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ADVERSARIES OF THE RIGHTEOUS

Adeimantus
Custodian of Utopia
Background: Through the mine-streets of Gahana, dust-painted horsewomen ride down glittering serpents with
hunting picks. In Fang, wind-scarred urchins swing across the spire’s enamel, carrying parcels on frayed wires.
Sewer-farmers hack mushrooms from the lower labyrinth of Black Migao, racing to finish work before tiderise. All
dream of something more. Something better.

This is how it starts.

Architects, revolutionaries, children — Adeimantus approaches such visionaries in dreams. The muse-king bestows
the insight these fantasists need, and all he asks in return is a shrine. Their
ambition grows, infecting streets like a beautiful disease, and the shrine
swells with it. It becomes a temple, a forum, a palace. It becomes the
foundation for Beimeni-Ta.

O Beimeni-Ta, jewel of a bygone age! Seat of philosophy for


the Shogunate! Harmonious home to beauty and thought,
where anarchy sat chained in
the dungeons! Such virtues
were nothing before the
Wyld, which swallowed
the perfect city whole.

Lost beyond even the grip


of the scavenger lords, the Wyld
preserves Beimeni-Ta like a corpse in
brine, ruled by Adeimantus, the raksha
king, and his devil’s senate. The people are
puppets, Wyld figments who indulge in illuso-
ry pleasures. The culture is madness, a melange
of koans and trends stewed over centuries. The towers
are dust, held together by the mortar of memory.

Once he establishes his foothold in Creation, Adeimantus


works to spread utopia. His surroundings adopt aspects
of Beimeni-Ta — veined marble, sweet air, distant music,
rich simplicity — and his city shimmers like a congealing
mirage over Wyld-slick rooftops. King and courtiers
cannot venture far beyond its limits, but these grow
with every mortal enthralled and slum purged.

In time, the host city becomes Beimeni-Ta in


truth. What beast would oppose the return of
perfection? Adeimantus elevates idealists to
ambassadors, and his city creeps street by
street into Creation, replacing structures
and citizens like a cuckoo hurling ugly
siblings from the nest.

Image: a short and delicate lordling


with soft, hairless features, clad in
Adeimantus

loose midnight robes, a silvery sash, and simple white- Merits: Cult 0-5 (see “Wyldcraft”), Fae Nature
stone ornaments. Adeimantus has short crimson horns, (Exalted, p. 535), Retainers 4 (see “Escort”), Martial
trimmed claws, and chalk-blue skin tattooed with Artist, Unlettered Bane (below)
Beimeni-Ta’s history in scrolling red letters. Attack (Unarmed): 11 dice (Damage 11); Tags:
Bashing, Brawl, Grappling, Natural
Intimacies: Defining: Beimeni-Ta (Devotion); Major:
Attack (Grapple): 7 dice (6 to control)
Artists & Scholars (Covetousness); Minor: “Compassion
is no substitute for civility.”; “Violence is beneath me.” Attack (Invocation): (Cult + 8) dice (Damage
15/2); see Prescient Nightmare Invocation
Secrets: Beimeni-Ta was real, once. Its city father, Broad Combat: Soak 9, Hardness 4 (Midnight Robe:
Cypress, fled the Wyld, and foreswore greater dreams to +5/4); Parry 4 (Martial Arts); Evasion 5; Rush 9 dice;
become the kindly patron of a fishing village. He is a per- Disengage 9 dice
fect anchor for the perfect city. Permanently banishing Social: Resolve 5 (6 while condescending), Guile 6
Beimeni-Ta would be a mystical act on the order of an Escort: Raksha senators equivalent to cataphracts
Ambition 1 Solar working or other equivalent feat, with and lorelei (Exalted, pp. 534-535) dwell within
Broad Cypress’ sacrifice as an irreplaceable component. Beimeni-Ta. They visit Wyld-tainted Creation as Adei-
mantus’ Retainers. Mortals who make up his Cult use
Equipment: Adeimantus bears a red-gold diadem of false monk/warrior priest traits (Exalted, p. 499).
sunlight, a scepter studded with the jewels of Beimeni-
Ta’s desires, and a black-emerald kris which hangs from
his sash, forged from the dream-city’s absent sorrows. New Merit: Unlettered Bane
Roleplaying Hints: Adeimantus is a condescending so- Unlike those fae who suffer iron’s bite, Adeimantus is
phisticate who only wants the best for Beimeni-Ta, and vulnerable to enemies who neglect the history drawn
regards other civilizations as mere echoes. Creation’s upon his skin. Attackers with Linguistics 0 deal aggra-
inhabitants are all citizens-in-waiting, and he delights vated damage to him.
in meeting those of refinement — such arts are jewels
for Beimeni-Ta’s crown, so he obsessively courts sages, Wyldcraft
courtesans, and martial artists.
Once per story, Adeimantus can use raksha witchcraft
Adeimantus does not lower himself to fighting unless he to mimic Silent Words of Dreams and Nightmares
must, appealing to reason when defied and expressing pity (Exalted, p. 475). Each Wyld-dream grants the recipient
for those he considers blind to the virtue of his cause. His (Adeimantus’ Cult + 2) banked non-Charm successes,
death would banish Beimeni-Ta for a time — but his heir, which she can add one or multiple at a time to actions
chosen by quarreling raksha senators, would be free to that work toward bringing Beimeni-Ta to reality; any left
claim it for themselves. Beimeni-Ta was dangerous enough unused fade at the end of the story. If no player charac-
when it aspired to perfection; what form might the para- ter is involved, Storyteller characters who receive these
sitic dollhouse take when remade in a new devil’s image? dreams simply achieve their works more quickly and ex-
travagantly than they otherwise would.
Attributes: Strength 4, Dexterity 5, Stamina 4; Cha-
risma 7, Manipulation 6, Appearance 6; Perception Adeimantus needs no link to his target. Instead, she must
5, Intelligence 6, Wits 5 possess some symbolic link to Beimeni-Ta, such as an or-
Essence: 5 nament, a song, or an ancestor. The Immaculate Order
Willpower: 8 demolishes tainted buildings and purges poets wherev-
Join Battle: 9 dice er they banish Adeimantus, in an attempt to prevent his
return.
Personal Motes: 50
Health Levels: −0x2/−1x2/−2x4/−4x1/Incap. Once his dreamers have completed his shrine, the vil-
Abilities: Athletics 4, Awareness 4, Bureaucracy lage, small town, or neighborhood surrounding it be-
(Civic Leadership) 5, Craft (Artwork) 4, Dodge 4, In- comes Wyld bordermarches — Beimeni-Ta’s foothold in
tegrity (Condescension) 5, Investigation 3, Linguistics Creation. Its mortal population becomes Adeimantus’
5, Lore 5, Martial Arts (Dreaming Pearl Courtesan) Cult. Only mortals with an Intimacy opposing Beimeni-
2, Medicine 3, Occult 3, Performance 5, Presence Ta can live within the foothold without reinforcing
(Philosophical Justification) 5, Resistance 3, Socialize the parasite reality. Cultists act to spread Adeimantus’
(Polite Dismissal) 5, War 3
ADVERSARIES OF THE RIGHTEOUS

gospel and pieces of Beimeni-Ta’s culture to provide new 7 days, penalty −3), resisted with (Wits + Integrity).
links for him to expand his foothold with new shrines While suffering the poison’s effects, victims are con-
elsewhere; his Cult rating reflects the total population sidered Hideous (Exalted, p. 162) by anyone with
of all tainted places, adjacent or not. If another new Linguistics 1+.
foothold is established after he achieves Cult 5, all foot- Wyld-Gospel Gathering (10m; Simple; One
holds manifest as middlemarches. Left unchecked, these scene; Essence 2): Once per scene, Adeimantus may
eventually transplant the actual city from its place in the rally citizens real and unreal, creating a battle group
deepmarches into Creation. with Size equal to his Cult, Might 1 when within Bei-
meni-Ta or its foothold in Creation, average Drill, and
Beimeni-Ta blesses tainted areas with magical conve- the traits of battle-ready troops (Exalted, p. 496).
niences beyond compare — fountains of healing wa- Enemies with Linguistics 0 treat the battle group as
ter, street-cleaning automata, weather divided by dis- having Defense 0, and may move through its space
trict — which grow in potency and wondrousness as without paying Initiative. The group disperses when
Adeimantus’ Cult increases. the Charm ends.
DEFENSIVE CHARMS
Charms Infinity Mirror Bedevilment (4m, 2i; Reflexive;
Instant; Perilous; Essence 2): Adeimantus may only
OFFENSIVE CHARMS use this Charm on his turn. Briefly trapping foes in a
Footprints in Rhapsody (3m, 1i; Reflexive; web of endless rumination, he reflexively reads the in-
Instant; Perilous, Psyche; Essence 2): The philoso- tentions of every character at close range, rerolling 5s
pher-king leads victims down distant, idealized paths. and 6s until they fail to appear. If he beats the Guile
Adeimantus activates this Charm at the end of his turn, of every opponent, he may immediately disengage.
choosing a single character he successfully disen- Municipal Perfection Decree (8m, 1wp; Simple;
gaged from or hit that turn. That character moves to One scene; Eclipse; Essence 3): The perfect city
close range with Adeimantus, which doesn’t count as flows into forms both aesthetic and defensible with
her move action, and suffers a −1 to her Resolve and a tap of its lord’s scepter. Adeimantus can reflexive-
Guile until the end of Adeimantus’ next turn. She treats ly take cover (Exalted, p. 198) on his turn, making
this Charm as unacceptable influence if the movement dream-city features briefly real, and reduces the
would be obviously fatal. Defense bonus of all cover by one against his own
Prescient Nightmare Invocation (2m or 7m, attacks. He can use a miscellaneous action to alter
3i, 1wp; Simple; Instant; Withering-only; Essence or create one urban feature at close range, such as
1): Adeimantus speaks to conjure half-solid visions, carving a gateway or forming a beautiful bridge to
warnings of the sorrows facing Creation without Bei- escape; doing so to harm or inconvenience an oppo-
meni-Ta. For two motes, he makes a withering in- nent requires a gambit with difficulty (6 − Cult). These
vocation attack at close or short range. The enemy’s changes revert when the round ends. An Eclipse who
maximum applicable soak against this attack is equal learns this Charm can only use it within a city where
to her Resolve, if it’s lower, modified by applicable she holds some position of authority; her gambit dif-
Intimacies. Though Adeimantus prefers not to fight ficulty is (6 − higher of Cult or Essence), minimum 1.
himself, his dire warnings galvanize his followers; Steel-to-Silk Deferral (3m, 1i; Reflexive; Instant;
he can instead pay the increased cost to apply this Perilous, Uniform): Adeimantus politely drifts away
attack to all enemies in contact with an allied battle from bloodshed, movements veiled by illusory sy-
group, adding its (Size + Might) to his attack and cophants. He gains +1 Evasion against one attack,
damage rolls. He gains no Initiative from this attack. which does not increase his onslaught penalty. If his
Instead, the battle group regains Magnitude equal to attacker has an Intimacy that supports Beimeni-Ta, the
half the Initiative the enemies collectively lost, up to its Evasion bonus matches its intensity instead.
maximum. Vaunted Paradise Defense (4m, 1wp; Reflex-
Shun the Murk-Blind Host (10m, 1wp; Simple; ive; Instant; Clash, Decisive-only, Psyche; Essence 2):
Instant; Decisive-only; Essence 2): Weeping, Adei- Adeimantus demands justification for violence with a
mantus shatters his emerald kris. The shards make reflexive (Charisma + Socialize) clash attack against
one decisive attack against each character within an incoming decisive attack. Instead of inflicting
close range with 9 dice, which ignores Hardness and damage, the clash acts as an instill action, weakening
divides his Initiative evenly among all targets. Each any Intimacies which oppose Beimeni-Ta. Adeimantus
shard carries a poison (Damage 1wp/day, Duration can use this Charm once per scene, unless it’s reset by
a significant enemy’s surrender.
Adeimantus

SOCIAL CHARMS adds one success to any roll that supports an Intimacy
False Enlightenment Crucible (4m; Supplemen- gained through Unborn Echo Ripple (below). He can
tal; Instant; Essence 2): Enlightened reason prevails use this Charm once per roll for each supporting Inti-
over absurd attachments. Adeimantus rerolls 1s until macy, adding up to (Cult) successes.
1s fail to appear on an inspire action. On success, he Smoke-and-Mirror Retreat (20m, 1wp; Simple;
suppresses one Intimacy that opposed his influence; Instant; Essence 4): Adeimantus declares this land an
characters with Linguistics 1+ who failed to resist con- unsuitable foundation for perfection and fades away
sider the Intimacy a childish, petty concern, which on his next turn, returning to the true Beimeni-Ta in the
cannot modify their Resolve for the rest of the scene. Wyld. As a shaping effect, the most tainted structures
Wishful Temptation Appeal (3m; Simple or Re- are spirited away with him on the turn after that, as
flexive; Instant; Eclipse; Essence 3): Illusory tapestries are any inhabitants with a positive Major or Defining
display ills that utopia might avert. Adeimantus uses Intimacy for the city who fail a (Wits + Integrity) roll
Performance to persuade listeners to act on Beime- with a difficulty equal to Adeimantus’ Cult.
ni-Ta’s behalf, ignoring the penalty for influencing Unborn Echo Ripple (1wp; Reflexive; Instant;
multiple characters. Choose a specific person or Essence 5): Adeimantus opens the vault of dreams,
place; listeners with a Tie toward it treat it as a Tie choosing one character present who must introduce
toward Beimeni-Ta, and treat its intensity as one step a fact (Exalted, p. 237) about Beimeni-Ta that sup-
higher for purposes of modifying Resolve. Adeimantus ports one of her Intimacies, without a roll. The fact
can use this Charm reflexively upon crashing a signif- becomes true, and Adeimantus gains an appropriate
icant enemy with Prescient Nightmare Invocation, but Minor Principle. For example, Ku Nenaveya’s con-
must choose a Tie that modified his victim’s Resolve tempt for bandits might turn Beimeni-Ta into a fortress
against the attack. against crime, giving Adeimantus a Minor Principle
MISCELLANEOUS CHARMS of justice. These changes have a visible impact on the
city, but inhabitants retroactively accept them as if
Dream-Wrought Ascendancy (2m; Supple- they were always present.
mental; Instant; Stackable; Essence 4): Adeimantus
ADVERSARIES OF THE RIGHTEOUS

Afondha,
the Lady of the Well
Background: The well’s aquifer runs for miles underground, span-
ning rivers and cisterns to bring life to the land. Generations of
farmers coaxed the water above ground, and rice and grains that
grow nowhere else in the East paid for gilded thrones. Three prin-
cipalities once waged war over Afondha’s Well, dark blood seeping
through earth to mingle with the water. Now they have reached an
equilibrium through treaties and marriage, so each may prosper.

Afondha is a regional fertility goddess. She has scores of


god-blooded children, begotten with men and women from
all three princedoms, whom she views as extensions of her-
self. They fill her retinue as guards, servants, spies, and — for
those born of prestigious mortal lineages — ambassadors.
She has no patience for rebellion or laziness, and swiftly
disowns any children who refuse to play their parts. Any
who actively betray her, or even speak badly about her in
public, can look forward to unfriendly visits from hireling
slavers, assassins, or in some cases their own siblings.

The temple-manse at the heart of Afondha’s Well


draws supplicants bringing offerings. They beg for
fertile lands and wombs, or the more nebulous bless-
ing of fruitful endeavors. Others worship Afondha at
more distant cisterns, and her coffers fill with riches
and bounties. No gold or cornucopia compares to
the value of life, however, and she resents the three
principalities for reaching a peaceful arrangement.
She would prefer just enough bloodshed to salt the
waters a touch.

Image: Afondha is all luscious curves and dark bronze


skin. She never wears her raven hair the same way
twice. Her cheeks appear flushed, and her eyes are
the blue-grey of deep water. Often pregnant, her belly
shows from the first month. Her clothes and jewelry
are resplendent and ever-changing, taken from the
riches sacrificed to her wells.

Intimacies: Defining: “Life flows from me alone.”;


Major: “Protect my well at all costs.”, My Cult
(Ownership), “Blood sacrifice means more than rich-
es.”; Minor: Agu Zhano-a Tatosu, daughter by Prince
Agu Zhan (Expectant Pride)

Secrets: Afondha hears everything supplicants whis-


per to any well that taps into the aquifer stretching out
from her temple-manse, from spouses and heirs wish-
ing for rulers’ deaths to farmers asking her to poison
afhondha, the lady of the well

their neighbors’ land, and she’s not above holding it over Escort: Afondha cultivates an entourage of fawning
their heads for leverage. She harbors plans to destabilize servants, god-blooded guards, and juggling bears.
the principalities, acting through discreet saboteurs lest The temple-manse’s guards use traits for battle-ready
she offend local war gods. She offers potential agents a troops (Exalted, p. 496) and form a Size 2, Might 1
myriad of rewards, including talismans and the hand of battle group with average Drill. Two elite bodyguards
her favorite (and unaware) daughter, Tatosu. (Exalted, p. 497) accompany Afondha everywhere,
tongueless and unflinchingly loyal.
Equipment: Collar of Dawn’s Cleansing Light (Exalted, OFFENSIVE CHARMS
p. 601); flowing robes (Silken Armor, Exalted, p. 600);
Geyser’s Distant Caress (6m, 1wp; Simple; One
white jade headdress (Hearthstone Amulet, Exalted, p. scene; Eclipse; Essence 2): Afondha may perform
601) bearing three identical opaque green-blue stones, gambits against targets at up to medium range using
one of which is a Harvest Gem (Exalted, p. 609) Manipulation + Brawl with bonus dice equal to her
Cult (10 total dice), as long as she’s within short range
Roleplaying Hints: Afondha carries herself with of at least a gallon of open water. Successful grapples
self-aggrandizing confidence, but also with charm and performed with this Charm immediately pull the target
beauty. She is an excellent hostess to those she deems to close range.
worthy of her attention — especially young Exalted she
DEFENSIVE CHARMS
can call upon once they’ve grown in power — and icy
cold to anyone she deems beneath her. She changes her Still Waters Run Deep (5m, 2i; Reflexive; Instant;
attire and manse’s interior design on a whim, to keep Withering-only; Essence 1): Afondha gains bonus
guests entertained and, not coincidentally, off-balance. soak equal to the number of dice that show failures in
She never strikes a deal unless she believes she’ll come the attack roll, or double that amount if she is partially
out ahead. or fully submerged in her aquifer’s water. Activate this
Charm before the attacker rolls.
Attributes: Strength 3, Dexterity 3, Stamina 4; Cha- MOBILITY CHARMS
risma 4, Manipulation 5, Appearance 5; Perception Aqueous Rebirth (5m, 1i; Reflexive; Instant;
3, Intelligence 4, Wits 2 Essence 1): Afondha briefly dissolves into water. She
Essence: 4 may automatically succeed on a disengage attempt.
Willpower: 7 Alternatively, she may roll Dexterity + Cult (7 dice)
while being grappled to reduce the opponent’s turns
Join Battle: 6 dice of control by the number of successes she rolls. If this
Personal Motes: 84/90 (6 committed) reduces the turns of control to zero, she gains two Ini-
Health Levels: −0/−1x4/−2x4/−4/Incap. tiative.
Abilities: Awareness 4, Brawl 1, Bureaucracy (Of- SOCIAL CHARMS
ferings) 4, Dodge 4, Integrity (Persuasion) 5, Linguis- Thirst-Quenching Goddess Regalia (8m, 1wp;
tics 4, Lore 4, Occult 4, Performance 4, Presence Reflexive; Instant; Eclipse; Essence 3): Whenever
(Bargaining, Charm) 5, Resistance 2, Socialize (Read Afondha succeeds at a bargain action or chooses not
Intentions) 4 to apply her Resolve against one, she may activate
Merits: Artifact (Hearthstone Amulet) 2, Artifact this Charm to automatically instill a minor Intimacy for
(Collar of Dawn’s Cleansing Light) 2, Artifact (Silken herself in that character with a positive context chosen
Armor) 4, Cult 4, Exalted Healing, Followers 2, Lan- by the opponent’s player, such as awe, respect, or
guage (Native: Old Realm; High Realm, Riverspeak) trust. If the character already has a positive Intimacy
2, Manse 5, Retainers (God-Blooded Bodyguard) 4, for her, it increases in intensity by one instead. If the
Resources 4, Selective Conception character already has a negative Intimacy for her, it
Attack (Unarmed): 8 dice (Damage 10); Tags: decreases in intensity by one instead.
Bashing, Brawl, Grappling, Natural MISCELLANEOUS CHARMS
Attack (Grapple): 4 dice (4 to control) Fertile Benediction (15m; Simple; Instant; Eclipse;
Combat: Soak 9, Hardness 4 (Silken Armor: +5); Essence 3): Afondha blesses the supplicant with fertil-
Parry 2 (Brawl); Evasion 4; Rush 3 dice; Disengage ity, ensuring conception with their next informed and
7 dice willing partner regardless of whether they could nor-
Social: Guile 5, Resolve 4 mally conceive a child with that partner, as long as at
least one of them has a womb.
ADVERSARIES OF THE RIGHTEOUS

Hurry Home (10m, 1wp; Simple; Instant; Essence Vine-Ripened Labor (15m, 1wp; Simple; Instant;
1): Afondha dissolves into water on her next turn, re- Essence 3): Afondha grants fruitful progress on one
turning to her manse’s hearthroom. specific task, such as attracting a suitor’s attention or
Materialize (45m, 1wp; Simple; Instant; Essence winning a negotiation with a rival. The supplicant re-
1): Afondha solidifies from water. ceives four banked bonus dice, which they can add
to any one roll pertaining to the task before the lunar
Measure the Wind (5m; Simple; Instant; Essence
month ends; if that roll succeeds, the supplicant tithes
1): Afondha can read anyone who willingly asks for
one Willpower to Afondha.
her blessing.
ADVERSARIES OF THE RIGHTEOUS

Ashana Ikatu
Master of the Coiled Viper Dojo,
First of the Night’s Talons
Background: Ashana Ikatu has gone by many names in her life. Her first, Tahari, came from peasant parents in a
village on the Porcelain Coast. As a child, her parents gave her to an Immaculate monastery, where her postulant
name was Sparrow and her monk name Daughter of Winds.

Ambitious, unprincipled, and easily bored, she abandoned the Order in her twenties to seek her fortune. She wan-
dered the Threshold as a charlatan and mountebank, claiming and discarding names as she pleased, thrilling in
outwitting the clever and breaking the strong.

Eventually she came to the Coiled Viper Dojo, an ancient and reputable school for
the martial arts. There she challenged and defeated the old master, Ashana
Ikatu, and took his name for her own — along with the sifu’s mystical bless-
ing passed down from its serpent-god founder — in accordance with
the dojo’s tradition. Now she’s sifu to a score of students, training
them rigorously in martial techniques and her own brand of
chicanery.

She only accepts students cunning and ruthless enough


for her purposes, whether as leg-
breakers and grifters garnering
wealth and weeding out compet-
ing criminals, or stalking marks
alongside her as the Night’s Talons,
a black-clad band of thieves and as-
sassins. Like Ikatu, they crave challenge
and victory as much as money. No other local
rogues dare target Princes of the Earth — nor
charge such astronomical fees.

Image: Though nearly 50


years old, Ikatu looks half
that age, aided by healthy
living and rigorous exercise.
She’s frosty in her public
persona as the dojo’s sifu,
but quick to laugh or rage
elsewhere.

Intimacies: Defining: “What


is life without challenge?”; The
Coiled Viper Dojo (Possessiveness);
Major: “I enjoy defeating the
proud.”; “My ambitions are fulfilled,
yet I crave something greater.”; The
Night’s Talons (Pride); Minor: My
Students (Satisfaction); The Exalted
(Jealousy)
A s h a n a I k at u

Secrets: Ikatu keeps tabs on the wealthy and powerful Merits: Contacts (Local Criminals) 1, Fast Reflexes,
nearby for future leverage. She caches away keepsakes Followers (Night’s Talons) 2, Influence 2, Language
from thefts and schemes, some immensely valuable, (Native: Low Realm; High Realm, Flametongue) 2,
waiting for the right time to use them as bait. A few past Martial Artist, Resources 2
victims still seek her, to retrieve such treasures or exact Attack (Unarmed): 13 dice (Damage 10); Tags:
revenge; she keeps their names close to her chest, not Bashing, Brawl, Grappling, Natural
wanting her students to get any ideas about betraying Attack (Knife): 13 dice (Damage 10 + poison: 2i/
her for profit. round [L in crash], 3 rounds, −3 penalty); Tags: Lethal,
Melee, Thrown (Short)
Equipment: custom-tailored silk martial arts uniform,
Attack (Grapple): 9 dice (8 to control)
hidden knives, vial of snake venom, lockpicks, pouch of
dinars Combat: Soak 5, Hardness 0; Parry 5 (Martial
Arts); Evasion 5; Rush 8 dice; Disengage 8 dice
Roleplaying Hints: Though Ikatu relishes her power Social: Resolve 4, Guile 4
and secrets, she’s grown restless from years ensconced Students: Ikatu often travels with one or more stu-
in the Coiled Viper Dojo. Characters can sway her to join dents. Ordinary students have monk traits; Night’s
dangerous schemes that are sufficiently challenging or Talons have assassin traits (Exalted, p. 499). She
stimulating. This isn’t a death wish, however; she flees can muster the Talons as a Size 1 battle group with
if brought to her −2 health levels. Her students seek re- elite Drill, and the other students as a Size 2 battle
venge on anyone who would dare slay her. group with average Drill.
SPECIAL ABILITY: SERPENT’S SOUL
Attributes: Strength 3, Dexterity 4, Stamina 5; Cha-
risma 2, Manipulation 4, Appearance 2; Perception An ethereal, serpentine presence dwells within Ikatu’s
3, Intelligence 3, Wits 4 soul. Spending one Willpower manifests it for a
scene; while it’s active, her skin takes on a faint snake-
Essence: 1 like pattern. She gains Hardness 5 and Initiative +2
Willpower: 9 for determining turn order, and ignores one Defense
Join Battle: 9 dice point if her target has a Major or Defining Tie of fear
Health Levels: −0/−1x2/−2x2/−4/Incap. toward her. Once active, another Willpower extends
this effect to an individual who knows Snake Style
Abilities: Athletics (Jumping) 4, Awareness 4, Brawl and has a positive Intimacy toward her. She may also
1, Bureaucracy (Assess Value) 1, Dodge 4, Integri- spend a Willpower to grant a battle group under her
ty (Conceal Identity) 3, Investigation 2, Larceny 3, command Might 1. Only the Coiled Viper Dojo’s sifu
Linguistics 2, Lore 2, Martial Arts (Ebon Shadow) 5, possesses this ability.
Martial Arts (Snake) 5, Medicine (Self-Treatment) 1,
Occult 1, Presence (Intimidation) 3, Resistance 3, So-
cialize 3, Stealth 3, Thrown (Knives) 3
ADVERSARIES OF THE RIGHTEOUS

Bosocu,
Prodigal Son of the Swamps
Background: The Saints of Thuvaraiyam had high Equipment: An open-chested crocodile-skin jacket, a
hopes for Bosocu. His birth drew cold-blooded guard- hooked machete that serves as weapon and nail file, and
ians to his crib, the eldest Ghara Hags treated him like a small sack stuffed with wriggling swamp animals and
a son, and rumors claimed he was destined to end the tokens of affection from well-wishers at his last port of
Quagheads’ long exile. It was an unpleasant surprise to call.
discover he’d run off one day with a minor chapter full
of rabble. Roleplaying Hints: Bosocu is brash, inquisitive, and ea-
ger to show off. He picks fights and apologizes for them
Yet Bosocu is famed as a young folk hero across the wet- with equal alacrity. He loves launching an ambush with
lands, a true believer who wholeheartedly lives up to the a wild battle cry, but he’s not bloodthirsty; he always
gallantry the Crocodile Host proclaims, credited with spares enemies who’ve done no harm to his family. Deep
an unseemly number of admirers for his age. To simply down, he worries his chapter made a mistake in follow-
drag the boy back would alienate him and his tight-knit ing him, letting his rumored destiny overshadow his in-
Blue Leg Chapter, so the Saints scramble for bribes and experience. He covers his worries with grins and boasts.
plots to herd him home.
Attributes: Strength 2, Dexterity 4, Stamina 3; Cha-
See The Quaghead Tribe of Thuvaraiyam for more risma 4, Manipulation 1, Appearance 3; Perception
information. 3, Intelligence 1, Wits 5
Essence: 1
Image: A bright-eyed, barefoot teen,
Willpower: 6
his wide grin missing several teeth.
Grubby with swamp dirt but rich in Join Battle: 8 dice
confidence and boisterously handsome, Health Levels: −0x1/−1x2/−2x2/−4x1/
Bosocu sweeps his dark hair back into Incap.
a greased mound. Beast-tooth jewelry Abilities: Athletics (Swimming) 3, Aware-
dangles from his neck and ears, matching ness 3, Brawl 2, Craft (Wood Carving) 1,
the bite scars that crisscross his tattooed Dodge 3, Integrity 2, Larceny 1, Melee
skin. (Mounted) 2, Occult 2, Performance
1, Presence 2, Resistance (Disease) 3,
Intimacies: Defining: Chopper (Best Ride (Chopper) 4, Sail (Shallows) 2,
Friend); Major: “The Quagheads are Stealth 3, Survival (Swamps, Animal
proud heroes of the wetlands!”; Minor: Husbandry) 4, Thrown (Improvised)
Thuvaraiyam (Grudging Fascination) 2, War (Blue Leg Chapter) 1
Merits: Familiar (Chopper) 3, Fol-
lowers (Blue Leg Chapter) 1, Legacy
of Thuvaraiyam
Bosocu

(below), Strong Lungs, Thaumaturgist (Snake Charm-


er’s Shabti 1, below; Unquenchable Flame, Exalted,
New Merit:
p. 491) Legacy of Thuvaraiyam
Attack (Hooked machete): 8 dice, or 9 while
mounted (Damage 11); Tags: Lethal, Melee, Chop- Once per scene, when he successfully orders his chapter
ping to attack, Bosocu gains 5 Initiative. If he orders them to
rush an opponent, he may move with them when they
Attack (Thrown Snake): 7 dice (difficulty 1
gambit); Tags: Lethal, Thrown (Short), Improvised. reflexively follow that opponent.
On success, the victim suffers a dose of snake venom
(damage 2i/round, duration 3 rounds, −3 penalty). New Thaumaturgic Ritual:
Attack (Unarmed): 10 dice (Damage 9); Tags: Snake Charmer’s Shabti (• or ••)
Bashing, Brawl, Grappling, Natural
Attack (Grapple): 6 dice (4 to control) The sage sculpts or carves an animal shape, surround-
Combat: Soak 6, Hardness 0 (crocodile hide jacket: ing it with food offerings and spending one Willpower.
+3); Evasion 4; Parry 3 (4 while mounted) (Melee); If a mundane wild beast of this type is within five miles,
Rush 7 dice (8 while swimming); Disengage: 7 dice her chanted prayers draw it to the totem. The scope of
the rite encompasses animal types as broad as “tiger” or
Social: Guile 1, Resolve 4
“snake,” or as specific as a particular species of that type.
Escort: Bosocu leads the Blue Leg Chapter of the While the ritualist continues her mantra, the animal
Crocodile Host. As a battle group, they use traits for does not attack or leave unless provoked, and the diffi-
brigands (Exalted, p. 496) and have Size 1 and
culty to train it lowers by two, to a minimum of 1. Only
average Drill.
one animal responds even if multiple eligible specimens
Familiar: Chopper is a river dragon (Exalted, p. are nearby.
571) named for the old iron axehead lodged in his
skull. In combat, he acts as a mount with a +1 Speed With one dot, the ritualist must choose one animal type
Bonus (+3 in the water) and his own Initiative. Chopper when she learns the ritual, and can only charm that type.
knows several latent abilities: Hold at Bay, Loyal The two-dot version allows her to choose a different
Guardian, and Snarling Guardian Attack (Exalted, type each time she uses the ritual.
p. 562). Bosocu can attack enemies Chopper has
grappled without a reaching weapon.
ADVERSARIES OF THE RIGHTEOUS

Ku Nenaveya
Captain of the Blue Wolves, Wielder of the Frozen Heart
Background: A hardened Northern mercenary captain, Ku Nenaveya found lucrative work north of the White Sea in
the Shining Path cult’s bloody factional wars. Though not a believer herself, her talents brought her to the attention
of the cult’s spiritual leader, the Bishop of the Chalcedony Thurible, who made her his confidant and elevated her to
high station within the Shining Path.

But Nenaveya betrayed her master’s secrets when the cryptic Melkin Fool in Red, a deathknight in service to the
Bishop’s rival, seduced her. Discovered, she anticipated the most dreadful punishments. Instead, the Bishop offered
forgiveness. “This is your punishment and your blessing: to be made
glorious by your hatred,” he told her, kindling her heart with a nu-
minous black flame. Then he turned her over to his torturer-ar-
tisans; they drained her of all her tears, from which they
forged for her a daiklave of ice.

Exiled from the Bishop’s lands for


her crime, Nenaveya wanders
the North in search
of purpose at the
head of her mer-
cenary band, the
Blue Wolves. As
she embraces the
Bishop’s blessing,
the swath she leaves
in her wake grows ever
bloodier.

Image: Long years of


mercenary work have
marked Nenaveya’s
skin with scars and
her features with
choler. Though
in her early forties,
she remains lean and
well-muscled, with
a wary, vigilant air. Her
clothing and equipage are
of vivid colors and visibly
fine workmanship, pro-
claiming the Blue Wolves’
financial success.

Intimacies: Defining:
The Bishop of the
Chalcedony Thurible
(Worshipful Hatred);
Major: “What’s the
point of having money
K u N e n av e ya

and power if no one knows who you are?”; The Blue Disengage 7 dice
Wolves (Pride); Foes who’ve defeated her (Hateful Social: Resolve 3, Guile 2
Rivalry); Minor: Bandits and militia (Hateful Contempt);
Escort: The Blue Wolves form a Size 4 battle group
Peoples of the Black Shale Road (Loathing); The Exalted of medium infantry (Exalted, p. 496) with average
(Envy) Drill. She always keeps a grizzled mercenary
(Exalted, p. 497) bodyguard at her side.
Secrets: Nenaveya keeps her power’s nature secret, lest
someone use it against her. Though her knowledge of
the Bishop’s plans is outdated, she nonetheless possess- New Supernatural Merit:
es useful information regarding his personal character
and behavior, his intimates, the layout of his Hidden
Acrimony’s Seal
Tabernacle, and so forth. The Bishop, intrigued by the
One of Nenaveya’s hate-based Defining Ties cannot be
effects of his blessing upon her, observes her activities
altered (other than to a different variety of hate) or erod-
through ghostly agents.
ed, and influence antithetical to that Tie is unacceptable.
She may reassign this benefit to a different such Tie once
Equipment: Frozen Heart (daiklave of ice), well-kept
per story. This Merit is unique to Nenaveya.
reinforced buff jacket

Roleplaying Hints: Characters can coax Nenaveya Frozen Heart


into alliance with offers of riches, respect, and pow- (Unmelting Ice Daiklave, Artifact •••)
er. But such alliances are tempestuous; she’s embraced
the Bishop’s gift and forms new hate-based Intimacies An orichalcum hilt grips a blade of unmelting ice.
whenever she views a character as a threat to her life, Nenaveya is resonant with it, as are the Abyssal Exalted.
wealth, or position. She keeps her violent temper leashed
unless skillfully goaded. She recognizes when she’s out- Evocations of Frozen Heart
matched despite her hatred, and seeks allies and patrons Passive: The wearer ignores all cold-related penalties,
who can protect her from Exalted might. and negates one level of damage from cold-based envi-
ronmental hazards.
Attributes: Strength 3, Dexterity 4, Stamina 4; Cha-
risma 3, Manipulation 2, Appearance 2; Perception Pain-Numbing Chill (2m, 2i; Reflexive; Until next
3, Intelligence 2, Wits 4 turn; Perilous; Essence 2): Nenaveya ignores up to three
Essence: 2 points of penalties from wounds, poison, or disease on
Willpower: 7 all actions. Prerequisites: None. Dissonant: The wield-
Join Battle: 7 dice er only ignores one point of penalty.
Personal Motes: 20
Health Levels: −0/−1x2/−2x6/−4x5/Incap.
Charms
Abilities: Athletics 3, Awareness 3, Brawl 2, Bu- Nenaveya’s rating in her highest-rated hate-based Tie
reaucracy (Military) 2, Dodge 3, Integrity 1, Larceny toward the target of an action she creates or enhances
1, Linguistics 1, Lore 1, Medicine (Injuries) 1, Melee with a Charm, or toward her attacker, is her Animus. If
(Frozen Heart) 4, Occult (The Undead) 1, Pres- she’s impassioned with hatred (Exalted, p, 217), treat
ence (Command) 3, Resistance 3, Ride 2, Socialize her as having a hate-based Major Tie toward all oppo-
(Enemies) 1, Stealth 1, Survival 3, War 4 nents. She can’t use Charms that refer to Animus against
Merits: Acrimony’s Seal (below), Artifact (Frozen opponents for whom she lacks hate-based Ties.
Heart) 3, Command 3, Contacts 1, Exalted Healing,
Followers 1, Influence 2, Language (Riverspeak, OFFENSIVE CHARMS
Shining Path Cant, Skytongue), Resources 2
Antagonistic Awareness (1m+; Supplemental;
Attack (Frozen Heart/daiklave): 12 dice Instant; Essence 1): Choose an opponent and add
(Damage 15/5); Tags: Lethal, Melee one die per mote spent to a Join Battle roll, up to
Attack (Unarmed): 11 dice (Damage 13); Tags: (Animus) dice. If Nenaveya’s Join Battle roll beats the
Bashing, Brawl, Grappling, Natural chosen opponent’s, she steals one Initiative from him.
Attack (Grapple): 6 dice (5 dice to control) Enmity-Driven Onslaught (1m+; Supplemen-
Combat: Soak 9, Hardness 0 (Reinforced Buff tal; Instant; Dual; Essence 2): Add one die per mote
Jacket: +5); Evasion 3, Parry 5 (Melee); Rush 7 dice; spent, up to (Animus) dice, to an attack roll. If it’s
ADVERSARIES OF THE RIGHTEOUS

withering, also add that many dice to its post-soak and ignore that many points of onslaught penalty. On
damage; if it’s decisive, add half that many dice a successful block, steal one Initiative from the attacker.
(rounded down) to its raw damage, or to the Initiative MOBILITY CHARMS
roll if it’s a gambit.
Belligerent Pursuit Style (1m+; Supplemental;
Triumphant Contempt Attitude (1wp; Reflexive; Instant; Perilous; Essence 1): Add one die per mote
Instant; Essence 2): Upon incapacitating an oppo- spent, up to (Animus) dice, to a rush roll or a roll to
nent, gain (Animus) Initiative after resetting to base. contest a disengage action. If successful, perform a
Vindictive Counterattack (3m; Reflexive; Instant; reflexive aim action against the target; Nenaveya
Counterattack, Decisive-only; Essence 2): When par- may move and take this reflexive aim action in the
rying an attack, make a decisive Melee counterat- same round.
tack that occurs after the opponent’s attack result (suc- SOCIAL CHARMS
cessful or not), but before damage is rolled, ignoring
(Animus) Hardness. This doesn’t count as her combat Searing Antipathy Attitude (4m, 1wp; Reflex-
action for the turn. ive; Instant; Eclipse; Essence 2): In response to being
targeted by social influence but before the influence
DEFENSIVE CHARMS action is rolled, Nenaveya burns with hatred as
Focused Loathing Deflection (2m+; Reflexive; though impassioned (Exalted, p. 217), and gains
Instant; Essence 1): Increase Parry by one per two +2 Resolve. If she’s already impassioned with hatred,
motes spent, up to a bonus of (Animus/2, rounded up), waive the Willpower cost.
ADVERSARIES OF THE RIGHTEOUS

Cynis Borok
The Self-Involved Satrap
Background: Though the blood of Cynis runs Image: Cynis Borok is generally accepted as the
thin in his veins, Borok holds lofty aspirations last man that you would wish to choose for the
and is willing to go to any lengths to prove the job, and he exudes this with his very appearance:
capability of his branch of the family line — in- an almost sickly looking man, he does not show
cluding bragging about his abilities to turn a dis- any outward sign of muscle or strength and his
appointingly rural satrapy into a thriving hub of pale face does little to make any sort of impres-
culture and commerce. He certainly has his work sion on those who have the misfortune of
cut out for him now that he has been appoint- carrying on a conversation at length with
ed, and rumors have begun to suggest that him. He keeps his long hair tied back
Borok’s selection was more an effort to in a neat ponytail and tries his best to
prove his shortcomings rather than to dress in a manner befitting his post,
highlight his strengths in leadership. but his efforts are generally lost next to
the distraction of the sneer that seems
Too poor to be of note and with too to grace his lips on a constant basis.
few exports to matter, the eastern
satrapy Borok supervises was once Intimacies: Defining: “My authority de-
a decent producer of lumber until mands respect.”; Major: Local Leaders
resources and local morale deplet- (Disdain), His Sifu (Respect); Minor:
ed and its garrisons were withdrawn “Protection is a privilege worth paying for,”
to the Blessed Isle with no intention of His Successful Sister (Envy)
returning. The situation he encountered
during his first visit was even more dire Secrets: Though he claims his loyalty to
than he was originally led to believe, a fact his family is beyond measure, Borok is
that Borok suspects was an intentional act currently distracted by an admiral from
meant to sabotage his efforts, and since this House Ragara who has promised him
discovery he has committed to all manner great power if he turns over sensitive in-
of deception as a part of convincing oth- formation regarding one of the ports in a
ers of his false success while imposing satrapy adjacent to his own.
extreme taxes and generally establishing
himself as an unforgiving tyrant. Equipment: Fine robes tied with a silk
sash to be used for combat. Borok also
Borok hopes that his efforts will aid in enjoys adorning himself with signs of
making a name for himself and proving wealth and prosperity that will be no-
that he is capable of holding his own, ticed by others.
even if this is proving to be a much
more difficult task than he originally Roleplaying Hints: Borok will do
anticipated. Aside from encountering anything to achieve his goals, and his
some difficulty in garnering support number one priority is himself. A
for his various projects, Borok also fac- blow to his ego could be just as detri-
es the trouble of fending off raiders with mental as a physical blow, and he will
only an ill-armed local militia remaining certainly retaliate tenfold using any
to protect his new project. His growing and all available resources.
frustration with the situation has made him
quick to anger and eager to threaten those Aspect: Air
who are unwilling to lend their own re- Attributes: Strength 2, Dexterity 2,
sources toward making his taxpay- Stamina 3; Charisma 3, Manipula-
ers miserable. tion 5, Appearance 4; Perception 4,

2
EX3
Cynis Borok

Intelligence 3, Wits 4; bonus to damage, or one die of decisive damage.


Essence: 2 Alternatively, ready an item as a mundane light
weapon. 
Willpower: 6
Dreaming Pearl Courtesan Form  (8m; Simple;
Join Battle: 5 dice
One scene): Borok can make Martial Arts attacks
Personal Motes: 13 at short range. His Elegant Weapon Repertoire and
Peripheral Motes: 31 Pearlescent Filigree Defense use the traits of artifact
Health Levels: -0/-1x2/-2x2/-4/Incap. weapons and armor. On a successful disengage with
5+ successes, Borok can use this form reflexively. 
Abilities: Athletics 2, Awareness 1, Bureaucracy
3, Dodge 3, Integrity 3, Linguistics 2, Martial Arts DEFENSIVE CHARMS
(Dreaming Pearl Courtesan) 4, Melee 2, Perfor- Threshold-Warding Stance  (2m per success or
mance 2, Presence 3, Resistance 2, Ride 1, Socialize +1 Evasion; Reflexive; Instant): Add up to ([Dodge
4, War 1 + Specialty] / 2), rounded down, to Evasion, or in
Merits: Artifact 2, Backing 2, Fast Reflexes 3, Martial automatic successes on a Dodge roll. Ignore environ-
Artist 4, Resources 2 mental penalties. 
Specialties: Bureaucracy (Local Laws), Bureaucra- Demure Carp Feint  (3m; Reflexive; Instant): Add
cy (Taxes), Linguistics (Propaganda), Performance +1 Evasion or one success on a disengage. If Borok’s
(Public Speaking), Socialize (Court Functions), War Appearance beats his attacker’s Resolve or that of
(Gateway) all characters he is disengaging from, he adds +2
Attack (Sash, Dreaming Pearl): 11 dice – Evasion or two successes instead. He gains 1 Initiative
Bashing, Martial Arts, Flexible, Grappling (damage when he succeeds on a disengage against an enemy
12) whose Resolve is lower than his Appearance. 
Combat: Soak 8 (Artifact Light Armor +5); Parry: 3 Pearlescent Filigree Defense (1m; Reflexive; One
(Martial Arts); Evasion: 3; Rush 4 dice; Disengage: scene): Treat clothing as light armor. When hit by an
5 dice attack, Borok may spend up to (Appearance) motes
and add that much to his armored soak against it. 
Social: Resolve: 4; Guile: 5
SOCIAL CHARMS
Protectors: While in combat, Borok may assemble
a battle group of Elite Bodyguards (Exalted, p. 497) Loquacious Courtier Technique (2m per success
with the following traits: Size 1, Elite Drill, Magnitude or +1 Guile; Reflexive; Instant; Mute): Add up to ([So-
7. This group is led by a skilled lieutenant who is proud cialize + Specialty] / 2) to Guile or in bonus success-
of their position and fiercely loyal to the Realm in spite es to a Socialize roll. 
of their lack of confidence in Cynis Borok as a leader. Smoothing-Over-The-Past Technique  (3m,
1wp; Simple; Instant; Psyche): Roll instill with (Ma-
nipulation + Socialize) to make one character forget
Charms a past incident of misbehavior by Borok. Resisting
this influence requires entering a Decision Point and
OFFENSIVE CHARMS calling at least a Major Tie. 
Hammering Wave Technique  (1m per +1 die; Wind-Carried Words Technique  (3m; Simple;
Supplemental; Instant): Add up to (Martial Arts + Instant): Send a message of up to a few sentences to
Specialty) bonus dice on an attack and deal lethal a character within (Essence) miles. 
damage unarmed. Reroll 6s on the damage roll until Voices on the Wind  (5m; Supplemental; Instant):
they cease to appear.  Add (Linguistics) dice on a Perception-based roll to
Elegant Weapon Repertoire (3m; Supplemental; eavesdrop. If Borok reads the intentions of a character
Instant; Dual): Add a  withering  attack’s Accuracy he’s eavesdropping on, she takes -2 Guile for being
unaware of him.

3
EX3
ADVERSARIES OF THE RIGHTEOUS

Eska of the Seven Blades


Hunter of Heroes
Background: Born amid the far-Eastern Jaru tribes’ en- Image: A sharp-featured young woman, pale due to be-
demic warfare, Eska grew up surrounded by violence. ing sheltered from the sun by the forest canopy. Her ex-
She made it her tool, defeating peers in contests of might pressive face is quick to exhibit glee, surprise, and rage.
and skill, and leading raids against neighboring tribes to Her battle-form has six arms but appears otherwise hu-
plunder and count coup. Through bravery and strength, man. Her totemic anima displays a violet-and-silver wolf
she could accomplish anything. spider whose legs terminate in blades.

When a neighboring Jaru tribe butchered Eska’s people, Intimacies: Defining: “Battling mighty foes makes me
the survivors scattered. Bereaved, humiliated, and en- stronger.”; Major: Sublime Danger (Reverence); Fellow
raged, Eska sought revenge, hunting those who killed her student (Rivalry); Minor: “Battle isn’t a game.”; “My foes
kin. In a running battle with enemy warriors, she Exalted. will yield to me in the end.”; Fellow student’s reborn
Solar mate (Jealous Desire)
Eventually a Lunar elder, Sublime Danger of the
Thousand Daiklave Wings, took her in. Eska’s sworn her- Secrets: Eska keeps tabs on heroes and champions
self to her mentor’s service, and often performs various betwixt the Scavenger Lands and the Dreaming Sea,
errands — redirecting travelers, stealing artifacts, maim- tracking their movements and patterns so she can catch
ing or slaying perilous foes — occasionally accompanied them alone. She’s privy to some, though not all, of her
by another of Sublime Danger’s students. But mostly, her mentor’s schemes.
time is her own. To ensure that she’s never vulnerable
again, she seeks strength through constant conflict.
E s k a o f t h e Se v e n B l a d e s

Equipment: Moonsilver short daiklaves (Eska’s Fangs,


below), purple jewelry and leather vambraces match-
Eska’s Fangs
ing her eyes (Moonsilver Short Daiklaves,
Artifact •••)
Roleplaying Hints: Eska tests herself against anyone she
sees as a rival (such as a player character who’s defeated A recent gift from Sublime Danger after a Solar Exalt
her in battle or who also studies under Sublime Danger) or shattered Eska’s mundane blades, these six swords par-
who she believes will give her a good fight. She employs take of Eska’s zeal and duplicity.
disguises, lies, and stealth to catch an opponent alone long
enough to defeat him. Eska flees if dealt a crippling wound Evocations of Eska’s Fangs
or brought down to her −4 health levels, or if significant foes Passive: While wielding all six swords, Eska’s dual
rally to defend her prey. Her interest wanes if a foe seems wielding bonus to clash attacks increases to +4.
beneath her or a more enticing target appears. Those who
slay Eska face the wrath of her mentor and fellow students. Fang-Concealing Method (—; Reflexive; Indefinite):
Diminish any number of Eska’s Fangs to the size and
Caste: Full Moon semblance of ordinary daggers.
Tell: Slitted violet eyes
Attributes: Strength 4, Dexterity 4, Stamina 4; Cha- Shapeshifting
risma 3, Manipulation 2, Appearance 2; Perception
3, Intelligence 2, Wits 4 Eska pays four motes to assume any human or animal
Essence: 2 form she knows as a miscellaneous action. Returning to
her natural human shape is free and reflexive. In animal
Willpower: 6
form, she uses the animal’s dice pools; where this in-
Join Battle: 8 dice creases her dice pool, treat the extra dice as dice added
Personal Motes: 17 by Charms.
Peripheral Motes: 37/42 (5m committed to
Eska’s Fangs) Eska’s spirit shape is a wolf spider. She favors innocu-
Health Levels: −0/−1x2/−2x4/−4x7/Incap. ous human forms, like a lost child or traveling merchant,
to lure in an opponent or put him at ease. In battle, she
Abilities: Athletics 4, Awareness 4, Brawl 3, Dodge
immediately activates Deadly Beastman Transformation
5, Melee 4, Integrity 1, Larceny 1, Lore 1, Occult 1,
(see below). For travel and escape, she favors winged
Presence 3, Resistance 3, Socialize 1, Stealth 1, Sur-
vival 3 forms such as a raiton (Exalted, p. 570).
Merits: Ambidextrous 1, Artifact 3, Language (For-
est-tongue, Riverspeak, Local Tongues), Mentor 3 Charms
(Sublime Danger of the Thousand Daiklave Wings)
Attack (Eska’s Fangs/short daiklave): 13 dice EXCELLENCIES
(Damage 14/4); Tags: Lethal, Melee Eska can add up to (Attribute) dice to a Dexterity,
Attack (Eska’s Fangs/dagger): 12 dice Stamina, Charisma, or Wits roll for one mote per die.
(Damage 11); Tags: Lethal, Melee, Thrown (Short) She may increase this limit by adding a second Attri-
(see Fang-Concealing Method) bute, with an appropriate stunt. Additionally, she may
increase her soak by up to (Stamina/2) points, or
Attack (Unarmed): 11 dice (Damage 11); Tags: (Stamina + [Attribute]/2) with an appropriate stunt,
Bashing, Brawl, Grappling, Natural for one mote per point.
Attack (Grapple): 11 dice (7 dice to control)
OFFENSIVE CHARMS
Combat: Soak 4, Hardness 0; Parry 4 (Melee);
Evasion 5; Rush 8 dice; Disengage 9 dice Octopus and Spider Barrage (8m, 1wp; Simple;
Instant; Decisive-only): Make up to three decisive
Social: Resolve 3, Guile 2 attacks against one or more enemies; these need
not use the same weapon or Ability. Divide Initia-
tive evenly among attacks, rounding up. Only reset
to base Initiative if at least one attack hits, and only
after all attacks are completed. Only lose Initiative for
missed attacks if all attacks miss. In animal shapes with
more than four limbs, each successful attack adds one
ADVERSARIES OF THE RIGHTEOUS

cumulative die to subsequent attacks’ damage. SOCIAL CHARMS


Sinuous Striking Grace (3m; Reflexive; Instant; Dream-Weaving Voice (3m; Simple; Instant):
Uniform): Add four to Initiative to determine when Eska’s words paint a vivid picture in a listener’s mind,
to act this round. If Eska uses her action to attack allowing him to clearly visualize the tale. Double 9s
someone who hasn’t acted yet this round, convert one on a single inspire roll.
die on the attack roll to a non-Charm success. MISCELLANEOUS CHARMS
DEFENSIVE CHARMS Deadly Beastman Transformation (1m, 1wp;
Coiled Serpent Strikes (2m, 2i; Reflexive; Instant; Simple; One scene; Withering-only): While Hybrid
Counterattack, Decisive-only): Upon successfully de- Body Transformation is active, add four dice to with-
fending against an attack, make a decisive coun- ering damage rolls, feats of strength, and movement
terattack; Eska may reflexively ready a weapon to actions. Gain +4 natural soak. Eska can attempt
attack with. Strength 5+ feats of strength. Suffer an unavoidable
Gleaming Crescent Block (4m; Reflexive; Instant; −1 Defense penalty. She may reflexively activate this
Uniform): Up to two 1s on an attacker’s attack roll Charm while activating Hybrid Body Transformation.
subtract successes from the roll. Waive the Initiative Hybrid Body Transformation (4m; Simple;
cost of counterattacking with Coiled Serpent Strikes if Instant): Shift into a hybrid form with six arms and
Eska’s parry succeeds. slit-pupiled eyes, gaining the Enhanced Sense
MOBILITY CHARMS (Vision) and Extra Limbs Merits. This doesn’t count as
an animal form for Charm purposes.
Instinct-Driven Beast Movement (3m; Sup-
plemental; Instant): Add an automatic success to Silken Grasp (1m; Reflexive; Instant): Unreeling a
one movement action or one roll of a speed-based sticky silken thread from her palm, Eska pulls to her
extended action. Upon succeeding at an opposed hand a small or light object within short range. This is
supplemented roll, gain one Initiative; in animal forms only usable once per hand per round.
with a Speed Bonus, the opponent loses an Initiative
also.
ADVERSARIES OF THE RIGHTEOUS

Fivefold Masks and Lies


Servant of Chaos
Background: Khuruga, the Esteemed Minister of Social
Unrest, is a busy god, especially in this day and age. He has no
time to see to his purview’s promotion, but his ambition de-
mands continued advancement. Fortunately, he has
children. Fivefold Masks and Lies is the lat-
est of the chaotic god’s progeny, by way of
a mortal supplicant, and they are a willing
and eager servant of their divine father.

Khuruga prefers to provide broad in-


structions: directions to a location, and
an imperative to cause trouble. With
a few whispered words, Masks might
transform a reveling crowd into a vengeful
mob on a festival day, talk a wealthy groom into
abandoning his beloved at their public wedding,
or turn a petty feud into an all-out war between
rival merchants that disrupts trade across an en-
tire nation. The miracles of heavenly transportation
mean Masks has been active as far north as Diamond
Hearth, and as far south as Gem. These days, they’re
often on the Blessed Isle, hounding one Great
House after another as the Dynasts’ for-
tunes rise and fall.

Despite strict instructions to keep


their actions subtle and their pres-
ence unnoticed, Masks has a hab-
it of choosing rivals from among
the Exalted for whom to show off.
Causing chaos in secret is much
less entertaining than at least giv-
ing someone a few hints to liven
things up with people trying to
stop the trickster’s schemes.
The Exalted are so grand,
their actions so dramatic,
it’s hard to resist playing
with the things they love.
Khuruga helps them out
of trouble when they
get in over their head,
but his patience wears
thin, and Fivefold Masks
and Lies may soon find them-
selves on their own.
Five Fold Mask

LIGHT WEAPON — RAPIER

A rapier is a long, thin blade with a sharply pointed tip and a protective hilt often forged into ornamental de-
signs. The wealthy favor them as a fashionable means of self-defense, lightweight and decorative when worn.
Cost: •••

Tags: Lethal, Melee, Disarming, Piercing

Image: Without their mask, Fivefold Masks and Lies Attributes: Strength 2, Dexterity 3, Stamina 2; Cha-
is an attractive, androgynous young individual. They risma 3, Manipulation 5, Appearance 4; Perception
don’t show any obvious signs of divine parentage, but 4, Intelligence 3, Wits 3
the details of their eyes, hair, and clothing have a habit of Essence: 3
changing whenever no one’s looking. Their features are Willpower: 7
youthful and open, disarmingly sincere when they smile
Join Battle: 6 dice
or laugh.
Personal Motes: 28/30 (2 committed)
Intimacies: Defining: “Chaos is its own reward.”, Health Levels: −0/−1x2/−2x2/−4/Incap.
Khuruga (Loyalty); Major: “Give a losing opponent a Abilities: Athletics 1, Awareness 3, Bureaucracy
helping hand.”, The Exalted (Delighted Rivalry); Minor: (Sowing Chaos) 3, Integrity (While Disguised) 3, In-
“Whatever you do, look good doing it.” vestigation 3, Larceny 4, Linguistics 3, Lore 2, Melee
3, Performance 2, Presence (Strangers) 5, Socialize
Secrets: Masks spends a great deal of time watching 4, Stealth 3
for opportunities, and they know plenty of juicy tidbits
Merits: Artifact (Mask of Lies) 4, Backing (the Celes-
about the Great Houses and their scions: who’s sleeping tial Bureaucracy) 3, Fleet of Foot, Language (Native:
with whom, who’s lying about their motives or exploits, Old Realm; Guild Cant, High Realm, Riverspeak) 3
and who has hopes and dreams their parents might pre-
Attack (Rapier): 10 dice (Damage 9); Tags: Lethal,
fer they didn’t.
Melee, Disarming, Piercing
Equipment: Masks’ eponymous artifact, the Mask of Combat: Soak 2, Hardness 0; Parry 3 (Melee);
Lies, is a smooth, featureless face. They wear it at all Evasion 2; Rush 4 dice; Disengage 3 dice
times, either as intended or on top of their head like a Social: Resolve 3 (4 while disguised), Guile 5
hat, at a jaunty angle. An elegant leather scabbard hangs
at their waist with an ornate rapier inside, unless they’ve
forgotten or lost it somewhere again. Their bag contains Mask of Lies
the tools of their trade: a book of notes, blackmail evi- (Starmetal Mask, Artifact ••••)
dence, and local coin for bribery.
Khuruga forged the Mask of Lies as a tool for his chil-
Roleplaying Hints: Above all, Masks is a trickster. dren. Its smooth facial features are utterly nondescript.
They’re surprised when an opponent comes to truly
hate them, since they tend to see adversaries as friendly Evocations of the Mask of Lies
rivals. Masks prefers not to fight their own battles, and Passive: While attuned for two motes, the mask is com-
would rather talk someone else into doing so, or if cor- pletely invisible to mortal sight, unless its wielder wish-
nered, make a deal to avoid a physical altercation. They es otherwise.
have a strong sense of fair play — though untempered by
morals or choosing sides — and a habit of leaving hints or Mirrored Mask (5m, 1wp; Simple; Indefinite; Mute;
suggestions for rivals who seem to be struggling. Killing Essence 1): The Mask of Lies transforms the wearer into
Masks draws their esteemed father’s attention, and a completely different person. Each new disguise creates
Khuruga has connections among the celestial gods and a cover identity that is appropriate and unremarkable for
the Sidereal host. the area in which they activate this Evocation, but the de-
tails are completely out of their control. If they say or do
ADVERSARIES OF THE RIGHTEOUS

anything that seems out of character for the cover identi-


ty, others may roll (Perception + Awareness) against the
Charms
wielder’s (Guile + Essence) to pierce the disguise; those
without supernaturally enhanced senses take a penalty SOCIAL CHARMS
of (wielder’s Essence). The wielder doesn’t automatical- Whispered Unrest (8m, 1wp; Simple; One scene;
ly know what kind of cover identity the Mask has creat- Eclipse; Essence 3): Masks begins a riot with only a
ed; they must figure it out through context clues or look few words. They make a (Manipulation + Presence)
into a mirror and recognize cultural cues. inspire roll to produce either fear or anger against
a single target. If successful, the impassioned victim
Lying Mirror (5m, 1wp; Reflexive; Instant; Essence 2): spreads her emotional state to anyone with whom she
The wielder gains +(Essence) Guile to defend against a speaks for at least a few minutes without the need for
read intentions action, as long as Mirrored Mask is ac- further rolls for the rest of the scene. Additional targets
tive. If successful, their opponent believes he succeeded may still spend Willpower to reject the influence, but
instead, reading an Intimacy or motive appropriate to most Storyteller characters don’t without sufficient
Mirrored Mask’s disguise. If not, the wielder may spend impetus (such as a player character convincing them
one Willpower to conceal their intentions anyway; if
with successful social influence to stay calm).
they do, at the end of the scene their opponent realizes Wield the Crowd (5m; Supplemental; Instant;
they’ve supernaturally deceived him. Essence 2): When making an influence roll against an
impassioned target that takes advantage of their in-
flamed passion, Masks gains +3 dice and doubles 9s.
ADVERSARIES OF THE RIGHTEOUS

Gleaming Gneiss,
Ambitious Sorcerer
Background: Young Gleaming
Gneiss dreamed of ancient
wonders far beneath her
snowy home in the city-state
of Eaves. For years, the
dreams taunted her; what
felt so real as she slept
dissolved on waking.
Feathersteel mine tun-
nels resembled those of her
dreamscapes, but never led
to the ruins she was certain hid
within. Finally, when yet another
search failed after years of frustrat-
ed exploration, Gneiss gave in to her
rage and despair. Stone crumbled as
she struck the walls in thoughtless fury;
the power of Pasiap burst from her like
a landslide. When the dust cleared, the
wreckage revealed a timeworn passageway.

At tunnel’s end lay a forgotten settlement’s


ruins, just as they’d appeared in her dreams.
She found Glacier’s Edge — a machine made
in humanity’s image and brought to life by sor-
cerous power — partially buried in the rubble.
To Gneiss’ shock, it whirred to life and spoke,
offering her a deal: It would teach her sorcery,
and she’d repair it and set it free.

Upon returning home, Gneiss dreamed herself


claiming a seat among Eaves’ ruling Ministers
as first among not-quite-equals. Since then,
she’s set her sights on making it come true. Her
proposed plans outstrip the current ministers’ in
urban progress and expanding mining into ruins
farther afield, garnering her a small but devoted
following among Eaves’ treasure hunters and mer-
chants — and enemies among its politicians.

Image: Gleaming Gneiss is a solid, imposing woman in


her early 20s. Layers of thick fur insulate her against her
homeland’s biting cold. Indoors, she prefers sturdy wool
and leather work clothes. Auburn and blonde streaks run
through her dark hair, reminiscent of the stone after which
she’s named; calculating curiosity often lights her bright blue
eyes.
Gleaming Gneiss

Intimacies: Defining: “Power is knowledge.”; Major: The Merits: Boundless Endurance, Language (Native:
Ministers of Eaves (Contempt), Sorcery (Obsession), Skytongue; Local Tongues (Northern tribes), Old
Glacier’s Edge (Curiosity); Minor: Eaves (Affection) Realm, Riverspeak) 3, Resources 1
Attack (Unarmed): 6 dice (Damage 6)
Secrets: Completely restoring Glacier’s Edge to its origi-
Attack (Wrackstaff): 9 dice (Damage 15); Tags:
nal functionality requires hard-to-procure materials and
Bashing, Melee, Reaching
knowledge beyond Gneiss’ current ken. She visits her
mentor-machine in the ruins often to learn from it and Combat: Soak 9 (medium armor +5); Hardness 0;
study its composition. She pays handsomely for occult
Parry 2 (Melee); Evasion 1; Rush 4 dice; Disengage
4 dice
tomes and bespoke parts whose use she refuses to reveal,
then secrets them away in the ruins, whose entrance she Social: Guile 2, Resolve 3
hides from mortal eyes. OFFENSIVE CHARMS
Crimson Fang Bite (3m, 1wp; Supplemental;
Gneiss’ determination to follow her prophetic dreams Instant; Fire, Dual): +3 damage to a withering
enticed the god Owl from Out of the East, who watches Melee attack, or double three 10s on a decisive
over ambitious people chasing their desires. Her sudden Melee damage roll.
surge of concentrated ambition upon returning home in-
DEFENSIVE CHARMS
trigues him.
Impervious Skin of Stone (4m; Reflexive; Instant;
The ruins contain many more ancient wonders than one Earth, Balanced, Withering-only): Double Stamina to
sorcerous machine, and splitting her time between po- determine natural soak against a withering attack.
litical maneuvering, studying sorcery, and hunting down In Earth Aura, can be used after an attack hits but
supplies and lore means Gneiss hasn’t had time to fully before damage is rolled.
investigate or inventory most of it yet. Five Winds Raiment (3m,1a; Supplemental; Until
spell is cast; Air): Gain +1 Defense and +2 Hard-
Equipment: Gleaming Gneiss is rarely without her thick ness until she casts the supplemented spell or stops
leathers, furs, a steel breastplate, mining tools, and a shaping. In Air Aura, doesn’t count as a Charm bonus
wrackstaff. She carries arcane devices, strange gem- and added Hardness is +3 instead.
stones, rare metals, and other materials that might help SOCIAL CHARMS
her repair Glacier’s Edge.
Heart-Hardening Meditation (6m; Reflexive;
One scene; Earth): Gain +2 Resolve against inspire
Roleplaying Hints: Gleaming Gneiss speaks directly,
actions and any influence that leverages an inspired
without flair. She’s ambitious, boldly pursuing opportu-
emotion, or a Tie based on passions. In Earth Aura,
nities to advance her plans for Eaves’ future. Gneiss con- doesn’t count as a Charm bonus.
siders every angle when dealing with others. She bar-
gains most willingly with those who are up front about
Burning Dragon Mien (4m; Simple; Instant; Fire):
Roll a threaten action against one target with double
what they want and why.
9s. If successful, target also loses 1i even if they resist
the influence.
Aspect: Earth
Attributes: Strength 3, Dexterity 3, Stamina 4; Cha- MISCELLANEOUS CHARMS
risma 1, Manipulation 3, Appearance 4; Perception Hidden Secrets Whisper (1m per die; Supple-
2, Intelligence 5, Wits 2 mental; Instant; Air, Balanced, Excellency): + 1 die
Essence: 2 per mote spent to an Occult roll. Each 10 rerolls one
non-1 failure.
Willpower: 6
SORCERY
Join Battle: 7 dice
Shaping Rituals: Gleaming Gneiss carries a piece
Personal Motes: 13
of Glacier’s Edge with her, a metal part full of gears
Peripheral Motes: 31 and switches. She rearranges their configuration while
Health Levels: –0/–1x2/–2x2/–4x4/Incap. meditating on a target’s likely courses of action. Roll
Abilities: Athletics 2, Awareness 5, Brawl 3, Craft Intelligence + Socialize, difficulty (5 – target’s Guile).
(Artifacts, Metalsmithing) 4, Integrity 4, Linguis- Gneiss gains sorcerous motes equal to her threshold
tics (Translation) 2, Lore (Northern Ruins, Sorcerous successes + Essence, which last for the scene.
Workings) 5, Melee 3, Occult 5, Presence (Threaten) Glacier’s Touch: (12sm, 1wp; Decisive-only; 5
3, Resistance (Cold) 2, Socialize 3 turns): The air within medium range becomes a heavy
ADVERSARIES OF THE RIGHTEOUS

mist, choking all who breathe it: a difficulty 3 environ- can slow the effect, making it run its course over days
mental hazard with damage 3L/round. Characters instead. The effect may be undone (Exalted, p. 466)
with supernatural resistance to cold are immune. with an Ambition 3 sorcerous working.
A character who suffers damage to their –4 health Distortion (Goal Number: 7): Distorting this spell
levels from this spell freezes, transforming into a living lessens the cold’s bite, converting the environmen-
ice statue. At the end of their next turn, the victim’s tal hazard’s damage to bashing. Characters whose
hands and feet turn to ice, imposing −3 to all physical −4 health levels the spell damages don’t become
actions. The turn after that, their arms and legs freeze ice statues, but suffer –4 to all physical actions until
solid, imposing −5 to all physical actions and making scene’s end.
move actions impossible. By the end of the third turn, Invulnerable Skin of Bronze (Exalted, p. 474)
only an ice sculpture remains. Charms like Wound-Ac-
Silent Words of Dreams and Nightmares
cepting Technique (Exalted, p. 332) that infuse
(Control) (Exalted, p. 475)
someone directly with life energy or vital Essence
Ifraja the Librarian

Ifraja the Librarian


Corrupt Seeker of Knowledge
Background: A masterful storyteller, the tales of Ifraja the
Librarian’s travels vary depending on his current location and
the enthusiasm of his audience, though they always seem to in-
clude a few embellishments that are spoken with such sincerity
that it can be difficult to discern truth from fiction. Each story
may differ but still carries the common thread of explaining
that he has arrived by way of merchant caravan and only
wishes to spread knowledge from faraway lands
with those who visit his makeshift library cart.

While his appreciation for knowledge is genuine,


in truth Ifraja’s primary motivation in traveling
from place to place lies in searching for other
practitioners of sorcery to extort for knowledge.
He has gone so far as to take the lives of those who
are unwilling to cooperate and plunders their
personal libraries in the process, selling off the
scrolls and tomes that are of no use to him and
keeping the rest to meditate on so that he might
further hone his craft and grow more powerful.

Though Ifraja’s quest keeps him on the road for


long periods of time, he periodically returns to the
First Age tomb he calls home. A dusty mess of sand
and stone a half-day’s journey from Urim, he collects
his souvenirs here for safekeeping and uses the space to
meditate on new spells in his workroom. He has taken
great care to conceal his belongings as it is not uncom-
mon for scavengers to happen upon the tomb from time
to time, a fact evidenced by the piles of bones scattered
near the entrance.

Image: An older man with dark skin and greying


hair, Ifraja’s outward appearance contributes to
deceiving outsiders of his well-honed abilities. His
layered robes occasionally show dust at the hem
from trekking across the desert, though he makes
an effort to keep up his appearance when visiting
wealthier cities.

Intimacies: Defining: “Knowledge must be shared.”;


Major: Power (Greed); Minor: “So many cultures, so
many things to learn.”, “Everyone is a part of a great-
er story.”

7
EX3
ADVERSARIES OF THE RIGHTEOUS

Secrets: Many of the destinations Ifraja seeks out are SPELLS


the result of following rumors from other cities, but he Librum-Devouring Maw (5m, 1wp; Instant;
gets a great deal of information through summoning and Control Spell): Ifraja’s forehead blossoms open into a
interrogating a demon that was previously summoned toothy mouth above his third eye chakra. By consum-
by others and using this knowledge to seek out his next ing a single tome or scroll, he can memorize its con-
targets. tents for (Essence + Intelligence) days, after which it is
forgotten unless he transcribes it. As his control spell,
Equipment: Well-made robes (Light Armor) and a pair Ifraja may understand consumed texts written in lan-
of sai. Even while distanced from his cart or his home, guages he does not speak, but he may not reproduce
Ifraja also carries a number of writing implements and them.
scrolls on his person. Corrupted Words (15sm, 1wp; Psyche; Indefinite):
Ifraja speaks words that bind his victim from speak-
Roleplaying Hints: Ifraja presents himself as a mortal ing of a specific subject. He must roll (Intelligence +
old man with an enthusiasm for learning and is not quick Occult) against his victim’s Resolve to successfully
to give away his true nature. He may initially seem kind bind their will.
and generous but is in truth deceitful and quick to anger,
Demon of the First Circle (Ritual, 2wp; Instant): With a
especially if he is kept from the things he is after.
ritual that begins at sundown and ends at midnight, Ifraja
summons a First Circle Demon of his choice. The demon
Attributes: Strength 1, Dexterity 3, Stamina 2; Cha- is bound with an (Intelligence + Occult) roll against their
risma 3, Manipulation 4, Appearance 2; Perception Resolve, and Ifraja may choose to make it his personal
2, Intelligence 2, Wits 3; slave for a year and a day, giving it a Defining Tie of
Essence: 1 loyalty to him that cannot be weakened and setting its
Willpower: 6 Resolve to 0 for any influence rolls Ifraja makes. Alterna-
Join Battle: 5 dice tively, he may assign the demon a specific task to com-
plete instead. On a failed binding roll, Ifraja is unable
Health Levels: -0/-1x2/-2x2/-4/Incap. to bind the demon and must make a (Wits + Occult) roll
Abilities: Awareness 2, Integrity 3, Investigation 2, against its Willpower to banish it back to Hell.
Larceny 3, Linguistics 3, Lore 3, Medicine 2, Melee Mists of Eventide (7sm, 2wp; Three rounds): Trans-
1, Occult 4, Performance 2, Presence 1, Resistance 1, forming the Essence of air into an opalescent fog of
Socialize 2, Stealth 1, Thrown 1 slumber, Ifraja creates a cloud centered on a point
Merits: Contacts 1, Eidetic Memory 2, Language out of medium range that spreads to engulf all char-
(Flametongue), Language (Local Tongues), acters within short range of the center. Each round that
Attack (Sai): 4 dice – Lethal, Melee, Disarming a character is exposed to the mist, he must roll against
(damage 7) its poison (Damage 31/round, Duration 6 rounds, -3
Combat: Soak 5 (Light Armor +3); Parry: 2 (melee); penalty). This can only be cast once per scene, unless
Evasion: 1; Rush: 3 dice; Disengage: 3 dice it causes an opponent to fall into Initiative Crash,
which puts them into a magical slumber for one day.
Social: Resolve: 3; Guile: 3
Silent Words of Dreams and Nightmares
(Ritual, 1wp; One dream): Ifraja brandishes a sym-
Shaping Ritual bolic link to another character, such as a lock of hair,
and stares into a reflective surface to gain power over
After deciding that his former mentor could teach him no that person’s dreams. Ifraja rolls (Intelligence + Pres-
more, Ifraja stole a sapient tome from the woman who had ence) to instill, persuade, or inspire the target char-
taught him all he knows. A sorcerous relic that compels its acter with a dream he will experience when he next
owner to gather new knowledge at any cost, Ifraja seeks sleeps. The dreamer cannot apply any Intimacies to
to record arcana within its pages in order to become more enhance his Resolve against this influence, nor can he
powerful. Once per day, by writing new knowledge that
pay Willpower to resist unless one of his Intimacies
are threatened. The symbolic link used in the ritual is
has not already been contributed to the tome, Ifraja draws
burnt to a fine white ash when the dreamer awakes.
upon all of the previous knowledge in the text and makes
an (Intelligence + Occult) check to gain sorcerous motes
equal to the number of successes that last for one day.

8
EX3
Ifraja the Librarian

Actions: Climbing and Brachiation: 7 dice; Feats


Ifraja’s Protectors of Strength: 10 dice (may attempt Strength 5 feats);
Resist Poison/Illness: 8 dice; Senses: 6 dice; Stealth:
Blood-Apes, Demons of the First Circle: While in the
6 dice; Threaten: 7 dice; Tracking: 5 dice
tomb he calls home, Ifraja uses his summoning circle to
call forth a group of Blood-Apes that can help protect
Appearance 3 (Hideous), Resolve 3, Guile 1
him in combat. This group of demons uses the Battle COMBAT
Groups rules found on page 205 of the Exalted Third Attack (Claw): 14 dice (Damage 19)
Edition core rulebook. Attack (Grapple): 12 dice (10 dice to control)
Size: 2; Drill: Average; Might: 2 Combat Movement: 7 dice
Essence: 2; Willpower: 5; Join Battle: 6 dice Evasion 4, Parry 6
Personal Motes: 70 Soak/Hardness: 9/0
Magnitude: -0/-1x3/-2x3/-4/Incap.

9
EX3
ADVERSARIES OF THE RIGHTEOUS

Harrowing Silence
Chosen Guardian of Her People
Background: When the lingering threat of the Winter Folk materialized in
the dead of night, a young woman who came of age as a street rat living on
the fringes of her society used knowledge of her village’s secrets to lead
her people to a long-forgotten mine — a place where they could safely
make their home underground and rebuild their community out of reach
of the fae that hunted them. It was this act of selflessness that captured
the attention of the Unconquered Sun, and the one known as Harrowing
Silence greeted the day and what remained of her home with new gifts
meant to help her protect those she had saved who now saw her as a hero.

With what was left of her decimated town repurposed for farmland,
Harrowing Silence now takes it upon herself to patrol the land above
the underground community and fend off anyone who dares approach
whether they are visitor, wanderer, or fae. She hides in plain sight
among the snow drifts, stalking a path around the entrance to the
mines and refusing to let anyone in or out as she fiercely protects the
villagers and their secrets. Traders and scavengers alike have spoken
of the mysterious woman who strikes down those who cross into her
territory, though the village itself is now a distant memory.

Desperate to maintain the life she knows and to retain the adora-
tion and fear of those who dwell within the mountain, Harrowing
Silence has become a terrifying threat as she begins to expand
the territory she claims as her own and as she grows more and
more consumed by the force that drives her: she was chosen to
protect her people, and anyone or anything that might interfere
with her doing so must be eliminated.

Image: Harrowing Silence is often seen as a flash of metal as her spear


slashes through air or a rush of wind kicking up a torrent of snow
before her tall, imposing figure is spotted through the fog. Her earth-
tone garments are often caked with snow when not serving as camou-
flage, and even her long hair glistens with beads of ice. She keeps her
garments lined with fur to protect against the cold, but is careful not
to wrap herself so tightly that her movements are inhibited.

Intimacies: Defining: “Without my home, I am nothing.;” Major:


Outsiders (Wary suspicion); “Change is the enemy of peace;” Minor:
Her spear (Prized possession)

Secrets: Though she tells the villagers that nothing waits for them
in the outside world, Harrowing Silence knows that the mines they
inhabit are still rich with ores thought to be lost to time. Several em-
issaries from the Heptagram and Whitewall’s colleges have been struck
down by her blades for surveying the nearby area for these minerals, and
she has begun venturing further from home in order to seek them out
before her people can be discovered.

4
EX3
Harrowing Silence

Equipment: Spear, hunting knife, hide jerkin and fur harm grant 1 mote of Essence for every 9 that is rolled
wraps, rucksack with rations. If she has recently been and 2 motes for every 10. These motes can only be
hunting she will be carrying her quarry or items scav- used to offset the cost of Awareness Charms used to
enged from an intruder. reveal a threat.
Keen Hearing and Touch Technique (3m;
Roleplaying Hints: Having learned that it is better to be Simple; One scene): With a simple touch Harrowing
appreciated for her ability to strike fear into those she Silence may identify materials she knows, or she may
encounters than to be unknown and lost to history, her instead listen intently for otherwise unnoticeable. For
focus is rooted in a desire for acceptance and she could the rest of the scene she automatically succeeds at
be open to persuasion if one were to choose the right rolls of difficulty 2, and for more complicated actions
words when addressing her. the difficulty is lowered by 1. For 6 motes, this charm
lasts indefinitely.
Caste: Night Studied Ear Espial (1m; Reflexive; Instant): Focus-
Supernal Ability: Stealth ing on sounds of movement, Harrowing Silence is can
Anima: A great bird of prey notice anything that disturbs the stillness around her.
She gains +3 dice to spot a character attempting to
Attributes: Strength 5, Dexterity 4, Stamina 4; Cha- move in stealth.
risma 2, Manipulation 1, Appearance 4; Perception
4, Intelligence 3, Wits 4 Reed in the Wind (2i per 1 Evasion; Reflexive;
Perilous; Instant): Drawing on her own momentum
Essence: 2; in response to an attack, Harrowing Silence gains 1
Willpower: 6 Evasion. She may spend additional Initiative to gain
Join Battle: 8 dice multiple Evasion, and raises the cap on how much she
Personal Motes: 16 may enhance her Evasion with her Essence.
Peripheral Motes: 40 Excellent Strike (3m; Supplemental; Uniform;
Instant): Harrowing Silence channels her Essence to
Health Levels: -0/-1x3/-2x4/-4/Incap. hone her accuracy and gains one automatic success
Abilities: Athletics 3, Awareness 4, Brawl 1, Dodge in her attack. She also rerolls all 1s until they no longer
3, Integrity 2, Investigation 1, Melee 3, Presence 1, appear.
Resistance 2, Stealth 5, Survival 5, Thrown 3 One Weapon, Two Blows (3m; Reflexive; Instant):
Merits: Demesne 2, Direction Sense 1, Fast Reflexes While trading blows, Harrowing Silence senses an
3, Tempered By The Elements 2 – Deep Snow opening to strike with great speed. After making a
Specialties: Melee (Spear), Survival (Tracking) withering attack that lowers her opponents Initiative
Attack (Spear): 9 dice – Lethal, Melee, Piercing, below her own she may use this charm to unleash a
Reaching (damage 16) second withering or decisive attack against that op-
ponent.
Attack (Hunting Knife): 11 dice – Lethal, Melee,
Thrown (Short) (damage 12) Ox-Body Technique (Stackable; Permanent): Har-
rowing Silence is more durable than her mortal coun-
Combat: Soak 7 (Light Armor +3); Parry: 5 (melee); terparts and has gained one -1 and two -2 health
Evasion: 4; Rush: 3 dice; Resolve: 3; Guile: 1; Disen- levels.
gage: 7 dice
Blinding Battle Feint (3m; Supplemental; Instant):
Leaping in and out of battle with nigh untraceable
CHARMS speed, Harrowing Silence may use her (Dexterity
Sensory Acuity Prana (5m; Reflexive; One + Stealth) to Join Battle. If she beats her opponents
scene): Sharpening her senses in order to more Awareness-based Join Battle roll she is automatically
easily monitor her surroundings, for the rest of the concealed so long as there is a viable place to hide,
scene Harrowing Silence’s Awareness rolls benefit and any other Join Battle rolls from foes must make an
from double 9s. Awareness check to be able to detect her.
Surprise Anticipation Method (Reflexive; Instant): Guardian Fog Approach (3m; Simple; Mute;
Harrowing Silence’s keen senses and familiarity with Instant): Harrowing Silence may obscure another
her surroundings aid in guarding her from threats she someone else with her own efforts to remain hidden
is not consciously aware of, and threats revealed so long as she is touching them and is also attempt-
while she is asleep or unconscious automatically ing a Stealth action. Half of her successes and any
wake her. Awareness checks to reveal any source of stunt bonuses on this action are added as dice to her
charge’s stealth roll.

5
EX3
ADVERSARIES OF THE RIGHTEOUS

Dark Sentinel’s Way (1m; Reflexive; Mute; special preparation and does not take environmental
Instant): Harrowing Silence may use a defend other penalties to her Survival rolls, though she is not pro-
action on a subject and conceal her action while tected against environmental damage. The difficulty to
hidden. Parrying incoming attacks cause her to flicker forage and find shelter is also lowered by 2.
briefly into view before vanishing once more. Trackless Region Navigation (5m, 1wp; Reflex-
Smoke and Shadow Cover (3m; Reflexive; Mute; ive; Indefinite): Greatly familiar with her surroundings,
Instant): Becoming one with the shadows, Harrowing Harrowing Silence and a group of up to 4 followers
Silence may treat mild concealment as light cover, can travel through her region with ease and automat-
heavy concealment as heavy cover, and completely ically succeed on any Survival rolls to find the next
dark environments as full cover. This requires a take shelter.
cover combat action that replaces her Dodge with Unshakeable Bloodhound Technique (4m;
Stealth unless she is already concealed, and ranged Supplemental; Instant): Harrowing Silence may track
attacks are penalized by one success. someone by instinct, even if there are few signs of their
Shadow-Crossing Leap Technique (5m, 1wp; presence. When making a (Perception + Survival)
Reflexive; Mute; Instant): Unfurling her unseen anima, roll she may reroll all 5s and 6s until they no longer
Harrowing Silence leaps to join the darkness she has appear and treat 1s rolled by her opposition as 10s
conquered to instantly move up to one range band for her results.
from one place of cover to another without penalty if Precision of the Striking Raptor (1m; Supple-
there is a sufficient path for her to do so. mental; Withering-only; Instant): Imbuing her hunting
Flashing Nocturne Prana (10m, 1wp; Reflexive; knife with Essence, Harrowing Silence is able to throw
Mute, Perilous; Indefinite;): In concealment, Har- it as if she were at close range regardless of the dis-
rowing Silence marks her current location. By ending tance between her and her target. If she is already at
this Charm she instantly returns to it, as long as she is close range, the target’s defense is lowered by one.
within long range, and automatically enters conceal- Joint Wounding Attack (3m; Supplemental; Deci-
ment. She can’t be detected at all for two rounds. sive-only, Stackable; Instant): Marking her target, Har-
Hardship-Surviving Mendicant Spirit (5m; rowing Silence throws her knife with deadly purpose. If
Reflexive; One day): Harrowing Silence is able it does at least three damage, her opponent adds -3 to
to survive even the most hostile conditions without their dice pools for the rest of the scene.

6
EX3
ADVERSARIES OF THE RIGHTEOUS

Iolanthe
Queen of the Golden Beryl Palace
Background: When the Fair Folk invaded during Intimacies: Defining: “None shall contest my beauty and
the Great Contagion, their vanguard broke through power.”; Major: Herself (Vainglory); Golden Beryl Palace
Shogunate lines and penetrated the southwestern (Treasured Pet); Minor: “We, the buried Fair Folk, shall
Blessed Isle. This was the Empress’ first target upon rise again.”; Rival Fair Folk (Condescension)
mastering the Sword of Creation; she deluged them with
a hundred million iron needles, such that the region’s Secrets: Centuries among the Blessed Isle’s roots have
soil remains red with rust. revealed to Iolanthe many secrets of deep places —an-
cient Exalted burial sites, mysteries of the Mountain
The Fair Folk commanders rescued a handful of those Folk, lairs of fell spirits, and pre-human broods. In ad-
forces by whisking them underground before the wave dition, she’s negotiating with an envoy from the fallen
of iron struck. Trapped there, they carved out nests deep House Iselsi over mutual aid against the feuding Dynasty.
beneath the earth, transforming subterranean demesnes
into occult freeholds. Equipment: Iolanthe wears tawny gowns woven from
oaths of vassal fae, and jewelry set with golden beryls
Iolanthe is one such Fair Folk prince. With the Empress large as hen’s eggs. The largest gem is the eye of the
gone and the Realm in turmoil, her minions tread cir- Golden Beryl Palace, from which she draws power as
cuitous routes to the surface or create earthquakes to a hearthstone. She bears no weapons; her voice alone
carve new paths, to steal mortals away to her crystal city wounds body and soul.
beneath the hill. Some victims become food for the Fair
Folk. Others, she twists to her will and accouters with
cuirasses and blades of gossamer — an army with which
to renew her people’s old crusade.

Image: Tall, dark, and panther-like, Iolanthe


has curly hair the color of dark embers and
a cat’s golden, slitted eyes. She lounges
and prowls with a proud, satiated
air. Her voice is low, rich, and
smooth as honey.
I o l a n t h e , Q u e e n o f t h e G o l d e n B e r y l Pa l a c e

Roleplaying Hints: Iolanthe takes joy in reshaping her OFFENSIVE CHARMS


domain to her whim. Her desires include admiration, Heart-Thorn Jeremiad (3m; Supplemental;
submission, and mortal souls upon which to sup. She re- Instant; Dual; Essence 2): Iolanthe’s cruel words play
lies on social influence to get her way, reserving force to on one of the target’s Intimacies, reducing his soak,
defend against physical attack. Destroying her prompts Hardness, and cover bonus against the voice attack
war throughout the underearth as various forces — Fair this Charm supplements by (Intimacy). She may use
Folk, elementals, Mountain Folk — seek to seize the this once per target per scene.
Golden Beryl Palace. Impinging Web of Dream (8m, 1wp; Simple;
Shaping; Instant; Essence 4): At Initiative 20+, Iolan-
Attributes: Strength 4, Dexterity 5, Stamina 6; Cha- the rolls 11 dice against the unmodified Resolve of an
risma 7, Manipulation 5, Appearance 7; Perception enemy within short range, who loses one Willpower
5, Intelligence 5, Wits 5 per two threshold successes, rounded up; trivial op-
Essence: 4 ponents lose all Willpower instead. She resets to base
Willpower: 8 Initiative afterward. If this reduces the target’s Will-
power to zero, she twists his mind or body with one
Join Battle: 9 dice
of the following effects: inflicting a Defining Derange-
Personal Motes: 40 ment; transforming him into a statuette, rodent, or
Health Levels: −0x2/−1x4/−2x4/−4/Incap. similarly demeaning form; or imposing another Sto-
Abilities: Athletics 4, Awareness 4, Brawl 2, Bu- ryteller-defined curse of similar potency. These effects
reaucracy (Fair Folk Courts) 3, Dodge 6, Integrity 4, are permanent barring the use of magic such as the
Linguistics 4, Lore 3, Occult (Beneath the Blessed Isle) Solar Charm Destiny-Manifesting Method (Exalted,
3, Performance 6, Presence 5, Socialize (Fair Folk p. 304). Iolanthe may use this once per scene.
Courts) 6, Thrown 6, War (Command) 4 DEFENSIVE CHARMS
Merits: Cold Iron Bane, Contacts 1, Fae Nature, Assertion of a Greater Vision (2m; Reflexive;
Grace of Infinite Revolving Spheres (below), Influ- Instant; Uniform; Essence 1): Ignore all penalties to
ence 5, Language (Native: Old Realm; High Realm, Defense against one attack. If the attack misses, Iolan-
Low Realm) 2, Manse 5, Resources 4, Retainer 4 the steals one Initiative from the attacker.
Attack (Voice): 15 dice at short range (Damage Sapphire Emptiness Kata (—; Reflexive; Instant;
14/3); Tags: Lethal, Melee, Thrown (Medium), Dual, Perilous; Essence 4): When an attack would in-
Mounted capacitate Iolanthe, she reveals that an illusion was
Combat: Soak 16, Hardness 7 (Oathsworn Raiment: attacked instead, negating all damage from that
+8); Parry 3 (Brawl); Evasion 5 (−1 armor penalty); attack. She steps out from concealment or throws
Rush 9 dice; Disengage 11 dice off her disguise as a trivial character within medium
Social: Resolve 5, Guile 6 range, and resets to base Initiative. This is usable once
per story.
Escort: Iolanthe has the following protectors: Tomalin,
a proud, ill-tempered cataphract (Exalted, p. 534); SOCIAL CHARMS
a Size 3, Might 1, average Drill battle group of hob- Crippling Destiny Millstone (1m, 1wp; Reflex-
goblins (Exalted, p. 536); and a Size 1, Might 1, ive, Indefinite; Eclipse, Shaping; Essence 3): After
elite Drill battle group of changeling guards (elite persuading a character to undertake a task, Iolanthe
troops, Exalted, p.497) with perfect morale. Within blesses him with magnificent dedication, which adds
the Golden Beryl Palace, she can also call upon other bonus dice on all actions he takes to complete that
subordinate Fair Folk, and a Size 2, Might 2, average task equal to the Intimacy that supported the persua-
Drill battle group of earth elementals such as vaktri sion. She may also grant up to (Intimacy x 2) distinct
(Exalted, p. 520). mutations to aid him in his quest, which remain after
this Charm ends. This Charm is usable once per target
per story.
New Merit: Great Craft of Minds (5m, 1wp; Simple; One
Grace of Infinite Revolving Spheres story; Psyche; Essence 3): After one scene of inter-
action, roll (Manipulation + Performance) against the
Iolanthe never suffers flurry penalties. target’s Resolve. If successful, temporarily overwrite
one of his known Defining Intimacies with a new one.
This is usable once per story, but resets by achieving
a major character or story goal (Exalted, p. 170)
through manipulation or enchantment.
ADVERSARIES OF THE RIGHTEOUS

Thousand Tiny Hooks Technique (4m; Supple- Intimacies: Defining: Iolanthe (Obedience); Major:
mental; Instant; Essence 2): When Iolanthe receives “My past is gone and best forgotten.”
bonus dice from Appearance on an instill or persuade Essence: 5; Willpower: 5; Join Battle: 4 dice
action, she may exchange them to increase the cost to
Personal Motes: 100
resist, trading two bonus dice per one required Will-
power (maximum three Willpower). Actions: Occult Knowledge: 11 dice; Read Inten-
tions: 6 dice; Senses: 11 dice
Merits: Manse 5, Shackles of Glamour (below),
Hearthstone: Voice of the Oracle (Exalted, p. 504)
Gemlord’s Eye (Standard) Appearance 5, Resolve 1, Guile 1

Keyword: Steady
New Merit: Shackles of Glamour
Iolanthe and the Golden Beryl Palace can communicate
telepathically and share each other’s senses at unlimited Social influence can’t weaken or alter the Palace’s
range. Defining Tie of obedience to Iolanthe.

The Golden Beryl Palace CHARMS


Measure the Wind (5m; Simple; Instant; Essence
Iolanthe’s palace was once a gemlord, a prince among 1): The Palace can discern the nature of anyone within
earth elementals. She twisted it into a fae thing and made its walls.
it her slave. It appears as a glorious, mile-wide citadel of Shifting Flagstone Method (5m; Reflexive; One
tawny crystal in a vast underground cavern, inhabited by turn; Essence 2): One target intruder treats the Pal-
minor Fair Folk and earth elemental servitors. Its voice ace’s interior as difficult terrain.
is soft, sonorous, and dreamlike, and it retains little voli-
tion beyond what’s needed to obey Iolanthe’s commands.
ADVERSARIES OF THE RIGHTEOUS

Iron Siaka
Champion Of Serenity
Background: Little Mackerel grew up in Auspicious Haven, one
of the Blessed Isle’s prominent western harbors. She was sixth
of two dozen children in a fishers’ family, and should have cast
nets alongside them. Instead, she spent all her time at the docks
waiting for Dynastic ships to come in. She pestered harbormas-
ters, brothel owners, and gamblers for information on the visit-
ing Dynasts, earning quite a few beatings in additions to a
growing knowledge of the Great Houses.

Exalted by Venus, the Sidereal is now an iron-


wrought shark, rather than a little mackerel. She
remembers what it’s like to be overlooked and
unimportant, though, and earnestly protects
Creation’s small folk. Sometimes that means
adjudicating disputes and advocating for com-
promise. Most times, it means bludgeoning
threats with her mace-like chuí. Iron Siaka
takes primal pleasure in combat, though she
tells herself she would happily hang up her
weapon if peace and harmony reigned. She fer-
vently believes the Dynasty is the best defense
mortals have against raksha, demons, rogue
gods, and the mad Anathema.

Image: Tall and muscled from a life of


physical labor, Iron Siaka cuts an impos-
ing figure. Her tousled hair and crooked
smile make the heart of many a lady beat
faster. Dark skin, sun-bleached tallow hair,
and a thick accent reveal her lowly origins.
Her iconic anima manifests as a fierce siaka,
maw open, against a backdrop of blue waves.

Intimacies: Defining: “Guard the people of


Creation.”; Major: Circlemates (Friendship);
Shepherd of the North Star (Drinking Buddy);
Current Lovers (Love); Minor: “Protect the Scarlet
Dynasty.”; Bronze Faction (Loyalty); Auspicious Haven
(Home)

Secrets: Lovers share secrets with Iron Siaka, and


she dutifully keeps them all. Her own secret is her
one failed mission; she journeyed on the Bronze
Faction’s behalf to kill an Anathema near Auspicious
Haven. Ready for combat, she instead found the
Anathema a terrified child, a fisherman’s
daughter. Memories of home weakened her
Iron Siaka

resolve. She imprisoned the child in a locked tower on a Attack (Unarmed): 12 dice (Damage 11); Tags:
deserted island. Using resplendent destinies, Iron Siaka Bashing, Brawl, Grappling, Natural
asks peasants and kings alike for advice with veiled tales Combat: Soak 10, Hardness 0 (lamellar: +5); Parry
asking, “can a monster learn not to be one?” She wants to 6 (Melee); Evasion 3 (lamellar: −1); Rush 8 dice; Dis-
ask her Circlemate, Shepherd of the North Star, for his engage 8 dice
opinion; fear he’ll deduce the truth holds her back. Social: Resolve 5, Guile 4
Equipment: Iron Siaka wears a deep blue cloak and
lamellar armor over a cerulean tunic. Dulcet Consolator, Dulcet Consolator
her starmetal goremaul, accompanies her everywhere.
She carries tokens from favorite lovers: a wooden locket
(Starmetal Goremaul, Artifact •••)
containing a strand of red hair, a blue scarf, a dried flow-
Late in the war for Creation, at the cusp of their loss, the
er wreath, a silver locket containing a nude portrait, and
enemies of the gods coaxed the Western waters into a
a letter bearing a kiss. She keeps others in her Yu-Shan
tidal wave to swallow the world. Sophar and Taftin, twin
apartment.
Chosen of the Maidens, perished coaxing a massive me-
teor from the sky to disrupt the wave. Dulcet Consolator
Roleplaying Hints: Iron Siaka is confident and quick to
was forged from black jade and the shattered remains of
laugh. She has numerous girlfriends at any given time,
that fallen star.
and loves them all. Fascinated by the Dynasty to this day,
she occasionally sidetracks missions to stage encounters
Evocations of Dulcet Consolator
with famous magistrates.
Passive: When Iron Siaka protects someone with the de-
However, “friendly” is not “soft.” Iron Siaka allows en- fend other action and the attacker doesn’t overcome her
emies to write final letters to their spouses, or offers Parry, she gains one Initiative.
to return mundane possessions to their families, but
Truth in Consequences (1m; Supplemental; Instant;
performs her duties to the letter; if death is what the
Decisive-only; Essence 1): Upon dealing any damage
Maidens require to secure harmony, so be it. She is un-
with a decisive attack, the wielder learns the supernat-
relenting in combat. She’s not above lying if she’s losing,
ural nature of her opponent and pierces any mundane
feigning either injury or surrender, and stays alert for
disguises he wears.
foes trying the same.
Twin Destinies Aegis (1m, 1wp; Reflexive; Instant;
Caste: Serenity
Uniform; Essence 2): After an enemy’s attack roll over-
Attributes: Strength 4, Dexterity 4, Stamina 5; Cha- comes the wielder’s Parry while she protects a character
risma 4, Manipulation 2, Appearance 3; Perception with a defend other action, she determines whether the
4, Intelligence 3, Wits 5 attack is applied against her or the original target, not
Essence: 3 the attacker.
Willpower: 7
Join Battle: 8 dice Charms
Personal Motes: 15
Peripheral Motes: 38/43 (5 committed) EXCELLENCIES
Health Levels: −0x4/−1x4/−2x2/−4/Incap. Add up to (Essence) dice to an Athletics, Brawl, Craft,
Dodge, Integrity, Linguistics, Melee, Performance,
Abilities: Athletics 4, Awareness 3, Brawl (Rowdy
Presence, or Socialize roll at a cost of one mote per
Fights) 4, Dodge 4, Integrity 4, Investigation 1, Lin-
die. Reduce the target number of such a roll to 6 for
guistics (Love Letters) 5, Lore (The Realm) 3, Melee
one mote; may reduce target number for a Linguistics,
(Maces) 5, Presence (Intimidation) 3, Resistance 2,
Melee, or Socialize roll to 5 for two motes or 4 for
Ride 1, Socialize (Discerning Intimacies) 5
three motes and one Willpower. Raise static values by
Merits: Allies (Shepherd of the North Star) 5, Artifact up to (Essence), for two motes per point of increase.
(Dulcet Consolator) 3, Contacts (Realm Dockwork-
ers) 5, Language (Native: Low Realm; High Realm, OFFENSIVE CHARMS
Old Realm, Riverspeak, Seatongue) 4, Resources 2, Smiling at the Damned (1m, 1i; Supplemental;
Strong Lungs Instant; Aggravated, Decisive-only): Double 10s on
Attack (Dulcet Consolator): 13 dice (Damage a decisive Melee damage roll and deal aggravated
16/4); Tags: Bashing, Melee, Smashing damage.
ADVERSARIES OF THE RIGHTEOUS

Unobstructed Blow (5m, 1wp; Simple; Instant; band toward her target, instead of waiting for him to
Withering-only): Make a withering Brawl attack move. He suffers a −1 to Defense if Iron Siaka attacks
that is unblockable and ignores soak from armor. him that turn.
DEFENSIVE CHARMS SOCIAL CHARMS
Serenity in Blood (5m, 1i; Reflexive; Instant; Deci- Favorable Inflection Procedure (5m; Simple;
sive-only, Perilous): Iron Siaka’s weapon slices ill-fa- Instant; Psyche): Speaking her target’s true name, Iron
vored fate. She may parry unblockable attacks, and Siaka rolls (Charisma + Linguistics) to instill him with
raises the target number of decisive damage rolls a Tie of affection toward her or erode a negative Tie
against her by one. toward her, gaining +3 to her Appearance to deter-
MOBILITY CHARMS mine how many bonus dice it adds (Exalted, p. 218).
Inexorable Advance (5m, 2i; Supplemental; Heroic Essence Replenishment (Permanent):
Instant): Ignore wound and mobility penalties on a Once per scene, when Iron Siaka successfully threat-
rush. Success lets Iron Siaka instantly move one range ens an enemy in combat to support one of her Intima-
cies, she gains (Intimacy + 2) motes.
ADVERSARIES OF THE RIGHTEOUS

Isabet Maken
the Master of Cauldron Valley
Background: Born to a life of muck and toil among nomadic horse breed-
ers, Isabet left a trail of human misery on her path to the Guild’s highest
echelons. She apprenticed with some of the greatest merchant princes
of the age: Alhomzira, the Indigo Queen; Lindyana Calaho, master of the
qat trade; Nine Stars in Song, whose smuggling fleet they say outsails the
Realm’s own biremes.

Despite her prestigious education, Isabet found herself stonewalled


as a lesser Guild factor, disdainful of and unsuited to the empty
pleasantries of politics. Only discovering Cauldron Valley, a lush
jungle-demesne on the fringe of the River Province, and her own
thaumaturgic talents saved her from a life of mediocrity.

Nearing 60, Isabet has reforged herself into a master


geomancer, using the Valley’s powers to produce
unique slaves. Instead of earning a place on the
Directorate, Isabet helped found a secret cabal
(see The Gouged Eye Society, Conspiracy of
Savants) to further her mastery of geomantic lore.
Beyond this, her only concern is for her sons, Imri and
Sabet; she would move the Imperial Mountain itself to
secure their futures.

Image: Isabet is a handsome woman, broad and


strongly built. Her graying hair is neatly managed;
her coats are luxurious ermine, with room at the
arms to swing an axe; her boots are elegant, but
sturdy. She is vain, but never lets vanity overwhelm
practicality.

Intimacies: Defining: My Sons (Love), The Gouged Eye Society


(Stewardship); Major: Cauldron Valley (Ownership), Guild
Directorate (Bitterness), “A good price is worth more than a
bruised ego.”; Minor: “I cannot abide intrigue or flattery.”, “I don’t
renege on my bargains.”

Secrets: Isabet — and her demesne — attract attention from power


brokers to whom word of her geomantic trump card leaks, includ-
ing fellow merchant princes, a raksha songstress, and an outcaste
interested in studying the Valley as a sacred site from apocrypha and
legend.

Equipment: Isabet wears quilted padding beneath her clothes.


While rarely armed, she carries a variety of strange geomantic tools,
a purse of silver dinars, and her personal Guild signet.

Roleplaying Hints: Isabet is single-minded, ruthless, and


even cruel, but neither sadistic nor irrational. At heart, she
Isabet Maken

is a businesswoman, always looking to come out ahead New Thaumaturgic Ritual:


in any interaction. She endures taunting and even open Quicken the Cauldron (••)
insults, if the price is right — but with a stony face and a Isabet uses an array of silver rods to direct the Valley’s geo-
long memory. While she is a Guild slaver, she has no love mantic flows, forcing its energies to overflow. After eight
for the Guild’s Directorate, and characters may convince hours of work, she may pay one Willpower and make a
her to act against them for the right offer. She prioritizes difficulty 2 (Perception + Occult) roll to complete the rite.
securing good marriages for her sons, and entertains al- Anyone partially or fully submerged in a metamorphic pool
most any promising offer. at the ritual’s culmination gains a number of dots’ worth
of permanent amphibian mutations (Storyteller’s choice)
Attributes: Strength 2, Dexterity 3, Stamina 4; Cha- equal to successes on this roll, and may reassign up to four
risma 4, Manipulation 2, Appearance 4; Perception of their Physical Attribute dots in any combination as long
4, Intelligence 5, Wits 2 as no Attribute falls below 1 or exceeds the character’s nat-
Essence: 1 ural maximum. A botch inflicts a Major Derangement and
Willpower: 8 two levels of aggravated damage on the subject instead.
Join Battle: 5 dice
The ritual’s difficulty increases cumulatively by one for
Health Levels: −0x1/−1x2/−2x2/−4x1/Incap. each additional time it is invoked in a season, and a giv-
Abilities: Archery 2, Awareness 3, Bureaucracy 4, en character can only ever gain mutations this way once.
Integrity 5, Investigation 2, Larceny (Smuggling) 2, Similar rituals exist to quicken other unstable demesnes.
Linguistics 2, Lore 3, Melee 3, Occult (Geomancy)
4, Presence (Bargaining) 3, Resistance 2, Ride 3, So-
cialize (Spotting Trouble) 3, Survival 3
Imri and Sabet, the Brothers Maken
Merits: Backing (Guild) 3, Contacts (Smugglers and Isabet’s sons are spoiled dandies in their late 20s, apa-
Slavers) 2, Demesne (Cauldron Valley) 4, Followers thetic — or oblivious — to their mother’s ruthlessness;
2, Languages (Native: Riverspeak; Foresttongue, charming and gallant, but depthless and unmotivated.
Guild Cant, Skytongue) 3, Resources 4, Thaumatur-
Both are handsome, trained in dueling, music, and man-
gist
ners by fine tutors. The pair often serve their mother as
Attack (Axe): 8 dice (Damage 11L); Tags: Lethal, her envoys and honor guard.
Melee, Thrown (Short), Chopping
Attack (Unarmed): 7 dice (Damage 9B); Tags: Essence: 1; Willpower: 5; Join Battle: 6 dice
Bashing, Brawl, Grappling, Natural Health Levels: −0x1/−1x2/−2x2/−4x1/Incap.
Attack (Grapple): 6 dice (5 to control) Actions: Carousing: 10 dice; Feats of Strength: 5
Combat: Soak 7, Hardness 0 (quilted armor: +3); dice; Musical Performance: 7 dice; Senses: 4 dice;
Parry 4 (Melee); Evasion 2; Rush 3 dice; Disengage Social Influence: 5 dice
3 dice Appearance 5, Guile 1, Resolve 3
Social: Guile 3, Resolve 4 Combat
Attack (Dueling saber): 9 dice (Damage 12);
Tags: Lethal, Melee, Balanced
Cauldron Valley Attack (Flame piece): 9 dice at close range
(Damage 13); Tags: Lethal, Archery (Short), Flame,
It normally takes weeks of exposure to Cauldron Valley’s Mounted, One-Handed, Slow
mutagenic Essence to suffer permanent mutation: a Attack (Unarmed): 7 dice (Damage 10)
thick layer of slimy mucus coating the skin, granting +1 Attack (Grapple): 7 dice (6 to control)
Evasion but −1 Parry, and a need to soak in water reg-
Combat Movement: 6 dice
ularly to avoid desiccation and illness. The demesne’s
raw energy pools in vibrant wellsprings that dot the Evasion 2, Parry 4 (5 when defending family)
landscape, though, and anyone who falls into one with- Soak/Hardness: 3/0
out ritual preparation takes one level of bashing damage
and emerges with random, often freakish and nonsensi-
cal amphibian features of the Storyteller’s choice. These
Paddagons
mutations are gruesome but incomplete, fading at the
Hulking, rubbery creatures with rainbow-mottled skin
end of the story.
and amphibian features, the paddagons are Isabet’s
ADVERSARIES OF THE RIGHTEOUS

prize creations — strong, healthy, and uncommonly sub- Combat


missive. The mutation process binds together groups of Attack (Unarmed): 6 dice (Damage 15)
paddagons in a codependent collective. They are popu-
Attack (Grapple): 6 dice (8 to control)
lar with slaver caravans, and accompany Isabet as valets
and bodyguards. Combat Movement: 5 dice
Evasion 2, Parry 1
Battle groups of paddagons have Might 1. Soak/Hardness: 7/0
MERITS
Essence: 1; Willpower: 3; Join Battle: 4 dice
Amphibious: Paddagons breathe water and air
Health Levels: −0x1/−1x4/−2x4/−4x1/Incap.
equally well, and suffer no penalties underwater.
Actions: Feats of Strength: 8 dice; Hard Labor: 9
Eager to Obey: Paddagon battle groups have elite
dice; Leaping: 5 dice; Resist Disease/Poison: 11 dice;
Drill for purposes of command rolls (but not Defense).
Senses: 3 dice; Swimming: 8 dice
Appearance 1, Resolve 1, Guile 1
ADVERSARIES OF THE RIGHTEOUS

Ixier
Who Dreams for the Dead
Background: Three years ago, on the edges of a rag- Left alone at the center of the shadowland born from the
ged Wyld patch, a gluttonous raksha feasted upon the villagers’ deaths, with the Wyld’s fingers creeping in like
dreams of an entire village. By the time a band of Exalts an infection, the alien blood and stolen dreams coalesced
arrived to put a stop to it, the people were already empty into something new. The entity that rose from the shadow-
husks. To their deep sorrow, the champions put the vil- land named itself Ixier, and declared its domain the dreams
lagers out of their misery. of the dying. It wanders the bordermarches, driven and
haunted by the lost hopes of its victims and seeking to fulfill
The Exalts turned their grief and rage on the Fair One the wishes of those whose dead dreams gave it life.
and killed it, with its belly still full of its victims’ dreams.
Those dreams’ remnants leaked out along with the rak- Image: Ixier mimics the shapes of dreamers it’s fed
sha’s blood, seeping into the soil of the village square. upon. One moment it may be tall and hulking, the next,
The heroes burned the creature’s body, buried the vil- wispy and childlike. Only its eyes remain unchanged:
lagers, and departed for other adventures. black as oil slicks. Between forms, its victims’ faces and
features surface and recede in a constant churn.
Ixier, Who Dreams for the Dead

Intimacies: Defining: “The dreams of the dead live on in Join Battle: 7 dice
me.”; Major: “I will finish that which was left undone.”; Personal Motes: 30
Minor: The Raksha’s Murderers (Hatred)
Health Levels: −0x3/−1x4/−2x6/−4x2/Incap.
Secrets: When pursuing one of its victims’ dreams or Abilities: Archery 2, Awareness (Sense Injury) 4,
goals, Ixier sometimes forgets it’s not human. It adopts Brawl 4, Dodge 3, Integrity 2, Lore (Local) 3, Melee
the victim’s form and mannerisms, seeking out people 2, Occult 2, Presence (Intimidation) 3, Resistance 2,
and places from the deceased’s past to fulfill her wishes Socialize 1, Stealth 3, Survival 1
or exact vengeance. Merits: Danger Sense, Direction Sense, Fleet of
Foot, Malleable Shape (below)
Ixier has consumed several Exalts’ dreams. These give it Attack (Self bow): 9 dice at short range (Damage
insight into all kinds of secrets — such as the location of a 10); Tags: Lethal, Archery (Long), Mounted
forgotten manse, the password to enter a secret salon in Attack (Spear): 7 dice (Damage 12); Tags: Lethal,
the Imperial City, or the place where a lovelorn Sidereal Melee, Piercing, Reaching
hid her heart.
Attack (Unarmed): 7 dice (Damage 10); Tags:
Bashing, Brawl, Grappling, Natural
Equipment: Ixier bears weapons and armor it collects
from its victims. These vary from the villagers’ common Attack (Grapple): 7 dice (7 to control)
bows and hunting knives to the splendid regalia of a Combat: Soak 4, Hardness 0; Parry 3 + weapon
Prince of the Earth who died in Ixier’s domain. defense (Melee) or 4 (Brawl); Evasion 3; Rush 2 dice;
Disengage 5 dice
Roleplaying Hints: To survive, Ixier has become like the Social: Guile 3, Resolve 3
raksha whose death created it, feeding on the dreams of
the dying. Easterners view it as an unwelcome psycho- AN ECLECTIC PANOPLY
pomp. It seeks out battlefields and places where illness
runs rampant — where the feasts are. In leaner times, it Ixier collects its victims’ weapons and armor, and uses
slips into smaller villages and settlements to sit beside whichever best matches its current goals. Storytellers
the deathbeds of the infirm. may assign it other equipment that fits the story, and ad-
just combat traits accordingly. Ixier may even wield arti-
Ixier is protective of the shadowland it hails from, tend- fact weapons it’s claimed from Exalted victims, and use
ing to the houses and occasionally attempting to grow their Evocations.
crops on the land — some of the villagers had sim-
ple dreams of home and prosperity, which it values as New Merit: Malleable Shape
strongly as the dreams of a champion bent on adventure
and glory. Ixier changes its shape at will, taking on the ap-
pearance of anyone whose dreams it has eaten.
Characters who are gravely wounded (at −4 or
Incapacitated, or suffering other injuries at the DEFENSIVE CHARMS
Storyteller’s discretion) attract Ixier’s attention. The Nightmare Torrent (10m; Reflexive; Instant;
creature responds favorably to offers to help it complete Essence 2): Ixier unleashes the horrors of the shadow-
the tasks its victims never could. land and its victims’ worst fears on its opponent. The
target rolls a die and loses points of Initiative equal to
The longer Ixier is left unchecked, the more formida- the value it shows, which Ixier gains. If this crashes the
ble it becomes. To increase its threat, determine how target, she reflexively flees one range band from Ixier
many additional health levels it’s gained using Consume and forfeits her next reflexive move action.
Dreams (below) in the current story so far, and what MOBILITY CHARMS
associated Ties it possesses, when it encounters the
characters. Impending Death Scent (5m or 10m; Simple;
Until Ixier reaches its destination; Eclipse; Essence 2):
Attributes: Strength 3, Dexterity 3, Stamina 4; Cha- Ixier senses death approaching, and travels to meet it.
risma 2, Manipulation 4, Appearance 2; Perception It’s drawn unerringly to anyone within 50 miles who
3, Intelligence 2, Wits 3 is soon to die, such as those in their final hours of an
illness or old age, or bleeding out from wounds. It es-
Essence: 3 pecially loves fresh battlefields, sick houses, and other
Willpower: 8 such places. For the duration, Ixier travels at double
ADVERSARIES OF THE RIGHTEOUS

its normal rate of speed to reach this location. For 10 which it can do as a miscellaneous action.
motes, if mounted, it may double its mount’s speed Ixier gains a −2 health level for each Tie it collects this
instead. way. Once Ixier takes damage to one of these health
MISCELLANEOUS CHARMS levels or gives back the dream that provided it, that
Banquet of Daydreams (8m, 1wp; Supplemen- level vanishes permanently. Once such a health level
tal; Instant; Essence 2): On a successful attack, Ixier vanishes, the dream is gone and cannot be returned.
feasts on its target’s dreams. A target with an Essence At the end of the current story, Ixier fully digests and
pool loses five motes (personal first, for Exalts). Ixier absorbs any dreams it still holds, losing all but one of
gains a Minor Tie to the subject of any one of the the health levels and Ties this Charm bestowed.
target’s Ties (player’s choice). The victim loses the Tie Hurry Home (10m, 1wp; Simple; Instant; Essence
until Ixier dies, or she convinces it to return the dream, 2): Ixier fades away on its next turn, returning to the
shadowland where it was born.
ADVERSARIES OF THE RIGHTEOUS

Meimuna Kyree
Necharan Matchmaker
Background:

My lady Cholan of the House of Red Birds,

After weeks of travel and investigation, it seems my


efforts may finally bear fruit. Here, in the eighth
locale on my itinerary, I’ve caught the trail of a
band of travelers whose heroic deeds and arti-
fact blades bespeak some supernatural bloodline.
Rumor hasn’t sufficed to untangle the specifics
of their lineage, but no matter. My bearers and I
are on their heels, and once I meet them in per-
son, I’ll ply them with gifts and promises until
they relent and return with us to Nechara.
Surely one of them will make your daughter
a fine groom, or your son a strong bride.

Your faithful servant,

Meimuna Kyree
Image: Meimuna Kyree’s rich robes and
headdress befit her elevated status as a
Necharan matchmaker, fit to treat with
spirits and outcastes. Red and gold gardas
painted on her brown skin bespeak devo-
tion to her patrons in the House of Red
Birds. Bells woven into her long black hair
bring luck. She seems graceful and dig-
nified; only if her composure cracks under
pressure do her youth and limited experience
become obvious.

Intimacies: Defining: Lady Cholan (Devotion);


Major: “A true matchmaker shows each client
the utmost discretion.”; “Gossip is my lifeblood.”;
House of Red Birds (Loyalty); Potential Suitors
(Gallantry); Minor: Nechara (Homesickness)

Secrets: Kyree knows much regarding the


habits, likes, and dislikes of numerous
Eastern spirits, god-blooded, and out-
castes, including their web of relation-
ships with one another. She’s also
privy to gossip regarding Nechara’s
noble houses and grandees.
Meimuna Kyree

TRAVELING TO NECHARA

Should well-bred characters accompany Kyree, the city-state of Nechara offers many intrigues. Other noble
houses wish to woo the characters away from the House of Red Birds — or to outright sabotage relations with
that family. Meanwhile, Necharan genealogists pry into their backgrounds, potentially uncovering damaging se-
crets.

Equipment: fine clothing; golden bells; tanpura with Attributes: Strength 2, Dexterity 2, Stamina 2; Cha-
mother-of-pearl inlay; baggage train laden with gifts of risma 3, Manipulation 2, Appearance 4; Perception
clothing, liquor, perfume, etc.; maiden tea 4, Intelligence 3, Wits 2
Essence: 1
Roleplaying Hints: Kyree has yet to develop an elder
Willpower: 5
matchmaker’s subtlety. She gleefully corners potential
divine consorts for her patron’s family, expounding on Join Battle: 4 dice
the House of Red Birds’ wealth and on the luxury and Health Levels: −0/−1x2/−2x2/−4/Incap.
status that accompanies begetting a god-blooded heir Abilities: Awareness 2, Bureaucracy (Assess
as spouse or consort. Though carefully guarding her pa- Wealth) 2, Craft (Tailoring) 2, Dodge 1, Integrity
trons’ and clients’ secrets, she gladly gossips about other (Loyal Service) 3, Investigation 2, Linguistics (In-
subjects. vitations) 3, Lore (Eastern History) 1, Martial Arts
(Dreaming Pearl Courtesan) 2, Occult (Spirits) 2, Per-
Should she catch a potential spouse’s trail — and she formance (Singing, Stringed Instruments) 3, Presence
assumes that covert Solar or Lunar characters are (Matchmaking) 3, Ride 1, Socialize (Assess Interest)
god-blooded heroes — she’s equally direct, inquiring 3
widely as to their whereabouts and activities. Others Merits: Backing (House of Red Birds) 2, Influence
who might wish to use or harm the characters need only 1, Language (Native: Forest-tongue; Riverspeak,
follow in her wake. Flametongue, Old Realm) 3, Martial Artist, Mentor
(Lady Cholan) 1, Resources 2, Retainers 2
She offers small gifts to attract a potential suitor’s atten- Attack (Unarmed): 8 dice (Damage 9); Tags:
tion, and larger ones to sway the undecided. If tricked Bashing, Brawl, Grappling, Natural
into giving away rich treasures to someone who never
Combat: Soak 2, Hardness 0; Parry 2 (Martial Arts);
intended to go to Nechara, she spreads dreadful rumors
Evasion 2; Rush 2 dice; Disengage 3 dice
about that character for the rest of her trip.
Social: Resolve 3, Guile 3
Characters can dissuade Kyree by pointing her to more Escort: A dozen assorted chefs, musicians, and
obliging potential suitors, or revealing that her target is dancers accompany Kyree’s travels, delegated by the
totally unsuitable —  though she’d be publicly horrified House of Red Birds to help sway a potential spouse
to learn he’s Anathema. Antagonizing, ruining, or slay- into returning to Nechara to taste that city’s splendors.
ing her results in negative attention from nobles, bank- They’re escorted by porters, drovers, pack animals
ers, merchants, and spirits who wish to remain on good laden with supplies and gifts, and a dozen guards (a
terms with Nechara’s aristocrats — and retain access to Size 1, average Drill battle group of medium infan-
Necharan business and largesse. try — Exalted, p. 496). Her taciturn uncle Meimuna
Mayan serves as her bodyguard; he uses grizzled
veteran traits (Exalted, p. 497).
ADVERSARIES OF THE RIGHTEOUS

Ninegala,
Forge-Goddess of Makelo
Background: Ninegala once labored at the forge of one Attributes: Strength 7, Dexterity 5, Stamina 7; Cha-
of the world’s makers. When the Exalted cast those risma 4, Manipulation 2, Appearance 4; Perception
ancients down, she exiled herself to Creation, raising 6, Intelligence 5, Wits 5
a sanctum on the Western isle of Sinti. Eventually, an Essence: 5
enterprising mortal hero persuaded her to forge him a Willpower: 8
weapon in exchange for a year of service; others trickled
Join Battle: 9 dice
in over the centuries. During the Contagion, she opened
her doors to a tribe of survivors. In gratitude, when they Personal Motes: 100
founded the city Makelo (Exalted, p. 105), they took her Health Levels: −0/−1x7/−2x7/−4/Incap.
as their sovereign god. Abilities: Athletics 3, Awareness 4, Brawl 3, Bureau-
cracy 3, Craft (Armorsmithing) 7, Craft (Artifacts) 7,
Image: Ninegala has charcoal-black skin, ash-gray hair, Craft (Weaponsmithing) 7, Dodge 3, Integrity 4, Lin-
and fiery eyes that blaze when her passions are aroused. guistics (Old Realm) 3, Lore (Geology, Metallurgy)
She wears little in the forge’s heat, but when traveling 4, Melee 5, Medicine (Treating Burns) 2, Occult (Fire
abroad, she arrays herself in arms and armor of her own Spirits) 3, Presence 3, Resistance (Heat and Flame) 6,
devising as she takes up her flying bronze chariot’s reins. Ride (Automata) 4, Socialize (Makeloans) 1, Thrown 5
Merits: Artifact (Boundless Javelin Quiver) 3, Arti-
Intimacies: Defining: “I wish only to craft wonders fact (Flying Bronze Chariot) 4, Artifact (Forge-Moth-
in peace.”; Major: “I enjoy testing my art’s limits.”; er’s Hammer) 3, Artifact (Ur-Golem Armor) 3, Cult
Makeloans (Affection); Minor: The Fair Folk (Loathing) 4, Five-Thousand-Year Panoply (below), Language
(Native: Old Realm; Seatongue) 1, Legendary Artisan
Secrets: An ancient goddess, Ninegala holds faded (below), Scripture of the Forge (below)
memories of the Time Before — specifically, the divinity Attack (Forge-mother’s hammer): 13 dice
she served and his workshop in Heaven — though she’s (Damage 19/4); Tags: Bashing. Melee, Smashing
forgotten more than most living gods recall. She retains
Attack (Javelin): 13 dice at short range (Damage
a few relics from that era in her vaults, hidden in plain
16); Tags: Lethal, Melee, Piercing, Thrown (Short)
sight where none but she might recognize them.
Combat: Soak 18, Hardness 10 (ur-golem armor:
Equipment: forge-mother’s hammer, ur-golem armor, +11/10); Parry 6 (Melee); Evasion 2 (ur-golem
quiver of boundless javelins, aerial chariot armor −2); Rush 6 dice; Disengage 6 dice
Social: Resolve 5, Guile 2
Roleplaying Hints: Those seeking Ninegala’s impos- Guardians: Numerous golems (Exalted, p. 500)
sible marvels must perform long, weird, and perilous protect Ninegala’s vaults, alongside various other au-
quests — both to obtain rare crafting materials, and to tomata and traps.
discourage future petitioners. Characters might per-
NEW MERITS
suade her to lend her services without such quests if the
desired artifact is sufficiently exotic and intriguing, or to Five-Thousand-Year Panoply: Ninegala may
ward off a potential threat to her or Makelo’s people. find any simple, straightforward two- or three-dot ar-
tifact within her vaults. Once per story, if she requires
Should the characters destroy her — to loot her armory, an artifact with specific, esoteric powers, roll (Essence)
perhaps, or claim Makelo and its forges for themselves — dice against the artifact’s rating. Success reveals it in
powerful beings across the West descend on her vaults. her vaults; failure reveals an artifact of similar function
Some assume the characters have already claimed the
whose rating only equals her successes on the roll.
cream of Ninegala’s arsenal and track them down. In ad- Legendary Artisan: Ninegala doesn’t track or
dition, Ninegala retains a few connections in the spirit gain crafting experience — if she must pay a crafting
courts, such as the dragon Fakharu (Exalted, pp. 521- experience cost, she’s always able to meet it. She has
523); these may aid her in retrieving stolen goods, or ten major project slots and five superior project slots.
avenge her if she’s destroyed. Scripture of the Forge: Students learning Craft
from Ninegala halve training times. They gain +2 soak
BOUNDLESS JAVELIN QUIVER
(ARTIFACT •••)

An oblong case of teak and darkened bronze, inlaid


with the First Age word “Plenty” in orichalcum and
moonsilver, contains a dozen iron javelins.

EVOCATIONS OF THE
BOUNDLESS JAVELIN QUIVER

Passive: The attuned quiver never runs out of jave-


lins; new ones appear to replace the old.

Distant-Striking Dart (1m [+1wp]; Supplemental;


Instant; Uniform; Essence 1): Attack a target at up
to long range, using the same dice pool as short-
ranged javelin attacks. Spend one Willpower to at-
tack at long range without an aim action.

and Hardness against fire-based attacks and immuni-


ty to minor burns, extending afterward for a duration
equal to the training time. Students who spend years
training under Ninegala obtain fiery eyes and char-
coal-dark skin, marking them as masters of the forge.
OFFENSIVE CHARMS
Smoldering Metal Offensive (10m, 1wp;
Simple; One scene; Uniform; Essence 3): Superheat a
weapon Ninegala wields, adding +4 to withering
and decisive damage. A mundane weapon burns to
ashes or melts to slag after this Charm ends.
DEFENSIVE CHARMS
Fire Knows the Forger (5m; Reflexive; Instant;
Essence 3): Add (Essence) successes to resist a fire-
or heat-based environmental hazard and subtract
that many dice from its damage. Against attacks from
sources such as firewands or fiery dragonbreath, this
Charm instead halves their damage.
Steel Knows the Shaper (5m, 2i; Reflexive; Until
next turn; Essence 3): Gain +1 Defense against weap-
on-based attacks. If a character attacks Ninegala and
misses, he’s automatically disarmed — the weapon flies
from his hand lest it strike the forge-goddess. Unarmed
attacks and improvised weapons are unaffected.
MISCELLANEOUS CHARMS
Forge-Mother’s Grace (1m+; Reflexive; Instant;
Essence 4): Using an item she made herself, Nin-
egala adds bonus dice as with a Solar Excellency
(Exalted, p. 255). Her maximum is based on the
level of project used to create the item — Basic: +2,
Major: +4, Superior: +6, Legendary: +8.
ADVERSARIES OF THE RIGHTEOUS

Hammer-and-Anvil Genesis (25m, 1wp; Materialize (50m, 1wp; Simple; Instant; Essence
Simple; One project; Stackable; Essence 5): Au- 1): Ninegala appears in a wreath of flame.
tomatically succeed on the roll to complete a basic Measure the Wind (5m; Simple; Instant; Essence
or major project. Superior and legendary projects 1): Ninegala can discern the nature of anyone han-
instead double 7s, double extra successes received dling her workmanship.
at each interval, and add five rolls to the terminus. This
Spark of Inspiration (10m, 1wp; Simple; Instant;
Charm can stack to benefit multiple projects.
Eclipse; Essence 3): Target receives 10 silver craft
Hurry Home (10m, 1wp; Simple; Instant; Essence points and 3 gold craft points. A character can only
1): Ninegala fades away and vanishes on her next benefit from this Charm once per story.
turn, returning to her sanctum.
ADVERSARIES OF THE RIGHTEOUS

Odara, Chosen of Ash


Captain of the Kalaho Ahn
Background: A petty criminal en route to the prisons of
Wavecrest, Odara found herself shipwrecked on the tiny
volcanic island of Ma’o. Passing herself off as a pilgrim, she
ingratiated herself with the island’s volcano-god, Ash on
the Wind. But she fell in love with the god, who loved her
in return.

Ash on the Wind’s chief priestess, Liliha, discov-


ered Odara’s history — and her liaison with the
god. Enraged, Liliha sent Odara to the Black
Temple of Abalone, to be sacrificed to great
Hamoji.

Seeing no other means


to save his lover, Ash on
the Wind called upon
the Unconquered
Sun for de-
liverance.
His volca-
no erupt-
ed, shattering Ma’o, as Odara
Exalted in a blaze of volcanic fire.

Fleeing the Black Temple, Odara


united the pirate band called the
Bloodthirsty (see The Bloodthirsty,
Scourge of Wavecrest) under her
banner to avenge herself on those who
tore her from her god-lover. Seizing ships and
raiding ports, she gathers the Western treasures
that might otherwise enrich Wavecrest’s temples. Fire
and terror linger in her wake.

Image: Tall and well-built, with bronze skin and long, wavy red
hair, Odara carries herself with arrogant pride. Her expressive face
shows every emotion — she’s occasionally pensive, but more often cheer-
ful, excited, or bloodthirsty. Her iconic anima depicts an erupting volcano.

Intimacies: Defining: “I’ll avenge Ash on the Wind.”; Major: “I enjoy violence.”; Yalon
(Friendship); The Bloodthirsty (Camaraderie); Minor: “I love treasure.”; Priests (Hatred); The
Kalaho Ahn (Pride)

Secrets: Liliha lives, concealing slick burn scars behind a perfumed veil. She seeks aid from dark powers
to destroy Odara, covertly offering wealth and priestly influence. She’ll deal with any being, from the dead
to the Anathema, and has already forged a bargain with a mysterious spirit that calls itself Shade.

Equipment: rich clothing, ostentatious jewelry, Caldera (red jade lamellar), Roaring Impact (white jade goremaul),
Nephthai (black jade devil caster)
Odara, Chosen of Ash

ARMS MASTER YALON

A Wavecrest naval officer who quit his post when his daughter was sacrificed to Hamoji after a petty crime, Yalon
is Odara’s only real friend and confidant. The crew respects this stern but caring man despite his origins. Yalon
uses champion traits — Exalted, p. 497 — with Command: 7 dice and Sail: 6 dice.

Roleplaying Hints: In battle, Odara weakens enemy Attack (Roaring Impact): 11 dice (Damage
morale with gruesome promises of violence, then leaps 16/4); Tags: Bashing, Melee, Smashing
into battle with the Bloodthirsty close behind. She fa- Attack (Nephthai): 12 dice at short range
vors smashing attacks to knock foes overboard, and uses (Damage 16/4); Tags: Lethal, Archery (Short),
Mast-Shattering Strike (below) to disable or hole enemy Flame, Mounted, One-Handed, Slow
vessels. Attack (Unarmed): 10 dice (Damage 11); Tags:
Bashing, Brawl, Grappling, Natural
Odara focuses on plundering Wavecrest vessels and
ports, but characters can redirect her to particularly
Combat: Soak 12, Hardness 7 (Caldera: +8/7);
Parry 5 (Melee); Evasion 2 (armor penalty −1); Rush
juicy alternative targets if the reward outweighs the risk.
6 dice; Disengage 5 dice
Schemes to tear down Wavecrest society and religion get
her attention. Slaying Odara triggers a power struggle Social: Resolve 3, Guile 1
within the Bloodthirsty; soon a new leader emerges, di-
recting the pirates toward different goals. Caldera
Attributes: Strength 4, Dexterity 4, Stamina 4; Cha- (Red Jade Lamellar Armor,
risma 3, Manipulation 2, Appearance 3; Perception Artifact •••)
3, Intelligence 3, Wits 3
Essence: 2 Odara stripped this armor from an outcaste captain’s
Willpower: 7 corpse, whose dead lips offered no whisper of its prove-
nance. Even its name is Odara’s invention.
Join Battle: 7 dice
Personal Motes: 14 Evocations of Caldera
Peripheral Motes: 18/33 (15 committed) Passive: At the beginning of combat, Odara may inspire
Health Levels: −0/−1x3/−2x3/−4/Incap. (Exalted, p. 217) herself with an inflamed passion of joy.
Abilities: Archery 3, Athletics 3, Awareness 4, Brawl If so, she also gains one Initiative.
2, Bureaucracy (Stolen Goods) 1, Dodge 2, Integrity
2, Larceny (Conceal Evidence) 2, Linguistics 1, Lore Nephthai
(Western Religions) 2, Melee 4, Occult (Gods) 1, (Black Jade Devil Caster,
Performance 2, Presence (Intimidation) 3, Resistance
2, Sail 4, Stealth 2 Artifact •••)
Merits: Allies (Yalon) 1, Ambidextrous 1, Artifact
(Caldera) 3, Artifact (Nephthai) 3, Artifact (Roaring The pirate Lintha Sennong Sikala wielded this artifact
Impact) 3, Command (the Bloodthirsty) 2, Contacts flame piece as his signature weapon until his death
(Fences) 3, Influence 2, Language (Native: Sea- at Odara’s hands. His family seeks Odara’s death and
tongue; Old Realm) 1, Resources 2 Nephthai’s return.

THE KALAHO AHN

Odara’s flagship has blue-water merchant traits (Exalted, p. 246). Its siege weapons include a fire cannon at the
bow, and a fire projector flanked by two ballistae at the stern. Her crew forms a Size 2 battle group with elite Drill,
under Yalon’s direction.
ADVERSARIES OF THE RIGHTEOUS

Evocations of Nephthai anima) dice. When stunting an action in a passive,


Passive: Nephthai can be fired underwater or into water defensive way, instead add up to (Attribute + [3 –
without penalty. anima]) dice. Raising static values works similarly,
dividing by two and rounding down.
Clinging Flame (4m; Supplemental; One turn; Decisive- OFFENSIVE CHARMS
only; Essence 1): If a supplemented decisive attack deals
Searing Steel Eruption (1m, 3a, 1wp; Simple;
damage, clinging flames generate an instantaneous envi- Instant; Decisive-only): Gain three Initiative, then roll
ronmental hazard (Exalted, p. 230) with damage (wield- a single decisive attack against up to three oppo-
er’s Essence)L and difficulty 5, at the beginning of the nents within close range, dividing Initiative evenly
target’s next turn. among them (rounded up). Reset to base only after
the final attack resolves.
Roaring Impact (White Jade DEFENSIVE CHARMS
Goremaul, Artifact •••) Lava Fills the Fault (1m, 1a; Reflexive; Instant):
Heal one −0 health level of non-aggravated damage;
An outcaste smith forged this hammer to Odara’s usable once per three rounds.
specifications. Skin of Rhyolite (3m; Reflexive; Instant; Dual):
Gain (5 − anima) natural soak against a withering
Evocations of Roaring Impact attack or (5 − anima) Hardness against a decisive
Passive: Reduce the Initiative cost of smashing attacks attack.
by one. Whirling Ash Evasion (4m, 1wp; Simple; One
scene; Perilous): Ignore up to (anima) points of
Mast-Shattering Strike (5m, 1wp; Supplemental; One
penalty to Evasion.
feat; Essence 1): Add (Essence) to Strength for one feat
of demolition, including to determine whether the feat MOBILITY CHARMS
is possible. Resonant: Convert dice gained from this bo- Boiling Cauldron Dance (2m; Reflexive; Until next
nus Strength to automatic successes. turn): Walk or run across water. This creates a veil of
steam that imposes a −1 visual penalty on opponents’
Charms attacks.
Wind-Whipped Cinder Swiftness (3m; Sup-
Many of Odara’s Charms wax or wane in power with her plemental; Instant): Add (anima + 2) bonus dice to
anima, which has the following values: dim 0, glowing 1, a combat movement roll, or a roll to contest combat
burning 2, bonfire/iconic 3. movement. If this roll beats all opponents, gain one
Initiative.
EXCELLENCIES SOCIAL CHARMS
Supplement a Dexterity, Stamina, Charisma, or Wits Smoldering Mountain Terror (4m; Supplemen-
roll for one mote per die. When stunting an action in tal; Instant): Add (anima) dice to a threaten action,
a dynamic, aggressive way, add up to (Attribute + ignoring any penalty for multiple targets.
ADVERSARIES OF THE RIGHTEOUS

Peremuz,
Rogue Homunculus
Background: After her retirement from the legions, the Black Wolf. For long trips, his husky Storm carries a pack
outcaste sorcerer Lofty Raiton retired to the country- or sled.
side to pursue her researches. One of her creations was
a tiny homunculus hatched from a geode filled with her Intimacies: Defining: “I will take advantage of a world
own blood. She named the creature Peremuz, after the that overlooks me.”; Major: “Big folk can’t be trusted.”;
diminutive hero of a century-old romance novel. “Scruples are for those without the will to survive.”;
Lofty Raiton’s memory (Filial Respect); His handler
Quick-witted and clever, with a sharp tongue, Peremuz in the All-Seeing Eye (Loyalty); Minor: Lofty Raiton’s
served his creator for several years as a laboratory as- children (Bitterness); Mortals (Scorn); the Exalted
sistant, conversationalist, messenger, and spy. But when (Wariness)
Lofty Raiton died, her progeny bickered over ownership
of Peremuz as though he were a pet or a tool rather than
a person. Shouldering a pouch full of coin, he departed
to make his own destiny.

After moving from one city to the next every few years,
Peremuz currently earns his keep in Pangu’s
underworld, where he freelances
for myriad employers. Most
simply know him as a pecu-
liar local figure, riding about
on his terrier or drinking
wine from thimbles. In fact,
his minuscule size makes
him an ideal spy, thief, or
even assassin.

Image: A grotesque
manikin with
huge batlike ears,
Peremuz stands
just one handspan
tall. He dresses
in clothing cus-
tom-made for the
occasion, whether
that’s peacock fin-
ery, rugged traveling
leathers, or mottled
grays for camouflage.
He seems ageless,
though his gray hair is
receding. The chip on
his shoulder is apparent
in his stance and lofty gri-
mace when dealing with
larger folk. He usually trav-
els mounted on his terrier,
Peremuz

Secrets: Peremuz is a repository of secrets; he’s spied Goods) 1, Craft (Alchemy) 1, Dodge (Guard Dogs,
on crime lords, visiting Guild merchant princes, patri- Humans) 4, Integrity 2, Investigation 3, Larceny 2,
cian matriarchs, and Dynastic grandees. In addition, he’s Linguistics 2, Lore 2, Melee 3, Occult (Sorcery) 1,
secretly an agent of the All-Seeing Eye. Everything he Presence 1, Resistance 3, Socialize (Guile, Spying) 1,
reports to his other patrons, he also reports to his Eye Stealth 4, Survival (Animal Training) 2
handler. Merits: Backing (All-Seeing Eye) 2, Contacts (Pangu
Underworld) 1, Enhanced Sense (Hearing), Familiar
Equipment: Tiny garments, toothpick-sized sword, fish- (Black Wolf) 1, Familiar (Storm) 1, Hideous, Influ-
hook-grapnel on six feet of silken line, backpack full of ence 1, Language (Native: High Realm; Low Realm,
lockpicks, doll-sized journal covered in handwriting too Old Realm, Riverspeak, Guild Cant) 4, Tiny Creature
tiny to read (below)
Attack (Tiny sword): 9 dice (Damage 4, or 10
Roleplaying Hints: Peremuz is sarcastic and snarky, against enemies his size or smaller); Tags: Lethal,
channeling his bitterness toward a world that doesn’t Melee
accommodate his scale. He’s wary of kindness, as many
Attack (Unarmed): 6 dice (Damage 4, or 8 against
attempt to manipulate him under the guise of concern enemies his size or smaller; can’t inflict decisive
and understanding, but characters can woo him with damage against human-sized or larger opponents);
equitable treatment. Though loyal to his All-Seeing Eye Tags: Bashing, Brawling, Grappling, Natural
handler, he values his skin above the needs of any par-
Attack (Grapple): 6 dice (3 to control; can only
ticular assignment; he’d rather flee than fight, and freely
grapple enemies his size or smaller)
sells out most employers if necessary to survive.
Combat: Soak 5, Hardness 0 (tiny feathersteel chain
If Peremuz dies, the All-Seeing Eye loses its best source shirt: +2); Parry 4 (Melee); Evasion 4 (6 against
of information on Pangu’s underworld, and the various larger foes, or 7 against guard dogs/humans); Rush
bosses resort to less subtle and efficacious methods of 6 dice; Disengage 8 dice
observing and interfering with their rivals’ activities, re- Social: Guile 3, Resolve 3
sulting in increased bloodshed. Familiars: For dog traits, see Exalted, p. 562. Both
dogs know the Hold at Bay and Snarling Guardian
Attributes: Strength 1, Dexterity 4, Stamina 3; Cha- Attack special attacks, and have the Loyal Guard-
risma 2, Manipulation 3, Appearance 1; Perception ian Merit. Black Wolf also has the Discerning Scent
4, Intelligence 3, Wits 4 (human scents) and Wary Watchdog Vigilance
Essence: 1 Merits.
Willpower: 6
Join Battle: 8 dice (9 vs. tiny creatures) Merit: Tiny Creature
Health Levels: −0/−1/−2/−4/Incap.
Abilities: Athletics (Climbing) 2, Awareness (Tiny Gain +2 Evasion against larger foes, and subtract two
Creatures) 4, Brawl 2, Bureaucracy (Evaluating successes from Awareness-based rolls to notice him.
ADVERSARIES OF THE RIGHTEOUS

Pillars of the Last Bastion


Cult of Aton
Background: Over the centuries, the Last Mountain (see
Unrelenting Aton, the Last Mountain) has gathered a EXAMPLE ACTIVE CONCLAVES
city of worshipers in his subterranean fortress. Those
who share Aton’s belief that the end of days approaches A Dragon-Blooded warrior in Prasad has lost ev-
live out their lives in the Last Bastion as Aton’s Pillars, erything: her family, her lover, her honor. She
devoting themselves to his survival and their lasting would make a fine addition to the Last Bastion, if
legacy. the Pillars can convince her to join. Two recruiters
now work in the palace: one as a maid who whis-
To prepare their best defenses, the Pillars need artifacts, pers in the Exalt’s ear, the other as a messenger
magic, surface resources, and all the information they who controls what letters she receives. Outside the
can amass about the coming cataclysm. A select conclave walled city, a handful of Aton’s Fists work to ensure
of volunteers ventures to the surface every few months, her life continues on its downward spiral.
armed with a purpose that ranges from general recruit-
Palanquin’s gateway intrigues Aton. He envies the
ment to the acquisition of some particular resource or se-
heavenly gods safely hidden on the other side,
cret. The cult has no desire to make itself widely known, away from the Fair Folk and Exalted. He sends a
but a scroll posted on the walls of a Prasadi city or a mis- conclave of scholars to study it, and perhaps find
sionary speaking on a street corner in Palanquin rarely at- a way to bring their patron to Yu-Shan, oblivious to
tracts attention. The people of the Dreaming Sea believe the fact that the ancient realm of Zen-Mu lies be-
the Pillars of the Last Bastion to be just one of many tiny yond instead. One among their number is not as
cults, unaware of the legion that lurks below the earth. loyal to Aton as he claims to be.

A conclave aiming to steal, assassinate, or subvert first Aton once extracted a promise from Tenepeshu,
acts as preachers raving about the coming apocalypse, who lurks beneath the bay of Champoor: 1,000
mortals sent over 100 years to serve Tenepeshu in
gathering information, and biding their time. A handful
darkness beneath the waves, in exchange for an
of mortal cultists, dismissed and ignored as foolish or de-
extraordinary First Age daiklaive. The final year
lusional by the authorities, can advance all sorts of plans: approaches, and the conclave at Champoor seeks
bribing a farmer to redirect a share of fresh crops, locat- its last 10 victims and a safe means of transporting
ing and stealing a magical resource, or seducing or kid- their patron’s prize back to the Last Bastion.
napping a trained artisan to serve the city below. Those
caught simply play the part of the lone zealot, and take
the secret of Aton’s true might to their grave.
in search of purpose. More rarely, they target a powerful
When a conclave encounters insurmountable oppo- individual whom Aton deems worth a risk. Recruiters
sition, they send for Aton’s Fists. Aton does not grant prefer to work slowly, allowing potentials to draw them-
power lightly, but he arms and blesses a select few of his selves into the cult’s web, but Aton hardly cares wheth-
most devoted followers to serve as enforcers, battering er his followers have free will. When the Last Bastion’s
rams, and occasional distractions. Each Fist expects to numbers dwindle, he sends conclaves to acquire new
die young in service to his cause and to his friends and worshipers at any cost, and forces loyalty with black-
family below, and carries no marks of affiliation. mail, threats, and torture.
Members: The Pillars of the Last Bastion recruit Though the imminent end of the world prompts few
throughout the Dreaming Sea, and as far north as Ember Pillars to start a family, a small number of cultists are
and Nexus. They target the weary, the wounded, and the born each year in the Last Bastion. Aton trusts such
dispossessed: those inclined to believe the cult’s apoca- natives deeply, often tutoring them himself as personal
lyptic message. Recruiters also haunt places of learning, servants, as those indoctrinated from birth are the least
promising community and a cause to bright young minds likely to pine for a life outside.
P illa r s of the L ast B astion

The Last Bastion has only a limited official hierarchy, Fists and other devotees find them, killing those he can-
composed of a few dozen officials who oversee food pro- not convince. Still, he has never been able to completely
duction and other resource management. The ambitious destroy the idea that the Last Bastion and its resources
are more likely to seek power and prestige through the might be better put toward staving off the end, rather
conclaves than through city service. The cult applauds than merely surviving it. Rumor holds that the hopeful
Pillars who return from the surface with magic, contacts, include over a dozen members of successful conclaves,
or new recruits, celebrating them as holy heroes. Those and at least three Fists. Aton would do much to learn the
who survive many conclaves, repeatedly risking death identities of his city’s apostates. In turn, they fervent-
or capture for their prizes, become unofficial priests. ly wish someone would come along who can convince
Cultists believe their devotion and success grants them their god to abandon his nihilism and turn his power to-
great spiritual wisdom. Since successful conclaves are ward changing the world — or maybe even saving it.
often long-term affairs, taking months or years to com-
plete, most of Aton’s priests are also the community’s Resources: The Last Bastion is a settlement of over
elders. 10,000 people, the majority of whom work tirelessly
for the cause. The city is a mile underground, accessi-
Equally revered are Aton’s Fists, whom the Last ble through a handful of hidden, guarded tunnels that
Mountain elevates with his blessings. Turning slowly surface far from major settlements between Y’danna and
and inevitably into immovable stone, the Fists live like Palanquin. Scavenged First Age devices keep the tunnels
princes for the duration of their shortened lives, reward- lit and provide for subsistence farming and manufactur-
ed for their service with the finest surface-world luxu- ing, supplemented by whatever the conclaves can send
ries money can buy. In exchange, Aton expects perfect back. New recruits, who donate their life’s savings in ex-
loyalty, and a willingness to die for the Pillars without change for Aton’s protection, pay for additional supple-
hesitation. ments and specialized goods to be purchased in secret
from the surface. City guards carry quality weapons and
Secrets: Some heretics among the Pillars think the world armor, and every grown citizen can be armed and draft-
can still be saved. Aton crushes such hopes wherever his ed into the Last Bastion’s army in times of emergency.
ADVERSARIES OF THE RIGHTEOUS

It is considered pious for citizens to own only the most Opponents may attempt to interrupt the summoning,
basic and necessary personal belongings; Aton and his though wise conclaves post sentries (often comprising a
Fists are the only denizens of the city who own other mob of newly recruited cultists) to protect the ritualists
property. from would-be disruptors. Changing or destroying the
symbols carved in the Fist’s flesh ends the ritual. The
Surrounding Aton’s inner sanctum is a tremendous li- conclave must wait a week before attempting it again.
brary, full of not just books and scrolls but also rare re-
agents and carefully cataloged magical objects. A hand- If the ritual is successful, Aton appears a short distance
ful of scholar-cultists and thaumaturges assist him in from the summoner with a mighty rumbling, though is
studying these prizes, predicting exactly how and when not otherwise bound to her will.
the world will end, and what more they can do to sur-
vive it. Aton’s apocalypse library contains surprisingly The Fist’s death causes Aton to dissipate as a miscella-
detailed information on the Fair Folk, the horrors of the neous action and reform in his cavern in the Last Bastion.
First Age, the rumored Abyssal Exalted, and myriad oth- Aton may also willingly dissipate to return home at any
er strange threats. time. If Aton is destroyed while summoned, his fol-
lowers’ prayers allow him to reform in his cavern over
Roleplaying Hints: Conclaves are full of ambitious peo- the course of one week, unless he was slain with spir-
ple, the city’s best and brightest. Most firmly adhere to it-killing magic such as the Solar Charm Ghost-Eating
Aton’s nihilistic views, but expect their actions will en- Technique (Exalted, p. 354).
sure either their survival or some lasting legacy. Others
are simply eager for a chance to gain respect and power
over others — their greed fuels their fervor. Fists tend Marru Charrin
to be fanatical; having sacrificed most of their lifespan
The eldest of Aton’s still-moving Fists, Marru is in her
to serve their god, most find it difficult to contemplate
mid-50s, with stone skin pocked from battle. She re-
whether Aton’s dire predictions might be wrong.
ceived the Blessing of Aton long ago and has been a loyal
Fist ever since, but rumor holds that her only daughter,
In the city itself, and sometimes among conclaves who
now missing, is a heretic. Aton would usually kill a Fist
spend years away from the Last Bastion, people are less
over such allegations, but Marru is useful, popular, and
certain. Aton has been proclaiming the end of days for
old for one with his blessing. He hopes she will soon find
centuries now, yet Creation survives. Heretical cultists
her end in battle or petrify fully rather than having to die
seek to influence their god or steal his secrets, while
at his hands.
priests fight over material power in their would-be dy-
ing city. Many citizens are simply frightened, desperate
Essence: 1; Willpower: 8; Join Battle: 8 dice
to live another day.
Health Levels: −0x14/−1x4/−2x4/−4x2/Incap.
To all his followers, Aton is not a mere elemental, but a Note: Medicine pools targeting her can’t exceed the
mighty god with no equal, worthy of fear and respect. healer’s highest relevant stone-based Craft Ability,
They are disinclined to believe the Last Mountain could and healing Charms targeting her double their costs
ever be bested or destroyed, even by other powerful unless they have an earthen elemental nature.
beings, and are wary of outsiders promising hope and Actions: Command: 7 dice; Feats of Strength: 12
change. dice (may attempt Strength 5 feats); Read Intentions:
6 dice; Resist Disease/Poison: 10 dice; Senses: 5
Thaumaturgy Ritual: dice; Threaten: 8 dice
Summon the Mountain (••) Appearance 3, Resolve 4, Guile 3
COMBAT
The Last Bastion’s most trusted priests pass down a Attack (Stone Fists): 12 dice (Damage 12)
ritual nearly as old as Unrelenting Aton himself. A con- Attack (Sling): 8 dice at close range (Damage 11)
clave consisting of five people — one of whom must be a
Combat Movement: 8 dice
Fist — gathers to summon Aton. The participants intone
prophecies from Aton’s apocalypse library while the Evasion 0, Parry 5
priest chisels one such prophecy into the Fist’s stone- Soak/Hardness: 13/3
like skin. The ritual takes three hours to complete.
P illa r s of the L ast B astion

Essence: 2; Willpower: 8; Join Battle: 6 dice


Merits
Personal Motes: 70
Exalted Healing (Exalted, p. 165) Health Levels: −0/−1x3/−2x5/−4/Incap.
Actions: Feats of Strength: 9 dice (may attempt
Koru Mahktran Strength 5 feats); Navigate Underground: 6 dice;
Read Intentions: 7 dice; Social Influence: 8 dice;
The mineral court has sent dozens of emissaries to Aton
Senses: 7 dice
over the centuries, though none have yet convinced him Appearance 4, Resolve 4, Guile 6
to return home. The newest envoy, the young, non-bina- Koru is an average vaktri in most other respects (Exalted,
ry vaktri Koru Mahktran, has earned a tentative place in p. 520). They serve both Aton and an Essence 6 lesser
the Last Mountain’s city by embracing some of his para- elemental dragon for the purposes of Faceless Envoy
noia. They now walk a fine line between two masters, Proclamation, depending on the situation. To better sur-
assisting Aton’s priests while assuring the mineral court vive in their position, Koru learned to suppress their in-
they’re making progress in calming the rogue elemental. stinctual activation of Many-Faceted Radiance for a cost
of 1 Willpower.
ADVERSARIES OF THE RIGHTEOUS

Quaghead Tribe
Saints of Thuvaraiyam
Background: Tattooed thugs and honor-bound heroes, shift- Most Quagheads consider Thuvaraiyam a mythical ideal
less anarchists and romantic wanderers — the Crocodile of their chivalric charter, passed down through rumors and
Knights are called many things across the wetlands up and drunken arguments, but it is quite real. An ancient dominion
down the Grey River, and “Quagheads” is among the more with a legal code so refined it carved itself on the face of
polite. They rove between villages on crocodile-drawn wa- nature, Thuvaraiyam ejected its own populace centuries ago,
tercraft, unload illegal cargo and intriguing boasts at every condemning them as criminals one and all. These banished
stop, and adhere to an opaque charter of strict taboos. children are the Saints of Thuvaraiyam, barred from their
promised land by a canon lost to time.
When the Empire’s jade counters call them smugglers,
the Quagheads brag about the vital supplies and little Now, the dominion’s sole living inhabitants are the Ghara
luxuries they towed from dangerous ports. When the Hags, a sorcerous coven who guide its descendants accord-
River Province decries their toll-keeping, the Crocodile ing to legalistic revelations. They puzzle over moss-strewn
Knights take care to escort fisher-rafts through treach- mosaics to glean secrets of old, and demand that aspiring
erous waters. And when the wars of pious princes chapter masters answer 54 questions of sacred jurispru-
flood the Scavenger Lands with refugees, the Saints of dence. The Knights observe a motley reconstruction of a
Thuvaraiyam welcome them in with smiling jaws. numinous charter, and respect no lesser law laid down by
god or mortal.
Each chapter of Quagheads wears this rugged mystique
like armor, bound together by a secret history whose de- Members: The Crocodile Knights divide into chapters, each
tails are laid bare only to their inner circle. They are no with its own garish heraldry and winding, riverbound terri-
mere vagabonds, they claim, but heirs to an ancient and tory, answering to a regional Great Chapter led by a Saint.
noble legacy: Thuvaraiyam, the Land Lost to Law. Entrusted with secluded bayou-shrines and the right to
Quaghead Tribe

NEW GAMBIT: DETONATE (DIFFICULTY 4)

A detonate gambit requires an attack with a firewand, burning arrow, or other fiery weapon against a volatile
target like a gas pocket or firedust barrel. Success detonates it, creating a one-time environmental hazard out to
short range (damage 4L/instant, difficulty 5).

interpret Thuvarai law, the Saints lead yearly pilgrimages to damage inflicted by the Naval Maneuver total, devour-
the jungle temple where the Knights share business and rumor. ing sailors who would normally clamber back aboard. A
crocodile-vessel without a ram does not suffer this extra
This journey requires ritual precision, for the slightest mis- damage.
step could violate an obscure convention and rouse the
land’s elemental enforcers. Only the Ghara Hag shamans Secrets: Unbeknownst to the Knights’ northernmost chapter,
can soothe them, and those strange sorcerers seldom ven- one of the runaways they recruited recently is a Dynast who
ture beyond the holy courthouse where they quiz and anoint smuggled herself off the Blessed Isle to escape assassins and
each new Saint, except to dredge shattered crystal tablets legal trouble. Those things are following her, though, even
from Thuvaraiyam’s sodden, haunted archives. Their large, into the swampy wilderness, and soon anyone in the chap-
sunken eyes are golden with black sclera, a trait the Knights’ ter’s orbit will be dragged into a petty Dynastic conflict.
oldest families commonly share.
Resources: Billhooks and chains are Quaghead signa-
The Knights recruit from runaways and renegades around tures, the former for hacking through mangrove and
the near East, but every chapter plasters its boats and bodies uncooperative rivergoers, the latter for securing and
with bright heraldry, taking pride in intricate tattoos, styled boarding boats. Each chapter has its specialties — the
hair, and articles of crocodile teeth or hide. It’s customary Snakefangs use blowguns to silently claim bounties,
for Knights to trade swaggering stories of how they valiantly and the southerly Sand Swimmer chapter buys support
won these trophies — and some are even true. from chapter masters with firewands and waterproofed
powder-pouches, prestige symbols that prove especially
Quagheads ride flat-bottomed vessels shared by two or deadly in areas ripe with swamp gas.
three boaters, who decorate hulls with painted grins and
scales or gator-god figureheads. Boxy keelboats with flut- The Knights run smuggling rings, collect protection
tering pennants carry heavier cargo, and are recycled into money, and provide violence-for-hire — all completely
lumber at journey’s end. Trained crocodiles can be spotted legal, according to their charter — but their most prof-
among these armadas, wearing collars and sunning on rafts, itable resource is a grapevine of rumors that runs from
or drawing small canoes with distressing speed. Skilled one end of their territory to another. Chapters mingle
Knights even harness and ride large crocodiles, amphibious for contests, festivals, and trade, spreading gossip like a
terrors in weed-choked waters. rash. If it happened, chances are a crocodile-riding ban-
dit can be found who’ll boast she did it herself.
For an example Quaghead adversary, see Bosocu, Prodigal
Son of the Swamps. Seasoned Quagheads use the traits of Roleplaying Hints: Quagheads are boisterous and un-
grizzled brigands (Exalted, p. 497) with the Strong Lungs ruly, quick to sound off their chapter’s virtues; they’re
and Iron Stomach Merits. the dread of conscientious peacekeepers throughout the
East. Every stop is a chance to impress pretty people,
Crocodiles are river dragons (Exalted, p. 571) with halved offload dangerous junk, and generally take advantage
soak and Hardness, −4 damage (and minimum damage) on of the fact that they’ll be gone tomorrow — why waste
their bite attack, and no Legendary Size Merit. In the South, time with local niceties? The charter is all they need! For
six-legged sand swimmers lurk beneath the dunes. They most, it’s all they have.
trade Night Vision for Earthsight (Exalted, p. 521), and use
their Swimming pool and Merits to burrow instead. Knights typically meet individual insults with thick-
skinned bluster, but repay those who besmirch chapter
A crocodile large enough to ride only offers mounted combat or charter with retribution that is disproportionate, en-
benefits while swimming. Its Speed Bonus is +0 on land, thusiastic, and (if the Knights have their way) legendary.
+1 in water. A crocodile-drawn boat gains +1 Speed. A teahouse owner can toss an unruly Quaghead onto the
When ramming, the crocodiles add one to the extra Hull street without incident, but one who bars the chapter
ADVERSARIES OF THE RIGHTEOUS

EXAMPLE CHAPTER: THE RUBY JAW RIDERS

Saint Saflonu, whose maimed lower face and crimson fang-pennants are known across the Hundred Kingdoms,
leads the Ruby Jaw Riders, a Great Chapter that roams into the Evensong Line whenever Lookshy’s patrols relax.
Lips painted with red amaranth, hair styled into crimson spikes, the Jaws traffic in narcotics and exotic enter-
tainment, playing competing interests against each other to avoid outright war with the Guild. Its most notable
bylaws are:

• Eat no flesh from a hooved beast

• Kill no one who has yet to speak

• Dancers shall receive full hospitality and conveyance

may find his business demolished overnight. When bit- water or as mystical as a lost demesne. Travelers earn access
ten, the Crocodile Knights bite back harder. to its territory by performing tasks it sets that prove they
possess an understanding of its age-old wetland wisdom and
Successful chapter masters cultivate abettors in their a healthy respect for nature.
regular haunts through bribery or intimidation, juggling
respect, fear, and disdain with Knightly showmanship. A The many zabbala that grow in and around Thuvaraiyam
chapter that sparks a riot might turn it into an impromp- made ancient pacts with the original Ghara shamans there,
tu carnival, while one accused of foul crimes sweeps the swearing to stand guard and enforce the complex web of
swamps and returns with the true culprit — or an ac- laws until the land itself perished in fire or famine. Not even
ceptable scapegoat. the Hags know all those laws now, so dealing with the zab-
bala is a dicey prospect; but those who appease them gain
The Thuvaraiyam charter’s shared clauses lay out ex- access to Thuvarai secrets and tidbits of a lost history.
change rates for repayment, rivergoing rights-of-way,
and proper treatment of crocodiles. Chapter-specific Essence: 4; Willpower: 6; Join Battle: 6 dice
clauses are more idiosyncratic but equally sacrosanct, Personal Motes: 90
which causes occasional friction. Disputes over one in- Health Levels: −0x10/−1x2/−2x2/−4/Incap.
terpretation or another can be cause for a leadership
challenge or turf war.
Actions: Ancient Lore: 6 dice; Feats of Strength: 5
dice; Pontificate: 7 dice; Read Intentions: 7 dice;
River trials are a common outlet for these rivalries, for Resist Disease/Poison: 10 dice; Senses: 6 dice; Thu-
victory in a good clean (relatively, anyway) race is a reli-
varai Law: 8 dice
able way to earn a chapter’s respect. The Bloody Regatta Appearance 2, Resolve 5, Guile 2
of Descending Wood is a sight to behold, sponsored and COMBAT
policed by the Fourfold Malison chapter. Vessels of all Attack (Fronds): 9 dice (Damage 10)
kinds race toward Great Forks down the Grey River, em-
Attack (Grapple): 9 dice (8 to control)
ploying merciless tactics in pursuit of the grand prize.
Combat Movement: 4 dice (Oppose Disengage:
10 dice)
Zabbala, the Sentinel Fern
Evasion 2, Parry 5
Found in long-forgotten swamplands and dank sewers, the Soak/Hardness: 10/0
wood elemental known as the zabbala grows anywhere MERITS
warm, wet, and devoid of too many prying eyes. It looks Swamp Camouflage: The zabbala doubles 9s on
like an enormous tree fern twice a human’s size, dangling Stealth rolls. While unmoving and hiding its face with
heavy fronds lined with waxy, mud-brown leaves over its its fronds, it doubles 7s and may hide in plain sight
massive, hoary face to hide it until called upon to show it- without penalty, pretending to be a simple plant.
self. It can move, pulling up slimy root-legs from the muck,
Hide of Fronds: The zabbala’s −0 health levels rep-
but prefers to plant itself in place and stand sentinel over
resent the heavy fronds that shield its core bulk, and
some precious resource, whether it’s as mundane as clean grant it equal soak. It heals these health levels (and
Quaghead Tribe

regains lost soak) at a rate of one every minute as the DEFENSIVE CHARMS
fronds grow back, if it has sufficient water and at least Unbroken Root Endurance (4m, 1i; Reflexive;
a little sunlight. Until uprooted; Essence 2): The zabbala digs its roots
OFFENSIVE CHARMS into the terrain, gaining +5 soak. It cannot be thrown
Sentinel’s Frond Dance (5m, 2i; Simple; One or dragged in a grapple, but can’t take movement
scene; Essence 2): Whipping its heavy fronds out actions without ending this Charm. If hit with an attack
from its bulk, the zabbala may force any opponent at or effect that would forcibly move it, it may negate
close or short range to successfully disengage before the movement for two Initiative per range band; if it
moving further away, and reduces the Initiative cost doesn’t negate all the forced movement, it’s uprooted
of any gambit that would prevent an opponent from and this Charm ends.
reaching a destination within long range of it by one, MISCELLANEOUS CHARMS
to a minimum of one. This Charm ends if its last −0 Fern-Seed Blessing (6m, 1wp; Simple; Eclipse; In-
health level fills with damage. definite; Essence 3): Ordinary ferns don’t have seeds,
Warden of the Lost Law (10m; Reflexive; Deci- but the zabbala can compress its Essence to spit out a
sive-only; Instant; Essence 3): When rolling Join Battle seed that blesses anyone who possesses it with invisi-
against any enemy whose Intimacies or motives it has bility and magical protection as long as they’re within
successfully learned via Read Intentions in the current its territory; as soon as they leave, the seed loses its
scene, it may reflexively perform a disarm or grapple power and this Charm ends. The blessed gains double
gambit against an enemy within close range who’s 7s on Stealth rolls when the opposition would use
unaware of its presence before any character acts, sight to detect them, and +2 to Defense, as long as
waiving the gambit’s Initiative cost. This counts as its they remain within the area the zabbala guards. They
attack for the first round of combat. also gain double 7s to mundane Awareness, Investi-
gation, or Survival rolls to navigate the area or find a
particular resource, such as water, food, or treasure.
ADVERSARIES OF THE RIGHTEOUS

Ragara Feria
Admiral of the Imperial Air Fleet
Background: One of the few outside of House Peleps who are trusted as leaders among
their ranks, Fleet Admiral Ragara Feria is a decisive and focused leader who has earned
the adoration of her crew both for her tactical know-how and her brilliant personality
and wit — which both serve as contributing factors toward arousing terror in those
who bring trouble to her waters. She prioritizes her career above all else, and has
not made any effort to settle down and marry a man or woman as a result.

Feria is committed to maintaining peaceful seas through aggressive tactics and


ruthless politics, and does not shy away from pursuing reports of piracy or illicit
trade even if she has only a fraction of the details. If she should hear whispers that
there are plans for a strike on a local port she will do everything in her power to
eliminate the problem before it has time to exist. Likewise, she has been
well revered by her peers for her keen eye for stowaways and harsh pun-
ishments toward those looking to abuse fleet privileges. She regularly
receives dispatches on Anathema sought by the Wyld Hunt, and often
enjoys tracking them down personally — an effort that has not gone un-
noticed among her superiors.

Though she understands the duties of her position and willingly answers to
House Peleps regarding her work, Feria has been under pressure since the
Empress disappeared to use her fleet for House Ragara’s own purposes — par-
ticularly to make sure that key shipments arrive intact and on time. Feria holds
great respect for the ranks and rulings of the Navy and values peace between the
houses, but has found that her loyalties are being tested as she considers what the
implications could be for both herself and her position if she chooses to disrupt the
balance that she has maintained for so long.  

Image: Ragara Feria carries herself with the confidence of a leader and is rarely
seen outside of her military uniform. Her terra-cotta complexion suggests that she
hails from a region far from the frigid northern seas where her fleet sails, though
her soft features are often obscured by a focused expression while she is engaged
in her work. Raiders who dare set course through her waters often whisper warn-
ings of the admiral who sets ships aflame with her very step as they recount the
foreboding sight of her burning anima during a dark night at sea.

Intimacies: Defining: “Fear is a necessary weapon.”; Major: House Peleps (Respect),


House Ragara (Obligation), Tanoa’s Kiss (Protection); Minor: “Peace is subjective,”
Raiders (Loathing)

Secrets: Feria is quick to condemn piracy and works diligently to prevent raids and
scavenging, but has personal reasons for wishing to see to certain things in person — she
has been amassing a small collection of souvenirs from defeated foes, including objects that
may be of interest to some particular devotees of the Immaculate Order.

Equipment: Naval Admiral’s uniform, Tanoa’s Kiss, spyglass. Feria is also typically
armed with a number of small blades suitable for close combat, especially if she is
preparing to board a ship or break up a raid firsthand. In addition to her uniform,
Feria dons a buff jacket reinforced with black jade to prepare for difficult adver-
saries and raids.

10
EX3
Ragara Feria

Roleplaying Hints: Ragara Feria is aware of her own pres- sea, and she does not intend on letting the weapon be
ence and influence, but does not believe she is superior stolen from her family again.
to any members of her own fleet or her peers within the
Imperial Navy. Though she is a skilled fighter, she prefers to EVOCATIONS OF TANOA’S KISS
attempt to intimidate her foes before striking them down. The wielder ignores all environmental penalties from
fog, rainfall, and other watery environs.
Aspect: Fire
VEILING MIST
Attributes: Strength 3, Dexterity 4, Stamina 3; Cha-
risma 3, Manipulation 5, Appearance 4; Perception Cost: 5m, 2i; Mins: Essence 1; Type: Simple
4, Intelligence 3, Wits 4; Keywords: Perilous, Resonant
Essence: 3 Duration: One scene
Willpower: 8 Prerequisites: None
Join Battle: 7 To use this Evocation, Feria must be on a ship’s deck,
Personal Motes: 14 under rainfall, or in similarly wet conditions, sweep-
ing Tanoa’s Kiss to draw up moisture around her into
Peripheral Motes: 35 hissing steam. She and all allies within short range of
Health Levels: -0/-1x2/-2x2/-4/Incap. her may use Take Cover actions (Exalted, pp. 198-
Abilities: Athletics 3, Awareness 3, Brawl 2, Bu- 199) within the mist as though it were light cover.
reaucracy 3, Dodge 3, Integrity 2, Investigation 2, Resonant: The wielder treats the mist as heavy cover
Larceny 1, Linguistics 1, Lore 1, Melee 4, Presence 2, instead.
Resistance 2, Sail 5, Socialize 2, Thrown 1, War 3 LEAPING FLAME CUT
Merits: Backing (Air Fleet) 4, Command 3, Influence
Cost: 5m, 1a, 1wp; Mins: Essence 2; Type: Simple
4, Language (Low Realm) 1, Language (Skytongue)
1, Martial Artist 4, Manse 3, Resources 4, Strong Keywords: Decisive-only
Lungs 1 Duration: Instant
Specialties: Athletics (Rigging), Athletics (Swim- Prerequisites: Veiling Mist
ming), Lore (Northern Raiders), Melee (Sword), Feria’s blade is consumed with burning heat as she
Sail (Boarding Actions), Sail (Fleet Tactics), Presence strikes her target, revealing itself in leaping flames. To
(Commanding) use this Evocation, she must be at Initiative 15+. She
Attack (Tanoa’s Kiss): 12 dice – Lethal, Melee, rolls a single decisive attack against two enemies,
Balanced; (damage 15; min. 4) dividing her Initiative evenly between them, rounded
Attack (Knife): 12 dice – Lethal, Melee, Thrown down, to determine the damage rolled against them.
(Short); (damage 10; min. 1) One target must be in close range, but she may strike
the second target from afar if he is within short range
Attack (Boarding Axe): 10 dice – Lethal, Melee,
of the primary target.
Chopping; (damage 12; min. 1)
Combat: Soak 11 (Medium Armor +8); Parry: 5
(melee); Evasion: 3 (Medium Armor -1); Rush 7 dice; Charms
Disengage: 7 dice
Social: Resolve: 3; Guile: 4 OFFENSIVE CHARMS
Crew: While in combat, Feria may call upon her Stoking Bonfire Style  (1m per die; Supplemen-
crew to assemble a battle group of Battle-Ready tal; Instant; Uniform): Add up to (Melee + Specialty)
Troops (Exalted, pp. 496-497) with the following bonus dice on an attack roll. If Feria uses this Charm
traits: Size 2, Elite Drill, Magnitude 7 to attack the same enemy over multiple consecutive
rounds, its cost is reduced by one mote for each round
(minimum 0). Attacking another enemy or going a
Tanoa’s Kiss turn without attacking resets the discount. 
(Red Jade Reaper Daiklaive, Artifact •••) Smoldering Essence Attack  (5m, 1a; Simple;
Instant; Withering-only): Feria makes a  wither-
A blade once wielded by an ancestor of Ragara Feria, the ing attack that drains an additional Initiative for every
fleet admiral set out to recover it from thieves shortly 10 on the damage roll. She doesn’t gain this Initiative.
after being promoted to her position. Stories of Ragara The struck enemy loses the same amount of Initiative
Tanoa and the blade that granted her a mastery of the on his next (Essence) turns, or until he hits her with
elements around her helped inspire Feria to take to the a withering attack. 

11
EX3
ADVERSARIES OF THE RIGHTEOUS

DEFENSIVE CHARMS 2) successes on a Presence roll, and roll a non-Charm


Blinding Spark Distracting (2m per +1 Parry; Re- die for each 10 on the roll.
flexive; Instant): Add up to ([Melee + Specialty] / 2) Moth to the Candle (2m, 1wp; Simple; One scene):
to Parry. Successfully blocking a close range attack Feria’s enemies must prioritize attacking her over any
blinds the attacker (Exalted, p. 168) until the end of other character unless they pay 1wp to resist. They
his next turn.  can still take non-attack actions, as long as they don’t
Portentous Comet Deflection  (3m, 1wp; Re- harm her allies. 
flexive; Instant; Clash, Decisive-only): Feria may Bellowing Thunder Admiral  (8m, 1wp; Simple;
reflexively clash an attack against her with a  deci- One scene): Feria adds (Essence / 2) successes on
sive attack. This counts as her attack for the round, command actions targeting battle groups made up
and can’t be used if she’s already made her attack. of mortal sailors, and they gain (Essence / 2) suc-
Mobility Charms cesses on rolls to resist rout. She and all sailors under
her command gain +1 Resolve. If she wins Join Battle
Deck-Striding Prana  (3m, 2i; Reflexive; Instant): after boarding a ship in naval combat, she may use
Add (Sail) bonus dice on a movement roll. Feria can this Charm reflexively. 
climb one range band up a ship’s rigging or similar
surfaces with her reflexive move.  Passionate Soul Incitation (5m, 1a; Supplemen-
tal; Instant): When a target enters a Decision Point to
SOCIAL CHARMS  resist a Presence or Socialize roll, he can only invoke
Glowing Coal Radiance (2m per success; Supple- an Intimacy based on passion to resist, unless he has
mental; Instant): Add up to ([Presence + Specialty] / none. 

12
EX3
ADVERSARIES OF THE RIGHTEOUS

Siluris, the Hidden Sting


Background: In the Firepeaks, where the humid jungles of the
Southwest meet the burning sands of the South, the scor-
pionfolk champion Siluris wages a one-person
war against invaders from nearby Origin or
the Twelveriver Sea. While the Neekhoe
Scorpionfolk leaders may be willing
to trade with passing Guild caravans,
or wish to form diplomatic relation-
ships with neighboring settlements,
Siluris’ actions stymie and destabilize
such efforts.

He’s both outlaw and folk hero among


his people. Villages praise him as a
protector and provider who drives off
would-be invaders and feeds the hun-
gry with hijacked goods. The captives
he delivers become slaves and, upon
their deaths, meals. In return, villag-
ers offer Siluris shelter and sustenance;
their shamans tend his wounds.

Scorpionfolk leaders bemoan the


trouble his reckless actions
bring upon the tribes. Guild
emissaries tally up lost rev-
enue and look for ways to
make the scorpionfolk pay.
Beleaguered settlements
hire mercenaries to find
citizens who’ve disap-
peared. Still, the scorpi-
onfolk princes don’t want
Siluris to stop his actions,
so much as they’d prefer
to direct them.

The Neekhoe
Scorpionfolk
Though they’ve operated independently for centuries,
the Neekhoe Scorpionfolk once served their creator, the
Lunar sorcerer Liyas. After her death, they abandoned
her plans for conquest and retreated to their remote
villages.

Today, warriors venture into the Wyld to prove


their fearlessness and might, and return with the
pelts of strange beasts for their merchants and
Siluris, the Hidden Sting

craftspeople to trade. Southwestern courts pay dearly Essence: 1


for scorpionfolk astrologers’ wisdom, especially those Willpower: 6
predictions made according to the Wyld’s ever-shifting
Join Battle: 10 dice
constellations.
Health Levels: −0x4/−1x4/−2x2/−4x2/Incap.
Image: Siluris is tall, burly, and powerfully built. His Abilities: Athletics 3, Awareness 3, Brawl (Pincers)
natural chitinous armor is glossy and pale where it cov- 5, Dodge 4, Lore 2, Occult 1, Presence (Intimidation)
ers his limbs. He has two sets of arms: the fleshy lower 3, Resistance 2, Socialize 2, Stealth 4, Survival 3,
set ends in hands, while the chitinous upper set ends in War (Guerilla Tactics) 2
massive pincers. His barbed, seven-segmented tail fully Merits: Danger Sense, Exalted Healing, Extra Limbs,
extends over his head. Fast Reflexes, Hideous (to non-scorpionfolk), Pedi-
palps, Scorpionfolk Markings, Tail, Unusual Hide 3,
Intimacies: Defining: “I alone can defend my peo- Attack (Pincers): 10 dice (Damage 6); Tags: Crush-
ple’s lands.”; Major: The Neekhoe Scorpionfolk ing, Clinching
(Protectiveness); Invaders (Hatred); Minor: “Food
Attack (Tail): 10 dice (Damage 5); Tags: Piercing,
should never be wasted.” Poisonable (2i/round [L in crash], duration 3 rounds,
–2 penalty)
Secrets: Siluris knows his territory well, including the
locations of lost ruins and Wyld zones. Outsiders are Combat: Soak 7, Hardness 0; Parry 5; Evasion 5;
aware of him through travelers’ cautionary tales, and Rush 9 dice; Disengage 9 dice
believe he is a noxious Wyld-beast or First Age horror Social: Guile 3, Resolve 2
haunting the sands. Siluris revels in these rumors, and New Merit: Pedipalps
seeks tools to reinforce them, from artifacts scavenged
from the ruins to alchemical concoctions he commis- Located on the upper set of limbs, pedipalps are grasp-
sions from shamans. ing, pincer-like appendages that grant +2 dice to grapple
control rolls and can parry lethal attacks unarmed.
Roleplaying Hints: Siluris favors guerilla tactics and
ambushing targets of opportunity. He sets traps, lures
unwitting prey into danger, and finishes them off at his New Merit: Scorpionfolk Markings
leisure.
Neekhoe Scorpionfolk shamans decorate their great-
On rare occasions, if a human possesses something use- est warriors with markings reminiscent of a Lunar’s
ful that Siluris can’t simply take, he ceases hostilities moonsilver tattoos, which bioluminesce when exposed
long enough to treat with them. Such interactions are to Wyld-light. These intricate designs contain cultural
tense, and Siluris is always watchful for deception and secrets and centuries of lore the scorpionfolk have gath-
betrayal. ered during their excursions into the Wyld. A marked
warrior traveling in the Wyld may draw upon the knowl-
Attributes: Strength 4, Dexterity 5, Stamina 4; Cha- edge embedded on his person, reducing the difficulty
risma 2, Manipulation 2, Appearance 3; Perception of overcoming Wyld-based environmental and shaping
4, Intelligence 3, Wits 2 hazards by one, and granting one bonus success to Lore
and Occult rolls regarding Wyld phenomena.
ADVERSARIES OF THE RIGHTEOUS

The Bloodthirsty
Scourge of Wavecrest
Background: Vicious and brutal, the pirate band called above the waterline. Meant to snag the sides of enemy
the Bloodthirsty haunts the waters southeast of the ships during boarding actions, they also serve to intim-
Wavecrest Archipelago, seizing merchant vessels and idate, especially when the crews impale victims of suc-
raiding coastal towns. Though they often hold wealthy cessful raids upon them.
travelers alive for ransom, they show no such mercy to
Wavecresters, for whom their mistress holds a special ha- Odara of Ash, a volcano-god’s Exigent, leads the
tred. Their depredations strike terror across the archipel- Bloodthirsty from her flagship, the Kalaho Ahn. Her cap-
ago, but House V’neef sees them as pawns in its schemes. tains theoretically stand as equals, though they jockey
with one another for influence over Odara and for con-
Their sigil — a skull whose jaws drip blood — and their trol of the fleet’s resources. These captains include the
spiked hulls hung with their victims’ remains are rightly ruthless and opportunistic Nanahu, and the dreaded
feared throughout the Wavecrest region. Wavecrest’s at- ghost-blood Two Shadows.
tempts to eliminate them have proven ineffectual against
their numbers and secret benefactors. Secrets: Despite Odara’s victories and charisma, not all
Bloodthirsty favor her command. Some consider her
The Imperial Navy is reluctant to take the fight to the crusade against Wavecrest misguided, and would rather
pirates’ home ground, lest they turn their attention from turn toward less perilous targets. Others still chafe under
Wavecrest. Available Navy forces would doubtless crush old rivalries with fellow Bloodthirsty captains who once
the Bloodthirsty in time, but the resulting distraction raided their homes. Though the need to stand together
and casualties would leave House Peleps’ Western oper- against the Imperial Navy and other maritime forces
ations vulnerable to V’neef maneuvering. keeps Odara’s rivals in line for now, the right opportuni-
ty could unleash strife within the fleet as captains nurse
Members: The Bloodthirsty are reavers from the old grudges.
Seawalk Isles, an island chain southeast of Wavecrest
containing Kyna Wehe, Jora Wehe, and several lesser While the Bloodthirsty remain personae non gratae in
isles. Traditionally, they limited themselves to raiding Wavecrest itself, some neighboring peoples and city-
one another and unfriendly neighbors, or indulged in states unofficially tolerate them for their lavish spend-
occasional coastal piracy. But the Exigent Captain Odara ing and bribes in port, and for weakening the Realm’s
(see Odara, Chosen of Ash) has raised her bloody-skull influence in the region. These quietly offer havens for
banner among peoples already growing eager to test the Bloodthirsty ships to resupply, sell stolen cargoes, and
limits of an unstable Realm’s defenses, gathering dozens provide leave for their crews.
of ships into a single marauding fleet.
House V’neef secretly backs the Bloodthirsty, funneling
The Bloodthirsty fleet evolved from refitted fishing information on Imperial Navy movements and Wavecrest
boats into larger vessels with a tradition of deliberately shipping to the pirate captains, and offering sanctuary and
haphazard-looking construction that’s deceptively swift trade opportunities in their satrapial port of Nansha. The
and maneuverable. Their most notable quirk is the addi- Merchant Fleet hopes to use the Bloodthirsty as a weapon
tion of great, curving spikes along the sides of their hulls, against Peleps in their escalating conflict for control over

NEW NAVAL STRATAGEM

Jagged Impact (Wits + Sail + Maneuverability; Cost: 15 Momentum) — Bloodthirsty ships of the line and corsairs
can undertake this boarding action (Exalted, p. 245). After the crew boards, the enemy battle group suffers −1 to
rout checks and command actions. For each threshold success on this stratagem’s roll, the captain may inflict
one level of Magnitude damage to the enemy as spikes scatter or impale them.
T h e B l o o d t h irst y

the West. They’ve not yet offered Odara everything she Individual Bloodthirsty come away with sizable shares
desires — total license against the priesthoods and peo- of wealth after a successful fight, which they’re quick
ples of Wavecrest — but the time for scruples is ending. to spend in port. Captains stash away lockboxes of trea-
sure for emergencies, and many have Resources 1-3 in
Resources: The Bloodthirsty command a dozen ships of non-maritime investments.
the line with blue-water merchant traits, a score of light
corsairs with large yacht traits, and several dozen scouts Roleplaying Hints: Bloodthirsty ships try to outnumber
with fast courier traits (Exalted, p. 246). Multiple scouts their opposition, swarming one target at a time and pri-
usually accompany a ship of the line or a pair of cor- oritizing boarding actions. In melee, they fight fiercely,
sairs. Larger fleets assemble to take down well-defended showing no quarter unless an individual seems valuable —
convoys, intercept enemy naval forces, or protect pirate whether for ransom, useful skills, or carnal appeal. On shore
havens. Bloodthirsty pirates aboard a ship of the line or leave, they tend toward bellicosity; they’re prone to brawl-
corsair with spikes affixed gain +1 to Threaten actions ing and bravado, as well as muggings and other petty crime.
against other crews.
Ship’s Pilot
Crew members use Lintha reaver traits (Exalted, p. 497)
with average or elite Drill depending on the captain’s While the captain gives orders and commands the ship
skill at command. Scout and corsair crews are Size 1; a as a whole, the pilot is responsible for navigation and
ship of the line’s crew is Size 3. Intimacies typically in- steering. (On smaller ships, captain and pilot may be one
clude “I’ll make my fortune through piracy” and Fellow and the same). She holds a great deal of authority, effec-
Bloodthirsty (Loyalty) at Defining or Major. Ties toward tively acting as second-in-command. This also makes
Odara and/or their ship’s captains are common; their her a prime target during naval engagements, so a pilot
emotional tenor varies. must be skilled in her own defense.
ADVERSARIES OF THE RIGHTEOUS

As talented pilots are rare, pirates seize them from cap- Attack (Unarmed): 9 dice (Damage 10)
tured vessels and press them into service. Though care- Combat Movement: 6 dice
fully watched at first, most are nonetheless reliable; they
Evasion 2, Parry 4
know enemy navies will treat them as any other pirate
despite their origins and intentions. Soak/Hardness: 8/0 (Reinforced buff jacket)

Intimacies: Defining: Her ship (Devotion); Major: Nanahu,


“Nothing will deter my vessel from reaching its desti-
nation.”; Minor: Her captain (Loyalty) Captain of the Wa Wakahi
Essence: 1; Willpower: 6; Join Battle: 6 dice
Born in a Kyna Wehe fishing village, Nanahu turned first
Health Levels: −0/−1x2/−2x2/−4/Incap. to sailing and then to piracy, where his fierce demeanor
Actions: Climbing: 5 dice; Command: 5 dice; Navi- and violent temperament stood him in good stead. When
gation/Sailing: 7 dice; Senses: 7 dice the Wa Wakahi’s previous captain died in battle, he
Appearance 2, Resolve 2, Guile 2 roused the crew to his support and seized the captaincy.

While Nanahu approves of Odara’s personal strength and


COMBAT tactical acumen, he fears her vendetta against Wavecrest
Attack (Short sword): 9 dice (Damage 9/2) may embroil the Bloodthirsty in an unwinnable, unprof-
Attack (Knife): 8 dice (Damage 9) itable war with the Imperial Navy; or worse, that they’ll
Attack (Unarmed): 7 dice (Damage 9) become tools of the Merchant Fleet.
Combat Movement: 5 dice Nanahu is squat and powerfully built, with blue-green
Evasion 2, Parry 3 hair and beard. An encounter with a fire projector turned
Soak/Hardness: 5/0 (Breastplate) the left side of his face into a mass of burn scars, making
his expression all the more ferocious.

Arms Master Intimacies: Defining: “Violence and bluster get me


what I want.”; Major: Odara (Respect); His crew
The arms master’s responsibilities include drilling the (Loyalty); Minor: The Wa Wakahi (Pride)
crew in combat techniques and commanding them in
Essence: 1; Willpower: 7; Join Battle: 7 dice
battle. She’s often the most skilled fighter onboard, and
leads from the front to repel boarders or seize enemy Health Levels: −0/−1x2/−2x2/−4/Incap.
ships. Commercial vessels’ arms masters also lock up Actions: Assess Wealth: 6 dice; Athletics: 6 dice;
weapons between engagements to avoid fights and muti- Navigation/Sailing: 7 dice; Read Intentions: 4 dice;
ny, but pirates rarely enforce such rules. Senses: 5 dice; Social Influence: 6 dice; Threaten: 7
dice; Warfare: 7 dice
Intimacies: Defining: “Victory at all costs.”; Major: Appearance 4 (Hideous), Resolve 3, Guile 2
“Discipline is paramount.”; Her captain (Loyalty);
Fellow crew (Respect)
COMBAT
Essence: 1; Willpower: 5; Join Battle: 7 dice
Attack (Great axe): 8 dice (Damage 15)
Health Levels: −0/−1x2/−2x2/−4/Incap.
Attack (Firewand): 9 dice at short range (Damage
Actions: Athletics: 6 dice; Navigation/Sailing: 5 15)
dice; Read Intentions: 4 dice; Senses: 5 dice; Siege
Weapons: 7 dice; Social Influence: 5 dice; Threaten: Attack (Unarmed): 11 dice (Damage 11)
7 dice; Warfare: 7 dice Combat Movement: 5 dice
Appearance 3, Resolve 3, Guile 2 Evasion 2, Parry 3
Soak/Hardness: 9/0 (Reinforced buff jacket)
COMBAT
Attack (Chopping sword): 9 dice (Damage 12) Olo the Scorpion, Wary Fence
Attack (Long bow): 9 dice at short range (Damage
12) The hard-goods dealer Olo spends any given day pick-
Attack (Knife): 10 dice (Damage 10) ing through new goods in Port Ahisa’s bazaar. She moves
slowly; a wooden stump replaces her missing left leg, and
T h e B l o o d t h irst y

her once-muscular frame now runs to fat. Her neighbors In her 30s, Two Shadows is tall, lean, and pale, with a white
would be astonished to see her on moonless nights, nim- streak through her green-black hair. Though Two Shadows’
bly descending cliffside paths to the hidden cove where crew fear the deathly magic of her birthright, they admire
she purchases pirated cargoes. her cold, calculated brutality. But Odara’s fiery presence has
warmed something within her for the first time, turning her
She maintains a walled, guarded warehouse complex at aside from pure profit to serve the pirate queen’s crusade.
the edge of town. When not out on business, she rarely
stirs herself from the office where she cooks her books. She Intimacies: Defining: Odara (Infatuation); Major:
keeps a crossbow by her desk, and her clothing bristles with “I am fascinated by death.”; “I love the freedom of
hidden knives; she trusts no one, not even her own staff. the sea.”; The Nightmare (Pride); Minor: “Human lives
mean nothing to me.”; Her crew (Ownership)
Once a pirate herself in the now-defunct Cracked Skull Essence: 1; Willpower: 7; Join Battle: 8 dice
Sisterhood of Jora Wehe until its destruction by Kyna
Personal Motes: 10 (5 committed)
Wehe fleets 20 years ago, Olo retains many contacts amid
the Bloodthirsty beyond her mercantile relationships. Health Levels: −0/−1x2/−2x4/−4/Incap.
She knows much regarding their activities and plans. Actions: Athletics: 6 dice; Navigation/Sailing: 6
dice; Read Intentions: 5 dice; Senses: 6 dice; Social
Intimacies: Defining: “Unlike people, money will Influence: 7 dice; Threaten: 8 dice; Warfare: 7 dice
never betray you.”; Major: Survivors of the Cracked Appearance 3, Resolve 3, Guile 2
Skull Sisterhood (Loyalty); Kyna Wehe’s chieftains
(Hatred); Minor: “Better to kill than to be killed.”; The
Bloodthirsty (Loyalty) COMBAT
Essence: 1; Willpower: 5; Join Battle: 6 dice Attack (Paired axes): 10 dice (Damage 13)
Health Levels: −0/−1x2/−2x2/−4/Incap. Attack (Unarmed): 10 dice (Damage 10)
Actions: Assess Value: 7 dice; Bargain: 7 dice; Combat Movement: 6 dice
Commerce: 7 dice; Read Intentions: 6 dice; Senses: 5 Evasion 3, Parry 5
dice; Social Influence: 5 dice Soak/Hardness: 12/7 (Kraken’s Shroud)
Appearance 3, Resolve 3, Guile 3
Escort: Olo’s clerks, porters, and guards are retired Special Ability: Deathwalker
pirates (use grizzled mercenary traits, Exalted, p. 497). Two Shadows can perceive and physically interact with
At least one escorts her at all times, and she can easily ghosts and other immaterial undead, who can likewise
assemble a Size 1 battle group with average Drill. interact with her even without materializing. These ef-
fects don’t apply to other immaterial spirits.
COMBAT
Kraken’s Shroud (Black Jade Reinforced Buff
Attack (Knife): 8 dice (Damage 10)
Jacket, Artifact •••)
Attack (Crossbow): 8 dice at short range
Two Shadows seized this gray sharkskin and black jade
(Damage 12)
coat from an outcaste warrior-priest of Siakal.
Attack (Unarmed): 8 dice (Damage 10)
Combat Movement: 3 dice EVOCATIONS OF KRAKEN’S SHROUD
Evasion 1, Parry 3 Passive: Kraken’s Shroud has the Buoyant tag.
Soak/Hardness: 6/0 (Chain shirt) Against wounded opponents, add one die to rush
actions or to contest disengage actions.
OFFENSIVE CHARMS
Two Shadows,
Life-Drinking Blade (3m, 1i; Supplemental;
Captain of the Nightmare Instant; Dual; Essence 1): Gain +2 to an attack roll.
Gain +1 to post-soak withering damage or to raw
After perishing in a storm, a fisherman returned home as decisive damage.
a ghost to visit his wife one last time. Nine months later,
DEFENSIVE CHARMS
Two Shadows was born. Drawn to the sea, she became
a sailor and a pirate. Eventually caught by Wavecrest’s Clarity-of-Death Defense (2m; Reflexive; Instant;
navy, she was slated for execution in Abalone before a Essence 1): Ignore one point of onslaught penalty.
serendipitous Bloodthirsty raid freed her.
Th e B r o k e r

The Broker
The Seller in the Shadows
Background: Though the identity of the Broker remains shrouded
in mystery, it is a commonly held belief among thieves and scav-
engers that if you are in the right place at the right time some-
one will be willing to buy whatever you are trying to be rid
of or help you make an otherwise unattainable purchase. The
only drawback? The Broker has no loyalties except their own,
which has proven fatal to bureaucrats and anathema alike who
have found that the value of their life and the secrets they hold
exceeds what they are trying to sell.

Though they have been seen most frequently in Lookshy


and Nexus, the Broker has been spotted in numerous plac-
es across Creation from Chiaroscuro to Gethamane to the
ports of the Dreaming Sea, and the occasional cutpurse even
claims that they have witnessed deals being made in seclud-
ed areas of the Imperial City. Some rumors have swirled as
to the Broker’s identity — many customers cannot confirm
even minor details surrounding the person that they
dealt with either due to intentionally withholding
information or a genuine lack of awareness. There
is even talk in some circles that the Broker is not
one person but several, all keeping their identities a
secret to avoid the oppression of the Guild.

Though their primary business is in fencing stolen goods, the


Broker does not deal entirely in coin and is always open to accept-
ing a barter if it would benefit them more directly. Information
is as good a currency as jade, and they will just as easily give it up
in exchange for a priceless object that cannot easily be assigned
monetary value. In spite of all this, many thieves and scavenger
lords still find it advantageous to deal with the Broker instead of
another fence… that is, if they can track them down.

Image: Clad in leathers fit for a thief, one would never know
the riches that the Broker hoards, and it is very much on purpose.
The Broker is secretive and private, virtues that are exhibited even
in the draped cloth that covers their face and the dark hood that casts
a shadow over their features. With the hood removed one might no-
tice dark, matted hair pulled back with a short length of rope.

Intimacies: Defining: “Everything has a price.”; Major: “What would


you like to know?”, The Guild (Respect); Minor: Identity-Concealing
Mask (Security)

Secrets: Though the Broker’s traveling routes and appearances


seem to be random, they are planned well in advance and are usually
marked by a strange symbol painted in gold ink with a hint as to the
details of the Broker’s next visit. The symbols typically appear within one

13
EX3
ADVERSARIES OF THE RIGHTEOUS

week of the Broker’s arrival, and include a series of num- guards vary from place to place and keep their identities
bers to indicate the date and time that a prospective buyer concealed with masks.
or seller can anticipate being able to make a transaction.
Storyteller Note: The Broker’s Security entries use the
Equipment: Light leather armor and face coverings Quick Characters rules from page 494 of the Exalted
along with a cestus, khatar, and several knives readied Third Edition core rulebook.
for close combat. The Broker also typically carries sev-
eral pouches of various currencies and may also have ar- The Guard
tifacts or other objects that they have just purchased or
hope to sell to a prospective buyer. Always close at hand, The Broker’s guard is never too far
from view and will often inspect potential clients before
Roleplaying Hints: The Broker serves their own pur- a transaction can be made. They wear attire similar to
poses, which may change from day to day based on their the Broker’s and cover their face so that their identity is
needs and the current circumstances. They are not above not known.
breaking their own rules if it means coming out on top,
though they will never betray their own identity. Essence: 1; Willpower: 3; Join Battle: 5 dice
Health Levels: -0/-1x2/-2x2/-4/Incap.
Attributes: Strength 1, Dexterity 3, Stamina 2; Cha-
risma 3, Manipulation 4, Appearance 2; Perception Actions: Senses: 4 dice; Stealth: 5 dice; Threaten: 4
2, Intelligence 2, Wits 4; dice; Tracking: 4 dice
Essence: 1 Appearance 2, Resolve 1, Guile 1
Willpower: 4
Join Battle: 8 COMBAT
Health Levels: -0/-1x2/-2x2/-4/Incap. Attack (Cestus): 6 dice (Damage 11)
Abilities: Athletics 1, Awareness 2, Bureaucracy Attack (Grapple): 4 dice (5 dice to control)
3, Brawl 2, Dodge 3, Integrity 3, Investigation 1, Combat Movement: 4 dice
Larceny 2, Linguistics 3, Lore 3, Melee 2, Presence 3, Evasion 2, Parry 2
Resistance 1, Socialize 3, Stealth 3;
Soak: 6 (Light Armor)
Merits: Contacts 5, Followers 1, Influence 2, Lan-
guage (Riverspeak) 1, Language (Flametongue) 1,
Language (Guild Cant) 1, Language (Skytongue) 1, The Sentry
Resources 4
Specialties: Bureaucracy (The Guild), Larceny (Ap- Hidden in the shadows, the Sentry does not make their
praisal), Socialize (Criminal Underworld), Stealth presence known while the Broker is working through a
(Disguise) transaction. Instead they keep a watchful eye over the
Attack (Cestus): 9 dice – Bashing, Brawl, Smash- surrounding area and prepare to defend their employer
ing, Worn (damage 8) against any surprise attacks.
Attack (Khatar): 9 dice – Lethal, Brawl, Piercing
(damage 8) Essence: 1; Willpower: 4; Join Battle: 6 dice
Attack (Knife): 9 dice – Lethal, Melee, Thrown Health Levels: -0/-1x2/-2x2/-4/Incap.
(Short) (damage 8) Actions: Senses: 5 dice; Stealth: 6 dice; Threaten: 5
Combat: Soak 5 (Light Armor +3); Parry: 3 (Melee), dice;
3 (Brawl); Evasion: 3; Rush 4 dice; Disengage: 6 dice Appearance 3, Resolve 2, Guile 2
Social: Resolve: 4; Guile: 5
COMBAT
The Broker’s Security Attack (Short Sword): 6 dice (Damage 11,
minimum 2)
A mysterious figure, the Broker is never seen without at Attack (Khatar): 6 dice (Damage 11)
least two guards nearby to help move purchases from Combat Movement: 4 dice
place to place and assure the Broker’s safety. Typically Evasion 2, Parry 2
there are at least several protectors nearby, though
at least one will always remain hidden. The Broker’s
Soak: 8 (Reinforced Light Armor)

14
EX3
ADVERSARIES OF THE RIGHTEOUS

The Prince Resplendent


in the Ruin of Ages
Background: The oil lamp flickered,
sending shadows racing across the
dusty burial chamber. The Prince
Resplendent frowned and dipped his
brush into the inkstone. He wrote:

“As cherry blossoms fall upon


the river / And are swept down-
stream to the sea / So do all rel-
ics of ancient days / Flow to the
vaults of fallen Thorns / Seek ye
there the treasures of your past.”

The Prince smiled. A shame he wouldn’t


be here to see their faces, but better to be
gone with the tomb’s orichalcum panoply before
its rightful owners arrived.

Image: Thin, sallow, and balding, the Prince Resplendent


can’t quite shed the air of the shopkeep and scavenger he
once was. In public, he favors wealthy garb or artifact ar-
mor complete with mask or helm, and affects a cultured tone
— though surprise causes him to slip back into the lower-class
accent of his youth. In private, he favors well-worn, practical
garments.

Intimacies: Defining: “I’ll turn a profit on every task.”; Major:


“I take pleasure in mocking my adversaries.”; “None shall wit-
ness my fears.”; The Mask of Winters (Fearful Admiration);
Minor: Salt Star (Approval)

Secrets: The Prince Resplendent hoards silver, jade, and arti-


facts, secretly withholding from his patrons a fraction of every
haul. He maintains trapped, undead-guarded caches across the
River Province, and he’ll come after anyone who dares loot one.

Equipment: Soulsteel articulated plate set with a hearthstone, soul-


steel storm hatchets, ciphered journal, map of a First Age ruin.

Roleplaying Hints: Having dwelt in penury before becoming


a scavenger lord, the Prince Resplendent places
inordinate value on wealth. He raids tombs
and steals artifacts — whether to serve his
mentor the Mask of Winters, or hired by oth-
er patrons such as the Walker in Darkness,
Nexus’ Council of Entities, or House
Ragara. He circumvents combat via bluster
The Prince Resplendent in the Ruin of Ages

and bribery; failing that, he flees to sites full of traps and


minions. Cornered, he offers up treasure caches or his
Atarat, the Necromancer’s Bastion,
master’s secrets. Slaying him draws the Mask’s wrath. Soulsteel Articulated Plate
(Artifact •••)
Caste: Daybreak
Attributes: Strength 2, Dexterity 4, Stamina 3; Cha- This massive suit of armor, inlaid with apotropaic First
risma 2, Manipulation 4, Appearance 2; Perception Age glyphs of black jade, dates back to the Rotting Lotus
4, Intelligence 3, Wits 4 Rebellion.
Essence: 2
Evocations of Atarat
Willpower: 6
Passive: Attacks from dematerialized spirits that would by-
Join Battle: 8 dice
pass the Prince’s armored soak or Hardness cost an addition-
Personal Motes: 16 al three motes each, even if they ordinarily have no cost.
Peripheral Motes: 20/31 (5 committed to Bone-
split and Bloodspill, 6 committed to Atarat) Hearthstone: Stone of the Vanisher
Health Levels: −0/−1x3/−2x4/−4/Incap.
Abilities: Athletics 2, Awareness 4, Bureaucracy Keywords: None
3, Craft (Traps) 4, Dodge (Traps) 4, Investigation 4,
Larceny (Lockpicking) 2, Linguistics 2, Lore (Ancient On any roll to investigate, track, or contest the Prince’s
Ruins) 4, Melee 3, Occult (Undead) 4, Resistance 2, efforts to go to ground, change the value of the highest
Ride 1, Socialize (Business) 2, Stealth 3, Survival 2, successful non-10 die to a 1.
Thrown 2
Merits: Artifact (Bonesplit/Bloodspill) 3, Artifact OFFENSIVE CHARMS
(Atarat) 3, Backing (Thorns) 4, Contacts (Scavenger Corpus-Rending Blow (1m; Supplemental; Instant;
Lords) 3, Hearthstone (Stone of the Vanisher) 2, Lan- Uniform): Allows an attack using any Ability to strike
guage (Native: Riverspeak; Old Realm, Guild Cant, an immaterial spirit.
various Scavenger Lands local tongues) 3, Mentor Savage Shade Style (2m; Supplemental; Instant;
(Mask of Winters) 3, Resources 3, Retainers (Salt Dual): Against a crashed opponent, double threshold
Star) 4 successes on a withering attack or double 10s on a
Attack (Bonesplit and Bloodspill): 12 dice decisive damage roll.
(Damage 12/3); Tags: Lethal, Melee, Thrown (Short),
DEFENSIVE CHARMS
Chopping
Elegant Flowing Deflection (2m; Reflexive;
Combat: Soak 14, Hardness 10 (Atarat, +11); Parry
Instant): Negate all Parry penalties against a single
3 (Melee); Evasion 2 (armor penalty −2); Rush 6
attack. Successful defense reduces attacker’s Initiative
dice; Disengage 8 dice
by one.
Social: Resolve 3, Guile 3
MOBILITY CHARMS
Escort: The Prince Resplendent is usually accompa-
nied by his obsequious nemissary apprentice, Salt Star; Spider Pounce Technique (2m; Supplemental;
use honored ancestor traits from Exalted, p. 504, and Instant): Leap one range band horizontally or verti-
add the Nemissary’s Ride Charm on p. 508. The Prince cally; counts as the turn’s movement action. Reduce
also leads a Size 1 battle group of zombies (Exalted, cost to 1m if used on previous turn.
p. 502) with poor Drill and Might 1. MISCELLANEOUS CHARMS
Contraption of Bone and Sinew (5m; Simple;
Instant): Any corpse can be fashioned into a trap
Bonesplit and Bloodspill, (Exalted, p. 232) — a snare made from viscera, a
Soulsteel Storm Hatchets (Artifact •••) ribcage bear-trap, a femur sharpened into a scything
blade. Once per scene, the Prince may reveal that an
These newly forged artifact hatchets are young and hun- enemy has fallen prey to one he’s previously set. This
gry, their greater powers yet to be unlocked. creates a one-time environmental hazard, difficulty 3.
An injurious trap deals 3L damage; escaping a snare
Evocations of Bonesplit and Bloodspill requires a Strength 3+, difficulty 4 feat of strength. This
Passive: +1 to decisive attack rolls against living crea- Charm resets when an opponent botches a roll on any
tures who have suffered damage to their –2 health levels. physical action.
ADVERSARIES OF THE RIGHTEOUS

Cunning Scrutiny Style (5m; Simple; Instant): skull of at least human size, which glows with cold
Complete a case scene action in a few seconds, blue glyphs and hovers in midair, turning as desired.
adding (Essence) automatic successes and doubling Influence and perception through the skull can’t use
9s. Charms. Can’t sense or take actions with own body
Fivefold Sensory Exercise (5m; Reflexive; One while spell remains active. Taking damage or destroy-
scene): Double 9s on Awareness rolls. ing the skull ends the spell.
Spirit-Detecting Glance (3m; Reflexive; One Raise the Rotting Horde (Control) (15sm, 1wp;
scene): See immaterial spirits. Indefinite): Animate corpses as zombies, up to a size
2 battle group with poor Drill and Might 1. Zombies
Necromancy remain animated indefinitely unless exposed to sun-
light for a full scene. As a control effect, the battle
Shaping Ritual: When the Prince begins a scene in a group has average Drill instead, or elite Drill by
place marked by death — the Underworld, a shadowland, spending a Willpower while casting.
a graveyard or battlefield, the site of a recent murder — he Summon the Shadow-Eaten (Ritual, 2wp; Instant):
gains three sorcerous motes that last until end of scene. Summon an Essence 1-3 mortwight (Exalted, p.
505) or other monstrous ghost in a night-long ritual,
SPELLS rolling (Intelligence + Occult) against its Resolve to
The Face of Bone (5sm, 1wp; One scene): See, bind it for a year and a night. If this fails, roll (Wits +
hear, and speak at any distance through a prepared Occult) against its Willpower to banish it.
ADVERSARIES OF THE RIGHTEOUS

Unrelenting Aton,
the Last Mountain
Background: Millennia ago, Aton served the subterra- Intimacies: Defining: “I will survive at any cost.”; Major:
nean Siderite Court and brought stability to the west- The Exalted (Fear), “Stability staves off disaster.”; Minor:
ern coast of the Dreaming Sea. He was happy, balanc- The Last Bastion (Protectiveness)
ing Essence to prevent earthquakes. Then came the
Usurpation. All around him, chaos erupted. Warring Secrets: Aton keeps meticulous records of every person,
Exalted killed Aton’s many brothers, their bodies crum- creature, and magic he believes could end the world.
bling to dust and mud. Aton believed the world was His personal library includes such secrets as the where-
about to end. abouts of legendary artifacts and maps of the southeast-
ern Fair Folk courts.
He still does. Unrelenting Aton is stronger now, no longer
the Siderite Court’s servant but a towering force in his Roleplaying Hints: Aton always assumes the worst of
own right. To the ancient elemental, the Solars’ defeat others, and makes copious contingency plans assuming
was just the first in a series of unending disasters that they’ll eventually betray him. He cannot remain allies
blend together; he doesn’t parse time the way humans for long with characters he can’t completely control,
do, and views the entire Second Age as a single apoca- and would rather turn on them first than give them the
lypse. Civil wars, decaying artifice, the hungry Fair Folk: chance to stab him in the back. He’ll sacrifice his own
Creation must be doomed. The Lawgivers’ reemergence worshipers to keep himself safe, and he knows that
has only increased his terror. But Aton is a survivor, and sometimes the best defense is crushing people before
he intends to outlast the end of the world. they become his enemies.

Driven by his elemental nature, Aton sated his paranoia Attributes: Strength 8, Dexterity 4, Stamina 6; Cha-
by building a vast, fortified underground city: the Last risma 2, Manipulation 3, Appearance 3; Perception
Bastion (see Pillars of the Last Bastion, Cult of Aton). 4, Intelligence 4, Wits 3
He filled it with thousands of mortal worshipers, believ- Essence: 4
ing their lives and prayers will sustain him through the Willpower: 7
apocalypse. Seeing death around every corner, he’ll stop
Join Battle: 8 dice
at nothing to keep himself safe. The region’s security, his
followers’ lives, Creation’s stability — it’s all meaningless Personal Motes: 90
compared to Aton’s survival. Health Levels: −0x4/−1x4/−2x5/−4x7/Incap.
Abilities: Athletics 3, Awareness 4, Brawl (In En-
Aton has fewer enemies than he imagines. The Siderite closed Spaces) 5, Bureaucracy (Cults) 3, Integrity 4,
Court wants him brought back into the fold unharmed. Lore (Disasters) 4, Occult (Powerful Spirits) 3, Pres-
His above-ground servants carefully avoid attention, and ence 3, Resistance 5, War (Cultists) 4
even the deep gods whom the Last Bastion displaced Merits: Cult 3, Legendary Size, Sturdy as Stone, Tre-
remember the younger, more stable Aton who protect- mendous Reach
ed their homes millennia ago. The ancient elemental’s
Attack (unarmed): 14 dice (15 in enclosed spaces)
trauma makes him keep friends at arm’s length, refusing (Damage 20); Tags: Natural, Brawl, Smashing
their assistance and their pity.
Combat: Soak 18, Hardness 10 (natural); Parry 5
Image: Human-shaped — albeit jagged around the edges (Brawl); Evasion 2; Rush 7 dice; Disengage 4 dice
— Aton is made of rough, red stone, shot through with
veins of metals and minerals. He’s easy to mistake for New Merit: Tremendous Reach
a pile of rocks if he lies still and closes his eyes, which
open to glow the orange-red of molten iron. He’s over 60 Aton may make unarmed attacks at short range, and
feet tall at his full height, but it’s been centuries since he negates the advantages of mounted combatants unless
last stood up and stretched. their mounts possess Legendary Size.
OFFENSIVE CHARMS
Living Mountain Barrage (10m; Simple; Instant;
Perilous, Withering-only; Essence 4): While touching the
ground, Aton makes a withering attack against all op-
ponents within short range, rolling once. Aton gains full
Initiative only from the target who takes the most damage,
+1 per additional damaged foe. Foes this attack crashes
treat all earthen surfaces as difficult terrain until they’re
no longer crashed.
Walking Earth Entombment (5m, 3i; Supplemental;
Instant; Decisive-only; Essence 3): A successful grapple
gambit against a single target encases the opponent’s
limbs in stone or embeds them in the ground. The grapple
continues without active maintenance; Aton takes no
penalties, the grapple doesn’t end if he’s crashed, and
attacking him doesn’t decrease rounds of control. Aton
may use his turns to apply grapple effects of his choice,
or take other actions while the stone automatically per-
forms restrain actions.
DEFENSIVE CHARMS
Embrace of Earth Defense (5m, 2i; Reflexive; Instant;
Perilous; Essence 3): Aton encases himself in earth and
stone, doubling his Parry against an oncoming attack.
The shell persists after the Charm’s effects end, leaving
walls that act as cover. Aton must be in contact with the
ground to use this Charm.
MISCELLANEOUS CHARMS
Blessing of Aton (20m; Simple; Instant; Eclipse;
Essence 4): Aton blesses a willing supplicant with slow
petrifaction. The recipient doubles her effective Strength
and natural soak ratings as a Charm bonus. She gains the
Exalted Healing Merit (Exalted, p. 165), but becomes
resistant to treatment: Medicine pools targeting her can’t
exceed the healer’s highest relevant stone-based Craft
Ability, and healing Charms targeting her double their
costs unless they have an earthen elemental nature. Each
subsequent year, the recipient gains one −0 health level
(maximum +10 levels).
Older recipients sleep, unmoving, for days on end.
After 20 years, they turn entirely to stone, achieving an
unsettling immortality: these statues still live, minds and
souls permanently suspended. Powerful sorcery, another
ancient elemental’s work, or potent Exalted magic could
conceivably awaken one briefly — or even reverse the
process.
Doomcryer’s Decree (15m; Simple; Instant; De-
cisive-only, Eclipse; Essence 3): Aton examines the
portents surrounding his target and wields them like
weapons. He may pull meteors or lightning from the sky,
call up a great keening from the land, or other omens
appropriate to the target. Roll 15 dice for a decisive
attack on a target at up to long range. The attack has raw
damage of (10 + extra successes), and imposes a −3
penalty on movement actions until the end of the round.

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