spent
building the Intimacy as per Written Upon the Stone, even if the Infernal is not present. If
the Intimacy lost or completely erode, this Charm ends.

All-Knowing Ruler Charms


A QUESTION THAT DEMANDS REPLY
Cost: 3m+; Mins: Essence 2; Type: Supplemental
Keywords: Oasis, Obvious
Duration: Instant
Prerequisite Charms: A Name That Shakes the Heavens
When Mardukth questions the world, he is satisfied with nothing less than the truth, as far as he
can perceive it. This Charm enhances an Investigation-based Persuade attempt that takes the
form of a question. If the attack is successful, the target is compelled to answer truthfully.
Resisting costs two willpower, but the target may reduce this by one if she responds in a way
that appeals to the Infernal’s ego. The Infernal has no special power to determine whether or not
the charm has worked. If the target possesses any Intimacy toward the Infernal, the Intimacy
always penalizes the target’s Resolve for the purposes of this Charm.

This charm decreases in cost by 1m per successful use on a subject in the scene, to a minimum of
0m. If the targeted successfully resisted, the Infernal may repeat his question with additional
Persuade attempts. A subsequent attempt against the same target in a scene costs an additional
three motes (And set this as the new value to decrease the charm cost by). If the target manages
to resist this charm again, than a normal reset action must take place before the Infernal can
demand answers again. Additionally, if this charm reaches a cost of 0m or the opponent
possesses a Defining positive intimacy towards the Infernal, the willpower cost to resist
cumulatively increases by one, to a maximum of two.

If the target eventually succumbs to the influence of this Charm after previously spending
willpower against it in scene, she weeps before the Infernal’s irresistible glory and whimpers
her answer. She gains a Tie of Awe toward the Infernal (or upgrades such an Intimacy thing if
need be). If this Charm is used on a mortal with 3 or less temporary Willpower, this effect may
occur after only the first application; the character must have an intimacy reflecting self-control
or adherence to a personal code to avoid being overcome by the Infernal’s majesty.

ASKING THE STONES


Cost: 4m; Mins: Essence 2; Type: Supplemental
Keywords: Obvious
Duration: Instant
Prerequisite Charms: A Question That Demands Reply
Once, Mardukth was the king of all that was. How could mere objects deny him his quarry? This
charm supplements a tracking, case scene or profile character action, allowing the Infernal to
complete it in an instant by calling out to the world at large to betray his prey, or the events that
occurred in this location, and in the case of profile character actions to do so without directly
viewing the character, though some object that belongs to them is necessary to question, though
in such a case the item will only relay information relevant to it - a sword may tell of those its
wielder has duelled, but not their bed-partners. Additionally, he gains (Essence) additional
successes if the being he is tracking or investigating holds a Tie towards him, as their place
within his legend allows him to pick them out from the backdrop of the world. However, after
making the tracking or investigation roll, the Infernal must make an (Intelligence + Integrity)
roll, which the First Mardukth Excellency may not apply to, against a Difficulty equal to the
intensity of the Infernal’s highest intimacy towards the target of the tracking or investigation
roll. If the Infernal fails, theys till gain the information, but it is warped and interpreted through
the lens of that Intimacy - if the Infernal asks an abandoned warehouse who was hiding in it and
why, he may correctly discover from the piping replies of the least gods that it was a man he
considers his rival and that he was gathering resources for an assassination attempt, but
wrongly assume that that rival was intending to target him.

At Essence 3, this charm automatically upgrades, rerolling all 1s on supplemented rolls.

BOLE-AND-BOULDER ABATURE
Cost: --; Mins: Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Asking the Stones
The least gods of Creation usually have short memories at best, and pay little attention to
anything outside their sphere of influence. In their terror of the Questing Throne returned, they
find that they know more than they thought. This charm allows the Infernal to ignore up to
(Essence) penalties to a roll supplemented by its prerequisite from lack of evidence or magic
such as Traceless Passage or Master Plan Meditation, as milestones and lumps of driftwood
recount what they know of the warlock’s quarry.

WORLD-REVEALING PAEAN AWARENESS


Cost: 10m, 1wp; Mins: Essence 4; Type: Simple
Keywords: Obvious
Duration: One turn
Prerequisite Charms: Bole-And-Boulder Abature, Echoing To Eternity
The Infernal calls to the world, and the world answers. When this Charm is used, the Infernal
demands that the world reveal its secrets to her. Her demand echoes unnaturally, growing rather
than fading over time until it fills the air, obviating stealth as an iconic anima banner. Everything
within Long range is subject to the following effects:
● All magical and mundane Stealth effects are cancelled. Solid walls and other opaque
objects provide no shelter, as the least gods of root and stone cry out to her in terror, ,
rendering all forms of Stealth automatically unsuccessful.
● Fog lifts, smoke parts, and clouds dissolve beneath the din.
● Dematerialized spirits are forced to materialize, at full cost of the Materialize Charm, or
as much of the cost as they can pay.
● All disguise magic is stripped. Mundane disguises tatter and melt away.
● Shapeshifters are forced back into natural form, resplendent destinies are temporarily
forced into dormancy, personas (Exalted, pp. 400) are suppressed, and other innate or
native transformative magics of the Exalted are similarly deactivated. Magic whose
primary purpose is not to disguise one’s form, such as the Demon Emperor Shintai, is not
deactivated.

The only way to avoid the World-Revealing Paean Awarenes is to successfully roll (Wits +
Occult) versus the Infernal’s awareness roll. The Infernal’s Awareness roll is enhanced by
(Essence) dice, and any 1s rolled are rerolled until 1s fail to appear. The range of this Charm is
extended to extreme range by Universal Odeum Understanding, however, this Charm does not
depend on hearing and may be learned and employed by a deaf Exalt. Anyone revealed by this
charm automatically knows it; the screams of the little gods are as audible to them as they are to
the Infernal.

First King Charms


LAND-THRALL FEALTY DEMAND
Cost: 7m; Mins: Essence 2; Type: Simple
Keywords: Entourage (2), Obvious, Decisive-only
Duration: (Essence) rounds
Prerequisite Charms: Asking the Stones
Mardukth speaks, and the world answers. Land-Thrall Fealty Demand constitutes a decisive
gambit with a difficulty of 2 against a character within range of the Infernal’s voice - usually
Medium, but other magic may increase this. The Infernal rolls (Charisma + Presence),
demanding of the environment why they allow his foes to go unhindered. On a success, the
environment realizes the depths of its mistake and rises against the Infernal’s foes. The area
within one range band of the target becomes difficult terrain, and all characters who are neither
members of the Infernal’s Entourage or who the Infernal does not possess a positive Tie towards
must roll (Dexterity + Athletics) against a difficulty of (Entourage) or fall prone.

This charm may be repurchased at Essence 3, extending the duration of this charm to one scene.

WORLD-WRATH INCITEMENT
Cost: -- (+1wp); Mins: Essence 2; Type: Permanent
Keywords: Entourage (3)
Duration: Permanent
Prerequisite Charms: Land-Thrall Fealty Demand
At the behest of the Questing Throne, the world rises to bring down those who would mock its
master with their opposition. This charm enhances its prerequisite, allowing the Infernal to add
a point of Willpower to that charm’s cost to cause the initial eruption of grinding stone, lashing
trees or howling wind to count as a one-time environmental hazard dealing 3B/round and with
a difficulty of (Entourage) to resist. With Essence 3, this hazard persists within the area affected
by Land-Thrall Fealty Demand for as long as that charm’s effect persists. Characters who would
be immune to the knockdown effect of Land-Thrall Fealty Demand are likewise immune to this
environmental hazard.

AS-I-WISH PROCLAMATION
Cost: 7m, 1wp; Mins: Essence 3; Type: Supplemental
Keywords: Psyche
Duration: One month
Prerequisite Charms: Land-Thrall Fealty Demand
The world is what Mardukth makes of it; it would not dare gainsay his will. This charm allows an
Infernal to try and introduce a fact which would contradict an existing fact, rolling (Appearance
+ Presence) instead of (Intelligence + Lore) to do so. The Infernal must have Presence 3+ and
some form of authority or ownership over the subject of this roll - to introduce a fact about a
social group, the Infernal must be a leader among them; to introduce a fact about a place the
Infernal must own it. The difficulty of this roll is commensurate to the degree of change created
The Storyteller may still veto proposed facts which they feel would derail the story, or which
contradict a canonical or personal fact of the setting upon which hangs future plot
developments. The Infernal asks the world its shape and purpose, and the world warps to obey
his solipsistic preconceptions.

The fact does not becomes retroactively true; however all beings with an Essence rating less
than the Infernal’s suffer a Psyche effect which convinces them that it was always so, smoothing
over any impossibilities, unless they spend 3 Willpower to resist. This cost is reduced by 1 if the
character in question has a Defining Intimacy which the proclamation invalidates or would
harm, and by a further one if the character is only one lower Essence than the Infernal. If it takes
effect, the psyche effect may be later resisted for a scene by spending 2 Willpower. When a
character ahs spent 10 Willpower in such a manner, they shake off the effect entirely.

Motes spent on this charm remain committed for one week, during which the charm’s effects
may be undone by forcing the Infernal to decommit the motes, or by a character with the
requisite Lore background(s) who has resisted the aforementioned Psyche effect successfully
challenging the fact; this roll has a Difficulty of (threshold successes the Infernal achieved +
[Infernal’s Essence - character’s Essence]). Once the month is over, however, the proclamations
of Mardukth become real in truth.

WORDS TO TURN THE WIND


Cost: 2-10m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Entourage (4), Retinue (3)
Duration: Indefinite
Prerequisite Charms: World-Wrath Incitement, Breaking Wild Souls
Obedient as hounds, clouds and winds curl close about the crown of Mardukth and lie low upon
his highlands. This Charm can only be activated when the Retinue (3) keyword applies or when
within an area claimed with Megalithic Orogeny Memorial, allowing the Infernal to commit up to
ten motes to command the climate and weather within that terrain up to a radius of (Charisma)
miles, or within the area claimed by an instance of Megalithic Orogeny Memorial. Changing the
weather to another type is a Simple action as the Infernal roars his demands to the clouds and
either his Entourage or his stones roar with him. Any changes take one minute to come into full
effect. He can only produce one kind of weather at a time, but can produce anything from
burning sun to sudden blizzards or gentle rain, with the only limit being how many motes he has
committed to this Charm.

Two committed motes allows him to produce changes that conform to the normal expectations
for the region, season, and the current conditions, such as provoking rain on an overcast day.
Producing weather counter to the current conditions (but still in line with the region and
season) requires four committed motes, while ignoring either the region or season requires six
motes, and ten motes allows the Infernal to direct the climate without any regard for the context,
producing snowstorms in the deep South. He may reflexively commit further motes to the
Charm as necessary.

Depending on its severity, this weather can penalize inappropriate actions within its radius. Fog
reduces sight, heavy rain limits archery, snowstorms reduce scavenging opportunities, and so
on. Conversely, certain activities can benefit from appropriate weather, allowing certain
penalties to be bypassed. On a greater scale, projects can suffer from disasters of varying levels
at the hands of a malevolent climate, while helpful weather can offer a suitable advantage. The
Storyteller should exercise their judgement, but penalties applied by the Infernal weather
should not exceed –(Entourage) even in the most extreme cases, and the Infernal cannot
produce weather more hazardous than a severe sandstorm (Exalted, pp. 233).

If the Infernal knows Saga-Proclaiming Cordillera Choir and is controlling the weather within an
area claimed with Megalithic Orogeny memorial, he may cause his stones to continue to echo his
demands, making this charm indefinitely Stackable, though this adds a second point of
Willpower to the cost.

FIRST KING’S PRONOUNCEMENT


Cost: 12m, 1wp; Mins: Essence 4; Type: Simple
Keywords: Entourage (5)
Duration: Instant
Prerequisite Charms: Land-Thrall Fealty Demand, Echoing To Eternity
In Time Not, Mardukth was the first king to ever be recognized as such by the cosmos, and the
world still remembers his rule. To use this Charm, the Exalt must make a pronouncement for or
against an ongoing project to a group of at least Size 4, asking the world whether it would deny
her desires and so twisting it to create bonuses for those who act in accordance with her
declarations and penalties for those who go against them, or vice versa. Once the Infernal has
made a pronouncement, it may not be canceled with a conflicting use of this or similar Charms,
though it may be counteracted with Sidereal Astrology or similar powerful fate-bending magic.
Though this Charm has an instant duration, the motes spent activating it are committed until the
Exalt has had a full night’s rest.

Example:
WORDS OF RUIN (FIRST KING’S WRATH)
Cost: 30m, 1wp; Mins: Essence 5; Type: Simple
Keywords: Entourage (5), Retinue (4), Obvious
Duration: Instant
Prerequisite Charms: First King’s Pronouncement, As-I-Wish Proclamation, Megalithic
Orogeny Memorial, First Mardukth Excellency
The Infernal stands amidst his self-memorials and pronounces ruin upon his foes. The prophecy
of doom is taken up by his followers and echoed by the stones until it rings through the sky. Roll
the Infernal’s (Charisma + Essence) against difficulty 5. Results are as follows:

● Basic success: Natural disasters with relatively damning effects: flash floods ruin roads, a
drought destroys crops, an earthquake disables a vitally-important manse, etc.
● 2 - 4 successes: A devastating cataclysm: a tsunami wipes out a fleet of battleships; a
series of earthquakes devastate the infrastructures of several cities and roads; a volcano
detonates and wipes a city entirely off the map, etc.
● 5+ successes: A truly legendary cataclysm: an ancient behemoth rises from its slumber to
rampage through a number of cities, a horde of monsters and chaos-princes ride from
the Wyld, storms of burning hail descend upon a land and so on.

The Infernal decides what region to pronounce doom upon and an appointed time, but the
Storyteller decides the nature of the doom she divines based on the result of the roll. This charm
will never invoke the powers of the Underworld or of the heavens beyond the clouds - Marukth’s
realm was ever that of the living world. The Infernal may show mercy by repudiating his
pronouncement of devastation at any point before the cataclysm manifests itself, thereby
negating her dread prophecy. Even if the Infernal dies, the cataclysm will still take effect unless
he revokes it.

Though this Charm’s duration is instant, the motes spent activating it are committed for one
week if a pronouncement of doom is uttered and allowed to manifest. This Charm may only be
used once per year, though it can be reset as often as once per season by paying 12 experience
points. This restriction may be ignored at the Infernal’s death; if he has the motes and willpower
he may pronounce a final death-curse, doubling his Essence for the purposes of the roll.

ASKING THE STARS


Cost: 5m; Mins: Essence 2; Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Asking the Stones
The voice of Mardukth once echoed even to the Dome of the Heavens itself, demanding that the
gods prostrate themselves before him. The Infernal may demand that a dematerialized spirit
manifest, making a (Charisma + Presence) persuade action with (Essence) automatic successes.
All demons, or deva which descend from the Infernal, inherently recognize the primal authority
of the Mountain and the Beast Upon It and are compelled as if by a Defining Intimacy, but may
still have Defining Ties or Principles which counter this advantage. Other spirits only count as
being compelled by Major Intimacies, as the legend of the Questing Throne has faded somewhat,
even in the immortal courts of Heaven. Alternatively, the Infernal may direct his demand to all
spirits within Medium range, forcing them into visibility, though not physicality, for the
remainder of the scene, as per the Apparition charm.

This charm serves as a prerequisite to Titan-Body Unity.

THUNDEROUS ATTENDANCE DEMAND


Cost: 5m; Mins: Essence 2; Type: Simple
Keywords: Obvious
Duration: Instant
Prerequisite Charms: Asking the Stars
Mardukth suffers no lesser spirit to disguise itself within the body of another in his presence. To
do such is to offend the honesty of the Questing Throne. With an echoing ultimatum or a roaring
demand, the Infernal may expel a possessing spirit or spiritual malaise from a victim of such,
rolling (Charisma + Presence) against the Resolve of the possessing spirit, or the morbidity of a
spiritual malaise. If she succeeds, the Infernal forces the thing from its host. The spirit may not
return to the victim’s body for a season, but it is otherwise free.

Implement Charms
REINVENTING ANCIENT STONE
Cost​: 2m (4m); Mins​: Essence 1; Type:​Simple
Keywords​: Sandact
Duration​: Instant
Prerequisite Charms​: Graven Upon Stone
The Questing Throne seeks answers wherever he roams, and always receives the answer he
wishes. Sometimes he questions the sincerity of those replies, but he never doubts their utility.
While this Charm is active, the character may take a Miscellaneous Action to question any object
he is touching. The Infernal asks “What are you?” The object’s least god cries out, straining its
voice to be audible to the Infernal, identifying the object’s purpose. The Infernal automatically
understands the object’s value and function. If the Infernal attempts to identify an artifact this
way, he must succeed on a (Perception + Occult) roll against a difficulty of the artifact’s rating to
identify its purpose. This charm may not target N/A artifacts.

If a mundane object does not function in the manner he requires, he may repeat the question. In
a quivering voice, fearful of disappointing the Infernal, the object’s least god replies again:
“Whatever you desire.” Having gained this admission, the Infernal spends four motes and
reshapes the object according to his needs. It takes on a crudely-hewn appearance, that of an
implement a citizen of the Realm would expect a barbarian in the outermost Threshold to use,
but its effectiveness cannot be denied. This provides the Infernal with exceptional equipment for
a task, or a mundane weapon or armor of roughly equal mass to the object transformed. Knives,
bows, hatchets and spears are the most commonly available weapons, while leather and
interwoven bone are common choices for armor.

At Essence 2+, the Infernal may purchase this Charm a second time, allowing her to target up to
(Essence) objects simultaneously with this Charm. This increases to (Essence x 2) at Essence 4.
PANOPLY OF LEGEND
Cost: 10m, 1wp, 3xp; Mins: Essence 2; Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Reinventing Ancient Stone
The weapons, armour and implements said to have been wielded by the Questing Throne or his
heralds are beyond number, each a legend in its own right. To use this Charm, the Exalt must
have an Artifact to work with, and the owner of the artifact must either be the Infernal, or hold a
Major or Defining Tie to the Infernal reflecting loyalty, subservience or similar, and must have
unlocked all of its Evocations. Typically this means the Artifact has a rating of three or four dots,
as Artifacts rated five or N/A usually have no known limit to their number of inactive Evocations.

With this Charm, the Exalt spends (10/ Essence) hours reforging the weapon in her workshop.
When she is finished, the weapon gains one Evocation, and its appearance is permanently
modified to be more fitting for an instrument of the Questing throne, generally becoming more
brutal, primitive or simple in appearance. This Evocation is inactive and must still be learned. If
the weapon does not belong to the Infernal, the experience points cost can be paid by the
weapon’s owner. This Charm may not be used twice on the same weapon until the added
Evocation has been mastered. The nature of added Evocations will reflect the wielder’s spirit,
the weapon’s attitude and character and the thematics of Mardukth.

HAND-AND-QUERN GRINDSTONES
Cost​: 4m; Mins​: Essence 1; Type:​Simple
Keywords​: Sandact
Duration​: Instant
Prerequisite Charms​: Reinventing Ancient Stone
Mardukth prefers the primal might of the club to the sword, and the timeless grandeur of a
henge to all the stately majesty of gilded palaces. Their raw appearance seems an improvement
in his eyes. This charm may only target objects which are suitable to the aesthetics and
sensibilities of Mardukth, such as obsidian macuahuitls, leather armour or a whittled yoke. With
this Charm, the Infernal can strengthen an appropriate item, spending five minutes to an hour
treating an object no larger than (Essence) yards in radius, increasing the difficulty to damage it
by two or (Essence), whichever is greater. Durability conferred by this Charm is conferred
permanently.

With Essence 2+ the area encompassed by this charm greatly expands, allowing the Infernal to
target much larger objects, such as seagoing vessels or buildings, provided that they either
already fit Mardukth’s thematics or are modified over the course of the strengthening to be so.
All structural elements are treated as Stone Walls for the purposes of Feats of Strength, and
increasing the difficulty of any Feat of Demolition to destroy them by (Essence). A vessel or
vehicle so enhanced gains (Essence) -1 hull levels, but suffers -1 Maneuverability. Such a task
takes the normal amount of time a crafting action normally takes, and the cost of this charm
becomes (4 x Resources cost of target) motes.
Monument Charms
MEGALITHIC OROGENY MEMORIAL
Cost​: 20m 1wp; Mins​: Essence 2; Type:​Simple
Keywords​: Sandact, Geomancy
Duration​: Permanent
Prerequisite Charms​: Mythic Glory Wrought, Hand and Quern Grindstones
Standing near the center of an area of exposed earth or stone, the Infernal asks of the earth a
question: “What will remain when all else has fallen?” In reply, the ground trembles. Concentric
circles of vast megaliths rise from the bedrock within Medium range, in any configuration the
Infernal desires. As one they growl in stony voices: “Your name. Your legend. Your life.” In the
center of the structure emerges a stele carved in the likeness of the Infernal and bearing his
name in Old Realm. An account of the Infernal’s exploits to date adorn the base the monument,
in any language or combination of languages the Infernal knows and desires. This counts as a
written Instill attempt to convince any reader of the Infernal’s glory, affecting anyone with a
Resolve less than the Infernal’s ([Charisma + Entourage + Essence]/2). The stele continuously
updates its account, marking all notable events in the Infernal’s life.

The land within (Charisma x 100) metres of the megaliths becomes the property of the Infernal
automatically. Beings with higher Essence may contest this effect with an Essence roll off, to
which the Infernal adds (Entourage) automatic successes. While within this area, the Infernal
gains a +1 non-charm die on all actions in line with the First Mardukth Excellency as his legend
feeds back into himself. Additionally, anyone within the area who does not confess before the
Infernal or his stele that he is their superior receives a -1 penalty to all non-reflexive actions
while in this land.

The land is attuned to the Infernal’s legend. Whenever he accomplishes a feat that would reward
him willpower for accomplishing a major story goal, he may reflexively reactivate this Charm
wherever he is. He demands to know the present state of his glory and, far away, a megalith of
his choice responds in a voice that thunders over the horizon. If he fulfilled some aspect of a
Defining Intimacy (e.g. defeated a hated rival), the affected territory surrounding the megalith
expands its radius by (Charisma x 100) meters and the original central region rises by
(Charisma x 25) meters; the area is now considered Difficult Terrain as it slopes and sheers to
accommodate the nascent mountain. The maximum radius of the area is (Entourage) miles; its
maximum height is (Essence) miles. If this expanding region contacts another like it, the two
growing mountains merge into the spine of newborn mountain range.

As the land shifts and buckles during its reshaping, structures can be damaged or destroyed, as
though the Infernal had employed Footsteps Like Thunder throughout the region for the
duration of one hour. During the upheaval that occurs when the Infernal completes a major story
goal, all structures not made of undecorated stone, wood or some other ‘primitive’ material such
as wattle and daub and with a Resource cost less than his Essence are automatically shaken
apart and destroyed, though manses are only damaged unless they are expected to Mardukth, in
which case they weather the tremors unscathed.
As a special modification of the Geomancy keyword, once the megalith increases its height by
two-thousand feet, for either reason, the region becomes a persistent Blasphemous effect and
Yu-shan will respond accordingly. Its radius does not matter for this purpose.

This charm may be repurchased at Essence 4. When he is given the opportunity to reflexively
activate Megalithic Orogeny Memorial to expand one region, he may pay an additional five motes
to simultaneously expand all additional regions he created within five miles of the chosen one. A
third purchase at Entourage (4) allows the Infernal to pay an additional ten motes (for a total of
+20m) to expand all megaliths within five miles of the secondary megaliths affected. With
Entourage (5), the Infernal may continue repurchasing this Charm each time his Essence
increases, expanding all his megaliths within five miles of previous set for another ten motes.

EPIC-RECORDING STRATA PETROGLYPH


Cost: —; Mins: Essence 3; Type: Permanent
Keywords: Oasis, Entourage (2)
Duration: Permanent
Prerequisite Charms: Megalithic Orogeny Memorial
Every stone and cliff within the Infernal’s dominion is suffused with his legend. This Charm
permanently upgrades its prerequisite. When he creates a megalith, all the stone arches are also
engraved with a written and pictorial account of his exploits. The written Instil attempt inflicted
by the stele now affects everyone who goes within Medium range of the megaliths, literate and
illiterate alike, repeating once per day.

A second purchase of this Charm causes the Infernal’s legend to permeate the entire area. Any
territory under the effects of Megalithic Orogeny Memorial speak of the Infernal’s glory. From
certain angles a cliff face resembles his profile; from the air, forests and rivers crudely spell out
his name. Anyone venturing within this territory encounters the Instil attempt once per week.

While new megaliths gain this benefit immediately, older ones are only upgraded appropriately
when the Infernal reflexively expands that territory.

SAGA-PROCLAIMING CORDILLERA CHOIR


Cost: — (2m) ; Mins: Essence 2; Type: Permanent
Keywords: Entourage (3)
Duration: Permanent
Prerequisite Charms: Megalithic Orogeny Memorial
To affirm Mardukth’s majesty, the earth rose in song. By such music, the tide of chaos was driven
back. This Charm permanently enhances Megalithic Orogeny Memorial. While within Medium
range of one of his megaliths, the Infernal may commit 2 motes to count as though she has the
required instruments, tools, assistants or instruments for any feat of oratory, song or
story-telling, as clouds, mist and shadows form the phantasms of his tales and the stones sing
tales of his glory. Additionally, the Infernal gains double-9s on all affected rolls while under the
effect of this charm. If the Infernal knows Echoing To Eternity, this charm’s effects are
compatible with that charm’s.
At Essence 3+, whenever any creature of the Wyld, from the meanest silverwight to the greatest
Prince of Chaos, enters the region within the power of one of the Infernal’s megaliths, the
megaliths begin to sing the wrath of Mardukth, a bone-rattling, wordless bass drone that
permeates the air and earth of the affected region, and may be detected with a Difficulty 3
Perception + Awareness roll for (Essence) miles further still, though at this range it is faint and
has no particular power to drive back the Wyld. Within the affected region, however, the song
counts as an environmental hazard for such creatures with the following statistics: 2B/hour,
Difficulty (Essence), resisted with (Stamina + Resistance). If the Infernal knows
Ever-Resounding Glory, she automatically knows when a mountain begins to sing no matter
where he is and, if he has multiple mountains, knows which is singing, though no more specific
information.

Body Root Charms


MOUNTAIN BEAST DOMINION
Cost​: -- (3m); Mins​: Essence 1; Type:​Permanent
Keywords​: Native
Duration​: Permanent
Prerequisite Charms​: None

High upon a cloud-crowned pinnacle, the Questing Throne ensconced itself where all could see.
The Infernal who glories in Mardukth’s wake learns to survive at such altitudes as well.

● While travelling on foot or riding through hilly or mountainous regions, the Infernal
ignores all difficult terrain and travels at half again his normal speed for the purposes of
dramatic travel (e.g. if he would normally travel at 10 miles per hour, he instead travelss
at 15).
● While in a hilly or mountainous region, the Infernal is considered to own all natural
terrain or simple buildings with a Resources cost of (Essence) or less within Medium
range for the purposes of any effects which care about such, such as Isidoros’ Remote
Satisfaction Demand. The land reverts to being without an owner once it is outside of
this radius. If another effect would contest this, or the area is owned by another
Essence-using being, the Infernal may roll (Charisma + Presence) against a difficulty of
the contesting being’s Essence, demanding that they forfeit their possessions to him.
● While in such terrain, the Infernal may commit 3 motes indefinitely to gain perfect
balance and the ability to stand, move or run on things which should not be able to
support her weight, provided that they are a part of the natural landscape or structures
which the Infernal owns. Additionally, he never risks unintentionally causing landslides
or breaking a handhold while climbing.
● The Infernal may communicate simple ideas with natural animals and may make social
influence attempts against them, and may understand them in turn. Such influence is
still limited by the animal’s cognitive abilities.

Pack Charms
MOUNTAIN SHELTERS MANY
Cost: — (+1wp); Mins: Essence 1; Type: Permanent
Keywords: Sandact, Entourage (1)
Duration: Permanent
Prerequisite Charms: Mountain Beast Dominion
Under the Beast’s watchful eyes, the Mountain’s forested slopes provided homes for those that
flocked to bask in their immensity. As the Infernal attracts his own entourage, he learns to keep
them safe for they reflect his greatness. Once he has learned this Charm, all of the Infernal’s
Followers and Familiars gain the benefits of Mountain Beast Dominion, with the exception of
claiming ownership of the land.

If the Infernal knows Precipice-Defying Attitude, he may add a point of Willpower to its cost to
invoke it on behalf of up to (Essence) Size of Entourage members within Long range (that is, he
may activate it to protect himself, and again to protect his Entourage). Once the Willpower is
paid, the Infernal may activate the charm on their behalf an indefinite number of times, until
they land or the climb is complete.

BEAST-MASTER’S MENAGERIE
Cost​: -- (1wp); Mins​: Essence 1; Type:​Permanent
Keywords​: Sandact
Duration​: Permanent
Prerequisite Charms​: Mountain-Beast Dominion
The animals that prowl the Mountain of Mardukth are among the most fearsome seen anywhere
in the world, and all belong the the Beast Upon It, recognizing that frightful creature as the
predatory apex of the universe. This Charm permanently enhances the Infernal. All animals
owned by the Infernal count as members of a Command of similar numbers for the purposes of
effects which refer to Entourage if they are more than mere livestock or ornamental pets. His
pack of hunting dogs, his faithful destrier, and his messenger pigeons may be counted; the cattle
grazing idly in his fields or the koi circling repeatedly in his garden pond do not. Additionally, the
Infernal gains (Essence) automatic successes on any attempt to control or tame animals. This
includes any use of Breaking Wild Souls if the Exalt knows that Charm as well.

KINE-SUMMONING CLARION
Cost: 3m; Mins: Essence 1; Type: Supplemental
Keywords: Oasis, Obvious
Duration: Instant
Prerequisite Charms: Beast-Master’s Menagerie
What purpose do the beast of the earth have but to fall before the hunter’s spear and arrow? The
Infernal asks and the animals come forth to give their reply. This Charm supplements a Survival
roll to acquire food in the wilderness, doubling 9s. The Infernal calls out his intent to hunt within
the local wilderness. No natural animal in the Infernal’s hunting grounds will flee, and all are
compelled to make their presence known to him. If the roll gains at least one threshold success,
the Infernal gains enough food to feed a group of Size no greater than his Essence for a number
of days equal to his extra successes. This Charm may only be used once per week within the
same (Essence x 10) square mile area once per week.

This charm may be repurchased, allowing the Infernal to invoke it for an increased cost of five
motes. The Infernal names a need other than sustenance and demands that beasts attend him to
answer it. He also rolls (Survival + Essence) to summon animals to fulfil his demands, dividing
successes as he chooses with each animal requiring a number of successes equal to its base
Familiar rating, up to 2. Such beasts appear with preternatural speed — in that scene, unless the
Storyteller deems this implausible. If no beast which could fulfill such a requirement are present
- if the Infernal demands a steed in a tangled forest, for example - he summons only an echo.
This Charm may be invoked for an additional Willpower, allowing the Infernal to summon
animals that qualify as three-dot Familiars (Exalted, pp. 161), though this requires a successful
(Charisma + [Presence or Survival]) roll against their Resolve to master. Once the animals arrive,
the Infernal may instruct them to carry out one inconvenient or serious task (Exalted, pp. 216)
without needing an influence roll, though the Infernal may make influence rolls against them
with the aid of Mountain Beast Dominion. Animals that qualify as three-dot Familiars can only
be given an inconvenient task without rolling. Depending on how it’s treated, the animal may
remain with the Infernal or retreat into the wild after completing the task.

With a third purchase at Essence 2+, the Infernal may pay an additional point of willpower when
activating this Charm. This reduces the difficulty of the Survival roll to one, regardless of the
nature of the habitat in which he hunts, and removes the restriction on the number of times per
week this Charm may be activated in the same area. Animals are spontaneously generated to
meet the Infernal’s needs. He may spare some or all of the animals generated by this Charm, thus
populating the region with a number of animals totaling a Size of (Essence), were they to be
gathered in a unit. These animals are still subject to the normal pressures of survival, so creating
a herd of cattle in the desert will likely lead to death from thirst in short order.

If the Infernal knows Chattel Deva Bondage, instead of natural animals he may create breeds of
his own devising, similar to the Yozi-spawned beasts that haunt the Demon City, though at this
stage they may be no larger than a elk. At Essence 3+, created animals may be no larger than a
rhinoceros. At Essence 4+, they may be as large as yeddim or tyrant lizards. The Infernal may
never create spirits or god-blooded animals with this Charm, nor may any created beasts have
human-level sapience. Upon attaining this application of this charm, the Infernal learns a breed
of akuma-beast that they may create, and may learn more by spending 1xp each.

MOUNT-CONQUERING DICTATE
Cost: 5m; Mins: Essence 1; Type: Simple
Keywords: Lanaya
Duration: Instant
Prerequisite Charms: Beast-Master’s Menagerie
The Mountain and the Beast Upon It are of one mind. When the Infernal mounts an animal, she
can invoke this Charm to verbally demand its total loyalty. It will never again allow any other
rider, nor can it ever disobey the Infernal’s commands. Consequently, even the most terrifying of
situations will not make the mount flee while the Infernal rides it, though it may still suffer other
penalties due to its fear. At the Storyteller’s discretion, taming a particularly wild or mighty
steed might require a (Charisma + Ride) roll against the animal’s Resolve.

FIRST AMONG LESSERS


Cost: 4m; Mins: Essence 2; Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: Mount-Conquering Dictate
That which bears Mardukth is the first among beasts, steed of the eldest king. Other animals of
any kind, if wild, will show deference and submission towards it and the Infernal. Even the most
crazed of wild beasts will not dare attack them. Domesticated animals, including other mounts,
will likewise refuse to act against the Infernal or her steed unless their handlers succeed on a
reflexive (Charisma or Wits + Survival) roll at a difficulty equal to the Infernal’s Presence. Those
who fail can attempt to coax their animals into battle again, but doing so requires a
miscellaneous action which cannot be flurried.

ROARING HUNTER RIDDEN


Cost​: --; Mins​: Essence 2; Type:​Permanent
Keywords​: Sandact
Duration​: Permanent
Prerequisite Charms​: Beast-Master’s Menagerie
The Beast rides upon the Mountain, and by its alpine height appears all the more terrifying.
Upon rolling join battle, he gains an additional amount of initiative equal to the Familiar rating of
his own mount.

If the Infernal knows Breaking Wild Souls, when he joins battle all other mounted enemies must
immediately make a (Wits + Ride) roll with a difficulty equal to the Familiar rating of the
Infernal’s mount to keep their own from panicking. The Infernal gains an additional point of
initiative for each rider who fails to keep their mount under control.

With an Essence 3 repurchase, the Infernal experiences a rush of power when he joins battle
with his mount, gaining (Familiar) motes upon join battle that must be spent on Mardukth
charms, or on behalf of his mount.

RAVENOUS BEAST-LORD’S ARSENAL


Cost: 4m; Mins: Essence 1; Type: Simple
Keywords: Lanaya, Oasis, Desecration
Duration: Indefinite
Prerequisite Charms: Mountain Shelters Many, Beast-Master’s Menagerie
Those who inflate Mardukth’s ego share in his grandeur. They become his tools to wield; their
claws and fangs are his weapons. A battle group of Size up to (Essence + 1) under the Infernal’s
command gains Might 1 and take on a bestial mein, granting (Infernal’s Essence) bonus dice on
threaten actions. If the Infernal maintains this Charm’s effect on a battle group for at least a
month, or leads them to a meaningful victory, its effects become permanent as a Desecration
effect. This duration is reduced to a week if within an area under the effects of Megalithic
Orogeny Memorial. This charm may also target non-battle groups, under the same Size
restrictions.

HONING THE BEAST’S TALONS


Cost​: -- (1wp); Mins​: Essence 1; Type:​Permanent
Keywords​: Sandact, Entourage (2)
Duration​: Permanent
Prerequisite Charms​: Ravenous Beast-Lord’s Arsenal
Those who inflate Mardukth’s ego share in his grandeur. They become his tools to wield; their
claws and fangs are his weapons. While the Infernal engages in physical combat within Medium
range of a battle group that follows him, they add his (Essence, minimum 2 to a maximum of 5)
to their Soak and may treat their weapon category as one higher for purposes of damage (i.e.
Light weapons become Medium, Medium become Heavy). Followers and Familiars within land
consecrated by Megalithic Orogeny Memorial gain these benefits no matter their position in
relation to the Infernal. Additionally, when making any roll to command his troops in battle
(such as a Rally action), the Infernal adds a single automatic success to the roll.

Obedience Charms
BREAKING WILD SOULS
Cost: 3-5m; Mins: Essence 1; Type: Simple
Keywords: Oasis, Psyche
Duration: Instant
Prerequisite Charms: Mountain Beast Dominion
The might of Mardukth is unrivalled; to oppose him is folly. Even the beasts of the earth know
this truth. By spending five motes and asking if anyone would dare defy him, the Infernal rolls a
(Charisma + Presence) against a single target, which may be sapient or an animal. If the Infernal
overcomes the target’s Resolve, they are compelled to shout out “No one!” or “Not I!” or some
other suitable reply to the Infernal’s question which emphasizes her unwillingness to challenge
him (animals answer in their own bestial language). For the remainder of the scene, the target
may not take actions to oppose, attack or otherwise act against the Infernal unless persuaded,
threatened or provoked to by the Infernal or another being - they will not do so out of their own
will. Resisting this Psyche effect costs two willpower, which may only be spent if the target has a
Major or Defining Intimacy which would compel them to oppose the Infernal.

If applied to the same target a second time in the scene for the cost of four motes, the Infernal
asks if anyone is his equal. The target pauses briefly in its actions and recognizes that no force is
more threatening than the Infernal. They will no longer act against him even if provoked by
another being. Resisting this Psyche effect costs (Infernal’s Essence - provoker’s Essence,
minimum 1).

A second purchase at Essence 2+ allows the Infernal to use Performance with this Charm and
target all within ear-shot.

FIRST AMONG BEASTS


Cost: 1m+, 1wp; Mins: Essence 2; Type: Simple
Keywords: Oasis, Stackable
Duration: Indefinite
Prerequisite Charms: Breaking Wild Souls
For all their fangs and claws, fur and scales, all the strength of beasts only serves to demonstrate
and reflect Mardukth’s own prowess. Is there any advantage they might claim that Mardukth
could not possess? This Charm allows the Infernal to adopt a variety of mutations which
represent aspects of one of his Familiars. If, for example, his Familiar was a hawk, he might gain
or the Glider (4) and Flier (4). If he possessed a hound as his Familiar, he might gain the Swift
(2) mutation and Acute Sense (Smell) (2). He may adopt up to (Essence x 2) points of mutations
at one time, paying one mote per point. He may activate this multiple times but may never have
more than (Essence x 4) points’ worth of mutations from this Charm. He may reactivate this
Charm to swap current mutations for new ones.

If the Infernal also knows Wearing the Beast’s Skin he may also claim mutations thematically
appropriate for the skins and bestial armor he wears.

SLAVERY IS FREEDOM
Cost: 4m, 1wp; Mins: Essence 2; Type: Supplemental
Keywords: Oasis, Entourage (2), Psyche, Sorcerous (7)
Duration: Instant
Prerequisite Charms: Breaking Wild Souls
All the life that scurries beneath the majestic shadow of the Mountain and the Beast Upon It
exists only to serve his needs. Only by submitting to his unfathomable authority do they find
themselves truly free from the troubles of their life. This Charm supplements a social influence
attempt which commands a single target to perform to a task or otherwise suggests a task that
need done. For example, if the Infernal wishes a meal cooked, he may demand that the target
prepare a meal for him or ask the target why his plate is yet empty. If the attack is successful, the
target gains a Defining Principle towards completing the task, which is always treated as
opposing any social influence seeking to persuade her to take up another task that does not
directly benefit her main mission. While this Psyche effect is active, she requires no food or
water, so long as she focuses ten hours or more of her day to performing the task.

The victim may resist this effect for a few minutes for the cost of a point of Willpower, or for a
scene for the cost of two. Once 5 points of willpower have been spent to resist the Psyche effect,
it ends entirely and target is rendered immune to further applications for (target’s Essence)
weeks. Members of the Infernal’s Entourage cannot resist at all.

UNCROWNED BEAST KING


Cost: 1m, 1wp, 1xp; Mins: Essence 2; Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Breaking Wild Souls
This charm may only target a creature on which its prerequisite has already been used twice,
allowing the Infernal to ask the target “Who is your master?” If the target is an animal, it cries
out in an inhuman but intelligible voice, proclaiming the Infernal’s dominion over it. This
instantly binds the animal to the Infernal as his Familiar. This third application may not target
animals which are already the familiars of another being. Creatures made familiars of the
Infernal by this charm gain the following effects:

● Primal Fealty: The familiar gains a Defining Tie of subservience to the Infernal, if it does
not already have one. No influence of any kind—other than that of the Infernal—can
make the familiar act against this Intimacy.
● Clouds Ascend the Mountain Stance: Mardukth was ever empowered by his lessers. The
Infernal may reflexively draw up to five motes from his bestial servant once per day,
causing the Familiar to call out his name, obviating stealth. The Exalt must be within
Medium range of the familiar she wishes to tap. If the Exalt taps more than five motes
from multiple pets in a scene, the motes she draws will only last until her next turn.
● Steadfast Loyalty Assurance: The Infernal draws strength from the knowledge that his .
Once per day, through interaction with his familiar, the Exalt may draw a single point of
Willpower as a simple action lasting at least a few seconds. This contact renews the
Infernal’s mental energies and can even negate a -1 crippling penalty to the Exalt’s social
influence actions. The Infernal may only use this power once per day, no matter how
many familiars she has.
● Beast and Mountain as One: The Exalt may borrow the senses of a familiar through a
moment of intense concentration. This simple action requires the Infernal to concentrate
on pushing her consciousness into the mind of her familiar, rendering her incapable of
taking any other actions until she has returned to her own mind. This power can be
invoked when the character is asleep or otherwise inactive, and has no known range
limitation. At Essence 3, the Exalt further extends her influence into the familiar’s motor
functions, merging seamlessly with her charge in order to control its actions.
● Prince of Wild Places: The familiar exudes bestial majesty. Treat all non-familiar animals
as having a Minor Tie of reverence towards it, or a Major Tie for animals of the same
species.

Waive this charm’s Experience cost the first time it is used.

CHATTEL DEVA BONDAGE


Cost: —; Mins: Essence 2; Type: Permanent
Keywords: Oasis
Duration: Permanent
Prerequisite Charms: Uncrowned Beast King
Before the war against the gods and their Exalted, the Primordials had little need for First Circle
deva. Experiments were conducted in their production now and then, but they were never
created in great numbers until the Primordials required cannon fodder for their armies. Though
he did not originate the concept, Mardukth recognized the potential immediately.

This Charm expands the potential of its prerequisite to include supernatural,


Primordial-spawned animals or First Circle Demons and Deva with Essence less than his own,
allowing such beasts as these to be treated as natural animals for the purposes of its
prerequisite.

If the Infernal also knows Wearing the Beast’s Skin, he can now wear the pelts and hides of
Primordial-spawned animals, deva, and demons as well as though they were natural animals.
The corpses of any such creatures he kills remain materialized after their deaths, and if the
Infernal uses Wearing the Beast’s Skin to craft accoutrements from the corpse the spirit is
permanently killed - it would not do for Mardukth’s prey to return to contest his victory, after all.
A second purchase expands this definition of “natural” animals further, allowing the Infernal to
claim god-blooded animals, as well as animal-form elementals and Terrestrial gods with Essence
less than his own. Such elementals and gods include the Mercury Ants and the Dogs of the
Unbroken Earth. Using the Charm in this way is considered Blasphemous.

BEAST-HONING INVOCATION
Cost: 10m, 1wp; Mins: Essence 2; Type: Simple
Keywords: None
Duration: One week
Prerequisite Charms: Uncrowned Beast King
The creatures of the Questing Throne are mighty indeed, kings amongst their kinds. The Infernal
demands that her familiar better itself, allowing it to train itself for her. This is treated as a
normal interval of the extended roll to train an animal (Exalted, pp. 554), save that it takes only a
week, does not require the Infernal’s presence during the training, and ignores the usual
specialty requirements.

An Essence 3+ repurchase of this Charm lets the Infernal train her familiar to awaken magical
abilities (Exalted, p. 555) at a cost of two experience points each. This cost is refunded if her
familiar dies.

TWIN PREDATOR DUALISM


Cost: 10m, 1wp; Mins: Essence 2; Type: Simple
Keywords: Lanaya
Duration: Instant
Prerequisite Charms: Beast-Honing Invocation
Mardukth is the Mountain and the Beast Upon it, and both are alike in glory. The Infernal begins
the process of forging a familiar into a creature worthy of her. It gains the following benefits as a
result of its new nature:

● The familiar’s Essence rating increases to equal the Infernal’s, rising again to match hers
whenever she gains a dot of Essence. It gains a pool of (Essence x 10) personal Essence
and the Charm Hurry Home, which brings it to the Infernal’s side.
● The Familiar may pay the costs of magical abilities it possesses from its own mote pool.
● It gains Exalted Healing and (Infernal’s Essence) points of mutations.
● The Infernal may choose to raise its Intelligence rating to two dots if it is lower. If its
intelligence is so increased, it gains the power of speech, though it only knows Old Realm
and may not learn other languages.

Only one familiar may be affected by Twin Predator Dualism at a time.

MAJESTIC COLLARED BEAST


Cost: 10m, 1wp; Mins: Essence 2; Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Beast-Honing Invocation
It would not do for one such as Mardukth to hunt alongside tiny and timid creatures. He desires
a beast that reflects his own power. The Infernal calls out to an Entourage member, Familiar, or
animal he owns, asking “What are you?” The target replies and addresses the character by name.
As the character’s name takes shape in the target’s mouth, its body is shaped to reflect the
Infernal’s glory. Each activation of this Charm may grant one of the following effects:

● The Infernal chooses one Attribute or Ability and rolls (Charisma + Essence). If he gains
more successes than the target’s current rating, the rating is increased by one, to a
maximum of the Infernal’s own rating in that trait or the target’s natural limit, whichever
is lower. Characters who track Experience must pay for these increases as normal. If this
targets a Familiar of the Infernal’s, they must pay 2xp.
● Two points of permanent mutations fitting for the themes of Mardukth - of particular
note, the Small mutation never qualifies. For mutations costing more points, this Charm
may be activated multiple times, with the mutation gradually becoming visible as the
required dots are paid.
● One additional -1 health level, to a maximum of (Infernal’s Essence) times.
● One additional -2 health level, to a maximum of (Infernal’s Essence × 2) times.
● One additional point of soak, to a maximum of (Infernal’s Essence × 3) times.
● One additional point of Hardness, to a maximum of (Infernal’s Essence) times.

With a repurchase at Essence 3+, the Infernal may invoke this charm for an increased cost of
twenty motes, two willpower to target a group of Size equal to or less than (Essence). With a
second repurchase, the Infernal may add 2xp to the cost of an activation of this charm or its
prerequisite to cause that activation’s effects to become fully hereditary.

MAGNIFICENT SIRRUSH UNITY SHINTAI


Cost: —; Mins: Essence 4; Type: Permanent
Keywords: Oasis
Duration: Permanent
Prerequisite Charms: Twin Predator Dualism
The Mountain and the Beast Upon It are separated by only the thinnest veil of identity. There is
more to their relationship than what typically links two jouten. Their bond is deeper and
stronger. The Infernal must possess at least one Familiar when learning this Charm. Choosing
one of his Familiars, the Infernal’s soul expands and blends with the beast’s. There is no longer
any distinction between himself and his familiar. He converts the Merit dots associated with that
Familiar into three experience points each and gains a second body to inhabit. The Infernal’s
player now effectively has two character sheets. The original represents the Infernal’s human
body. The animal body gains any mutations necessary to adequately portray the creature,
subject Storyteller approval.

The two bodies share all traits (including Charms and mote pools), except physical Attributes,
Soak, health levels and mutations. Those excluded Traits are accounted for independently and
the Infernal’s animal form retains whatever those Traits would be for its species, plus any
bonuses or penalties provided by his Charms (such as additional health levels from Harden Devil
Body). The Infernal’s animal-body loses any Charms it may have possessed on its own and its
former personality is blended with the Infernal’s to produce a new, unified whole. If the
Familiar’s body would normally be naturally dematerialized, its material-state is now tied to that
of the Infernal’s human body and whatever Charms the Infernal possesses. If the Infernal uses a
Charm that influences his mind or soul, both bodies are affected equally; if he uses a Charm
which influences his body or his physical actions it applies to one or the other, unless he pays a
surcharge of two motes to affect both of his bodies simultaneously.

If either body is slain, the Infernal continues to live on in the remaining body but loses one dot of
Permanent Willpower. So long as he retains Essence 4+, his soul slowly recuperates and expands
into another Familiar of his choose after one month of regular interaction. If it was the Infernal’s
animal body that survived, he may employ Breaking Wild Souls on a willing mortal, binding
himself to that mortal as a Familiar. After a month, Infernal overwhelms the mortal as his human
body would a Familiar. If he knows Echoing Identity Affirmation, he may uses that Charm to
discard any element of the new human body’s appearance that he dislikes, reverting back to the
equivalent of his any former human body he possessed.

If the Infernal is slain before he has acquired a new secondary body, the Infernal dies as normal.

HERD-SCATTERING THUNDER
Cost: 3m (+1wp); Mins: Essence 2; Type: Reflexive
Keywords: Oasis, Psyche
Duration: Instant
Prerequisite Charms: Roaring Hunter Ridden, Breaking Wild Souls
Roaring into battle, the Beast scatters all lesser creatures before him. They flee to their burrows
and to their distant lairs, desperately seeking any shelter from the monster’s looming shadow.
Whenever the Infernal causes a rider to lose control of his mount due to Roaring Hunter Ridden,
he may activate this Charm and roll (Appearance + Performance), adding the Appearance of his
mount in automatic successes. If this exceeds the Resolve of his opponent’s mount, the mount
rears in terror and gains the benefits of Flashing Thunderbolt Steed (Exalted, pp.380) for a day,
coming under a Psyche compulsion to travel as quickly as it can away from the Infernal. The
rider may suppress this compulsion if he makes a successful (Charisma + Ride) roll against
(Infernal’s Essence) to regain control of his mount for (Essence) turns or, if the targeted mount
is a Familiar, may spend two points of Willpower to banish the Psyche effect completely,
immunizing the mount for the remainder of the scene. The mount loses the benefits of Flashing
Thunderbolt Steed while the compulsion to flee is suppressed.

The Infernal may activate this charm individually this cost for each viable target or may target
only those he wishes to scatter. If the Infernal has two purchases of Breaking Wild Souls, he may
spend one willpower to roll (Appearance + Performance) and affect all viable targets within
simultaneously.

Beast-King Charms
WEARING THE BEAST’S SKIN
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: Oasis
Duration: Permanent
Prerequisite Charms: Mountain Beast Dominion
In ancient days, the Questing Throne was a hunter unrivalled until Luna first rose over Creation.
Clad in the skins and bones of his trophies, he advertised his strength. While he wears any item
crafted from the remains of a natural animal he has killed, whether it be a heavy bear-skin cloak,
a fox-pelt loincloth, or a coonskin cap, the Infernal treats the article of clothing as armor with
soak equal to the animal’s soak in life, to a limit of the Infernal’s (Charisma + Essence), and with
(Essence) Hardness. This is incompatible with other armor, but does not count as armor itself
for the purposes of magic that concerns such things. If the Infernal wears more than one such
article of clothing, only the greatest benefit applies.

Additionally, the Infernal adds (Survival) non-charm dice to and doubles 9s on any Craft roll to
create items from a creature he killed himself, or at least had a part in killing.

TAKING THE BEAST’S LIFE


Cost: 1m+, 1wp; Mins: Essence 3; Type: Reflexive
Keywords: Oasis, Obvious
Duration: One Scene
Prerequisite Charms: Wearing the Beast’s Skin (x2)
The Infernal’s clothing once stalked and breathed and bled. Claiming the skin of the beast, the
Infernal steals its life. The Infernal may activate this Charm while benefiting from the clothing
upgraded into armor by Wearing the Beast’s Skin. The Infernal pays a mote per health level
gained, up to a limit of levels equal to those possessed by the animal in life. The type of health
level (-0, -1 etc) is identical in progression to the animal’s, save that the final health level on this
extra track is always Incapacitated. All damage applied to the Infernal is first applied to his
clothing’s health levels, unless the attack ignored his armor completely. The clothing’s wound
penalty is treated as a Mobility Penalty on the Infernal from his armor. When the clothing’s
Incapacitated health level is full, it is completely destroyed and falls apart in tatters, causing the
charm to automatically deactivate. Levels of damage taken by the clothing are not applied to the
Infernal when this charm ends. No article of clothing may be used with this Charm more than
once a day and, so long as it survived the experience, it heals all damaged health levels in the
intervening time.

THE JAGGED CROWN


Cost: 5m, 1wp; Mins: Essence 3; Type: Simple
Keywords: Oasis, Entourage (1), Psyche
Duration: Indefinite
Prerequisite Charms: Perfected Egotistical Self-Image, Wearing the Beast’s Skin
Seeing him adorned with a circlet crafted from the fangs and horns of beasts he slew in the
Chaos surrounding the Faraway, the Primordials mistook Mardukth for a king. He cared little for
why they bowed before him, so long as they did. To gain the benefits of this Charm, the Infernal
must craft a trophy of a natural animal he has slain into an item he can wear. He might, for
example, make a necklace from the teeth of a river dragon or wear a lion’s pelt as a cape. Any
character who perceives the trophy while this charm is active is subject to an instil attempt with
a number of successes equal to the highest Physical Attribute of the slain animal, to a maximum
of the Infernal’s (Charisma + Presence + Essence/2), creating a Major Intimacy of respect
towards the Infernal as a figure of primal authority and impossible prowess as a Psyche effect
which may be resisted for the cost of (Infernal’s Essence - intensity of strongest opposing
Intimacy) Willpower, rendering the target immune until the next Calibration.

Unless it is resisted, this Psyche effect lasts until the Infernal is no longer in the target’s
presence, or indefinitely if the being possesses a Major or Defining towards the Infernal.

Mountain Creature Charms


CREVASSE-CROSSING STRIDE
Cost: 2m; Mins: Essence 1; Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Mountain Beast Dominion
The warlock has partaken of Mardukth's Essence, and thus achieved a portion of his
unimaginable vastness. However small they may appear, their true forms would dwarf sacred
Meru and shatter Creation itself underfoot. When they so desire, a shadow of this true,
incomprehensible scale falls upon the world, and the Infernal can cross gaping chasms or scale a
centuries-old willow with a single titanic step. This charm supplements an Infernal’s movement
action, allowing the Infernal automatically leap forward or straight up one range band. This
Charm counts as the warlock’s movement for the turn. This charm’s cost is reduced by one mote
in mountainous or hilly regions, defined as per Mountain Beast Dominion.

This charm may be repurchased at Essence 2+, adding the Stackable keyword to this charm,
allowing the Infernal to activate this charm up to three times to leap up to three range bands.
This makes the charm Obvious, as for a moment the Infernal takes on the silhouette of an
impossible monster and his landing echoes with the tread of a beast the likes of which Creation
has not seen for an age and more.

PRECIPICE-DEFYING ATTITUDE
Cost: 2m or 3m; Mins: Essence 1; Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Crevasse-Crossing Stride
The legend of Marukth is far too great to end with a mere fall upon hard ground. The Infernal
may spend two motes to drop down two range bands without taking damage. In order to survive
a very long fall with this Charm, the Infernal must use it at least once every three bands.

Alternatively, this charm may be activated for a cost of three motes, allowing the Infernal to use
her reflexive move action to climb a single range band up or down a stone or earthen surface
without needing to make an Athletics roll, and can even ascend sheer surfaces.

Giant Charms
TOWERING BARMANU BODY
Cost: 10m, 1wp; Mins: Essence 1; Type: Simple
Keywords: Oasis, Obvious, Sorcerous (10)
Duration: Indefinite
Prerequisite Charms: Mountain Beast Dominion
The seas crashed against Mardukth’s foothills. The clouds encircled his crown. Upon activating
this Charm, the Infernal inherits a taste of that immensity. In an instant, he and his possession
increase in size by (Essence + 1) times, gaining (Essence) additional -0 health levels. He adds his
Essence to his Strength and Stamina for all purposes. Additionally, the Infernal gains (Essence)
automatic successes on any action to intimidate or cajole other beings. However, due to his
immense size the Infernal’s Evasion suffers a penalty of (Essence), as does any attempt at
stealth. This Charm does not stack with size-increasing mutations unless they are permanent;
where a temporary mutation and this charm overlap, only the greatest benefit applies.

A second purchase of this Charm at Essence 4+ adds the Retinue (1) keyword and adds the
Infernal’s Retinue rating to his Essence for all purposes related to this Charm, including
expansions to this Charm via later Charms.

Sidebar: The Big, the Bad and the Ugly


Astute readers will note that Towering Barmanu Body does not possess the Form
keyword. This does, indeed, allow it to be used in conjunction with Shintai or martial arts
Form charms. However, the Storyteller is encouraged to disallow its use in conjunction
with Shintai which already dramatically increase the Infernal’s size, such as the Demon
Sea Shintai or Endless Desert Shintai, or rule that it grants its effects, but not the size
increase if they believe that such a tremendous form would disrupt the campaign -
demonic inland seas are, after all, a powerful resource to have at one’s beck and call.

BEHEMOTHS LIKE GNATS


Cost: --; Mins: Essence 2; Type: Permanent
Keywords: Oasis, Obvious
Duration: Permanent
Prerequisite Charms: Towering Barmanu Body
As incomprehensibly vast as Mardukth is, even the mightiest blow can only harm a mere fraction
of him and the worship his grandeur inspires only serves to further reinforce his invulnerability.
This charm permanently enhances its prerequisite, causing the Infernal to gain the Legendary
Size Merit while Towering Barmanu Body is active. Additionally, the Infernal may make Brawl,
Melee or melee-range Martial Arts attacks out to Short range, due to his immense size and reach,
and adds his Essence to his Strength for the purposes of feats of strength.

Sidebar: Legendary Size


The size of a being possessing this Merit makes it extraordinarily difficult for
human-scale enemies to engage him in combat. He takes no onslaught penalties from
attacks made by smaller opponents, unless magically inflicted. Withering attacks made
by enemies without this Merit cannot drop him below 1 Initiative unless they have a
post-soak damage of 10 dice (although attackers can still gain the full amount of
Initiative damage dealt). Decisive attacks made by smaller enemies cannot deal more
than (3 + attacker’s Strength) levels of damage, not counting any levels of damage added
by Charms or other magic.
FOOTSTEPS LIKE THUNDER
Cost: 5m or 7m; Mins: Essence 2; Type: Reflexive
Keywords: Oasis, Obvious
Duration: One Scene
Prerequisite Charms: Towering Barmanu Body
The earth trembles at the approach of the Mountain and the Beast Upon It. Inheriting that dread
power, the arrival of the Infernal is heralded by tremors and earthquakes. Activating this Charm,
the Infernal shakes the earth within Short range yards whenever he moves. This imposes a -3
penalty on the Infernal’s Stealth and requires that all beings within the area save the Infernal
and anyone under the influence of Mountain Beast Dominion or similar magic (e.g. Graceful
Crane Stance) roll (Dexterity + Athletics) against a difficulty of 3 or fall prone. Any structure
partially within this region is treatakes one die of damage whenever the Infernal’s DV refreshes.
If the structure is entirely within this region, it instead takes (Essence) dice of damage instead.
This damage is unsoakable and ignores the hardness of mundane structures, but those made
predominantly of stone are immune. This costs five motes if Towering Barmanu Body is active,
or seven motes otherwise.

If the Infernal goes more than (Essence) rounds without making moving this Charm
automatically deactivates. A second purchase at Essence 3+ allows the Infernal to extend this
Charm’s duration to Indefinite for the additional cost of a point of willpower, lasting until the
Infernal stops moving long enough to calm the earth. Additionally, the area affected by this
charm is expanded to Medium range, and causes the Infernal to automatically fail all Stealth
rolls. A third purchase at Essence 4+ expands this to Long range.

FISTS LIKE AVALANCHES


Cost: 1m or 3m; Mins: Essence 1; Type: Supplemental
Keywords: Oasis, Uniform
Duration: Instant
Prerequisite Charms: Towering Barmanu Body
Channeling the immensity of Mardukth, the Infernal’s blows become inescapable. This Charm
supplements a physical attack. From the target’s perspective, the Infernal’s weapon appears
impossibly vast, filling her entire field of vision with the certainty of her defeat. This halves the
target’s Evasion against the attack. This costs one mote if Towering Barmanu Body is active, or
three motes otherwise.

With a second purchase at Essence 2+, the Infernal may spend an additional point of willpower
to make the attack undodgeable.

SCARS LIKE CRATERS


Cost: — (+4m or +6m, 1wp); Mins: Essence 2; Type: Permanent
Keywords: Oasis, Entourage (2), Uniform
Duration: Permanent
Prerequisite Charms: Fists Like Avalanches
Legends say that a mere flick the Beast’s tail would level forests in the Mountain’s path. When
have the legends of Mardukth ever proven false? This charm enhances an attack supplemented
by Fists Like Avalanches, allowing the Infernal to apply that attack against all characters within
Close range of their original target other than the Infernal, friend or foe, though at a -3 penalty to
the damage roll to all but the primary target. This charm’s cost varies depending upon whether
the attack is withering or decisive. If withering, it costs four motes; if decisive it costs six motes
and one Willpower. Each target resolves their defense separately. The Infernal may selectively
render stone objects and structures immune; his Entourage members and Familiars are
automatically protected.

FLESH LIKE GRANITE


Cost: 2m+; Mins: Essence 1; Type: Reflexive
Keywords: Oasis, Entourage (1)
Duration: Indefinite
Prerequisite Charms: Towering Barmanu Body
As incomprehensibly vast as Mardukth is, even the mightiest blow can only harm a mere fraction
of him and the worship his grandeur inspires only serves to further reinforce his invulnerability.
The Infernal may commit up to (Entourage x 4) motes in order to increase his Soak by one for
every two motes committed.

WOUNDING-THE-GIANT FUTILITY
Cost: —; Mins: Essence 2; Type: Permanent
Keywords: Entourage 2
Duration: Permanent
Prerequisite Charms: Behemoths Like Gnats
Tales of the Infernal’s indomitable prowess spread far a wide. Everyone knows his flesh turns
aside swords like stone, and so it does. This Charm permanently enhances its prerequisite,
allowing the Infernal to increase his Hardness at a rate of one point per three motes. Up to
(Essence x 3) motes may be committed this way.

This charm may be repurchased, allowing the Infernal to spend five motes and a level of anima
to triple his Hardness against one Decisive attack. This may only be used once per combat,
unless reset by suffering no damage from a Decisive attack with 11+ Initiative.

BLOOD LIKE BOULDERS


Cost: 1lhl; Mins: Essence 2; Type: Reflexive
Keywords: Oasis, Obvious
Duration: Instant
Prerequisite Charms: Wounding the Giant Futility
All attacks appear insignificant before infinite magnitude of Mardukth, but even the smallest
pebble may trigger the avalanche. When the Infernal is successfully affected by any touch-based
harmful effect - which only needs to strike or touch him rather than requiring actual damage to
be done; examples include the spell Assassin’s Fatal Touch or a Dragon-Blooded’s
Sense-Destroying Method - he may inflict one lethal health level of damage upon himself. Drops
of blood fly from his wound, carrying the harmful effect away, preventing it from affecting him.
The blood drops expand and lithify, becoming an avalanche of boulders. This creates an
Environmental effect out to Short range, and one range band wide in the direction pointing
towards the source of the harmful effect. If this direction is downhill the boulders continue
rolling until they reach level ground. In either case, they may be stopped by a sufficiently sturdy
barrier. This effect has a Damage of 5B/Round and a Difficulty of (Essence).

A BATTLE WORTHY OF SONG


Cost: 7m, 1wp; Mins: Essence 2; Type: Reflexive
Keywords: Oasis, Entourage (2), Counterattack, Withering-only
Duration: Until next turn
Prerequisite Charms: Legend-Carving Impressions, Towering Barmanu Body
Against Mardukth, none can compared. But let the world’s heroes try their strength all the same,
for the legend of Mardukth is built upon the foundation of their failures. The stronger the foe,
the greater Mardukth’s prowess is in return. For the duration of this Charm, the Infernal may
reflexively make withering clash attacks against every physical attack targeting him, though if
his opponent is beyond his reach (e.g. he’s defending against an arrow with his sword) the
withering attack may not actually deal initiative damage, and the Infernal only gains 1 Initiative
per successful attack, irrespective of the amount of damage he does. If she does not successfully
counter an opponent in the first round, this Charm fades when the second round begins.

With Essence 3+, the Infernal’s clash attacks gains a number of automatic successes equal to the
the total Onslaught penalty the prompting attack inflicted, even if those penalties are negated by
other effects. This charm may be repurchased at Essence 3, allowing the Infernal to make
decisive clash attacks. Should any of her counterattacks do damage, her Initiative will not return
to its base value until the next round begins.

POETIC DOOMED ADVERSARY EXULTATION


Cost: — (1 Limit); Mins: Essence 4; Type: Permanent
Keywords: Oasis, Entourage (3)
Duration: Permanent
Prerequisite Charms: A Battle Worthy of Song, Behemoths Like Gnats
From time to time, Mardukth’s troubled solipsism seems to conjure rivals to challenge him.
Perhaps he does this to convince himself that his greatness is not so unbelievable after all. Surely
it could not be that beings of such greatness exist in their own right! Whatever the reason, as the
futile champion crashes against the King in the Mountain, she serves only to demonstrate his
fearsome might.

Whenever the Infernal rolls Join Battle, he gains a number of motes equal to the highest Essence
rating of any foe whose Essence is at least equal to his own, or equal to the largest Size 3+ battle
group present. If the Infernal chooses to gain a point of Limit, for the remainder of the scene he
gains one mote in any of the following situations:

● He is attacked by an enemy whose Essence is at least equal to his own.


● An attack targeting him is enhanced by a Charm with minimum Essence at least equal to
his own, including relevant Permanent Charms.
● He is attacked by a battle group with Size 3+.
● He gains one mote for each die of decisive damage rolled against him.
If the Infernal emerges victorious from the battle, she loses (Essence) Temporary Willpower and
gains a second point of Limit. If she is defeated, she loses a dot of permanent Willpower, all
Temporary Willpower and gains (Essence) Limit.

MYTHOPOEIA-CONFIRMING MONUMENT SHINTAI


Cost: — (+30m, 3wp); Mins: Essence 5; Type: Permanent
Keywords: Oasis, Blasphemy, Entourage (5), Form, Psyche
Duration: Permanent
Prerequisite Charms: A Tale That Makes Men Quake, Epic-Recording Strata Petroglyph,
Ravenous Beastlord’s Arsenal, Behemoths Like Gnats, First Mardukth Excellency
Mardukth is not just the Beast that prowls atop the mountain. He is the mountain itself. This
Charm enhances Towering Barmanu Body if it activated within a region claimed by the Infernal’s
use of Megalithic Orogeny Memorial. With an additional expenditure of thirty motes and three
Willpower, the Infernal’s body becomes a tremendous edifice of rough-hewn stone at the heart
of his megalithic self-monument.

● The Infernal no longer needs to commit motes to Towering Barmanu Body, but can still
voluntarily deactivate it, though doing so deactivates this charm as well.
● For (Essence) rounds after activating this Charm, the landscape uplifts at the beginning
of each of the Infernal’s turns as though he had achieved a major story goal and activated
Megalithic Orogeny Memorial.
● He becomes the genius locus of the area under the influence of his Megalithic Orogeny
Memorial, permeating every stone, tree, shrub within the area. This allows him to
observe any point within Long range, but does not do so equally.
● Unless Footsteps Like Thunder is active, the Infernal is immobile, an enormous stone
statue. Even with that Charm active, he may not jump, or move more than one range
band per turn. While moving, the earthquakes caused by Footsteps Like Thunder extend
out to Extreme range. Most structures will be destroyed by his approach, but stone and
magical structures are immune. Magical structures attuned to the Infernal and stone
structures of any sort may be swept up into his landscape as he moves or pushed
harmlessly aside; all other magical structures are always pushed aside.
● The Infernal may not move beyond the boundaries of the area under the influence of his
Megalithic Orogeny Memorial, though he may move between conjoined regions.
● Wherever the Infernal moves, he leaves a trail of difficult terrain two range bands wide.
● The Infernal may make unarmed attacks against enemies within Long range which take
the form of falling branches, tumbling stones, and other natural hazards, using
appropriate weapon profiles, as decided by the Storyteller and rolling Survival or Martial
Arts to hit. Such attacks are subject to the normal rules for flurries, but he may employ
attacks against entities he would not normally be able to - ‘grappling’ battle groups with
rockfalls, for example.
● He may command all natural animals within the influence of his Megalithic Orogeny
Memorial region as a Psyche effect, and may use these as means of further interacting
with his environment. Even if they do not count as his Entourage, they gain the benefits
of Honing the Beast’s Talons, should the Infernal activate that charm.
● The Infernal is immune to poison, non-magical sicknesses, and cannot be starved or
suffocated.
● The Infernal cannot apply his Evasion against any attack.
● At the beginning of every scene, the Infernal must use A Name That Shakes the Heavens.
If the Infernal fails to gain an acceptable mythos from that Charm, he loses an additional
temporary willpower and his effective Essence drops by one for the purposes of this
Charm.

If he fails to activate A Name That Shakes the Heavens, has no remaining Temporary Willpower
or if the megalith at which he activated this charm is destroyed physically or its power is broken
by a sorcerous working as described in the Geomancy keyword, this Charm terminates
immediately. The landscape reverts to its prior elevation, and the Infernal appears at any point
within the landscape that he desires.

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