Book of Bone and Ebony
Book of Bone and Ebony
Book of Bone and Ebony
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EXALTED • BOOK OF BONE AND EBONY<br />
all varieties. Some are simply mechanical, others mimic<br />
the powers <strong>of</strong> First Age artifacts, <strong>and</strong> still others harness<br />
the power <strong>of</strong> the Void.<br />
MECHANICAL<br />
Almost all walking war machines have some kind <strong>of</strong><br />
common weapons implanted in the flesh or screwed into<br />
bone. Barbed hooks, bone spine arrays <strong>and</strong> blades spinning<br />
on axles are all common on larger war machines. Most <strong>of</strong><br />
these cut or skewer, but some are meant to crush — a solid<br />
iron metal drum attached to the front <strong>of</strong> an engine or war,<br />
for example.<br />
ARTIFACT<br />
The weapons built by First Age warriors were designed<br />
to fight the Primordials <strong>and</strong> had to work in a myriad<br />
<strong>of</strong> spirit realms. As a result, they work just as well in the<br />
Underworld as they do in Creation. The problem with<br />
these weapons is that the war machine’s builder must<br />
actually get them, a process that can be difficult or, if not<br />
difficult, extraordinarily expensive.<br />
Few artifact weapons from the Shogunate period (or<br />
later) work in the Underworld. The realm <strong>of</strong> the dead is a<br />
spirit realm with its own principles <strong>and</strong> its own set <strong>of</strong> rules, <strong>and</strong><br />
the builders <strong>of</strong> that time slowly began forgetting (or never<br />
learned or didn’t have the power to achieve) the techniques<br />
for making artifacts work in radically different theaters <strong>of</strong> war.<br />
That said, the First <strong>and</strong> Forsaken Lion, a master <strong>of</strong> First<br />
Age weapons, has modified some powerful artifact weapons<br />
to work in the Underworld, powered by the Hearthstones <strong>of</strong><br />
Underworld Manses or by Essence-containing gems. It is<br />
known that he has Underworld equivalents <strong>of</strong> at least some<br />
powerful artifact weapons — ghosts have seen him deploy<br />
pyre-flame lances <strong>and</strong> implosion bows that focus pure entropy<br />
at their targets — <strong>and</strong> it is suspected that he has much<br />
more than that. The other Deathlords, while not so knowledgeable<br />
as the Lion, may have tricks up their sleeves as well,<br />
although what artifact weapons they have been able to<br />
retr<strong>of</strong>it to work in all theaters <strong>of</strong> battle remains to be seen.<br />
NECROMANTIC<br />
The Deathlords may not have much in the way <strong>of</strong> First<br />
Age weapons, but what they do have is necromancy. The<br />
ability to channel the destructive abilities <strong>of</strong> the Void is<br />
easily the equivalent <strong>of</strong> many First Age artifacts. The<br />
Deathlords have weapons that wither crops, curse those<br />
who see them, cause disease, sicken <strong>and</strong> kill livestock <strong>and</strong><br />
taint water so that it will never be potable. Some <strong>of</strong> these<br />
they install in their war machines, while others, such as the<br />
weapon <strong>of</strong> mephitic desolation, are the war machine.<br />
THINGS FALL APART<br />
For all its many strengths, dead flesh is not an ideal<br />
substance for war engines. Flesh may be tough, but it rots<br />
quickly. <strong>Bone</strong> is weak compared to soulsteel. Knowing<br />
102<br />
VOID CIRCLE NECROMANCY SPELL:<br />
OBLIVION’S AVATAR<br />
Cost: 10 motes (committed) per power, or 40 motes<br />
<strong>and</strong> 5 experience points per power to make the<br />
effect permanent<br />
Target: One war machine<br />
Animating a war machine is sometimes just<br />
the first step in creating a truly devastating weapon.<br />
Oblivion’s Avatar invests a walking war machine<br />
with a portion <strong>of</strong> the power <strong>of</strong> the Malfeans themselves,<br />
granting it the ability to carry pure entropy<br />
into Creation, which might manifest as a black<br />
nimbus <strong>of</strong> destruction akin to Crypt Bolt or (Material)<br />
Withering Method (see Exalted: The Abyssals<br />
pp. 191 <strong>and</strong> 187-188, respectively), the ability to<br />
spread disease or some other form <strong>of</strong> direct channeling<br />
<strong>of</strong> Oblivion into the realm <strong>of</strong> the living. The<br />
prayer-blocking ability <strong>of</strong> the weapon <strong>of</strong> mephitic<br />
desolation is a product <strong>of</strong> this spell. Other examples<br />
<strong>of</strong> the power <strong>of</strong> Oblivion’s Avatar are listed in the<br />
sidebar “Necromantic Weaponry” on page 109.<br />
how to maintain the war machines <strong>of</strong> the Underworld is at<br />
least as important as knowing how to create them.<br />
ROT<br />
A carefully constructed, perfectly lethal battle engine<br />
can decay beyond repair in just a few weeks in a warm,<br />
moist environment. Human sized <strong>and</strong> smaller devices <strong>of</strong><br />
reanimated flesh can be protected from rot fairly easily.<br />
The Deathlords have long since plumbed the depths <strong>of</strong><br />
mummification lore, <strong>and</strong> they’ve learned to keep smaller<br />
war engines in alchemically prepared preservative baths.<br />
Larger war engines are typically kept in silos full <strong>of</strong> preservative<br />
tallow. It is likely that the larger war engines have<br />
all benefited from the Abyssal Charm Decay Resistance<br />
Preparation (see Exalted: The Abyssals, p. 188), <strong>and</strong><br />
many nemissaries use advanced Arcanoi to suspend, halt<br />
or reverse rot in the engines they animate.<br />
WEAR<br />
When dead flesh <strong>and</strong> metal come into conflict, the<br />
metal wins, <strong>and</strong> the flesh needs to be mended or replaced.<br />
This is just as true when the metal involved is part <strong>of</strong> the<br />
war machine itself as it is when the metal is an enemy’s<br />
daiklave. Simple, st<strong>and</strong>ard operations such as walking take<br />
their toll on war machines. Dead feet get worn down to<br />
frayed <strong>and</strong> splintered shins, turning gears amputate poorly<br />
placed arms, <strong>and</strong> any kind <strong>of</strong> repetitive percussion can<br />
ultimately pulverize a zombie. A size class 3 war engine<br />
wears out the equivalent <strong>of</strong> a zombie’s worth <strong>of</strong> flesh in a