(BeastThePrimordial) The Behemoth
(BeastThePrimordial) The Behemoth
Storytellers, Aspiring Writers, Gaming Bloggers! Genres: Urban Fantasy, Modern Sorcery, Occult, Paranormal Horror, Cyberpunk,
Alternative/Augmented Reality, Lovecraftian lore, Creepypasta and stranger things. Games: Mage: The Awakening 2e, Chronicles of Darkness,
Vampire:The Requiem 2e, The Laundry Files, The Secret World Legends, & The Black Watchmen
Then Father Wolf was slain. The world was shattered in half, into the tangible and
intangible. The Dark Mother was slain, Mother Earth was reduced, man's first city fell.
The Time of Nightmares had ended.
Notes from Azazel: From this and legends like it, It's not really clear if the Behemoths
are the children of Gaia, the Dark Mother, apart, together or with the Urfathar. In fact,
not really clear if Gaia and the Dark Mother are two different entities or the same one. Labels
Popular mage cosmologists would say that the Dark Mother was a being of the
Primordial Dream, maybe even the sum of Primordial Dream itself. Gaia should be a MtA 2e (163)
shadow spirit, one of two Rank 10 entities in the known Tellurian (Sol Invictus being the Dethroned
other). Neither of those Rank 10s are scientifically confirmed as you can't find or talk Queen (112)
to them and live to tell about it apparently. Well, at least if anyone has confirmed
Mage: The
findings they aren't sharing with the common body of mage lore. Adding further Awakening
confusion, is Gaia a Celestial Spirit like the other planetary courts of the Deep Shadow (49)
or is she a Terrestrial spirit or Elemental? All this gets confusing really quick.
Chronicles of
Darkness (29)
Primordials in Exalted are the original gods of creation, birthed from chaos and responsible for just
about everything that came after them. They are inscrutable to the point of being Lovecraftian, and Chimera (23)
tend to focus on one concept to the exclusion of all else. To simplify it primordials are the ultimate
munchkins. They're beings so hyper specialized that not only can they not perform tasks outside of 6th
their purview, they can't even understand them on a conceptual level. Watchtower
(19)
The Primordials existed since forever in the Wyld, though they were asleep until Cytherea woke up
and helped the rest of them do the same. Jack (15)
HtV2e (12)
The Primordials are impossibly vast alien beings with multiple souls. Imagine if Cthulhu was the size
of Asia and you could meet and hold conversations with his major organs, which had separate San Diego (12)
identities, and you kinda get the idea.
Abyss (11)
They each have an overall Soul, which is their being, and that soul is composed of many subsidiary
souls. They are defined by their Third Circle souls, and most importantly by their Fetich Soul (though LA (11)
it might be that they define their souls... the Fetich Soul contains their self-identity). Their Third Circle Storytelling
souls have multiple Second Circle souls, which are less important (their deaths affect the Third Circle (10)
soul less than the death of a Third Circle soul affects the Primordial). Both the Third and Second
Circle souls are independent entities that can be off doing their own thing at any given time. Their Vampire: The
Second Circle souls can have independent children that are First Circle souls, whose deaths do Requiem (8)
nothing to the higher souls besides occasionally offend them.
VtR 2e (7)
Each of these souls has one or more bodies known as jouten, and the overall Primordial has a
worldform jouten (with its own name) that is usually a planet or realm made of their concept (though WtF 2e (7)
some settle for impossibly huge creature). Primordial souls are called devas, Yozi souls are called BtP (6)
demons (which is more of a political distinction), and undead higher-circle souls are hecatoncheires.
List of Primordials[edit] Laundry Files
(6)
Although they were originally all bros the primordial war split them into two groups. The collaborators
(who got cake) and the loyalists (who got soul lobotomies). Light (6)
An altered Fetich changes the Primordial, a dead Fetich caused the Primordial to implode and Dresden Files
(5)
become something completely new (but thematically similar), and all Third Circle souls dead "kills"
the Primordial. Ikiyouyou (5)
Intact Primordials[edit]
Infinite
Originally all the primordials were alive, but following the great war only two remain fully intact. Macabre (5)
Gaia: Mother of Creation. Being one of the few primordials with anything passing for empathy she CtL (4)
wisely sat out the war and survived. Wandered off the edge of nowhere looking for answers and hasn't Horsemen (4)
come back since.
DtD (3)
Autochthon: The great maker. Got sick of his jerkass brothers and sisters wrecking his crap and
sided with the humans (after operating on his fetich soul to install learning). Like the flatmate of a Chimera 666
sociopath he got a little worried about sharing Creation with the now triumphant (and cursed) exalted (2)
and decided to sleep outside. Currently has a terminal illness that runs around his body trying to
murder the people living inside him, who already had enough to deal with from the fact that his genius The Secret
World (2)
never led him to invent the safety rail since machines can't hurt him. Thanks to a bit of DIY brain
surgery, he's replaced his fetich soul with himself, effectively meaning he's the only primordial able to Fallen London
understand things outside his paradigm. Unfortunately, he's terrible at it. (1)
Yozis[edit]
God-Machine
Malfeas, the Demon City: The Manic-Depressive former king of the Primordials. Even when he was (1)
intact he had problems wrapping his head around the concepts that other beings had opinions, or that
he should care. Currently sewed inside his own stomach imprisoning his kin (or, if you're feeling GtS (1)
unkind, turned inside-out and shoved up his own ass), he wants nothing more than to flip the
Indra (1)
proverbial table on Creation and start over, though only after torturing everything in it to death forever,
at least twice. Hates everything and everyone in Creation... but hates himself most of all. Mage: (1)
Cecelyne, the Endless Desert: One-time head judge of the primordials and current insane desert, Secret World
Cecelyne surrounds the Realm of Malfeas in an endless expanse. Her laws aren't as popular these Legends (1)
days and mostly consist of "if you can kill it, then it belongs to you," as part of a big, nihilistic
thingummy to show the meaninglessness of all law. Word of God says that she is Borderline TBT (1)
Personality Disorder incarnate.
She Who Lives In Her Name, the Principle of Hierarchy: - Obsessive-Compulsive She Who Lives was
in charge of order and hierarchy back in the day, and recent events have only reinforced her
Blog Archive
longstanding belief that freedom is the problem with creation. She was only narrowly convinced to give
her exalts free will, and seeks to rectify the condition whenever and wherever she can. Also, blew up ▼ 2023 (29)
most of creation in a fit of pique after the war by smashing three of the orbiting crystal spheres that ▼ December (29)
comprise her being into it, irrevocably reducing and damaging herself in the process. May or may not
have been Malfeas's lover before both of them went balls-out crazy, and usually has her absurdly- [Mage 2: The Dethroned
Queen] New Legacy:
long, problematic-for-the-books'-word-count name rendered as SWLiHN, or Swillin'. Dancers ...
Adorjan, the Silent Wind: Once Adrian, the river encompassing creation, she had her Fetich soul [Mage 2: The Dethroned
Lilike killed in the primordial war and turned into a howling windstorm. She's not really mad about it Queen] Gnomon: One
though. In fact she's happy as can be. She loves creation, she loves exalts, and she'd love nothing Who Reveals
more than to summon up her winds and give you a big hug. Her exalts get a charm to instantly fall in [Mage: The Awakening
love with people and then get bonuses for hurting them. She hates most sound though, hence the 2e] Chimerical Objects
"Silent Wind" (and one of her charms is called Hateful Wretched Noise), so demons of Hell play loud [Mage: The Awakening
music constantly in order to ward her off. 2e] Black Eyed Kids
and Men i...
The Ebon Dragon, the Shadow of All Things: The original sociopath. The elemental embodiment of [Mage: The Awakening
dickishness, or more simply, opposing other beings from their goals, which is about all he knows how 2nd Ed] Legacy:
to do (he had this urge before other beings had goals). He is the least mutilated of the Yozis due to a Imagineers
timely surrender and is still capable of (mostly) rational thought. As such he is one of the prime
movers in the demon city. He was responsible for cursing the Solars (well telling the others how to do [Mage 2: The Dethroned
Queen] The Pentacle
it and fueling it with their dying breaths) and was the driving force behind the Green Sun Princes. He Academy
is basically backstabbing everybody all the time, and if Return of the Scarlet Empress is to be
believed he is so irredeemably treacherous even his own component souls are scheming against one [Chronicles of Darkness]
another. Oh and he's also a stalker. Fighting Styles
Reworked
Kimbery, the Sea That Marched Against the Flame: The suffocating control freak to Adorjan's [Mage 2: The Dethroned
deranged stalker. If you're on her bad side she'll consume you under her acidic waves. If you're on her Queen] Lore: The Triat
good side she'll lavish you with affection (usually in the form of acidic waves). Nobody survives [Mage: The Awakening
Kimbery's attentions for too long one way or another. 2e] Tenemos: The
Realm of Death
Cytherea, the Mother of Creation: The Divine Ignition, she is the Big Bang itself. She helped wake the 1. [Werewolf: The
primordials and build creation. Beyond that not much is known about her. Forsaken 2e] Father
Wolf
Oramus, the Dragon Beyond the World: When the Celestial Incarnae and the Exalted Host
[Vampire: The Requiem
imprisoned the Yozi, they assured themselves that escape was impossible. Then they glanced at the 2e] Primer: Mandragora
primordial whose entire schtick is "impossible", and realized that extra steps needed to be taken. & Lac...
They broke Oramus's wings, all seven hundred and seventy-seven of them, and wrapped him up
inside a shell of his own self. So now the universe's most powerful reality hacker is trapped inside 1. [Beast: The Primordial]
The Behemoth
himself, becoming more and more insane. Needless to say, shit is going to get fun if he ever
escapes. [Mage 2: The Dethroned
Queen] Chronicle Merit
Isidoros, the Black Boar that Twists the Skies: A yozi who takes the form of an unstoppable Adde...
rampaging black hole in the shape of a boar. Likes screwing destiny and penetrating things, dislikes [Vampire: The Requiem
rules and inevitability. Unsurprisingly the cause of mountains of slash fic both in and outside of canon. 2e] Cymothoa
Currently in a bromance with Szoreny that may or may not include a "b". Sanguinaria
1. [Mage: The Awakening
Sacheverel, Who Knows the Shape of Things to Come: The Abhorrent Prophet Unimagined. Another 2e] The Celestial
yozi who had his fetich soul killed (because that's always a good idea) and turned into a deranged Courts
seer as a result. While he sleeps he sees infallible visions of the present. If he should ever wake up
[Mage: The Awakening
he will see infallible visions of the future, forcing everyone to follow what he sees. Nobody wants 2nd Ed] Legacy: Thrice-
Sacheverel to wake up. (Except maybe the SWLiHN.) Great
Hegra, the Typhoon of Nightmares: A storm of emotions and patron of traders. While she despises [Chronicles of Darkness]
Fear & Integrity
phyisical form, she loves fucking with people, demons and humans alike, by inciting riots of random
emotions just to see what happens. [Mage: The Awakening
2nd Ed] Chronicle
Elloge, the Sphere of Speech: Another victim of Fetich death, Elloge got gender swapped and turned Scopes
into a silently moving sphere of linguistic concepts. Unlikemost Fetich deaths, not overwhelmingly [Mage: The Awakening
terrible for everyone as a result. If you stumble into her by mistake prepare to engage in narrative 2e] The Technocracy
kung fu battles with the past participle tense. Magical style, traditions,
paradigm, Chronicles
Szoreny, the Silver Forest: A giant silver forest and mimic. Szoreny loves you, Szoreny hates you. gu...
He's the quickest way to travel around Malfeas if you don't mind running through a twisted house of
[Mage: The Awakening
mirror inhabited by clones. Probably the least maniacal of the Yozis, he's working on getting a pardon 2e] Artifact: Hildebrand
for himself and his sometimes boyfriend Isidoros so he can have his revenge at long last live in Reco...
harmony with creation. (Which may or may not involve conquering it first, but go back and read
Malfeas's entry if you don't think that still qualifies him as "least maniacal.") [Chronicles of Darkness]
Missing Persons
Qaf, the Heaven-Violating Spear: A mountain with no base or apex, ascending him involves spiritual [Mage: The Awakening
growth. 2e] Mage & the God-
Machine
Metagaos, the All Hunger Blossom: OMNOMNOM. A gigantic swamp that eats everything that steps [Hunter: The Vigil 2e]
within his confines, including abstract concepts, because haven't you been paying attention? Escape TFV: GOD GAME
his grasp, you'll be riddled with diseases since he's devoured your health. Fail to, and you'll become a BLACK
part of him as he devour your individuality. You'll know you're getting close when things start turning [Mage 2: The Dethroned
gray, because he's eaten all the color. There's only one way out of him, in fact there is only one Queen] The Black
possible direction to go, because he's devoured all the other directions. Not the paths, the concepts Zodiac
of those other directions. He's chewed holes in himself and pieces of his brother primordials have Dudleytown - Assault on
begun to bleed through. Those who pass through may have spent hours and found day have passed, the Black Tower
or seconds and come out years later, as Metagaos has been chewing time itself. Adorjan would like
him, as he devours sounds, but she likes silence for its solace and serenity, and Metagaos has eaten [Mage: The Awakening
2nd Ed] The Exarchs &
those things too.
The Ora...
Other[edit]
[Mage: Awakening 2e]
Mardukth, Who Holds In Thrall: The Mountain and the Beast Upon It. The original king of the Abyssal Arcana (Abyss
Primordials who served as the cornerstone of Zen-mu, the Primordial's original homeland. He could part 5)
never wrap his head around if he was real or not. The Ebon Dragon (then the The Dragon's Shadow) [Mage: Awakening 2e]
introduced him to Malfeas (then Theion, The Empyreal Chaos) who kicked his ass by virtue of being Denizens of the Abyss
the concept of being the king. (Abyss ...
Neverborn[edit]
► 2020 (3)
Some of the Primordials were slain before they could surrender, struck down by Ghost-Eating ► 2019 (10)
Technique and other such spirit-destroying powers. Since primordials can't even conceive of death, let
alone think to program the reality they built to handle it, reality promptly shit a brick and jammed. ► 2018 (26)
Now they sit trapped between existence and nothingness, whispering to people about how they ► 2017 (68)
should really consider the merits of killing everything everywhere forever. Also, their name is also ► 2016 (109)
another name for their still-living kin (there is nothing extra, they just took a synonym and ran with it).
► 2015 (82)
On the one hand, they've effectively been trapped at the very moment of death and can feel the mold
eating their bodies forever - killing everything is the best way they can think of to simultaneously do
that (freeing themselves from their torment via oblivion) and give one last middle finger to the people
that killed them. On the other hand, they could probably just let go of their primordial forms and go off
into the wyld again, but they're forever stuck in a self-pitying downward spiral, too obsessed with their
own depression and misery to actually improve their situations short of dragging everyone else down
with them.
Abhorrence of Life
Father of Murder
He Who Holds In Thrall (while none of the Neverborn are really unique characters, this one was
probably Mardukth)
Tears of Want
Whose Whispers Chain - worshiped by the Pelagials, a species of manatee-people living in ruined
underwater cities in the oceans of the West. Speaks through the mummified corpses of their princes.
The Dragon That Was - What the fuck did you do?! If this guy shows up in your campaign it means
you killed the Ebon Dragon (somehow?). There's not much fluff on what this means, except that it's
all-but guaranteed to be bad.
The Engine of Extinction - Similarly this is the result of what happens if you killed Autochthon, or let
him die or whatever. Congratulations on turning one of the few benevolent cosmic entities in the game
into the Rape-o-matic 9000.
Crafted by the Primordials in the dawn of time, or forged from the very fabric of Creation, behemoths
are beasts that defy description. Though many were crippled or destroyed in the Primordial War and
the ages that followed, they are difficult to destroy, and many of these mighty beasts still walk the
lands.
Note that the word "behemoth" is also used officially for a type of creature that Fair Folk can use as
shaping weapons. These are listed in Artifacts/WyldArtifacts.
Acasi, the Soul-Drake - A creature that grows weaker in the presence of souls.
ChaosMonsters are the 11 Terrible Monsters of the Sea of Chaos
Greenstar: the Southern relative of Lodestar from the North, awakened some hundreds of years ago
by a Wyld Hunt.
Mahako, Mistress of the Pride
Omphalan, the God-City
Rask, Builder of Mountains
FrozenHermit/Behemoths
Savants know them as the Prime Wolves, or the First Pack, yet among the Barbarians and Traders
who linger too close to the Pole of Wood, they are simply known as the Pack. A remnant of the
Primordial Age, once the Pack lingered all over the East and North, hunting anything that they caught
the scent of or beckoning to the call of their Master, Arad the Hunter. They were five then, each the
size of a pony; thick fur, rippling muscles, sharp claw and jagged fang, fast and strong. Little could
stand against them, and food was always plentiful -- cities of humans, powerful gods, even
Behemoths could fall before the combined effort of the Pack. Strongjaw was the Alpha, leading the
Pack in service to the Creators and in the constant and never-ending search for food. Fastclaw, his
mate, saw to the protection and well-being of the Pack in all things. The other pair, Ripper and
Stalker, ran and ate and fought and mated -- living the lives that they had been created for, happy and
full of purpose. And, of course, there was Runt.
Then came the Solar Exalted, and the War against the Creators. What could the Pack do but fight?
For a time, the maws of the Pack ran red with the blood of endless numbers of humans and Exalted.
When one of the Solar Exalted slew Strongjaw, however, the Pack was broken -- shattered, in fact.
Runt ran first, yipping and scared off into the Woods to hide. Fastclaw, overcome with rage, fell upon
the lines of the Dragon-Blooded and the other Exalted, only stopping in her slaughter when she was
maimed to near the point of death. Ripper and Stalker ran off then, and the Pack was broken and lost.
Fastclaw, limping away as quick as her injured leg would take her, howled mourning for her beloved
and for the loss (and cowardice) of her Brothers and Sisters.
Yet, such unnatural states cannot last forever. The Pack are one, and slowly Fastclaw found the
others. Runt had been nearly slain by the Dragon Kings in the days after the War, but she nursed him
back to health. Ripper and Stalker had ran off into the dim reaches of the North, hunting the
Mammoth and the Elk, when Fastclaw found them -- they did not wish to follow, but she grabbed
Stalker by the throat and would not let go until she relented and after that a simple growl was enough
to bring Ripper into line. The East, she told them, that is our home now. The Pack left then, to the
furthest reaches of the East, leaving the Exalted to their stolen creation.
The Primordials are beings that existed in the Wyld long before Creation was formed by their efforts.
A Primordial is composed of lesser souls - individual entities in their own right - which are also
composed of autonomous lesser souls. Each Primordial has a favored concept or principal that it
promotes or embodies, and each of its lesser souls also represent some aspect of the Primordial's
personality, or favored concept.
The Primordials differed from the unshaped raksha of the Wyld in their desire to put order to the
chaos of their environment. The unshaped raksha found the Primordials' desire for stability unsettling.
At the beginning of the Primordial War there were twenty-seven Primordials living in Yu-Shan.
Only two Primordials sided with the gods during the Primordial War. Gaia and Autochthon, Great
Maker. The rest were either slain, becoming the Neverborn, or imprisoned, becoming the Yozis.
The Primordials were -- and are -- the beings that created Creation. They were overthrown by their
servants, the gods in the Primordial War. The slain Primordials became the Neverborn; the survivors
were imprisoned in one of their own (Malfeas) and became the Yozis. Two Primordials remain whole
and unchanged: Gaia and Autochthon. There were also two further Primordials unaccounted for, one
later returned to initiate the Aftershock War (where it was eventually slain) and the fate of the latter
remains unknown. In 1st Edition, the slain primordials were known as the Malfeans; this changed to
the Neverborn in 2nd Edition.
in:
Exalted glossary
Primordial (AOS)
EDIT
SHARE
you might also check Primordial (disambiguation)
Primordial is the term applied to those who came before the gods and first wrenched Creation from
the chaotic stuff of the Wyld.
Contents[show]
Overview Edit
The Primordials originally lived in Yu-Shan with the gods managing affairs from the Blessed Isle, until
the gods engineered a revolt against the Primordials using the Exalted as their agents (due to a
powerful Geas placed on the gods at their creation, the gods cannot themselves attack their
Primordial creators).
With their death, the Neverborn cursed the Exalted with the Great Curse, leading to the corruption of
the Solars and the end of the First Age. Only two of the gods are even aware of the Great Curse
(Lytek and the Maiden of Secrets), and despite their efforts, the Great Curse is effectively
unbreakable.
Only two Primordials survive intact: Gaia, who remains in Creation, and the Great Maker Autochthon,
who fled into exile in the void of Elsewhere. The rest were either slain, becoming the Neverborn, or
imprisoned, becoming the Yozi. Primordials created the gods as administrative assistants, to
manage creation while they played the wondrous Games of Divinity.
Nature Edit
The exact nature of the Primordials is open to extensive debate; the only Primordials left are
Autochthon and Gaia, and Gaia has not been extensively detailed. However, some information can be
gleaned from Exalted: The Autochthonians and Games of Divinity. GoD details the Yozis extensively,
while E:TA covers Autochthon, who has some similarities to a Yozi. Within this section, we will
assume that Yozis and Primordials are relatively close, although the Yozis may be twisted, perverted
or otherwise reduced slightly.
Unlike the gods, who are somewhat comprehensible from the human perspective, and who can be
bullied around even by a Terrestrial Exalted when necessary, the Primordials are a different order of
being, closer to fundamental laws of the universe made manifest. The most basic difference between
the Primordials and other entities is a simple matter of size and scope: Gaia is Creation; Malfeas,
first among the Yozis, is a giant city containing all the other Yozis in some fashion; Autochthon is a
separate realm unto himself.
In addition, the Essence of the Primordials is too large to be contained in one self. Primordials
subdivide their personalities into at least 8 distinct souls, representing different aspects of their
identity and worldview; these souls may themselves have subsidiary souls. In Autochthonia, these
souls form an additional pantheon of deities.
Finally, life and death for Primordials is of a different nature than it is for other creatures. While
Primordials can die, it appears to be more equivalent to a reconfiguration rather than a cessation of
existence. Primordials do not enter Lethe or reincarnate, as they may be too big for such a concept
to be meaningful; instead they become Neverborn. Neverborn, in turn are capable of activity - not the
least of which being the creation of the Deathlords and continuously plotting to bring Creation to
Oblivion (AOS). Even dead and asleep, the Neverborn are power incarnate.
GoD states that when a Yozi is slain, another aspect of the Yozi will replace the current one. This
has happened to the Yozi Adorjan at least. It is not clear whether Yozis can be slain and turned into
Malfeans.
Personality Edit
The exact nature and behavior of the early Primordials is open to debate; while the Yozis and
Malfeans are certainly malevolent, that is at least partly a function of their death and imprisonment. In
contrast, Autochthon is portrayed as quite fond of ordinary, unenhanced human beings.
The reason given for the gods' revolt against the Primordials is fairly petty: the gods wanted to have
the Games of Divinity for themselves. Given the state of Yu-Shan and the management of Creation, it
is open to debate whether the gods are an improvement over the Primordials.
Known Primordials Edit
These are not all existing primordials, but only some of the most important ones. Some primordials
were slain so thorougly that they were actually eliminated from reality altogether.
In addition, at the end of the Primordial War two primordials remained unaccounted for. One was
responsible for the Aftershock War during the Unfurling Horizon Era, whilst the whereabouts and
status of the last is still unknown.
Below there is a list of known Primordials. However, it should be noted that a number of primordials
do not fall into any of thse categories.
Two words: plot device.
Behemoths cover a range of creatures, spawned from different methods, but possessing the same
general features. Some were created by the Primordials, some were created by the Fair Folk, later;
some just assumed their own identity and crawled out of the Deep Wyld (CoCD: Wyld, page 66).
Individual details vary. They can probably be as small as a 5-story structure, or as large as your
imagination warrants them being. The most "common" ones appear to just be massive variants of
Creation beasts (there was a picture of a gargantuan praying mantis in one artwork), but CoCD: Wyld
mentions a "coral reef behemoth".
Generally speaking, I wouldn't give these things a health track like most creatures. Rather, if you or
your group was to fight one, I'd give whatever part of it the group was fighting a health track and its
own armor, even if it's the thing's heart. A behemoth encounter should be something almost God of
War-esque, possibly even subbing in dodge/athletics checks in the place of actual combat rolls, a la
Quick-Time Events.
CoCD: Wyld also states that behemoths can have any intelligence from brick to brilliance; the Lion
Turtles from the Avatar series would be a good inspiration for a benevolent, nigh-omnipotent,
intelligent behemoth.
You'll also note that behemoths probably don't like being in Creation. It's not explicitly stated, but
given that in reality they would have to consume enough protein on the daily to clear a forest
(herbivore) or wipe out an ecosystem's worth of life in the span of a week, they would likely die of
starvation before a supernatural hit squad/Wyld Hunt could be mustered to fight them off. My theory
would be that most have fully integrated themselves into a sort of symbiosis with their ecosystems in
the Wyld, such that getting them to move on their own accord would be a nigh legendary task of
social combat.
If a behemoth was to be sent to attack something of dire importance, like a Reality Engine, for
example, however, it would set the backdrop for a huge, 70s-80's rock-level epic combat involving
nothing less than the Heavenly Legion.
EDIT: tl;dr version — think of behemoths as living scenery. The Sarlacc (and the Space Slug) from
Star Wars is a good example of this: it's more like a terrain feature with a self-contained environment
than a "creature" if that makes any sense.
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The coral reef behemoths sounds interesting seeing as its a lot of organisms. This could imply a
behemoth beehive.
Now that I've heard them described like you have I realize that I have seen many of them in media.
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Behemoths exist on a range. The lower end ones are mostly giant beasts. Then there is the other end
of the scale, the Raksha have Ishiika an aspect of Nishkriya which is larger than creation, it probably
serves as a plot device much like the Kukla.
They also come in different flavors. The primordials created a bunch, the Fair Folk create their own,
the underworld has its own version in the hekatonhire. I believe the Mask of Winters keeps a citadel
on the back of a zombified behemoth. Mostly they are large and immortal until slain in conflict.
Ravri, the Star-Serpent, Sidereal Behemoth
When the Maidens implemented the grand design of Fate upon Creation, they saw the need for a
champion, eternally prepared to defend their domain from those who would rally against it. Though
they cited such examples as Fae saboteurs when questioned by Theion, the foe they had in mind
was Isidoros, who rankled still at the inclusion of Fate in Creation. Though they did not believe that
Isidoros would go against the oath he swore upon himself to Theion to not interfere, if one of his
creations stuck out against Fate on its own, how could the Empyreal Chaos blame him?
With this in mind, the Maidens grasped onto the grand tapestry of the Loom and the constellations.
Each one wove from their domains powerful astrological signs, seamlessly integrating powerful
destinies of journeys and secrets, peace and war, beginnings and endings. When they had finished,
the Incarnae of Fate gazed together on their handiwork; a mighty feathered snake of stunning beauty
and great strength. Such was the birth of Ravri, the Star-Serpent.
In her earliest days, Ravri did little more than patrol the starry vault, protecting the constellations from
the very occasional Raksha or Wyld Behemoth that slipped past both Luna’s gaze and the baleful
light of the Daystar. When the Maidens created their Exalted, however, Ravri instantly fell in love with
them, viewing them as something akin to siblings. Thus, when the Exalts began the Primordial War,
Ravri flew into battle with them. Time and time again she entered the fray with her adoptive siblings,
each time swooping down to rescue a Sidereal from a hopeless fight. She fell in battle, swatted down
by Primordial Souls and their god-monsters, but she would rise again, for Saturn had woven into her
the time and place of her Ending, and it was not then. When the war ended she rejoiced, for her
siblings and mothers were safe from the architects of Creation. The Sidereals would join her in her
task, she thought, and her solitude would end.
Alas, it was not to be so. While those Viziers whose lives she saved would visit her from time to time,
they grew increasingly few in number as time and battle brought them, one by one, into Saturn’s
domain. Even the Maidens ceased their irregular visits, enraptured with the Games of Divinity. So,
she continued her solitary vigil, far more lonely than before.
And so she continued. The Balorian Crusade gave the Star-Serpent a brief period of respite from her
loneliness, as she battled the Fae from the opening engagements of the invasion to the Firing of the
Sword of Creation without pause. She is wary of her siblings now, for she knows the Sidereals were
responsible for the damage to the Mask, but is not sure how she does. The incident taught her to
keep a closer eye on Creation itself, and now she idly wonders if she should reveal herself to a young
Sidereal, perhaps one that just exalted, to end her solitude and assist her in finding a way to repair
her charge.
Ravri appears as a large feathered snake, some 10 yards long, and perhaps a yard in girth at her
neck. She has three mouths, nine eyes, and fifteen wings, all arranged to make her trilaterally
symmetrical. Her razor-sharp starmetal feathers glow faintly, refracting the five colors of the Maidens.
When the occasion calls for her to speak, Ravri does so in highly formal Old Realm.
Motivation: Protect the constellations, the Maidens and the Sidereal Exalted
Attributes: Strength 12, Dexterity 12, Stamina 6; Charisma 8, Manipulation 8, Appearance 6;
Perception 8, Intelligence 6, Wits 6
Virtues: Compassion 4, Conviction 5, Temperance 3, Valor 3
Abilities: Athletics 4, Awareness 4, Dodge 6, Integrity 6 (+2 against the Wyld), Investigation 2 , Lore
7 (+3 The Stars), Martial Arts 8, Performance 4, Resistance 7, Stealth 8 (+3 while flying)
Essence Abilities:
Starlight Traveler- As Mercury’s gift the Star-Serpent, Ravri knows all of the secret paths that
crisscross the skies of Creation. Combined with her immense flying speed, Ravri can traverse the
length of Creation at a whim. Mechanically speaking, Ravri can travel to any point in Creation from
any other point in Creation in less than an hour.
Cessation of Strife- This enchantment of Ravri’s plumage with an aura against conflict and strife is
Venus’ gift to the behemoth. This ability makes Ravri immune to any external penalty to her DDV,
including onslaught and coordinated attack penalties.
Crimson Battle Pattern- Mars imbued the behemoth with this power, to better strike out against her
enemies. Ravri’s attacks deal aggravated damage to Creatures of Darkness and the Wyld and gain
the Starmetal Magical Material bonus.
Secrets of Woven Fates- This is Jupiter’s imbuement to the behemoth. This ability allows Ravri to
know, at all times, the status of the 25 constellations. As a side effect, this allows Ravri to teach
Sidereals any of their Native charms as if she knew them herself.
To All Things, an Ending- This ability is Saturn’s gift to the behemoth. So long as all of the
constellations of the House of Endings remain, Ravri cannot be permanently killed by any force short
of a Primordial, one of the Celestial Incarnae or Adamant Circle Sorcery designed for that effect.
Should she die, Ravri is reborn out of the House of Endings on the next moonless night.
Join Battle: 10
Attacks:
Bite: Speed 5, Accuracy 22, Damage 15L/2, PDV -, Rate 2, Tags P O2
Wing Strike: Speed 5, Accuracy 20, Damage 18L/2, PDV 8, Rate 3, Tags O2
Clinch: Speed 6, Accuracy 18, Damage 13B, PDV -, Rate 1
Soak: 13L/21B (Starmetal Plumage +10L/+15B)
Health Levels: -0x10/-1x5/-2x5/-4x10/I
Dodge DV: 12
Willpower: 8
Essence: 6
Notes: Due to her close connections to the Loom of Fate, Ravri cannot defend against any effect
enhanced with astrology. Both the Maidens and Ravri endeavor to keep this fact secret.
Once upon a time, Luna was dancing through the Wyld, singing and laughing from waypoint to
waypoint. And as she danced, something caught her eye. From the infinite possibilities of the Wyld,
a true intelligence was attempting to be born. Intrigued by this turn of events, Luna wrapped the
nascent being in a protective layer of her light, and stood sentinel over it, protecting the tiny proto-self
from the predations of the Fae. Perhaps the intelligence shaped itself after the first being that gave it
kindness, or perhaps Luna’s protection imprinted a likeness of her power upon it. Either way, safe
from the hazards of the chaos that had given it birth, the intelligence, neither raksha, nor god, nor
primordial, but something beautifully unique, self-actualized. It crystallized the moonlight that enfolded
it into its body, giving it a physical form. Amused, Luna gave the behemoth a hug and continued her
dance, the new-born being in tow.
Kwileph appears to casual observance to be naught more than a sphere of moonsilver roughly the
same size as a large dog. Once it begins moving, however, the behemoth displays a nature so
protean that the Lunar Exalted are put to shame. The Quicksilver Octopus can alter its physiology at
will, making it a foe to be reckoned with. If Kwileph is capable of communication with anyone other
than Luna, it has never done so.
Standard Package
(Multiple Limbs (Tentacles) 6pts, Supernatural Quickness 6pts, Stone Body 6pts)
Join Battle: 10
Attacks:
Tentacle Strike (Based on Kick): Speed 5, Accuracy 15, Damage 13B, PDV 7, Rate 4
Clinch: Speed 6, Accuracy 14, Damage 10B, PDV -, Rate 1
Soak: 22L/27B (Moonsilver body, +10L/10B)
Health Levels: -0x20/I
Dodge DV: 10
Offensive Package
(Multiple Limbs (Tentacles) 6pts, Gargantuan 6pts, Talons 2pts, Toxin 2pts, Gazelle’s Pace 2pts)
Join Battle:
Attacks:
Tentacle Strike: Speed 5, Accuracy 16, Damage 19L, PDV 7, Rate 4
Clinch: Speed 6, Accuracy 15, Damage 16L, PDV +0, Rate 1
Soak: 17L/24B (Moonsilver body, +10L/10B)
Health Levels: -0x30/I
Dodge DV: 10
Defensive Package
(Stone Body 6pts, Gargantuan 6pts, Perfect Healing Factor 6pts)
Join Battle: 10
Soak: 24L/31B (Moonsilver body, +10L/10B)
Health Levels: -0x30/I
Dodge DV: 10
Though they rarely interact now, in the long millennia before the Primordial War Gaia’s Elemental
Dragons met and worked together often, playing a large part in maintaining the geomancy of Creation.
Aetna, a giant beast of flame and stone, was the unintended byproduct of one such meeting.
As the Elemental Dragons convened at the Pole of Earth, Mela and Hesiesh arrived to find their host,
Pasiap, engaged in a deep slumber. Mela, ever the trickster, convinced Hesiesh that they should play
a prank on their sleeping brother. Hesiesh would plunge his arms into Pasiap’s infinite depth and pull
something out; this game would continue until Hesiesh grasped something that would wake their
sleeping brother. It never reached that point, however, as Hesiesh pulled out something alive that
scuttled away when Hesiesh dropped it in shock. Mela and Hesiesh ceased their game, and did not
speak of it when their remaining siblings arrived and they went about their business.
That tiny centipede-lizard rode the dragon lines south until it found a powerful Fire Aspected demesne
deep in a dormant volcano. There it slumbered, soaking in the essence of flame and earth, growing
ever larger and ever stronger.
The behemoth appears as a long, sixteen-legged Komodo dragon made entirely of magma, and blown
to apocalyptic proportions. It lives to devour essence. So far its demesne home has sustained the
behemoth, but soon even that well will run dry. Then the beast will emerge and rampage around the
South, draining the dragon lines until the beast is satiated or stopped.
Fishermen in the Western oceans sometimes find an island where none were before. If they grow the
courage to land on the island, they find that the forests that appear to dot the island’s landscapes are
in fact coral growths, and the stone that comprises the island is far closer to bone than stone. They
soon flee with disquiet from Sachidu, the Roving Island.
The origins of this oceanic monster were always shrouded in mystery. Its oldest recorded appearance
was late in the Primordial Age, when the Mostok record the Lintha using the behemoth as a beast of
burden in their perpetual war with the Dragon Kings. Perhaps Kimbery created it for her favored
children? Or maybe it was an inhabitant of her world-body that somehow found its way into Creation?
Regardless, this apparently mindless behemoth was exiled from Creation until the First Age, when a
Solar called the behemoth from Kimbery in order to build a summer home atop the beast. Though
viewed by the Solar as little more than humble summer cottage, it is more lavish and elaborate than
even the most decadent pleasure-palaces of the Age of Strife. Kept safe from the elements by ancient
spells, what wonders of sorcery and artifice could be found within its walls?
Sachidu appears as a man-of-war jellyfish, coated in stone-bone armor and grown to apocalyptic
proportions. Coral “forests” dot its landscape, obscuring the solar mansion from casual sight.
Early in Creation’s Prehistory, Kimbery sat among the Western Sea. She was crafting creatures in
imitation of the inhabitants of her world-body, for she had just finished her turn at the Games and
needed a way to occupy her time. She had crafted three roughs when a shadow blocked her light.
She looked and saw the impossible bulk of her brother, Isidoros, wading through the seas. He gazed
down at Kimbery’s handiwork and declared it a fine start. He then grabbed up her roughs and shoved
them in his mouth. After chewing for a moment, he spat out his handiwork. The creatures had been
fused into a single amalgam of great size and covered in black bristles. Proud with his handiwork,
Isidoros left, deaf to the long train of acerbic curses Kimbery shot in his wake. Brewing with anger,
Kimbery returned to her work, recreating and then finishing her work. Those creatures eventually
became the progenitors of lobsters, crabs and horseshoe crabs. The result of Isidoros’ meddling
became known as Haran, the Chitinous Boar.
During the Primordial War, Haran was ridden into battle by one of Kimbery’s Lintha champions. After
the victory of the Exalted host, the behemoth was sealed with its Primordial master in Malfeas. At
that point the behemoth faded from history, to reemerge recently when Kimbery attempted to gift the
beast to one of her champions. Isidoros, who had forgotten about the behemoth millennia ago,
demanded it be returned to him. Kimbery, however, claimed ownership as the initial creations were
hers. Their argument has yet to be settled.
Haran appears as a monstrously huge amalgam of the creatures Kimbery was attempting to create.
Its body is a large cylinder with several layers of protruding chitinous flaps which gives the behemoth
the appearance of a deformed oval when viewed from above. Its head is sunk into its body, though it
can extend out, revealing a quartet of small, dark eyes and a gaping maw. Each of the behemoth’s
ten legs ends in a crushing claw, similar in proportion to the monstrous crab-monster’s body as those
of its lobster cousins. This vision of primordial terror is then covered in a think mat of black bristles.
Once the Zenith known as Virtuous Son of the Sunrise was considered among the most pious and
faithful of the Unconquered Sun’s Exalted priesthood. Yet, even the mightiest may fall when exposed
to temptation. Sunrise sold his soul to Cecelyne for power. His corruption lasted several decades until
his circle discovered his condition and hunted him down.
Yet, his legacy lived on after his death. Sunrise’s infernal cult raided his tomb shortly after his death,
and then interred it in his uncompleted Manse-Temple in the depths of the Endless Desert. There, the
cult prayed fervently for their Prophet-King to return to them or simply give them a sign of his
continued powers. Perhaps their prayers fueled some unfinished powers of the Manse-Temple.
Perhaps Cecelyne answered for her fallen champion. Perhaps the dead Exalt reached beyond the veil
of death for his followers. Either way, miracles answered the cult’s entreaty. Emboldened by this the
cult continued their worship. This was just over two millennia ago, and the cult thrived. Feed by
regularly-replenished locust pits, the cult survived, praying fervently to their dead king. On occasion,
strange visions would be revealed to the cult, and members would journey into either the Demon City
or Creation to fulfill their strange purpose.
With the advent of the Green Sun Princes, a Malefactor arrived at the cult’s temple, lead on by
strange visions from Cecelyne. There he found the cult and after a brief display of his Infernal
Prowess, was declared the reincarnation of their long dead Priest-King. Not being one to argue, the
Infernal delved into the incomplete manse, and recovered the mummified body of the long-dead
Akuma. Brief, hazy vision proved to him that the cultists were, in fact, correct in their assumption.
Realizing the metaphysical weight and power held within the corpse, however, he contacted one of
his colleagues, and they began their work. The two Infernal Exalts labored long and hard, but in the
end were successful. The Twice-Risen Prophet walked once more.
The behemoth looks, to casual appearance, as a short, heavily emaciated man wrapped in irregular
strips of worn demon-leather. Closer inspection reveals that what little flesh the creature possesses
is, in fact, red-brown sand, which writhes unnaturally. The Twice-Risen Prophet can manipulate these
sands at will, making it a potent opponent.
Actions: Feats of Strength: 30 dice (may attempt Strength 20 feats); Senses: 12 dice,
Appearance 4 (Hideous), Resolve 6, Guile 1
Combat:
Claws:
Attack (Ivory claws): 16 dice (Damage 22, minimum 5)
Attack (Grapple): 11 dice (25 dice to control). Ur-Thanagoth makes unopposed control rolls against
enemies of smaller size, unless its victims use magic that allows them to clinch larger enemies, such
as Dragon Coil Technique.
Legs:
Attack (Tower-Crushing Stomp): 10 dice (Damage 30, minimum 4, Smashing)
Body:
Attack (Unstoppable Bulk): 14 dice (Damage 30, minimum 5, Smashing)
Merits
Cold Iron Bane: Weapons made of iron deal aggravated damage to Ur-Thanagoth, blackening and
cracking its ivory flesh wherever it is touched.
Legendary Size:Ur-Thanagoth is a living mountain of saga-writ ivory and unbridled hatred, well beyond
the scale of most opponents. Attacks from smaller enemies do not impose onslaught penalties.
Withering attacks from smaller enemies cannot drop it 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 to it, not counting any levels of damage added by Charms or other magic.
Expansive Engagement: Many opponents of significant scale cannot easily be attacked as a single
target and may perform several actions at once. Characters with this merit effectively join battle as
more than one opponent, using multiple component profiles. Exactly what this entails varies. Some
characters with Expansive Engagement may be large enough to occupy multiple range bands with
different component profiles. Some of their component profiles may have unique attacks or Charms.
Some cannot be attacked in particular ways until other component profiles have been disabled or
destroyed. Regardless, there will always be a single main profile which will disable all others if
incapacitated. The Spire that Breaks the World is sufficiently immense to join battle with three
component profiles. These three profiles share an Essence pool and Willpower, but track Initiative and
Health seperately. Obviously, the three parts of the behemoth move together, and if one of them is
moved through some titanic outside force they are moved together.
Legs: The Spire that Breaks the World stands aloft on five pillar-like legs, each the thickness of an
ancient redwood and a hundred feet long. The legs are the only part of Ur-Thanagoth that stand at
Close range with the ground by default. If they are destroyed, the behemoth will fall prone and the
other component profiles will suffer a -2 wound penalty if their penalty from injury was not already
greater. Crashing the Legs will inflict a -1 penalty on all of Ur-Thanagoth’s actions and removes its
ability to make move actions until they recover. The Legs are the only part of the behemoth that can
make movement actions.
Claws: The behemoth’s mighty back bristles with hundreds of massive limbs ending in smoked-glass
blades, talons and claws. These limbs do not extend all the way to the ground, but can attack
anything within Short range of the Body. If they are destroyed, the other component profiles will suffer
a -2 wound penalty if their penalty from injury was not already greater.
Body:Ur-Thanagoth’s body is a great ivory spire, carved with dozens of screaming faces each the size
of a bull yeddim. By default it stands at Medium range from the ground. The Body is Ur-Thanagoth’s
primary profile and incapacitating it will also incapacitate the other two profiles. Only the Body
respires motes each round during combat. The Body cannot normally attack except through its
Charms, but it can crush opponents with the Unstoppable Bulk attack if knocked prone.
The Spire Stands: Ur-Thanagoth is simply too large and sturdy to be impeded by most efforts to bring
it down. It is immune to any effect that would knock it down, even those backed with magic. There are
three exceptions. First, those rare monsters that are even larger than the Spire That Breaks the
World, such as Kukla and the Juggernaut, can cast it down with Smashing attacks and other effects
as normal. Second, a character sufficiently mighty to successfully grapple the behemoth’s leg (and
survive the Hero-Pulverizing Rebuke, below) can cast it down. Finally, a sufficiently cunning plan or
trap may be able to temporarily bring the behemoth down. This requires a special Gambit of Difficulty
8. If knocked prone, the behemoth’s Legs cannot act for three rounds and will rise from prone
automatically on their fourth round.
Ascend Gambit: Ur-Thanagoth’s legs can be targeted with an Ascend gambit at Difficulty 4 which
allows a character to clamber on to them and ascend towards the body. The intrepid attacker climbs
to Short range above the ground and within Short range of Ur-Thanagoth’s body. He is carried with Ur-
Thanagoth whenever it moves, no longer a valid target for its leg attacks. However, the character must
then contend with attacks from the Claws and succeed on a second Ascend gambit to climb to Ur-
Thanagoth’s body, which can then be attacked at Close range. Those that brave leaping directly onto
the behemoth’s back from a suitable vantage, like a moving airboat or one of the great towers of
Chiaroscuro, can move to the body directly at an increased difficulty of 6.
Cliffs Guard The Range: Ur-Thagoth’s claws thrash and writhe to bat away any attempt to damage the
central spire. Its Claws are always considered to be making a Defend Other action directed at the
body in addition to their normal actions unless they are crashed or destroyed.
Ten Thousand Jagged Shards: The behemoth’s innumerable claws have little difficulty in restraining
and dismembering its many enemies. Ur-Thanagoth’s claws can continue to make normal actions
during a successful Grapple and suffer no penalties for the ongoing grapple. It can even maintain
multiple grapples on different opponents.
World-Breaking Stride: Ur-Thanagoth’s massive legs plow through armies and fortresses without
regard. Unless engaged by an opponent at least half its size, the behemoth can reflexively move on
its Legs action regardless of opponents without using a Disengage action. Doing so inflicts a Tower-
Crushing Stomp attack on all opponents within close range of the new location. The Legs gain
initiative only for the most damaging roll. If the legs are destroyed or knocked prone, the Body can roll
to crush enemies, making Unstoppable Bulk Withering and Decisive attacks on everyone within Close
range. The behemoth can reflexively make a feat of strength roll to destroy any inanimate object in
range of either of these attacks with double 9s.
Offensive Charms
Twin Leviathan Strike(5m, 1wp; Simple; Instant; Decisive-only; Claws Only; Essence 4): The
behemoth’s many glassy claws, blades and stingers lash out in a blur, striking two opponents within
range with a Decisive attack. The Claws Initiative is divided evenly between both to determine the raw
damage of the attack. Once per fight, unless reset by building up to Initiative 20+.
Hero-Pulverizing Rebuke (8m; Instant; Counterattack; Perilous; Decisive-only; Legs Only; Essence
6): Many great and storied champions from Creation and the Wyld have sought to cast down The
Spire that Breaks the World, but all have been crushed beneath its titanic hooves. If someone should
be mighty enough to succeed in a Grapple gambit against the Spire’s legs, he will briefly receive its
full attention. The beast’s pillar-like ivory hoof smashes down with all its might. The would-be grappler
must succeed at a Feat of Strength at difficulty 20 (minimum Strength 10) in order to wrestle back the
colossus. Those that fail at this roll suffer an immediate unblockable Decisive counterattack of Tower-
Crushing Stomp, hitting automatically and dealing 6 additional dice of damage. Those that succeed at
this prodigious feat can elect to immediately end the grapple on a special Throw/Slam action that
casts the behemoth out to Medium range and doubles the extra damage gained from the premature
forfeit.
Impossible Radiance Gaze (10m; Simple; Instant; Decisive-only; Body Only; Essence 6): Ur-
Thanagoth’s many faces sing into being sparks of flame of many colours never seen in Creation,
which blend together into a molten river of light, striking an area within Long range. The behemoth
makes an undodgeable Decisive attack with 16 dice on any number of people within Short range of
the target location, splitting initiative equally between its targets. The Impossible Radiance Gaze can
only be deflected by Clashing it with a suitably potent ranged magical attack, such as Blazing Solar
Bolt or Death Ray. A successful clash scatters the beam in flight negates all of the attacks.
Defensive Charms
Unbroken Spire Defence(8m, 3i/hl; Reflexive; Instant; Decisive-Only; Perilous; Essence 6): Ur-
Thanagoth’s might is such that it can ignore even the most grievous blows against it. This defence
can be used after a Decisive attack rolls damage against any of the behemoth’s component profiles.
Each component profile pays 1i for each level of damage negated. This defence can place one or
more of the behemoth’s profiles in initiative crash, but cannot be used if any of them are already
crashed.
Horror-Mask Resurgence Roar (6m; Reflexive; Instant; Perilous; Essence 2): After a Withering or
Decisive damage roll against any of its component profiles, Ur-Thanagoth may use this Charm to gain
one point of Initiative for every 9 or 10 rolled. It may exchange five points of Initiative reaped from a
single use of this Charm to heal a level of damage.
Mobility Charms
Horizon Spanning Leap (6m, 3i; Simple; Instant; Perilous; Legs Only; Essence 6): The behemoth
crouches, preparing to bound across the landscape with a single leap. After using this Charm, the
behemoth lowers its body to Short range and its claws to Close range above the ground, and can be
scaled with a single Difficulty 4 Ascend gambit from characters on the ground. Unless the Legs are
crashed or destroyed before the next turn, the behemoth will leap to any space within Long range,
landing with a terrible impact and dealing an unblockable Tower-Crushing Stomp to all enemies within
Short range of that point. If they make a Withering area attack, the legs gain initiative only from the
the most damaging attack. Inanimate objects in range can be destroyed with a feat of strength,
doubling 8s.
Utility Charms
Ivory Saga Writ(6m, 1i; Simple; Instant; Perilous; Body Only; Essence 3): Ur-Thagoth’s many faces
make a choral proclamation in their screaming alien tongue, and the text scrimshawed into its ivory
hide shifts in response. The behemoth can freely redistribute up to 10 points of initiative between its
three component profiles, though it cannot take from or grant initiative to a profile in initiative crash.
Using Ivory Saga Write also resets the Onslaught penalty of all three of Ur-Thanagoth’s component
profiles to 0.
And to show I'm not just here to take people down, Here's a Hecktonkhire I made;
Special Gambit Rules; By making a Grappling Gambit with a difficulty of 4 instead of 2, a character
can leap upon the Charger’s back and grapple him from there. In this position, the Charger can not
race with this opponent; he is always treated as if he has his base stats against them, and he suffers
a heavier penalty to defense and attacks so long as someone is upon his back; -3 to his attacks and
-2 to his Defense. Similarly, as he is a centaur, he can not be Unhorsed. However, using an Unhorse
Gambit upon him cripples his legs, reducing his Combat Movement pool by 1 for each gambit used
on him. This can stack as high as the players wish
Kickstart; 8m; Add 5 successes to his Join battle roll.
Speed Demon; While in a fight with the Charger, it is a Race as much as a fight; he demands all his
fights be mobile, and to fail is to give him the advantage. At the start of each Round, anyone who
wishes to engage the Charger must make an opposed Race roll, that is, Dex + Athletics or Ride
versus his Combat Movement. The Amount that he wins by, if he wins the roll, is important for his
charms; as he ebbs and flows with his own speed. At its most basic level he gains a number of
points of soak each to the amount that he won the roll by, to a maximum of 4. All charms that
reference adding dice based on this track the score of the opponent; He is incentivized to pick off
stragglers over those closest in power to him.
Hundred Legions Charge; 7m; Double Nines on a race or rush and rush anywhere he pleases,
including reflexive feats of strength to break things.
Eternal Charging Spirit; 4m Reroll a number of dice equal to the amount of dice an Exalted opponent
pays towards an excellency on the Ride Roll. Buying reroll dice (ala the Dragonblooded Excellency)
or Changing the Target Number (Ala Sidereal Excellency) does not add to this number
Summoning The Brutal Legions; 10m, 1wp; If Charger Wins a roll by over 10, he may forfeit the extra
dice to reach the maximum he can buy dice to instead summon a Size 1 Battle group of his
Pyreflame Army. Doing so allows him to also roll the forfeited Initiative and regain that many motes.
He must beat a target by 10, regardless of who it is. He can not activate this charm more than once
per roll, even if he beats multiple targets by 10.
Charging Assault; 1+i or 1+m; The Charger can add 1 dice to his attacks per mote or initiative
depending on how many he won the race roll to a maximum of 6.
Power Kick; 3m; if the Charger wins by more than 4 against a foe, he may pay 5 motes to reroll ones
until they fail to appear on his attack.
Defensive Handle Slider; 2m per -1; The Charger can reduce the successes of an opponent’s attack
up to how much he won the race of his turn. To a maximum of -6.
Spinning Sickle Slice; 4m, 1wp; If the Charger successfully parries a Decisive attack, he may counter
with a Decisive attack of his own; this has a base damage of his weapon, but doesn’t add his
Initiative. Once Per Scene, but reset by activating Summoning the Brutal Legions
Combat:
Attack (Pincers): 15 dice (Damage 20, minimum 5)
Attack (Slam): 12 dice (Damage 25, Minimum 6, smashing)
Attack (Pin/Grapple): 10 dice (20 dice to control) Yama-O makes unopposed control rolls against
enemies of smaller size, unless its victims use magic that allows them to clinch larger enemies, such
as Dragon Coil Technique.
Merits:
Cold Iron Bane: Weapons made of iron deal aggravated damage to Yama-O, sickening and blighting
his flesh and making his flowers wither.
Legendary Size: Yama-O is an unstoppable, house-sized centipede, trampling over most human-
scale opponents without slowing down. Attacks from smaller enemies do not impose onslaught
penalties. Withering attacks from smaller enemies cannot drop it 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 to it, not counting any levels of damage added by Charms or other magic.
Spreader of Dreams: Wherever Yama-O steps, countless dream-flowers bloom, their petals glistening
with a strange substance known only as Dream-sap by the few scholars that study such things. At
the end of each round, flowers start spreading around Yama-O, covering everything in close range of
him. If all rangebands in close range are already covered, all bands in short range are covered instead
etc, so a maximum of long range from Yama-O. All characters standing in the field at the end of their
turn (except Yama-O) are exposed to dream-sap (see below). Only cold iron can keep these flowers
from spreading, and scythes of iron, scattering iron dust etc. can rapidly wither the flowers and create
a safe space.
Armour of flowers: When he (as a simple action) wills it, the flowers he spreads also bloom on Yama-
O’s body for the rest of the scene, setting his Appearance to 7 and removing the hideous merit. In
addition, all characters that hit Yama-O bare-handed, attempt to climb on him or are grappled or
slammed by him are exposed to dream-sap as well.
Dream-Sap: (5i/round, special in Crash, Duration 5 rounds, -3 Penalty, Vectors: Ingestion, Contact
and Damage)
Dream-Sap fills the minds of its victims with visions of colors, sounds and tastes that should not
exist, overwhelming their senses and minds while filling them with a feeling of euphoria at
experiencing these strange sensations.
A character affected with Dream-Sap that falls into Initiative Crash is overwhelmed by the need to
experience the Dream-Sap even more. He must roll (Current Willpower - Poison and Wound
Penalties) at the start of each of his turns. If he fails the roll he is overcome by the urge to lie down
and roll around in the field of flowers, making him waste his turn, rendering him prone and subjecting
him to a dosage of the Sap in addition to the one for standing in the field. He may resist this effect for
a single turn by paying 1wp.
Offensive Charms:
Thousand-Feet Charge (10m 1wp; Simple; Instant): This Charm may only be activated to close with
an enemy that has attacked Yama-O previously and is not in close range. Yama-O rolls a rush action
against that enemy as normal. However, if he succeeds he may immediately move up to two
rangebands towards that enemy, ignoring the need for disengage actions if he was in close range to
other enemies. In addition he leaves behind a trail of dream-flowers and may roll a withering slam
attack against all characters caught in his path and against the target of his rush, as long as he
reaches close range with this charm. He also gets the usual benefit of a rush action, letting him keep
up with his enemy should he try to retreat.
Gardener of Dreams (5m; Simple; Instant): A gardener must take care his plants grow and spread.
With this Charm, Yama-O encourages his flowers to bloom. All dream-flowers within long range
bloom and release their pollen, which inflict an additional dosage of poison on all characters that
breathe them in and spread flower-fields by one range-band.
Harvest Comes Early(10m 1wp; Simple; Instant; Perilous): Though he prefers to wait and let people
enjoy the fruit of his labour, Yama-O can hasten the process if he sees himself threatened. All
characters within long range that are affected by Dream-Sap immediately roll dice equal to the rounds
of Dream-Sap they are affected by. Each success on this roll makes them lose one Initiative, but
each dice that fails to show a success removes one round of Duration. Yama-O gains all Initiative lost
this way, to a maximum of 10.
Dreamer-Puppet Trick (10m, 10i, 1wp; Simple; Indefinite; Perilous, Stackable): Though he usually
does not use it, Yama-O can influence the dreams and visions of those under the effects of his
dream-sap, changing the desire to lie down amid his flowers into something else. Yama-O targets an
enemy that has been crashed and is affected by his poison, rolling his Dream Manipulation pool
against the enemy’s Resolve. If he succeeds he sets a single command or mission for his enemy. If
his enemy fails his roll against the Dream-Sap at the beginning of his turn he must follow the
command he was given instead of lying down amid the flowers.
If he is forced to go against a defining Intimacy this way he may roll his Permanent Willpower and
remove as many rounds of Dream-Sap from his system as he got successes.
Yama-O may activate this charm as many times as he can afford and may instead target various
mortals and animals that are affected by his sap, creating a Battlegroup.
Defensive Charms:
Mournful Cry of Wounding (5m, 5i; Reflexive; Instant; Perilous, Uniform): Yama-O may use this charm
in response to being hit with an attack that inflicted at least 5 levels of Damage. Yama-O lets out a
pained cry, shocked at being attacked when he only seeks to spread dreams and happiness. He rolls
his Singing dicepool, augmented by his Appearance if he is not hideous, making an Inspire action to
try and wake sympathy in his cruel assailants. Characters whose resolve is overcome automatically
lose 1wp.
Severed-Dream Absorption (15m, 1wp; Reflexive; Instant): It pains Yama-O to rob someone of the
dreams and visions he has granted them, but he will resort to it if he must. This Charm targets a
significant enemy within long range that is crashed and affected by Dream-Sap. Yama-O rolls dice
equal to the rounds of Dream-Sap remaining in that enemy and regains one health level for each
success while the enemy loses one mote for each. However, all remaining rounds of Dream-Sap
affecting that target are removed as they are consumed to heal Yama-O and he immediately resets to
base Initiative, leaving Initiative Crash.
This Charm may only be used once per scene unless reset by taking damage to a -4 health level.
Shattered Concentration Defence (5m, 1wp; Reflexive; Instant; Perilous, Uniform): Yama-O may
cause the visions of an enemy to flare up and distract them the moment the strike at him. This Charm
may be activated in response to a withering or decisive attack. For every 1 on the attack roll the
attacker takes a -1 Penalty to his attack, to a maximum of how many rounds of Dream-Sap that
enemy is suffering from. Against enemies in a crash, 1s and 2s may be penalised. For each Penalty
inflicted this way the enemy loses one round of Dream-Sap from his system.
Utility Charms:
Dreamspeak (1m; Simple; Round): Yama-O is incapable of speaking normally and does not
understand any language except a strange and ancient fae-tongue, but he can visit the visions of
those exposed to his Sap with this charm, letting him communicate non-verbally with his Dream
Manipulation dicepool for a single round and understanding their reply.
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