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Exalted: Essence Storyteller's Guide

Created by Onyx Path - Exalted: Essence Storyteller's Guide

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Latest Updates from Our Project:

Weekend Plans: Onyx Path Virtual Gaming Convention June 5-7
3 months ago – Mon, Jun 01, 2026 at 08:57:02 AM

Hello Super Storytellers,

In case you're looking for something to do this weekend...


It's that time of year again! Onyx Path will be running their virtual gaming convention this weekend - FRIDAY JUNE 5 to SUNDAY JUNE 7.


As noted, all panels will be streaming on Onyx Path's Twitch channel running Friday June 5 - Sunday June 7, and Actual Plays will be streaming at Plastic Age Plays channel
 
If you want information on current and possible future Exalted projects, I'd suggest checking out:
 
  • What's Up with Onyx Path on Saturday June 6 at Noon EDT
  • The Exalted Panel on Saturday June 6 at 6:00 PM EDT
  • Ask Us Anything Panel on Sunday June 7 at 2:00 PM EDT

Since our Crowdfunding campaign is running at the same time as the convention, I wouldn't be surprised if the Exalted: Essence Storyteller's Guide also came up during the Opening Ceremonies (Friday June 5 @ 4:00 PM EDT) and the Closing Ceremonies (Sunday June 7 @ 5:00 PM EDT) but that's just a guess.

I look forward to learning about how work on the current projects is going, and I'm really excited to learn about future plans.

Check it out if you can! They usually post the panels to youtube after a month, so if you miss out and want to watch, hopefully we'll get a chance again in the future.

Sneak Peek: Shining Miscellany
3 months ago – Fri, May 29, 2026 at 10:29:44 AM

Hello Super Storytellers,

I've got another sneak peek from the second half of Chapter 2 for you today. A reminder that the draft manuscript for this will be released to all backers on Tuesday, and by the end of the campaign everyone who's joined in will be able to read the entire approved manuscript for this book - before any pledges are processed or payments collected.

In the first half of Chapter 2, we saw alternate combat rules and options. In our most recent sneak peek, we saw some of the alternate Social Rules and options. I don't know about you, but that covers 90% of my games. But now we'll see stuff that can be used to modify that other 10% in the "Shining Miscellany" section!

Before we get to that, however, one quick note since my last update!



ACHIEVED! -At $50,000 in Funding - Adventures on the Blessed Isle

Exalted: Essence Storyteller's Supplement - Adventures on the Blessed Isle - A set of plot hooks, scenario ideas, and perhaps story outlines set in and around the Blessed Isle will be added to the Exalted Essence Storyteller's supplement being built by Stretch Goal achievements.

We unlocked our second section of the Ex: Ess STG Storyteller supplement. Can we add a third? Let's set up our next Stretch Goal (and heavily foreshadow a fourth!!) and hopefully we'll unlock this before the end!



At $60,000 in Funding - Antagonists from the Threshold

Exalted: Essence Storyteller's Supplement - Antagonists from the Threshold - The Stretch Goal built storyteller's supplement will be expanded to include antagonists that could be found in or related to the Threshold.

We're in the "middle plateau" of any crowdfunding campaign, and it'll be a little quieter during these two middle weeks of the process. We'll see if we can get another push during Onyx Path's annual online gaming convention (more on that next week!), but please continue to invite other Exalted: Essence fans to join in with us. The more backers we have, the more rewards we get, so it's just win-win.

And now, for a sneak peek at next week's draft manuscript download. These are just snippets and sections from a much bigger piece, so get excited and tune in on Tuesday to read the whole thing.

Shining Miscellany

The following systems offer alternative systems and additional rules to the Manse and Demesne, Sorcery, and Thaumaturgy — Creation’s idiosyncratic common magic, as well as additional options for stunts and narrative control. 

Thaumaturgy

The small magic of thaumaturgy takes 1,001 shapes: the possession-revealing apothegm spoken when the Sijanese Morticians bury their own; the elderly Icewalker’s hippiatric adjuvant that restores vitality to a wounded steed; a back-alley Wu-Jian haruspex who reads destiny on benthic oil-slick liver. There is no hard line between the exploitation of Creation’s unusual fauna, magical beasts, strange lands, and the arts of thaumaturgy. Only sorcerous scholars invested in the topic or occult charlatans fleecing villagers with useless rituals assert to know the difference. For system purposes, making use of Creation’s supernatural bounty fits into several Ventures using Craft, Navigate, Physique or Sagacity, such as a Crafting Venture to work with Haslanti feathersteel or the Treat Pandemic Venture to treat a supernatural illness. Thaumaturgical rituals often replicate such efforts with greater ease, transforming the tasks of dozens to one, or significantly reducing processing time.

Thaumaturgy, like sorcery, cannot be taught to those without the capacity to learn. Nor is it clear what makes one Lintha grandmother’s wicked curse pass to her pirate-sorcerer kin, while the mercenary fleet drawing sails to fight the demon worshipers hasn’t found a soul able to learn from their aging Corpsicoral alchemist.

Thaumaturgical rituals are those unique small magics that aren’t charms, sorcery, or unique properties of Creation’s supernatural bounty, and each is a bespoke product of the history and culture of the practitioners that keep the art alive. Each ritual is either an unrolled lesser ritual or a Sagacity based Venture, a greater ritual. A third category of community rituals are reserved for rituals that require tremendous efforts from hundreds or thousands of mortals and dozens of thaumaturges to produce uniquely potent creations, such as Haslanti airships or Chiaroscuro’s infrastructural wards against the dead. Community rituals are the product of generations of mortal effort, or a Circle’s dedicated endeavor for months or years. Often, it is far more expedient for a sorcerer to achieve similar, and more potent, results with a magical working.

Example Thaumaturgy

Linowan Masks: Gifted to truly exemplary Linowan, the exalt propitiates spirits then embeds the blessing into crafted masks. The ritual is a personal-scale mundane craft venture roll with Attribute + Sagacity against a difficulty 4, with two additional obstacles, and a time scale of one scene. The wearer receives a supernatural bonus such as double 9s to vision-based rolls, swimming, or making a campfire she lights never go out from wind or cold. 

Summon the Mountain: The Last Bastion — the eschatological cult dedicated to Unrelenting Aton — may summon their ancient gargantuan elemental by carving his name in the turning-to-stone flesh “Fist of Aton,” the elemental’s blessed servant. Conditions only allow for one calling and no control over the living apocalypse; other than he returns his sanctum if the Fist of Aton dies.

Epic Stunts

Stunts reward players for describing their actions, making the game feel more immersive. If you’d like to encourage players to continue to improve their descriptions, this optional system gives exceptional rewards to exceptional stunts.

What is an Epic Stunt?

Sometimes, a player comes up with a description that’s so evocative, so poignant, so cool that it’s a highlight of the game for everyone at the table. Epic stunts are meant to reward those moments. Sometimes it's fairly obvious when a stunt qualifies; if anyone says “wow!” or feels the urge to applaud, that’s a good sign. Ultimately, though, each Storyteller will have their own vision of which descriptions best improve the game, and thus deserve the title of epic stunt.

As a Storyteller, you should aim to reward about one epic stunt per combat, or per session for out of combat scenes. This isn't a strict limit, but if you're handing out three or four epic stunts every combat you should start being pickier with what counts, and if you haven't handed one out in several sessions you can lower your requirements. It's a good idea to keep track of when you've awarded epic stunts, and to who. You're allowed to adjust your requirements to meet each player where they're at: a quiet player who’s stepped out of their comfort zone might deserve an epic stunt for it, even if their description wasn't as dramatic or poetic as another player’s.

Epic Stunt Rewards

An epic stunt provides a pair of stunt dice, and also one of the benefits you can spend those dice on (restore resources, dramatic edit, instant training). These do stack, so the player can use their dice and also take a benefit at the same time, but the benefit cannot be converted into more dice.

At your discretion, you can allow them to pick one of the following epic stunt benefits instead of the default options. These cannot be saved for later or passed to another player.

  • Anima Boost: Double your current anima points, to a minimum of two and a maximum of 10.
  • Instant Rout Check: All opposing battle groups are so intimidated or impressed, they must immediately make a rout check or begin fleeing.
  • Dramatic Reroll: If you fail to succeed on the roll that your epic stunt described, reroll all dice and keep the higher of the two results.


Have a great weekend! Good gaming! I'll be back on Monday with information about Onxy Path's onling gaming convention - COMING IN ONE WEEK - and then our next download on Tuesday.

Sneak Peek: Optional and Alternate Social Rules
4 months ago – Wed, May 27, 2026 at 08:29:24 AM

Hello Super Storytellers,

We had an amazing manuscript drop  yesterday, but that's only the first half of Chapter 2. In addition to combat, there are also options presented to tweak and modify the way you use your Social rules in the game.

Here's a sneak peek at some bits from our next manuscript section, coming next Tuesday.

Optional and Alternate Social Rules

This section offers new options for modifying the social influence system (Exalted: Essence p.128-135) with including rules for Defining Intimacies, changes to Virtues, and a reexamination of resisting social influence. Storytellers and groups should feel free to pick and choose which options best fit their games, or use them as starting points for their own rules tweaks. 

Options for Influence 


Exalted: Essence’s social influence system is a narrative vehicle for playing out singular dramatic scenes: the biting remarks over desert that humiliate the satrap, a stirring monologue to quell a mutinous starving pirate crew, or the spear-point interrogation of an earthbound hawkrider. The options below cover other situations.

Letters Like Knives

Writing a letter as a means of social influence use the creative works venture. Characters exchanging love letters or philosophical treatises to influence each other are opposed ventures (Exalted: Essence p. 154-157). If it would be more appropriate for a scene length written influence, such as hastily scrawled note or a poetry contest at a Dynastic salon, use social influence rules using an appropriate Craft, Embassy, or Performance roll. Influencing indirect readers, such as multiple targets (Exalted: Essence p. 134) or through the Incite influence effect (p. XX), add two to those character’s base Resolve. 

Languages and Ciphers
Creating and deciphering coded written works, translating languages, and other actions are nominal parts of a court intrigue venture (Exalted: Essence p. 160) or an Embassy or Sagacity roll.

Language Families in Creation
In Exalted, the most common languages are divided into vast related language families, containing thousands of regional dialects. There are countless lost and isolate languages.

Riverspeak: The most common language throughout Creation, it flows from the Scavenger Land trade routes into ten-thousand dialect streams.
Forest-tongue: In the East this language flowered in isolation, seeded from an ancient forgotten tongue.
Flametongue: In an era that is dust, a conquering empire seared this lexicon across the South.
Seatongue: It is said in the West, a port is not a port without a sailor singing and fisher cursing in the sea’s tongue.
Skytongue: The glossology of the North is frozen in the stone-carved runes shared among hundreds of isolated dialects.
Guild Cant: Only the Guild’s most valuable members share this secret argot. It is learned in oaths and spoken in ceremonies as unconstrained as the syndicate itself.
Old Realm: The magical language of gods, demons, sorcerers, and saints. Many languages descend from this ancient speech.
High Realm: The Old Realm-derived administrative language of the Scarlet Empire is spoken by members of the Great Houses, patricians, and elites in satrapies across Creation.
Low Realm: A slang, and regional-infused language descended from High Realm and spoken on the Blessed Isle and Realm’s satrapies.
Dragontongue: Spoken in House Mnemon’s Realm and Threshold holdings, the Great House resurrected this poetic Shogunate language as a sign of learning among elites, savants, and artists.
Autocthonic: Within the isolated Realm of Brass and Shadows, this Old Realm diverged tongue is the Octet’s official language and is written in pictographic script.
Ten-Thousand Tongues: In addition to the major language families, there are unaccountable isolated and unique languages that are spoken in Creation and Beyond.

New Influence Effects

The following are secondary influence actions a character may take against her target, only as extra successes on another influence action.

  • Bolster (3 successes): You create a situation where your allies remain resolute against manipulation. This could be through intimidation that quashes disloyal thoughts, genuine empathy or flattery to bolster their ego, or cutting off a persuasive argument. On a success add one to an ally’s Resolve on the next social influence used against him in the scene. Extra successes may add one more, to a maximum increase of two. 
  • Glean (5 successes): You learn a fact about your target’s history that is not widely known, or you learn something about the target that they don’t know about themselves. The Storyteller determines the details, but you may suggest ideas. Taking advantage of this information grants a two dice bonus to an appropriate roll.
  • Incite (5 successes): Your influence affects another character in the target’s orbit in the scene whose Resolve doesn’t exceed the target’s, such as trivial subordinates, a lover, advisor, friend, or family member.

Changing Virtues

Virtues are a shorthand for describing what it is that a character values and cares about. What she is willing to stride into battle to support and what she considers before every hard decision. Virtues help players quickly define their characters’ worldview, but some game wish to focus on characters who embody virtuous ideas not covered by the seven Virtues in Exalted: Essence (Ambition, Compassion, Courage, Discipline, Justice, Loyalty, and Wonder). Alternatively, you may wish to eliminate Virtues completely for another kind of specific definition, several options are presented below.

Removing Virtues

The biggest hurdle with removing Virtues is it eliminates a primary means of defining what a character values, and a trait that raises their Resolve against social influence attempts. Major Virtues add or remove three and Minor Virtues add or remove two to Resolve. There are several options:

  • Replace Virtues with Intimacies. Using Defining Intimacies (see above), character’s select one Defining Intimacy, and an additional Major Intimacy. If only using Intimacies, choose an additional Major and Minor Intimacy, but one Major intimacy must include a principle that speaks to the character’s motivation or worldview. 
  • Replace Virtues with other aspects. If choosing one of the other methods or your own defining aspect, ensure that it provides a similar resistance during social influence scenes, ranging from +1 to +5 bonus/penalty to Resolve, depending on the significance of the aspect.
  • Remove Virtues. Eliminating Virtues entirely, increase the value of minor intensity Intimacies to add or remove three dice and major intensity Intimacies to add or remove four dice.


Again, these are just snippets from a much larger section. Just little tastes to get us excited about some of the options. I'll have another quick preview coming on Friday, and then the back half of Chapter 2 out to backers on Tuesday.

Remember to invite others to join in and spread the word about our campaign - every backer who joins in gets us closer to unlocking bonus rewards for all that participate, so the more the merrier!

Systems and Subsystems and Bears, Oh my! [Draft Manuscript Part 2A]
4 months ago – Tue, May 26, 2026 at 06:00:15 AM

Hello Super Storytellers,

After the last few previews, it's time to get to the goods - the next section in our draft manuscript previews. This is the first half of Chapter 2, which is all about working with the systems and subsystems in the Exalted: Essence rules, and then switching out to alternates and options to make the game work best for your group!

Lots of good stuff in this one, and it's only half of the Chapter!



Draft Manuscript Previews

Over the course of these 4 weeks, backers will receive the entire current draft manuscript for Exalted: Essence Storyteller's Guide, but it's not going to come to you all in one go. The previews will come out in Tuesday-sized sections each week of the campaign. This helps me seem interesting over the next 28 days, but it's more about guiding the conversation and helping steer feedback for the developers.

Because they want your feedback! These manuscript previews are of the current draft manuscript – the document in its latest, approved form. This may not be the final form after editing and any additional development, but you can consider it about 95% finished, so keep that in mind.

In fact, you can help guide the team through the next stages of development by providing feedback on these manuscript previews! The Onyx Path team has set up a special Feedback Form just for campaign backers for this very purpose: <Exalted: Essence Storyteller's Guide Feedback Form>


You can use this FEEDBACK FORM to share your thoughts directly with the Exalted: Essence creative team to help guide them through the next rounds of development and editing.


DRAFT MANUSCRIPT PREVIEWS - BACKERS ONLY

Remember, thanks to BackerKit sorcery, these download links are visible to Backers only - you must be logged in and reading this on the website to have access to the manuscript preview links. So, if you're reading this via e-mail, click that "Reply to this Update" or "Learn More" button on the bottom and I'll see you below the Exalted emblem.

Cut a Bloody Swath: Optional and Alternate Combat Rules
4 months ago – Mon, May 25, 2026 at 09:14:56 AM

Hello Super Storytellers,

I've got another preivew for you today, snippets of the first half of Chapter 2, which will be available for backers to download tomorrow. As a reminder, we'll be previewing the entire approved draft manuscript in five pieces coming to backers every Tuesday. By the time we're finishing up the campaign, backers will be able to read the entire draft manuscript - before any pledges are processed or payments collected.

So, if you're sitting on the fence, it's pretty safe to jump in and read the text and you'll get a pretty good idea if the book is right for you.

Before we get to today's preview material, just a reminder about our second Stretch Goal. We're closing in and will hopefully unlock this before the end of the week!



At $50,000 in Funding - Adventures on the Blessed Isle

Exalted: Essence Storyteller's Supplement - Adventures on the Blessed Isle - A set of plot hooks, scenario ideas, and perhaps story outlines set in and around the Blessed Isle will be added to the Exalted Essence Storyteller's supplement being built by Stretch Goal achievements.

Backers receiving the Exalted: Essence Storyteller's Guide PDF will automatically have this Storyteller's Supplement PDF added to their list of digital rewards.

Backers pledged to receive either of the Exalted: Essence Storyteller's Guide hardcover editions will also receive a code to order the Print-on-Demand version at a discounted price.

Cut a Bloody Swath: Optional and Alternate Combat Rules

The following section presents a broad array of optional and alternate rules that modify the combat system presented in Exalted: Essence. These are deliberately presented as a broad menu of separate changes, some of them incompatible: The goal is to provide a broad view of the many ways in which the base system can be altered to better fit your table and its needs, from which you can pick and choose which ones you like, as well as draw inspiration from for your own houserules. Later on, we provide a specific combat overhaul which combines multiple rules changes to create a complete alternative experience.

Attacks, Defenses, and the Tools of Violence

These rules present options for modifying the basic flow of combat operates, modifying the tempo established by the core rules. 

Alternate Withering Attack: Hero’s Trick
The following rule is an alternative option giving withering attacks more flexibility, originally published in Pillars of Creation. 

After succeeding on a withering attack, the character may immediately apply Power earned on the attack to enact a gambit on Step 5. If the gambit requires additional successes (such as reveal weakness or distract) the character may spend Power earned past the gambit’s cost one for one to increase its effectiveness. This does not override any immunities to gambits, such as a character who cannot be knocked down.

Wearing Down Foes

When running combat between powerful opponents with high Soak values and players lacking explosive offensive power, you may find that combat becomes sluggish, trading hits that only do minimal damage. The Wearing Down Foe rules change the way concentrated attacks (Exalted: Essence, p.140) work:

  • When a character is hit by a withering attack, or a decisive attack which fails to deal damage, their Soak and Hardness are reduced by 1 + the attacks Damage on Step 5 for withering attacks and Step 7 for decisive attacks. This is cumulative, to a minimum of 0. Upon suffering damage from a decisive attack, Soak and Hardness reset to their normal value. 

Broken Foes

This optional rule works in combination with Wearing Down Foes. A character whose Hardness and Soak have both been set to 0 is Broken, putting them in a position of high vulnerability. The player who brought them to this state may halve the target’s soak (round down), or select a single Quality (if the character is an antagonist) or ongoing Charm effect (if a player character) they benefit from, whose benefits are suppressed while the character is broken. 

Characters recover from being broken at the end of the turn on which their Soak and Hardness reset. 

Wounds and Injuries 

These rules modify the effects of harm done characters, both in the thick of combat and its aftermath. 

Painful Injuries

The rules for recovering from injuries presented in Exalted: Essence focus on ease of play and cinematic experience, ensuring that as long as characters can take a short rest and interact with one another, each battle can be approached as its own scenario. For certain games, particularly those using the Creation as Threat model, or when running scenarios where attrition matters such as a Solar Circle actively pursued by the Wyld Hunt, players may prefer more emphasis on the growing toll of injuries and recovery taking time, such that even winnable fights ask the question, “is it really worth it to get into this?” and Medicine-focused characters have a bigger part to play. In this case, consider the following adjustments: 

  • Each recovery scene only heals injuries of the highest level of wound penalty the character suffers from. If a character has lost all Bruised and Injured health levels and one Critical health level, her first recovery scene will only heal that Critical health level, and the next one only her Injured health levels.
  • Recovery scenes cannot directly follow one another. After a recovery scene, character must engage in action and face risks of some kind before they receive another opportunity to heal. 
  • Dramatic injuries to Attributes do not heal on their own. After receiving a minor milestone, a character must dedicate a recovery scene to receiving care specific to their type of injury. Magic such as Wellness-Restoring Meditation can bypass this.
  • Apply the rules for irrecoverable injuries covered below.

Irrecoverable Injuries 

Dramatic injuries in Exalted: Essence give players an option to avoid defeat at a cost that must be recovered later, but dramatic injuries are by design a push-and-pull mechanic in which characters are temporarily hindered only to bounce back to their full strength after time has passed. Players may instead desire the option for lasting, character-changing damage to reflect moments of dramatic downturn that force a change in their character’s approach to life, at their own initiative. This is where irrecoverable injuries come in. 

When a character would take enough damage to become Incapacitated, their player may instead ask to take an irrecoverable injury: Their arm is cut off, they are blinded in both eyes, or the like. The normal damage from the attack is negated, replaced by this special injury. Now or after the current scene, the player and Storyteller agree on a specific set of actions that suffer a –2 penalty going forward. For the rest of this scene, however, the character waives all wound penalties and generates 1 Power per round as their soul and body are pushed to their brink and respond with desperate power. After the scene ends, they must contend with their new, diminished state, as a candle that’s burned too brightly.

An irrecoverable injury’s penalties need not be strictly assigned to what’s physically normal for humans. If the Storyteller and player are in agreement, a swordswoman who’s lost her eyesight might find that she suffers the penalty to her sensory rolls and ability to decipher writing, but that her peerless sword skills are undiminished as she adapts to her new condition and develops her other senses. 

For their name, irrecoverable injuries are not entirely permanent. Rather, healing an irrecoverable injury always requires powerful magic and a personal quest: A character might craft a new arm out of sorcerous wood she has grown over a season with her own blood, or purchase a demon’s silvered tongue from the Demon Lord Makarios at a tremendous price. These are not mere obstacles, but the opportunity to be a story of their own: Healing an irrecoverable injury is about your character and their personal journey.

Incapacitation as Escalation 

Exalted: Essence rules allow for characters to recover from Incapacitation during battle but leaves them vulnerable, while keeping the possibility death a consensus-based choice for the party. Incapacitation as Escalation instead simplifies the ability to come back from Incapacitation, making it a single surge of strength offering a second chance, while leaving death as an individual choice. Replace the Incapacitated rules (Exalted: Essence, p.144) with the following: 

When a character reaches the Incapacitated health level, she has had the fight knocked out of her. She may or may not be unconscious, but is unable to take actions or express more than a few words. She’ll survive the scene, but may find herself in dire straits: Friends may need to extract her and give her medical attention, foes may capture her for interrogation, or she may fall off the top of a conveniently-placed cliff and find herself lost in the wilderness, depending on the outcome of the scene. 

A character can choose to recover from incapacitation once per story. In doing so, she rolls to Build Power at Difficulty 0 as a reflexive action, and regains Health Levels equal to the Power gained. From this moment on, death is on the line for her. If she is Incapacitated again, she will perish. This fate can only be averted by powerful, dedicated magic, and she will retain some kind of lasting injury or change. 

Injuries as Impairments

Tables who want to give more focus the specifics of how a character gets hindered and recovers from setbacks in combat may consider injuries as Impairments, which function like combat-relevant Intimacies. These replace the dramatic injury system. 

When a character takes damage, they may elect to take an Impairment, which is either Minor or Major. Impairments are not necessarily injuries but are always relevant to the danger at hand. The player of the injured character and the Storyteller must agree on an Impairment that is relevant to the circumstances: A hammer blow might break a nose, but it’s unlikely to slice the straps on one’s gauntlet.

  • A Minor Impairment is an inconvenience that can be resolved easily: “Blood in my eyes,” “Slipped in mud,” “Lost breath,” “Deafened by explosion,” “Loosened armor.” They could also represent “Embarrassed in front of my lover” or “Used a penalized move” if these are relevant to the circumstances why this fight is taking place, such as a duel of honor or a martial arts competition. Taking a Minor Impairment negates two damage from the triggering attack. 
  • A Major Impairment represents a significant (but not permanent) injury or setback: “Sprained ankle,” “Splintered shield,” “Broken nose,” “Bleeding injury.” They could also represent “Revealed a forbidden technique” while fighting in front of their master or “Broken mask” when fighting under a concealed identity, as long as both represent significant narrative or personal consequences for the character. Taking a Major Impairment negates four damage from the triggering attack.


Again, these are just snippets - just little sections take from material that will be shared in the first half of Chapter 2 coming tomorrow! Stay tuned for more Exalted: Essence tricks and tips and options and alternates, and let's keep at it! Remember to invite others to join in and spread the word about our campaign - every backer who joins in gets us closer to unlocking bonus rewards for all that participate, so the more the merrier!

I'll be back tomorrow with our next manuscript section!


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