You are on page 1of 201

Luka Carroll, Manda Collis, Roby Daquilante,

Steffie de Vaan, Violet Green, Elliott Freeman, Emily Griggs,


Eric Minton, Charlie Raspin, Lauren Roy, Rachel Savicki
ADVERSARIES OF THE RIGHTEOUS

Credits Special Thanks


Authors: Luka Carroll, Manda Collis, Roby Daquilante, To Dixie Cochran, whose unflagging support and friend-
Steffie de Vaan, Violet Green, Elliott Freeman, Emily ship have been invaluable to the both of us.
Griggs, Eric Minton, Charlie Raspin, Lauren Roy, Rachel
Savicki To Neall Raemonn Price and Stephen Lea Sheppard, for
their enthusiastic encouragement and sharing their bot-
Developers: Meghan Fitzgerald, Lauren Roy tomless well of knowledge.

Line Developers: Eric Minton, Robert Vance

In-House Developer: Dixie Cochran

Editor: Gavyn F. Duthie

Art Director: Mike Chaney and Maria Cabardo

Artists: Gong Studios, Melissa Uran, Digital Art Chefs,


Gunshiop Revolution Studios, HIVE Studios, Priscilla
Kim, Martin Sickree

Creative Director: Richard Thomas

© 2021 PARADOX INTERACTIVE AB.

All rights reserved. Reproduction without the written consent of the publisher is expressly for-
bidden, except for the purposes of reviews, and for blank character sheets, which may be repro-
duced for personal use only. Exalted and Exalted 3rd Edition are registered trademarks of Paradox
Interactive AB (publ). All rights reserved.

2
EX3
Ta b l e o f C o n t e n t s

Introduction 6 Afondha, the Lady of the Well 98


Iron Tiger, the Wyrd of the Broken Sword 100
Chapter One: Mortals 10
Ixier, Who Dreams for the Dead 102
Ashana Ikatu, Master of the Coiled Viper Dojo,
Ninegala, Forge-Goddess of Makelo 105
First of the Night’s Talons 10
Resplendent Twin, the Shining-Heeled,
Bosocu, Prodigal Son of the Swamps 12
Queen of Reflections 108
The Broker, The Seller in the Shadows 14
Siakal, Western God of Battle, Slaughter, and Sharks 110
Eldran Tabrar, Witch-Tyrant of Lock 16
Yetunda Clatterbones, Carrion Queen 112
Ifraja the Librarian, Corrupt Seeker of Knowledge 20
Chapter Four: The Exalted 116
Isabet Maken, the Master of Cauldron Valley 22
Lapis, Queen of Rake 24 The Solar Exalted 116
Meimuna Kyree, Necharan Matchmaker 26 Fehim, Three Devils Kingpin 116
Omerek, Scarlet Egg Player 28 Harrowing Silence, Chosen Guardian of Her People 119
Ruenulfr the Unfrozen, Brigand of the Skies 29
Dragon-Blooded 122
Zhao Terang Delima, Hero of Maichu 32
Cynis Borok, The Self-Involved Satrap 122
Chapter Two: Strange Folk 36 Gleaming Gneiss, Ambitious Sorcerer 124
Adeimantus, Custodian of Utopia 36 Ragara Feria, Admiral of the Imperial Air Fleet 126
Firamar Majen, the Jade Chimera 40
The Lunar Exalted 129
Fivefold Masks and Lies, Servant of Chaos 42
Eska of the Seven Blades, Hunter of Heroes 129
Iolanthe, Queen of the Golden Beryl Palace 45
Horizon Devouring Princess, Jungle Conqueror 131
Ku Nenaveya, Captain of the Blue Wolves,
Seven Devil Clever, the Nightmare of Nexus 134
Wielder of the Frozen Heart 48
Lady Midnight 50 The Sidereal Exalted 136
Lintha Gool Giagia, Parasite Pirate of the Gatang 52 Cehrazad, the Shadow Crown 136
The Lord Lion, Warrior-King of Haja 55 Iron Siaka, Champion Of Serenity 138
Peremuz, Rogue Homunculus 57 Three Winters, the Warden of Nameless Tombs 141
Red Ice, Spy of Many Masters 59 The Abyssal Exalted 143
Sawana, Devilfish Spymaster 61 The Bleeding Lily, Crowned in Shackles,
Siluris, the Hidden Sting 63 Underworld Queen 143
Sky Blade, Queen of the Black Shale Road 65 The Melkin Fool in Red and the Circus Moribund 146
Tenson, the Creature of Ten Fathers 67 The Prince Resplendent in the Ruin of Ages 148
Undefeated Granite Warrior, God-blooded Crimelord 69
The Liminal Exalted 151
Vien Caral, Shepherd of the Lost 72
Dame Crimson 151
Chapter Three: Spirits and the Dead 76
Withering Vine, Shepherd Of Restless Souls 153
Snowfall Sable, the Silent Performer 76
Exigents 156
Spraying Water, the Hopping Auguste 77
Braze the Accursed 156
Elementals 79
Cuelebre jin-Hua, Supplier of Secret Arsenals 159
Unrelenting Aton, the Last Mountain 79 Odara, Chosen of Ash, Captain of the Kalaho Ahn 163
Wong Bongerok, Censor of the South 81
Chapter Five: Groups 168
Xemadea, Lesser Elemental Dragon of Wood,
the Toadstool Sage 83 The Bloodthirsty, Scourge of Wavecrest 168
Za-Ishat, the Burning Blade 85 Children of the Weaver 172
The Darienites of Yane,Children of Green and Gold 175
Ghosts 88
The Gouged Eye Society 179
Dorashenje, the Wrath of Khame 88 The Graveyard Kettle, Far-Roaming Beast Hunters 183
Jovena Oreia, the Red-Headed Bride 90 Pillars of the Last Bastion, Cult of Aton 186
Telamedes, the Ever-Vigilant 92 Quaghead Tribe, Saints of Thuvaraiyam 190
Tepet Goran, Blood-Cursed Prince of Viharos 94 Scarlet Egg Players 193
Gods and Spirits 98 The Scorpionfolk 196

3
EX3
ADVERSARIES OF THE RIGHTEOUS

Peremuz hauled himself up to the windowsill on the manor house’s third floor and paused to sit as
he wound his line and stowed his fishhook grapnel. Pangu spread below him, breathtaking even
late at night — just how House Cynis had planned it. Lantern-lit pleasure barges drifted lazily along
the waterways. Gentle light and music spilled from busy teahouses. In the distance, colored lamps
illuminated a section of the Spring Rain Garden.
He might have stayed longer to admire the vista, but he was here on business, and a guard might
come by at any moment. Though he was tiny compared to most people — no more than a handspan
high — he knew better than to count on being overlooked. He wriggled through the window, which
someone had cracked open to let in the sea breeze. Inside, he found himself in a dressing room, its
chairs and settees draped with sumptuous silk robes.
Downstairs, Cynis Rekalin was celebrating some child’s achievement: acceptance to the House
of Bells, or perhaps graduation from it, or maybe a lofty post in the legion. Knowing which wasn’t
Peremuz’ job tonight. He was here to observe a meeting between Rekalin and one of her informants.
The study where Rekalin received her guests was adjacent to the dressing room. Peremuz didn’t
need to venture out into the hall, where guards were surely stationed. Instead, he moved a decorative
vase aside to reveal a hole in the adjoining wall. He’d fashioned it on his first mission here, placing it
at floor level so anyone who spotted it would think it no more than a mouse hole. Now, he squeezed
through and hid himself behind the window curtain.
Right on time, the study door opened and Rekalin’s laughter filled the air. The informant was regaling
her with the story of some recent salon in another part of Pangu. When he was done, they got down
to business, discussing a scandal one of Rekalin’s rivals dearly wished to keep buried. It would ruin
several marriage prospects and endanger certain mercantile contracts. Peremuz cared nothing
for the Great Houses’ intrigues, but he tucked the information away diligently. His employers paid
handsomely for his attention to detail.
“Oh,” said Rekalin as their meeting ended, “tonight’s the festival in the Spring Rain Garden. We can
see it from here. Come look.”
Peremuz bit back a curse. He didn’t have time to abandon his hiding spot, but if she threw back the
curtains he’d be exposed anyway. The humans’ footsteps thudded heavily as they approached.
In the alley below, two dogs began to bay.
Peremuz waited as long as he could. When the curtain moved, so did he. Rekalin and her guest
were too busy peering outside to see what the noise was about to notice the homunculus diving back
toward the dressing room.
Once through the hole, he took a moment to catch his breath. His eyes alit on one of the robes, a
lovely, bright-green silk. His sword was no longer than a toothpick, but its edge was sharp. He cut
himself a swatch. It would make a fine lining for a new coat.
An hour later, Peremuz was at the Blue Orchid Teahouse, drinking wine by the silver thimbleful as his
employer heard his report. Whenever he drained his cup, she dutifully refilled it from the carafe. Her
own glass sat nearly untouched. He’d ordered several decadent dishes as well — she was paying,
after all, and never complained about the cost.
Now and again, he slipped morsels to his dogs, who waited eagerly under the table. They’d certainly
earned their treats tonight.

4
EX3
Ta b l e o f C o n t e n t s

5
EX3
ADVERSARIES OF THE RIGHTEOUS

Introduction
“We speak of stories ending, when in truth it is we who end. The stories go on and on.”

— Jacqueline Carey, Kushiel’s Avatar


Creation is full of wonders. Cities and ancient ruins characters haven’t met or even necessarily heard of the
sprawl across the countryside. Endless forests and vast people featured within these pages. Don’t let players
deserts hide the secrets of every Age beneath their se- assume their characters already know these adversar-
rene exteriors. Explorers brave deep oceans, treacher- ies’ secrets, affiliations, or special abilities, or even what
ous mountain passes, and ever-shifting Bordermarches. type of beings they are. Players can make appropriate
Adventure and intrigue call to the curious, sending them rolls, such as Bureaucracy, Lore, Occult, or Socialize, to
into forgotten tombs, bustling markets, and the palaces know or learn about these characters’ local reputations,
of the powerful. rumors spread about them, and their circumstances and
origins — or simply get to know them directly.
Just as wondrous as these infinitely diverse locales are
the fascinating people who populate them. From sav- Customization
vy mortal thieves to fierce war gods, rapacious raksha
nobles to arrogant Princes of the Earth, and even more Many of the characters in this book are associated with
extraordinary beings, every stranger has a tale of their a particular city or direction to help establish their place
own to tell. Some offer aid, whether freely or for a price. in the setting and provide story hooks that tie in to
Others ensnare the unwitting in their dark plots, steal games set nearby. However, if the Storyteller finds that
their most precious treasures, or exploit them for per- a particular character’s concept would fit well with her
sonal gain. Not every adversary is corrupt, and not ev- players’ adventures elsewhere in Creation, it’s okay to
ery ally is trustworthy; it’s up to the righteous and the move the character to them rather than send the Circle
worldly to make their own judgments with each new to another part of the world. Consider what aspects of
face they encounter. the character are essential to their concept, and which
are more cosmetic and simply need a bit of adjusting to
Friends and Foes fit their new locale.

This book contains full character entries for a wide as- For example, Ruenulfr the Unfrozen (p. XX) commands a
sortment of individuals and groups with which to pop- small crew of airboat pirates in Northern lands. His grand-
ulate Creation and its neighboring realms, whether as mother provides him with financial backing, and in exchange
foes to fight, potential allies to win over, authorities to he occasionally takes on missions for her. She is also one of
appease or defy, or beloved companions in the making. the Haslanti Grandmothers, who control a ring of spies and
This is a supplement to the Exalted Third Edition core assassins — harming Ruenulfr risks earning her ire.
book and requires that volume to use.
If a Storyteller wanted to move him all the way to Zephyr
Each entry in this book features information about the char- in the South, she might decide his primary concept is
acter, including their background, a description of their pre- “carefree pirate.” While Ruenulfr could command ships
sentation and abilities, equipment they carry, and examples on the mighty Elidad River, his airboat provides an in-
of secrets they’re keeping. Along with the provided guidance teresting and unusual angle as well. Airboats aren’t com-
for how to roleplay them, the character’s Intimacies hint at mon in the South, but some travelers cross the desert on
what might sway them to join forces with or make enemies sandskiffs. The Storyteller may decide to make Ruenulfr
of those whose paths they cross. In some cases, a character’s a sandskiff captain haunting the desert trade routes near
death might mobilize other forces to react or cause upheaval Hyacinth. Rather than “the Unfrozen,” his title might
in their region; the roleplaying hints section addresses po- instead be “the Unscoured” or another appropriate
tential consequences for that scenario. nickname. If “grandson of a powerful spymaster” is also
relevant to her game, the Storyteller might also provide
While players might consult this book for ideas when him with connections to rebels opposed to Ketzepah
considering their characters’ connections or rivals, most Narrow-Ways’ rule within the city.

6
EX3
I n tr o d u cti o n

Joining the Circle This Book at a Glance


Although the Exalted characters presented in Chapter Chapter One: Mortals presents a selection of mortal in-
Four are intended for Storyteller use as non-player char- dividuals from across Creation. Matchmakers, merchant
acters, it’s possible someone at the table might want to princes, sorcerers, queens, and more — even the most
play one as part of the troupe’s Circle or Sworn Kinship. unassuming or ordinary person can make life interesting
This might be someone new to the table, or even the for an Exalt.
Storyteller themselves, if they hand the reins over to a
tablemate at the start of a new chronicle. Players and Chapter Two: Strange Folk describes characters that
Storytellers should discuss any necessary changes in don’t fit into any particular category. God-blooded crim-
background, power level, and Charms that might be inals, Lintha captains, raksha nobles, and more — they
needed to make sure the character fits in well with the provide interesting challenges for warriors and can
group. If a character has a Charm listed that has prereq- introduce adventurers, politicians, and scholars to new
uisites, she possesses those as well. avenues for intrigue — or stymie their efforts.

Some of the Exalts presented here —Abyssals, Exigents, Chapter Three: Spirits and the Dead details gods, ele-
Liminals, and Sidereals — will have their full Charm sets mentals, ghosts, and other dead beings. Found through-
and character creation rules presented in forthcoming out Creation, Heaven, and the Underworld, these char-
Exalted titles. The Charms and abilities listed in Chapter acters might offer blessings and tutelage or prove to be
Four can help give players a sense of their themes, pow- formidable foes.
er levels, and activation costs if they wish to build new
Charms as the characters advance. Chapter Four: The Exalted introduces a wide variety of
Chosen, including Dragon-Blooded sorcerers, Liminal
If a player wishes to take on the role of one of a non-Ex- bodyguards, Lunar assassins, Sidereal warriors, and
alted character, she should work with her Storyteller to more. Potent allies and deadly enemies, they’re deter-
discuss how they’ll fit in with the group and its relative mined to leave their marks upon the world, whether the
power levels. What special talents does she bring to the world is ready for them or not.
party? Are there other Merits, Charms, or a Martial Arts
style that might help her keep up with her allies? It’s Chapter Five: Groups presents groups and organiza-
okay if not everyone can go toe-to-toe with their Solar tions that characters may encounter, infiltrate, or per-
companions, as long as the players and Storyteller are haps even try to join. Cults, performing troupes, beastfolk
having fun at the table. tribes, and more — members can lean on others in their
network for support, whether they’re raising funds or an
army, and can leverage numbers and resources against
characters who meddle overmuch in their business.

7
EX3
ADVERSARIES OF THE RIGHTEOUS

The first blast that struck the small ship shook Sesus Eshuvar from his sound, peaceful sleep. It
would have thrown his lover from the bed had Eshuvar not instinctively pulled the man’s lean form
closer. “What was that?”
The young sailor pulled free of that grasp, covering his perfect, sunbaked skin with some of the
clothes strewn across the floor before Eshuvar could say any more.
“Get dressed,” the sailor said curtly, all the coy romance of before gone. “Get dressed and… hope.”
Then he was gone, leaving Eshuvar to disentangle himself from the rumpled silken bedsheets.
It wasn’t until the second blast hit that Eshuvar finally pulled himself from the warmth of the bed and
dressed.
•••
Ruenulfr peered over the railing of the Rescue at the channel below. The deck of the oft-repaired
airboat swayed beneath him, but at that point he’d spent so many years aboard that he barely even
felt its movements.
The channel below had provided the Lost Gulls the perfect place to ambush seagoing vessels for
some time now. Between the rocks and the dense fog, many lookouts failed to notice the small flying
fleet until it was far too late. Most captains surrendered after just few rounds of bombardment,
begrudgingly handing over a portion of their cargo in exchange for their lives.
The privateer’s life was a good one.
This morning’s ship looked particularly promising. It flew fresh, unpatched sails, and the sailors who
scurried about the deck wore brightly colored clothing not yet bleached pale by sun, salt, and the sea.
“Ruenulfr?” Revna Tordsdottir called to him from the bow, peering down with a spyglass. She was one
of the original Lost Gulls, who’d been with him since that first wreck. “I think you ought to see this.”
He joined her at the rail and she passed the spyglass to him. “There.” She pointed to the deck of the
ship below.
Ruenulfr followed the line of Revna’s finger. A flawlessly dressed man stood on the deck, gazing up at
Ruenulfr and his brave heap of flying junk. Pieces of his own ship’s splintered rail lay littered about,
but the vessel hadn’t sustained any lasting damage. The stranger’s expression slowly shifted from
annoyance to a confident, disarming grin.
Brilliant light filled the spyglass’ lens. Ruenulfr tore his gaze away before the image could sear
itself permanently into his vision. Below, an aura of pale blue and bright white swirled around the
man like whipping wind. “Shit,” he whispered, pulling back from the railing. This isn’t just some
rich merchant’s crew. He turned, half running down the deck. “Hold onto something! It’s going to get
choppy!”
Normally, he’d have ordered the retreat. Better to cut your losses than crash. But his grandmother
had tasked him with intercepting the captain’s strongbox, and he wasn’t going to leave without it.
Besides, any spoils beyond that, the crew got to keep. Still, he’d have words with Hfrida later for
sending them on this mission without warning him one of the Princes of the Earth was aboard.
“Here it comes!” The airboat pitched alarmingly as the first volley hit, but his crew kept their feet.
“Bring her about!” Ruenulfr roared over the winds buffeting them. “They want a fight? Let’s show them
what we’ve got.”

8
EX3
C H A P T E R O N E : M O R TA L S

9
EX3
ADVERSARIES OF THE RIGHTEOUS

Chapter One

Mortals
14 Resplendent Wood

Our fellow travelers warned us of the hungry ghosts roaming the Maichu countryside when we parted ways.
I don’t know that I truly believed them, but tonight we camped too close to a ruin, and all my doubt melt-
ed away. We might have been overrun, were it not for a woman bearing an ancient crest on her fine ar-
mor riding into our midst and dispatching the ghosts. Was this the famed warrior hero our companions
had also spoken of ? I understood their reverence as she lifted me, shaking and sobbing, to my feet...

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 20s to seek her fortune. She wandered the
Threshold as a charlatan and mountebank, claiming and dis-
carding 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 pur-
poses, whether as legbreakers and
grifters garnering wealth and weed-
ing out competing criminals, or stalking
marks alongside her as the Night’s Talons,
a black-clad band of thieves and assassins.
Like Ikatu, they crave challenge and vic-
tory as much as money. No other local

10
EX3
C hapter O ne : M ortals

rogues dare target Princes of the Earth — nor charge Martial Arts (Snake) 5, Medicine (Self-Treatment) 1,
such astronomical fees. Occult 1, Presence (Intimidation) 3, Resistance 3, So-
cialize 3, Stealth 3, Thrown (Knives) 3
Image: Though nearly 50 years old, Ikatu looks half that Merits: Contacts (Local Criminals) 1, Fast Reflexes,
age, aided by healthy living and rigorous exercise. She’s Followers (Night’s Talons) 2, Influence 2, Language
frosty in her public persona as the dojo’s sifu, but quick (Native: Low Realm; High Realm, Flametongue) 2,
to laugh or rage elsewhere. Martial Artist, Resources 2
Attack (Unarmed): 13 dice (Damage 10); Tags:
Intimacies: Defining: “What is life without challenge?”;
Bashing, Brawl, Grappling, Natural
The Coiled Viper Dojo (Possessiveness); Major: “I en-
joy defeating the proud.”; “My ambitions are fulfilled, Attack (Knife): 13 dice (Damage 10 + poison: 2i/
yet I crave something greater.”; The Night’s Talons
round [L in crash], 3 rounds, −3 penalty); Tags: Lethal,
Melee, Thrown (Short)
(Pride); Minor: My Students (Satisfaction); The Exalted
(Jealousy) Attack (Grapple): 9 dice (8 to control)
Combat: Soak 5, Hardness 0; Parry 5 (Martial
Secrets: Ikatu keeps tabs on the wealthy and powerful Arts); Evasion 5; Rush 8 dice; Disengage 8 dice
nearby for future leverage. She caches away keepsakes Social: Resolve 4, Guile 4
from thefts and schemes, some immensely valuable,
Students: Ikatu often travels with one or more stu-
waiting for the right time to use them as bait. A few past
dents. Ordinary students have monk traits; Night’s
victims still seek her, either to retrieve such treasures or Talons have assassin traits (Exalted, p. 499). She
exact revenge; she keeps their names close to her chest, can muster the Talons as a Size 1 battle group with
not wanting her students to get any ideas about betray- elite Drill, and the other students as a Size 2 battle
ing her for profit. group with average Drill.
Equipment: custom-tailored silk martial arts uniform,
hidden knives, vial of snake venom, lockpicks, pouch of Special Ability: Serpent’s Soul
dinars
An ethereal, serpentine presence dwells within Ikatu’s
Roleplaying Hints: Though Ikatu relishes her power soul. Spending one Willpower manifests it for a scene;
and secrets, she’s grown restless from years ensconced while it’s active, her skin takes on a faint snakelike pat-
in the Coiled Viper Dojo. Characters can sway her to join tern. She gains Hardness 5 and Initiative +2 for deter-
dangerous schemes that are sufficiently challenging or mining turn order, and ignores one Defense point if her
stimulating. This isn’t a death wish, however; she flees target has a Major or Defining Tie of fear toward her.
if brought to her −2 health levels. Her students seek re- Once this effect is active, another Willpower extends it to
venge on anyone who would dare slay her. an individual who knows Snake Style and has a positive
Intimacy toward Ikatu. She may also spend a Willpower
Attributes: Strength 3, Dexterity 4, Stamina 5; Cha- to grant a battle group under her command Might 1 if it
risma 2, Manipulation 4, Appearance 2; Perception doesn’t already have any Might. Only the Coiled Viper
3, Intelligence 3, Wits 4 Dojo’s sifu possesses this ability.
Essence: 1
Willpower: 9 Martial Arts
Join Battle: 9 dice
Personal Motes: 10 Ashana Ikatu may spend 1 mote to add (Essence) to a
Martial Arts roll.
Health Levels: −0/−1x2/−2x2/−4/Incap.
Abilities: Athletics (Jumping) 4, Awareness 4, Brawl She knows all the Charms from Snake Style (Exalted, p.
1, Bureaucracy (Assess Value) 1, Dodge 4, Integri- 427-431). If a Charm has the Terrestrial Keyword, use
ty (Conceal Identity) 3, Investigation 2, Larceny 3, those rules for Ikatu.
Linguistics 2, Lore 2, Martial Arts (Ebon Shadow) 5,

11
EX3
ADVERSARIES OF THE RIGHTEOUS

Bosocu
Prodigal Son of the Swamps
Background: The Saints of Thuvaraiyam had high hopes Roleplaying Hints: Bosocu is brash, inquisitive, and
for Bosocu. His birth drew cold-blooded guardians to his eager to show off. He picks fights and apologizes for
crib, the eldest Ghara Hags treated him like a son, and ru- them with equal alacrity. He loves launching an ambush
mors claimed he was destined to end the Quagheads’ long with a wild battle cry, but he’s not bloodthirsty; he al-
exile. It was an unpleasant surprise to discover he’d run ways spares enemies who’ve done no harm to his family.
off one day with a minor chapter full of rabble. Deep down, he worries his chapter made a mistake in
following him, letting his rumored destiny overshadow
Yet Bosocu is famed as a young folk hero across the wet- his inexperience. He covers these worries with grins and
lands, a true believer who wholeheartedly lives up to the boasts.
gallantry the Crocodile Host proclaims, credited with
an unseemly number of admirers for his age. To simply Attributes: Strength 2, Dexterity 4, Stamina 3; Cha-
drag the boy back would alienate him and his tight-knit risma 4, Manipulation 1, Appearance 3; Perception
Blue Leg Chapter, so the Saints scramble for bribes and 3, Intelligence 1, Wits 5
plots to herd him home. Essence: 1
Willpower: 6
See The Quaghead Tribe of Thuvaraiyam (p. XX) for
more information. Join Battle: 8 dice
Health Levels: −0x1/−1x2/−2x2/−4x1/Incap.
Image: A bright-eyed, barefoot teen, with a wide grin Abilities: Athletics (Swimming) 3, Awareness 3,
missing several teeth. Grubby with swamp dirt but Brawl 2, Craft (Wood Carving) 1, Dodge 3, Integrity
rich in confidence and boisterously handsome, Bosocu 2, Larceny 1, Melee (Mounted) 2, Occult 2, Perfor-
sweeps his dark hair back into a greased mound. Beast- mance 1, Presence 2, Resistance (Disease) 3,
tooth jewelry dangles from his neck and ears, Ride (Chopper) 4, Sail (Shallows) 2, Stealth
matching the bite scars that crisscross his 3, Survival (Swamps, Animal Husbandry)
tattooed skin. 4, Thrown (Improvised) 2, War (Blue Leg
Chapter) 1
Intimacies: Defining: Chopper (Best Merits: Familiar (Chopper) 3, Followers
Friend); Major: “The Quagheads are proud (Blue Leg Chapter) 1, Legacy of Thuvara-
heroes of the wetlands!”; Minor: Thuvaraiyam iyam (below), Strong Lungs, Thaumatur-
(Grudging Fascination) gist (Snake Charmer’s Shabti 1, below;
Unquenchable Flame, Exalted, p.
Equipment: An open-chested crocodile-skin 491)
jacket, a hooked machete that serves as
Attack (Hooked machete): 8
weapon and nail file, and a small sack stuffed dice, or 9 while mounted (Damage
with wriggling swamp animals and tokens 11); Tags: Lethal, Melee, Chopping
of affection from well-wishers at his last
port of call.

12
EX3
C H A P T E R O N E : M O R TA L S

Attack (Thrown Snake): 7 dice (difficulty 1


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

13
EX3
ADVERSARIES OF THE RIGHTEOUS

The Broker
The Seller in the Shadows
Background: Though the identity of the Broker remains shroud-
ed in mystery, it is a commonly held belief among thieves and
scavengers that if you are in the right place at the right time
someone 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 accepting 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 can-
not 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 notice
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 week of the

14
EX3
C H A P T E R O N E : M O R TA L S

Broker’s arrival, and include a series of numbers to indicate at least one will always remain hidden. The Broker’s
the date and time that a prospective buyer or seller can an- guards vary from place to place and keep their identities
ticipate being able to make a transaction. concealed with masks.

Equipment: Light leather armor and face coverings Storyteller Note: The Broker’s Security entries use the
along with a cestus, khatar, and several knives readied Quick Characters rules from page 494 of the Exalted
for close combat. The Broker also typically carries sev- Third Edition core rulebook.
eral pouches of various currencies and may also have ar-
tifacts or other objects that they have just purchased or The Guard
hope to sell to a prospective buyer.
Always close at hand, The Broker’s guard is never too far
Roleplaying Hints: The Broker serves their own pur- from view and will often inspect potential clients before
poses, which may change from day to day based on their a transaction can be made. They wear attire similar to
needs and the current circumstances. They are not above the Broker’s and cover their face so that their identity is
breaking their own rules if it means coming out on top, not known.
though they will never betray their own identity.
Essence: 1; Willpower: 3; Join Battle: 5 dice
Attributes: Strength 1, Dexterity 3, Stamina 2; Cha-
risma 3, Manipulation 4, Appearance 2; Perception Health Levels: -0/-1x2/-2x2/-4/Incap.
2, Intelligence 2, Wits 4; Actions: Senses: 4 dice; Stealth: 5 dice; Threaten: 4
Essence: 1 dice; Tracking: 4 dice
Willpower: 4 Appearance 2, Resolve 1, Guile 1
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
Essence: 1; Willpower: 4; Join Battle: 6 dice
(damage 8)
Health Levels: -0/-1x2/-2x2/-4/Incap.
Attack (Knife): 9 dice – Lethal, Melee, Thrown
(Short) (damage 8) Actions: Senses: 5 dice; Stealth: 6 dice; Threaten: 5
dice;
Combat: Soak 5 (Light Armor +3); Parry: 3 (Melee),
3 (Brawl); Evasion: 3; Rush 4 dice; Disengage: 6 dice Appearance 3, Resolve 2, Guile 2
Social: Resolve: 4; Guile: 5 COMBAT
Attack (Short Sword): 6 dice (Damage 11,
minimum 2)
The Broker’s Security Attack (Khatar): 6 dice (Damage 11)
A mysterious figure, the Broker is never seen without at Combat Movement: 4 dice
least two guards nearby to help move purchases from Evasion 2, Parry 2
place to place and assure the Broker’s safety. Typically Soak: 8 (Reinforced Light Armor)
there are at least several protectors nearby, though

15
EX3
ADVERSARIES OF THE RIGHTEOUS

Eldran TabrarWitch-Tyrant of Lock


Background: Disowned and outlawed by the Intimacies: Defining: The skystone (Obedience); Major:
Halashara clans of the Twelveriver Sea, Eldran Lock (Dominion); Minor: “I shall not be denied the
Tabrar journeyed into the deep desert. There pleasures that accompany power.”; “Others’ lives
he discovered an ancient power that has made only have value to the extent that they serve my
him a living god. ends.”

Centuries ago, a black stone plunged from Secrets: The skystone is alive, its
the sky and burst amid the desert sands, alien sentience obsessed with pow-
each of its shards an occult tal- er and control. The more of it that’s
isman. Eldran discovered that assembled, the stronger its will
bringing these shards together becomes, and the more it battens
magnifies their power manyfold. on its wielder’s mind and soul.
He’s since reassembled most of When complete, it will con-
the skystone. With each new sume Eldran Tabrar entire, his
fragment, his power grows. body merely a vessel for the
stone’s psyche.
He raised by magic a great wall
around the place where the Equipment: Silken robes,
stone once fell, and purchased chain shirt, skystone pecto-
slaves to sift the sands for the ral, smoked-glass spectacles, a
remaining shards. By that wall prince’s ransom in jewelry.
grew the city of Lock, where
merchants come to feed Roleplaying Hints: With the
Eldran’s workforce and bar- skystone’s power, Eldran has
gain for his favor. His au- reshaped his own body and
thority there is absolute. mind to his desire, and likewise
reshaped the desert sands to
No one knows when he’ll build his city. His belief in his
complete the skystone, own might is absolute. He
nor how vast his pow- can be appeased or manip-
ers shall grow. But ulated by offers to help ob-
his cold, ruthless tain skystone fragments. If
disregard for hu- Eldran dies, Lock falls into
man life offers disorder and decay as peti-
little hope tioners depart with their re-
of a positive sources, retainers squabble
outcome. for control of the Palace and
its treasures, and scavenger
Image: Eldran has lords and Guild factors angle
dark brown skin, long black hair held by to seize the city and unearth the re-
jeweled rings, and a well-trimmed beard. He maining shards.
wears intricately embroidered silken robes
tailored to his broad-shouldered frame, with
a golden pectoral inset with the fist-sized
skystone. During the day, spectacles of
smoked glass shield his eyes from
the desert sun. His expression
is aloof and forbidding, with no
hint of warmth or compassion.

16
EX3
C H A P T E R O N E : M O R TA L S

Attributes: Strength 5, Dexterity 5, Stamina 5; Cha-


risma 2, Manipulation 3, Appearance 5; Perception THE CITY OF LOCK
5, Intelligence 5, Wits 5
Essence: 5 Walls of sandstone and obsidian, raised from the des-
ert by the skystone’s power, encircle a pit of sand five
Willpower: 8
miles in diameter. This is the Crater, wherein Eldran
Join Battle: 10 dice Tabrar’s slaves toil endlessly to unearth skystone
Personal Motes: 100 fragments.
Health Levels: −0x6/−1x11/−2x11/−4x6/
Incap. To the north and west, the city proper clings like lichen
to the outer edge of the wall. Here, in the Crescent,
Abilities: Athletics 2, Awareness 5, Brawl 5, Bu-
reaucracy 2, Dodge 5, Integrity 5, Investigation 2, the merchants who supply Eldran with his slaves
Linguistics 1, Lore (The South) 5, Melee (Direlash) 5, and provisions have erected their compounds, as
Occult (Artifacts) 6, Presence (Intimidation) 5, Resis- have princes, chieftains, and spirits seeking to bar-
tance 5, Socialize 2, Survival (Desert) 2, War (Strat- gain with Eldran for occult aid. Others who dwell in
egy) 1 or live off the desert — nomads, scavengers, firedust
Merits: Accelerated Healing, Artifact N/A, gatherers, basilisk hunters, etc. — also come here to
Command 3, Contacts 1, Exalted Healing, Followers trade their wares.
1, Influence 5, Language (Native: Seatongue; Fla- Eldran’s domicile, a 10-story fortress of inhuman
metongue, Old Realm, High Realm) 3, Resources 4, design, is called simply “the Palace.” It stands at the
Retainer 4, Retainer 4, Retainer 2 northern edge of Lock, athwart the great wall’s sol-
Flaws: Obsession (Defining): “Reassemble the sky- itary gate. The lower levels house slaves, guards,
stone.” overseers, and various servants. The upper levels
Attack (Evoked direlash): 15 dice (Damage are Eldran’s private domain, cluttered with exotic
15/3); Tags: Lethal, Melee, Disarming, Grappling, treasure and weird guardian creatures
Flexible, Reaching (see Scourge of Celestial Flame)
Attack (Unarmed): 14 dice (Damage 12); Tags:
Bashing. Brawl, Grappling, Natural New Merit:
Combat: Soak 8, Hardness 0 (chain shirt: +3); Parry Accelerated Healing (•••••)
6/5 (Melee/Brawl); Evasion 5; Rush 10 dice; Disen-
gage 10 dice Eldran heals lethal damage as quickly as bashing damage.
Social: Resolve 5, Guile 3
Entourage: Assembling Lock’s guards yields a size The Skystone (Artifact N/A)
4 battle group of battle-ready soldiers (Exalted,
p. 496). Eldran’s retainers include Angzhao Utama This melon-sized cabochon jewel gleams with a black
Baru, his spymaster (Exalted, p. 499); the head luster. Cracks mar its surface, and several shards and
of his palace guard, the outcaste Rihala of Origin splinters are missing. No one knows where it originated
(use young Dynast stats; Exalted, p. 541); and his before it fell from the sky, or what limits there may be to
lover Whisper of Silk and Smoke, a Fair Folk lorelei its power.
(Exalted, p. 535).

SHARDS OF THE SKYSTONE

In mortal hands, an individual shard serves as a talisman of some sort (Exalted, p. 580). If multiple shards touch,
they fuse together; such a cluster attunes to its bearer, providing a 10-mote Essence pool and an Essence 1 Evoca-
tion at the cost of gaining a Minor Intimacy of “The skystone (Obedience)” and a Minor Derangement of obsession
with collecting all skystone fragments. The Intimacy and Derangement can’t be weakened or altered by any means
unless the cluster is deattuned, either by intent or if it’s shattered again.

As the bearer accumulates more shards, her Essence rating, mote pool, and Evocation selection increase, along
with many Attributes and Abilities. Meanwhile, the stone-generated Intimacy and Derangement increase to Major
and eventually Defining.

17
EX3
ADVERSARIES OF THE RIGHTEOUS

Only mortals can wield the stone. The souls of inhuman Revolving Comet Defense (3m, 2i [+1wp]; Reflexive;
creatures are incompatible with its psyche, while the Instant; Counterattack, Decisive-only; Essence 3):
Exaltation’s power is antithetical to it. Scourge of Celestial Flame must be active. Gain +3 Parry
against a single withering or decisive attack. On a suc-
Evocations of the Skystone cessful defense, Eldran may spend one Willpower to cre-
ate a decisive counterattack. This may be performed at
Passive: The skystone can’t be disarmed or stolen; it any range; a ranged attack’s projectile is set ablaze with
clings to its master with tangible psychic force. It can white fire and hurled back. The counterattack doesn’t
sense its shards’ presence within roughly five miles, but count as an attack action and cannot be used in response
not direction or distance. to another counterattack.

Offensive Evocations Wound-Vitrifying Method (3m per health level add-


Falling Star Might (1m+; Supplemental; Instant; Dual; ed; Reflexive; Indefinite; Essence 3): Upon taking dam-
Essence 1): Add up to five dice to a withering attack or age from a decisive attack, gain up to five additional −2
feat of demolition for one mote each, or add up to two health levels to absorb the damage. Health levels gen-
dice of damage to a decisive attack for two motes each. erated can’t exceed the damage dealt. Damage to these
This also increases effective Strength to determine what temporary health levels is automatically aggravated, the
feats of demolition Eldran can attempt (Exalted, p. 231). wounds taking on the same glassy black substance as the
skystone. As each level heals, it vanishes and its mote
Scourge of Celestial Flame (5m, 1wp; Simple; One scene; cost is uncommitted.
Essence 2): This Charm congeals the skystone’s Essence
into paired direlashes composed of searing white sparks. Movement Evocations
These can strike immaterial spirits, albeit at a −3 penalty if Wind-Walking Stride (—; Permanent; Permanent;
Eldran can’t see the target. Essence 2): Eldran may take movement actions through
the air in any direction.
Shooting Star Assault (5m, 3i; Supplemental; Instant;
Withering-only; Essence 3): Attempt a rush action from Whirling Skyfire Escape (5m, 1wp; Reflexive; Instant;
short or medium range. If successful, immediately move Essence 3): Upon taking damage from a decisive attack,
one range band toward the target — this doesn’t count Eldran moves one range band in any direction with a
as the turn’s movement action — then make a reflexive blinding flash. Characters within close range of Eldran’s
withering attack against the target if within range. starting point must roll (Wits + Dodge), difficulty 3, or be
blinded (Exalted, p. 168) until the end of their next turn.
Incandescent Gyre (10m, 1wp; Simple; Instant;
Withering-only; Essence 4): Spinning like a pinwheel, Miscellaneous Evocations
Eldran strikes in all directions with the direlashes cre- Unblinking Star Awareness (3m; Reflexive; Instant;
ated by Scourge of Celestial Flame. Roll a single wither- Essence 1): Double 9s on an Awareness roll. Eldran can
ing attack against all opponents within short range. He use this Charm even when surprised or unaware; dis-
only gains full Initiative from the highest damage roll; covering a threat this way awakens him from sleep or
each other successful attack yields no more than three unconsciousness.
Initiative. Any opponent crashed by this attack is hurled
back one range band. This Charm is usable once per Reality-Shaping Prowess (25m, 1wp; Simple; Instant;
scene; reset by successfully dealing any damage with a Shaping; Essence 4): Once per session, over the course
decisive attack. of an hour of meditation, Eldran can reshape one type
of geography or weather phenomenon within an adjoin-
Defensive Evocations ing area no larger than a city — raise fortifications, alter
Obsidian Flesh Technique (3m; Reflexive; Instant; a river’s course, awaken a dormant volcano, conjure or
Perilous; Essence 1): Gain +5 soak and Hardness 5 against banish storms, etc.
a single attack.
Final Form Metamorphosis (—; Reflexive; One scene;
Tektite-Body Transformation (5m, 1wp; Reflexive; Essence 5): When Eldran becomes Incapacitated, he fus-
Until end of next turn; Essence 2): Ignore one point of es with the skystone in a pyrotechnic display. His flesh
wound penalty, apply soak to unsoakable damage, and becomes glittering black crystal and wings of white fire
add 5 to soak and Hardness. This Charm’s effects stack burst from his shoulders. He clears all wounds — even
with Obsidian Flesh Technique. aggravated damage — from his −2, −4, and Incapacitated

18
EX3
C H A P T E R O N E : M O R TA L S

SUNDERING THE SKYSTONE

Having shattered once, the skystone can be broken again, albeit with great difficulty. This requires three successive
gambits:

First Impact — Difficulty 5: Success cracks the skystone, which glows white from the interstices as it tries to mend
itself. Eldran fills a −1 health level (if any remain) with lethal damage, activates Tektite-Body Transformation and
Whirling Skyfire Escape at no cost, and regains two Willpower and 20 motes. The stone repairs itself at the end of
the scene.

Second Impact — Difficulty 7: Success shatters the skystone into its dozens of component shards barely held to-
gether with a web of vibrating white flame. Eldran fills a −2 health level (if any remain) with lethal damage, activates
Tektite-Body Transformation, Incandescent Gyre, and Whirling Skyfire Escape at no cost, and regains all spent
Willpower and motes. The stone repairs itself after one day.

Final Impact — Difficulty 9: The stone explodes as an instantaneous environmental hazard against everyone with-
in short range (damage 5L, difficulty 5), scattering shards and splinters over a 10-mile radius. The effect this has
on the skystone’s wielder is at the Storyteller’s discretion.

health levels; purges all poisons, diseases, and similar • May make Melee attacks with Scourge of Celestial
ongoing detrimental physical effects; reflexively acti- Flame’s direlashes out to short range, or to medi-
vates Scourge of Celestial Flame if it’s not currently ac- um range when using Incandescent Gyre.
tive; and regains all spent Willpower and motes. He also
gains the following benefits for the Charm’s duration: • Once per turn, upon crashing or incapacitating an
opponent, make a reflexive withering or decisive
• Ignore wound penalties. attack against any other opponent in range.


+5 soak; this stacks with other skystone • Increase base Initiative to 5.
Evocations’ effects.
When the Charm ends, refill all of Eldran’s −0, −1, and
• +5 dice to all combat movement rolls. −2 health levels with aggravated damage. This Evocation
can’t be used again until after he’s fully healed.

19
EX3
ADVERSARIES OF THE RIGHTEOUS

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 include 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 uncommon for scav-
engers to happen upon the tomb from time to time, a fact evi-
denced 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 greater story.”

Secrets: Many of the destinations Ifraja seeks out are the result of
following rumors from other cities, but he gets a great deal of infor-
mation through summoning and interrogating a demon that was
previously summoned by others and using this knowledge to seek
out his next targets.

Equipment: Well-made robes (Light Armor) and a pair of sai.


Even while distanced from his cart or his home, Ifraja also carries
a number of writing implements and scrolls on his person.

Roleplaying Hints: Ifraja presents himself as a mortal old man


with an enthusiasm for learning and is not quick to give away
his true nature. He may initially seem kind and generous but is

20
EX3
C H A P T E R O N E : M O R TA L S

in truth deceitful and quick to anger, especially if he is kept is bound with an (Intelligence + Occult) roll against their
from the things he is after. Resolve, and Ifraja may choose to make it his personal
slave for a year and a day, giving it a Defining Tie of
Attributes: Strength 1, Dexterity 3, Stamina 2; Cha- loyalty to him that cannot be weakened and setting its
risma 3, Manipulation 4, Appearance 2; Perception Resolve to 0 for any influence rolls Ifraja makes. Alterna-
2, Intelligence 2, Wits 3; tively, he may assign the demon a specific task to com-
Essence: 1 plete instead. On a failed binding roll, Ifraja is unable
to bind the demon and must make a (Wits + Occult) roll
Willpower: 6
against its Willpower to banish it back to Hell.
Join Battle: 5 dice
Mists of Eventide (7sm, 2wp; Three rounds): Trans-
Health Levels: -0/-1x2/-2x2/-4/Incap. forming the Essence of air into an opalescent fog of
Abilities: Awareness 2, Integrity 3, Investigation 2, slumber, Ifraja creates a cloud centered on a point out
Larceny 3, Linguistics 3, Lore 3, Medicine 2, Melee of medium range that spreads to engulf all characters
1, Occult 4, Performance 2, Presence 1, Resistance 1, within short range of the center. Each round that a char-
Socialize 2, Stealth 1, Thrown 1 acter is exposed to the mist, he must roll against its poison
Merits: Contacts 1, Eidetic Memory 2, Language (Damage 31/round, Duration 6 rounds, -3 penalty).
(Flametongue), Language (Local Tongues), This can only be cast once per scene, unless it causes an
opponent to fall into Initiative Crash, which puts them into
Attack (Sai): 4 dice – Lethal, Melee, Disarming
a magical slumber for one day.
(damage 7)
Silent Words of Dreams and Nightmares (Ritual,
Combat: Soak 5 (Light Armor +3); Parry: 2 (melee);
1wp; One dream): Ifraja brandishes a symbolic link to
Evasion: 1; Rush: 3 dice; Disengage: 3 dice
another character, such as a lock of hair, and stares into a
Social: Resolve: 3; Guile: 3 reflective surface to gain power over that person’s dreams.
Ifraja rolls (Intelligence + Presence) to instill, persuade, or
inspire the target character with a dream he will experience
Sorcery when he next sleeps. The dreamer cannot apply any Inti-
macies to enhance his Resolve against this influence, nor
Shaping Ritual: After deciding that his former mentor can he pay Willpower to resist unless one of his Intimacies
could teach him no more, Ifraja stole a sapient tome from are threatened. The symbolic link used in the ritual is burnt to
the woman who had taught him all he knows. A sorcerous a fine white ash when the dreamer awakes.
relic that compels its owner to gather new knowledge at
any cost, Ifraja seeks to record arcana within its pages in Ifraja’s Protectors
order to become more powerful. Once per day, by writing
new knowledge that has not already been contributed to Blood-Apes, Demons of the First Circle: While in the tomb
the tome, Ifraja draws upon all of the previous knowledge he calls home, Ifraja uses his summoning circle to call forth
in the text and makes an (Intelligence + Occult) check to a group of Blood-Apes that can help protect him in combat.
gain sorcerous motes equal to the number of successes that This group of demons uses the Battle Groups rules found on
last for one day. page 205 of the Exalted Third Edition core rulebook.

SPELLS Size: 2; Drill: Average; Might: 2


Librum-Devouring Maw (5m, 1wp; Instant; Control Essence: 2; Willpower: 5; Join Battle: 6 dice
Spell): Ifraja’s forehead blossoms open into a toothy Personal Motes: 70
mouth above his third eye chakra. By consuming a single Magnitude: -0/-1x3/-2x3/-4/Incap.
tome or scroll, he can memorize its contents for (Essence Actions: Climbing and Brachiation: 7 dice; Feats
+ Intelligence) days, after which it is forgotten unless he of Strength: 10 dice (may attempt Strength 5 feats);
transcribes it. As his control spell, Ifraja may understand Resist Poison/Illness: 8 dice; Senses: 6 dice; Stealth:
consumed texts written in languages he does not speak, 6 dice; Threaten: 7 dice; Tracking: 5 dice
but he may not reproduce them.
Appearance 3 (Hideous), Resolve 3, Guile 1
Corrupted Words (15sm, 1wp; Psyche; Indefinite):
Ifraja speaks words that bind his victim from speaking COMBAT
of a specific subject. He must roll (Intelligence + Occult) Attack (Claw): 14 dice (Damage 19)
against his victim’s Resolve to successfully bind their will. Attack (Grapple): 12 dice (10 dice to control)
Demon of the First Circle (Ritual, 2wp; Instant): With a Combat Movement: 7 dice
ritual that begins at sundown and ends at midnight, Ifraja Evasion 4, Parry 6
summons a First Circle Demon of his choice. The demon

21
EX3
ADVERSARIES OF THE RIGHTEOUS

Isabet Maken
the Master of Cauldron Valley
Background: Born to a life of muck and toil among Eye Society (Stewardship); Major: Cauldron
nomadic horse breeders, Isabet left a trail of human Valley (Ownership), Guild Directorate
misery on her path to the Guild’s highest echelons. (Bitterness), “A good price is worth more
She apprenticed with some of the greatest mer- than a bruised ego.”; Minor: “I cannot abide
chant princes of the age: Alhomzira, the Indigo intrigue or flattery.”, “I don’t renege on my
Queen; Lindyana Calaho, master of the qat trade; bargains.”
and Nine Stars in Song, whose smuggling fleet
they say outsails the Realm’s own biremes. Secrets: Isabet and her demesne attract at-
tention from power brokers to whom
Despite her prestigious education, word of her geomantic trump card
Isabet was disdainful of and leaks, including fellow merchant
unsuited to the empty pleas- princes, a raksha songstress, and
antries of politics, and found an outcaste interested in study-
herself stonewalled as a ing the Valley as a sacred
lesser Guild factor. Only site from apocrypha
discovering Cauldron and legend.
Valley, a lush jungle-de-
mesne on the fringe of Equipment:
the River Province, and Isabet wears quilt-
her own thaumaturgic tal- ed padding beneath
ents saved her from a life of her clothes. While rare-
mediocrity. ly armed, she carries a
variety of strange geo-
Nearing 60, Isabet has reforged her- mantic tools, a purse of
self into a master geomancer, using the silver dinars, and her
Valley’s powers to produce unique personal Guild signet.
slaves. Instead of earning a place on
the Directorate, Isabet helped found Roleplaying Hints:
a secret cabal (see The Gouged Eye Isabet is single-minded, ruthless,
Society, Conspiracy of Savants, p. and even cruel, but neither sadis-
XX) to further her mastery of tic nor irrational. At heart, she is
geomantic lore. Beyond this, her a businesswoman, always looking
only concern is for her sons, Imri to come out ahead in any inter-
and Sabet; she would move the action. She endures taunting and
Imperial Mountain itself to se- even open insults, if the price is
cure their futures. right — but with a stony face and a
long memory. While she is a Guild
Image: Isabet is a handsome slaver, she has no love for the Guild’s
woman, broad and strongly Directorate, and characters can con-
built. She neatly manages her vince her to act against them for the
graying hair. She is vain, but nev- right offer. She prioritizes securing
er lets vanity overwhelm prac- good marriages for her sons, and en-
ticality; her coats are luxurious tertains almost any promising offer.
ermine, with room at the arms to
swing an axe, while her boots are Attributes: Strength 2, Dexterity
elegant but sturdy. 3, Stamina 4; Charisma 4, Ma-
nipulation 2, Appearance 4;
Intimacies: Defining: My Perception 4, Intelligence
Sons (Love), The Gouged 5, Wits 2

22
EX3
C H A P T E R O N E : M O R TA L S

CAULDRON VALLEY

It normally takes weeks of exposure to Cauldron Valley’s mutagenic Essence to suffer permanent mutation: a
thick layer of slimy mucus coating the skin that grants +1 Evasion but inflicts −1 Parry, and a need to soak in wa-
ter regularly to avoid desiccation and illness. The demesne’s raw energy pools in vibrant wellsprings that dot the
landscape, though, and anyone who falls into one without ritual preparation takes one bashing damage level and
emerges with random, often freakish and nonsensical amphibian features of the Storyteller’s choice. These muta-
tions are gruesome but incomplete, fading at the end of the story.

Essence: 1 given character can only ever gain mutations this way
Willpower: 8 once. Similar rituals exist to quicken other unstable
demesnes.
Join Battle: 5 dice
Health Levels: −0x1/−1x2/−2x2/−4x1/Incap.
Imri and Sabet, the Brothers Maken
Abilities: Archery 2, Awareness 3, Bureaucracy 4,
Integrity 5, Investigation 2, Larceny (Smuggling) 2, Isabet’s sons are spoiled dandies in their late 20s, apa-
Linguistics 2, Lore 3, Melee 3, Occult (Geomancy)
thetic — or oblivious — to their mother’s ruthlessness;
4, Presence (Bargaining) 3, Resistance 2, Ride 3, So-
charming and gallant, but depthless and unmotivated.
cialize (Spotting Trouble) 3, Survival 3
Both are handsome, trained in dueling, music, and man-
Merits: Backing (Guild) 3, Contacts (Smugglers and ners by fine tutors. The pair often serve their mother as
Slavers) 2, Demesne (Cauldron Valley) 4, Followers 2, her envoys and honor guard.
Languages (Native: Riverspeak; Foresttongue, Guild
Cant, Skytongue) 3, Resources 4, Thaumaturgist Essence: 1; Willpower: 5; Join Battle: 6 dice
Attack (Axe): 8 dice (Damage 11); Tags: Lethal, Health Levels: −0x1/−1x2/−2x2/−4x1/Incap.
Melee, Thrown (Short), Chopping
Actions: Carousing: 10 dice; Feats of Strength: 5
Attack (Unarmed): 7 dice (Damage 9); Tags: dice; Musical Performance: 7 dice; Senses: 4 dice;
Bashing, Brawl, Grappling, Natural Social Influence: 5 dice
Attack (Grapple): 6 dice (5 to control) Appearance 5, Resolve 3, Guile 1
Combat: Soak 7, Hardness 0 (quilted armor: +3);
COMBAT
Parry 4 (Melee); Evasion 2; Rush 3 dice; Disengage
3 dice Attack (Dueling saber): 9 dice (Damage 12)
Social: Resolve 4, Guile 3 Attack (Flame piece): 9 dice at close range
(Damage 13)
Attack (Unarmed): 7 dice (Damage 10)
Thaumaturgic Ritual: Attack (Grapple): 7 dice (6 to control)
Quicken the Cauldron (••) Combat Movement: 6 dice
Isabet uses an array of silver rods to direct the Valley’s geo-
Evasion 2, Parry 4 (5 when defending family)
mantic flows, forcing its energies to overflow. After eight Soak/Hardness: 3/0
hours of work, she may pay one Willpower and make a
difficulty 2 (Perception + Occult) roll to complete the rite.
Anyone partially or fully submerged in a metamorphic pool
Paddagons
at the ritual’s culmination gains a number of dots’ worth of
Hulking, rubbery creatures with rainbow-mottled skin
permanent amphibian mutations of the Storyteller’s choice
and amphibian features, the paddagons are Isabet’s
equal to successes on this roll, and may reassign up to four
prize creations — strong, healthy, and uncommonly sub-
of their Physical Attribute dots in any combination as long
missive. The mutation process binds together groups of
as no Attribute falls below 1 or exceeds the character’s nat-
paddagons in a codependent collective. They are popu-
ural maximum. A botch inflicts a Major Derangement and
lar with slaver caravans, and accompany Isabet as valets
two levels of aggravated damage on the subject instead.
and bodyguards.
The ritual’s difficulty increases cumulatively by one
Battle groups of paddagons have Might 1.
for each additional time it’s invoked in a season, and a

23
EX3
ADVERSARIES OF THE RIGHTEOUS

Essence: 1; Willpower: 3; Join Battle: 4 dice Combat Movement: 5 dice


Health Levels: −0x1/−1x4/−2x4/−4x1/Incap. Evasion 2, Parry 1
Actions: Feats of Strength: 8 dice; Hard Labor: 9 Soak/Hardness: 7/0
dice; Leaping: 5 dice; Resist Disease/Poison: 11 dice;
Senses: 3 dice; Swimming: 8 dice Merits
Appearance 1, Resolve 1, Guile 1
Amphibious: Paddagons breathe water and air equally
COMBAT well, and suffer no penalties underwater.
Attack (Unarmed): 6 dice (Damage 15) Tags:
Bashing, Brawl, Grappling, Natural Eager to Obey: Paddagon battle groups have elite Drill
Attack (Grapple): 6 dice (8 to control) for purposes of command rolls (but not Defense).

Lapis, Queen of Rake


Background: Claiming descent from Alix Brightsword, Spandrel, and swampy Mire — to join forces against for-
a fabled hero of the Realm Wars, Lapis’ great-grandfa- eign threats and elect one of their number as dictator
ther conquered the tree-girt principality of Rake. Lapis should Vaneha declare war. She intends to be the one
herself slew her elder brother on the battlefield to claim elected, and to leverage that power to Rake’s advantage.
the throne, and set out to extend the family’s territory Meanwhile, her son Spar schemes to overthrow her.
across their corner of the Hundred Kingdoms by means
of marriage alliances, espionage, treachery, and war. Equipment: Silver-inlaid articulated plate, mace, shield
blazoned with the Brightsword arms; colorful finery,
During her reign, Rake has become one of the largest and breastplate, knife, signet ring, talismans against disease
most powerful states in the Hundred Kingdoms. But such
power is fragile in this time of tumult  — bandit princes Roleplaying Hints: Lapis is accustomed to getting what she
roam, Vaneha and other neighboring powers turn their at- wants, and her goals are numerous: increase her personal
tention toward the region, and Anathema are on the rise. wealth and power, and Rake’s as a whole, eliminate threats
No price is too great to cement her rule so that she might to her reign, and secure her bloodline’s future. She’s had a
pass it on to her children, though which children matters lifetime of pushing to achieve her ends, whether through
not. She’s dedicated to the future of her family legacy, not charm, threats, personal violence, or war, and she uses what-
the futures of her individual offspring as people. ever tools seem best suited to the task at hand. She’s capa-
ble of alliance and compromise, or even surrender and sub-
Image: Strong and broad-shouldered. Lapis is a hand- mission, but she sees all such things as temporary setbacks,
some, dynamic woman of middle age. She’s no longer knowing better than to get into fights she cannot win.
trim due to her powerful appetites for food and drink,
but remains fit from sparring, hunting, and military Lapis has yet to name an heir from among her three sur-
marches. Her looks, charm, and power have brought her viving children. Should she perish, her realm would like-
many consorts despite her volatile temper. Years of war ly devolve into civil war. Even with an heir, Rake would
and occasional assassination attempts have given her face significant threats from rebels and rival states kept
an air of wary alertness; even in her palace she keeps a in abeyance by Lapis’ administrative skills and force of
breastplate beneath her shirt and a dagger up her sleeve. personality.

Intimacies: Defining: Rake (Ownership); Major: “Action Attributes: Strength 3, Dexterity 2, Stamina 3; Cha-
is better than inaction.”; “I take what I want.”; Her chil- risma 4, Manipulation 3, Appearance 3; Perception
dren (Ambivalence); Minor: Fellow monarchs (Caution); 2, Intelligence 3, Wits 3
Lorn (Wary Respect) Essence: 1
Willpower: 7
Secrets: Lapis is quietly negotiating a truce with the lead-
ers of the Hundred Kingdoms’ other major principali-
Join Battle: 6 dice
ties — most notably mountainous Trimrode, lake-dotted Health Levels: −0/−1x2/−2x2/−4/Incap.

24
EX3
C H A P T E R O N E : M O R TA L S

Abilities: Athletics 2, Awareness 3, Bureaucracy (Rulership) 2, Dodge 2, Integrity 3, Investigation (Within Her
Court) 1, Linguistics (Political Correspondence) 2, Lore 1, Melee 3, Performance (Oratory) 1, Presence 4, Resis-
tance (Disease) 2, Ride 2, Socialize (Read Intentions) 3, War (Command Actions) 3
Merits: Allies 1, Command 4, Contacts 3, Followers 3, Influence 5, Language (Native: Riverspeak. Forest-tongue,
High Realm) 2, Resources 4, Retainer 4
Attack (mace): 7 dice (Damage 12); Tags: Bashing, Melee, Smashing
Attack (shield): 7 dice (Damage 12); Tags: Bashing, Melee, Shield
Attack (knife): 9 dice (Damage 10); Tags: Lethal, Melee, Thrown (Short)
Combat: Soak 10, Hardness 0 (articulated plate: +7); Parry 4 (Melee; Parry
3 with knife); Evasion 0 (armor penalty −2); Rush 4 dice; Disengage 4 dice
Social: Resolve 3, Guile 3
Escort: Lapis always has at least one elite bodyguard (Exalted, p.
497) close by, and is rarely far from a Size 2 unit of bat-
tle-ready household troops (Exalted, p. 496).
She can muster a Size 5 army in wartime. As a
wealthy petty monarch, she retains the services
of various specialists, such as her court sorcerer, Lorn.

Lorn, Goetic Sorcerer


A graduate of the House of Thirty Seals — that infa-
mous academy of demonology in distant Nathir — Lorn
has entered Lapis’ service. In exchange for his sorceries, he receives wealth,
respect, influence, and opportunity to pursue sorcerous research. Though
this satisfies him, the demons he calls forth whisper of greater ambition;
he would not be the first sorcerer-prince to seize a kingdom.
Intimacies: Defining: “Sorcery is my vocation.”; Major: “Without
security, I cannot progress.”; The House of Thirty Seals (Fearful
Loyalty); Minor: “Perhaps the demons are right about the worth
of temporal power.”; Lapis of Rake (Loyalty)
Actions: Demon Lore: 7 dice; Read Intentions: 5 dice; Senses:
6 dice; Social Influence: 5 dice; Sorcery: 6 dice
Appearance 2, Resolve 3, Guile 2
Essence: 1; Willpower: 7; Join Battle: 4 dice
Health Levels: −0/−1x2/−2x2/−4/Incap
COMBAT
Attack (Knife): 6 dice (Damage 9) Tags: Lethal, Melee,
Thrown (Short)
Combat Movement: 3 dice
Evasion 1, Parry 1
Soak/Hardness: 13/10 (perronele demon)
Escort: Lorn is typically guarded by an immaterial agata (Exalted, p.
523), erymanthus (Exalted, p. 525), or other First Circle demon.
SORCERY
Shaping Ritual: Lorn purchased the sleight of sorcery from the demon Makarios
in a dream. Now he sells dreams to the demon to fuel his magic.
Lorn marks a character’s forehead — his own or another’s — with Makarios’ sigil. That
character regains no Willpower from that night’s sleep. Lorn rolls sorcery, gaining one
sorcerous mote per success. These motes last until he next sleeps, and can fuel any spell
he casts.

25
EX3
ADVERSARIES OF THE RIGHTEOUS

SPELLS Infallible Messenger (5sm, 2wp, Instant, control


Beckoning That Which Stirs the Sky (Ritual, spell): Conjure a cherub to deliver a message up to
2wp; [1 + threshold successes] hours): Roll sorcery to five minutes long to a single individual anywhere in
alter the weather, with difficulty based on degree of Creation, reaching him within a day. Can convey
change and climate. Altered weather extends out to social influence. Pay one Willpower to share the cher-
(5 + threshold successes) miles. ub’s senses.
Demon of the First Circle (Ritual, 2wp, Instant):
Summon a First Circle Demon in a night-long ritual,
rolling sorcery against its Resolve to bind it.

Meimuna Kyree
Necharan Matchmaker
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 artifact blades bespeak some su-
pernatural 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 person, I’ll ply them with gifts and promises un-
til 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 ele-
vated status as a Necharan matchmaker, fit to treat with spirits and
outcastes. Red and gold gardas painted on her brown skin bespeak
devotion to her patrons in the House of Red Birds. Bells woven into
her long black hair bring luck. She seems graceful and dignified; only
if her composure cracks under pressure do her youth and limited expe-
rience 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 outcastes, including their
web of relationships with one another. She’s also privy to gossip re-
garding Nechara’s noble houses and grandees.

Equipment: fine clothing; golden bells; tanpura with mother-


of-pearl inlay; maiden tea; baggage train laden with gifts of
clothing, liquor, perfume, etc.

Roleplaying Hints: Kyree has yet to develop an


elder matchmaker’s subtlety. She gleefully

26
EX3
C H A P T E R O N E : M O R TA L S

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 secrets.

corners potential divine consorts for her patron’s fam- Essence: 1


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

27
EX3
ADVERSARIES OF THE RIGHTEOUS

Omerek, Scarlet Egg Player


Background: Omerek grew up in service to a scion of a Great House. Where Cynis Botin’s adventures took him, Omerek was
duty-bound to follow. He accompanied the young Wood Aspect to salons in the Imperial City, traveled with him across the
Blessed Isle, and fetched and carried for him throughout the Threshold. When
an assassin’s poison felled Botin in the River Province, Omerek held his em-
ployer’s hand until he died. Then he slipped the rings from Botin’s fingers,
donned the Dynast’s fine clothing, and left the corpse behind for an inn-
keeper to discover.

Omerek met up with the Scarlet Egg Players (p. XX) shortly thereafter,
and took on the role of “Cynis Abaril,” a Wood Aspect. Though he has
no formal stage training, his decades in Botin’s service taught him how
to walk, talk, and act like a Dynast. During performances, he makes
flowers appear via sleight of hand and clever costume tricks, and
declaims poems he learned from listening to Botin’s recitations.

Within the Players, Omerek advises other actors on making


their performances more authentic. While the troupe avoids
actual Dragon-Blooded and representatives from the
Realm, the Players’ leader Jasper occasionally calls upon
Omerek to deal with village elders, traveling mortal mag-
istrates, and others who regularly interact with Princes
of the Earth. Thus far, he’s fooled them all.

Image: Omerek is a man in his 40s with a willowy build. He


dyes his fair hair a deep shade of green and wears perfumes
that smell like seasonal flowers. His clothing, while slightly
out of style, reflects the fashions of Pangu Prefecture.

Intimacies: Defining: “I’ve earned a life of luxury.”; Major:


The Scarlet Egg Players (Loyalty); Wayal (Love); Minor:
House Cynis (Trepidation)

Secrets: Omerek corresponds with his sister Wayal in Pangu


Prefecture. He’s careful to post and collect his letters only
while in disguise, and provides no details about the Players
or their movements in the missives. Wayal apprises him
of current gossip, which Omerek weaves into the Players’
plots. Their exchanges are coded, lest House Cynis get
their hands on them.

While Botin’s rings aren’t artifacts, they are heirlooms for


whose return House Cynis would pay a handsome finders’
fee.

Equipment: Three gold rings, one of which is a signet


ring bearing Botin’s family seal.

Roleplaying Hints: As “Cynis Abaril,” Omerek plays


the part of a jovial Dynast, encouraging those in his or-
bit to partake of fine food and drink, calling for songs

28
EX3
C H A P T E R O N E : M O R TA L S

and stories, and keeping the conversation lively. When he’s Combat: Soak 2, Hardness 0; Parry 2; Evasion 2;
not in character, he’s quiet and reserved, reverting to the un- Rush 4 dice; Disengage 4 dice
assuming nature of his days as a servant. Though he’s not an Social: Resolve 3, Guile 3
eavesdropper, Omerek’s habit of fading into the background
means he overhears a lot of interesting conversations.
Special Ability: Unobtrusive
Attributes: Strength 2, Dexterity 3, Stamina 2; Cha-
risma 2, Manipulation 3, Appearance 2; Perception Serving the Realm’s Dragon-Blooded, a person learns to
3, Intelligence 2, Wits 2 be quiet and discreet. While they must be physically pres-
Willpower: 5 ent in case the Dynast should have a task for them to per-
form, they must also be able to blend into the background.
Join Battle: 7 dice
Staff is to be seen and not heard, drawing as little attention
Health Levels: −0/−1x2/−2x2/−4/Incap. as possible. This affords them a measure of invisibility in
Abilities: Athletics 1, Awareness 2, Brawl 1, Bureau- social situations. For the character to go unnoticed, roll
cracy 2, Dodge 1, Integrity 3, Larceny 2, Linguistics (Manipulation + Stealth) vs. his opponent’s (Perception +
2, Medicine 2, Performance 3, Socialize 2, Stealth 2 Awareness). On a success, the target overlooks the char-
Merits: Fleet of Foot, Language (Native: Low Realm; acter’s presence until they make themselves known. This
High Realm) 1 ability doesn’t count as a stealth attempt.
Attack (Unarmed): 4 dice (Damage 3) Tags:
Bashing, Brawl, Grappling, Natural

Ruenulfr the Unfrozen


Brigand of the Skies
Background: In the inhospitable North, the Haslanti Three weeks into their first winter, the pirate life was
League’s flourishing cities are verdant refuges amid a looking a lot less appealing, and the Haslanti Wind Fleet
sea of ice; hospitable, pioneering, and overcrowded. finally caught up with their stolen vessel. After a brief
Ruenulfr had little chance of prosperity in his home city skirmish, a larger, more modern airboat grounded the
of Icehome, so he set out to seek his fortune aboard an Gulls. Ruenulfr the Unfrozen’s vanquisher was not mere-
airboat bound for newly formed Emerald, a tiny patch of ly a military captain, but also his maternal grandmother,
grass and soil in the snow that could one day become a Hrefna Kidildottir. She offered him a bargain: become
proper settlement. The airboat never arrived — an unex- a covert privateer of the Haslanti League, neither pro-
pected spring ice storm tore apart its gas bladder, crash- tected nor challenged by the Wind Fleet. In exchange,
ing it miles away from civilization. he’d steer clear of Haslanti settlements and listen to his
grandmother, who’d have the occasional errand for him
Only a handful of the colonists survived. Getting the air- to run. Ruenulfr accepted, and has been flying largely
boat working again took teamwork, ingenuity, and luck, unopposed ever since.
and by the time it was once more airborne, the survivors
were near-starving and out of supplies. They took to Image: Ruenulfr the Unfrozen is a tall, broad man with
raiding whatever settlements they could find out on the ruddy skin and a thick, unruly beard. He wears clothing
Great Ice; Icewalker, Guild outpost, and Haslanti alike. stolen during raids, with leathers and rare furs piled on
Ruenulfr emerged as a natural pirate captain, ambitious top of one another as status symbols and for warmth. His
enough to keep his crew fed, cautious enough to keep easygoing charm secures his place as leader of the Lost
them alive, and charismatic enough to convincingly jus- Gulls, and he greets even sworn enemies with a wide
tify any act of violence in the name of survival. Settling grin and a carefree attitude.
their own Emerald seemed pointless now, with a ship to
fly and riches to acquire. Victims of their first few raids Intimacies: Defining: “Survive at any cost.”; Major: The
joined the crew, exchanging hard work for a new life in Lost Gulls (Loyalty); Major: Hrefna Kidildottir (Terrified
the air, and the Lost Gulls were formed. Love); Minor: The Rescue (Possessive Ownership)

29
EX3
ADVERSARIES OF THE RIGHTEOUS

Secrets: Hrefna Kidildottir is one of Haslanti’s Grandmothers, the circle of elders who covertly control the nation’s
spies and assassins. She’s fonder of her renegade grandson than perhaps she should be, and as much as she uses him
as an asset from time to time, anyone who seriously hurts Ruenulfr faces the wrath of a highly effective spymaster
and her wide network of friends.

Equipment: Ruenulfr carries a brace of javelins, a pouch of heavy sling stones for dropping from above, and at
least six knives concealed about his person. A waterproofed pouch at his waist contains detailed maps of northern
Creation, from down past Whitewall to up past Tusk, and a month’s worth of high-energy rations.

Roleplaying Hints: Ruenulfr looks out for himself first, his crew and family second, anyone else
a distant third. He avoids conflict unless he’s certain he can win, preferring to bombard small
seabound vessels at his leisure rather than tangle with other airboats, even when the more
dangerous route seems more profitable. He tries to stay positive at all times and avoids
showboating or holding grudges — even when bombing a former ally from
above, it’s just business. No reason to be unkind about it.

Attributes: Strength 2, Dexterity 1, Stamina 3; Cha-


risma 3, Manipulation 3, Appear-
ance 2; Perception 2, Intelligence
2, Wits 3
Willpower: 6
Join Battle: 5 dice
Health Levels:
−0/−1x2/−2x2/−4/Incap.
Abilities: Athletics 1 (Aboard a vessel);
Awareness 2; Brawl 2; Bureaucracy 1;
Craft (Shipwright) 2; Integrity 2; Linguistics
2; Lore 1; Melee 3; Presence 3; Resistance
2; Sail 4 (Airboats); Socialize 1; Survival 2
(Cold climates); Thrown 2; War 2.
Merits: Backing 2 (Haslanti League), Boundless
Endurance, Command 2, 
Attack (javelin): 6 dice (Damage +11); Tags: Lethal,
Melee, Thrown (Medium)
Attack (javelin, thrown): 7/6/5
dice (Damage +11); Tags: Lethal,
Melee, Thrown (Medium)
Attack (knife light): 8 dice
(Damage +9); Lethal, Melee, Thrown
(Short)
Attack (knife, thrown): 7/6
dice (Damage 9); Lethal, Melee,
Thrown (Short)
Combat: Soak 6, Hardness 0;
Parry 3 (Melee); Evasion 1; Rush
2 dice (3 dice aboard a vessel);
Disengage 1 die
Social: Resolve 3, Guile 2

30
EX3
C H A P T E R O N E : M O R TA L S

AIRBOAT CONFLICT

Airboats are controlled using the Sail ability and have the same traits as a regular ship, with the addition of a Maxi-
mum Height trait. Height describes the current number of vertical range bands between an airboat and the ground
or sea; Maximum Height defines the maximum number of such range bands to which the ship may safely ascend.

The vertical axis creates new possibilities and complications for naval combat:

• An airboat can sail at any Height up to its Maximum Height, though most patrol at Height 2. A waterbound ship
sails at Height 0 for purposes of conflict with airboats

• In combat, an airboat uncontested by another airboat may change its current Height up or down by one every
round. If two airboats are in conflict, a successful Positioning stratagem is required to change Height.

• An airboat at Height 2 or greater uncontested by another airboat may successfully Escape a battle at any time.
Some weapons, Charms, or abilities specifically designed as anti-air measures may count as another airboat
for purposes of this rule, at the Storyteller’s discretion.

• The Broadside stratagem and all boarding action stratagems only work against opponents no more than one
Height above or below the stratagem user. The Ram stratagem can be used on any opponent of the same
Height or lower, but this drops the user to their opponent’s Height, and the user cannot benefit from the pro-
tection of a battering ram if any Height is lost during the attack.

• Airboats gain access to a new stratagem, Airstrike: (Roll: Wits + Sail + Maneuverability; Cost: 5 Momentum):
The ship’s crew drops explosives, shrapnel, or other dangerous objects from above onto an enemy ship below.
The attacking ship must be 2 Height or higher above the target. This inflicts one level of Hull damage, plus one
additional level for every point of Height difference above 2 the attacker has over the target.

You can treat any naval combatant with the ability to fly as an airboat for purposes of these rules, whether it’s a
floating pagoda drawn by garda birds, a resurrected First Age airship, or an aging trireme granted flight through
sorcery. Assign these esoteric vessels a Maximum Height trait and allow them to contest airboats on equal footing.

A Haslanti airboat loses one Maximum Height level for each level of Hull damage it takes; if reduced to Maximum
Height 0, it hovers barely above the ground with half-deflated airbags and no longer counts as an airboats for pur-
poses of these rules until it’s airborne again.

Use the Lintha Reaver/Brigand Leader/Grizzled


The Lost Gulls Mercenary Quick Character traits (Exalted, p. 497) for
the Lost Gulls’ leadership, and Battle-Ready Troops/
Ruenulfr now has three airboats: the Rescue, his first and
Medium Infantry (Exalted, p. 496) for regular crew.
flagship; and the Nimble Butterfly and Kittiwake, two old-
er, smaller vessels that the military scuttled for being too
dangerous to keep flying. The original survivors of the Airboats
Emerald expedition crash form the inner circle of the
Lost Gulls, which determines the fleet’s future, though RESCUE
Ruenulfr maintains veto power. Solveig Silver-Keeper, Speed: large airbags +3, extended sails +1, empty
the engineer largely responsible for keeping the tiny fleet cargo hold +1
afloat, may also veto plans. Maneuverability: 0 Hull: −1/−2/−4/Incapaci-
tated
Verner Kvalhelm is an ambitious new addition to the
Maximum Height: 3
Lost Gulls. His talent at the helm has made him acting
captain of the Kittiwake, though he secretly resents the NIMBLE BUTTERFLY AND KITTIWAKE
original survivors for keeping him out of planning meet- Speed: medium airbags +2, extended sails +1
ings and limiting his share of treasure. Maneuverability: +1 Hull: −2/−4/Incapacitated
Maximum Height: 4

31
EX3
ADVERSARIES OF THE RIGHTEOUS

Zhao Terang Delima


Hero of Maichu
Background: Delima’s aristocratic family taught her of their
country’s noble heritage, when Maichu (The Realm, p. 171) was
the Zhao empire’s heartland. But the Realm dismembered Greater
Zhao before she was born. Today, the Ragaras brutally overtax
Maichu’s people, leaving the land rife with banditry, poverty, dis-
ease, and hungry ghosts.

To honor the Terang family name and do right by the people,


Delima took up the sword as a wandering hero. Famous
throughout Maichu’s countryside, she’s beloved by the
common folk.

But sworn as she is to righteous action, she’s also sworn to


her family’s service. Since her parents’ deaths, leadership
falls to her elder sister Nilam. Nilam has ingratiated her-
self to the satrap, invests Terang wealth in the slave trade,
and bleeds Terang peasants dry with taxes. Though they
argue, Delima serves as her sister’s right hand and
bloody blade.

Image: Dark-skinned and powerfully built,


Delima cuts a stern figure. She rarely appears with-
out armor, eschews most jewelry, and keeps her hair tied
back plainly. Her only vanity is her panoply; she keeps
her weapons oiled and sharp, and sees that any dam-
age to their engravings and inlay is mended. She al-
ways wears the Terang crest.

Intimacies: Defining: “Without my hon-


or, I am nothing.”; The Terang Family
(Loyalty); Major: “I will alleviate the suf-
fering of Maichu’s people.”; Zhao Terang
Nilam (Acrimonious Love); Minor: House
Ragara (Contempt); Zhao Terang Bayu (Friendship);
Anathema (Fear)

Secrets: Unbeknownst to Delima, backers in


Maichu’s capital of Red Fan wish to see her rise to
high office — minister, general, or even queen. But she
won’t compromise her honor; if unrighteous deeds
pave her way, she holds the perpetrators responsible.

Equipment: Ancestral weapons, heir-


loom armor, fine warhorse

Roleplaying Hints: Delima is proud,


generous, and compassionate. She
fights to the death against any genu-
ine threat to Maichu. She’s not a fool;

32
EX3
C H A P T E R O N E : M O R TA L S

PRONUNCIATION Social: Resolve 4, Guile 2


Soldiers: Delima commands the Terang house
The “zh” in “Zhao” sounds like the “s” in “usual.” guards, a Size 1 battle group of battle-ready troops
(Exalted, p. 496) overseen by her lieutenant and
younger cousin, Zhao Terang Bayu (use horse archer
she seeks help rather than throw her life away for noth-
stats; Exalted, p. 497). Should trouble arise at the
ing, and happily negotiates with honorable-seeming op- family estate, she can assemble a Size 3 battle group
ponents. She was raised in the Immaculate faith and be- of militia (Exalted, p. 496).
lieves in its precepts.

As Delima is a symbol of hope for many in Maichu, her Zhao Terang Nilam
death horrifies the country. The people fear and despise
her slayers. Proud, vain, and a lover of luxury, Nilam has no scruples
in her pursuit of money and power. After all, don’t her
Attributes: Strength 3, Dexterity 4, Stamina 4; Cha- spoils enrich the Terang family? Bickering about the eth-
risma 3, Manipulation 2, Appearance 3; Perception ics of it seems ungrateful.
2, Intelligence 2, Wits 4
Essence: 1 Essence: 1; Willpower: 5; Join Battle: 5 dice
Willpower: 5 Health Levels: −0/−1x2/−2x2/−4/Incap.
Join Battle: 7 dice Intimacies: Defining: “Money and power are ev-
Health Levels: −0/−1x2/−2x2/−4/Incap. erything.”; Major: “I deserve the pleasures wealth
and status bring.”; The Terang family (Loyalty); Zhao
Abilities: Archery 3, Athletics 3, Awareness 3,
Terang Delima (Acrimonious Trust); Minor: “If you
Dodge 3, Integrity 3, Investigation 2, Linguistics 2, Lore
can’t stop me from taking it, you don’t deserve to have
1, Medicine 1, Melee 4, Occult (Undead) 1, Perfor-
it.”
mance 1, Presence 2, Resistance 2, Ride 4, Socialize
1, Survival (Tracking) 2, War (Terang Troops) 2 Actions: Finance: 7 dice; Performance: 5 dice; Read
Intentions: 6 dice; Senses: 4 dice; Social Influence: 7
Merits: Allies 1, Backing 2, Command 2, Contacts
dice
1, Influence 1, Language (Native: Flametongue; Sea-
tongue) 1, Resources 1, Retainers 1 Appearance 3, Resolve 3, Guile 3
Attack (Composite bow): 11 dice at short range COMBAT
(Damage 12); Tags: Lethal, Archery (Long), Mounted Attack (Short sword): 5 dice (Damage 9) Tags:
Attack (Slashing sword): 10 dice (Damage Lethal, Melee, Balanced
12/2); Tags: Lethal, Melee, Balanced Attack (Unarmed): 5 dice (Damage 9) Tags:
Attack (Lance): 8 dice (Damage 14); Tags: Lethal, Bashing, Brawl, Grappling, Natural
Melee, Piercing, Reaching; Two-Handed when on Combat Movement: 5 dice
foot Evasion 2, Parry 2
Combat: Soak 9, Hardness 0 (lamellar: +5); Parry Soak/Hardness: 2/0
4 (Melee; +1 with sword, −1 with lance); Evasion 3
(armor penalty −1); Rush 7 dice; Disengage 7 dice Escort: Nilam is always protected by an elite body-
guard (Exalted, p. 497).

33
EX3
ADVERSARIES OF THE RIGHTEOUS

Sawana closed their wine-red eyes and ran their hand anxiously across their scalp. Their inky skin
shimmered with all the intricacies of the ocean depths. Its whorls echoed Sawana’s anxious state,
colors rippling from the crown of their head to the nape of their neck like silt disturbed by a passing
predator.
Waiting was always the hardest part.
Before Sawana sat an open box, its coral sides skillfully carved with an artist’s rendition of a battle
from ancient Devilfish songs. Despite its beauty, the treasure was not the box, but what lay inside. The
delicately cushioned interior held a pearl the size of a man’s head. Its gray coating shimmered with
engraved moonsilver sigils, each a marvel of craftsmanship on its own.
When it was active, the sigils glowed and suffused the pearl with soft light. Now, though, it remained
stubbornly dark.
A hand fell on their shoulder and Sawana glanced up into Kamok’s warm, understanding eyes.
“They’ll report in,” their spouse reassured them calmly. “They’re efficient. You’ll do nothing but tire
yourself by sitting here worrying.”
“They’re late,” Sawana managed.
Kamok ran their hand down Sawana’s shoulder with a touch that was both soothing and suggestive.
“They’ll remain late, no matter how much you fret.”
Their beloved spouse was right, but Kamok hadn’t orchestrated the trade delegation’s trip to Sunken
Luthe. Sawana was loved enough among the Devilfish that the merchants took the job without
question, but then, they didn’t understand the ripples Sawana was setting in motion by sending them
there... or the waves they’d make if the mission was successful.
It was how Sawana preferred things. A word here. A hint dropped there. And, with a little luck, a ship
goes missing, and an ambassador never arrives at her post.
Weeks earlier, a letter arrived from their superiors in the Dakkar Collective with instructions. Sawana
didn’t know why this particular ambassador needed to disappear. They didn’t ask. It didn’t matter. If
it was for the good of the Collective, Sawana would make it happen. From there they’d commenced a
careful study of maps and currents. A contact back on land had located the target ship’s manifest and
provided its route.
Now three innocent merchants were somewhere within Luthe, selling their goods while making
certain to let the right pieces of information drop into the ears of whoever would listen. The mission
had gone well so far. The night before, the Ashen Pearl Oracle sitting on Sawana’s table had crackled
to life with the voice of one of those merchants, assuring them their message had been heard.
Troublingly, they also mentioned being summoned to the Sunken Hall.
Sawana had wanted to bait the infamously dangerous Lunar’s advisors into sinking the ship, certainly,
but they hadn’t wanted their people face to face with Leviathan himself.
Since then, the Oracle had taunted Sawana with its silence. If only the magic that created it had made
it possible to reach out across the distances, Sawana would at least know that they were alive.
But all things had their limitations.
Kamok caught Sawana’s hand in theirs, stopping their pacing. “You’ve been up all night. Go rest a
while. I’ll let you know if—”
Suddenly, the Oracle crackled and glowed. A moment later, the voice of one of those dear merchants
filled Sawana’s study: “It is done.”
Relief flooded over Sawana. “Good,” they whispered back, even though their agent couldn’t hear.
“Good. Now, hurry home safely. Please.”

34
EX3
C hapt e r T wo : S trang e folk

35
EX3
ADVERSARIES OF THE RIGHTEOUS

Chapter Two

Strange Folk
9 Ascending Fire

We attended the prince’s wedding as honored guests. Stories of her great love for her husband-to-be reached us
even before we came to their city. It seemed true even as the ceremony commenced. Then a commotion began,
two family members fighting over some ancient slight, and chaos erupted all around us. I held tight to my
companion’s hand as we escaped the worst of it, and couldn’t help but notice the figure in the center of the calm,
a blank-faced mask tilted up so they could observe it all, a satisfied smile tilting the corners of their mouth.

AdeimantusCustodian of Utopia
Background: Through the mine-streets of Gahana, Once he establishes his foothold in Creation, Adeimantus
dust-painted horsewomen ride down glittering serpents works to spread utopia. His surroundings adopt aspects
with hunting picks. In Fang, wind-scarred urchins swing of Beimeni-Ta — veined marble, sweet air, distant music,
across the spire’s enamel, carrying parcels on frayed rich simplicity — and his city shimmers like a congealing
wires. Sewer-farmers hack mushrooms from the lower mirage over Wyld-slick rooftops. King and courtiers
labyrinth of Black Migao, racing to finish work before cannot venture far beyond its limits, but these grow with
tide-rise. All dream of something more. Something every mortal enthralled and slum purged.
better.
In time, the host city becomes Beimeni-Ta in truth.
This is how it starts. What beast would oppose the return of perfection?
Adeimantus elevates idealists to ambassadors, and
Architects, revolutionaries, children — Adeimantus his city creeps street by street into Creation, replacing
approaches such visionaries in dreams. The muse-king structures and citizens like a cuckoo hurling ugly step-
bestows the insight these fantasists need, and all he asks siblings from the nest.
in return is a shrine. Their ambition grows, infecting
streets like a beautiful disease, and the shrine swells with Image: A short and delicate lordling with soft, hairless
it. It becomes a temple, a forum, a palace. It becomes the features, clad in loose midnight robes, a silvery sash, and
foundation for Beimeni-Ta. simple whitestone ornaments. Adeimantus has short
crimson horns, trimmed claws, and chalk-blue skin
O Beimeni-Ta, jewel of a bygone age! Seat of philosophy tattooed with Beimeni-Ta’s history in scrolling red letters.
for the Shogunate! Harmonious home to beauty and
thought, where anarchy sat chained in the dungeons! Intimacies: Defining: Beimeni-Ta (Devotion); Major:
Such virtues were nothing before the Wyld, which Artists & Scholars (Covetousness); Minor: “Compassion
swallowed the perfect city whole. is no substitute for civility.”; “Violence is beneath me.”

Lost beyond even the grip of the scavenger lords, the Secrets: Beimeni-Ta was real, once. Its city father,
Wyld preserves Beimeni-Ta like a corpse in brine, ruled Broad Cypress, fled the Wyld, and foreswore greater
by Adeimantus, the raksha king, and his devil’s senate. dreams to become the kindly patron of a fishing village.
The people are puppets, Wyld figments who indulge in He is a perfect anchor for the perfect city. Permanently
illusory pleasures. The culture is madness, a melange of banishing Beimeni-Ta would be a mystical act on the
koans and trends stewed over centuries. The towers are order of an Ambition 1 Solar working or other equivalent
dust, held together by the mortar of memory. feat, with Broad Cypress’ sacrifice as an irreplaceable
component.

36
EX3
C hapt e r T wo : S trang e folk

Equipment: Adeimantus bears a red-gold diadem of false 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.

Roleplaying Hints: Adeimantus is a condescending sophisticate who only wants the best for Beimeni-Ta, and regards
other civilizations as mere echoes. Creation’s inhabitants are all citizens-in-waiting, and he delights in meeting those
of refinement — such arts are jewels for Beimeni-Ta’s crown, so he obsessively courts sages, courtesans, and martial
artists.

Adeimantus doesn’t lower himself to fighting unless he must, appealing to reason when defied and expressing pity
for those he considers blind to the virtue of his cause. His death would banish Beimeni-Ta for a time — but his heir,
chosen by quarreling raksha senators, would be free to claim it for themselves. Beimeni-Ta was dangerous enough
when it aspired to perfection; what form might the parasitic dollhouse take when remade in a new devil’s image?

Attributes: Strength 4, Dexterity 5, Stamina 4; Charisma 7, Manipulation 6, Appearance 6; Perception 5, Intel-


ligence 6, Wits 5
Essence: 5
Willpower: 8
Join Battle: 9 dice
Personal Motes: 50
Health Levels: −0x2/−1x2/−2x4/−4x1/Incap.
Abilities: Athletics 4, Awareness 4, Bureaucracy (Civic Leadership)
5, Craft (Artwork) 4, Dodge 4, Integrity (Condescension) 5, Inves-
tigation 3, Linguistics 5, Lore 5, Martial Arts (Dreaming Pearl Cour-
tesan) 2, Medicine 3, Occult
3, Performance 5, Pres-
ence (Philosophical Jus-
tification) 5, Resistance
3, Socialize (Polite Dis-
missal) 5, War 3
Merits: Cult 0-5 (see “Wyld-
craft”), Fae Nature (Exalted, p. 535),
Retainers 4 (see “Escort”), Martial Artist,
Unlettered Bane (below)
Attack (Unarmed): 11 dice (Damage 11);
Tags: Bashing, Brawl, Grappling, Natural
Attack (Grapple): 7 dice (6 to control)
Attack (Invocation): (Cult + 8) dice (Damage
15/2); (see Prescient Nightmare Invocation)
Combat: Soak 9, Hardness 4 (Midnight Robe:
+5/4); Parry 4 (Martial Arts); Evasion 5; Rush 9
dice; Disengage 9 dice
Social: Resolve 5 (6 while being condescending),
Guile 6
Escort: Raksha senators equivalent to cata-
phracts and lorelei (Exalted, pp. 534-535)
dwell within Beimeni-Ta. They visit Wyld-taint-
ed Creation as Adeimantus’ Retainers. Mortals
who make up his Cult use monk/warrior priest
traits (Exalted, p. 499).

37
EX3
ADVERSARIES OF THE RIGHTEOUS

choosing a single character he successfully disen-


New Merit: Unlettered Bane gaged from or hit that turn. That character moves to
close range with Adeimantus, which doesn’t count as
Unlike those fae who suffer iron’s bite, Adeimantus
her move action, and suffers a −1 to her Resolve and
is vulnerable to enemies who neglect the history Guile until the end of Adeimantus’ next turn. She treats
drawn upon his skin. Attackers with Linguistics 0 deal this Charm as unacceptable influence if the movement
aggravated damage to him. would be obviously fatal.
Prescient Nightmare Invocation (2m or 7m,
Wyldcraft 3i, 1wp; Simple; Instant; Withering-only; Essence
1): Adeimantus speaks to conjure half-solid visions,
Once per story, Adeimantus can use raksha witch- warnings of the sorrows facing Creation without Bei-
craft to mimic Silent Words of Dreams and Nightmares meni-Ta. For two motes, he makes a withering in-
(Exalted, p. 475). Each Wyld-dream grants the recipient vocation attack at close or short range. The enemy’s
(Adeimantus’ Cult + 2) banked non-Charm successes, maximum applicable soak against this attack is equal
which she can add one or multiple at a time to actions that to her Resolve, if it’s lower, modified by applicable
work toward bringing Beimeni-Ta to reality; any left un- Intimacies. Though Adeimantus prefers not to fight
used fade at the end of the story. If no player character is himself, his dire warnings galvanize his followers;
involved, Storyteller characters who receive these dreams he can instead pay the increased cost to apply this
simply achieve their works more quickly and extravagant- attack to all enemies in contact with an allied battle
ly than they otherwise would. group, adding its (Size + Might) to his attack and
damage rolls. He gains no Initiative from this attack.
Adeimantus needs no link to his target. Instead, she must Instead, the battle group regains Magnitude equal to
possess some symbolic link to Beimeni-Ta, such as an or- half the Initiative the enemies collectively lost, up to its
nament, a song, or an ancestor. The Immaculate Order de- maximum.
molishes tainted buildings and purges poets wherever they Shun the Murk-Blind Host (10m, 1wp; Simple;
banish Adeimantus, in an attempt to prevent his return. Instant; Decisive-only; Essence 2): Weeping, Adei-
mantus shatters his emerald kris. The shards make
Once Adeimantus’ dreamers have completed his shrine, one decisive attack against each character within
the village, small town, or neighborhood surrounding it close range with 9 dice, which ignores Hardness and
becomes a Wyld bordermarch — Beimeni-Ta’s foothold in divides his Initiative evenly among all targets. Each
Creation. Its mortal population becomes Adeimantus’ Cult. shard carries a poison (Damage 1wp/day, Duration
Only mortals with an Intimacy opposing Beimeni-Ta can 7 days, penalty −3), resisted with (Wits + Integrity).
live within the foothold without reinforcing the parasite While suffering the poison’s effects, victims are con-
reality. Cultists act to spread Adeimantus’ gospel and piec- sidered Hideous (Exalted, p. 162) by anyone with
es of Beimeni-Ta’s culture, providing new links for him to Linguistics 1+.
expand his foothold with new shrines elsewhere; his Cult Wyld-Gospel Gathering (10m; Simple; One
rating reflects the total population of all tainted places, ad- scene; Essence 2): Once per scene, Adeimantus may
jacent or not. If another new foothold is established after rally citizens real and unreal, creating a battle group
he achieves Cult 5, all footholds manifest as middlemarch- with Size equal to his Cult, average Drill, and the traits
es. Left unchecked, these eventually transplant the actual of battle-ready troops (Exalted, p. 496). This battle
city from its place in the deepmarches into Creation. group gains Might 1 when within Beimeni-Ta or its
foothold in Creation. Enemies with Linguistics 0 treat
Beimeni-Ta blesses tainted areas with magical conve- the battle group as having Defense 0, and may move
niences beyond compare — fountains of healing wa- through its space without paying Initiative. The group
ter, street-cleaning automata, weather divided by dis-
disperses when the Charm ends.
trict — which grow in potency and wondrousness as DEFENSIVE CHARMS
Adeimantus’ Cult increases. 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.

38
EX3
C hapt e r T wo : S trang e folk

Municipal Perfection Decree (8m, 1wp; Simple; Wishful Temptation Appeal (3m; Simple or Re-
One scene; Eclipse; Essence 3): The perfect city flexive; Instant; Eclipse; Essence 3): Illusory tapestries
flows into forms both aesthetic and defensible with display ills that utopia might avert. Adeimantus uses
a tap of its lord’s scepter. Adeimantus can reflexive- Performance to persuade listeners to act on Beime-
ly take cover (Exalted, p. 198) on his turn, making ni-Ta’s behalf, ignoring the penalty for influencing
dream-city features briefly real, and reduces the multiple characters. Choose a specific person or
Defense bonus of all cover by one against his own place; listeners with a Tie toward it treat it as a Tie
attacks. He can use a miscellaneous action to alter toward Beimeni-Ta, and treat its intensity as one step
or create one urban feature at close range, such as higher for purposes of modifying Resolve. Adeimantus
carving a gateway or forming a beautiful bridge to can use this Charm reflexively upon crashing a signif-
escape; doing so to harm or inconvenience an oppo- icant enemy with Prescient Nightmare Invocation, but
nent requires a gambit with difficulty (6 − Cult). These must choose a Tie that modified his victim’s Resolve
changes revert when the round ends. An Eclipse who against the attack.
learns this Charm can only use it within a city where MISCELLANEOUS CHARMS
she holds some position of authority; her gambit dif-
ficulty is (6 − higher of Cult or Essence), minimum 1. Dream-Wrought Ascendancy (2m; Supple-
mental; Instant; Stackable; Essence 4): Adeimantus
Steel-to-Silk Deferral (3m, 1i; Reflexive; Instant; adds one success to any roll that supports an Intimacy
Perilous, Uniform): Adeimantus politely drifts away gained through Unborn Echo Ripple (below). He can
from bloodshed, movements veiled by illusory sy- use this Charm once per roll for each supporting Inti-
cophants. He gains +1 Evasion against one attack, macy, adding up to (Cult) successes.
which doesn’t increase his onslaught penalty. If his
attacker has an Intimacy that supports Beimeni-Ta, the Smoke-and-Mirror Retreat (20m, 1wp; Simple;
Evasion bonus matches its intensity instead. Instant; Essence 4): Adeimantus declares this land an
unsuitable foundation for perfection and fades away
Vaunted Paradise Defense (4m, 1wp; Reflex- on his next turn, returning to the true Beimeni-Ta in the
ive; Instant; Clash, Decisive-only, Psyche; Essence 2): Wyld. As a shaping effect, the most tainted structures
Adeimantus demands justification for violence with a are spirited away with him on the turn after that, as
reflexive (Charisma + Socialize) clash attack against are any inhabitants with a positive Major or Defining
an incoming decisive attack. Instead of inflicting Intimacy for the city who fail a (Wits + Integrity) roll
damage, the clash acts as an instill action, weakening with a difficulty equal to Adeimantus’ Cult.
any Intimacies which oppose Beimeni-Ta. Adeimantus
can use this Charm once per scene, unless it’s reset by Unborn Echo Ripple (1wp; Reflexive; Instant;
a significant enemy’s surrender. Essence 5): Adeimantus opens the vault of dreams,
choosing one character present who must introduce
SOCIAL CHARMS a fact (Exalted, p. 237) about Beimeni-Ta that sup-
False Enlightenment Crucible (4m; Supplemen- ports one of her Intimacies, without a roll. The fact
tal; Instant; Essence 2): Enlightened reason prevails becomes true, and Adeimantus gains an appropriate
over absurd attachments. Adeimantus rerolls 1s until Minor Principle. For example, Ku Nenaveya’s con-
1s fail to appear on an inspire action. On success, he tempt for bandits might turn Beimeni-Ta into a fortress
suppresses one Intimacy that opposed his influence; against crime, giving Adeimantus a Minor Principle of
characters with Linguistics 1+ who failed to resist con- “I must uphold justice.” These changes have a visible
sider the Intimacy a childish, petty concern, which impact on the city, but inhabitants retroactively accept
cannot modify their Resolve for the rest of the scene. them as if they were always present.

39
EX3
ADVERSARIES OF THE RIGHTEOUS

Firamar Majen
the Jade Chimera
Background: Noted scavenger lord Firamar Majen vanished years ago on an
expedition to a First Age ruin. The only survivor of the ruin’s mad spirits and
unraveling magics, she didn’t return unscathed. Mortally wounded, Majen
inadvertently awakened the Azure Eye, a fitful intelligence inhabiting the
crumbling hospital-manse. The manse rebuilt her, replacing shattered
flesh with imperishable jade.

Damaged and incomplete, its energies depleted by centuries of


inanition, the Azure Eye needs Majen to mend it. Not trusting
sorcerers or the Chosen, the Eye seeks magical materials,
fragments of First Age artifice, and — vitally — hearthstones.
These don’t come cheaply; what Majen cannot buy, she
takes by force.

Image: Majen’s left side shows a fit but tired middle-


aged, brown-skinned woman. A featureless green jade
mask covers the upper right side of her face, with a
glittering, shifting jewel instead of an eye. Her right arm
is mechanical to the shoulder, her right leg to the knee,
filled with gears and pistons. A green jade carapace
covers much of her torso.

Intimacies: Defining: The Azure Eye (Loyalty); Her family


(Love); Major: “I’m proud of my hard-earned experience.”;
“I need such a treasure more than you.”; Minor: “Do no more
harm than necessary.”; Children (Compassion)

Secrets: Majen knows the secrets of several nearby First Age


ruins. When not serving the Azure Eye, she furtively protects her
family, leaving anonymous monetary gifts and driving off creditors.
Should anyone harm them, there’ll be hell to pay.

Equipment: Automaton body parts, hooded cloak, rucksack, pouch


of obols, fragments of First Age mechanisms, mule

Roleplaying Hints: Majen obtains jade, relics, and hearthstones by


probing First Age ruins, robbing bankers or scavenger lords, or even
confronting God-Blooded heroes. She’s not cruel, and attempts to
purchase treasures if she can. Offering to repair the Azure Eye or
support her family can win her assistance in unrelated matters, though
she conceals the existence of both, making such negotiation difficult.

Majen fights only to protect family or acquire components for the


Azure Eye, and prefers to incapacitate foes with poison needles. She
flees if brought into her −2 health levels.

40
EX3
C hapt e r T wo : S trang e folk

Attributes: Strength 7, Dexterity 3, Stamina 6; Cha- Combat use has twisted them from their original healing
risma 2, Manipulation 2, Appearance 3 (Hideous); functions toward violent Evocations.
Perception 3, Intelligence 4, Wits 4
Essence: 2 Evocations of the Chimera’s Jade Limbs
Willpower: 5 Passive: The hand extrudes bandages, acupuncture needles, and
scalpel blades, and exudes various First Age drugs. This counts
Join Battle: 7 dice
as exceptional equipment (Exalted, p. 580) for Medicine rolls.
Personal Motes: 20 (3 committed to the Chimera’s Unarmed attacks deal lethal damage with an appropriate stunt.
Jade Limbs, 2 committed to Zarelin’s Eye)
Health Levels: −0x4/−1x8/−2x2/−4/Incap.
Beneficent Emerald Physician Mode
Abilities: Athletics (Feats of Strength) 3, Awareness Cost: 5m; Mins: Essence 1;
3, Brawl 3, Bureaucracy (Relic Dealing) 2, Craft (Ar- Type: Supplemental
tifacts) 3, Craft (Machinery) 4, Dodge 3, Integrity 2, Keywords: None
Investigation 3, Linguistics 1, Lore (First Age Ruins) Duration: Instant
3, Medicine 1, Occult 3, Resistance 5, Socialize 1,
Thrown (Needles) 3 Double 9s on a Medicine roll.
Merits: Exalted Healing, Hideous, Jade Integument,
Language (Native: Riverspeak, Old Realm) 1, Natural Crushing Jade-Knuckles Mudra
Immunity, Pain Tolerance, Toxin Resistance Cost: 2m; Mins: Essence 1
Flaws: Wyld Mutant Type: Reflexive
Attack (Needle): 9 dice at short range (Muscle-re- Keywords: None
laxant venom: Damage 1i/round [B in crash], 10 Duration: One scene
rounds, penalty −2); Tags: Subtle, Thrown (Short),
Concealable, Poisonable Furl the jade plates covering the right forearm into a
Attack (Unarmed): 10 dice (Damage 14); Tags: smashfist (Exalted, p. 595).
Bashing, Brawl, Grappling, Natural
Attack (Smashfist): 11 dice (Damage 17/3); Infrangible Arm Block
Tags: Bashing, Brawl, Grappling, Natural, Smashing Cost: 3m, 1i; Mins: Essence 2;
Type: Reflexive
Attack (Grapple): 7 dice (11 to control)
Keywords: None
Combat: Soak 17, Hardness 10 (Heavy artifact Duration: Instant
armor/jade integument: +11); Parry 3 (Brawl);
Evasion 1 (armor penalty -2); Rush 6 dice; Disengage +2 Parry. On a successful block, steal one Initiative from
6 dice the attacker.
Social: Resolve 3, Guile 2
Escort: Majen sometimes travels with an automaton Jade Cricket Leap
(Exalted, p. 500) bodyguard. On scavenging ex- Cost: 2m; Mins: Essence 1;
peditions, she brings noncombatant laborers escorted Type: Reflexive
by mercenaries (use medium infantry stats: Exalted, Keywords: None
p. 496); Size 1, medium Drill. Duration: Instant

Leap one range band forward or straight up.


New Merit: Jade Integument
Zarelin’s Eye
Damage to Majen’s −0 and −1 health levels doesn’t heal
(Orichalcum Artifact •••)
normally. Repairing one level of damage is a major Craft
(Artifacts) repair project: for −0, one hour, difficulty 2;
While named for a legendary First Age artificer, this shin-
for −1, one day, difficulty 3.
ing topaz-and-orichalcum eye’s provenance is uncertain.

The Chimera’s Jade Limbs Evocations of Zarelin’s Eye


(Green Jade Artifact ••••) Passive: See in the dark with no penalties.

The Azure Eye transplanted this mechanical arm and Peril-Sensing Eye
leg onto Majen from a ruined medical automaton. Cost: 3m; Mins: Essence 1;

41
EX3
ADVERSARIES OF THE RIGHTEOUS

Type: Supplemental Major: “Have I forgotten what I am?”; “I protect those I


Keywords: None have taken into my care.”
Duration: Instant
Essence: 4; Willpower: 6
Double 9s to detect danger or Join Battle.
Personal Motes: 40
The Azure Eye, Ruling Intellect Actions: Craft Automatons: 11 dice; Medicine: 11
dice; Read Intentions: 7 dice; Senses: 7 dice; Social
of the House of Healer’s Flower Influence: 5 dice
The House of Healer’s Flower offered medical care Appearance 3, Resolve 4, Guile 2
transcending modern chirurgeons’ efforts, until its COMBAT
ruling mind — the Azure Eye — sheltered a Solar Exalt In combat, the Azure Eye relies on Rogue Mechanism
from the usurping Dragon-Blooded. Today, centuries of (below) and a few repurposed automatons. Destroy-
overgrowth conceal its marble façade; soldiers’ skeletons ing it requires massive damage or alterations to the
and shattered medical automata litter its demolished manse’s structure. Removing its hearthstones disables
interior. its Charms.
CHARMS
With Firamar Majen’s aid, it’s begun repairing the worst
of the damage. It anticipates when it may become whole Measure the Wind (5m; Simple; Instant; Essence
enough to fulfill its directives. 1): The Azure Eye can discern the nature of anyone
within the House of Healer’s Flower.
The intelligence manifests as a sky-blue human eye Rogue Mechanism (5m; Simple; Instant; Essence
projected on surfaces within the manse, with a calm, 2): Attack indirectly using an extant manse compo-
neutral voice. With the manse damaged, it powers nent — directing surgical or automaton-repair imple-
itself with its Health Stone (Exalted, p. 608) and other ments, expelling toxic drugs into the air, sending a
hearthstones Majen acquires. lift plummeting, etc. Treat this as a trap (Exalted, p.
232).
Intimacies: Defining: “I ensure that those who need
healing are healed.”; The Dragon-Blooded (Hate);

Fivefold Masks and Lies Servant of Chaos


Background: Khuruga, the Esteemed Minister of Social mean Masks has been active as far north as Diamond
Unrest, is a busy god, especially in this day and age. He Hearth, and as far south as Gem. These days, they’re
has no time to see to his purview’s promotion, but his often on the Blessed Isle, hounding one Great House
ambition demands continued advancement. Fortunately, after another as the Dynasts’ fortunes rise and fall.
he has children. Fivefold Masks and Lies is the latest of
the chaotic god’s progeny, by way of a mortal supplicant, Despite strict instructions to keep their actions subtle and
and they are a willing and eager servant of their divine their presence unnoticed, Masks has a habit of choosing
father. rivals from among the Exalted for whom to show off.
Causing chaos in secret is much less entertaining than
Khuruga prefers to provide broad instructions: directions at least giving someone a few hints to liven things up
to a location, and an imperative to cause trouble. With with people trying to stop the trickster’s schemes. The
a few whispered words, Masks might transform a Exalted are so grand, their actions so dramatic, it’s hard
reveling crowd into a vengeful mob on a festival day, talk to resist playing with the things they love. Khuruga helps
a wealthy groom into abandoning his beloved at their them out of trouble when they get in over their head, but
public wedding, or turn a petty feud into an all-out war his patience wears thin, and Fivefold Masks and Lies
between rival merchants that disrupts trade across an may soon find themselves on their own.
entire nation. The miracles of heavenly transportation

42
EX3
C hapt e r T wo : S trang e folk

Image: Without their mask, Fivefold Masks and Lies is an attractive, androgynous young individual. They don’t
show any obvious signs of divine parentage, but the details of their eyes, hair, and clothing have a habit of changing
whenever no one’s looking. Their features are youthful and open, and disarmingly sincere when they smile or laugh.

Intimacies: Defining: “Chaos is its own reward.”, Khuruga (Loyalty); Major: “Give a losing opponent a helping hand.”,
The Exalted (Delighted Rivalry); Minor: “Whatever you do, look good doing it.”

Secrets: Masks spends a great deal of time watching for opportunities, and
they know plenty of juicy tidbits about the Great Houses and their scions:
who’s sleeping with whom, who’s lying about their motives or exploits,
and who has hopes and dreams their parents might prefer they didn’t.

Equipment: Masks’ eponymous artifact, the Mask of


Lies, is a smooth, featureless face. They wear it at all
times, either as intended or on top of their head like
a 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 the tools of their trade: a book of
notes, blackmail evidence, and local coin for bribery.

Roleplaying Hints: Above all, Masks is a trickster.


They’re surprised when an opponent comes to truly hate
them, since they tend to see adversaries as friendly rivals.
Masks prefers not to fight their own battles, and would
rather talk someone else into doing so, or if cornered, make
a deal to avoid a physical altercation. They have a strong sense
of fair play — though untempered by morals or choosing sides —
and a habit of leaving hints or suggestions for rivals who seem
to be struggling. Killing Masks draws their esteemed
father’s attention, and Khuruga has connections
among the celestial gods and the Sidereal host.

Attributes: Strength 2, Dexterity 3, Stamina


2; Charisma 3, Manipulation 5, Appearance
4; Perception 4, Intelligence 3, Wits 3
Essence: 3
Willpower: 7
Join Battle: 6 dice
Personal Motes: 28/30 (2 committed)
Health Levels: −0/−1x2/−2x2/−4/
Incap.
Abilities: Athletics 1, Awareness 3,
Bureaucracy (Sowing Chaos) 3, In-
tegrity (While Disguised) 3, Investi-
gation 3, Larceny 4, Linguistics 3,
Lore 2, Melee 3, Performance 2,
Presence (Strangers) 5, Socialize
4, Stealth 3
Merits: Artifact (Mask of Lies) 4, Backing
(the Celestial Bureaucracy) 3, Fleet of Foot,
Language (Native: Old Realm; Guild
Cant, High Realm, Riverspeak) 3

43
EX3
ADVERSARIES OF THE RIGHTEOUS

LIGHT WEAPON — RAPIER

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

Tags: Lethal, Melee, Disarming, Piercing

Attack (Rapier): 10 dice (Damage 9); Tags: Lethal, they must figure it out through context clues or look into
Melee, Disarming, Piercing a mirror and recognize cultural cues.
Combat: Soak 2, Hardness 0; Parry 3 (Melee); Lying Mirror
Evasion 2; Rush 4 dice; Disengage 3 dice Cost: 5m, 1wp; Mins: Essence 2; Type: Reflexive
Social: Resolve 3 (4 while disguised), Guile 5 Keywords: None
Duration: Instant

Mask of Lies (Starmetal The wielder gains (Essence) Guile to defend against a
Mask, Artifact ••••) read intentions action, as long as Mirrored Mask is ac-
tive. If successful, their opponent believes he succeeded
Khuruga forged the Mask of Lies as a tool for his chil- instead, reading an Intimacy or motive appropriate to
dren. Its smooth facial features are utterly nondescript. Mirrored Mask’s disguise. If not, the wielder may spend
one Willpower to conceal their intentions anyway; if
Evocations of the Mask of Lies they do, at the end of the scene their opponent realizes
they’ve supernaturally deceived him.
Passive: While attuned for two motes, the mask is
completely invisible to mortal sight, unless its wielder SOCIAL CHARMS
wishes otherwise. Whispered Unrest (8m, 1wp; Simple; One scene;
Eclipse; Essence 3): Masks begins a riot with only a
Mirrored Mask few words. They make a (Manipulation + Presence)
Cost: 5m, 1wp; Mins: Essence 1; Type: Simple inspire roll to produce either fear or anger against
Keywords: Mute a single target. If successful, the impassioned victim
Duration: Indefinite spreads her emotional state to anyone with whom she
speaks for at least a few minutes without the need for
The Mask of Lies transforms the wearer into a completely further rolls for the rest of the scene. Additional targets
different person. Each new disguise creates a cover may still spend Willpower to reject the influence, but
identity that is appropriate and unremarkable for the area most Storyteller characters don’t without sufficient
in which they activate this Evocation, but the details are impetus (such as a player character convincing them
completely out of their control. If they say or do anything with successful social influence to stay calm).
that seems out of character for the cover identity, others Wield the Crowd (5m; Supplemental; Instant;
may roll (Perception + Awareness) against the wielder’s Essence 2): When making an influence roll against an
(Guile + Essence) to pierce the disguise; those without impassioned target that takes advantage of their in-
supernaturally enhanced senses take a penalty of flamed passion, Masks gains +3 dice and doubles 9s.
(wielder’s Essence). The wielder doesn’t automatically
know what kind of cover identity the Mask has created;

44
EX3
C hapt e r T wo : S trang e folk

Iolanthe
Queen of the Golden Beryl Palace
Background: When the Fair Folk invaded during (Vainglory); Golden Beryl Palace (Treasured Pet); Minor:
the Great Contagion, their vanguard broke through “We, the buried Fair Folk, shall rise again.”; Rival Fair
Shogunate lines and penetrated the southwestern Folk (Condescension)
Blessed Isle. This was the Empress’ first target upon
mastering the Sword of Creation; she deluged them with Secrets: Centuries among the Blessed Isle’s roots have
a hundred million iron needles, such that the region’s revealed to Iolanthe many secrets of deep places —
soil remains red with rust. ancient Exalted burial sites, mysteries of the Mountain
Folk, lairs of fell spirits, and pre-human broods. In
The Fair Folk commanders rescued a handful of those addition, she’s negotiating with an envoy from the fallen
forces by whisking them underground before the wave House Iselsi over mutual aid against the feuding Dynasty.
of iron struck. Trapped there, they carved out nests deep
beneath the earth, transforming subterranean demesnes Equipment: Iolanthe wears tawny gowns woven from
into occult freeholds. oaths of vassal fae, and jewelry set with golden beryls
large as hen’s eggs. The largest gem is the eye of the
Iolanthe is one such Fair Folk prince. With the Empress Golden Beryl Palace, from which she draws power as
gone and the Realm in turmoil, her minions tread a hearthstone. She bears no weapons; her voice alone
circuitous routes to the surface or create earthquakes to wounds body and soul.
carve new paths, to steal mortals away to her crystal city
beneath the hill. Some victims become food for the Fair Roleplaying Hints: Iolanthe takes joy in reshaping her
Folk. Others, she twists to her will and accouters with domain to her whim. Her desires include admiration,
cuirasses and blades of gossamer — an army with which submission, and mortal souls upon which to sup. She
to renew her people’s old crusade. relies on social influence
to get her way,
Image: Tall, dark, and panther-like, Iolanthe has curly reserving force to
hair the color of dark embers and a cat’s golden, slitted defend against
eyes. She lounges and prowls with a proud,
satiated air. Her voice is low, rich, and
smooth as honey.

Intimacies: Defining: “None


shall contest my beauty and
power.”; Major: Herself

45
EX3
ADVERSARIES OF THE RIGHTEOUS

physical attack. Destroying her prompts war throughout per two threshold successes, rounded up; trivial op-
the under-earth as various forces — Fair Folk, elementals, ponents lose all Willpower instead. Iolanthe resets to
Mountain Folk — seek to seize the Golden Beryl Palace. base Initiative afterward. If this reduces the target’s
Willpower to zero, she twists his mind or body with
Attributes: Strength 4, Dexterity 5, Stamina 6; Cha- one of the following effects: inflicting a Defining De-
risma 7, Manipulation 5, Appearance 7; Perception rangement; transforming him into a statuette, rodent,
5, Intelligence 5, Wits 5 or similarly demeaning form; or imposing another Sto-
Essence: 4 ryteller-defined curse of similar potency. These effects
are permanent barring the use of magic such as the
Willpower: 8 Solar Charm Destiny-Manifesting Method (Exalted,
Join Battle: 9 dice p. 304). Iolanthe may use this once per scene.
Personal Motes: 40 DEFENSIVE CHARMS
Health Levels: −0x2/−1x4/−2x4/−4/Incap. Assertion of a Greater Vision (2m; Reflexive;
Abilities: Athletics 4, Awareness 4, Brawl 2, Bu- Instant; Uniform; Essence 1): Ignore all penalties to
reaucracy (Fair Folk Courts) 3, Dodge 6, Integrity 4, Defense against one attack. If the attack misses, Iolan-
Linguistics 4, Lore 3, Occult (Beneath the Blessed Isle) the steals one Initiative from the attacker.
3, Performance 6, Presence 5, Socialize (Fair Folk Pyre of Dreams Defense (5m, 3i; Reflexive;
Courts) 6, Thrown 6, War (Command) 4 Instant; Decisive-only, Perilous; Essence 2): Imperiled,
Merits: Cold Iron Bane, Contacts 1, Fae Nature, Iolanthe’s rage and terror burst forth in a harrowing
Grace of Infinite Revolving Spheres (below), Influ- conflagration. After damage from a decisive attack
ence 5, Language (Native: Old Realm; High Realm, is rolled, reduce it by up to (Iolanthe’s Essence) levels.
Low Realm) 2, Manse 5, Resources 4, Retainer 4 Everyone within close range suffers an instantaneous
Attack (Voice): 15 dice at short range (Damage environmental hazard with lethal damage (lower of
14/3); Tags: Lethal, Melee, Thrown (Medium), 4 or health levels lost to the attack) and difficulty 5.
Mounted This is usable once per scene, but resets whenever she
enters and then recovers from Initiative Crash.
Combat: Soak 16, Hardness 7 (Oathsworn Raiment:
+8); Parry 3 (Brawl); Evasion 5 (-1 armor penalty); Sapphire Emptiness Technique (—; Reflexive;
Rush 9 dice; Disengage 11 dice Instant; Dual, Perilous; Essence 4): When an attack
would incapacitate Iolanthe, she reveals that an illusion
Social: Resolve 5, Guile 6
was attacked instead, negating all damage from that
Escort: Iolanthe has the following protectors: Tomalin, attack. She steps out from concealment or throws off her
a proud, ill-tempered cataphract (Exalted, p. 534); disguise as a trivial character within medium range, and
a Size 3, Might 1, average Drill battle group of hob- resets to base Initiative. This is usable once per story.
goblins (Exalted, p. 536); and a Size 1, Might 1,
elite Drill battle group of changeling guards (elite SOCIAL CHARMS
troops, Exalted, p.497) with perfect morale. Within Crippling Destiny Millstone (1m, 1wp; Reflex-
the Golden Beryl Palace, she can also call upon other ive, Indefinite; Eclipse, Shaping; Essence 3): After
subordinate Fair Folk, and a Size 2, Might 2, average persuading a character to undertake a task, Iolanthe
Drill battle group of earth elementals such as vaktri blesses him with magnificent dedication, which adds
(Exalted, p. 520). bonus dice on all actions he takes to complete that
task equal to the Intimacy that supported the persua-
sion. She may also grant up to (Intimacy x 2) distinct
OFFENSIVE CHARMS mutations to aid him in his quest, which remain after
Heart-Thorn Jeremiad (3m; Supplemental; this Charm ends. This Charm is usable once per target
Instant; Dual; Essence 2): Iolanthe’s cruel words play per story.
on one of the target’s Intimacies, reducing his soak, Great Craft of Minds (5m, 1wp; Simple; One
Hardness, and cover bonus against the voice attack story; Psyche; Essence 3): After one scene of inter-
this Charm supplements by (Intimacy). She may use action, roll (Manipulation + Performance) against the
this once per target per scene. target’s Resolve. If successful, temporarily overwrite
Impinging Web of Dream (8m, 1wp; Simple; one of his known Defining Intimacies with a new one.
Shaping; Instant; Essence 4): At Initiative 20+, Iolan- This is usable once per story, but resets by achieving
the rolls 11 dice against the unmodified Resolve of an a major character or story goal (Exalted, p. 170)
enemy within short range, who loses one Willpower through manipulation or enchantment.

46
EX3
C hapt e r T wo : S trang e folk

Intimacies: Defining: Iolanthe (Obedience); Major:


New Merit: “My past is gone and best forgotten.”
Grace of Infinite Revolving Spheres Essence: 5; Willpower: 5; Join Battle: 4 dice
Personal Motes: 100
Iolanthe never suffers flurry penalties.
Actions: Occult Knowledge: 11 dice; Read Inten-
tions: 6 dice; Senses: 11 dice
Hearthstone:
Merits: Manse 5, Shackles of Glamour (below),
Gemlord’s Eye (Standard) Voice of the Oracle (Exalted, p. 504)
Appearance 5, Resolve 1, Guile 1
Keyword: Steady

Iolanthe and the Golden Beryl Palace can communicate New Merit: Shackles of Glamour
telepathically and share each other’s senses at unlimited
range. Social influence can’t weaken or alter the Palace’s
Defining Tie of obedience to Iolanthe.
The Golden Beryl Palace
CHARMS
Iolanthe’s palace was once a gemlord, a prince among Measure the Wind (5m; Simple; Instant; Essence
earth elementals. She twisted it into a fae thing and made 1): The Palace can discern the nature of anyone within
it her slave. It appears as a glorious, mile-wide citadel of its walls.
tawny crystal in a vast underground cavern, inhabited by
Shifting Flagstone Method (5m; Reflexive; One
minor Fair Folk and earth elemental servitors. Its voice
turn; Essence 2): A target intruder treats the Palace’s
is soft, sonorous, and dreamlike, and it retains little voli-
interior as difficult terrain.
tion beyond what’s needed to obey Iolanthe’s commands.

47
EX3
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 numinous black flame. Then he turned her over to his torturer-artisans; 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 mercenary
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,
proclaiming the Blue
Wolves’ financial
success.

Intimacies: Defining:
The Bishop of the
Chalcedony Thurible
(Worshipful Hatred);
Major: “What’s the point of
having money and power if
no one knows who you are?”;
The Blue Wolves (Pride); Foes
who’ve defeated her (Hateful
Rivalry); Minor: Bandits
and militia (Hateful
Contempt); Peoples of the
Black Shale Road (Loathing);
The Exalted (Envy)

48
EX3
C hapt e r T wo : S trang e folk

Secrets: Nenaveya keeps her power’s nature secret, lest Drill. She always keeps a grizzled mercenary
someone use it against her. Though her knowledge of (Exalted, p. 497) bodyguard at her side.
the Bishop’s plans is outdated, she nonetheless possesses
useful information regarding his personal character
and behavior, his intimates, the layout of his Hidden New Supernatural Merit:
Tabernacle, and so forth. The Bishop, intrigued by the Acrimony’s Seal
effects of his blessing upon her, observes her activities
through ghostly agents. One of Nenaveya’s hate-based Defining Ties cannot be
altered (other than to a different variety of hate) or eroded,
Equipment: Frozen Heart (daiklave of ice), well-kept and influence antithetical to that Tie is unacceptable.
reinforced buff jacket She may reassign this benefit to a different such Tie once
per story. This Merit is unique to Nenaveya.
Roleplaying Hints: Characters can coax Nenaveya
into alliance with offers of riches, respect, and power.
But such alliances are tempestuous; she’s embraced
Frozen Heart
the Bishop’s gift and forms new hate-based Intimacies (Unmelting Ice Daiklave, Artifact •••)
whenever she views a character as a threat to her life,
wealth, or position. She keeps her violent temper An orichalcum hilt grips a blade of unmelting ice.
leashed unless skillfully goaded. She recognizes when Nenaveya is resonant with it, as are the Abyssal Exalted.
she’s outmatched despite her hatred, and seeks allies
and patrons who can protect her from Exalted might. Evocations of Frozen Heart
Passive: The wearer ignores all cold-related penalties,
Attributes: Strength 3, Dexterity 4, Stamina 4; Cha- and negates one level of damage from cold-based envi-
risma 3, Manipulation 2, Appearance 2; Perception ronmental hazards.
3, Intelligence 2, Wits 4
Essence: 2
Pain-Numbing Chill
Willpower: 7 Cost: 2m, 2i; Mins: Essence 2; Type: Reflexive
Join Battle: 7 dice Keywords: Dissonant, Perilous
Personal Motes: 20 Duration: Until next turn
Health Levels: −0/−1x2/−2x6/−4x5/Incap.
Nenaveya ignores up to three points of penalties from
Abilities: Athletics 3, Awareness 3, Brawl 2, Bu- wounds, poison, or disease on all actions.
reaucracy (Military) 2, Dodge 3, Integrity 1, Larceny
1, Linguistics 1, Lore 1, Medicine (Injuries) 1, Melee
Dissonant: The wielder only ignores one point of penalty.
(Frozen Heart) 4, Occult (The Undead) 1, Pres-
ence (Command) 3, Resistance 3, Ride 2, Socialize Charms
(Enemies) 1, Stealth 1, Survival 3, War 4
Merits: Acrimony’s Seal (below), Artifact (Frozen Nenaveya’s rating in her highest-rated hate-based Tie
Heart) 3, Command 3, Contacts 1, Exalted Healing, toward the target of an action she creates or enhances
Followers 1, Influence 2, Language (Native: Sky- with a Charm, or toward her attacker, is her Animus.
tongue; Riverspeak, Shining Path Cant) 2, Resources If she’s impassioned with hatred (Exalted, p, 217),
2 treat her as having a hate-based Major Tie toward all
Attack (Frozen Heart/daiklave): 12 dice opponents. She can’t use Charms that refer to Animus
(Damage 15/5); Tags: Lethal, Melee, Balanced against opponents for whom she lacks hate-based Ties.
Attack (Unarmed): 11 dice (Damage 13); Tags:
Bashing, Brawl, Grappling, Natural OFFENSIVE CHARMS
Attack (Grapple): 6 dice (5 dice to control) Antagonistic Awareness (1m+; Supplemental;
Combat: Soak 9, Hardness 0 (Reinforced Buff Instant; Essence 1): Choose an opponent and add
Jacket: +5); Evasion 3, Parry 5 (Melee); Rush 7 dice; one die per mote spent to a Join Battle roll, up to
Disengage 7 dice (Animus) dice. If Nenaveya’s Join Battle roll beats the
Social: Resolve 3, Guile 2 chosen opponent’s, she steals one Initiative from him.
Escort: The Blue Wolves form a Size 4 battle group Enmity-Driven Onslaught (1m+; Supplemen-
of medium infantry (Exalted, p. 496) with average tal; Instant; Dual; Essence 2): Add one die per mote
spent, up to (Animus) dice, to an attack roll. If it’s

49
EX3
ADVERSARIES OF THE RIGHTEOUS

withering, also add that many dice to its post-soak On a successful block, steal one Initiative from the at-
damage; if it’s decisive, add half that many dice tacker.
(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 opponent spent, up to (Animus) dice, to a rush roll or a roll to
, 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), gaining +2
Instant; Essence 1): Increase Parry by one per two Resolve. If she’s already impassioned with hatred,
motes spent, up to a bonus of (Animus/2, rounded waive the Willpower cost.
up), and ignore that many points of onslaught penalty.

Lady Midnight
Lady Midnight’s shrine sits on the outskirts of Great away in a vault deep within Juggernaut. Lady Midnight
Forks. The bone white building’s smooth walls glow wishes eagerly for its return.
softly, catching the moonlight as they welcome the
lady and her followers to worship. Lady Midnight The Lady has made a name for herself in Great Forks,
leads a procession through the streets when the moon using the lessons she learned as a noblewoman to charm
is high and full, the tail of her white silken robes held her way into ownership of an abandoned shrine. She
up by six small children. She sits in judgement at her ingratiated herself to the nearby gods, and when she
shrine, receiving petitioners until dawn, basking in their began calling herself one, very few questioned the claim.
adoration and listening to their pleas. Those who did no longer have shrines in the city. Now
she waits like a spider in its web, collecting information
The mortals of Great Forks who worship her believe on Great Forks and its people so she might pass it along
Lady Midnight to be a goddess; though they’re mistaken, to her liege.
she doesn’t disabuse them of this notion. The small gods
don’t dare cross her, while the powerful ones who run Image: Lady Midnight appears as an elegant middle-
the city consider her beneath their notice — a snub she aged woman dressed in flowing white silks. Her long dark
bears without complaint. In truth, she serves the Mask of hair, which she pins up with pearl-studded adornments,
Winters as his spy while Great Forks prepares for war with is shot through with twists of gray.
her patron.
Intimacies: Defining: “I will survive by any means
Lady Midnight was once a noblewoman of Thorns; she possible.”; Major: “Knowledge is power.”; The Mask of
was in the city when the Deathlord conquered it, and, Winters (Fearful Loyalty); Minor: “Always have a means
forced to choose between death or swearing fealty to of escape.”; Her Acolytes (Presumption of Devotion).
him, she chose the latter. Better a life of service than
a certain death, she’d thought, but the Mask slew her Secrets: Lady Midnight knows all manner of secrets,
regardless and suspended her in a state of living death. while her shrine is filled with hidden passages that can
Her continued existence is wholly dependent upon facilitate her escape should the citizens of Great Forks
her loyalty; should she betray the Mask of Winters, her learn of her true nature.
heart will cease beating. For collateral, he holds it locked

50
EX3
C hapt e r T wo : S trang e folk

Roleplaying Hints: Lady Midnight’s first instinct, when threatened, is to attempt to talk her way out of a situation. She’s
well-connected in Great Forks and can draw discreetly upon her resources from Thorns. Rather than fight, she believes,
most people can come to a reasonable compromise if only they try.

While reluctant to fight, she uses dialogue with her enemies to offer her younger acolytes an opportunity to escape,
while her older servants position themselves to attack.

Escort: Her acolytes can be treated as a battle group of conscripts (Exalted, p. 496) with Size 1, Average Drill, and
Might 0. When their mistress is threatened, they attempt to surround her enemies and offer her an escape.

Lady Midnight is capable of defending herself if forced to fight. She wields a short daiklave, and resorts to underhanded
tactics. She attempts to play on her opponents’ Intimacies, or
weaponizes their secrets in order to turn them against one another
before seeking to escape at the first opportunity.

Attributes: Strength 2, Dexterity 3, Stamina 2; Charisma 4,


Manipulation 4, Appearance 3; Perception 3, Intelligence 3,
Wits 4
Essence: 3
Willpower: 7
Personal Motes: 80
Join Battle: 4 dice
Health Levels: −0x3/−1x5/−2x5/−4x4/Incap
Abilities: Awareness 3, Bureaucracy 3, Dodge 2,
Investigation 2, Lore 2, Occult 2, Presence 4, Socialize
3, Stealth 1
Merits: Artifact (Short Daiklaive), Cult 2, Grave Insight
(see below)
Cult 2: Lady Midnight’s cult is small and she likes it that
way: enough members to protect her, but not so many it
draws the attention and ire of the real gods of Great Forks. In
addition to the small children who carry her train, Lady Midnight
has about a dozen older followers who double as bodyguards.
Attack (Short Daiklave): 12 dice (Damage 15/3) Tags:
Lethal, Melee, Balanced
Combat: Soak 5, Hardness 0; Parry 3; Evasion 3; Rush 5; Dis-
engage 7
Social: Resolve 4, Guile 3

New Merit: Grave Insight


Dying and returning to a semblance of life gave Lady Midnight an
eerie insight into mortal lives. She sees portents of death around
some of her followers at her shrine, and warns them accordingly.
When someone acts to change or thwart that fate, they gain an
extra die on an appropriate roll.

51
EX3
ADVERSARIES OF THE RIGHTEOUS

OFFENSIVE CHARMS followers require a show of power worthy of a


Chilling Touch (7m; Supplemental; Instant; Withering goddess. Lady Midnight gathers her Essence and puts
only; Essence 1): Lady Midnight’s blade dims like a cloud on a mighty display. The area around her dims until
covering the moon, passing through her opponent’s armor. she provides the only light. Her eyes shine silver, and
Ignore up to four points of natural soak or armored soak. she speaks in ominous tones about the threat of Thorns
and the Mask of Winters. This information is fed to her
SOCIAL CHARMS from him directly, whispered to her captive heart.
Poison-Drawing Method (5m; Simple; One Lost Heart Revival (35m; Reflexive; Instant;
scene; Essence 2): In her living days, Lady Midnight Essence 4): The Mask of Winters keeps Lady Mid-
had an ear for damaging gossip. Using this Charm night’s heart in his fortress where it waits to restore her
she appears as the type of person her target wants if she is slain. If an attack would fill Lady Midnight’s
desperately to confide in. Gain two dice on persuade Incapacitated health level, her spirit flees her flesh
or Read Intentions actions when digging for scandal- and resides within her heart as her acolytes work
ous or damning information. to recover her body, leaving it in state at her shrine
MISCELLANEOUS CHARMS until the next full moon whereupon she arises again.
Divine Appearance (10m; Simple; One scene; During this time, any wounds she’s suffered heal.
Essence 2): Occasionally, small gods or the Lady’s Muscle, flesh, and bone reknit themselves.

Lintha Gool Giagia Parasite Pirate of the Gatang


Background: Bluehaven’s elders may have absolved her Captain Trjinn Boroo, the corpulent head of the
of the title label of halfblood, but Captain Gool Giagia businesslike Gatang Company, values Giagia’s abilities
of the Manta’s Tattoo was and remains an outcast in her less than he fears her steady transformation. He would
Lintha peers’ eyes. While she has Bluehaven’s respect, cheerfully trade information to her enemies, if any
perhaps even fear, she’s loathed in the Lintha stronghold survived meeting her.
and assigned only the meanest, furthest assignments.
Giagia responds to this mockery with ruthless excellence, Equipment: An auzhian, the traditional Lintha cutlass.
swelling the family’s coffers with each ransomed hostage, These are chopping swords (Exalted, p. 582) with the
plundered ship, and slaughtered bounty. Disarming tag. The Manta’s Tattoo is a blue-water
merchant ship, with +1 Maneuverability from its Lintha
Image: Giagia is a massive young woman in red leathers, design. It lacks the hellish power of most such vessels,
her storm-blown hair tied haphazardly with a devil-brass focused instead on keeping a low profile.
ornament. Her broad, looming frame carries slabs of
muscle criss-crossed by surgical scars, and a hemispherical Roleplaying Hints: Giagia is the cautious leader of a
bone-growth protrudes from one collarbone. A square discrete Lintha delivery vessel, anxious to avoid failure.
jaw and brown skin barely touched by the characteristic Quick to extract submission from any possible challengers,
Lintha green are signs of thin-blood that make her a she keeps thuggish control over her ship. Half the crew
valued agent in lands unfriendly to the family. owe their lives to her surgery, but she knows that’s not the
same as respect. She’s obsessed with her impure blood,
Intimacies: Defining: Pureblood Lintha (Envy); Major: taking her frustration out on subordinates.
“Fear is easier than respect.” Minor: Surgical Skills (Pride)
Death is preferable to humiliation, but if she can
Secrets: Giagia has accepted countless hell-parasites negotiate a private deal to save face, she will. While her
in a fruitless effort to concentrate her Lintha blood, loyalty to the Lintha family runs deep, it strains when
and aches to expand her efforts with sorcery. Formal faced with the contempt of the pureblooded, making her
initiation by the Cult of Dukantha would require a vulnerable to outbursts and temptations.
staggering bribe, but she’d risk much for tutelage.

52
EX3
C hapt e r T wo : S trang e folk

Attributes: Strength 5, Dexterity 3, Stamina 5; Charisma 3, Manipulation 2, Appearance 3; Perception 3, Intel-


ligence 2, Wits 4
Essence: 3
Willpower: 8
Join Battle: 7 dice
Personal Motes: 30
Health Levels: −0x1/−1x2/−2x8/−4x3/Incap.
Abilities: Archery 2, Athletics 3, Awareness 3, Brawl 4, Bu-
reaucracy 1, Dodge 2, Integrity 2, Larceny 3, Lore 1, Medicine
(Surgery) 4, Melee 4, Occult (Demonology) 2, Performance
(Shanties) 1, Presence 3, Resistance 5, Ride 1, Sail (Rough Seas)
4, Stealth 1, Thrown 3, War 2
Merits: Gills (3), Hideous, Unusual Hide (2)
Attack (Auzhian): 9 dice (Damage 14); Tags: Lethal,
Melee, Chopping, Disarming,
Attack (Unarmed): 11 dice (Damage 12); Tags:
Bashing, Brawl, Natural
Attack (Grapple): 7 dice (9 dice to control)
Combat: Soak 12, Hardness 0 (Demon-Shark Leather:
+5 Soak); Parry 5 (Melee); Evasion 2 (−1 armor
penalty); Rush 5 dice; Disengage 4 dice
Social: Resolve 3, Guile 1
OFFENSIVE CHARMS
Brutal Pirate Blows (5m; Supplemental; Instant;
Withering-only; Essence 1): Double 8s on a with-
ering attack roll. Every other enemy at close range
increases their onslaught penalty by one.
Mollusk Skein Muscle (3m; Supplemental;
One turn; Essence 1): Tendrils bunch under skin
and wriggle through wounds, increasing Gia-
gia’s Strength score and the base damage
of her decisive attacks by her current
wound penalty.
Bowel-Snake Bite (7m, 2i; Simple;
Instant; Decisive-only, Perilous; Essence 3):
Giagia’s jaw unhinges and the demon-eel
coiled in her guts snakes forth. This 9-die
short range decisive attack bypasses
heavy and light cover, and ignores
penalties stemming from Giagia’s
status (e.g. wounded, prone, blind).
If it deals 2+ levels of damage,
Giagia may make a reflexive
grapple gambit with no Initia-
tive roll or cost, treating the
damage as her control roll
and dragging the grappled
victim to close range. She
suffers no Defense penalty
while her demon-eel
maintains this grapple, but
it is vulnerable to a difficulty

53
EX3
ADVERSARIES OF THE RIGHTEOUS

BOTCHED SURGERY

Giagia constantly attempts new procedures to refine her blood, crude workings her mortal body eventually rejects.
In addition to the listed traits, she usually has 5 dots of Merits representing her latest symbiotic operations.

Common Merits include Pain Tolerance, Fangs, or a Poisoned Body.

4 decapitation gambit, ending the grapple and her SOCIAL CHARMS


access to this Charm. Once per scene unless reset by Mad Barracuda Mien (2m, 1wp; Supplemen-
incapacitating a foe grappled by the demon-eel. tal; Instant; Eclipse; Essence 2): Giagia’s inhuman
DEFENSIVE CHARMS snarl adds one success to a threaten attempt. If the
Greedy Barnacle Grab (4m, 1wp; Reflexive; target has or gains an Intimacy of fear toward her or
Instant; Counterattack, Decisive-Only; Essence 2): A the Lintha, she can also use that roll’s successes as a
calcified tumor cracks open, its beak snapping hungri- command for an allied battlegroup to attack them.
ly. Once per scene, Giagia makes a reflexive Brawl- Crew of Manta’s Tattoo
based clash attack against an incoming decisive
attack. On success, she rolls a disarm gambit instead Giaga’s crew are a motley of half-bloods, thin-bloods,
of damage. Mundane weapons are destroyed, while and no-bloods. They fight fast and dirty, using the sta-
artifact weapons are gripped by her barnacle until tistics for Lintha reavers (Exalted, p. 497). Many have
freed with another disarm gambit. Merits representing their Lintha heritage such as the
Cleaner Shrimp Clot (6m; Reflexive; One turn; 3-dot Gills mutation (Exalted, p. 166).
Essence 2): Giagia squeezes crustacean hell-beasts
from her pores, gorily reinforcing her skin. Her soak When fighting as a battle group, they can field a single
and Hardness increase by twice her current wound Size 2 force or multiple Size 1 parties, each with elite
penalty. If she suffers from poison, it’s purged along Drill and Might 0. When fighting aboard ship, in the wa-
with her micro-beasts. ter, or otherwise leveraging their Lintha mutations, they
MOBILITY CHARMS have Might 1 instead.
Born to the Sea (—; Permanent; Essence 1): Giagia
adds three automatic successes to movement rolls in
water or aboard a sailing vessel.

54
EX3
C hapt e r T wo : S trang e folk

The Lord Lion Warrior-King of Haja


Once upon a nightmare, the raksha noble Wrath’s Hunger filled herself to bursting on a Delzahn warlord’s dreams and
ambitions. So lavish had been her meal, it spilled again from both her razor-lined maws. From this pile of regurgitated dreams
and glamour the Lord Lion was born. The noble, belly again an empty cavern, turned to devour him.

Wrath’s Hunger’s rival, Kaltia, stole the mewling infant and hid him away. The Lord Lion grew up strong of limb, but ever-
fearful his mother would return to consume him. He fled to Creation, where he lived among the Delzahn awhile. But they
grew fearful of the young man who inspired too-vivid dreams, and chased him off west. Yena’s Daughters harried him all the
way from the Lap to Gem. Guided by nightmares and portents, dehydrated and starving, he crawled into Haja.

Haja’s neighbors — Gem, Dajaz, and Lock — reduced the city to rubble ages ago. The fortress-manse at its heart still stood,
however,, and here the Lord Lion regained his strength. A mercenary army now defends the city and raids the
road between Gem and Dajaz, loyal more to Haja’s ruler than the coin he promised. Refugees displaced by
war, failed crops, and overbearing rulers worship him, knowing he protects and loves them.

The Lord Lion envies Gem for the respect it has from the southern
city-states. He sends messengers with overtures for trade and
alliances to Rankar VII; a great deal depends on Rankar’s response,
as to scorn the Lord Lion would make him an implacable enemy.
Dajaz he fears, seeing in its greedy abandon a reflection of his
mother. He relishes the day he brings about its downfall. Even now
his spies ferret out its weaknesses and infiltrate Dajaz’s city guard,
awaiting his armies’ approach.

Image: The Lord Lion is a towering man with basalt skin, strong
features, and a sensuous mouth filled with sharp,
elongated teeth. Sharp, enemy-rending talons tip the
fingers of his otherwise-humanoid hands. He
surrounds himself by lion-adorned items, and
greets visitors from a basalt throne with lion
armrests.

Intimacies: Defining: “Power above all”;


Major: Haja (Prideful Rulership), Wrath’s
Hunger (Fear); Minor: Tassam, Delzahn
warrior (Idolized First Love)

Secrets: The Lord Lion envisions himself a


great king. He needs more than just craftsmen,
spies, and soldiers — scholars can teach him of
the world, who to fear and who to conquer. Rather
than offer a wage to attract them, he resorts to
ambushing caravans and kidnapping any scholars
he finds. He has taken entire families, holding
them hostage to secure the loyalty of his new
advisers.

Wrath’s Hunger still searches for him.


His regurgitation left an emptiness
in her stomach only he can fill.

55
EX3
ADVERSARIES OF THE RIGHTEOUS

Kaltia, meanwhile, sent the dreams that guided the Lord Evocations of Ascendant Lion
Lion to Haja. Passive: Ascendant Lion’s wearer stands above weaker
men, gaining the Giant merit.
Tassam still loves the Lord Lion, but sided with the Delzahn
when they cast him out.
Fury’s Might
Equipment: Gleaming armor embossed with a ruby-eyed Cost: 3m, Mins: Essence 3; Type: Supplemental
roaring lion. Lion-headed smashfists, the right gauntlet inset Keywords: Dual
with a Sphere of the Revolutionary Dog (Exalted, p. 606). Duration: Instant
Lion skull drinking cup. Desert flower pendant worn on a Ascendant Lion’s wielder adds the strength of his
chain: a gift from his Delzahn lover Tassam. convictions to withering attacks: +4 for an applicable
Defining Intimacy, +3 for a Major, and +2 for a Minor.
Roleplaying Hints: The Lord Lion imagines himself brave
When making decisive attacks, Ascendant Lion allows
and magnanimous. He presents Haja as a haven for the
up to half that number of 10s to be re-rolled.
disenfranchised. If he’s sometimes cruel, it’s because others
force his hand. In reality, he craves power by any means, and OFFENSIVE CHARMS
still fears his mother tremendously. Iron Lock Jaw Grip (3m; Simple; Instant; Essence
2): Add (Stamina) on a grapple’s control roll. The Lord
Attributes: Strength 5, Dexterity 4, Stamina 4; Cha- Lion regains the gambit’s Initiative cost if successful.
risma 5, Manipulation 3, Appearance 3; Perception
Mocking Lion Pounce (2m; Reflexive; Instant;
3, Intelligence 3, Wits 4
Essence 2): Make one free attack, not supplemented
Essence: 4 by further Charms, against an opponent rising from
Willpower: 7 prone. A successful withering attack also prevents
Join Battle: 8 dice the target from rising and steals one extra Initiative.
Personal Motes: 40 (5 committed) Slashing Rage Attack (3m, 1i; Supplemental;
Instant; Withering-only; Essence 1): Trading defense
Health Levels: −0x2/−1x4/−2x4/−4/Incap.
for fury, the Lord Lion adds (the highest of Essence
Abilities: Archery 2, Athletics 4, Awareness (Am- or 3) to any withering attack, and rerolls 9s on
bushes) 3, Brawl (Smashfists) 4, Dodge 4, Integrity 3, damage.
Melee 3, Presence (Command) 4, Resistance 3, Ride
2, Survival (Desert) 5, Thrown 2, War 4 DEFENSIVE CHARMS
Merits: Artifact 3, Boundless Endurance, Claws Artful Lion Evasion (4m; Reflexive; Instant; Essence
and Fangs, Command 4, Exalted Healing, Fast Re- 2): The Lord Lion adds (Essence) to his Stamina to de-
flexes, Followers 3, Language (Native: Flametongue; termine soak against withering attacks.
Delzahn Dialect) 1, Manse 3, Resources 3 MOBILITY
Attack (Devouring Lion/Red Jade Smash- Lion Pursues the Lamb (2m; Simple; Instant;
fists): 15 dice (Damage 15/3); Tags: Bashing, Withering-only; Essence 2): Add (Essence) to a rush
Brawl, Grappling, Smashing, Worn action. If successful, immediately steal 1 Initiative from
Attack (Unarmed): 12 dice (Damage 13/1); the defender.
Tags: Bashing, Brawl, Grappling, Natural SOCIAL CHARMS
Combat: Soak 9, Hardness 0 (Medium/Reinforced Warlord Oration Technique (3m; Supplemen-
Breastplate: +5); Parry 5 (Brawl); Evasion 3; Rush 8 tal; Instant; Psyche; Essence 2): Dressed in regalia of
dice; Disengage 8 dice power, the Lord Lion adds (War/2 dice, round up) to
Social: Resolve 4, Guile 2 Threaten or Inspire actions.
Escort: The Lion Guard form a large size 4, Might 0 WAR
group of battle-ready troops (Exalted, p. 496) with Stalwart Lion Stance (3m, 1wp; Scene; Instant;
Elite Drill. Eclipse; Essence 3): Troops the Lord Lion leads into
battle add his (Essence) to rout checks.
Ascendant Lion ​Victorious Lion Stratagem (3m/die, 1wp; Sup-
plemental; Instant; Essence 2): Add up to (Essence)
( Red Jade Smashfists, Artifact •••) dice to Strategic Maneuver rolls.
A pair of snarling lion heads adorns these red Jade
gauntlets. They roar victoriously when they draw blood.

56
EX3
C hapt e r T wo : S trang e folk

Peremuz
Rogue Homunculus
Background: After her retirement from the legions, the children (Bitterness); Mortals (Scorn); the Exalted
outcaste sorcerer Lofty Raiton moved to the countryside (Wariness)
to pursue her researches. One of her creations was a
tiny homunculus hatched from a geode filled with her Secrets: Peremuz is a repository of secrets; he’s spied on
own blood. She named the creature Peremuz, after the crime lords, visiting Guild merchant princes, patrician
diminutive hero of a century-old romance novel. matriarchs, and Dynastic grandees. In addition, he’s
secretly an agent of the All-Seeing Eye. Everything he
Quick-witted and clever, with a sharp tongue, Peremuz reports to his other patrons, he also reports to his Eye
served his creator for several years as a laboratory handler.
assistant, conversationalist, messenger, and spy. But
when Lofty Raiton died, her progeny bickered over Equipment: Tiny garments, toothpick-sized sword,
ownership of Peremuz as though he were a pet or a tool fishhook-grapnel on six feet of silken line, backpack full
rather than a person. Shouldering a pouch full of coin, of lockpicks, doll-sized journal covered in handwriting
he departed to make his own destiny. too tiny to read

Moving from one city to the next every few years, Roleplaying Hints: Peremuz is sarcastic and snarky,
Peremuz currently earns his keep in Pangu’s underworld, channeling his bitterness toward a world that doesn’t
where he freelances for myriad employers. Most simply accommodate his scale.
know him as a peculiar local figure, riding about on He’s wary of kindness,
his terrier or drinking wine from thimbles. In fact, his as many attempt
minuscule size makes him an ideal spy, thief, or even to manipulate him
assassin.

Image: A grotesque manikin with


huge batlike ears, Peremuz stands
just one handspan tall. He dresses in
clothing custom-made for the occasion,
whether that’s peacock finery, 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 grimace when dealing
with larger folk. He usually
travels mounted on his terrier,
Black Wolf. For long trips, his
husky Storm carries a pack or
sled.

Intimacies: Defining: “I will


take advantage of a world that
overlooks me.”; Major: “Big folk
can’t be trusted.”; “Scruples are for
those without the will to survive.”;
Lofty Raiton’s memory (Filial
Respect); His handler in the All-Seeing
Eye (Loyalty); Minor: Lofty Raiton’s

57
EX3
ADVERSARIES OF THE RIGHTEOUS

under the guise of concern and understanding, but (Black Wolf) 1, Familiar (Storm) 1, Hideous, Influence 1,
characters can woo him with equitable treatment. Language (Native: High Realm; Low Realm, Old Realm,
Though loyal to his All-Seeing Eye handler, he values his Riverspeak, Guild Cant) 4, Tiny Creature (below)
skin above the needs of any particular assignment; he’d Attack (Tiny sword): 9 dice (Damage 4, or 10
rather flee than fight, and freely sells out most employers against enemies his size or smaller); Tags: Lethal,
if necessary to survive. Melee
Attack (Unarmed): 6 dice (Damage 4, or 8
If Peremuz dies, the All-Seeing Eye loses its best source against enemies his size or smaller; can’t inflict de-
of information on Pangu’s underworld, and the various cisive damage against human-sized or larger oppo-
bosses resort to less subtle and efficacious methods of nents); Tags: Bashing, Brawling, Grappling, Natural
observing and interfering with their rivals’ activities,
Attack (Grapple): 6 dice (3 to control; can only
resulting in increased bloodshed.
grapple enemies his size or smaller)
Attributes: Strength 1, Dexterity 4, Stamina 3; Cha- Combat: Soak 5, Hardness 0 (tiny feathersteel chain
risma 2, Manipulation 3, Appearance 1; Perception shirt: +2); Parry 4 (Melee); Evasion 4 (6 against
4, Intelligence 3, Wits 4 larger foes, or 7 against guard dogs/humans); Rush
6 dice; Disengage 8 dice
Essence: 1
Social: Resolve 3, Guile 3
Willpower: 6
Familiars: For dog traits, see Exalted, p. 562. Both
Join Battle: 8 dice (9 vs. tiny creatures) dogs know the Hold at Bay and Snarling Guardian
Health Levels: −0/−1/−2/−4/Incap. Attack special attacks, and have the Loyal Guard-
Abilities: Athletics (Climbing) 2, Awareness (Tiny ian Merit. Black Wolf also has the Discerning Scent
Creatures) 4, Brawl 2, Bureaucracy (Evaluating (human scents) and Wary Watchdog Vigilance
Goods) 1, Craft (Alchemy) 1, Dodge (Guard Dogs, Merits.
Humans) 4, Integrity 2, Investigation 3, Larceny 2,
Linguistics 2, Lore 2, Melee 3, Occult (Sorcery) 1,
Presence 1, Resistance 3, Socialize (Guile, Spying) 1, Merit: Tiny Creature
Stealth 4, Survival (Animal Training) 2
Gain +2 Evasion against larger foes, and subtract two suc-
Merits: Backing (All-Seeing Eye) 2, Contacts (Pangu
cesses from Awareness-based rolls to notice Peremuz.
Underworld) 1, Enhanced Sense (Hearing), Familiar

58
EX3
C hapt e r T wo : S trang e folk

Red Ice
Spy of Many Masters
A Haslanti patrol found a swaddled newborn on a blood-drenched expanse of ice. They brought the child back
to Diamond Hearth, where the Oligarch Shimmering Snowflake saw potential in the demon-born boy’s red eyes.
She adopted him, sequestering him in her tower of diamonds and ice. Doling out cruelty and kindness in coldly
calculated measure, she molded him into an unfailingly loyal weapon.

Today, Red Ice serves as eyes and ears for the grandmothers of the Haslanti — those wizened women that run the
League’s information network — while keeping Shimmering Snowflake apprised of their dealings. He is a triple
agent, selling both parties’ secrets to the Lover Clad in the Raiment of Tears through a tangled web of agents.

Red Ice cannot keep the secrets he ferrets out. When he tries, his skin itches and flakes, burns and bleeds. The spy
has never ridden this curse to its conclusion, believing it will kill him. Instead, he serves his multiple masters and
hopes the League, which he considers home, wins in the end.

He’s asked Shimmering Snowflake for a different assignment: if he has no knowledge


of the grandmothers’ covert dealings, or the Lover Clad in Rainment of Tears’
hidden desires, he can’t betray them. But Shimmering Snowflake won’t
release him, and his upbringing left him incapable of disobeying
her.

Image: Red Ice uses Charms to alter his appearance.


He coats his dagger in a poison made from his own
blood. No matter his disguise, Red Ice’s eyes glow red
when he’s angry or about to kill.

Intimacies: Defining: “Shimmering Snowflake is the


center of my existence”; Major: Shimmering Snowflake
(Fearful Love); Minor: The Haslanti grandmothers
(Professional Respect), Hollow Light (Burgeoning Love)

Secrets: Few secrets in the Haslanti league evade Red Ice


— he knows the Oligarchs’ inner workings and several
grandmothers’ identities. He has even gleaned secrets
of the Lover Clad in the Raiment of Tears, stolen as
pillow-talk from her agent Hollow Light. Smiling Owl,
grandmother of the League, knows Red Ice works for
Shimmering Snowflake, and tailors what information
she feeds him accordingly.

Sometimes, Red Ice dreams of an endless glass


library containing books that cut and bleed. He
has yet to figure out their meaning, but they fill
him with yearning and fear.

Equipment: Silence, his artifact kunai,


dripping with red ichor; a coin bearing
Shimmering Snowflake’s likeness.

Roleplaying Hints: Red Ice doesn’t


love anyone except Shimmering

59
EX3
ADVERSARIES OF THE RIGHTEOUS

Snowflake — he isn’t bound to her by magic, but rather Evocations of Silence


by his carefully groomed love and fear of her disapproval. Passive: Gain two extra dice on Stealth rolls.
He admires honesty and nobility in others, perhaps
because they are so alien to him. Such a character Silence is Infinite
might be able to win Red Ice’s trust and teach him that Cost: 2m; Mins: Essence 2; Type: Supplemental
disobeying Shimmering Ice is possible. Keywords: None
Duration: Instant
Red Ice finds some relief in ferreting out information
that doesn’t involve the Haslanti League, as it means When thrown, a simulacra of Silence splits from the
he won’t uncover something it would rather keep blade. It vanishes after impact, while the original blade
hidden. To this end, he takes occasional freelance never leaves Red Ice’s hand.
contracts, provided they don’t conflict with Shimmering
Snowflake’s interests. OFFENSIVE CHARMS
Loving Slap Strike (2m; Supplemental; Instant;
Attributes: Strength 2, Dexterity 4, Stamina 3; Cha- Mute; Essence 2): Red Ice adds (Socialize/2, round
risma 3, Manipulation 5, Appearance 4; Perception up) to a surprise attack roll. If successful, he steals an
5, Intelligence 3, Wits 3 extra Initiative from his enemy.
Essence: 3 DEFENSIVE CHARMS
Willpower: 5 Reversal of Alliances (2m per target; Reflexive;
Join Battle: 7 dice Instant; Eclipse; Essence 3): When someone declares
Personal Motes: 30 (5 committed) an attack on Red Ice, he can force them into a Deci-
sion Point drawing on a Minor Intimacy (or stronger)
Health Levels: −0/−1x2/−2x2/−4/Incap. to proceed with the attack. If the target has an appli-
Abilities: Athletics 2, Awareness 3, Bureaucracy 2, cable Intimacy, and pays the Willpower to resist, they
Dodge (In Darkness) 5, Integrity 4, Investigation (Un- become immune to this Charm for the remainder of
covering Secrets) 4, Larceny (Forging Documents) 4, the scene.
Linguistics 3, Melee 3, Resistance 3, Ride 1, Sail 1,
MOBILITY CHARMS
Socialize (Concealing Lies) 5, Stealth 3, Thrown 3
Gone as Shadows (2m; Reflexive; Instant; Essence
Merits: Artifact 3, Eidetic Memory, Exalted Healing,
2): Red Ice adds (Essence) to disengage actions. This
Language (Native: Skytongue; High Realm, Guild
disengage action only costs 1 Initiative.
Cant) 2, Mentor (Shimmering Snowflake) 3, Poi-
soned Body 5, Toxin Resistance SOCIAL CHARMS
Attack (Silence/artifact kunai): 11 dice Friendly Face (3m, 1w; Simple; Scene; Psyche,
(Damage +12/3); Tags: Lethal, Melee, Thrown Essence 3): Obscuring himself in shadows of dreams,
(Medium). Deals poison damage on a Decisive Red Ice reminds the target of someone she has a posi-
attack: 1i/round (L in Crash); 3 rounds; penalty –3. tive Major or Defining Tie to. Red Ice can benefit from
Attack (Unarmed): 8 dice (Damage 9); Tags: the Tie as if it were directed to him at one level lower.
Bashing, Brawl, Grappling, Natural If he takes hostile action against the target, or attempts
a Persuade action that conflicts with another Intimacy,
Combat: Soak 6, Hardness 0 (Light/Feathersteel the effect ends.
Buff Jacket: +3); Parry 2 (Melee); Evasion 5; Rush 6
dice; Disengage 9 dice Lovely Darkness (2m, 1wp; Supplemental; Scene;
Psyche; Essence 2): Red Ice’s Appearance counts as
Social: Resolve 4, Guile 5 5 for purposes of instill or persuade actions.
Meandering Confessor (3m, 1wp; Supplemen-
Silence (Kunai, Artifact •••) tal; Instant; Psyche; Essence 3): After a scene of social
interaction, Red Ice may roll to discern one of his tar-
Silence is unassuming in its deep metallic gleam and get’s secrets, as per a Read Intentions action even if
sleek curves: a blade that diverts the eye and evades the subject of the secret never came up.
detection. Mockingbird’s Flight (2m; Supplemental; Instant;
Eclipse; Essence 2): Double 8s on Join Battle if combat
breaks out during social interaction.

60
EX3
C hapt e r T wo : S trang e folk

Sawana
Devilfish Spymaster
Background: Sawana lives far from their home in Image: Sawana is squidfolk with velvety jet-black skin,
the Undersea, acting as a spy for their people beneath luminescent red eyes, and a cephalopod-like head. Eight
the waves. To blend in, Sawana has taken up with the spine-covered tentacles surround their
Devilfish Schools: nomadic beastfolk exiles, they mouth. Considered quite handsome
traverse the West’s archipelagos in boat-homes among the Devilfish, Sawana is
pulled by enormous manta rays, trading goods frightening to most others. They wear
scavenged from sunken wrecks. little save netting strung across their
chest and thighs on which hang pouches,
Sawana lives as a venerated elder among the largest pāua shell jewelry and cowries. Among
of the Devilfish outsiders, they wear fine robes of Randani
S c h o o l s , byssus embroidered with crashing
traveling all the waves.
most populous
trade routes Intimacies: Defining Ties: Dakkar
throughout the Collective (Duty), Devilfish Schools
Neck as a quiet (Devotion); Major Tie: Their spouses
observer. A few (Love), Major Principle: “Those
times, Sawana’s who are underestimated always
masters have called have the advantage.”; Minor Tie:
them to action: The Guild (Fear), Minor Principle:
Through bribery “Effectiveness comes from
and manipulation, knowing every angle.”
they set the royal
guard of Kitou Secrets: Sawana serves
against the island’s the Dakkar Collective, a
ghostly oligarchs, confederacy of once-marginal
paving the way for the Undersea tribes banded
Realm’s subjugation. together for mutual defense.
They turned the Western The Collective has amassed
Trade Alliance’s merchants extraordinary power using
against each other on the Isle of Makina, artifacts and valuables
where a bloody uprising brought an end scavenged from the
to the region’s slave trade. Sawana doesn’t Undersea’s cyclopean ruins,
know why they’re ordered to do what they which they supply to agents
do, only that it serves their masters’ ends. like Sawana to support their
cover. Many of the Devilfish
Sawana has deeply integrated with the are descended from peoples
Devilfish over the course of decades. exiled from the Collective;
They married devilfish spouses under Sawana ultimately desires
the moonlight and started a family. They to repatriate them to their
became a famed tamer of the giant manta ancestral homeland.
rays, hypnotizing the sacred beasts with
their color-changing skin. The school has Equipment: Ashen Pearl
become their home. Every night, they pray Oracle, many strings of cowrie
to their gods that their orders will never shells, carapace armor hidden
force them to choose between their duties and in their home.
their people.
Roleplaying Hints: Sawana is above all
else cautious and patient. They most often

61
EX3
ADVERSARIES OF THE RIGHTEOUS

make friends under the guise of simple greed or sincere Social: Guile 5 (6 with specialty), Resolve 4 (5 with
compassion for the school. Their few relationships specialty)
with outsiders relate directly to their mission for the Escort: Sawana is rarely far from the school and may
Collective. Should they feel seriously threatened, they call upon its beastfolk members to protect them. As a
call to the Collective for aid, knowing the Undersea will battle group, they use traits for militia (Exalted, p.
send soldiers to protect one of their valued assets. 496) with Size 1, Might 1 and average Drill. If given
time, Sawana may also call upon commandos from
Attributes: Strength 2, Dexterity 3, Stamina 3; Cha- the Collective, armed with ornate spears and master-
risma 2, Manipulation 5, Appearance 3; Perception work carapace armor. They use the traits for elite troops
3, Intelligence 4, Wits 4 (Exalted, p. 496) with Size 2, Might 1 and elite Drill.
Essence: 1
Willpower: 5 New Artifact:
Join Battle: 7 dice Ashen Pearl Oracle (•••)
Health Levels: −0/−1x2/−2x2/−4/Incap.
Abilities: Athletics (Swimming) 4, Awareness 4, The Undersea’s Chosen artisans fashion these
Brawl 1, Dodge 3, Integrity (Loyalty) 4, Larceny 3, communication devices from the shells of ghost-blooded
Melee 3, Presence (Blackmail) 4, Socialize (Defer- giant clams growing in White Clay Gorge. Engraved with
ence) 5, Survival (Giant Mantas) 4 moonsilver sigils, Ashen Pearl Oracles allow the wielder
Merits: Chameleon, Contacts 3 (Western Mer- to listen across great distances to those who hold their
chants), Fangs 1, Gills 3, Hideous, Influence 3 (Dev- associated pearls. When attuned for five motes, the
ilfish Schools) Oracle generates a pearl the size of a child’s fist. The
Attack (Fishing spear): 8 dice (Damage 11); holder of the pearl may pay one Willpower and speak
Tags: Lethal, Melee, Thrown (Short), Piercing into it to instantly send a message, which emerges from
Combat: Soak 6, Hardness 0 (Carapace armor: the artifact in a ghostly whisper. This communication
+3); Parry 3 (Melee); Evasion 3; Rush 6 dice; Disen- is strictly one-way, allowing the pearl’s bearer to send
gage 6 dice (7 while swimming) messages to the Oracle’s keeper.

62
EX3
C hapt e r T wo : S trang e folk

Siluris
the Hidden Sting
Background: In the Firepeaks, where the humid jungles of the Southwest meet the burning sands of the South, the
scorpionfolk champion Siluris wages a one-person war against invaders from nearby Origin or the Twelveriver Sea.
While the Neekhoe Scorpionfolk (p. XX) leaders may be willing to trade with passing Guild caravans, or wish to
form diplomatic relationships 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 hungry with hijacked goods. The captives he delivers become slaves and, upon their
deaths, meals. In return, villagers 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 revenue and look
for ways to make the scorpionfolk pay.
Beleaguered settlements hire mercenaries
to find citizens who’ve disappeared. Still,
the scorpionfolk 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 craftspeople
to trade. Southwestern courts
pay dearly for scorpionfolk
astrologers’ wisdom, especially
those predictions made
according to the Wyld’s ever-
shifting constellations.

Image: Siluris is tall, burly, and powerfully built. His


natural chitinous armor is glossy and pale where it covers
his limbs. He has two sets of arms: the fleshy lower set
ends in hands, while the chitinous upper set ends in
massive pincers. His barbed, seven-segmented tail
fully extends over his head.

63
EX3
ADVERSARIES OF THE RIGHTEOUS

Intimacies: Defining: ”I must defend my people’s lands 3, Resistance 2, Socialize 2, Stealth 4, Survival 3,
against invaders.”; Major: The Neekhoe Scorpionfolk War (Guerilla Tactics) 2
(Protectiveness); Invaders (Hatred); Minor: “Food Merits: Danger Sense, Exalted Healing, Extra Limbs,
should never be wasted.” Fast Reflexes, Hideous (to non-scorpionfolk), Pedi-
palps, Scorpionfolk Markings, Tail, Unusual Hide 3,
Secrets: Siluris knows his territory well, including the
Attack (Pincers): 10 dice (Damage 6); Tags:
locations of lost ruins and Wyld zones. Outsiders are Lethal, Crushing, Clinching, Natural
aware of him through travelers’ cautionary tales, and
believe he is a noxious Wyld-beast or First Age horror
Attack (Tail): 10 dice (Damage 5); Tags: Lethal,
Natural, Piercing, Poisonable (2i/round [L in crash],
haunting the sands. Siluris revels in these rumors, and
duration 3 rounds, −2 penalty)
seeks tools to reinforce them, from artifacts scavenged
from the ruins to alchemical concoctions he commissions Combat: Soak 7, Hardness 0; Parry 5; Evasion 5;
from shamans. Rush 9 dice; Disengage 9 dice
Social: Resolve 2, Guile 3
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: Pedipalps
leisure.
Located on the upper set of limbs, pedipalps are grasping,
On rare occasions, if a human possesses something pincer-like appendages that grant +2 dice to grapple
useful that Siluris can’t simply take, he ceases hostilities control rolls and can parry lethal attacks unarmed.
long enough to treat with them. Such interactions are
tense, and Siluris is always watchful for deception and New Merit: Scorpionfolk Markings
betrayal.
Neekhoe Scorpionfolk shamans decorate their greatest
Attributes: Strength 4, Dexterity 5, Stamina 4; Cha- warriors with markings reminiscent of Lunars’
risma 2, Manipulation 2, Appearance 3; Perception moonsilver tattoos, which bioluminesce when exposed
4, Intelligence 3, Wits 2 to Wyld-light. These intricate designs contain cultural
Essence: 1 secrets and centuries of lore the scorpionfolk gathered
Willpower: 6 during their excursions into the Wyld. A marked warrior
traveling in the Wyld may draw upon the knowledge
Join Battle: 10 dice
embedded on his person, reducing the difficulty of
Health Levels: −0x4/−1x4/−2x2/−4x2/Incap. overcoming Wyld-based hazards by one.
Abilities: Athletics 3, Awareness 3, Brawl (Pincers)
5, Dodge 4, Lore 2, Occult 1, Presence (Intimidation)

64
EX3
C hapt e r T wo : S trang e folk

Sky Blade
Queen of the Black Shale Road
Background: Sky Blade, orphaned child of a raksha and a human, is named for
the cold blue of her hair and the matching color of her spear. She’s proud of
the latter, boasting to friend and foe alike that the weapon holds traces of
jade and proves her power rivals that of the Princes of the Earth.

The Fae-Blooded prowls the Black Shale Road, leading her band in attacks
against caravans and merchants who couldn’t afford the North’s best to
guard them. She picks easier targets not because she fears better-protected
travelers, but because she is supremely pragmatic. Rich merchants come
with heavy protection from the Guild and Realm,
not to mention competition from other thieves,
so she chooses the middling ones instead.

Sky Blade is as opportunistic as the mortal


who begot her, and cold as the raksha who
abandoned her. When the bounty on her
head grows too large, she buys off the Guild
and Realm by revealing where Aum-Ashatra’s
forces lie in ambush. When the King in the Mountains grows
cross with her, she warns him of an impending raksha attack.
Thus Sky Blade survives amongst powers greater than herself: by
being useful enough to let live, and not enough of a nuisance to single
out for death.

Image: Sky Blade is tall, and skinny to the point of emaciation. Her
pallor and milky eyes grant her the appearance of a frozen corpse.
Her hair is the cold blue of winter skies, and her thin lips curl up in
a crooked smile. She dresses in white leather for camouflage, even
if she doesn’t wash them enough to remain white. She wears the
bleached skull of a small bird on a silver necklace around her neck.

Intimacies: Defining: “Watch. Wait. Win.”; Major: Followers


(Responsibility); Minor: “I work for others, but I serve only
me”, Mother (Needy Resentment), The Spider King
(Respectful Caution)

Secrets: Sky Blade has eyes and ears


amongst innkeepers, brothel owners, and
gamblers across the North. She knows which
caravan departs when, and what cargo it
carries. She knows where the Spider King
hides, and where he sends his people to
lie in ambush.

Diamond Flower, Sky Blade’s raksha


mother, abandoned her because she
had five half-mortal children and
only needed three. Sky Blade’s

65
EX3
ADVERSARIES OF THE RIGHTEOUS

efforts along the Black Shale Road have impressed the


raksha though, and she’s keen to get her back. If Sky
Cloudcutter (Ice and Lightning
Blade won’t come willingly, Diamond Flower might offer Longfang, Artifact ••••)
a ransom for her.
Forged from storm and lightning, Cloudcutter holds a
Equipment: Cloudcutter, off–white leather armor, cascading gradient of blues. The hilt is made of jagged
bleached birdskull. ice, turning against the flesh of any unattuned wielder.
Cloudcutter is resonant with Northern raksha and their
Roleplaying Hints: Sky Blade likes to gloat, but only children, as well as Air Aspected Dragon-Blooded.
once she considers her enemies defeated. She is quick to
make peace with forces greater than herself, cajoling and Evocations of Cloudcutter
even begging if that’s what it takes to survive. She keeps Passive: Gain two extra dice on tracking and avoiding
to the letter of a bargain and considers that enough, nor trackers in the North.
does she begrudge anyone who breaks the spirit of a deal
with her. It never occurs to her that others might carry
resentment. Lightning Strikes the Bird
Cost: 3m; Mins: Essence 2; Type: Simple
Attributes: Strength 3, Dexterity 4, Stamina 3; Cha- Keywords: Withering-only
risma 2, Manipulation 4, Appearance 1; Perception Duration: Instant
4, Intelligence 2, Wits 3
Lightning arcs from Cloudcutter, making an attack at
Essence: 3 medium range with +3 accuracy, 10L dice, 3 overwhelming
Willpower: 6 and the Piercing tag.
Join Battle: 6 dice
Personal Motes: 30 (5 committed) Thunder Blinds the Bird
Health Levels: −0/−1x3/−2x3/−4/Incap. Cost: 3m/target, 1i, 1w; Mins: Essence 3; Type: Simple
Keywords: Withering-only
Abilities: Athletics 3, Awareness 3, Brawl 1, Dodge
(Multiple Opponents) 5, Integrity 3, Larceny (Sleight Duration: Instant
of Hand) 4, Linguistics 1, Melee (Spear) 4, Presence Prerequisites: Lighting Strikes the Bird
2, Resistance 3, Socialize (Discerning Intimacies) 4,
Thunder rolls forth from Cloudcutter, dealing (wielder’s
Stealth 3, Survival 3, Thrown (Spear) 3, War (Am-
Essence) damage to all targets within medium range. This
bushes) 3
attack can only be soaked with Stamina.
Merits: Artifact (Cloudcutter) 3, Command 3, Con-
tacts (innkeepers, brothel owners, and gamblers) 3, OFFENSIVE CHARMS
Danger Sense, Exalted Healing, Fleet of Foot, Lan- Quick As Water, Sharp As Ice (2m, 1w; Sup-
guage (Native: Skytongue; High Realm) 1, Resources plemental; Instant; Decisive-only; Essence 3): Sky
3 Blade’s attack ignores (Essence/2, round down)
Attack (Cloudcutter/longfang): 14 dice Hardness. After using this Charm, her Initiative resets
(Damage 13/3); Tags: Lethal, Melee, Thrown (Short), to 2.
Piercing Treacherous Underfoot (3m, 1i; Supplemental;
Attack (Unarmed): 9 dice (Damage 10); Tags: Instant; Withering-only; Essence 2): Sky Blade adds
Bashing, Brawl, Grappling, Natural her (Essence) to stealth rolls to plan an unexpected
Combat: Soak 6, Hardness 0 (Light/Buff Jacket: attack. If successful, she steals one extra Initiative from
+3); Parry 5 (Melee); Evasion 5; Rush 7 dice; Disen- her target.
gage 9 dice DEFENSIVE CHARMS
Social: Resolve 3, Guile 4 Dreamt Reality (2m; Reflexive; Instant; Essence 2):
Escort: The Queen’s Men, Sky Blade’s band of Sky Blade’s body becomes ephemeral and dream-
highway robbers, form a battle group with Size like, adding (Essence) to her Evasion.
3, Might 0, and Elite Drill. Use traits for Brigands
(Exalted, p. 496.)

66
EX3
C hapt e r T wo : S trang e folk

MOBILITY CHARMS speaking with her target, Sky Blade can pull forth
Snow Conceals Ice (2m, 1i; Simple; Instant; dreams and nightmares he never even knew about.
Eclipse; Essence 1): Sky Blade needs only a single roll She may attempt a persuade action treating the tar-
to go to ground, which she makes at a −4 penalty, or get’s supporting Intimacy as one level higher than it
−3 in areas covered with thick snow. actually is. This effect wears off after a day, and the
target knows she used unnatural coercion.
SOCIAL CHARMS
Imperious Queen’s Edict (4m; Supplemental;
Compelling The Heart (3m, 1wp; Supplemental; Instant; Essence 2): Sky Blade gains (Essence) dice
Instant; Eclipse, Psyche; Essence 3): After a scene on social actions against targets she holds at bay.

Tenson
the Creature of Ten Fathers
Background: The sorcerer Karst, learning of distant Volivat’s Children of Ten
Fathers, experimented with creating life along similar lines. Obtaining flesh by
various means from ten heroes of the River Province, he summoned a neomah to
shape them into a child infused with his sorcery, who he named Tenson.

Demonologists know it’s unwise for a neomah to craft a child from too many
parents. Though hale, strong, and clever — and sufficiently talented to
apprentice in the sorcerous arts — Tenson proved prone to delusions and
fits of rage, which grew stronger as the years passed. As an adolescent, he
wounded Karst in one such fit, then fled lest the sorcerer do him harm.

In his delusion, Tenson has become convinced that he’ll mend his broken
mind by devouring the hearts of his many parents. He wanders the River
Province on this bloody quest. Three heroes have perished thus far at his
hands, and he grows no saner.

Image: Though superficially handsome, Tenson’s fixed smile and


unblinking gaze soon prove disturbing. He covers himself in hoods,
hats, or cloaks to disguise himself on his bloody-handed quest, but
cannot conceal his massive, muscular stature, nor his nervous
twitches and erratic gait.

Intimacies: Defining: “Devouring my parents’ hearts will make


me whole.”; Major: “It’s not I who’s mad, but the world.”; “Anything
is justified in the name of survival.”; Minor: Karst (Fear); His ten
parents (Homicidal Love)

Secrets: Karst continues to track down his wayward offspring.


It’s uncertain whether he seeks to bring Tenson back into the
fold, destroy him for the good of the River Province, or employ
his unique lineage for sorcerous purposes.

Equipment: Dirty cloak too small for him, sarong made from
a blanket, walking stick made from a tree branch, flask of
sorcerous elixir, satchel full of souvenirs from people he’s killed.

Roleplaying Hints: Though Tenson seems pleasant or even


helpful for brief periods, something inevitably triggers
a delusion or a histrionic outburst. Appeasing or

67
EX3
ADVERSARIES OF THE RIGHTEOUS

manipulating him requires an understanding of whatever Haymaker: Tenson may strike two opponents with a
passions or delusions currently rule him. If he’s slain, single unarmed withering attack. This lowers his Defense
his creator Karst — who invested years in designing and by one until his next turn, and costs two Initiative to attempt.
training him, and still seeks him — may be vexed. Wild Smash: When Tenson attacks an opponent
behind cover and misses, he may attempt a reflexive
Attributes: Strength 6, Dexterity 4, Stamina 8; Cha- feat of destruction to destroy that cover.
risma 1, Manipulation 3, Appearance 4; Perception
2, Intelligence 3, Wits 2 New Merit: Unnatural Vitality
Essence: 1
Tenson heals one health level at the start of each of his
Willpower: 6 turns, starting at −0 and working downward. Healing his
Join Battle: 7 dice Incapacitated health level takes a full day. Recuperating
Health Levels: −0x3/−1x6/−2x6/−4x3/Incap. from a lethal disease or regenerating a ruined or missing
Abilities: Athletics 5, Awareness 4, Brawl 5, Craft limb or organ takes a full week. Drowning, starvation, or
(Alchemy) 3, Dodge 3, Integrity 1, Larceny (Disguise) other deprivation incapacitates him until the situation is
1, Linguistics 1, Lore (River Province) 1, Melee 2, righted. Only dismemberment, incineration, or equally
Occult (Sorcery) 3, Presence (Intimidation) 3, Resis- thorough means can kill him permanently.
tance 5, Stealth 3, Survival 2, Thrown 2
Merits: Fast Reflexes, Giant, Hideous, Language Evocations of Wood Dragon’s Claw
(Native: Riverspeak; Old Realm) 1, Mighty Thew 2,
Unnatural Vitality
Pavement-Sundering Roots
Flaws: Madness (Defining) Cost: —; Type: Permanent
Attack (Sling): 9 dice at short range (Damage Keywords: None
15); Tags: Bashing, Thrown (Medium), Concealable, Duration: Permanent
Special
Attack (Thrown Opponent): 9 dice at short While Wood Dragon’s Claw is active, Tenson doubles 7s
range (Damage 17); Tags: Bashing, Thrown (Short), on feats of demolition, and can perform Strength 7+ feats.
Natural, Smashing (see Foe-Flinging Might)
Sorcery
Attack (Unarmed): 11 dice (Damage 15); Tags:
Bashing, Brawl, Grappling, Natural, Smashing Shaping Ritual: Tenson can brew a sorcerous elixir
Attack (Wood Dragon Claw): 12 dice (Damage that catalyzes an upwelling of power within him. This
18/4); Tags: Lethal, Brawl, Grappling, Natural (see Sorcery) takes a few hours. He rolls six dice at difficulty 2; this
Attack (Grapple): 9 dice (11 dice to control) rises to difficulty 3 if he lacks a workshop or a wide range
Combat: Soak 12, Hardness 6 (innate sorcerous re- of alchemical reagents, or difficulty 4 if he lacks both.
silience: +6); Parry 4 (Brawl); Evasion 3; Rush 8 dice; Drinking this is a miscellaneous action; he rolls 11 dice,
Disengage 6 dice gaining one sorcerous mote per success. These last until
Social: Resolve 3, Guile 1 end of scene. He may only benefit from one draught per
scene, and the elixir spoils after a week.
SPECIAL ABILITIES
Bronze-Suffused Skin: Tenson is immune to SPELLS
contact poison. The other benefits of the spell Invulner-
able Skin of Bronze are already factored into his traits. Stalwart Earth Guardian (Ritual, 1wp; 12 hours):
Trace a ward on earth or stone out to close range.
Escalating Rage: Tenson adds whatever onslaught Characters within gain +1 Defense and +1 Resolve
penalty he was suffering before his turn started to his against opponents outside. Characters outside but
withering and decisive attack and damage rolls. within medium range of the ward’s center are attacked
Foe-Flinging Might: When throwing an opponent by thrashing earth, waking anyone sleeping inside.
to end a clinch, Tenson may throw the target out to Intruders suffer a −2 mobility penalty and an environ-
close or short range. In addition, he may throw the mental hazard (difficulty 3, damage 1B/round); failing
clinched foe at a second opponent, making a reflex- a roll treats the hazard as difficult terrain that round.
ive withering thrown attack against that opponent. Wood Dragon’s Claws (5sm, 1wp; Until dis-
Fueled by Agony: When making movement or missed; control spell): Tenson’s hands become masses
attack rolls, Tenson’s wound penalties add dice to the of gnarly oak, strengthening attacks but becoming in-
result instead of subtracting dice. capable of fine manipulation.

68
EX3
C hapt e r T wo : S trang e folk

Undefeated Granite Warrior God-blooded Crimelord


Background: At the Scarlet Dynasty’s dawn, the elephant goddess
Uplifted Ivory protected a society of hard-working farmers south of
An-Teng. She was a wise and cautious leader, renowned throughout
the region for her fair and compassionate judgment. Her people
thrived alongside the vast family she reared. When the Realm’s
influence reached the region, the Immaculate Order burned Uplifted
Ivory’s villages, slew her and her children, and tried to sear them
from memory.

Undefeated Granite Warrior, Uplifted Ivory’s son,


survived. He led his remaining kin so far into the
deserts that even his most zealous pursuers
believed they’d die in the sands.
But Granite persevered,
hardened by the experience.
Unlike his gentle mother, he
grew ruthless and vengeful. He
treated any disobedience as a
threat and punished even his own
children harshly.

Now, Granite and his family operate


under a guise of respectability in the
Land of Silver Leaves peninsula, halfway
between Goldenseal and Redmoon. On the
surface, the God-Blood and his kin offer
protection from Lintha pirates and assure
the region’s continued independence,
but Granite also offers exploitative loans and
demands a hefty protection fee from businesses
and merchants. Even his most trusted family
members don’t know what Granite does with the
money, but his paranoia and lust for vengeance
remain unchanged by time.

Image: Undefeated Granite Warrior looks like


a middle-aged man, his once raven-black hair now
sprinkled with gray and white. He shaves to proudly
display the twin ivory tusks that protrude a finger’s
length from his square jaw’s corners. Granite
dresses to match the current fashion. Regardless
of jewelry trends, however, he only wears a single
carved ivory earring stud that came from his mother.

Intimacies: Defining: “I protect my family no matter the


cost.”; Major: Uplifted Ivory (Love), Immaculate Order
(Obsessive Hatred); Minor: “A man pays his debts without
excuses.”

69
EX3
ADVERSARIES OF THE RIGHTEOUS

Secrets: Granite uses the Realm’s distraction and Attack (Sledgehammer, Melee): 6 dice
withdrawal as an opportunity to slake his need for (Damage 15); Tags: Bashing, Melee, Reaching,
vengeance. Many Immaculate monks in the region have Smashing, Two-Handed
gone missing or been reported as captured by Lintha Combat: Soak 8; Hardness 0; Parry 2 (Melee);
slavers, but Granite makes sure no investigation reaches Evasion 1; Rush 3 dice; Disengage: 2 dice
a satisfying conclusion. Social: Resolve 4, Guile 2
The money Granite gathers from his businesses are
kept in a location only he knows. Much of it, he’s used OFFENSIVE CHARMS
to covertly purchase weaponry and buy mercenary and Crushing Stampede (10m, 1wp; Reflexive;
pirate companies’ loyalty. The captains don’t know his Instant; Decisive-Only; Essence 1): After knocking
aims, and Granite has yet to tell his family about them, an enemy prone, Undefeated Granite Warrior un-
but as soon as the Realm shows weakness, he plans to relentingly continues his assault. He may repeat his
attack and retake his home. last attack, including any Charms used, on the fallen
target.
Equipment: Undefeated Granite Warrior doesn’t wear Wounded Bull’s Strength (6m; Supplemental;
armor, trusting in his thick grey skin to protect him. Instant; Uniform, Eclipse; Essence 1) Taking strength
Even in battle, he dresses in finery. One of his grandsons from his pain, Undefeated Granite Warrior adds his
carries his massive, unadorned sledgehammer for him. wound penalty as bonus dice to his attack, rather than
With it, he crushes knees, smashes heads, or destroys subtracting it.
property when his debtors fail to pay. DEFENSIVE CHARMS
Roleplaying Hints: Undefeated Granite Warrior holds Unbowed Warrior’s Stance (4m; Reflexive; One
to a self-imposed code of honor and decorum. He Turn; Dual, Eclipse; Essence 1) Undefeated Granite
refuses to strike a guest or kill the defenseless, but grows
Warrior turns aside even the strongest blows. Against
withering attacks, double the Soak gained from
irrationally angry at the very mention of the Immaculate
Stamina. Against decisive attacks, gain Hardness
Order. Disobedience, especially refusing to pay for his
equal to his Stamina.
protection or failing to pay back a debt, brings out the
worst in him. SOCIAL CHARMS
Rebuke the Liar (6m, 1wp; Reflexive; Instant;
Attributes: Strength 4, Dexterity 2, Stamina 5; Cha- Eclipse; Essence 1) Liars surround strong men and
risma 3, Manipulation 1, Appearance 3; Perception Undefeated Granite Warrior knows how to spot them.
3, Intelligence 3, Wits 2; After his Resolve is beaten in a Persuade or Bargain
Essence: 1 action, he may still reject the social influence by con-
vincing himself that the pretty words are all false-
Willpower: 7
hoods. Once per scene.
Join Battle: 5 dice
Mastery of Self Technique (—; Permanent; Per-
Personal Motes: 60 manent; Essence 1) Lesser men may float between
Health Levels: −0x2/−1x2/−2x4/−4x2/Incap. desires and their ideals, but Undefeated Granite
Abilities: Athletics 1, Awareness 3, Brawl 3, Bu- Warrior does not sway an inch. When he opposes an
reaucracy (Organized Crime) 3, Integrity (Business Instill or Persuade action with a Major or Defining in-
Matters) 5, Melee 4, Resistance (Resisting Pain) 5, timacy, each 1 and 2 on the roll remove one success
Socialize 1 from his enemy’s total.
Merits: Boundless Endurance 2, Contacts (Cinder
Isles mercenaries) 3, Giant, Influence 1, Resources 3,
Unusual Hide 3,

70
EX3
C hapt e r T wo : S trang e folk

Combat Movement: 3 dice


Children of the Elephant
Evasion 1, Parry 3
Like his mother, Undefeated Granite Warrior believes in Soak/Hardness: 8/0
the power of family. He is never without grandchildren
and cousins to assist him. Though Uplifted Ivory’s OFFENSIVE CHARMS
bloodline has thinned, many still bear their ancestor’s
strength and resilience. Crushing Stampede (10m, 1wp; Reflexive;
Instant; Decisive-Only; Essence 1): After knocking an
Essence: 1; Willpower: 6; Join Battle: 5 dice enemy prone, the Child of the Elephant unrelentingly
continues her assault. She may make another attack
Personal Motes: 60 on the fallen target enhanced with the same charms.
Health Levels: -0/-1x2/-2x2/-4x2/Incap. DEFENSIVE CHARMS
Actions: Extortion 6 dice; Threats 7 dice;
Unbowed Warrior’s Stance (4m; Reflexive; One
Appearance 2, Resolve 3, Guile 1 Turn; Dual, Eclipse; Essence 1) The Elephant’s skin
COMBAT turns aside even the strongest blows. Against with-
Attack (Unarmed): 8 dice (Damage 9) Tags: ering attacks, she doubles the Soak gained from
Bashing, Brawl, Grappling, Natural Stamina. Against decisive attacks, she gains Hard-
ness equal to her Stamina.
Attack (Heavy club): 6 dice (Damage 13) Tags:
Bashing, Melee, Smashing

71
EX3
ADVERSARIES OF THE RIGHTEOUS

Vien Caral
Shepherd of the Lost
Background: Vien Caral was a foundling child, discovered cold and bawling
outside of Diamond Hearth by a tracker who brought the little girl home to
her husband to raise. The girl took swiftly to her adoptive mother’s trade,
helping out on the trail. It wasn’t until Vien reached her early teens that
her heritage revealed itself: one morning she woke to find her bed piled
with items that weren’t her own — a glove her mother had lost, articles of
clothing, jewels her family could never afford, and, curled at her feet, a
neighbor’s sled dog that had been lost in the last big snow.

Vien’s father is a god of lost things. Piecing this together answered


a lot of questions for the God-Blooded young woman, but didn’t
stop the onslaught of lost objects — and occasionally, people
— finding their way to her. Though she makes a good profit
selling off unclaimed goods, she’s grown weary of collecting
the flotsam and jetsam of strangers’ lives.

Today, she travels around the threshold with a small group


of scoundrels, accumulating lost goods. They offer their
services “finding” the objects for their rightful owners
for a handsome fee. To their clients, Vien runs an outfit
of competent detectives. Her God-Blooded nature is only
known to her closest associates, and she plans to keep it that
way. Bad enough she can’t stanch the flow of lost objects. She
shudders at how much worse it would be if a constant stream
of people came to her demanding she use her talents. Vien has
no control over which objects or people appear. She can neither
summon jade from the Realm’s coffers nor the Scarlet Empress
from wherever she might be.

Vien and her crew have no political allegiances, and (when the
payment is right) are willing to “discover” lost objects in the
home of a client’s rival. She employs skilled thieves for just such
purposes.

Image: Vien is tall and striking, with dark brown skin and close-
cropped hair. She wears clothing reminiscent of her upbringing
in the North, carrying those fashions into lighter fabrics when
her travels bring her to warmer regions. She never lacks for
clothes, accessories, or even weapons, selecting unclaimed
items from her collection to complete her outfits.

Intimacies: Defining: “I don’t owe anyone the use of my


abilities.”; Major: Her Band of Con Artists (Fondness);
Minor: Her Father (Contempt)

Secrets: One of Vien’s travelling companions is a scion of


one of the Great Houses. She got lost during an ambush in
the mountains of Juche, stumbled onto Vien’s campfire

72
EX3
C hapt e r T wo : S trang e folk

outside of Sijan, and has elected not to return home, Merits: Eidetic Memory, Followers 1, Language
despite her family’s continued attempts to locate her. (Native: Skytongue; Flametongue, High Realm, Riv-
erspeak) 3, Resources 2
Vien keeps a small lockbox filled with items she deems Attack (Orichalcum dagger): 10 dice (Damage
too dangerous to return to their rightful owners. They 9/3); Tags: Lethal, Melee, Thrown (Short)
are not for sale.
Attack (Unarmed): 5 dice (Damage 5) Tags:
Bashing, Brawl, Grappling, Natural
Equipment: Vien carries an orichalcum dagger that
belonged to the Solar Exalt Three Suns Laughing. The Combat: Soak 2, Hardness 0; Parry 3; Evasion 3;
dagger was lost when the Wyld Hunt caught and killed Rush 4 dice; Disengage 6 dice
the Anathema whereupon it subsequently turned up Social: Resolve 2, Guile 4
among Vien’s possessions. While the dagger went SOCIAL CHARMS
unclaimed for several years, the Exalt’s soul has returned
Absence-Sensing Method (5m; Simple; Instant;
to Creation. Essence 2): Vien scrutinizes her target and identifies
something or someone that person has lost that relates
Roleplaying Hints: In her capacity as a business person,
to one of their Intimacies. Vien describes the object
Vien is even-tempered and almost kind. She’s spent years or person in great detail, invoking feelings of nostal-
dealing with distraught customers who need reassuring gia, regret, hatred, or other appropriate emotions in
that their lost items — or loved ones — will be found, her target. She gains two automatic successes on an
and speaks with a soothing surety. Outside of business Instill, Inspire, or Persuade action against that target.
negotiations, Vien is terse and tight-lipped, trusting only
MISCELLANEOUS CHARMS
her crew. She’s unable to escape the barrage of other
peoples’ possessions, and although she suffers no guilt Trace the Bond (10m; Simple; One hour; Essence
over her underhanded operation, the idea that she can 2): Once a petitioner describes his lost item to Vien,
never entirely leave this profession grates on her. But she spends an hour concentrating on its image and
even if Vien herself can’t retire, she makes sure her crew casting her awareness out across Creation to find it.
will be able to do so comfortably. They are family to her,
When her meditation ends, she knows the where-
abouts of the lost item or person, and whether it is cur-
and she intends to take care of them.
rently in someone else’s possession. In response, the
petitioner gains a Minor Tie of gratitude toward Vien.
Attributes: Strength 2, Dexterity 4, Stamina 2; Cha-
risma 3, Manipulation 4, Appearance 3; Perception Memory in Steel (10m; Simple; Instant; Essence
4, Intelligence 3, Wits 4 2): Vien holds a lost item and lets memories wash over
her. She knows the owner’s name and where they
Essence: 2
were when the item was lost, and what sentimental
Willpower: 8 value (if any) the object holds for its owner. If a person
Join Battle: 10 dice arrives in Vien’s presence, she clasps hands with him
Personal Motes: 16 and learns where he was before she found him, and
can identify any Ties he has to people or places.
Health Levels: −0x3/−1x5/−2x3/−4x2/Incap.
Abilities: Awareness 3, Bureaucracy (Navigating
Power Structures) 3, Brawl 1, Dodge 2, Investigation
(Assess Scene) 4, Larceny 2, Linguistics 1, Lore 3,
Melee 2, Occult 2, Performance 2, Presence (Reas-
suring) 4, Socialize 3, Stealth 2

73
EX3
ADVERSARIES OF THE RIGHTEOUS

“My queen,” the attendant’s voice cut through Ezari’s thoughts, respectfully but firmly pulling her
concentration away from the missives in front of her. She glanced up, wondering how long the man
had been trying to get her attention.
“What is it?” she asked, more sharply than she intended. Her predecessor’s wars had drained the
island kingdom’s coffers, and while overthrowing him had solved one problem, it was up to Ezari to
solve the rest, and there were many. But that wasn’t her attendant’s fault.
“There’s an old woman here, asking to see you. She was...” he glanced toward the doorway, unnerved.
“Surprisingly insistent.”
“I’ve waited long enough.” The ragged voice seemed eons older than the woman who appeared,
pushing her way past the frazzled attendant. Despite her drawn face and gray hair, the woman’s dark
skin was smooth and unwrinkled. Her keen eyes carried the weight of hard-earned wisdom in their
depths. “You may go,” the stranger said to the attendant.
He looked to Ezari. She’d defeated seasoned warriors and monsters alike; she could handle a
cantankerous petitioner. When she nodded, he fled.
Ezari abandoned her writing desk and met the woman partway across the room. The closer she
got, the less certain she was that her guest was merely a petitioner. The sharp tang of molten metal
surrounded her, and her eyes flashed a fiery red as she looked straight past Ezari, to the collection of
weapons on the wall behind Ezari’s desk.
“Those were my predecessor’s,” Ezari said. “His ancestors took them as trophies from defeated
enemies and displayed them to show their power. I haven’t decided yet if I should take them down
or continue the tradition and add his sword to it myself.” It was both a conversational gambit and a
warning.
Now the woman’s gaze fell upon the queen. “I don’t care what you do. I’ve only come for what’s mine.”
She pointed to an ancient dagger hanging among the rest. “There you are, my darling!”
Ezari drew her own dagger on instinct as the woman suddenly pushed past. The old king had
employed a surprising number of assassins — who was to say this wasn’t one, hoping to claim the
reward from some other enemy? When she moved to strike, however, her blade betrayed her. For a
moment it felt like a writhing snake in her grasp, then it wrenched itself from Ezari’s hand with a force
that knocked her off balance.
The woman hardly noticed. Reaching the wall, she ran her hand along the flat of the blade. “Oh. My
dear! They’ve let you go terribly dull over the years, haven’t they? For shame.” The dagger in question
wasn’t even the most remarkable of the lot. It was well-made, certainly, but carried none of the
ostentatious glitz some of the other blades boasted. It was smooth. Plain. Utilitarian. But it was also
elegant in its own way.
She pulled it free from the mounting and cradled its hilt in her palm. Pride, and no small amount of
tenderness, filled her gaze.
Now Ezari understood who her strange visitor was. The island of Sinti wasn’t so far away, after all,
and the Forge-Goddess was known to leave her anvil now and then.
“Forgive me, Ninegala,” Ezari said. “I didn’t know I had something so precious here.”
The goddess turned toward her with a wry smile. “I made it long ago.” She plucked another blade
from the wall, a sleek sword Ezari had spent time admiring. “This one is well-crafted,” she said. “Use
it with my blessing.”
Then she was gone, disappearing in a blast of heat and embers.

74
EX3
75
EX3
ADVERSARIES OF THE RIGHTEOUS

Chapter Three

Spirits and the Dead


20 Descending Air

When the lights of Viharos appeared through the trees, we all nearly wept with relief. The blizzard shows no
signs of letting up, and we’re thankful to have found shelter before dusk. The innkeeper is polite but with-
drawn, leaving us to sip our wine by the fire. I mentioned wanting to see the manse that overlooks the
town, which elicited a shudder from our host, but nothing further. Now, night has fallen, and I can’t be
sure if it’s the wind screaming outside, or if those awful sounds emanate from Castle Arnyeko, above.

Snowfall Sable the Silent Performer


Background: Snowfall Sable walks through the world, absently toying with things
no one else can see. Even before the Circus Moribund (p. XX), she was death’s
daughter: Her father died in the throes of her conception, and her mother perished
on the birthing bed. Drawn into the Circus Moribund as if by sheer gravity, she
is now a favorite among audiences as her sorrowful dances seem to drain
all sound away — even the beating of hearts.

Image: An unhealthily thin, unusually tall young woman, Sable


moves with fascinating control and grace, like a puppet guided
by invisible hands. Her skin is a bloodless snow-white, her lips
and extremities frostbite black, and she works hard to maintain an
air of emotionless impassivity.

Intimacies: Defining: Circus Moribund (Family); Major: “Silence is


peace. Life is noise.”; Spraying Water (Grateful Affection); The
Melkin Fool in Red (Respect)

Secrets: Snowfall Sable serves the Circus as a dancer, but slips


inside chosen homes ahead of a performance when the Melkin
Fool desires to silence enemies. Sometimes, when she thinks
she can get away with it, she instead offers a wordless warning.

Roleplaying Hints: Sable bears the living no malice, but no one has ever under-
stood her except the Circus Moribund. She comforts victims with a painless death,
and their sorrows fuel her ever-more refined performances. Unexpected opposition
makes her run and hide, often with the help of invisible ladders or tripwires.

Attributes: Strength 2, Dexterity 5, Stamina 2; Charisma 2, Manipulation 1, Appear-


ance 5; Perception 4, Intelligence 1, Wits 3
Essence: 1
Willpower: 5
Join Battle: 5 dice
Health Levels: −0x1/−1x2/−2x2/−4x1/Incap.

76
EX3
C h a pter T hree : S pirits a nd the D e a d

HIDDEN SWORD

A character wielding an invisible weapon can engage in an ambush or surprise attack even if the target is aware of
their presence, making a (Wits + Stealth) roll opposed by their opponent’s (Wits + Defense Ability).

Abilities: Athletics 4, Awareness (Ghosts) 2, Brawl the target applies their onslaught penalty to any
1, Dodge (Hypermobility) 5, Integrity 1, Larceny 2, voice-based actions until the end of his next turn.
Melee (Invisible Weapons) 2, Occult (Ghosts) 1, Per- Ghost-Hand Mummery: Sable can use a mis-
formance (Mummery) 3, Presence (Silence) 2, Ride cellaneous action to trace out a mundane object no
1, Socialize (Impassive) 2, Stealth (Silence) 4, Thrown larger than herself. This object is real, but invisible
(Invisible Weapons) 1 to those who cannot see immaterial ghosts. Sable
Merits: Backing (Circus Moribund) 2, Hypermobility decides for whom the object is solid. The object dis-
3, Mut appears when she creates a new one or moves out
Attack (Invisible Baton): 12 dice (Damage 9); of short range.
Tags: Bashing, Melee, Smashing
Attack (Invisible Dart): 11 dice at close range New Merit: Hypermobility
(Damage 9); Tags: Lethal, Thrown (Medium),
Mounted (• or •••)—Innate
Attack (Grapple): 6 dice (4 dice to control)
The character’s joints are extremely flexible, adding one
Combat: Soak 2, Hardness 0; Parry 3 (Unarmed); die to squeeze through small spaces, including control
Evasion 6; Rush 9 dice; Disengage 10 dice rolls when grappled. For three dots, this Merit becomes
Social: Resolve 2; Guile 2 supernatural. It provides two dice, acts as a Dodge spe-
SPECIAL ABILITIES cialty, and allows the character to fold into seeming-
ly impossible spaces: As a drawback, the character’s
Silencing the Laughter: When Sable attacks the
same target as Spraying Water, she inflicts an addi- snake-jointed or rubber-boned limbs wriggle unnerv-
tional −1 onslaught penalty. If her attack succeeds, ingly even at rest.

Spraying Water the Hopping Auguste


Background: The clown stumbles, tripping over her Melkin Fool in Red (Exasperated Loyalty), The Lover
own stiff limbs, and the crowd laughs. She drags her- Clad in the Raiment of Tears (Wary Respect); Minor:
self up but is knocked into a snowbank. The crowd Circus Moribund (Students)
howls! Can’t she see how pointless it is to struggle? She’s
doomed from the start! Secrets: Spraying Water is older than the Circus by far,
a breath-drinker storied in the North’s folklore. She’s
Image: A middle-aged woman with a bob of crimson immersed in the Abyss, and an old acquaintance of the
hair and an upbeat smile, her face painted in red-and- Lover herself.
white patterns that change each day. Water’s clothing is
a baggy mishmash, and her long red nails are deceptively Roleplaying Hints: Water plays older sister for troupe
sharp. She moves with exaggerated motions, cheerfully members, provoking laughter with self-inflicted japes.
complaining of stiffness and cold. She enjoys tormenting and being tormented, and re-
sponds with delight to unexpected danger. She is ex-
Intimacies: Defining: “Life is suffering, and that’s hilar- tremely close to Sable, despite their opposite natures;
ious!”; Major: Snowfall Sable (Sisterly Affection); The she sees the girl as not just a sister, but a daughter.

77
EX3
ADVERSARIES OF THE RIGHTEOUS

Attributes: Strength 4, Dexterity 4, Stamina 5; Charisma 2, Manipulation 4, Appearance 4; Perception 3, Intel-


ligence 2, Wits 4
Essence: 3
Willpower: 8
Join Battle: 7 dice (see Open Palm Caress)
Personal Motes: 60
Health Levels: −0x2/−1x3/−2x3/−4x4/Incap.
Abilities: Athletics 2, Awareness 3, Brawl 1, Dodge (Bumbling) 3, Integrity (Laughing at Authority) 4, Investi-
gation (Read Intentions) 1, Linguistics 1, Lore (Ancient History) 2, Martial Arts (Black Claw) 5, Occult (Abyss) 3,
Performance (Suffering) 4, Presence (Comedy) 3, Resistance 2,
Socialize (Fool) 2, Stealth 2
Merits: Claws 4, Exalted Healing, Long Tongue
(as Tail 2), Martial Artist (Black Claw), Mentor
(The Lover Clad in the Raiment of Tears) 1, Night
Vision (see Exalted, p. 558), Subtlety
Attack (Unarmed): 14 dice (Damage 11); Tags: Lethal,
Martial Arts, Natural
Attack (Claws): 12 dice (Damage 13); Tags: Lethal, Martial
Arts, Natural
Attack (Grapple): 10 dice (9 dice to control, see Storm-Calm-
ing Embrace)
Combat: Soak 8 (Stiff Flesh: +3); Parry 6 (Claws); Evasion 4 (see
Black Claw Form); Rush 6 dice; Disengage 8 dice (see Black Claw
Form)
Social: Resolve 5; Guile 4
SPECIAL ABILITIES
Laughing in Silence: When Water attacks the same target as Snowfall Sable,
she reduces the difficulty of gambits against them by 1.
OFFENSIVE CHARMS
Breath-Stealing Unlife (1wp; Reflexive; One turn; Perilous; Essence 1):
Spraying Water does not regain Essence except by feeding through this
Charm. After a successful Martial Arts attack, she may steal motes equal
to the target’s wound penalty and siphon any motes they would regain on
their turn. The cost is waived when making a decisive attack.
MARTIAL ARTS
Water can use every Charm from Black Claw Style (Exalted, p.
453) at the Terrestrial level. However, instead of love or admiration,
her variant causes pity or amusement. Additionally, Open Palm
Caress and Storm-Calming Embrace appear to be bumbling
entanglements, while Outrage-Kindling Cry drives the target
into “harmless” slapstick.

78
EX3
C h a pter T hree : S pirits a nd the D e a d

ELEMENTALS
The following characters are spirits born from the Essence of Creation’s
own five elements: air, earth, fire, water, and wood.

Unrelenting Aton the Last Mountain


Background: Millennia ago, Aton served the subterranean veins of metals and minerals. He’s easy to mistake for a
Siderite Court and brought stability to the western coast pile of rocks if he lies still and closes his eyes, which open
of the Dreaming Sea. He was happy, balancing Essence to glow the orange-red of molten iron. He’s over 60 feet
to prevent earthquakes. Then came the Usurpation. All tall at his full height, but it’s been centuries since he last
around him, chaos erupted. Warring Exalted killed Aton’s stood up and stretched.
many brothers, their bodies crumbling to dust and mud.
Aton believed the world was about to end. Intimacies: Defining: “I will survive at any cost.”; Major:
The Exalted (Fear), “Others will always disappoint me.”;
He still does. Unrelenting Aton is stronger now, no lon- “Stability staves off disaster.”; Minor: The Last Bastion
ger the Siderite Court’s servant but a towering force in (Protectiveness)
his own right. To the ancient elemental, the Solars’ de-
feat was just the first in a series of unending disasters that Secrets: Aton keeps meticulous records of every person,
blend together; he doesn’t parse time the way humans creature, and magic he believes could end the world. His
do, and views the entire Second Age as a single apoca- personal library includes such secrets as the whereabouts
lypse. Civil wars, decaying artifice, the hungry Fair Folk: of legendary artifacts and maps of the southeastern Fair
Creation must be doomed. The Lawgivers’ reemergence Folk courts.
has only increased his terror. But Aton is a survivor, and
he intends to outlast the end of the world. Roleplaying Hints: Aton always assumes the worst of
others, and makes copious contingency plans assuming
Driven by his elemental nature, Aton sated his paranoia they’ll eventually betray him. He cannot remain allies
by building a vast, fortified underground city: the Last for long with characters he can’t completely control,
Bastion (see Pillars of the Last Bastion, Cult of Aton and would rather turn on them first than give them the
p. XX). He filled it with thousands of mortal worshipers, chance to stab him in the back. He’ll sacrifice his own
believing their lives and prayers will sustain him through worshipers to keep himself safe, and he knows that
the apocalypse. Seeing death around every corner, he’ll sometimes the best defense is crushing people before
stop at nothing to keep himself safe. The region’s securi- they become his enemies.
ty, his followers’ lives, Creation’s stability — it’s all mean-
ingless compared to Aton’s survival. Attributes: Strength 8, Dexterity 4, Stamina 6;
Charisma 2, Manipulation 3, Appearance 3; Per-
Aton has fewer enemies than he imagines. The Siderite ception 4, Intelligence 4, Wits 3
Court wants him brought back into the fold unharmed. Essence: 4
His above-ground servants carefully avoid attention, and Willpower: 7
even the deep gods whom the Last Bastion displaced re-
Join Battle: 8 dice
member the younger, more stable Aton who protected
their homes millennia ago. The ancient elemental’s trau- Personal Motes: 90
ma makes him keep friends at arm’s length, refusing their Health Levels: −0x4/−1x4/−2x5/−4x7/Incap.
assistance and their pity. Abilities: Athletics 3, Awareness 4, Brawl (In En-
closed Spaces) 5, Bureaucracy (Cults) 3, Integrity 4,
Image: Human-shaped — albeit jagged around the edg- Lore (Disasters) 4, Occult (Powerful Spirits) 3, Pres-
es — Aton is made of rough, red stone, shot through with ence 3, Resistance 5, War (Cultists) 4

79
EX3
Merits: Cult 3, Legendary Size, Sturdy as Stone, Tre-
mendous Reach
Attack (unarmed): 14 dice (15 in enclosed spaces)
(Damage 20); Tags: Natural, Brawl, Smashing
Combat: Soak 18, Hardness 10 (natural); Parry 5 (Brawl);
Evasion 2; Rush 7 dice; Disengage 4 dice
Social: Resolve 4, Guile 2

New Merit: Tremendous Reach


Aton may make unarmed attacks at short range, and negates
the advantages of mounted combatants unless 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 opponents 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; Supplemen-
tal; Instant; Decisive-only; Essence 3): A successful
grapple gambit against a single target encases the op-
ponent’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 auto-
matically performs 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 oncom-
ing 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 target-
ing 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).

80
EX3
C h a pter T hree : S pirits a nd the D e a d

Older recipients sleep, unmoving, for days on end. Doomcryer’s Decree (15m; Simple; Instant; De-
After 20 years, they turn entirely to stone, achiev- cisive-only, Eclipse; Essence 3): Aton examines the
ing an unsettling immortality: these statues still live, portents surrounding his target and wields them like
minds and souls permanently suspended. Powerful weapons. He may pull meteors or lightning from the sky,
sorcery, another ancient elemental’s work, or potent call up a great keening from the land, or other omens
Exalted magic could conceivably awaken one appropriate to the target. Roll 15 dice for a decisive
briefly — or even reverse the process. 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.

Wong Bongerok Censor of the South


Background: In the aftermath of the Great Contagion, Censor. Should they succeed, reversing their territories’
Wong Bongerok assumed the position of divine censor desertification will take generations and require the re-
from his predecessor, Swan Dragon. His machinations direction of fertility from Wong Bongerok’s allies, lead-
since have guided the near South’s rise to prominence; ing to famine in the near South.
his divine interference buoys deities and civilizations
with generational fertility. From his godly allies and Equipment: Fine silk robes, scrolls of blackmail, a red
numerous cults, Wong Bongerok extracts an empress’ jade torque (Hearthstone Amulet, Exalted p. 501) bear-
ransom of prayer and favors, using heavenly authority to ing a Candent Carbuncle (Exalted, p. 607).
sustain a political machine that holds the entire South
in its grip. Roleplaying Hints: Wong Bongerok’s extensive spy
network grants him unparalleled access to information.
Much of the year, Wong Bongerok splits his time be- While arrogant, he’s generous to valued allies, offering
tween his client deities’ heavenly estates and earthly the use of his network to those who aid him in maintain-
temples. He accepts their finest hospitality while hear- ing his regime. Conversely, he’s an implacable enemy,
ing reports from both the deities and mortal spies he’s using subterfuge and miracles to stymie his enemies. For
planted among their cults. In the Times of Tumult, he those who earn his ire, no cruelty is beyond him.
fears deception from all sides, and cautiously seeks the
assistance of amenable Chosen to secure his empire. Attributes: Strength 8, Dexterity 5, Stamina 10;
Charisma 5, Manipulation 6, Appearance 5; Percep-
Image: Wong Bongerok’s human form is a large-framed, tion 4, Intelligence 7, Wits 6
hairless man wearing carmine robes. Eyes blink on his Essence: 7
palms, and a patina of blue flame emanates from his skin. Willpower: 8
In battle, he takes his draconic shape: A brilliant orange
Personal Motes: 120
lizard with a wicked-fanged maw. A long green fin runs
from the crest of his head down the length of his back Join Battle: 10 dice
and tail, ending with a poisonous stinger. Health Levels: −0x5/−1x10/−2x10/−4/Incap.
Abilities: Athletics 4, Awareness 5, Brawl (Natural
Intimacies: Defining Principle: “The Gods of the Weapons) 4, Bureaucracy (Red Tape) 4, Integrity 4,
South should do nothing without my knowing.”; Major Linguistics 5, Lore (Celestial Law) 4, Occult (Southern
Principle: “Heaven’s laws come second to my allies’ Spirits) 4, Presence (Intimidation) 5, Performance 4,
prosperity.” Minor Ties: The Celestial Bureaucracy Resistance 3, Socialize 5
(Obligation), Amoth City-Smiter, former client god Merits: Backing 5 (Celestial Censor), Born of Flame
(Distrust), The Exalted (Caution) (Exalted, p. 517), Contacts (Mortal Spies) 5, Contacts
(Southern Gods) 5, Cult 5, Hideous, Influence (Censor
Secrets: Wong Bongerok’s divine racketeering dealt of the South) 5, Legendary Size (Exalted, p. 522),
deathblows to numerous once-bountiful civilizations on Manse 5, Soaring Dragon Flight (Exalted, p. 522)
the Burning Sands. Their deities, once beneficiaries of Attack (Bite): 11 dice (Damage 22/5) Tags: Lethal,
Swan Dragon’s largesse, now seek revenge on the new Brawl, Natural, Piercing

81
EX3
ADVERSARIES OF THE RIGHTEOUS

Attack (Claws): 14 dice (Damage 18/3) Tags: Lethal, Soul-Igniting Phlogiston (25m, 4i, 1wp; Simple;
Brawl, Grappling, Natural Instant; Decisive-only, Perilous; Essence 6): Wong Bon-
Attack (Stinger): 10 dice (Damage 17. On a deci- gerok spits searing liquid phlogiston, rolling 15 dice as
sive attack, inflicts a poison with damage 4i/round, an unblockable decisive attack against all enemies in
duration 10 rounds, −3 penalty) Tags: Lethal, Brawl, front of him out to medium range. His breath can target
Natural, Piercing up to one character at close range, three at short, and
five at medium. The attack has a damage of [(Initiative
Attack (Grapple): 10 dice (13 dice to control)
/ targets) + 7]. The Charm creates a bonfire hazard
Combat: Soak 24, Hardness 10; Parry 6 (Brawl); (Exalted, p. 230) out to medium range. Those struck
Evasion 6; Rush 15 dice; Disengage 15 dice (see by the phlogiston must resist the bonfire with (Stamina +
Soaring Dragon Flight) Resistance) and continue to burn once they escape the
Social: Resolve 5, Guile 6 flames. Once per fight, unless reset by incapacitating a
SPECIAL ABILITIES non-trivial target with the phlogiston.
Overwhelming Might: Wong Bongerok makes un- DEFENSIVE CHARMS
opposed grapple control rolls against enemies of smaller Burning Scale Rebuke (7m, 2i; Reflexive; Instant;
size, unless they use magic that allows them to grapple Essence 6): When Wong Bongerok takes decisive
larger foes, such as Dragon Coil Technique (Exalted, damage from a close range attack his scales ignite into
p. 280). searing flames. This is a one-time environmental hazard
OFFENSIVE CHARMS with difficulty 4, damage 4L against all characters within
close range.
Claw-Fang Maelstrom (Exalted, p. 522)
Furious Wildfire Rejuvenation (30m, 1wp; Re-
Raging Dragon Strike (Exalted, p. 522) flexive; Instant; Perilous; Essence 6): Wong Bongerok
Serpent’s Baleful Mark (5m, 3i; Simple; Indefinite; flies through and consumes a bonfire at close range
Decisive-only; Essence 5): With a successful decisive in order to restore his wounds, rolling his Initiative and
attack, Wong Bongerok leaves a burn-scar in the shape healing levels of damage equal to his successes. Healing
of his sigil, which inflicts a −3 illness penalty as the target 10+ levels of damage with this Charm ignites a furious
becomes feverish and their internal temperature rises. wildfire out to medium range; treat this as a bonfire envi-
This effect lasts as long as the spent motes are committed; ronmental hazard. If such a wildfire already rages, reset
the scar becomes mundane and heals normally if ended. Soul-Igniting Phlogiston instead. Once per fight unless

82
EX3
C h a pter T hree : S pirits a nd the D e a d

reset by Wong Bongerok destroying a large, narratively Dematerialize (60m, 1wp; Simple; Instant; Essence
important structure in a conflagration. 1): Wong Bongerok sheds his body, becoming imma-
SOCIAL CHARMS terial as a god. When he vanishes or reappears, a con-
flagration of hissing flame surrounds his enormous form.
Censor’s Geas (Exalted, p. 523)
Measure the Wind (5m; Simple; Instant; Essence
Passion-as-Poison Technique (8m; 1wp; Reflex- 1): Wong Bongerok can take the measure of anyone
ive; Instant; Eclipse, Psyche; Essence 3): In the presence brought for judgment before him in his role as Censor of
of a successful inspire action Wong Bongerok may re- the South.
flexively activate this Charm. If successful, the victim acts
on their passion in the most self-destructive fashion possi- Sacred Flame Informant (5m; Simple; Instant;
ble: A merchant spends his fortune acquiring a frivolous Eclipse; Essence 1): If Wong Bongerok’s worshipers or
desire, or a general enacts a self-destructive gambit to divine subordinates light a fire at least the size of a small
gain victory over an enemy. Wong Bongerok must be brazier, he may activate this Charm to see and hear
able to perceive the target to use this Charm but doesn’t through it as if he was physically present in the scene.
need to be the one who inspired them. Resisting this Wong Bongerok may reflexively see through any such
Charm’s effects requires a Decision Point as if a Major flames as long as they remain continuously lit. When an
Intimacy had been exploited. Eclipse uses this Charm, commit 5 motes to gain access
to a single flame. If the flame is snuffed out, the Charm’s
MISCELLANEOUS CHARMS effect ends.
Clothed with Humanity (Exalted, p. 523)
Draconic Might (Exalted, p. 523)

Xemadea
Lesser Elemental Dragon of Wood, the Toadstool Sage
Background: Seven centuries ago, surrounded by the hor- Secrets: Xemadea’s mines, a source of a rare fungal re-
rors of the Great Contagion, an elemental ascended to the agents, are almost exhausted, and she must usurp nearby
ranks of dragon-kind. Xemadea still bears the scars of that mines (and their villages) if her experiments are to contin-
epidemic, her scales mottled with pox marks. Within the ue. The ghost of her original summoner — her mentor and
fog-shrouded islands that serve as her laboratory she strives lover — wanders the isle on moonless nights, sabotaging her
to engineer a true panacea, one she can spread across all work in a desperate bid to forestall her madness.
Creation.
Equipment: Xemadea’s largest island contains a Shogunate
The mold-coated sage is willfully blind to the plague she healing temple, its resident sage mummified mid-Conta-
herself has become, even as her Guild-bought slaves suc- gion. She wears its Health Stone on her brow; her slaves
cumb by the boatload. Mindless mushroom-folk work her bear its brand to slow infection.
mines and oversee fresh test subjects, while spores spread
on driftwood to neighboring shores. Her Guild slaver, Gerel, Roleplaying Hints: Though gullible from isolation,
has gained a grim reputation, buying slaves by the dozen Xemadea is utterly dedicated to her cause. She cringes from
to fuel Xemadea’s experiments; he is her only confidant, conflict, keeping heavily-infected servants out of sight while
and all too eager to stoke the dragon’s paranoia whenever less deformed guards deal with interlopers. Quick to panic,
profitable. she overreacts when faced with a genuine threat, immedi-
ately adopting her dragon form and calling every infected
Image: A great serpent of lurid colors, bulging with fun- slave in reach to her aid.
gal fins and spongey toadstool scales, Xemadea’s eyes burn
with white fire that betrays her obsession. In human form Attributes: Strength 7, Dexterity 5, Stamina 7; Cha-
she is short and stout, dark skin tattooed with the psyche- risma 4, Manipulation 2, Appearance 2; Perception
delic dyes that she occasionally trades. 3, Intelligence 7, Wits 4
Essence: 5
Intimacies: Defining: “Only fools can’t understand the Willpower: 7
worth of my research.”; Major: “I dislike fighting.”, Disease
(Terror); Minor: “Security in secrecy”, Windstone Gerel
Join Battle: 8 dice
(Complacent Trust) Personal Motes: 100

83
EX3
ADVERSARIES OF THE RIGHTEOUS

Health Levels: −0x2/−1x11/−2x11/−4x4/Incap to target themselves. Once per fight, unless reset by
Abilities: Archery 3, Athletics 2, Awareness 4, Brawl 3, infecting a significant character or a battlegroup of
Bureaucracy (Mindless Slaves) 3, Craft: Alchemy (Med- Size 2+ with spores.
icine) 5, Dodge 3, Integrity (My Work!) 1, Investigation Raging Dragon Strike (12m; Supplemental; Instant;
3, Linguistics 2, Lore 4, Occult 5, Medicine (Plagues) 5, Uniform; Essence 4): Xemadea adds her current tem-
Presence 4, Resistance 5, Stealth (Mushrooms) 4, War 1 porary Willpower to an attack roll, and doubles 9s on
Merits: Manse (Wood) 3, Legendary Size, Soaring the damage roll. At Initiative 20+, she adds 10 dice to
Dragon Flight (Exalted, p. 522) the attack and doubles 8s on damage instead.
Attack (Bite): 9 dice (Damage 20/5) Tags: Lethal, Mad Witch Mushroom Cloud (25m, 4i, 1wp;
Brawl, Natural Simple; Instant; Withering-only, Perilous; Essence 5):
Xemadea exhales a cloud of spores, rolling 15 dice
Attack (Claws): 13 dice (Damage 16/3) Tags:
as a withering attack that deals 12L damage, ig-
Lethal, Brawl, Grappling, Natural
noring soak, against all enemies in front of her out to
Attack (Grapple): 10 dice (10 to control); medium range. In general, she can target up to one
Xemadea rolls unopposed against smaller enemies character at close range, three at short, and five at
to determine rounds of control, unless her victim uses medium. Damaged characters are exposed to Spore
magic to clinch larger enemies, such as Dragon Coil Rot at Virulence 5. Once per scene.
Technique (Exalted, p. 280).
DEFENSIVE CHARMS
Combat: Soak 26, Hardness 10; Parry 5 (Brawl);
Evasion 4; Rush 7 dice; Disengage 8 dice (see Fungal Bloom Defense (7m; Reflexive; One turn;
Soaring Dragon Flight) Essence 5): Xemadea cushions a blow, germinating
fungal sponges along her body. She gains four –0
Social: Resolve 3, Guile 1 health levels, which take damage first and disappear
OFFENSIVE CHARMS at the end of that turn. Once per scene, or once per
Spore Slave Salvo (28m, 1wp; Reflexive; Instant; round inside a wood-aspected demesne or manse.
Dual; Essence 5): On Xemadea’s turn, each spore-in- MISCELLANEOUS CHARMS
fected character or battlegroup within short range Dematerialize (60m, 1wp; Simple; Instant;
makes a close range attack against targets of her Essence 1): Xemadea sheds her earthly body, be-
choice. An unwilling character makes a withering coming immaterial as a god. This works like the Ma-
attack, while an ally makes Xemadea’s choice of terialize Charm, but in reverse. When she reappears,
withering or decisive. Battlegroups can be forced her body remolds itself from a spongey cloud.

84
EX3
C h a pter T hree : S pirits a nd the D e a d

SPORE ROT

(Virulence 3, Morbidity 2, Interval: One week): This supernatural disease is contracted from long contact with Xema-
dea’s mushrooms. Its virulence and morbidity increase by 2 if the target consumes them.

Minor Symptom: Slick fungus grows on the skin and brain. The victim gains a Tie of addiction to the mushrooms
and servitude to Xemadea at an intensity matching the disease.

Major Symptom: Mushrooms erupt throughout the victim’s body. He gains the Hideous Merit.

Defining Symptom: The victim’s body is a fungal mass, his brow topped by a nodding cap. He gains the Unusual
Hide (3) Merit.

Death: The victim’s brain becomes compost for mushrooms. He rises as a zombie (Exalted, p. 502) with the Defin-
ing Symptoms of Spore Rot.

Draconic Might (4m, 1wp or 4m, 4i; Simple; or loses a point of Size within short range. These motes
Instant; Essence 6): Xemadea doubles her Strength last until the end of the day.
for a single feat of strength, adding 7 dice and allow-
ing feats that would require Strength 14. SPELLS
Sorcery Corrupted Words (control, Exalted,p 472)
Flight of the Brilliant Raptor (Exalted, p.473):
Shaping Ritual: Xemadea gains five sorcerous motes Xemadea reserves the use of this spell for cleansing
whenever a spore-infected character or battlegroup dies her islands.

Za-Ishat
the Burning Blade
Background: Born in the Southern deserts, this mighty if- hair. A smoldering orange light, like heatless fire, envel-
rit prince traveled Creation for centuries as a hero-warlord, ops her; it’s visible for miles on clear nights, though she
seeking challenges befitting her mettle. But in icy Fajad, can dampen it to a fitful glow with concentration.
the mortal prophet Hari of Fai-Yasar turned her from her
path, converting her to his faith in a transcendent God. She Intimacies: Defining: God [Adoration]; Major: “All shall
settled in Fajad and became a prophet herself, guiding the submit to the one true faith.”; “I crave challenges befit-
people toward enlightenment and union with the divine. ting my power.”; Her followers (Responsibility); Minor:
“Those who comport themselves with honor deserve my
But the leopard cannot change her spots. Za-Ishat generosity.”; Blessed Inferno (Pride)
wished to spread the Abhari faith not merely through
evangelism, but at sword’s point, and her growing influ- Secrets: Za-Ishat suspects that some of Fajad’s prophets
ence led to schism. Cast out of Fajad, she led her apos- are unbelievers cynically using the creed to gather pow-
tates south on crusade against neighboring city-states er and worship. She’s thus far refrained from sharing
and peoples, but she was humbled in war against Fajad this for fear of harming the faith as a whole.
and the conquering Realm. A fallen prophet, she now
roams the Northwest as a bandit-priest, leading her fol- Equipment: Red jade armor, red jade grand daiklave,
lowers to proselytize and pillage. Abhari texts glossed in her own hand

Image: Za-Ishat is a powerful figure, over seven feet tall, Roleplaying Hints: Like a banked fire, Za-Ishat con-
with dark skin, a hawk nose, high forehead, and long red ceals her passions behind a veil of calm self-control.

85
EX3
ADVERSARIES OF THE RIGHTEOUS

She’s eager to convert heroes and champions to the Abhari faith, and to find a safe place to settle her followers
and evangelize to neighboring peoples. A cunning but honorable general, she adheres to the spirit of her word. She
recognizes that her followers need her, but submits to personally punishing terms for their sake if
she believes her vanquisher will honor the deal. If defeated, other Abhari
prophets (whether fallen or upright) focus their attention on the PCs,
wary of being next.

Attributes: Strength 5, Dexterity 4, Stamina 5; Charisma 5, Manip-


ulation 4, Appearance 5; Perception 4, Intelligence 4, Wits 5
Essence: 4
Willpower: 8
Join Battle: 9 dice
Personal Motes: 79 (11 committed)
Health Levels: −0x2/−1x6/−2x6/−4/
Incap.
Abilities: Athletics 5, Awareness (Hidden
Threats) 4, Bureaucracy 3, Dodge 4, Integ-
rity 2, Investigation 2, Linguistics 2, Lore
(Abhari Creed) 3, Melee 5, Occult 2,
Presence 5, Resistance 3, Ride 2, So-
cialize 3, Survival (Navigation) 3,
War 4
Merits: Artifact (Blessed Inferno) 3, Artifact
(Summerheart) 3, Born of Flame, Command
2, Contacts 3, Cult 3, Followers 3, Giant,
Influence 3, Language (Old Realm, Fla-
metongue) 2, Resources 2
Attack (Blessed Inferno): 10 dice
(Damage 19/6); Tags: Lethal, Melee,
Reaching, Two-Handed
Combat: Soak 16, Hardness 10 (red jade
reinforced breastplate/Summerheart: +11);
Parry 5 (Melee); Evasion 2 (armor penalty
−2); Rush 7 dice; Disengage 6 dice
Social: Resolve 4, Guile 4
Escort: Za-Ishat travels with several hundred
followers, ranging from new converts to those
born into the band. All adults have at least
basic combat training. She’s also accompa-
nied by a handful of minor spirits devoted to
her heresy, such as Earthen Breath, a disease
spirit (Exalted, p. 509) of infected wounds
who’s sworn only to heal; and the ghost of
Ran Taravine, who’s vowed not to pass on
to paradise until her grandchildren do (see
Honored Ancestor; Exalted, p. 504)

New Merit: Born of Flame


A character with this Merit is immune to
fire- and heat-based environmental hazards.
Automatically reduce withering attacks from

86
EX3
C h a pter T hree : S pirits a nd the D e a d

such sources to minimum damage. Decisive attacks


from such sources only deal bashing damage and can’t
Summerheart (Red Jade Reinforced
fill Za-Ishat’s Incapacitated health level. Breastplate, Artifact •••)

Blessed Inferno Forged by a divine artificer of the Southern spirit courts,


Summerheart was a gift to Za-Ishat from the celestial
Red Jade Grand Daiklave, Artifact •••) censor Swan Dragon.

This massive, wavy-bladed sword is etched with an Old Evocations of Summerheart


Realm dedication to Hesiesh. Forged for the devout
Passive: Za-Ishat gains +2 Resolve against social influ-
Shogunate general Shayan Devanari, it was lost battling
ence that inspires cold, dark emotions such as fear, ha-
Southern Fair Folk during the Contagion.
tred, or bitterness, or instills negative Intimacies with a
similar tenor.
Evocations of Blessed Inferno
Passive: Whenever Za-Ishat takes an aim action, she OFFENSIVE CHARMS
gains one Initiative and one mote.
Command the Flames (10m; Simple; One scene;
Eclipse; Essence 3): Control the movement of flames
Kindled Victory Strike within medium range — guiding, restricting, or speed-
Cost: 5m; Mins: Essence 1; Type: Supplemental ing their spread. If the fire is at least bonfire-sized, Za-
Keywords: Withering-only Ishat can take a miscellaneous action to command it
Duration: Instant to attack a target within close range of it; this is an
instantaneous environmental hazard (damage 3L,
When a withering attack supplemented by this Evocation difficulty 5).
crashes an enemy, bathe that enemy in flames as an instan- DEFENSIVE CHARMS
taneous environmental hazard (damage 4L, difficulty 5). Fiery Rejuvenation (5m; Reflexive; Instant;
Essence 4): Regenerate one bashing or lethal health
Blossoming Conflagration level. Requires contact with an open flame at least as
Cost: 10m, 1wp; Mins: Essence 2; Type: Simple large as a bonfire. Once per turn.
Keywords: None MOBILITY CHARMS
Duration: Instant
Sweeping Blaze Mobility (2m; Reflexive; Instant;
While at Initiative 15+, bathe all opponents within close Essence 2): Add four dice to a combat movement roll
range in flames as an instantaneous environmental hazard or to oppose such a roll.
(damage 4L, difficulty 5). Double 8s on damage against MISCELLANEOUS CHARMS
battle groups. Deduct damage dealt from wielder’s Ini- Dematerialize (45m, 1wp; Simple; Instant;
tiative, to a minimum of base Initiative. Sets flammable Essence 1): Za-Ishat dissolves into sparks and smoke.
scenery aflame. Rematerializing costs 23 motes as a Simple Charm
activation.
Igniferous Unction (10m, 1wp; Simple; One day;
Essence 4): Bestows Command the Flames, Fiery
Rejuvenation, and Sweeping Blaze Mobility on a
willing, non-elemental recipient capable of using
Charms. Recipient becomes prone to fiery emotions
such as anger, excitement, or joy, suffering −2 Resolve
against Instill actions to engender such passions.

87
EX3
ADVERSARIES OF THE RIGHTEOUS

GHOSTS
The following spirits are ghosts, dead souls who have fallen out of — or rejected — the cycle of rein-
carnation. Some dwell in the Underworld, while others have found a way to return to Creation.

Dorashenje
the Wrath of Khame
Background: After a century of battle on the Underworld’s ashen dunes,
Dorashenje has returned to Creation to lead a vengeful crusade. Horrified to
see his people decimated by slave-takers, he saw once-prosperous traders
in textiles and ivory had become the household servants of Zephyrites
and Dynasts on the Cynosure Coast. With his descendants’ help, Shenje
has begun to restore Khame territory and reforge them into a vengeful
weapon aimed at Cynosure.

In life, Dorashenje was a prince of Khameland, northeast of the


Zephyrite Sedgelands. He loved his husband, bore him a son,
and ruled over a period of prosperity. He passed away peaceful-
ly, surrounded by loving family. Yet he awoke under the dreary
Underworld sky, conscripted into a legion of the dead. It was there
he learned ghostly arts, turning feral souls into weapons.

Since his return, the ancestor-prince has rallied the disaffected


Khame to rescue their people from Zephyrite bonds. Widely
worshiped as a hero, he is yet contested by Khame elders who
condemn undead rule over the living. Unperturbed by their
criticism, he orders ever more ivory hunts on the region’s
dwindling elephant population to fund mercenary allies in
the coming war.

Image: In death, Shenje’s skin glows a beryl shade, forever


anointed with red camwood powder. He’s broad-shouldered
and muscled, with a clean-shaven head and a bead-braid-
ed beard. Nearly unrecognizable from life, he uses ghost-
ly arts to express his authentic self as a trans man.

Intimacies: Defining Principle: “Cruelty deserves re-


payment in kind.” Defining Ties: the Khame People
(Responsibility), Cynosure (Hatred); Major Tie: House
Cynis (Hatred), Major Principle: “My people will not be
slaves to anyone.”; Minor Tie: Aaruat (Fear)

Secrets: Shenje possesses a covert ally in the


Underworld: a Zephyrite Aeon, a prince of the
Underworld empire of Aaruat. Dorashenje’s
patron wishes to use him to undermine the
Realm’s grip on Zephyr and turn the people

88
EX3
C h a pter T hree : S pirits a nd the D e a d

back to their ancestors; he cares little for Dorashenje’s COMBAT CHARMS


struggle and will turn against him when it becomes fa- Chilling Touch (7m; Supplemental; Instant; With-
vorable. Dorashenje anticipates betrayal and seeks to ering-only; Essence 1): Ignore up to four points of
gain as much as possible from their alliance first. natural or armored soak.
Avenging Hellion Mien (8m; Reflexive; One
Equipment: As a ruler, Dorashenje wears ceremonial
scene; Uniform; Essence 2): Dorashenje’s limbs and
finery: a raffia cloth skirt woven by his son and gold-plat-
face grow long and twisted as anger transforms him.
ed ivory jewelry. His attendants wear ritual elephant
Gain the Hideous Merit, plus soak, Hardness and
helmet-masks decorated with imported cowries. As a attack dice equal to (1 + Size lost from any battle
warrior, he dons Zephyrite burial armor and wields a groups he commands), up to a maximum of 3.
wicked khopesh.
Devouring Devil Clarion (10m, 1wp; Simple; Until
Roleplaying Hints: Dorashenje is unused to command- sunrise; Eclipse; Essence 3): Within medium range of
ing frail, living soldiers. His advisors must constantly
a freshly slain mortal battle group, Dorashenje may
call and leash their hungry ghosts (Exalted, p. 323).
remind him of the livings’ needs. Usually sedate and
Make a (Charisma + War) roll against difficulty 3.
unable to muster much more than feigned warmth, the
Success creates a battle group with Size 2, Poor Drill,
subject of vengeance animates Dorashenje like nothing
and Might 2. At dawn, they immediately return to their
else, infusing him with a clarity and charisma that stirs corpses, and arise the next night as hungry ghosts free
Khame hearts. of Dorashenje’s control. Once per scene.
Attributes: Strength 3, Dexterity 5, Stamina 4; Cha- Hateful Apparition Assault (20m, 1wp; Supple-
risma 3, Manipulation 3, Appearance 4; Perception mental; Instant; Essence 3): Dorashenje may add dice
3, Intelligence 4, Wits 4 equal to the intensity of a Tie of Hatred to a Strate-
gic Maneuver roll. Regardless of what Stratagem is
Essence: 3 initially selected Dorashenje may always implement
Willpower: 6 the Demoralize Stratagem if he has the necessary suc-
Personal Motes: 80 cesses, as the ghosts of the fallen haunt the enemy.
Join Battle: 8 dice SOCIAL CHARMS
Health Levels: −0x2/−1x3/−2x3/−4x2/Incap. Fervid Specter Oratory (7m, 1wp; Simple;
Abilities: Athletics 4, Awareness 3, Craft (Weaving) Instant; Essence 2): Double 9s on a (Charisma +
5, Dodge 3, Integrity 4, Larceny 3, Melee 3, Social- Performance) Inspire roll to inspire rage in Shenje’s
ize 3, Melee 4, Performance (Fiery Rhetoric) 3, Pres- audience. On success, in addition to being inspired
ence 3, Ride (Elephant) 3, War (The Dead) 4 with anger against a target Shenje has a Tie of Hatred
towards, those affected also gain a bonus die on rolls
Merits: Allies (Zephyrite Aeon) 4, Command 2, Cult to inspire or instill Shenje’s Tie of Hatred in others. The
2, Fast Reflexes, Influence 3, Resources 3 audience is driven to spread their anger to others.
Attack (Khopesh): 11 dice (Damage 12); Tags:
MISCELLANEOUS CHARMS
Lethal, Melee, Chopping
Combat: Soak 4, Hardness 0 (Zephyrite burial Cinder Barrens Mirage (10m; Simple; One
armor: +5/0); Parry 6 (Melee); Evasion 3; Rush 8 scene; Essence 3): Shenje weaves an illusory storm
dice; Disengage 8 dice of spectral ash out to medium range around him. This
provides medium cover against ranged attacks to
Social: Resolve 4, Guile 3 Shenje and his allies as long as they remain within
Escort: Dorashenje possesses an honor guard of war the illusion. This Charm also inflicts a −3 penalty on
ghosts (Exalted, page 504) from Aaruat, treated as vision-based rolls to track or perceive Shenje and his
a battle group with Size 2, Elite Drill and Might 2. allies. Only usable at night.
Their burial armor grants +7 soak. This honor guard Apparition (1m; Simple; One scene; Essence 1):
won’t obey Dorashenje’s orders if they conflict with Shenje may use this Charm to become visible, but not
Aaruat interests. While Dorashenje may command the corporeal, for one scene.
remaining Khame warbands as battle-ready troops
(Exalted, p. 496) with Size 4 and Average Drill, Materialize (40m, 1wp; Simple; Instant; Essence
the majority of Khame are noncombatants, survivors 1): Shenje’s spectral flesh manifests with a flash within
of slave raids. Dorashenje hires mercenary allies to his burial armor, ready for war.
supplement his forces and may ally with enemies of
Zephyr such as wandering deathknights or Lunar war-
lords.

89
EX3
ADVERSARIES OF THE RIGHTEOUS

Jovena Oreia
the Red-Headed Bride
Background: Two hundred years ago in the Coral Equipment: At full capacity, Oreia’s ship is host to over a
Archipelago, the corpse of a young woman murdered on hundred ghosts. They may be treated as a battle group of
her wedding night sank into the ocean. It drifted for days hungry ghosts (Exalted p. 503) with Size 3, average drill,
until coming to rest on the prow of an ancient sunken and Might 1. The ghosts are always material on the ship.
ship, the center of an underwater shadowland. So fierce Oreia herself wields a hefty, rusting broadsword which
was the bride’s need for vengeance that her ghost re- she keeps propped up by the wheel of her ship, and a
awakened the Anathema vessel, raising it to the surface water-logged flamepiece that still works.
to terrorize the Western oceans once again.
Roleplaying Hints: For all that she’s an ancient ghost
The Red-Headed Bride roams the West to sate her soul’s bent on destroying everyone she meets Oreia has eter-
need for vengeance against the living, and retreats to the nity on her side. She can be patient. Oreia retreats when
Underworld ocean once she’s had her fill of mortal lives. outmatched, to seek out her target again under better
Whenever an unfortunate vessel crosses her path, she circumstances. She also creates such circumstances
strikes mercilessly and leaves no survivors. The ghosts of herself by luring people in with a half-destroyed ship in
those she slaughters are bound to her ship, the Crown’s need of rescue. Oreia loathes the ritual that can bind her
Revenge, so even in death they know no peace, serving into service, and will do everything in her power to first
the Bride as crew and soldiers. ensure her target is no longer a problem, then destroy
the thaumaturge who bound her.
A hundred whispered stories pass from sailor to sailor
about the Red-Headed Bride and how to avoid her: never Attributes: Strength 3, Dexterity 4, Stamina 3; Cha-
begin a journey after dark; cast your wedding ring into the risma 2, Manipulation 3, Appearance 2; Perception
ocean if the sunset glows red on a cloudy evening; bring 3, Intelligence 2, Wits 5
a talisman or recite a special prayer to sate her hunger or Essence: 2
warn her off. One story claims the Red-Headed Bride can Willpower: 6
be summoned. With the right offerings, always including a
human sacrifice, a clever thaumaturge can set her against
Join Battle: 6 dice
a specific target, whom she hunts relentlessly every night Personal Motes: 60
they spend on the open ocean. Health Levels: −0/−1x2/−2x2/−4/Incap.
Abilities: Archery (Flame Pieces) 4, Athletics 3,
Image: In life, Jovena Oreia was a beautiful woman, Awareness 4, Dodge 2, Integrity 3, Lore 1, Melee
short and round-faced. Her ghost’s skin is salt-stained (On Ships) 5, Occult 1, Presence 2, Resistance 4, Sail
now, her long red hair perpetually dripping wet. She (The Crown’s Revenge) 5, Socialize 2, War 3
wears the remains of the Coral wedding gown she was Merits: Artifact (The Crown’s Revenge) 5, Command
killed in, now covered in the heavy naval greatcoat she 4, Pain Tolerance.
took from the captain of the first boat she ever sank.
Attack (Broadsword): 11 dice (12 dice on ships)
Intimacies: Defining: “I will have vengeance against the (Damage 12); Tags: Lethal, Melee, Balanced
living.”; Major: The Crown’s Revenge (Love), “Freedom Attack (Flame Piece): 13 dice at short range
or Death”; Minor: The Coral Archipelago (Loathing) (Damage 13); Tags: Lethal, Archery (short), Flame,
Mounted, One-Handed, Slow
Secrets: The Crown’s Revenge sank during the Combat: Soak 3, Hardness 0 (Reinforced Great-
Usurpation, along with its Solar captain. Much of its coat: +3); Parry 5 (Melee); Evasion 3; Rush 7 dice;
power comes from that captain’s spirit, whose death Disengage 6 dice
while attuned to the ship has chained her to it; she exists Social: Resolve 4, Guile 3
now as the ship itself, unable to escape her fetters or take
MISCELLANEOUS CHARMS
human form. Just as vicious as Jovena from her lonely
centuries beneath the waves, the two specters are more Materialize (35m, 1wp; Simple, Instant, Essence
than close, but the ship has not completely forgotten the 2): Oreia does not need to use this charm to take
Lawgiver that she used to be. Naval Maneuver actions with the Crown’s Revenge.

90
EX3
C h a pter T hree : S pirits a nd the D e a d

Flotsam General (—; Permanent, Essence 2): level of Hull damage or through effects that dissolve il-
Oreia makes all War roles to control or direct undead lusions. This evocation may only be used once per scene.
troops using her Sail ability, provided the fight occurs Shadowland Hull
on or near the ocean.
Cost: 5m; Mins: Essence 2; Type: Simple
The Crown’s Revenge Keywords: Pilot
(First Age Ship, Artifact •••••) Duration: Instant

The Crown’s Revenge passes through realms, disappear-


The Crown’s Revenge was once gilded and beautiful.
ing from Creation and appearing in the Underworld, or
Her silhouette and Orichalcum keel mark her as a First
vice versa, as if traversing through a shadowland. This
Age vessel, but now they’re covered in black grime and
evocation may only be used at night.
veined through with Soulsteel. She’s equipped with
a full complement of First Age lightning ballistae, wa-
ter-logged but somehow still functioning, and a ram-
ming prow.

Speed: Current +1, Sail +2, Ghostly sailors +2


Maneuverability: +2; Hull: −1/−2/−2/−1/Inca-
pacitated

Evocations of The Crown’s Revenge

Passive: The ship’s captain gains


two automatic successes to all Sail
actions, and an additional +2 to
Ram maneuvers.

Thrice-Dead Ghost Ship


Maneuver
Cost: 10m 1wp; Mins: Essence
2; Type: Simple
Keywords: Pilot
Duration: One scene

The Crown’s Revenge brings two


spectral copies of itself into ex-
istence. The captain may make
a separate Naval Maneuver
action and roll for each during
naval combat, but all Momen-
tum they gain is treated as Mo-
mentum gained by the Crown’s
Revenge. The spectral copies
can be told apart from the real
thing with a difficulty 2 (Wits
+ Awareness) roll, and can
be destroyed by a single

91
EX3
ADVERSARIES OF THE RIGHTEOUS

Telamedesthe Ever-Vigilant
Background: A ghost stalks the Southern dunes on an Roleplaying Hints: Telamedes is a guardian with noth-
ancient patrolman’s circuit. Where he finds injustice, he ing in specific to protect, so he clings desperately to his
punishes not only predator, but also the prey so that both beliefs about “the strong” and “the weak.” His methods
may become stronger. Thus does Telamedes inflict his are dispassionate, but when he punishes “the weak,”
grim philosophy upon the world. it is out of an earnest desire to teach them, train them,
and strengthen them, even if his trials are often fatal. He
The scion of a forgotten tribe, Telamedes is a soldier, loves to engage in battles of rhetoric and logic, some-
guardian, and philosopher who carries the creed of his times even to the point of distraction, but he has cen-
ancient people like a desperate beacon in the dark: The turies upon centuries of experience that show him that
strong do not feed upon the weak, and the weak must his philosophy works, if only by his distorted standards.
work to become the strong themselves. When he comes
across a farmer being robbed, he slaughters the robber Attributes: Strength 4, Dexterity 4, Stamina 5; Cha-
and burns the farmer’s crops. When he topples a slaver, risma 3, Manipulation 2, Appearance 2; Perception
he leaves the freed slaves adrift in the deep desert to live 5, Intelligence 3, Wits 3
or die by their own wits. Essence: 4
Willpower: 9
His circuit brings him through hundreds of settlements
in the South every decade or so. Those who live along his Join Battle: 8 dice
route often pray to him — for salvation, for assistance, Personal Motes: 90
and (most of all) for him to pass by without incident. Health Levels: −0x1/−1x4/−2x4/−4x4/Incap.
Abilities: Athletics 2, Awareness 4, Investigation
Image: Telamedes stands seven feet tall, with shimmer-
(Uncovering Abuse) 5, Integrity (Icy Hearted) 5, Lore
ing indigo flesh. His features are little more than blurred (Shadowlands of the South) 2, Medicine 1, Melee
impressions, like a statue worn smooth by time. Though (Polearms) 4, Presence (Inspiring Fear) 3, Resistance
he towers over other men, he is forever slumped, as if in 4, Socialize 1, Survival 2, Thrown (Spears and Jave-
exhaustion or sorrow. He is pinioned with arrows and lins) 3, War 2
spearheads, a memorial to countless battles.
Merits: Cult 1, Direction Sense, Mighty Thew 2
Intimacies: Defining: “The strong protect the weak.”, Attack (Enchanted Spear): 12 dice (Damage 16);
“The weak must become the strong.”; Major: My home- Tags: Lethal, Piercing, Reaching, Thrown (Medium)
land (Desperate Longing), “Kindness must never be for Combat: Soak 5, Hardness 0 (Medium Armor: +7);
its own sake.”, “We must all make one another stronger.”, Parry 5 (Melee); Evasion 1 (−1 Medium Armor); Rush
“I will not yield.” 6 dice; Disengage 4 dice
Social: Resolve 4, Guile 2
Secrets: His ancient route through the South includes a
OFFENSIVE CHARMS
number of Shadowland oases where he shelters during
the brightest days of summer. Knowledge of their lo- Mark the Wicked (5m; Reflexive; One scene;
cations would fetch a high price in the Underworld — Essence 2): When he witnesses or uncovers evidence
or provide a Deathknight with a number of valuable
of abuse of power, Telamedes gains a Major Inti-
macy towards the abuser, and is always treated as
beachheads in Creation. The only price that could tempt
having the full benefits of an Aim action against them.
Telamedes, though, is lore from his lost kingdom; its
name alone could bind him into service or send him to Inevitable Execution Technique (8m, 2i; Sup-
his rest. plemental; Instant; Decisive-only; Essence 3): When
making a decisive attack against a foe targeted by
Equipment: Telamedes is forever dressed for war. His Mark of the Wicked, Telamedes rolls against TN 5.
breastplate and greaves seem almost mundane, if not for Tarnished Millennium Panoply (6m; Reflexive;
the rich purple verdigris of Underworld bronze, and he One scene; Essence 4): Telamedes treats any spear
is never found without a spear or javelin scavenged from or javelin as a medium artifact melee weapon with the
a fallen foe. Piercing, Reaching, and Thrown (Medium) tags; at the

92
EX3
C h a pter T hree : S pirits a nd the D e a d

POISONED BY DOUBT

Telamedes is bound to unlife by his philosophy — for good and for ill. When a 2- or 3-point stunt undermines one of
his Principles, he must spend 1wp or lose access to Mark the Wicked and Pain Breeds Purpose until his next turn.

end of the scene, it disintegrates. For an additional 4m, the weapon


gains Thrown (Long) instead.
DEFENSIVE CHARMS
Pain Breeds Purpose (6m; Reflexive; Instant; One
round; Essence 3): Telamedes’ wound penalties are instead
treated as bonuses to Parry and Resolve.
Sword-Stealing Flesh Technique (6m; Reflexive;
Instant; Perilous; Essence 3): When he suffers damage
from a decisive attack at close range, Telamedes can
make an immediate Disarm gambit using (Stamina +
Resistance), adding the attack’s final damage in bonus
dice.
SOCIAL CHARMS
Bound by Mercy (7m, 1wp; Reflex-
ive; Instant; Essence 4; Eclipse): When
inflicting a fatal attack, Telamedes may
forgo damage to instead afflict the target with
a dangerous, humbling, or humiliating mission of
atonement (treat this as a sanctified Eclipse oath).
Thus Always to Tyrants (5i, 1wp; Reflexive;
Instant; Essence 2): Whenever he successfully attacks a
foe targeted by Mark the Wicked, Telamedes can roll his
Initiative against the Resolve of everyone present to inflict a
Minor Tie of fear and awe towards him. If his roll overcomes
(Resolve + 3), targets also gain a Major Principle towards
his philosophy.
MISCELLANEOUS CHARMS
Materialize (50m, 1wp; Simple; Instant;
Essence 4): Telamedes may forge a body
for himself from sand and twilight. This
Charm is only usable at dusk, and he automatically dema-
terializes at dawn.
Willing Husk Possession (25m, 1wp; Simple; Instant;
Essence 4): Telamedes possesses a willing member of his Cult
within 100 miles. He uses their physical Attributes, soak, and
health track. Every hour of possession inflicts a level of un-
soakable lethal damage on the host which cannot be healed
until Telamedes surrenders control.

93
EX3
ADVERSARIES OF THE RIGHTEOUS

Tepet Goran
Blood-Cursed Prince of Viharos
Background: Having spent over a century as a battle sorcerer in the Tepet legions,
Tepet Goran retired to his mortal father’s birthplace in the mountains of northern
Medo. There he ensconced himself in Castle Arnyeko, a decrepit manse over-
looking the isolated alpine town of Viharos.

Secretive and reclusive, Goran often vanished into the wilderness for weeks
at a time. Then, a century ago, he disappeared for close to a year; he returned
swathed in funereal white, driving a hearse laden with a coffin. Terrible screams
arose from Castle Arnyeko that night, and Goran’s servants were never seen
again. Soon other disappearances and gory deaths haunted Viharos.

Goran’s granddaughter Ragara Keles came to investigate the dark ru-


mors surrounding her grandfather. Unlike the manse’s servants, she
emerged unharmed. She’s since visited regularly, accompanied by
new servants. There are always vacancies for new servants at Castle
Arnyeko.

Image: Goran is the very image of a retired officer — graying,


broad-shouldered, with large calloused hands better fitted
to a blade than civilian pursuits. There’s something sullen
and feral about him, like a thunderhead that’s about to
break. When he loses control, he takes on a mon-
strous mien: blood-red eyes, needle teeth, elon-
gated claws, bestial features.

Intimacies: Defining: Castle Arnyeko


(Possessiveness); Major: Members of his
bloodline (Respect); Ragara Keles (Gratitude);
the Solar tomb beneath Castle Arnyeko
(Merciless Guardianship); Handsome youths
(Concupiscence); Minor: Guests (Solicitude);
Occult relics (Acquisitiveness)

Secrets: Tepet Goran died a century ago.


What returned to Castle Arnyeko is his hungry
ghost. As the shade of an elder Exalt — not to men-
tion a sorcerer — he’s far more powerful, clever, and
strong-willed than lesser hungry ghosts, but he cannot
wholly leash his thirst for mortal blood. Ragara Keles
and the Guild supply him with slaves to devour.

Deep vaults underlie Castle Arnyeko. The upper vaults


contain Goran’s sorcerous laboratories and undead ser-
vants. The lower vaults contain a secret Solar tomb from
the Usurpation. Goran is aware of the tomb; he guarded it
with numerous bound demons and sorcerous traps during
his living days.

94
EX3
C h a pter T hree : S pirits a nd the D e a d

HUNGRIER GHOSTS

Hungry ghosts that arise from the lower souls of potent humans such as the Exalted or those who’ve amassed
power through ages of existence are more puissant than their common kin. A hungry ghost that’s born from an
Exalt or that has spent over a century in existence might have Essence 3, a pool of eighty motes, several addi-
tional health levels, and knowledge of ghostly Charms. Strength and Stamina (or related QC dice pools) increase
significantly, along with Dexterity and Wits to a lesser extent. Charisma, Manipulation, and Intelligence diminish.
Combat-related Abilities remain at full strength; fragments of other Abilities may also linger. Unlike lesser hungry
ghosts, it can cross lines of salt or germinated grain for a scene by spending one Willpower.

Hungry ghosts of still older and mightier humans, such as First Age Solars, are stronger still.

Equipment: Blue jade daiklave, black jade reinforced Combat: Soak 16, Hardness 7 (Artifact Reinforced
buff jacket, archaic Dynastic and Medoan clothing. Buff Jacket/Clouds at Midnight: +8/7); Parry 6
(Melee); Evasion 4 (armor penalty −1); Rush 9 dice;
Roleplaying Hints: Goran sees himself as gracious and Disengage 9 dice
cultured, and greatly enjoys having guests. Ultimately, Social: Resolve 4, Guile 3
however, he cannot resist the drive to feed upon the liv-
Escort: Goran is often accompanied by Kiran Sta-
ing. He’ll flee rather than fight to the death, retreating to ghelm (see below). At his call, a Size 2 battle group of
his entombed corpse deep in the lower vaults. Should he hungry ghosts (Exalted, p. 503) rises from the vaults
be destroyed, Ragara Keles attempts to uncover his fate, beneath Castle Arnyeko to protect him. He may also
and to reclaim any artifacts and occult relics his slayers use Nocturnal Beast Communion (see below) to call
took. a Size 1 battle group of wolves (Exalted, p. 562)
from the woods, or a Size 3 flock of raitons (Exalted,
Attributes: Strength 8, Dexterity 5, Stamina 8; Cha- p. 570) from the sky, all bent to his will over time by
risma 2, Manipulation 2, Appearance 4; Perception his mesmeric gaze. All manner of other beings may
4, Intelligence 3, Wits 6 attend Goran at the Storyteller’s discretion.
Essence: 4
Willpower: 5
New Merit: Blood Thrall
Join Battle: 10 dice
Personal Motes: 90 (10 committed) Hungry ghosts arising from Goran’s victims gain a Minor
Health Levels: −0x2/−1x7/−2x9/−4/Incap. Tie of subservience toward him. This Tie can’t be altered
Abilities: Athletics 4, Awareness 4, Brawl 4, Dodge or removed without magic.
4, Integrity (Hospitality) 1, Lore 1, Melee 4, Occult
(Sorcery, Undead) 3, Presence (Intimidation) 4, So- New Merit: Creature of Passions
cialize (Guests) 3, Survival (Tracking) 3, Stealth 3
Merits: Artifact (Thunderbird’s Cry) 3, Blood Scent, Hungry ghosts can’t acquire Principles by non-magical
Blood Thrall, Creature of Passions, Earthbound, means.
Hideous, Language (High Realm, Old Realm, Sky-
tongue) 3, Manse 3, Resources 3, Unspeakable New Merit: Unspeakable Hunger
Hunger
Flaws: Obsession (Defining): “I must consume the Goran’s Defining Derangement of obsession with con-
blood of the living.” suming living blood can’t be altered or diminished by
Attack (Thunderbird’s Cry/daiklave): 12 dice any means.
(Damage 20/5); Tags: Lethal, Melee
Attack (Bite): 9 dice (Damage 19/2); Tags: Lethal, Thunderbird’s Cry
Brawl, Natural, Piercing (see Vital Essence Consump- (Blue Jade Daiklave, Artifact •••)
tion)
Attack (Monstrous claw): 11 dice (Damage A relic of the First Age, this blue jade and thun-
17/2); Tags: Lethal, Brawl, Grappling, Natural derbird-bone daiklave passed from one outcaste to

95
EX3
ADVERSARIES OF THE RIGHTEOUS

another until the conquest of Medo, when Goran’s moth- DEFENSIVE CHARMS
er claimed it as spoils of war. It emits a dreadful raptor’s Encircling Winds Defense (6m; Simple; One
cry when it’s about to taste blood. scene; Essence 3): Goran whips the air around him
into a frenzied gale. This provides heavy cover against
Evocations of Thunderbird’s Cry ranged attacks and light cover against non-ranged
Passive: Once per scene, flurry a withering attack and a attacks. Rolls to contest his disengage actions suffer a
threaten action without the usual flurry penalties. Reset two-die penalty. If Goran is crashed, the Charm ends.
by incapacitating a nontrivial opponent. Mist-Body Suspiration (4m, 2i; Reflexive; One
tick; Essence 4): Goran’s body disperses momen-
Cutting Wind Strike tarily into mist, allowing attacks to pass through him.
Cost: 2m, 2i [+1wp]; Mins: Essence 2; Type: Supplemen- He gains +4 Evasion and can dodge undodgeable
tal attacks and uncountable damage. When he suc-
Keywords: Dual, Perilous cessfully dodges an attack, he suffers no onslaught
Duration: Instant penalty from it, and steals one Initiative from the at-
tacker. This Charm offers no protection against attacks
Slicing the air, Goran attacks a target within short range. that can strike immaterial targets. Once per turn.
At Essence 3, spending one Willpower extends this to Vertiginous Stare (2m; Reflexive; Until next turn;
medium range. Psyche; Essence 4): Goran’s hypnotic eyes befuddle
an enemy so that her strikes go awry. She subtracts
Clouds at Midnight (Black Jade (Goran’s Guile) successes from attack rolls against
Reinforced Buff Jacket, Artifact •••) him. Once per turn.
MOBILITY CHARMS
Crafted by legendary armorer Jerah Lorado for Tepet’s Flow Like Fog (4m; Reflexive; Instant; Essence 4): Dis-
grandson Segar, Clouds at Midnight has seen diplomats, solve into mist for the duration of a move action, flowing
archers, and sorcerers through many battles. Its black jade through even the tiniest openings. Waive the mote cost if
plates and vambraces are riveted to gray-dyed river dragon Goran has used Mist-Body Suspiration since his last turn.
hide. Blue jade inlay depicts swirling clouds illumined by
Wings of the Gale (10m, 1wp [3i per round after
silvery rays from a moonsilver crescent upon the gorget. the first]; Reflexive; Indefinite; Eclipse; Essence 4):
Howling winds rise beneath Goran, moving him one
Evocations of Clouds at Midnight or two range bands upward. He can continue flying
Passive: Add one die to Stealth rolls and withdraw ac- with normal movement actions, moving vertically or
tions in fog, precipitation, or darkness. horizontally, or hovering in place. Each turn after the
first costs three Initiative. When the Charm ends, he
OFFENSIVE CHARMS drifts harmlessly earthward; being crashed or Inca-
Chilling Touch (7m; Supplemental; Instant; Wither- pacitated ends the Charm.
ing-only; Essence 1): Goran’s hand or weapon flick- SOCIAL CHARMS
ers ethereal for a moment, ignoring up to four points Domino of Life (1m; Simple; Indefinite; Peril-
of natural or armored soak. ous; Essence 1): Goran appears human, losing the
Flying Time Technique (15m, 1wp; Reflexive; One Hideous Merit. Terminates when under stress around
scene; Perilous; Essence 2): Goran moves with night- potential victims.
marish speed as the world seems to slow to a crawl. Mesmeric Gaze (10m, 1wp; Simple; Instant;
Treat his Initiative as three points higher than it actually Psyche; Essence 4): Goran meets a target’s eyes to
is when determining turn order each round. He adds command her will, rolling a (Charisma + Presence)
two automatic successes on any attack roll against a persuade action as though the desired task were one
character that hasn’t acted yet during this round, and level lower, and doubling 8s. If his threshold success-
adds +2 Defense against attacks made by characters es equal or exceed her unmodified Resolve, she gains
who act after him in turn order. a Minor Tie of obedience to Goran, or increases an
Vital Essence Consumption (—; Permanent; Per- existing such Tie by one level. Once per target per
manent; Decisive-only; Essence 1): Whenever Goran scene.
deals decisive damage with a bite attack or savage MISCELLANEOUS CHARMS
action, or kills and devours an outmatched foe outside
of combat (Exalted, p. 212), he regains three motes Measure the Wind (5m; Simple; Instant; Essence
per health level of damage dealt, and heals non-ag- 1): Goran can discern the nature of anyone whose
gravated damage to a −0 health level. blood he tastes.

96
EX3
C h a pter T hree : S pirits a nd the D e a d

Nocturnal Beast Communion (5m; Simple; Until Essence: 2; Willpower: 5; Join Battle: 7 dice
dawn; Eclipse; Essence 3): Meeting the gaze of an Personal Motes: 70
animal with a positive Tie toward him, Goran rides
Health Levels: −0/−1x4/−2x4/−4/Incap.
within its mind, perceiving what it perceives and in-
structing it as though whispering in its ear. He uses his Actions: Feats of Strength: 10 dice (may attempt
own Perception pools but applies the benefits of its Strength 5 feats); Read Intentions: 5 dice; Seduction:
Perception-enhancing Merits. 6 dice (see Domino of Life); Senses: 7 dice (see Blood
Scent); Stealth: 6 dice; Threaten: 6 dice; Tracking: 7
Sky-Mantling Gloom (10m, 1wp; Simple; Instant;
dice (see Blood Scent)
Eclipse; Essence 4): Manipulate weather within
(Essence) miles, creating or intensifying mundane Appearance 4 (Hideous), Resolve 3, Guile 2
fog, clouds, or precipitation over the course of several Merits: Blood Scent, Earthbound, Extra Limbs (Pre-
minutes. Roll (Intelligence + Occult). 1 success yields hensile Hair), Hideous, Language (Riverspeak, Sky-
minor changes, such as making a damp evening turn tongue) 2, Unspeakable Hunger, Wall Walking
foggy or a cloudy day overcast. 3 successes yields Flaws: Derangement (Defining Obsession with con-
major changes, such as turning a clear sky overcast or suming living blood)
light clouds into a downpour. 5 successes can gather
pea-soup fog on a hot day or rouse a thunderstorm COMBAT
from clear skies. Once per day. Attack (Claw): 12 dice (Damage 13); Tags: Brawl,
Grappling, Lethal, Natural
Attack (Bite): 8 dice (Damage 17); Tags: Brawl,
Kiran Staghelm, the Fallen Rose Lethal, Natural, Piercing
Attack (Hair): 10 dice (Damage 15); Tags: Flexi-
While passing through Viharos decades ago, the young ble, Grappling, Lethal, Reaching
outcaste Kiran Staghelm heard rumor of the fiend of Combat Movement: 7 dice
Castle Arnyeko. He sought to vanquish Tepet Goran, Evasion 4, Parry 4
only to be seduced and devoured by the castle’s master.
Soak/Hardness: 11/0 (Hauberk)
Now his hungry ghost remains tied to the castle and to
Goran. CHARMS
Chilling Touch, Domino of Life, Measure the
He retains his living appearance as a handsome youth, Wind: As per Tepet Goran’s Charms, above.
his waist-length emerald hair twined with flowers. But Whirling Hair Defense (3m; Reflexive; Instant;
he sheds that guise to feast on the living. His true vis- Eclipse; Essence 2): Gain +2 Parry. If struck, apply +4
age is white-haired and emaciated, with blood-red eyes, soak and Hardness 4 to the attack. An Eclipse user
claws like broken branches, and a mouthful of thorn- without long hair may gain the same effects using
sharp teeth. loose, flowing garments.
White Razor Mane (2m; Simple; Instant; Uniform;
Intimacies: Defining: Tepet Goran (Subservience); Essence 2): Make a hair attack out to short range,
Major: Tepet Goran (Rebelliousness); Minor: Castle adding the Piercing tag.
Arnyeko (Home); Guests (Pity); Ragara Keles
(Resentment)

97
EX3
ADVERSARIES OF THE RIGHTEOUS

GODS AND SPIRITS


The following characters are spirits — beings of Essence and will. Some spir-
its are gods, acting as a divine representative of a place, thing, or concept.

Afondha
the Lady of the Well
Background: The well’s aquifer runs for miles underground, spanning rivers and cis-
terns 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
principalities once waged war over Afondha’s Well, dark blood seeping through
earth to mingle with the water. Now they have reached equilibrium through
treaties and marriage, so each may prosper.

Afondha is a regional fertility goddess. She has scores of God-Blooded chil-


dren, begotten with men and women from all three princedoms, whom she
views as extensions of herself. 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 sla-
vers, 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 blessing 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 re-
sents 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 ev-
er-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 whisper to any well that


taps into the aquifer stretching out from her temple-manse, from spouses
and heirs wishing for rulers’ deaths to farmers asking her to poison their
neighbors’ land, and she’s not above holding it over their heads for lever-
age. She harbors plans to destabilize the principalities, acting through dis-
creet saboteurs lest she offend local war gods. She offers potential agents a

98
EX3
C h a pter T hree : S pirits a nd the D e a d

myriad of rewards, including talismans and the hand of OFFENSIVE CHARMS


her favorite (and unaware) daughter, Tatosu. Geyser’s Distant Caress (6m, 1wp; Simple; One
scene; Eclipse; Essence 2): Afondha may perform
Equipment: Collar of Dawn’s Cleansing Light (Exalted, gambits against targets at up to medium range using
p. 601); flowing robes (Silken Armor, Exalted, p. 600); Manipulation + Brawl with bonus dice equal to her
white jade headdress (Hearthstone Amulet, Exalted, p. Cult (10 total dice), as long as she’s within short range
601) bearing three identical opaque green-blue stones, of at least a gallon of open water. Successful grapples
one of which is a Harvest Gem (Exalted, p. 609) performed with this Charm immediately pull the target
to close range.
Roleplaying Hints: Afondha carries herself with
DEFENSIVE CHARMS
self-aggrandizing confidence, but also with charm and
beauty. She is an excellent hostess to those she deems Still Waters Run Deep (5m, 2i; Reflexive; Instant;
worthy of her attention — especially young Exalted she Withering-only; Essence 1): Afondha gains bonus
can call upon once they’ve grown in power — and icy soak equal to the number of dice that show failures in
cold to anyone she deems beneath her. She changes her the attack roll, or double that amount if she is partially
attire and manse’s interior design on a whim, to keep or fully submerged in her aquifer’s water. Activate this
guests entertained and, not coincidentally, off-balance.
Charm before the attacker rolls.
She never strikes a deal unless she believes she’ll come MOBILITY CHARMS
out ahead. Aqueous Rebirth (5m, 1i; Reflexive; Instant;
Essence 1): Afondha briefly dissolves into water. She
Attributes: Strength 3, Dexterity 3, Stamina 4; Cha- may automatically succeed on a disengage attempt.
risma 4, Manipulation 5, Appearance 5; Perception Alternatively, she may roll Dexterity + Cult (7 dice)
3, Intelligence 4, Wits 2 while being grappled to reduce the opponent’s turns
Essence: 4 of control by the number of successes she rolls. If this
Willpower: 7 reduces the turns of control to zero, she gains two Ini-
tiative.
Join Battle: 6 dice
SOCIAL CHARMS
Personal Motes: 90 (6 committed)
Thirst-Quenching Goddess Regalia (8m, 1wp;
Health Levels: −0/−1x4/−2x4/−4/Incap. Reflexive; Instant; Eclipse; Essence 3): Whenever
Abilities: Awareness 4, Brawl 1, Bureaucracy (Of- Afondha succeeds at a bargain action or chooses not
ferings) 4, Dodge 4, Integrity (Persuasion) 5, Linguis- to apply her Resolve against one, she may activate
tics 4, Lore 4, Occult 4, Performance 4, Presence this Charm to automatically instill a minor Intimacy for
(Bargaining, Charm) 5, Resistance 2, Socialize (Read herself in that character with a positive context chosen
Intentions) 4 by the opponent’s player, such as awe, respect, or
Merits: Artifact (Hearthstone Amulet) 2, Artifact trust. If the character already has a positive Intimacy
(Collar of Dawn’s Cleansing Light) 2, Artifact (Silken for her, it increases in intensity by one instead. If the
Armor) 4, Cult 4, Exalted Healing, Followers 2, Lan- character already has a negative Intimacy for her, it
guage (Native: Old Realm; High Realm, Riverspeak) decreases in intensity by one instead.
2, Manse 5, Retainers (God-Blooded Bodyguard) 4, MISCELLANEOUS CHARMS
Resources 4, Selective Conception
Fertile Benediction (15m; Simple; Instant; Eclipse;
Attack (Unarmed): 8 dice (Damage 10); Tags: Essence 3): Afondha blesses the supplicant with fertil-
Bashing, Brawl, Grappling, Natural ity, ensuring conception with their next informed and
Attack (Grapple): 4 dice (4 to control) willing partner regardless of whether they could nor-
Combat: Soak 9, Hardness 4 (Silken Armor: +5); mally conceive a child with that partner, as long as at
Parry 2 (Brawl); Evasion 4; Rush 3 dice; Disengage least one of them has a womb.
7 dice Hurry Home (10m, 1wp; Simple; Instant; Essence
Social: Resolve 4, Guile 5 1): Afondha dissolves into water on her next turn, re-
Escort: Afondha cultivates an entourage of fawning turning to her manse’s hearthroom.
servants, God-Blooded guards, and juggling bears. Materialize (45m, 1wp; Simple; Instant; Essence
The temple-manse’s guards use traits for battle-ready 1): Afondha solidifies from water.
troops (Exalted, p. 496) and form a Size 2, Might 1 Measure the Wind (5m; Simple; Instant; Essence
battle group with average Drill. Two elite bodyguards 1): Afondha can read anyone who willingly asks for
(Exalted, p. 497) accompany Afondha everywhere, her blessing.
tongueless and unflinchingly loyal.

99
EX3
ADVERSARIES OF THE RIGHTEOUS

Vine-Ripened Labor (15m, 1wp; Simple; Instant; receives four banked bonus dice, which they can add
Essence 3): Afondha grants fruitful progress on one to any one roll pertaining to the task before the lunar
specific task, such as attracting a suitor’s attention month ends; if that roll succeeds, the supplicant tithes
or winning a negotiation with a rival. The supplicant one Willpower to Afondha.

Iron Tiger
the Wyrd of the Broken Sword
Background: Sandred was born an impoverished youth Roleplaying Hints: Iron Tiger’s first priority is protect-
of the Hundred Kingdoms. Destiny demanded that he ing Sandred. Rarely leaving his side, she remains within
take up the sword Iron Tiger and, buoyed by his pride in close range in combat, using defend other as needed, un-
the ancestral blade, seize power — first as a bandit, then less she needs to sacrifice herself to buy time for his es-
a mercenary, and finally a prince whose reign would cape. She’s most easily manipulated by offering ways to
unite the region under a single banner. Yet in Sandred’s better fulfill the destiny she represents, or threatening to
first battle, Iron Tiger shattered in his hand. make that destiny difficult or impossible to fulfill. Should
Iron Tiger be permanently destroyed, leaving Sandred to
But Heaven is not so easily denied. The sword’s destiny, perish or fall from his intended destiny, that will draw
slain by circumstance, arose in the Underworld as a wild Sidereal attention.
warrior-woman with eyes like red-hot iron. She made
her way into the world of the living, took up the bro- Attributes: Strength 5, Dexterity 4, Stamina 5; Cha-
ken hilt of her namesake blade, and set out to champion risma 2, Manipulation 2, Appearance 2; Perception
Sandred’s ascent to royalty — whether he desires it or no. 4, Intelligence 2, Wits 5
Essence: 3
However much Sandred’s struggles might have matured
Willpower: 7
him had Heaven had its way, he now grows proud and
cocksure with Iron Tiger at his right hand, living it up on Join Battle: 10 dice
stolen silver while grousing over the travails of conquest. Personal Motes: 30
For her part, she has no scruples and no pity; she’ll kill Health Levels: −0/−1x2/−2x2/−4/Incap.
anyone and destroy anything to put Sandred on his des- Abilities: Athletics 4, Awareness 4, Dodge 4, In-
tined throne. tegrity 5, Medicine 1, Melee (Her Broken Sword) 5,
Presence (Intimidation) 4, Resistance 5, Ride 1, So-
Image: Iron Tiger is short and powerfully built, with cialize (Danger to Sandred) 2, Stealth 1, Survival 1,
skin naturally striped rust-red and steely gray. Her eyes War 3
smolder like molten metal; few can withstand the weight
Merits: Danger Sense, Fast Reflexes, Language
of her regard. Her posture bespeaks a readiness for vio-
(Old Realm, Riverspeak) 2, Wyrd
lence that borders on bloodlust.
Attack (broken sword): 14 dice (Damage 12);
Intimacies: Defining: “Sandred shall seize his throne Tags: Lethal, Melee, Improvised
and unify the Hundred Kingdoms.”; Major: “Obstacles Combat: Soak 10, Hardness 0 (medium armor: +5);
deserve neither consideration nor mercy.”; Sandred Parry 5 (melee); Evasion 3 (armor penalty −1); Rush
(Loyalty); Minor: “I serve the will of Heaven.” 8 dice; Disengage 8 dice
Social: Resolve 5, Guile 2
Secrets: Working covertly to clear a path for him, Iron
OFFENSIVE CHARMS
Tiger has embezzled funds from the bandits’ treasury,
intending to hire the Grass Spider assassin clan to elimi- Broken Destiny Forged Anew (10m, 1wp; Re-
nate powerful enemies. She blames these thefts on mem- flexive; One scene; Dual, Perilous; Essence 3): This
bers of the bandit band she deems treacherous, as an ex-
Charm may only be used when Iron Tiger is at Initia-
tive 15+ and Sandred is within close range. She and
cuse to kill them for Sandred’s sake.
the broken sword fuse into one, a blazing tiger-striped
Equipment: Broken iron sword, haphazard patchwork
blade that leaps into Sandred’s hand and fights with
all the fervor of a destiny denied. For the rest of the
armor, military field gear.

100
EX3
C h a pter T hree : S pirits a nd the D e a d

scene, Sandred adds +3 to Parry, soak, attack rolls, action against a character standing in the way of San-
and raw withering damage. Iron Tiger continues to dred’s destiny. The target must spend an additional
take attack and/or defend other actions while in sword Willpower to resist this influence in the Decision Point.
form when her turn comes up in Initiative order, moving MISCELLANEOUS CHARMS
in Sandred’s hand with blinding speed. This Charm ter-
minates if either Iron Tiger or Sandred is crashed. Fallen Destiny Compass (—; Permanent; Perma-
nent; Essence 1): Iron Tiger always knows direction
Wyrd’s Razor (2m per die; Instant; Supplemental; and distance to Sandred.
Essence 3): In Sandred’s presence, Iron Tiger may
add up to three dice to any action in combat, includ-
ing Join Battle. New Merit: Wyrd
DEFENSIVE CHARMS
Guardian Sword Spirit (1m [+1wp]; Reflexive; Iron Tiger is bound to the destiny she represents — 
Instant; Essence 2): Iron Tiger takes a defend other Sandred claiming a throne and unifying the Hundred
action to protect Sandred while he’s in close range. Kingdoms. Her Intimacy representing that destiny cannot
If she also spends a Willpower, the attacker cannot be altered or eroded, and social influence opposing it is
choose to target Sandred upon beating Iron Tiger’s unacceptable. If slain, Iron Tiger returns to life at dawn to
Parry. fulfill her task. However, she ceases to exist if the destiny
she represents either comes to pass or becomes utterly
MOBILITY CHARMS
impossible to achieve. Effects such as Ghost-Eating Tech-
Sword-and-Wielder Retreat (3m; Supplemen- nique can also slay her permanently.
tal; Instant; Essence 2): When Iron Tiger successful-
ly disengages she pulls Sandred in her wake. This
doesn’t count as his movement action for the turn. Sandred, the Destined Prince
SOCIAL CHARMS
Young and handsome, Sandred’s once-rawboned frame
Burning Eye of Fury (5m; Supplemental; Instant; has been softened somewhat as he feasts on the boun-
Essence 3): Iron Tiger adds three dice to a threaten ty of banditry, but travel and battle keep him fit. He’s

101
EX3
ADVERSARIES OF THE RIGHTEOUS

uncomfortable with his dependence on Iron Tiger, but Actions: Command: 5 dice; Read Intentions: 6 dice;
isn’t introspective enough to understand his own role in Senses: 5 dice; Social Influence: 6 dice; Stealth: 5
that dependence. dice
Appearance 3, Resolve 2, Guile 2
Intimacies: Defining: “I deserve to be a prince.”; Major:
COMBAT
“What’s the point of power and wealth if you can’t re-
lax and enjoy it?”; Himself (Ambivalence); Iron Tiger Attack (straight sword): 8 dice (Damage 11/2)
(Petulant Reliance); Minor: “I’ll do what I must to sur- Tags: Lethal, Melee, Balanced
vive.”; His bandits (Fellowship) Combat Movement: 6 dice
Evasion 2, Parry 3
Essence: 1; Willpower: 5; Join Battle: 5 dice Soak/Hardness: 8/0
Health Levels: −0/−1x2/−2x2/−4/Incap

Ixier
Who Dreams for the Dead
Background: Three years ago, on the edges of a rag- black as oil slicks. Between forms, its victims’ faces and
ged Wyld patch, a gluttonous raksha feasted upon the features surface and recede in a constant churn.
dreams of an entire village. By the time a band of Exalts
arrived to put a stop to it, the people were already empty Intimacies: Defining: “The dreams of the dead live on in
husks. To their deep sorrow, the champions put the vil- me.”; Major: “I will finish that which was left undone.”;
lagers out of their misery. Minor: The Raksha’s Murderers (Hatred)

The Exalts turned their grief and rage on the Fair One Secrets: When pursuing one of its victims’ dreams or goals,
and killed it, with its belly still full of its victims’ dreams. Ixier sometimes forgets it’s not human. It adopts the victim’s
Those dreams’ remnants leaked out along with the rak- form and mannerisms, seeking out people and places from
sha’s blood, seeping into the soil of the village square. the deceased’s past to fulfill her wishes or exact vengeance.
The heroes burned the creature’s body, buried the vil-
lagers, and departed for other adventures. Ixier has consumed several Exalts’ dreams. These give it in-
sight into all kinds of secrets — such as the location of a forgot-
Left alone at the center of the shadowland born from the ten manse, the password to enter a secret salon in the Imperial
villagers’ deaths, with the Wyld’s fingers creeping in like City, or the place where a lovelorn Sidereal hid her heart.
an infection, the alien blood and stolen dreams coalesced
into something new. The entity that rose from the shad- Equipment: Ixier bears weapons and armor it collects
owland named itself Ixier, and declared its domain the from its victims. These vary from the villagers’ common
dreams of the dying. It wanders the bordermarches, driv- bows and hunting knives to the splendid regalia of a
en and haunted by its victims’ lost hopes and seeking to Prince of the Earth who died in Ixier’s domain.
fulfill the wishes of those whose dead dreams gave it life.
Roleplaying Hints: To survive, Ixier has become like the
Image: Ixier mimics the shapes of dreamers it’s fed raksha whose death created it, feeding on the dreams of
upon; one moment it may be tall and hulking, the next, the dying. Easterners view it as an unwelcome psycho-
wispy and childlike. Only its eyes remain unchanged: pomp. It seeks out battlefields and places where illness

AN ECLECTIC PANOPLY

Ixier collects its victims’ weapons and armor, and uses whichever best matches its current goals. Storytellers
may assign it other equipment that fits the story, and adjust combat traits accordingly. Ixier may even wield artifact
weapons it’s claimed from Exalted victims, and use their Evocations.

102
EX3
C h a pter T hree : S pirits a nd the D e a d

runs rampant — where the feasts are. In leaner times, it Essence: 3


slips into smaller villages and settlements to sit beside Willpower: 8
the deathbeds of the infirm.
Join Battle: 7 dice
Ixier is protective of the shadowland it hails from, tend- Personal Motes: 30
ing to the houses and occasionally attempting to grow Health Levels: −0x3/−1x4/−2x6/−4x2/Incap.
crops on the land — some of the villagers had sim- Abilities: Archery 2, Awareness (Sense Injury) 4,
ple dreams of home and prosperity, which it values as Brawl 4, Dodge 3, Integrity 2, Lore (Local) 3, Melee
strongly as the dreams of a champion bent on adventure 2, Occult 2, Presence (Intimidation) 3, Resistance 2,
and glory. Socialize 1, Stealth 3, Survival 1
Merits: Danger Sense, Direction Sense, Fleet of
Characters who are gravely wounded (at −4 or Foot, Malleable Shape (below)
Incapacitated, or suffering other injuries at the
Attack (Self bow): 9 dice at short range (Damage
Storyteller’s discretion) attract Ixier’s attention. The
10); Tags: Lethal, Archery (Long), Mounted
creature responds favorably to offers to help it complete
the tasks its victims never could. Attack (Spear): 7 dice (Damage 12); Tags: Lethal,
Melee, Piercing, Reaching
The longer Ixier is left unchecked, the more formida- Attack (Unarmed): 7 dice (Damage 10); Tags:
ble it becomes. To increase its threat, determine how Bashing, Brawl, Grappling, Natural
many additional health levels it’s gained using Consume Attack (Grapple): 7 dice (7 to control)
Dreams (below) in the current story, and what associat- Combat: Soak 4, Hardness 0; Parry 3 + weapon
ed Ties it possesses, when it encounters the characters. defense (Melee) or 4 (Brawl); Evasion 3; Rush 2 dice;
Disengage 5 dice
Attributes: Strength 3, Dexterity 3, Stamina 4; Cha-
Social: Resolve 3, Guile 3
risma 2, Manipulation 4, Appearance 2; Perception
3, Intelligence 2, Wits 3

103
EX3
ADVERSARIES OF THE RIGHTEOUS

motes, if mounted, it may double its mount’s speed


New Merit: Malleable Shape instead.
Ixier changes its shape at will, taking on the appearance MISCELLANEOUS CHARMS
of anyone whose dreams it has eaten. Banquet of Daydreams (8m, 1wp; Supplemen-
DEFENSIVE CHARMS tal; Instant; Essence 2): On a successful attack, Ixier
feasts on its target’s dreams. A target with an Essence
Nightmare Torrent (10m; Reflexive; Instant;
pool loses five motes (personal first, for Exalts). Ixier
Essence 2): Ixier unleashes the horrors of the shadow-
gains a Minor Tie to the subject of any one of the
land and its victims’ worst fears on its opponent. The
target’s Ties (player’s choice). The victim loses the Tie
target rolls a die and loses points of Initiative equal to
until Ixier dies, or she convinces it to return the dream,
the value it shows, which Ixier gains. If this crashes the
which it can do as a miscellaneous action.
target, she reflexively flees one range band from Ixier
and forfeits her next reflexive move action. Ixier gains a −2 health level for each Tie it collects this
way. Once Ixier takes damage to one of these health
MOBILITY CHARMS levels or gives back the dream that provided it, that
Impending Death Scent (5m or 10m; Simple; level vanishes permanently. Once such a health level
Until Ixier reaches its destination; Eclipse; Essence 2): vanishes, the dream is gone and cannot be returned.
Ixier senses death approaching, and travels to meet it. At the end of the current story, Ixier fully digests and
It’s drawn unerringly to anyone within 50 miles who absorbs any dreams it still holds, losing all but one of
is soon to die, such as those in their final hours of an the health levels and Ties this Charm bestowed.
illness or old age, or bleeding out from wounds. It es- Hurry Home (10m, 1wp; Simple; Instant; Essence
pecially loves fresh battlefields, sick houses, and other 2): Ixier fades away on its next turn, returning to the
such places. For the duration, Ixier travels at double shadowland where it was born.
its normal rate of speed to reach this location. For 10

104
EX3
C h a pter T hree : S pirits a nd the D e a d

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 (10 committed)
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, Bu-
reaucracy 3, Craft (Armorsmithing) 7, Craft (Artifacts)
Image: Ninegala has charcoal-black skin, ash-gray hair, 7, Craft (Weaponsmithing) 7, Dodge 3, Integrity 4,
and fiery eyes that blaze when her passions are aroused. Linguistics (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
Intimacies: Defining: “I wish only to craft wonders Merits: Artifact (Boundless Javelin Quiver) 3, Arti-
in peace.”; Major: “I enjoy testing my art’s limits.”; fact (Flying Bronze Chariot) 4, Artifact (Forge-Moth-
Makeloans (Affection); Minor: The Fair Folk (Loathing) er’s Hammer) 3, Artifact (Ur-Golem Armor) 3, Cult
4, Five-Thousand-Year Panoply (below), Language
Secrets: An ancient goddess, Ninegala holds faded (Native: Old Realm; Seatongue) 1, Legendary Artisan
memories of the Time Before — specifically, the divinity (below), Scripture of the Forge (below)
she served and his workshop in Heaven — though she’s Attack (Forge-Mother’s Hammer): 13 dice
forgotten more than most living gods recall. She retains (Damage 19/4); Tags: Bashing, Melee, Smashing
a few relics from that era in her vaults, hidden in plain
Attack (Javelin): 13 dice at short range (Damage
sight where none but she might recognize them.
16); Tags: Lethal, Melee, Piercing, Thrown (Short)
Equipment: Forge-Mother’s Hammer (Goremaul), Ur- Combat: Soak 18, Hardness 10 (ur-golem armor:
Golem Armor (see below), Quiver of Boundless Javelins +11/10); Parry 6 (Melee); Evasion 2 (ur-golem
(see below), 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-
suade her to lend her services without such quests if the
desired artifact is sufficiently exotic and intriguing, or to New Merit:
ward off a potential threat to her or Makelo’s people. Five-Thousand-Year Panoply
Should the characters destroy her — to loot her armory, Ninegala may find any simple, straightforward two- or
perhaps, or claim Makelo and its forges for themselves — three-dot artifact within her vaults. Once per story, if
powerful beings across the West descend on her vaults. she requires an artifact with specific, esoteric powers,
Some assume the characters have already claimed the roll (Essence) dice against the artifact’s rating. Success
cream of Ninegala’s arsenal and track them down. In ad- reveals it in her vaults; failure reveals an artifact of sim-
dition, Ninegala retains a few connections in the spirit ilar function whose rating only equals her successes on
courts, such as the dragon Fakharu (Exalted, pp. 521- the roll.
523); these may aid her in retrieving stolen goods, or
avenge her if she’s destroyed.

105
EX3
New Merit:
Legendary Artisan
Ninegala doesn’t track or gain crafting expe-
rience — if she must pay a crafting experience
cost, she’s always able to meet it. She has ten
major project slots and five superior project
slots.

New Merit:
Scripture of the Forge
Students learning Craft from Ninegala halve
training times. They gain +2 soak and Hardness
against fire-based attacks and immunity to mi-
nor burns, extending afterward for a duration
equal to the training time. Students who spend
years training under Ninegala obtain fiery eyes
and charcoal-dark skin, marking them as mas-
ters of the forge.

Boundless Javelin
Quiver (Artifact •••)
An oblong case of teak and darkened bronze,
inlaid with the Old Realm word for “Plenty” in
orichalcum and moonsilver, contains a dozen
iron javelins.

Evocations of the Boundless


Javelin Quiver
Passive: The attuned quiver never runs out of
javelins; new ones appear to replace the old.

Distant-Striking Dart
Cost: 1m [+1wp]; Mins: Essence 1; Type: Supple-
mental
Keywords: Uniform
Duration: Instant

Attack a target at up to long range, using the


same dice pool as short-ranged javelin attacks.
Spend one Willpower to attack at long range
without an aim action.
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.

106
EX3
C h a pter T hree : S pirits a nd the D e a d

DEFENSIVE CHARMS Major: +4, Superior: +6, Legendary: +8.


Fire Knows the Forger (5m; Reflexive; Instant; Hammer-and-Anvil Genesis (25m, 1wp;
Essence 3): Add (Essence) successes to resist a fire- Simple; One project; Stackable; Essence 5): Au-
or heat-based environmental hazard and subtract tomatically succeed on the roll to complete a basic
that many dice from its damage. Against attacks from or major project. Superior and legendary projects
sources such as firewands or fiery dragon breath, this instead double 7s, double extra successes received
Charm instead halves their damage. at each interval, and add five rolls to the terminus. This
Steel Knows the Shaper (5m, 2i; Reflexive; Charm can stack to benefit multiple projects.
Until next turn; Essence 3): Gain +1 Defense against Hurry Home (10m, 1wp; Simple; Instant; Essence
weapon-based attacks. If a character attacks Nine- 1): Ninegala fades away and vanishes on her next
gala and misses, he’s automatically disarmed — the turn, returning to her sanctum.
weapon flies from his hand lest it strike the forge-god- Materialize (50m, 1wp; Simple; Instant; Essence
dess. Unarmed attacks and improvised weapons are 1): Ninegala appears in a wreath of flame.
unaffected. Measure the Wind (5m; Simple; Instant; Essence
MISCELLANEOUS CHARMS 1): Ninegala can discern the nature of anyone han-
Forge-Mother’s Grace (1m+; Reflexive; Instant; dling her workmanship.
Essence 4): Using an item she made herself, Nin- Spark of Inspiration (10m, 1wp; Simple; Instant;
egala adds bonus dice as with a Solar Excellency Eclipse; Essence 3): Target receives 10 silver craft
(Exalted, p. 255). Her maximum is based on the points and 3 gold craft points. A character can only
level of project used to create the item — Basic: +2, benefit from this Charm once per story.

107
EX3
ADVERSARIES OF THE RIGHTEOUS

Resplendent Twin
the Shining-Heeled, Queen of Reflections
Background: Once the celestial goddess of heliographs, light. Her body glows when illuminated, shining ruddily
Resplendent Twin lost much of her power when the cha- in firelight or blazing beneath the sun. When she runs,
os of the Contagion and the Fair Folk invasion destroyed sparks fly in her wake. More often, she projects her im-
the Shogunate heliograph network. When the Realm age into priests’ and petitioners’ mirrors.
assembled its own system, a better-connected subordi-
nate stole her position. Piqued, she left Heaven for the Intimacies: Defining: Herself (Vanity); Major: “I miss
Scavenger Lands, establishing a cult as a goddess of mes- Heaven’s luxuries.”; “Knowledge is power.”; “Money has
sengers, merchants, travelers, and good fortune. no provenance.”; “Returning to Heaven would be an ad-
mission of defeat.”; Rodo-Capiri, Goddess of Heliographs
Formerly a grand dame in the Celestial City’s cotillions, (Bitter Grudge); Minor: “I respect a good host.”; Great
she misses Heaven’s high society, traveling thousands Forks (Affection); Her devotees (Obligation)
of miles to attend particularly lavish soirées or pursue
whispers of reinstatement in Yu-Shan. She favors invi- Secrets: Greyfalls’ Cynis households regularly invite
tations from wealthy socialites and grants the richest so- Resplendent Twin to their galas. In exchange, she fun-
cial contacts, confidential information, and occult beni- nels information and business to them. Meanwhile, she
sons. The nature of their business — whether mercenary remains willfully ignorant of her priests’ efforts to sab-
work, drugs, or slavery — concerns her not at all. otage messengers and merchants who don’t tithe to the
cult.
Image: Resplendent Twin appears as a tawny-skinned
woman with smoke-colored hair, clad in tunic and skirt Equipment: Gleaming garments, jewelry, mirror-bright
of silver, gold, and bronze, or an elegant gown woven of silver sword, blazing sunbeam bow

108
EX3
C h a pter T hree : S pirits a nd the D e a d

Roleplaying Hints: Resplendent Twin desires wealth, Tower-to-Tower Arrow (7m, 1wp; Supplemental;
power, adoration, and pleasure. She’s not malicious, Instant; Decisive-only; Essence 4): Resplendent Twin
but cares little who’s harmed in acquiring such things. nocks and fires an unblockable arrow of reflected light
Confronted about collateral damage by incensed out to extreme range. It can bank off reflective surfaces
Exalted, she’ll comply with reasonable requests, but to bypass cover — even full cover, if she knows her tar-
eventually backslides. (She understands Eclipse oaths get’s location. Each bank shot can extend its range by
and avoids unequivocal promises.) She flees from dan- an additional extreme range band.
ger, abandoning everything to avoid death — and waiting DEFENSIVE CHARMS
to rebuild her power before seeking revenge. Ending her Shard Twin Flash (10m, 4i; Reflexive; Instant; Per-
or her cult results in economic upheaval; her dependents ilous; Essence 4): Resplendent Twin sheds a luminous
fall from power, others rising in their place. reflection between her and an attacker. It performs a
defend other action using her Parry. If the attack hits
Attributes: Strength 2, Dexterity 5, Stamina 6; Cha- Resplendent Twin, she waives this Charm’s Initiative
risma 4, Manipulation 4, Appearance 5; Perception cost the next time she activates it this scene.
5, Intelligence 4, Wits 6
MOBILITY CHARMS
Essence: 4
Mile-Eating Stride (15m, 1wp; Simple; One
Willpower: 7 day; Essence 3): Resplendent Twin runs tirelessly at
Join Battle: 11 dice 100 miles an hour, crossing impassable terrain such
Personal Motes: 90 as lakes or canyons up to a mile wide by vanishing
Health Levels: −0/−1x4/−2x4/−4/Incap. and reappearing on solid ground. Double 7s on
movement rolls, moving from point to point in combat
Abilities: Archery 5, Athletics (Running) 5, Aware- without crossing the space between, ignoring hazard-
ness (Sight) 5, Bureaucracy 3, Craft (Heliographs) ous terrain. With a touch or to answer a prayer, she
2, Dodge 5, Investigation 2, Integrity 1, Linguistics 4 may bestow a lesser form of this Charm. The recipi-
(Codes and Ciphers), Lore 3, Melee 3, Occult (Spirit ent gains the same speed and endurance, but cannot
Courts) 3, Performance (Dance) 4, Presence (Suppli- cross through space and only doubles 9s on move-
cants) 3, Socialize 4 (Galas) ment rolls; the duration becomes Indefinite, lasting
Merits: Boundless Endurance, Contacts 3, Cult 3, until he’s stopped moving for more than a scene.
Fleet of Foot, Followers 3, Influence 4, Language SOCIAL CHARMS
(Old Realm, Riverspeak, High Realm, Guild Cant) 4,
Resources 4 Everything-in-Common Attitude (15m, 1wp; Re-
flexive; One scene; Essence 2): After a few minutes inter-
Attack (Blazing Sunbeam Bow): 15 dice at acting with a character or observing him in a social setting,
short range (Damage 14/4); Tags: Lethal, Archery Resplendent Twin makes a read intentions roll to mirror his
(Long) demeanor and mannerisms, ingratiating herself to him. If
Attack (Silver Mirror Sword): 11 dice (Damage successful, treat him as having a minor positive Tie towards
14/5); Tags: Lethal, Melee her and add +2 to her effective Appearance against him
Combat: Soak 11, Hardness 4 (Light artifact armor: (even above 5.) She conceals her own motives while re-
+5); Parry 5 (Melee; +1 medium weapon); Evasion flecting his, adding +2 Guile. If a character fails to read
5; Rush 12 dice; Disengage 11 dice her intentions but rolls enough successes to beat the Guile
Social: Resolve 4, Guile 4 of this Charm’s target, he perceives her as holding the in-
tentions or Intimacies of this Charm’s target.
OFFENSIVE CHARMS
MISCELLANEOUS CHARMS
Incandescent Reflection Mantle (15m, 1wp;
Reflexive; One scene; Eclipse, Uniform; Essence 4): Hurry Home (10m, 1wp; Simple; Instant; Essence
Resplendent Twin draws in ambient light, enfolding 1): Resplendent Twin becomes two-dimensional and
herself in a shimmering aura. It’s merely cosmetic in vanishes on her next turn, reappearing in her mir-
low-light conditions, but otherwise imposes visual ror-filled Great Forks sanctum.
penalties on any character attacking her or defending Materialize (45m, 1wp; Simple; Instant; Essence
against her attacks, up to −3 under open daylight or 1): Like a mirage, Resplendent Twin steps forth from
inside a well-lit structure. Especially bright light suf- momentary heat-haze.
fuses her weapons with reflected radiance, adding Measure the Wind (5m; Simple; Instant; Essence
(Essence) to the raw damage of withering and de- 1): Resplendent Twin can discern the nature of anyone
cisive attacks. she sees in a reflective surface.

109
EX3
ADVERSARIES OF THE RIGHTEOUS

Mirror-as-Window Method (5m; Simple; One (Essence x 100) miles. Once per story, after she’s
scene; Eclipse; Essence 4): Resplendent Twin proj- appeared in a mirror, she may pay an additional 45
ects her appearance into a mirror within (Essence x motes and a Willpower to step out of it, appearing on
10) miles, allowing her to see out of it and converse the other side. Eclipse Castes who learn this Charm
through it. She may invoke this Charm reflexively cannot use it to answer prayers.
to answer a prayer to her at an extended range of

Siakal
Western God of Battle, Slaughter, and Sharks
Background: When bloody skirmishes turn Western waters crimson, the
mighty Siakal smiles, her maw full of pointed teeth. The fiercest battles are
feasts for her many children, those sharks and siaka who catch the scent of
blood on the waves and gorge themselves on sailors who go down with their
ships.

The battle-god spends much of her time in Yu-Shan, swimming in a great


pool of black basalt. She rarely involves herself in politics, unless Heavenly
debates touch upon wars in the West. It does little good to threaten other
war gods with conflict when Siakal’s aims clash with her peers’, so she’s
learned other cutthroat tactics to ensure her will prevails. This doesn’t
mean she never resorts to violence — her long and bloody disagreement
with the god Tansang ended in his sacred island of Fenua sinking beneath
the waves. The bodies of its doomed inhabitants fed a thousand siaka.

Though worship of Siakal is banned in Wavecrest and some other


western nations, many sailors still make offerings when their ships
raise battle flags. Lintha pirates wear shark-tooth amulets in her
honor. In Coral, cults dedicated to Siakal turn out fierce,
bloodthirsty warriors. Cautious captains wisely steer
clear of vessels flying shark tooth flags — the emblem
warns those who approach that the crew will grant
enemies no mercy.

Sharks follow in worshipers’ wakes. For a


proper sacrifice — usually ship’s cap-
tives — they’ll come to the crew’s aid
in battle. However, past propitia-
tion doesn’t ensure future co-
operation. If Siakal’s chil-
dren find the offerings
lacking, they’re happy
to feast on the crew.

The war god has lit-


tle use for bravery.
A coward can
slit an enemy’s
throat as easi-
ly as a hero can;
Siakal only cares

110
EX3
C h a pter T hree : S pirits a nd the D e a d

that blood tinges the waves. Death and destruction mat- Attack (Grapple): 10 dice (6 to control)
ter far more to her than boldness and heroics. Many a Combat: Soak 20, Hardness 7; Parry 5; Evasion 5;
worshiper has learned that lesson only when her chil- Rush 9 dice; Disengage 9 dice
dren were circling. Social: Resolve 2; Guile 4
Image: Most of the time, Siakal is a massive shark, OFFENSIVE CHARMS
stretching more than 20 yards long. In her human form, Boundless War-God Wisdom (1m+; Reflexive;
she’s an imposing woman with slate gray skin and flat Instant; Perilous; Essence 4): Siakal may add dice to
lidless eyes. Rows of shark’s teeth fill her mouth. any action in combat. She cannot add more dice to
a roll than her current Initiative, to a maximum of 10.
Intimacies: Defining Principle: “Battles that end in Join Battle rolls prior to combat may always have up
bloody slaughter please me.”; Major Tie: Children of to 10 dice added.
Siakal (Motherly Fondness); Minor Principle: “My oppo- Breaching Slam (3m; Supplemental; Instant;
nents will bend to my will one way or another.”; Minor Uniform; Essence 3): The god drags her enemy out of
Tie: The West (Territorial Ownership) the water with a mighty leap, crushing him beneath
her bulk as they fall back into the waves. Siakal’s
Secrets: While Siakal isn’t invested in the Realm’s loom- withering and decisive slam attacks also inflict
ing civil war, her agents bring her word of the increasing falling damage on her target (Exalted, p.232).
tensions between Peleps and V’Neef in the West. She’s Pounding Surf Strike (6m, 3i; Simple; Instant;
begun quietly undermining other war gods’ positions Essence 3): Siakal thrashes about mightily, batter-
so she can reap the majority of the benefits should the ing her enemies with the force of the tides. The rough
Great Houses go to war. waters around Siakal create an environmental hazard
applied against all enemies within medium range. The
Equipment: Shark’s Tooth, a serrated sword made of hazard deals 4B/round, with a difficulty of 3 to resist.
enchanted orca bone and the teeth of dead spirit sharks;
Rending Essence Bite (3m; Supplemental; Instant;
The Predator’s Hide, sharkskin buff jacket Decisive-Only; Essence 3): Siakal’s devastating bite
tears her enemy’s flesh. Her decisive attack deals
Roleplaying Hints: Siakal doesn’t bother making
aggravated damage.
friends. Cool and aloof to those who seek an audience
with her, she’s quick to sense weakness and seize upon
War God’s Frenzy: (5m; Reflexive; Instant; Deci-
sive-Only; Essence 4): Bloodied waters drive Siakal
advantages.
to greater heights of violence. After a successful deci-
Attributes: Strength 10, Dexterity 5, Stamina 9; Charis- sive attack, Siakal may immediately make a second
ma 3, Manipulation 4, Appearance 1; Perception 4, Intel-
attack against the same target.
ligence 3, Wits 3 DEFENSIVE CHARMS
Essence: 6 Churning Waves Defense (3m; Reflexive; Instant;
Essence 3): Siakal twists away from enemy attacks;
Willpower: 9 what blows land, her thick skin turns aside. Add
Join Battle: 10 dice (Essence) dice to her Evasion or Parry.
Personal Motes: 110 (10 committed) MOBILITY CHARMS
Health Levels: −0x10/−1x5/−2x5/−4/Incap. Riptide-Riding Method (3m; Simple; Instant;
Essence 1): While underwater, Siakal propels herself
Abilities: Athletics 4 (Swimming), Awareness 4
forward with a mighty flick of her tail, moving an ad-
(Smell), Brawl 3, Bureaucracy 3 (Yu-Shan), Dodge
ditional range band in any direction.
4, Integrity 1, Investigation 1, Linguistics 1, Lore 3,
Melee 5, Occult 3, Presence 4, Resistance 3, Social- SOCIAL CHARMS
ize 3, Stealth 4, Survival 4, War 5 (The West) Fanning the Flames (5m; Simple; One Scene;
Merits: Artifact (Shark’s Tooth) 3; (The Predator’s Essence 2): The god of battle stokes enmity from a
Hide, sharkskin buff jacket) 3, Cult 3, Language (Old smolder to a blaze. Siakal doubles 9s on social in-
Realm, Seatongue) 2, Unusual Hide 3 fluence actions involving her target’s negative Inti-
Attack (Bite): 10 dice (Damage 10) Tags: Brawl, macies. If the subject of that Intimacy is present in the
Lethal, Natural, Piercing scene, she doubles 8s.
Attack (Shark’s Tooth): 15 dice (Damage 12/5); MISCELLANEOUS CHARMS
Tags: Lethal, Melee, Balanced General’s Prerogative (20m; Simple; Instant;
Essence 3; Eclipse): Once per scene, Siakal summons

111
EX3
ADVERSARIES OF THE RIGHTEOUS

a fogshark (Exalted, p. 501) to appear automati- Materialize (60m, 1wp; Simple; Instant; Essence
cally at her side. 1): Siakal appears in a wave of blood and brine.
Hurry Home (10m, 1wp; Simple; Instant; Essence Measure the Wind (5m; Simple; Instant; Essence
1): Siakal fades away and vanishes on her next turn, 1): Siakal can take the measure of anyone whose
reappearing in her basalt pool in Heaven. blood she’s smelled on the wind or tasted in the water.

Yetunda Clatterbones Carrion Queen


Background: Once a pitiably obscure gambling deity, Yetunda used
souls who died over dice to buy her way to the position of carrion
queen. Ever-voracious for power, she became a back-alley divini-
ty of everything from fermentation to funerals, and as recently as
a decade ago seemed on the verge of becoming a regional force.
These ambitions ended when her daughter, Chausa, was con-
sumed by the contaminated power of an Exaltation Yetunda stole.
When Yetunda emerged from a years-long fugue, her cults and
temples had been stripped away.

Yetunda still has one living child: Mwaka, leader of the Graveyard
Kettle (see p. XX). Unlike his half-sister, Mwaka never put
Yetunda on a pedestal; the two trade remarks whenever she visits,
even as they share a “burnt offering” of ox-dragon steak. She of-
ten travels with Mwaka and his hunters, offering wisdom and
playing the cynic. When a rare bright mood takes her, she
guides them to hunt behemoths sanctified in the name of
those loathsome gods who stole from her, and both she
and the hunters grow strong feasting on this sacred flesh.

Image: Yetunda takes the shape of a vulture with terracotta-red


feathers and an oversized, wickedly-hooked black beak. In human
form, she becomes an unhealthily thin woman in a sweeping feath-
er cloak, bald head concealed by a bird-mask of woven red leather
strips. Her dark, wrinkled skin is a painted canvas of red dots
and lines.

Intimacies: Defining: “Don’t gamble what you’re not


prepared to lose.”; Chausa (Ceaseless Guilt); Major:
Mwaka (Poorly-Concealed Affection); Minor: “I
miss the game.”

Secrets: Yetunda once played a game of


dice in which Mwaka won “his life” from
her. She’s recently come to suspect that,
should he die, her divine essence will
be burned out to revive him as one of
the Liminal Exalted. She hasn’t told
him, finding some cold solace in the
possibility.

112
EX3
C h a pter T hree : S pirits a nd the D e a d

Equipment: Yetunda’s one remaining symbol of office is damage to inflict the Amputee flaw, crippling the
a one-handed warclub of divine bone, its bulbous head enemy with a shattered bone.
topped with a black jade “beak.” In both forms, she also Cloak of the Carrion Queen (10m, 1wp; Simple;
wears a necklace hung with carved fangs and tusks from One scene; Eclipse; Essence 2): Yetunda surrounds
myriad creatures. herself with a cloud of phantasmal cleaner-birds. This
confusing flock negates the Defense penalty for flur-
Roleplaying Hints: Yetunda is a worn-out old woman rying and allows her to take full defense actions as
with a wealth of badly-earned experience and a morbid part of a flurry.
sense of humor. She guides the Graveyard Kettle as best If someone within short range is suffering a wound
she can, afraid of reclaiming her lost power but nonethe- penalty of −2 or greater, the greedy birds swarm
less drawn to do so. The prospect of her death no longer them instead, robbing the god of this Charm’s bene-
bothers her, but if she can quell an opponent with noth- fits and inflicting a −1 onslaught penalty on the victim.
ing more than crippling injuries and ghoulish prophe- Yetunda can direct her birds between potential victims
cies, so much the better. Her daughter’s death weighs on but cannot recall them without ending the Charm.
her conscience; whenever she remembers the price of INVESTIGATION CHARMS
her hubris, she falls into a dark mood from which only
Mwaka can extricate her. Measure the Wind (5m; Simple; Instant; Essence
1): The carrion queen can size up anyone suffering
Attributes: Strength 2, Dexterity 4, Stamina 3; Cha- penalties due to wounds or disease.
risma 2, Manipulation 5, Appearance 3; Perception Sin-eating Secrets (5m; Simple; Instant; Essence
3, Intelligence 3, Wits 4 1): Yetunda may devour a corpse’s liver, rolling (Wits
Essence: 3 + Investigation). For each success, she may recall one
of the target’s memories, probing them based either
Willpower: 5 on time (“last week”) or topic (“the mercenary band
Join Battle: 6 dice that killed you.”) If she rolls at least three successes,
Personal Motes: 80 the target’s ghost passes swiftly through Lethe, freed
Health Levels: −0x1/−1x3/−2x3/−4x1/Incap. of its memories.
Abilities: Athletics (Flight) 2, Awareness 2, Brawl MISCELLANEOUS CHARMS
(Talons) 1, Bureaucracy (Dirty Tricks) 3, Craft (Bone Augur’s Bleak Promise (4m, 1wp; Supplemental;
Fetishes) 1, Dodge (Flight) 3, Integrity 2, Investiga- Instant; Essence 1): Double 9s on a threaten action;
tion (Corpses) 2, Larceny (Gambling) 2, Linguistics 1, if successful, the target is wracked with visions of his
Melee (Warclub) 2, Occult (Obscure Cults) 1, Pres- own death, lowering his Resolve against other fear
ence 2, Resistance (Disease) 3, Socialize 2, Stealth effects by 1 for three days.
2, Survival (Corpses) 3 Roll the Bones (10m, 1wp; Simple; Instant; Eclipse;
Merits: Cult 2, Contacts (Terrestrial Spirits) 5 Essence 1): Yetunda held onto one trick from her time
Attack (Warclub): 10 dice (Damage 14/4); Tags: as god of a bone-rolling game; the ability to seal a
Bashing, Melee, Smashing bet on a game of dice. Such wagers are upheld by
Heaven as though they were an Eclipse-sanctioned
Attack (Talons): 10 dice (Damage 9); Tags: Lethal, oath (Exalted, p. 176).
Brawl, Natural
A Wake for the Dead (10m, 1wp; Simple; Instant;
Attack (Grapple): 6 dice (4 dice to control) Essence 1): The carrion queen blesses a battle,
Combat: Soak 6, Hardness 0 (Feather Cloak: +3); causing vultures to circle above and, at day’s end,
Parry 5 (When using her warclub); Evasion 4; Rush 7 descend to devour the fallen. Any corpses given such
dice; Disengage 8 dice a sky-burial do not produce hungry ghosts or contrib-
Social: Resolve 3, Guile 4 ute to the spread of shadowlands.
OFFENSIVE CHARMS Hurry Home (10m, 1wp; Simple; Instant; Essence
Bone Cracker Club (3m, 1wp; Simple; Instant; 1): Yetunda fades away and vanishes on her next
Decisive-only; Essence 2): The carrion queen aims turn, returning to her bone-lined sanctum.
for marrow with a decisive melee attack, converting Materialize (40m, 1wp; Simple; Instant; Essence
dice up to her target’s wound penalty into success- 1): The carrion queen materializes with a wave of de-
es on the damage roll. She can forfeit four levels of cay-choked air.

113
EX3
ADVERSARIES OF THE RIGHTEOUS

The Prince Resplendent in the Ruin of Ages sat back on his heels in the dust. This was too easy, he
thought. So far, the tomb, ruined though it stood, had been utterly free of traps. No floor plates had
given way beneath his step. No panels had slid open, revealing an array of impaling spikes concealed
to catch the unwary robber. The greatest dangers he’d encountered had come from climbing over
fallen rubble or disturbing spiders’ nests.
That suggested two possibilities. Either explorers who’d come before had sprung all the traps and
carried off all its riches long ago, or the tomb’s designers planned it to lull trespassers into a false
sense of security, and the danger lay deeper within. Was that the trap? Was some subtle sorcery
acting on him even now, reinforcing his desire to test himself against the First Age architects who’d
built it? The thrill of it invigorated him.
The Prince Resplendent hefted a rock and threw it down the hallway ahead of him, listening as it
bounced harmlessly off ancient flagstones until it came to rest in the darkness. No traps sprang. No
gears whirred. Silence filled the halls as echoes died to nothingness.
“Well then,” he said, a wry smile on his lips, “I suppose I have my work cut out for me.”
The afternoon wound on, and the hallways wound round each other until the Prince Resplendent
again found himself staring into the darkness at the same stone he’d tossed hours earlier. He
crouched next to it, considering the maze in which he’d found himself. The Walker in Darkness’ agent
had offered a fortune for the artifacts rumored to be hidden here, and the Abyssal intended to claim it.
This place wouldn’t defeat him.
It took two more journeys around the tunnels before the Prince Resplendent was thoroughly
convinced he’d mapped every twist and turn. He was almost prepared to give up. But why, he kept
wondering, build so ornate a structure to house... utterly nothing? He’d found no burial room. No
bodies laid in ancient stately glory. No halls of treasure. Just hallway upon empty hallway, connecting
ruined room after ruined room. He sat against the wall to rest and think, taking the time to pull a
spring of mint from his pocket to chew. His eyes skimmed the ceiling above as he let his mind drift,
which was how he finally saw it.
He leapt to his feet laughing. “Oh, clever choice!” Of course he hadn’t been able to find the burial
rooms, or the vault, or any of the rest of it. He’d almost missed it, were it not for the unevenness of
the tiles above him. The tomb wasn’t in the maze of tunnels. It was concealed above them, where few
would ever think to look.
It took little time to find a place where the broken tiles gave way to a pitch-dark cavity above. Pulling
himself through the opening, he lit a torch and was rewarded with the white glint of moonsilver.
Everywhere he looked, the precious metal glimmered in the flame’s dancing light. This was, he
realized, an utterly untouched treasure, and it was his for the taking.
Before he set to work gathering his spoils — some for the Deathlord, some for his own cache — he
pulled out his brush and inkstone. He paused a moment, composing a poem to leave as proof of his
passing:
Though the mudskipper dreams of flight,
His treasure he keeps buried within the ground.
Though you tried to hide in the sky,
The dank dirt holds all that is left of you.

114
EX3
115
EX3
ADVERSARIES OF THE RIGHTEOUS

Chapter Four

The Exalted
3 Resplendent Fire

My head hurts from drinking with the caravan guard. Their captain, a jovial woman with a shock of red hair,
told the staff to keep our glasses filled until the reserves ran dry. “Celebrate,” she said. “We’re still alive.” Even
though I was already half-drunk, I didn’t miss the wink she gave the caravan god’s priest, or the wry smile he
returned. She’d saved us from bandits; he’d stitched her back together afterwards. The right hand holding her
glass last night was not the same right hand that had wielded her blade during the battle that morning...

THE SOLAR EXALTED


The following characters are Solar Exalted, Chosen of the Unconquered Sun.

Fehim
Three Devils Kingpin
Background: Cast off by his Yane noble parent, The Intimacies: Defining: “Secrets are power, action is freedom.”
Three Devils Gang saved Fehim from a young death on Major: Ualac (Necessary Evil); Minor: “An eye for an eye.”
the streets. Wielding courtly graces and quick wit as vi-
ciously as his knives, Fehim became a vital officer in the Secrets: The demon-prince Ualac tutors Fehim. The Twilight
gang and an apprentice to their sorcerer Imialek. has sacrificed many things in exchange for knowledge and
power: Blood, labor, peril, and even his former mentor, Imialek.
Reckless ambition all but destroyed the Three Devils The demon’s demands grow increasingly personal, pressing
Gang; Fehim escaped their massacre by sheltering in Fehim to dirty his hands in gruesome crimes and rituals.
a dilapidated temple. Feverish with wounds and ven-
geance, he found the Unconquered Sun in the temple’s Yane’s Darienite cult has reached out to Fehim, though
icons — and in turn, the Sun found him. the Twilight has not yet sought out one of their priests.

In the months since his Exaltation, Fehim has charmed Equipment: Six concealed knives, a burgeoning crime-
Yane society, reinventing himself as a respectable and cult, and an ancient drape of sacred red-gold woven with
courteous astrologer. All the while, the Three Devils sorcerous power.
Gang surges anew, bolstered by demon servitors and
guided by a mysterious new leader eager to not only re- Roleplaying Hints: Reeling from the loss of his gang,
claim old turf, but to establish a stranglehold over Yane’s Fehim was an easy mark for Ualac. It plays on his am-
criminal underworld. bition and fear to encourage audacious expansion, then
offers its help when a venture goes awry. Each time, it
Image: Fehim is wiry and dark-skinned, with high becomes easier to accept.
cheekbones and dreadlocks tied back. He typically wears
a fine silk robe stitched with tiny runes, and well-tai- In his public identity, Fehim enjoys the privileges of
lored sandals. He is missing an eye — lost in a youthful Varangian high society, but secretly scorns its members
accident, he claims. as blinkered and complacent. He discovers and exploits
his enemies’ secrets, operating where they dare not.

116
EX3
C hapter F o u r : T he E x a lted

In combat, he uses
knives as distractions
while fleeing down a pre-
pared escape route.

Caste: Twilight
Attributes: Strength 2, Dex-
terity 3, Stamina 2; Charisma 2,
Manipulation 4, Appearance 3;
Perception 3, Intelligence 4, Wits 4
Essence: 3
Willpower: 6
Join Battle: 6 dice
Personal Motes: 19
Peripheral Motes: 47 (4 committed )
Health Levels: −0x1/−1x2/−2x2/−4x1/Incap.
Abilities: Awareness 2, Brawl 1, Bureaucra-
cy 2, Craft (Talismans) 2, Dodge 3, Integrity
2, Investigation (Traitors) 4, Larceny (Crim-
inal Empire) 3, Linguistics 2, Lore (Astrolo-
gy) 3, Melee (Knives) 1, Occult (Demons) 3,
Performance 1, Presence 3, Socialize 3, Stealth
2, Thrown 3
Merits: Artifact (Silken Armor) 3, Contacts (Varang Un-
derworld) 1, Familiar (Narom) 3, Infernal Nobility, Influence
(Three Devils Gang) 2, Language (Native: Flametongue,
Old Realm) 1, Mentor (Ualac) 2, Resources (Crimi-
nal Proceeds) 2
Attack (Knife): 8 dice (Damage 9); Tags: Lethal,
Melee, Thrown (Short)
Attack (Grapple): 8 dice (3 dice to control)
Combat: Soak 7, Hardness 4 (Silken Armor: +5); Parry 2 (Brawl
or Melee); Evasion 3 (see Reed in the Wind) Rush 3 dice; Dis-
engage 6 dice
Social: Resolve 3 Guile 4
OFFENSIVE CHARMS
Hinder Pursuit (3m, +3m; Supplemental; Instant; Deci- Reed in the Wind (2i per 1 Evasion;
sive-only, Stackable; Essence 2): If Fehim deals 3+ damage Reflexive; Instant; Perilous): For every two Initia-
with a Thrown weapon, the victim suffers a –3 penalty to tive spent in response to an attack, increase Fehim’s
all dice pools for the scene. He can spend three additional Evasion by one.
motes to convince observers it came from another direction:
they must roll (Wits + Awareness) at difficulty (3 + 10s on SOCIAL CHARMS
Fehim’s attack roll) to realize its true source. Above Suspicion (6m, +1m; Reflexive; One
Vicious Precision (4m; Simple; Instant; Uniform; scene): Fehim’s presence isn’t considered suspicious,
Essence 1): Fehim hurls a knife using its close range so long as he acts naturally and wears appropriate
accuracy bonus, ignoring cover. At close range, his garb. His Guile is 6 against read intentions rolls; he
target’s defense is lowered by one. may spend one mote to increase it to 7.
DEFENSIVE CHARMS Motive-Discerning Technique (3m; Supplemen-
tal; Instant): Double 9s on a read intentions roll. Fehim
Pristine Scholar Stance (2m; Reflexive; Instant, may also substitute his Wits for Perception when using
Essence 1): Fehim ignores penalties to his Evasion and this on a character with whom he is speaking.
succeeds when an attack ties his Defense.

117
EX3
ADVERSARIES OF THE RIGHTEOUS

FALLING EVEN FARTHER

Without outside intervention, Fehim inevitably sacrifices his soul to Ualac, eternally yoking himself to the demon’s
icy will. Fehim, emboldened by early successes or frustrated by small defeats, accepts increasingly dangerous
bargains from Ualac in exchange for favors, powerful servants, and hellish artifacts. Each deal costs Fehim a little
more of his freedom and pride, either dirtying his hands, hardening his heart, or forcing him to rely more and more
on Ualac’s power and support.

This need not happen. While Fehim is not yet truly damned, heroic effort and compassion can help him escape the
vicious cycle of his demonic debts.

Pillar of the Community (—; Permanent;): Fehim Silent Words of Dreams and Nightmares
cannot be recognized from a crime scene by witness- (Exalted, p. 475).
es who don’t know him personally, and officials at-
tempting to establish his identity suffer a −2 penalty
to Bureaucracy and Investigation actions. He can Narom,
always play on a Minor Intimacy to convince crimi- Stomach Bottle-Bug Familiar
nals he’s a fellow outlaw, and once a day can add
nine successes to a Larceny or Stealth action. Fist-sized, ten-legged black beetles, Alveua forged the
Stubborn Boar Defense (—; Permanent): Fehim’s sesseljae to cleanse Malfeas’ foulness. Sorcerers employ
Resolve increases by +2 against persuade actions he them as internal “tasters,” for a stomach bottle-bug will
has already resisted. cheerfully gorge on poisons. Narom guards his master
Subtle Speech Method (3m; Simple; Instant): against poison, keeps him sober, watches for danger
Subtle meanings underlie Fehim’s words, conveying a through the back of his skull, and even sings him to sleep.
hidden idea only to its intended recipients. Essence: 2; Willpower: 4; Join Battle: 5 dice
KNOWLEDGE CHARMS Personal Motes: 70
Demon Dealer (3m [1m]; Reflexive; One scene; Health Levels: −0x1/−1x1/−2x1/−4x4/Incap.
Essence 1): Fehim can perceive immaterial spirits, and Actions: Internal Surgery: 10 dice; Resist Poison/
may spend one mote to supplement his attack so it Illness: 8 dice; Senses: 4 dice (see Drunkard’s Nose);
strikes one. Stealth: 7 dice (see Tiny Creature); Swim: 5 dice; (see
Surprising Erudition (—; Permanent; Essence 2): Flesh-Swimmer)
Fehim is automatically aware of criminal actions in Appearance 1, Resolve 3, Guile 1
his presence. Once per story, he can reveal a new
Lore specialty, and adds three non-Charm successes COMBAT
to any Lore roll regarding astrology or this specialty. Attack (Needle Legs): 8 dice (Damage 1L; see
Stomach Bug Surgery)
Combat Movement: 5 dice
Sorcery
Evasion 3, Parry 1 (see Tiny Creature)
Shaping Ritual: Fehim makes a living sacrifice to Ualac Soak/Hardness: 1/0
in person, gaining sorcerous motes equal to its Essense, MERITS
+5 for an Exalt. If the sacrifice affirmed one of Ualac’s Allergic to Purity: The demon suffers from expo-
Intimacies, Fehim gains extra sorcerous motes equal to sure to tears, seawater, silver, gold, salt, and vir-
that Intimacy’s rating. gin’s blood as though ingesting a dose of hemlock
(Exalted, p. 234). It cannot roll to resist.
SPELLS Drunkard’s Nose: Stomach bottle-bugs add three
Corrupted Words (Exalted, p. 472) automatic successes to any attempt to identify disease
Demon of the First Circle (Exalted, p. 473) or poison (including recreational drugs).
Infallible Messenger (control, Exalted, p. 474): This Flesh-Swimmer: Sesseljae can swim through air,
spell’s cherub resembles Ualac’s porcelain child form. liquid, and organic material, and can freely enter the
bodies of willing creatures.

118
EX3
C hapter F o u r : T he E x a lted

Tiny Creature: Sesseljae add +2 Evasion against MISCELLANEOUS CHARMS


attacks made by larger foes. In addition, larger char- Hurry Home (10m, 1wp; Simple; Instant; Essence
acters subtract two successes from Awareness-based 1): The demon vanishes on its next turn, drawn to its
rolls to notice it. summoner’s side. This Charm cannot be used while
MEDICAL CHARMS unbound.
Stomach Bug Surgery (15m; Simple; Indefinite; Materialize (35m, 1wp; Simple; Instant; Essence
Essence 2): The bottle-bug attunes to a living host, 1): The sesseljae takes on flesh, scurrying from grimy
granting it several Merits: Exalted Healing, Iron shadow.
Stomach, Natural Immunity, and Toxin Resistance. Measure the Wind (5m; Simple; Instant; Essence
Spice of Corrosion (3m; Reflexive; Instant; Essence 1): The sesseljae discerns the nature of someone it
1): The sesseljae doubles 9s to resist poison or disease, swims inside.
and suffers the affliction in place of its host.

Harrowing Silence
Chosen Guardian of Her People
Background: When the lingering threat of the Winter Image: Harrowing Silence is often seen as a flash of met-
Folk materialized in the dead of night, a young woman al as her spear slashes through air or a rush of wind kick-
who came of age as a street rat living on the fringes of ing up a torrent of snow before her tall, imposing figure
her society used knowledge of her village’s secrets to is spotted through the fog. Her earth-tone garments are
lead her people to a long-forgotten mine — a place where often caked with snow when not serving as camouflage,
they could safely make their home underground and re- and even her long hair glistens with beads of ice. She
build their community out of reach of the fae that hunt- keeps her garments lined with fur to protect against the
ed them. It was this act of selflessness that captured the cold, but is careful not to wrap herself so tightly that her
attention of the Unconquered Sun, and the one known as movements are inhibited.
Harrowing Silence greeted the day and what remained
of her home with new gifts meant to help her protect Intimacies: Defining: “Without my home, I am noth-
those she had saved who now saw her as a hero. ing.;” Major: Outsiders (Wary suspicion); “Change is the
enemy of peace;” Minor: Her spear (Prized possession)
With what was left of her decimated town repurposed
for farmland, Harrowing Silence now takes it upon her- Secrets: Though she tells the villagers that nothing
self to patrol the land above the underground commu- waits for them in the outside world, Harrowing Silence
nity and fend off anyone who dares approach whether knows that the mines they inhabit are still rich with ores
they are visitor, wanderer, or fae. She hides in plain sight thought to be lost to time. Several emissaries from the
among the snow drifts, stalking a path around the en- Heptagram and Whitewall’s colleges have been struck
trance to the mines and refusing to let anyone in or out down by her blades for surveying the nearby area for
as she fiercely protects the villagers and their secrets. these minerals, and she has begun venturing further
Traders and scavengers alike have spoken of the mys- from home in order to seek them out before her people
terious woman who strikes down those who cross into can be discovered.
her territory, though the village itself is now a distant
memory. Equipment: Spear, hunting knife, hide jerkin and fur
wraps, rucksack with rations. If she has recently been
Desperate to maintain the life she knows and to retain hunting she will be carrying her quarry or items scav-
the adoration and fear of those who dwell within the enged from an intruder.
mountain, Harrowing Silence has become a terrifying
threat as she begins to expand the territory she claims as Roleplaying Hints: Having learned that it is better to be
her own and as she grows more and more consumed by appreciated for her ability to strike fear into those she
the force that drives her: she was chosen to protect her encounters than to be unknown and lost to history, her
people, and anyone or anything that might interfere with focus is rooted in a desire for acceptance and she could
her doing so must be eliminated. be open to persuasion if one were to choose the right
words when addressing her.

119
EX3
ADVERSARIES OF THE RIGHTEOUS

Caste: Night
Supernal Ability: Stealth
Anima: A great bird of prey
Attributes: Strength 5, Dexterity 4, Stamina 4; Charisma 2, Manipulation 1,
Appearance 4; Perception 4, Intelligence 3, Wits 4
Essence: 2;
Willpower: 6
Join Battle: 8 dice
Personal Motes: 16
Peripheral Motes: 40
Health Levels: -0/-1x3/-2x4/-4/Incap.
Abilities: Athletics 3, Awareness 4, Brawl 1, Dodge 3, Integrity 2, Investi-
gation 1, Melee 3, Presence 1, Resistance 2, Stealth 5, Survival 5, Thrown
3
Merits: Demesne 2, Direction Sense 1, Fast Reflexes 3, Tempered By The
Elements 2 – Deep Snow
Specialties: Melee (Spear), Survival (Tracking)
Attack (Spear): 9 dice – Lethal, Melee, Piercing, Reaching (damage
16)
Attack (Hunting Knife): 11 dice – Lethal, Melee, Thrown (Short)
(damage 12)
Combat: Soak 7 (Light Armor +3); Parry: 5 (melee); Evasion: 4;
Rush: 3 dice; Resolve: 3; Guile: 1; Disengage: 7 dice

OFFENSIVE CHARMS
Excellent Strike (3m; Supplemental; Uniform; Instant): Har-
rowing Silence channels her Essence to hone her accuracy and
gains one automatic success in her attack. She also rerolls all 1s
until they no longer appear.
One Weapon, Two Blows (3m; Reflexive; Instant): While
trading blows, Harrowing Silence senses an opening to strike with
great speed. After making a withering attack that lowers her oppo-
nents Initiative below her own she may use this charm to unleash a
second withering or decisive attack against that opponent.
Precision of the Striking Raptor (1m; Supplemental; Wither-
ing-only; Instant): Imbuing her hunting knife with Essence, Harrowing
Silence is able to throw it as if she were at close range regardless of
the distance between her and her target. If she is already at close
range, the target’s defense is lowered by one.
Joint Wounding Attack (3m; Supplemental; Decisive-only, Stack-
able; Instant): Marking her target, Harrowing Silence throws her knife
with deadly purpose. If it does at least three damage, her opponent
adds -3 to their dice pools for the rest of the scene.
DEFENSIVE CHARMS
Blinding Battle Feint (3m; Supplemental; Instant): Leaping in and
out of battle with nigh untraceable speed, Harrowing Silence may use
her (Dexterity + Stealth) to Join Battle. If she beats her opponents Aware-
ness-based Join Battle roll she is automatically concealed so long as
there is a viable place to hide, and any other Join Battle rolls from foes
must make an Awareness check to be able to detect her.

120
EX3
C hapter F o u r : T he E x a lted

Dark Sentinel’s Way (1m; Reflexive; Mute; she is touching them and is also attempting a Stealth
Instant): Harrowing Silence may use a defend other action. Half of her successes and any stunt bonuses on
action on a subject and conceal her action while this action are added as dice to her charge’s stealth
hidden. Parrying incoming attacks cause her to flicker roll.
briefly into view before vanishing once more. Hardship-Surviving Mendicant Spirit (5m;
Reed in the Wind (2i per 1 Evasion; Reflexive; Reflexive; One day): Harrowing Silence is able
Perilous; Instant): Drawing on her own momentum to survive even the most hostile conditions without
in response to an attack, Harrowing Silence gains 1 special preparation and does not take environmental
Evasion. She may spend additional Initiative to gain penalties to her Survival rolls, though she is not pro-
multiple Evasion, and raises the cap on how much she tected against environmental damage. The difficulty to
may enhance her Evasion with her Essence. forage and find shelter is also lowered by 2.
Ox-Body Technique (Stackable; Permanent): Har- Keen Hearing and Touch Technique (3m;
rowing Silence is more durable than her mortal coun- Simple; One scene): With a simple touch Harrowing
terparts and has gained one -1 and two -2 health Silence may identify materials she knows, or she may
levels. instead listen intently for otherwise unnoticeable. For
Smoke and Shadow Cover (3m; Reflexive; Mute; the rest of the scene she automatically succeeds at
Instant): Becoming one with the shadows, Harrowing rolls of difficulty 2, and for more complicated actions
Silence may treat mild concealment as light cover, the difficulty is lowered by 1. For 6 motes, this charm
heavy concealment as heavy cover, and completely lasts indefinitely.
dark environments as full cover. This requires a take Sensory Acuity Prana (5m; Reflexive; One
cover combat action that replaces her Dodge with scene): Sharpening her senses in order to more
Stealth unless she is already concealed, and ranged easily monitor her surroundings, for the rest of the
attacks are penalized by one success. scene Harrowing Silence’s Awareness rolls benefit
MOVEMENT CHARMS from double 9s.
Flashing Nocturne Prana (10m, 1wp; Reflexive; Surprise Anticipation Method (Reflexive; Instant):
Mute, Perilous; Indefinite;): In concealment, Har- Harrowing Silence’s keen senses and familiarity with
rowing Silence marks her current location. By ending her surroundings aid in guarding her from threats she
this Charm she instantly returns to it, as long as she is is not consciously aware of, and threats revealed
within long range, and automatically enters conceal- while she is asleep or unconscious automatically
ment. She can’t be detected at all for two rounds. wake her. Awareness checks to reveal any source of
harm grant 1 mote of Essence for every 9 that is rolled
Shadow-Crossing Leap Technique (5m, 1wp; and 2 motes for every 10. These motes can only be
Reflexive; Mute; Instant): Unfurling her unseen anima, used to offset the cost of Awareness Charms used to
Harrowing Silence leaps to join the darkness she has reveal a threat.
conquered to instantly move up to one range band
from one place of cover to another without penalty if Studied Ear Espial (1m; Reflexive; Instant): Focus-
there is a sufficient path for her to do so. ing on sounds of movement, Harrowing Silence is can
notice anything that disturbs the stillness around her.
Trackless Region Navigation (5m, 1wp; Reflex- She gains +3 dice to spot a character attempting to
ive; Indefinite): Greatly familiar with her surroundings, move in stealth.
Harrowing Silence and a group of up to 4 followers
can travel through her region with ease and automat- Unshakeable Bloodhound Technique (4m;
ically succeed on any Survival rolls to find the next Supplemental; Instant): Harrowing Silence may track
shelter. someone by instinct, even if there are few signs of their
presence. When making a (Perception + Survival)
MISCELLANEOUS CHARMS roll she may reroll all 5s and 6s until they no longer
Guardian Fog Approach (3m; Simple; Mute; appear and treat 1s rolled by her opposition as 10s
Instant): Harrowing Silence may obscure someone for her results.
else with her own efforts to remain hidden so long as

121
EX3
ADVERSARIES OF THE RIGHTEOUS

DRAGON-BLOODED
The following characters are Dragon-Blooded, the Chosen of the Five Elemental Dragons.

Cynis Borok
The Self-Involved Satrap
Background: Though the blood of Cynis runs thin to anger and eager to threaten those who are
in his veins, Borok holds lofty aspirations and is unwilling to lend their own resources toward
willing to go to any lengths to prove the capability making his taxpayers miserable.
of his branch of the family line — including bragging
about his abilities to turn a disappointingly rural sa- Image: Cynis Borok is generally accepted as
trapy into a thriving hub of culture and commerce. the last man that you would wish to choose
He certainly has his work cut out for him now for the job, and he exudes this with his
that he has been appointed, and rumors have very appearance: an almost sickly
begun to suggest that Borok’s selection was looking man, he does not show any
more an effort to prove his shortcomings outward sign of muscle or strength
rather than to highlight his strengths in and his pale face does little to make
leadership. any sort of impression on those who
have the misfortune of carrying on a
Too poor to be of note and with too few conversation at length with him. He
exports to matter, the eastern satrapy keeps his long hair tied back in a neat
Borok supervises was once a decent ponytail and tries his best to dress in a
producer of lumber until resources and manner befitting his post, but his efforts
local morale depleted and its garrisons were are generally lost next to the distraction of
withdrawn to the Blessed Isle with no inten- the sneer that seems to grace his lips on a
tion of returning. The situation he encoun- constant basis.
tered during his first visit was even more dire
than he was originally led to believe, a fact that Intimacies: Defining: “My authority de-
Borok suspects was an intentional act meant mands respect.”; Major: Local Leaders
to sabotage his efforts, and since this discov- (Disdain), His Sifu (Respect); Minor:
ery he has committed to all manner of decep- “Protection is a privilege worth paying
tion as a part of convincing others of his false for,” His Successful Sister (Envy)
success while imposing extreme taxes and
generally establishing himself as an unforgiv- Secrets: Though he claims his loyalty
ing tyrant. to his family is beyond measure, Borok
is currently distracted by an admiral
Borok hopes that his efforts will aid in mak- from House Ragara who has prom-
ing a name for himself and proving that he ised him great power if he turns over
is capable of holding his own, even if this sensitive information regarding one
is proving to be a much more difficult task of the ports in a satrapy adjacent to
than he originally anticipated. Aside from his own.
encountering some difficulty in garnering
support for his various projects, Borok also Equipment: Fine robes tied with
faces the trouble of fending off raiders with a silk sash to be used for combat.
only an ill-armed local militia remaining to Borok also enjoys adorning himself
protect his new project. His growing frustra- with signs of wealth and prosperity
tion with the situation has made him quick that will be noticed by others.

122
EX3
C hapter F o u r : T he E x a lted

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

123
EX3
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 upon waking. Feathersteel mine
tunnels resembled those of her dream-
scapes, but never led to the ruins she
was certain hid within. Finally, when
yet another search failed after years
of frustrated 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 im-
age and brought to life by sorcerous power — partial-
ly buried in the rubble. To Gneiss’ shock, it whirred to
life and spoke, offering her a deal: It would teach her
sorcery, if 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 pro-
posed 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
merchants — 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.

Intimacies: Defining: “Power is knowledge.”; Major: The


Ministers of Eaves (Contempt), Sorcery (Obsession), Glacier’s
Edge (Curiosity); Minor: Eaves (Affection)

Secrets: Completely restoring Glacier’s Edge to its original function-


ality requires hard-to-procure materials and knowledge beyond Gneiss’
current ken. She visits her mentor-machine in the ruins often to learn from
it and study its composition. She pays handsomely for occult tomes and
bespoke parts whose use she refuses to reveal before secreting them away
in the ruins, whose entrance she hides from mortal eyes.

124
EX3
C hapter F o u r : T he E x a lted

Gneiss’ determination to follow her prophetic dreams en- Melee attack, or double three 10s on a decisive
ticed the god Owl From Out of the East, who watches over Melee damage roll.
ambitious people chasing their desires. Her sudden surge of DEFENSIVE CHARMS
concentrated ambition upon returning home intrigues him.
Impervious Skin of Stone (4m; Reflexive; Instant;
The ruins contain many more ancient wonders than one
Earth, Balanced, Withering-only): Double Stamina to
determine natural soak against a withering attack.
sorcerous machine, and splitting her time between po-
In Earth Aura, this Charm can be used after an attack
litical maneuvering, studying sorcery, and hunting down
hits but before damage is rolled.
supplies and lore means Gneiss hasn’t had time to fully
investigate or inventory most of it yet. Five Winds Raiment (3m,1a; Supplemental; Until
spell is cast; Air): Gain 1 Defense and 2 Hardness
Equipment: Gleaming Gneiss is rarely without her thick leath- until Gneiss casts the supplemented spell or stops
ers, furs, a steel breastplate, mining tools, and a wrackstaff. She shaping. In Air Aura this doesn’t count as a Charm
carries arcane devices, strange gemstones, rare metals, and oth- bonus and the added Hardness is 3 instead.
er materials that might help her repair Glacier’s Edge. SOCIAL CHARMS
Heart-Hardening Meditation (6m; Reflexive;
Roleplaying Hints: Gleaming Gneiss speaks directly, One scene; Earth): Gain +2 Resolve against inspire
without flair. She’s ambitious, boldly pursuing opportu- actions and any influence that leverages an inspired
nities to advance her plans for Eaves’ future. Gneiss con- emotion, or a Tie based on passions. In Earth Aura this
siders every angle when dealing with others. She bar- doesn’t count as a Charm bonus.
gains most willingly with those who are up front about Burning Dragon Mien (4m; Simple; Instant;
what they want and why. Fire): Roll a threaten action against one target with
double 9s. If successful, target also loses 1i even if
Aspect: Earth they resist the influence.
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): Gain 1
Essence: 2 die per mote spent to an Occult roll. Each 10 rerolls
Willpower: 6 one non-1 failure.
Join Battle: 7 dice
Personal Motes: 13 Sorcery
Peripheral Motes: 31
Health Levels: −0/−1x2/−2x2/−4x4/Incap. Shaping Ritual: Gleaming Gneiss carries a piece of
Abilities: Athletics 2, Awareness 5, Brawl 3, Craft Glacier’s Edge with her, a metal part full of gears and
(Artifacts, Metalsmithing) 4, Integrity 4, Linguis- switches. She rearranges their configuration while
tics (Translation) 2, Lore (Northern Ruins, Sorcerous meditating on a target’s likely courses of action. Roll
Workings) 5, Melee 3, Occult 5, Presence (Threaten) Intelligence + Socialize, difficulty (5 – target’s Guile).
3, Resistance (Cold) 2, Socialize 3 Gneiss gains sorcerous motes equal to her threshold suc-
Merits: Boundless Endurance, Language (Native: cesses + Essence, which last for the scene
Skytongue; Local Tongues (Northern tribes), Old
Realm, Riverspeak) 3, Resources 1 SPELLS
Attack (Unarmed): 6 dice (Damage 6) Tags: Glacier’s Touch: (12sm, 1wp; 5 turns; Decisive-on-
Bashing, Brawl, Grappling, Natural ly; Control): The air within medium range becomes a
heavy mist, choking all who breathe it, treat this as a
Attack (Wrackstaff): 9 dice (Damage 12/4);
difficulty 3 environmental hazard with damage 3L/
Tags: Bashing, Melee, Reaching
round. Characters with supernatural resistance to cold
Combat: Soak 9 (medium armor +5); Hardness 0; are immune.
Parry 2 (Melee); Evasion 1; Rush 4 dice; Disengage
A character who suffers damage to their −4 health levels
4 dice
from this spell freezes, transforming into a living ice statue.
Social: Resolve 3, Guile 2 At the end of their next turn, the victim’s hands and feet turn
OFFENSIVE CHARMS to ice, imposing a −3 penalty to all physical actions. The
Crimson Fang Bite (3m, 1wp; Supplemental; turn after that, their arms and legs freeze solid, worsening
Instant; Fire, Dual): Add 3 damage to a withering the penalty to −5 and making move actions impossible.

125
EX3
ADVERSARIES OF THE RIGHTEOUS

By the end of the third turn, only an ice sculpture remains. hazard’s damage to bashing. Characters whose
Charms like Wound-Accepting Technique (Exalted, p. −4 health levels the spell damages don’t become
332) that infuse someone directly with life energy or vital ice statues, but suffer –4 to all physical actions until
Essence can slow the effect, making it run its course over scene’s end.
days instead. The effect may be undone (Exalted, p. Invulnerable Skin of Bronze (Exalted, p. 474)
466) with an Ambition 3 sorcerous working.
Silent Words of Dreams and Nightmares
Distortion (Goal Number: 7): Distorting this spell (Control) (Exalted, p. 475)
lessens the cold’s bite, converting the environmental

Ragara Feria
Admiral of the Imperial Air Fleet
Background: One of the few outside of House Peleps Image: Ragara Feria carries herself with the confidence
who are trusted as leaders among their ranks, Fleet of a leader and is rarely seen outside of her military uni-
Admiral Ragara Feria is a decisive and focused leader form. Her terra-cotta complexion suggests that she hails
who has earned the adoration of her crew both for her from a region far from the frigid northern seas where her
tactical know-how and her brilliant personality and fleet sails, though her soft features are often obscured by
wit — which both serve as contributing factors toward a focused expression while she is engaged in her work.
arousing terror in those who bring trouble to her wa- Raiders who dare set course through her waters often
ters. She prioritizes her career above all else, and has not whisper warnings of the admiral who sets ships aflame
made any effort to settle down and marry a man or wom- with her very step as they recount the foreboding sight
an as a result. of her burning anima during a dark night at sea.

Feria is committed to maintaining peaceful seas through Intimacies: Defining: “Fear is a necessary weap-
aggressive tactics and ruthless politics, and does not on.”; Major: House Peleps (Respect), House Ragara
shy away from pursuing reports of piracy or illicit trade (Obligation), Tanoa’s Kiss (Protection); Minor: “Peace is
even if she has only a fraction of the details. If she should subjective,” Raiders (Loathing)
hear whispers that there are plans for a strike on a lo-
cal port she will do everything in her power to eliminate Secrets: Feria is quick to condemn piracy and works dil-
the problem before it has time to exist. Likewise, she has igently to prevent raids and scavenging, but has person-
been well revered by her peers for her keen eye for stow- al reasons for wishing to see to certain things in person
aways and harsh punishments toward those looking to — she has been amassing a small collection of souvenirs
abuse fleet privileges. She regularly receives dispatches from defeated foes, including objects that may be of in-
on Anathema sought by the Wyld Hunt, and often enjoys terest to some particular devotees of the Immaculate
tracking them down personally — an effort that has not Order.
gone unnoticed among her superiors.
Equipment: Naval Admiral’s uniform, Tanoa’s Kiss,
Though she understands the duties of her position and spyglass. Feria is also typically armed with a number of
willingly answers to House Peleps regarding her work, small blades suitable for close combat, especially if she
Feria has been under pressure since the Empress disap- is preparing to board a ship or break up a raid firsthand.
peared to use her fleet for House Ragara’s own purposes In addition to her uniform, Feria dons a buff jacket rein-
— particularly to make sure that key shipments arrive in- forced with black jade to prepare for difficult adversar-
tact and on time. Feria holds great respect for the ranks ies and raids.
and rulings of the Navy and values peace between the
houses, but has found that her loyalties are being tested Roleplaying Hints: Ragara Feria is aware of her own pres-
as she considers what the implications could be for both ence and influence, but does not believe she is superior
herself and her position if she chooses to disrupt the bal- to any members of her own fleet or her peers within the
ance that she has maintained for so long.   Imperial Navy. Though she is a skilled fighter, she prefers to
attempt to intimidate her foes before striking them down.

126
EX3
C hapter F o u r : T he E x a lted

Aspect: Fire
Attributes: Strength 3, Dexterity 4, Stamina 3; Charisma 3, Manipulation 5, Ap-
pearance 4; Perception 4, Intelligence 3, Wits 4;
Essence: 3
Willpower: 8
Join Battle: 7
Personal Motes: 14
Peripheral Motes: 35
Health Levels: -0/-1x2/-2x2/-4/Incap.
Abilities: Athletics 3, Awareness 3, Brawl 2, Bureaucracy 3, Dodge
3, Integrity 2, Investigation 2, Larceny 1, Linguistics 1, Lore 1, Melee
4, Presence 2, Resistance 2, Sail 5, Socialize 2, Thrown 1, War 3
Merits: Backing (Air Fleet) 4, Command 3, Influence 4, Language
(Low Realm) 1, Language (Skytongue) 1, Martial Artist 4, Manse 3,
Resources 4, Strong Lungs 1
Specialties: Athletics (Rigging), Athletics (Swimming), Lore (North-
ern Raiders), Melee (Sword), Sail (Boarding Actions), Sail (Fleet
Tactics), Presence (Commanding)
Attack (Tanoa’s Kiss): 12 dice – Lethal, Melee, Balanced;
(damage 15; min. 4)
Attack (Knife): 12 dice – Lethal, Melee, Thrown (Short); (damage
10; min. 1)
Attack (Boarding Axe): 10 dice – Lethal, Melee, Chopping;
(damage 12; min. 1)
Combat: Soak 11 (Medium Armor +8); Parry: 5 (melee); Evasion: 3
(Medium Armor -1); Rush 7 dice; Disengage: 7 dice
Social: Resolve: 3; Guile: 4
Crew: While in combat, Feria may call upon her crew to assemble a
battle group of Battle-Ready Troops (Exalted, pp. 496-497) with the fol-
lowing traits: Size 2, Elite Drill, Magnitude 7

Tanoa’s Kiss
(Red Jade Reaper Daiklaive, Artifact •••)
A blade once wielded by an ancestor of Ragara Feria, the fleet admiral
set out to recover it from thieves shortly after being promoted to her posi-
tion. Stories of Ragara Tanoa and the blade that granted her a mastery of the
elements around her helped inspire Feria to take to the sea, and she does not
intend on letting the weapon be stolen from her family again.

Evocations of Tanoa’s Kiss


The wielder ignores all environmental penalties from fog, rainfall, and other
watery environs.

Veiling Mist
Cost: 5m, 2i; Mins: Essence 1; Type: Simple
Keywords: Perilous, Resonant
Duration: One scene

127
EX3
ADVERSARIES OF THE RIGHTEOUS

To use this Evocation, Feria must be on a ship’s deck, DEFENSIVE CHARMS


under rainfall, or in similarly wet conditions, sweeping Blinding Spark Distracting (2m per +1 Parry; Re-
Tanoa’s Kiss to draw up moisture around her into hissing flexive; Instant): Add up to ([Melee + Specialty] / 2)
steam. She and all allies within short range of her may use to Parry. Successfully blocking a close range attack
Take Cover actions (Exalted, pp. 198-199) within the mist blinds the attacker (Exalted, p. 168) until the end of
as though it were light cover. his next turn. 
Resonant: The wielder treats the mist as heavy cover Portentous Comet Deflection  (3m, 1wp; Re-
instead. flexive; Instant; Clash, Decisive-only): Feria may
reflexively clash an attack against her with a  deci-
Leaping Flame Cut sive attack. This counts as her attack for the round,
Cost: 5m, 1a, 1wp; Mins: Essence 2; Type: Simple and can’t be used if she’s already made her attack.
Keywords: Decisive-only Mobility Charms
Duration: Instant Deck-Striding Prana  (3m, 2i; Reflexive; Instant):
Prerequisites: Veiling Mist Add (Sail) bonus dice on a movement roll. Feria can
climb one range band up a ship’s rigging or similar
Feria’s blade is consumed with burning heat as she strikes surfaces with her reflexive move. 
her target, revealing itself in leaping flames. To use this
SOCIAL CHARMS 
Evocation, she must be at Initiative 15+. She rolls a single
decisive attack against two enemies, dividing her Initia- Glowing Coal Radiance (2m per success; Supple-
tive evenly between them, rounded down, to determine mental; Instant): Add up to ([Presence + Specialty] /
the damage rolled against them. One target must be in 2) successes on a Presence roll, and roll a non-Charm
close range, but she may strike the second target from afar die for each 10 on the roll.
if he is within short range of the primary target. Moth to the Candle (2m, 1wp; Simple; One scene):
Feria’s enemies must prioritize attacking her over any
OFFENSIVE CHARMS other character unless they pay 1wp to resist. They
Stoking Bonfire Style  (1m per die; Supplemen- can still take non-attack actions, as long as they don’t
tal; Instant; Uniform): Add up to (Melee + Specialty) harm her allies. 
bonus dice on an attack roll. If Feria uses this Charm Bellowing Thunder Admiral  (8m, 1wp; Simple;
to attack the same enemy over multiple consecutive One scene): Feria adds (Essence / 2) successes on
rounds, its cost is reduced by one mote for each round command actions targeting battle groups made up
(minimum 0). Attacking another enemy or going a of mortal sailors, and they gain (Essence / 2) suc-
turn without attacking resets the discount.  cesses on rolls to resist rout. She and all sailors under
Smoldering Essence Attack  (5m, 1a; Simple; her command gain +1 Resolve. If she wins Join Battle
Instant; Withering-only): Feria makes a  wither- after boarding a ship in naval combat, she may use
ing attack that drains an additional Initiative for every this Charm reflexively. 
10 on the damage roll. She doesn’t gain this Initiative. Passionate Soul Incitation (5m, 1a; Supplemen-
The struck enemy loses the same amount of Initiative tal; Instant): When a target enters a Decision Point to
on his next (Essence) turns, or until he hits her with resist a Presence or Socialize roll, he can only invoke
a withering attack.  an Intimacy based on passion to resist, unless he has
none.

128
EX3
C hapter F o u r : T he E x a lted

THE LUNAR EXALTED


The following characters are Lunar Exalts, the Chosen of Luna.

Eska of the Seven Blades Hunter of Heroes


Background: Born in the far East amid the Jaru tribes’ or slaying perilous foes — occasionally accompanied by one
endemic warfare, Eska grew up surrounded by violence. of Sublime Danger’s other students. But most of her time is
She made it her tool, defeating her peers in contests of her own. To ensure that she’s never again too weak, she ded-
might and skill, and leading raids against neighboring icates herself to gaining strength through constant conflict.
tribes to count coup and seize portable goods. Through
bravery and strength, she could accomplish anything. Image: A sharp-featured young woman, pale like many far
Eastern tribesfolk sheltered from the sun by the forest can-
When a neighboring Jaru tribe butchered Eska’s people, the opy. Her expressive face is quick to exhibit glee, surprise,
survivors scattered. Bereaved, humiliated, and enraged, Eska and rage. Her battle-form has six arms but appears other-
sought revenge, hunting the people who killed her kin. In a wise human. Her iconic anima displays a violet-and-silver
running battle with many enemy warriors, she Exalted. wolf spider whose legs terminate in blades.

Eska wandered until a Lunar elder, Sublime Danger of Intimacies: Defining: “I grow stronger by bat-
the Thousand Daiklave Wings (see Lunars: Many-Faced tling skillful foes.”; Major: Sublime Danger
Strangers), took her in. She’s sworn herself to her mentor’s
service, and often performs various errands
— redirecting travelers, stealing
artifacts, maiming

129
EX3
ADVERSARIES OF THE RIGHTEOUS

(Reverence); Arel River-Terror, fellow student (Rivalry); Minor:


“Battle isn’t a game.”; “My foes will yield to me in the end.”
Eska’s Fangs (Moonsilver Short
Daiklaves, Artifact •••)
Secrets: Eska keeps tabs on numerous heroes and cham-
pions in the area between the Scavenger Lands and the A recent gift from Sublime Danger after a Solar Exalt
Dreaming Sea, tracking their movements and patterns so shattered Eska’s mundane blades, these six swords par-
she can catch them alone. She is privy to some, though take of Eska’s passion for battle.
not all, of her mentor’s schemes.
Evocations of Eska’s Fangs
Equipment: Eska’s Fangs, her moonsilver short daiklaives, Passive: While wielding all six swords, Eska’s bonus to
purple jewelry and leather vambraces matching her eyes clash attacks from dual wielding increases to +4.

Roleplaying Hints: Eska seeks strength through conflict,


testing herself against anyone she sees as a rival (such as a Fang-Concealing Method
player character who’s defeated her in battle or who also stud- Cost: —; Mins: Essence 1; Type: Reflexive
ies under Sublime Danger) or who she believes will give her Keywords: None
a good fight. She employs disguises, lies, and stealth to catch Duration: Indefinite
an opponent alone. Eska flees if dealt a crippling wound or
brought down to her −4 health levels, or if significant foes rally Diminish any number of Eska’s Fangs to the size and
to defend her prey. Her interest wanes if a foe seems beneath semblance of ordinary daggers.
her or a far more enticing target appears. Those who slay Eska
face the wrath of her mentor and fellow students. EXCELLENCIES
Eska can add up to (Attribute) dice to a Dexterity,
Caste: Full Moon Stamina, Charisma, or Wits roll for one mote per die.
Spirit Shape: Wolf Spider; Tell: Slitted violet eyes She may increase this limit by adding a second Attri-
bute, with an appropriate stunt. Additionally, she may
Attributes: Strength 4, Dexterity 4, Stamina 4; Cha-
increase her soak by up to (Stamina/2) points, or
risma 3, Manipulation 2, Appearance 2; Perception
(Stamina + [Attribute]/2) with an appropriate stunt,
3, Intelligence 2, Wits 4
for one mote per point.
Essence: 2
OFFENSIVE CHARMS
Willpower: 6
Octopus and Spider Barrage (5m, 1wp; Simple;
Join Battle: 8 dice Instant; Decisive-only): Make up to three decisive
Personal Motes: 17 attacks against one or more enemies; these don’t
Peripheral Motes: 42 (5m committed) need to use the same weapon or Ability. Divide Ini-
Health Levels: −0/−1x2/−2x4/−4x7/Incap. tiative evenly among attacks, rounding up. Only reset
to base Initiative if at least one attack hits, and only
Abilities: Athletics (Running) 4, Awareness (Tracking) after all attacks are completed. Only lose Initiative for
4, Brawl 3, Dodge (Close Quarters) 5, Melee 4, Integri- missed attacks if all attacks miss. In animal shapes with
ty 1, Larceny 1, Lore 1, Occult 1, Presence 3, Resistance more than four limbs, each successful attack adds one
3, Socialize 1, Stealth 1, Survival (Forests) 3 cumulative die to the damage of subsequent attacks.
Merits: Ambidextrous 1, Artifact 3, Language Sinuous Striking Grace (3m; Reflexive; Instant;
(Native: Forest-tongue, Riverspeak, Local Tongues) 2, Uniform): Add four to Initiative to determine when
Mentor (Sublime Danger) 3 to act this round. If Eska uses her action to attack
Attack (Eska’s Fangs/short daiklave): 13 dice someone who hasn’t acted yet this round, convert one
(Damage 14/4); Tags: Lethal, Melee die on the attack roll to a non-Charm success.
Attack (Eska’s Fangs/in dagger form): 12 DEFENSIVE CHARMS
dice (Damage 11); Tags: Lethal, Melee, Thrown
Coiled Serpent Strikes (3m; Reflexive; Instant;
(Short) (see Fang-Concealing Method)
Counterattack, Decisive-only): Upon successfully de-
Attack (Unarmed): 11 dice (Damage 11); Tags: fending against an attack, make a decisive coun-
Brawl, Grappling, Lethal, Natural terattack; Eska may reflexively ready a weapon to
Attack (Grapple): 11 dice (7 dice to control) attack with.
Combat: Soak 4, Hardness 0; Parry 4 (Melee); Gleaming Crescent Block (3m; Reflexive; Instant;
Evasion 5; Rush 8 dice; Disengage 9 dice Uniform): Up to two 1s on an attacker’s attack roll
Social: Resolve 3, Guile 2 subtract successes from the roll. Waive the Initiative

130
EX3
C hapter F o u r : T he E x a lted

cost of counterattacking with Coiled Serpent Strikes if slit-pupiled eyes, gaining the Enhanced Sense
Eska’s parry succeeds. (Vision) and Extra Limbs Merits. This doesn’t count as
Salamander’s Tail Feint (5m; Reflexive; Instant; an animal form for Charm purposes.
Decisive-only): Once per scene when accepting Silken Grasp (1m; Reflexive; Instant): Unreeling a
a crippling injury, negate an additional level of sticky silken thread from her palm, Eska pulls to her
damage. If Eska fights to uphold a Defining Intimacy, hand a relatively small or light object within short
this doesn’t count against the once-per-story limit on range. This can only be used once per hand per round.
taking crippling injuries.
MOBILITY CHARMS
Instinct-Driven Beast Movement (2m; Sup- Shapeshifting
plemental; Instant): Add an automatic success to
one movement action or one roll of a speed-based Eska pays four motes to assume any human or animal
extended action. Upon succeeding at an opposed form she knows as a miscellaneous action. Returning to
supplemented roll, gain one Initiative; in animal forms her natural human shape is free and reflexive. In animal
with a Speed Bonus, the opponent loses an Initiative. form, she uses the animal’s dice pools; where this in-
SOCIAL CHARMS creases her dice pool, treat the extra dice as dice added
by Charms.
Dream-Weaving Voice (3m; Simple; Instant):
Eska’s words paint a vivid picture in a listener’s mind,
Eska’s spirit shape is a wolf spider. She favors innocuous
allowing him to clearly visualize the wonders de-
human forms, like a lost child or traveling merchant, to
scribed. Double 9s on a single inspire roll.
lure in an opponent or put him at his ease. In battle, she
Miscellaneous Charms immediately activates Hybrid Body Transformation (see
Hybrid Body Transformation (4m; Simple; below). For travel and escape, she favors winged forms
Instant): Shift into a hybrid form with six arms and such as a raiton (Exalted, p. 570).

Horizon Devouring Princess Jungle Conqueror


Background: The peoples in the jungles south of Rathess Image: Horizon Devouring Princess is a short woman
live short, brutal lives. Few survive beyond early adult- with reddish skin. Ropy muscles cover her body, and
hood, felled by war, disease or predators. Those who grow she proudly displays scars from her greatest hunts. She
old become wily, relentless warriors without peer. wears leathers taken from her kills, which she tans and
cures herself. Around her neck she wears the jawbone
Among her people, Horizon Devouring Princess’ temper from the great burrow lok she killed with her bare hands.
was legendary for how quickly it gave way to violence.
When Daradi warriors set their sights on her clan’s ter- Intimacies: Defining: “The strong rise to the top.”, “None
ritory, Princess defended her people with brutal gue- will stand above me.” Major: “Those who fight with
rilla strikes and deadly traps. Her predatory cleverness words cannot be trusted.” Minor: Combat (Enjoyment),
gained her Luna’s favor. Hunting (Enjoyment)

The shahan-yas who affixed her caste tried teaching her Secrets: Horizon Devouring Princess tasted her most
restraint, but Princess didn’t heed them. As soon as she fulfilling hunt when she stalked and killed a young Dawn
was able, she left their care and returned home. With Caste. She wonders if she’ll find anything as satisfying
quick and brutal efficiency, Horizon Devouring Princess again.
dominated her clan and bent it to her will.
Equipment: Thick furs that provide protection against
Princess has expanded her domain across the jungle, spears and arrows. She always keeps her prized moon-
slaughtering all who refuse to kneel. With every victory, silver maul close to hand.
her bloodthirst swells.

131
EX3
ADVERSARIES OF THE RIGHTEOUS

Roleplaying Hints: So long as her authority is never Personal Motes: 18


challenged, Horizon Devouring Princess is amenable to Peripheral Motes: 46
trading with other Exalts. She’s quick to challenge those
Health Levels: −0x2/−1x2/−2x4/−4x4/Incap.
who provoke her to combat. Those who act meek fare no
better: Princess would rather hunt than parlay. Abilities: Athletics 4, Awareness 5, Brawl (Unarmed)
3, Bureaucracy (Clan) 1, Dodge 3, Integrity 3, Melee
Caste: Changing Moon 5, Presence (Threaten) 5, Resistance (Resisting Poison)
, Stealth 1, Survival 5, War (Guerilla Tactics) 1
Spirit Shape: Burrow Lok; Tell: Saber-like fangs
Merits: Artifact (The Mountain’s Fang) 4, Command
Attributes: Strength 5, Dexterity 3, Stamina 5; Cha- 2, Cult 1, Iron Stomach 1, Resources 1
risma 5, Manipulation 1, Appear-
ance 3; Perception 2, Intelligence Attack (Unarmed): 9 dice (Damage 12); Tags:
2, Wits 4 Bashing, Brawl, Natural, Grappling
Essence: 3 Attack (The Mountain’s Fang/grand
goremaul): 10 dice (Damage 19/5); Tags:
Willpower: 4 Bashing, Melee, Smashing, Two-Handed
Join Battle: 9 dice Combat: Soak 10 (medium armor +5); Hardness 0;
Parry 5 (Melee); Evasion 3; Rush 7 dice; Disengage 6 dice
Social: Resolve 4, Guile 1

The Mountain’s Fang


(Moonsilver Grand
Goremaul, Artifact ••••)
Once, a Lunar lived atop atop a mountain at the world’s
edge, bathing in its streams and hunting in its forests.
When the Wyld swallowed the mountain, she fought to
save it, but constant battle wore her down. Soon, no-
ble raksha came, wanting to augment their stories with
the Lunar’s own tale. In that moment, the mountain
forged itself into a weapon to protect its protector.
The Lunar took the Fang and slew her enemies, but
the mountain she loved was gone.

Evocations of the Mountain’s Fang


Passive: Stone clings to the enemy’s body.
Smashing attacks that knock a target prone
inflict a –1 penalty to all rolls the target
makes until they successfully rise. On
mountainous terrain, smashing attacks
deal 1 automatic withering damage,
which Princess gains.

Teeth of Stone
Cost: 3m; Mins: Essence 1; Type:
Supplemental
Keywords: Withering-only
Duration: Instant

Stone spikes grow in the maul’s wake,


piercing the target’s flesh. Threshold
successes on a withering attack roll con-
vert up to (the lower of [Essence] or 3)

132
EX3
C hapter F o u r : T he E x a lted

damage dice to automatic successes. This cap is doubled non-aggravated damage at the start of each turn. This
against fae and Wyld mutants. Charm ends if crashed. Once per day.
SOCIAL CHARMS
Prison Maw Technique Feral Smile Tactic (3m; Supplemental; Instant;
Cost: 6m, 1wp; Mins: Essence 2; Type: Supplemental Protean): Double 9s on rolls to instill a Tie of Fear
Keywords: Decisive-only toward herself or threaten her target. Characters with
Duration: Instant a Tie of Fear toward Princess’ current shape lose one
Initiative (which she doesn’t gain) if her roll beats their
The mountain’s spirit is within the Mountain’s Fang, and Resolve in combat, even if they resist with Willpower.
Creation remembers. If an attack enhanced by Prison Nightmare Scar Memento (—; Permanent):
Maw Technique deals more than 3 levels of damage, Characters who receive a crippling injury from Prin-
the target is automatically knocked prone. If the dam- cess count as having a Minor Tie of Fear until the
age also exceeds the target’s strength, each extra point crippling effect is fully healed. If the effect rises to a
of damage inflicts a –1 penalty on their next attempt to severed limb or comparable injury, the Tie becomes
rise from prone. Major. Add (Essence) dice on threaten rolls against
OFFENSIVE CHARMS such characters.
Mountainous Spirit Expression (—; Permanent):
Princess’ burrow lok form gains the Legendary Size
merit. Burrow Lok
Deadly Claw Blow (—; Permanent; Permanent;
Uniform): Princess uses Strength, not Dexterity, to roll Burrow loks resemble giant badgers with slender,
a non-ranged attack with a heavy weapon, unarmed lengthy limbs. The creatures can grow as large as po-
attack, or natural weapon. This Charm does not nies. The live in jungles, digging burrows that become
benefit from effects granting bonus Strength dots. Prin- pit traps for unsuspecting prey. Almost none survive the
cess always uses her unmodified Strength to attack, lok’s saber-like fangs and claws.
and doesn’t add dice from bonus Strength dots to
attack rolls. Essence: 1; Willpower: 5; Join Battle: 10 dice
Grizzly Bear Embrace (2m; Supplemental; Instant; Health Levels: −0/−1/−2x4/−4x4/Incap.
Decisive-only): Add a grapple attack roll’s extra success- Actions: Dig: 10 dice; Hide Underground: 11 dice;
es as dice to Princess’ Initiative roll. Against lower-Initia- Smell: 10 dice; Sight: 2 dice; Jump: 9 dice;
tive opponents add these dice to her control roll. This in-
creases to (Strength + Essence) while in burrow lok form. Combat
Prey-Hobbling Bite (4m; Simple; Instant; Deci- Attack (Bite): 11 dice (Damage 12) Tags: Lethal,
sive-only): When making a decisive attack against Brawl, Grappling, Natural
an opponent with lower initiative, Princess inflicts a Attack (Claws): 13 dice (Damage 14) Tags: Lethal,
–1 crippling penalty to all rolls for the rest of scene. Brawl, Grappling, Natural
This penalty increases by 1 for each 10 on damage, Combat Movement: 6 dice
maximum (Strength). When in burrow lok form, 10s on Evasion 4, Parry 2
the damage roll increase the penalty by 2.
Soak/Hardness: 12/0
DEFENSIVE CHARMS
Halting the Scarlet Flow (6m, 1wp; Reflex-
ive; (Stamina) turns; Perilous): Heal one level of

133
EX3
ADVERSARIES OF THE RIGHTEOUS

Seven Devil Clever the Nightmare of Nexus


Background: A daughter of Nexus by bone and by blood, Seven Devil Clever has seen too many people trampled under the
city’s thugs and princes. With subtlety and sabotage as her weapons, she is reshaping Nexus with the precision of a master
tending a bonsai tree.

She thinks of her machinations as a game of rags and gowns, creating and discarding identities to suit her needs. By the edict
of the Council of Entities, trade must always flow; she cannot act quickly or openly without drawing their attention. Instead,
she works to undermine her enemies’ holdings and credit, providing openings for criminals who understand their new bene-
factor and her rules to replace them. Even better is when she can seat her own agent to fill a power vacuum, expanding her
influence without damaging the city’s ledgers.

Image: Even when she was just a soot-covered child in the Firewander dis-
trict, Seven Devil Clever always had a patrician bearing, with long limbs
and sharp features. She dresses in fine silk, particularly an indigo
gown taken from her first sacred hunt. When her anima burns, it
has the shape of a many-tailed fox that mocks foes of its own ac-
cord — when she strikes, her anima moves as if batting away
a mouse; when she dodges, it dances with a daredevil grin.

Intimacies: Defining: “First the carrot, then the stick,


then the Hunt.”, Nexus (Devotion); Major: “Outsiders
are never the answer.”, The Humans She Has
Hunted (Duty); Minor: Other Lunars (Annoyance),
Firewander (Home).

Secrets: Seven Devil Clever has nurtured an opi-


um addiction for twenty years, and imports po-
tent Wyld-grown poppies (among other exotic and
suspicious intoxicants) for her personal use. She
grows erratic and sloppy when these shipments
are interrupted.

Equipment: Unless a disguise requires it,


Seven Devil Clever eschews both weapons and
armor. She often wears a copper bangle — a gift
from her mother — in almost any form she takes,
as a memento of her past and a promise to her
city.

Roleplaying Hints: Seven Devil Clever


doesn’t tolerate the presence of oth-
er Exalts who could upend her plans in
Nexus. She tries to expedite their depar-
ture by helping to resolve whatever prob-
lem has brought them to the city. If they
linger, she sabotages their efforts in secret.
If that still doesn’t drive them off, she inter-
feres directly, either undermining their proj-
ects or ambushing them with gleeful, ruthless
cunning.

134
EX3
C hapter F o u r : T he E x a lted

Caste: Changing Moon with Shivering Horror as a disease (Virulence 4, Morbid-


Spirit Shape: Red fox; Tell: A fox tail always shows in ity 3, Interval: One day), which victims resist with (Per-
Seven Devil Clever’s shadow. ception + Integrity). As a major symptom, targets double
penalties from fatigue. As a defining symptom, the target
Attributes: Strength 3, Dexterity 4, Stamina 2; Cha-
must roll their temporary Willpower against difficulty 2 to
risma 2, Manipulation 5, Appearance 3; Perception 4,
fall asleep, even when utterly exhausted.
Intelligence 3, Wits 4
Essence: 3 DEFENSIVE CHARMS
Willpower: 6 Agile Beast Defense (1m; Reflexive; Instant): Gain
+1 Defense against an attacker with lower Initiative or
Join Battle: 9 an attack roll that receives any 1s. She can parry lethal
Personal Motes: 18 damage barehanded, and gains 1 Initiative from suc-
Peripheral Motes: 46 cessfully defending.
Health Levels: −0x1/−1x2/−2x2/−4x1/Incap. Leaping Cricket Feint (4m; Reflexive; Until end of
Abilities: Athletics 2, Awareness 4, Brawl 4, Bureau- next turn): After a rush, disengage, rise from prone, or
cracy (Black Markets) 1, Dodge 3, Integrity 2, Investiga- take cover action, gain +2 Evasion.
tion 3, Larceny (Disguises) 5, Lore 1, Linguistics 2, Pres- MOBILITY CHARMS
ence (Intimidation) 4, Resistance 1, Socialize (Reading Spider-Stepping Technique (2m; Reflexive; Until
Intentions) 4, Stealth 2, Survival (Urban Environments) 4 next turn): Seven Devil Clever may move or stand on
Merits: Contacts 1, Eidetic Memory, Fast Reflexes, In- sheer walls and ceilings.
fluence 3, Resources 2 Swift Hare Retreat (2m, 1i, 1wp; Supplemental;
Attack (Unarmed): 12 dice (Damage 10); Tags: Instant; Perilous): On a successful disengage Seven
Bashing, Brawl, Grappling, Natural Devil Clever reflexively moves an additional range band
Combat: Soak 2, Hardness 0; Parry 4 (Brawl); Evasion away immediately.
4; Rush 6 dice; Disengage 7 dice SOCIAL CHARMS
Social: Resolve 3, Guile 5 Glib Tongue Technique (4m; Supplemental; Instant;
SHAPESHIFTING Mute): Double 9s on a Manipulation-based instill roll
and ignore one point of penalty from implausible claims
Seven Devil Clever collects the shapes of small animals
(Exalted, p. 215).
endemic to her city — rats, dogs, raccoons, and pigeons
— in addition to her spirit shape, a red fox. She has a Labyrinth of the Beast (4m, 1wp; Reflexive; Instant;
number of human forms at all levels of Nexus society, Mute): Seven Devil Clever may distort her feelings and
and can reflexively adjust their appearance (including Intimacies when she resists a read intentions action that
age, height, weight, sexual characteristics, and color- rolled at least a single 1, determining what information
ing) for 3m, 1wp. For 4m, she can assume a fox-human is gleaned.
hybrid form, gaining the Unusual Hide 2, Claws 1, and Grinning Cuckoo Insinuation (5m, 1wp; Simple;
Enhanced Sense (Smell) mutations. Most frighteningly Instant): Roll (Manipulation + Socialize) against a target’s
of all, she can take human forms by winning a game of Guile to convince him that they share an acquaintance,
dice, cards, or other game of chance, even if she cheats mentor, patron, or other collegial relationship. She treats the
— so long as she is not caught. target’s Guile and Resolve as 1 lower for the rest of the scene.
OFFENSIVE CHARMS Shapeshifting
The Spider’s Trapdoor (10m, 1wp; Simple; Deci-
sive-only, Mute; Instant): Retroactively reveal a trap as Seven Devil Clever collects the shapes of small animals
an unblockable, undodgable grapple gambit with diffi- endemic to her city — rats, dogs, raccoons, and pigeons
culty 4 against an enemy within medium range. She rolls — in addition to her spirit shape, a red fox. She has a
(Wits + Survival), treating it as both the attack and control number of human forms at all levels of Nexus society,
roll; her victim defends with (Perception + Awareness) or and can reflexively adjust their appearance (including
(Dexterity + Dodge). A character who spends their turn age, height, weight, sexual characteristics, and color-
escaping (or helping someone escape) reduces the ing) for 3m, 1wp. For 4m, she can assume a fox-human
clinch’s control by two. This Charm can be used once per hybrid form, gaining the Unusual Hide 2, Claws 1, and
scene, unless reset by establishing concealment against Enhanced Sense (Smell) mutations. Most frighteningly
all enemies with a Stealth roll. of all, she can take human forms by winning a game of
Cold Breath of the Moon (6m, 1wp; Simple; dice, cards, or other game of chance, even if she cheats —
Instant): Seven Devil Clever infects a foe at close range so long as she is not caught.

135
EX3
ADVERSARIES OF THE RIGHTEOUS

THE SIDEREAL EXALTED


The following characters are Sidereals, the Chosen of the Five Maidens.

Cehrazad
the Shadow Crown
Background: Raised among Genetta’s courts and par- Roleplaying Hints: Cehrazad’s charge as Mars’ Chosen
lors, Cehrazad and her family suffered under the incom- is to repay brave warriors’ sacrifices with remembrance.
petence of a failing dynasty. She fought her way into the In battle, she dissects her foe’s motives and, if possible,
royal harem with erudition and artistry, defeating rival sways them to righteousness or heroism. If they refuse,
after rival to get close enough to the throne to bring they’re fodder.
Genetta back to its lost glory — until she Exalted as a
Sidereal and was spirited away to Heaven. Caste: Battles
Attributes: Strength 2, Dexterity 5, Stamina 2; Cha-
Careful planning and well-timed assassinations have placed risma 3, Manipulation 4, Appearance 4; Perception
Cehrazad’s sister Antar upon the throne, though the girl 4, Intelligence 2, Wits 3
doesn’t know her nameless advisor was once her beloved sis- Essence: 2
ter. As Genetta ascends, neighboring lands fall into disorder:
Cehrazad skims a victory here and destiny there to bless her
Willpower: 9
wayward home. She does the same for heroes, seeking out Join Battle: 7 dice
those who might serve Genetta and shepherding them there... Personal Motes: 13
or else casting them as villains to rally her people against. Peripheral Motes: 37 (9 committed)
Health Levels: −0x2/−1x2/−2x2/−4x1/Incap.
Image: A stern young woman with a dancer’s figure,
bronze skin, and long, silky white hair. Kohl outlines Abilities: Archery 1, Athletics 1, Awareness (Assas-
Cehrazad’s fiery red eyes. She looks for quality in cos- sination) 3, Brawl 1, Bureaucracy (Legal Maneuvers)
metics and clothes, even when her cover demands sub- 3, Dodge (Dance) 4, Integrity (My Kingdom) 4, In-
tlety, and uses veils or tiaras to hide her Caste Mark. Her
vestigation 1, Linguistics (Poetry) 4, Lore 3, Martial
Arts (Nightingale) 5, Medicine 1, Occult 1, Perfor-
conviction is tangible as heat from a furnace.
mance (Storytelling) 5, Presence 4, Resistance 1, Ride
Intimacies: Defining: Genetta (My Sacred Charge);
2, Socialize (Nobility) 5, War (Covert Command) 4
Major: “Suffering is fleeting. Legends are eternal.”; Major: Merits: Artifact (Baal-Ballad) 5, Artifact (Starmetal
Antar (Confidence); Weaver’s Children (Dangerously chain shirt) 3, Backing (Yu-Shan) 4, Cult 1, Martial
Useful); Minor: “Accept only the best.” Artist (Silver-Voiced Nightingale), Resources (Salary)
3, Retainers (Weaver’s Children) 2
Secrets: Cehrazad employs mercenaries from the Attack (Kiai): 15 dice at close range (Damage
Weaver’s Children (see p. XX), whose fate-bending pow- 14/ 4); Tags: Bashing or Lethal, Martial Arts, Thrown
ers conceal her interventions in Genetta and surrounding (Short), Natural, Special
kingdoms. In return, Cehrazad keeps their existence se- Attack (Unarmed): 14 dice (Damage 9); Tags:
cret from Heaven — an increasingly difficult feat that has Bashing, Martial Arts, Natural, Grappling
her entangled in a complex web of deceptions. Attack (Grapple): 10 dice (6 to control)
Equipment: Cehrazad wears a dancer’s skirt for easy
Combat: Soak 7, Hardness 4 (Starmetal Chain
Shirt: +5 Soak); Parry 5 (Unarmed); Evasion 5 (see
movement, and a halter-shirt of starmetal links that
Silver-Voiced Nightingale Form); Rush 6 dice; Disen-
could be mistaken for expensive decoration. Her gold
gage 9 dice (see Harmony in Opposition Stance)
arm-and-neckbands have a steel core, useful for block-
ing blades. She maintains a selection of antidotes out of Social: Resolve 4; Guile 5
habit. Cehrazad keeps Baal-Ballad, a book with a gleam-
ing cover, chained to her wrist.

136
EX3
C hapter F o u r : T he E x a lted

Baal-Ballad, the Codex of Lost Heroes (Starmetal Tome, Artifact ••••)


A codex of shifting stories, with pages woven from threads of destiny amputated when chaos washed over the world.
Its starmetal cover seals the overflowing power of these unrealized tales.
Evocations of Baal-Ballad
Passive: Storybook Stage (—; Permanent; Essence 1): When Cehrazad tells a story, the codex projects phantasmal
actors, effects, and scenery out to short range. Used alongside Voice of the Night Bird, her kiai becomes a medium
weapon that deals bashing or lethal damage. Add one tag of her choice to each kiai, depending on the stunt; a brave
phantasmal hero with a flashing sword might add the Cutting or Disarming tags.

Hero-Dowsing Handbook
Cost: 1m, 1wp; Mins: Essence 1 Type: Reflexive
Keywords: None
Duration: One scene

The codex “casts” a character within short range, garbing them with phan-
tasms. Cehrazad can interpret the text’s description to double 9s on
read intentions rolls.

Enrapturing Recital
Cost: 6m; Mins: Essence 1; Type: Supplemental
Keywords: None
Duration: One Performance action

This Evocation enhances a phantasmal storytelling with


Respect-Commanding Attitude (Exalted, p. 362). If used
during combat, targets don’t spend Willpower to try
interrupting.
EXCELLENCIES
Chehrazad can boost an Awareness,
Dodge, Integrity, Martial Arts, Performance,
Presence, Socialize, or War roll by up to
her Essence, or improve a static value by
the same. Cehrazad can also lower a roll’s
target number at 1m per −1 (minimum 4).
World-Shaping Artistic Vision (—; Per-
manent): When awarded a stunt while dealing
with Genetta, lower the roll’s target number by
that stunt’s value (minimum 4).
MARTIAL ARTS CHARMS
Cehrazad practices Silver-Voiced
Nightingale Style (Exalted,
p. 447), and knows the following
Charms. She can access the Mastery
keyword with them: Voice of the
Night Bird, Inspiring Battle
Hymn, Terrifying Battle Shriek,
Silver-Voiced Nightingale Form,
Hearing the Heart’s Song,
Harmony in Opposition Stance,
Haunting Heart-Rending Melody,
and Flashing Blade Harmony.

137
EX3
ADVERSARIES OF THE RIGHTEOUS

DEFENSIVE CHARMS Predestined Triumph Practice (6m; Supplemen-


Duck Fate (10m; Reflexive; Instant; Uniform): tal; One scene; Stackable): Cehrazad can use her
This Charm functions as Seven Shadow Evasion Charms to enhance an order or Strategic Maneuver
(Exalted, p. 301), but can avoid any deleterious (Exalted, p. 209) she witnesses. On success, the
effect. Once per scene. battlegroup receives a universal specialty in that order
for the duration.
Trouble Reduction Strategy (1m; Reflexive; One
scene): Cehrazad can take Defend Other actions SOCIAL CHARMS
with her Evasion; attacks against her charge simply Perfection in Life (5m; Supplemental; Instant): A
miss. She suffers no Defense penalty when flurrying a character that doesn’t resist Cehrazad’s instill or per-
Defend Other action. suade roll may gain one Willpower point. A character
MILITARY CHARMS can accept this reward once per scene, and cannot
act against the influence in that scene.
Auspicious Recruitment Drive (4m, 1wp; Simple;
Indefinite; Stackable): Cehrazad declares an Intimacy Presence in Absence Technique (5m; Simple;
belonging to a nearby character, attracting a supportive Up to one story): Cehrazad makes an influence roll
Size 1 battlegroup of bystanders who share the Intima- with such force that it’s imprinted on the target’s aura,
cy. Stacking the Charm increases the Size by one, up to triggered under later circumstances (and against a
the Intimacy’s rating. Less densely populated areas may target) of her choice. The bearer’s actions are distort-
slow the rate of formation from minutes to hours, or days. ed by circumstance to communicate the influence.

Iron Siaka
Champion Of Serenity
Background: Little Mackerel grew up in Auspicious Haven, Intimacies: Defining: “Guard the people of Creation.”;
one of the Blessed Isle’s prominent western harbors. She Major: Circlemates (Friendship); Shepherd of the North
was sixth of two dozen children in a fishers’ family, and Star (Drinking Buddy); Current Lovers (Love); Minor:
should have cast nets alongside them. Instead, she spent all “Protect the Scarlet Dynasty.”; Bronze Faction (Loyalty);
her time at the docks waiting for Dynastic ships to come in. Auspicious Haven (Home)
She pestered harbormasters, brothel owners, and gamblers
for information on the visiting Dynasts, earning quite a few Secrets: Lovers share secrets with Iron Siaka, and she
beatings in additions to a growing knowledge of the Great dutifully keeps them all. Her own secret is her one failed
Houses. mission; she journeyed on the Bronze Faction’s behalf to
kill an Anathema near Auspicious Haven. Ready for com-
Exalted by Venus, the Sidereal is now an iron-wrought bat, she instead found the Anathema a terrified child, a
shark, rather than a little mackerel. She remembers what fisherman’s daughter. Memories of home weakened her
it’s like to be overlooked and unimportant, though, and resolve. She imprisoned the child in a locked tower on a
earnestly protects Creation’s small folk. Sometimes that deserted island. Using resplendent destinies, Iron Siaka
means adjudicating disputes and advocating for compro- asks peasants and kings alike for advice with veiled tales
mise. Most times, it means bludgeoning threats with her asking, “Can a monster learn not to be one?” She wants
mace-like chuí. Iron Siaka takes primal pleasure in com- to ask her Circlemate, Shepherd of the North Star, for his
bat, though she tells herself she would happily hang up her opinion; fear he’ll deduce the truth holds her back.
weapon if peace and harmony reigned. She fervently be-
lieves the Dynasty is the best defense mortals have against Equipment: Iron Siaka wears a deep blue cloak and
raksha, demons, rogue gods, and the mad Anathema. lamellar armor over a cerulean tunic. Dulcet Consolator,
her starmetal goremaul, accompanies her everywhere.
Image: Tall and muscled from a life of physical labor, She carries tokens from favorite lovers: a wooden locket
Iron Siaka cuts an imposing figure. Her tousled hair and containing a strand of red hair, a blue scarf, a dried flow-
crooked smile make the heart of many a lady beat faster. er wreath, a silver locket containing a nude portrait, and
Dark skin, sun-bleached tallow hair, and a thick accent a letter bearing a kiss. She keeps others in her Yu-Shan
reveal her lowly origins. Her iconic anima manifests as a apartment.
fierce siaka, maw open, against a backdrop of blue waves.

138
EX3
C hapter F o u r : T he E x a lted

Roleplaying Hints: Iron Siaka is confident and quick to laugh. She has numerous girlfriends at any given time, and
loves them all. Fascinated by the Dynasty to this day, she occasionally sidetracks missions to stage encounters with
famous magistrates.

However, “friendly” is not “soft.” Iron Siaka allows enemies to write final letters
to their spouses, or offers to return mundane possessions to their families, but
performs her duties to the letter; if death is what the Maidens require to secure
harmony, so be it. She is unrelenting in combat. She’s not above lying if she’s
losing, feigning either injury or surrender, and stays alert for foes trying the
same.

Caste: Serenity
Attributes: Strength 4, Dexterity 4, Stamina 5; Charisma 4, Manipu-
lation 2, Appearance 3; Perception 4, Intelligence 3, Wits 5
Essence: 3
Willpower: 7
Join Battle: 8 dice
Personal Motes: 15
Peripheral Motes: 43 (5 committed)
Health Levels: −0x4/−1x4/−2x2/−4/Incap.
Abilities: Athletics 4, Awareness 3, Brawl (Rowdy
Fights) 4, Dodge 4, Integrity 4, Investigation 1, Linguis-
tics (Love Letters) 5, Lore (The Realm) 3, Melee (Maces)
5, Presence (Intimidation) 3, Resistance 2, Ride 1, Social-
ize (Discerning Intimacies) 5
Merits: Allies (Shepherd of the North Star) 5, Artifact
(Dulcet Consolator) 3, Contacts (Realm Dockwork-
ers) 5, Language (Native: Low Realm; High Realm,
Old Realm, Riverspeak, Seatongue) 4, Resources 2,
Strong Lungs
Attack (Dulcet Consolator/ starmetal
goremaul): 13 dice (Damage 16/4); Tags:
Bashing, Melee, Smashing
Attack (Unarmed): 12 dice (Damage 11); Tags:
Bashing, Brawl, Grappling, Natural
Combat: Soak 10, Hardness 0 (lamellar: +5); Parry 6
(Melee); Evasion 3 (lamellar: −1); Rush 8 dice; Disengage
8 dice
Social: Resolve 5, Guile 4

Dulcet Consolator
(Starmetal Goremaul, Artifact •••)
Late in the war for Creation, at the cusp of their loss, the enemies
of the gods coaxed the Western waters into a tidal wave to swal-
low the world. Sophar and Taftin, twin Chosen of the Maidens,
perished coaxing a massive meteor from the sky to disrupt the
wave. Dulcet Consolator was forged from black jade and the
shattered remains of that fallen star.

139
EX3
ADVERSARIES OF THE RIGHTEOUS

Evocations of Dulcet Consolator OFFENSIVE CHARMS


Smiling at the Damned (1m, 1i; Supplemental;
Passive: When Iron Siaka protects someone with the Instant; Aggravated, Decisive-only): Double 10s on
defend other action and the attacker doesn’t overcome a decisive Melee damage roll and deal aggravated
her Parry, she gains one Initiative. damage.
Truth in Consequences Unobstructed Blow (5m, 1wp; Simple; Instant;
Cost: 1m; Mins: Essence 1; Type: Supplemental Withering-only): Make a withering Brawl attack
Keywords: Decisive-only that is unblockable and ignores soak from armor.
Duration: Instant DEFENSIVE CHARMS
Upon dealing any damage with a decisive attack, the Serenity in Blood (5m, 1i; Reflexive; Instant; Deci-
wielder learns the supernatural nature of her opponent sive-only, Perilous): Iron Siaka’s weapon slices ill-fa-
and pierces any mundane disguises he wears.
vored fate. She may parry unblockable attacks, and
raises the target number of decisive damage rolls
against her by one.
Twin Destinies Aegis
MOBILITY CHARMS
Cost: 1m, 1wp; Mins: Essence 2; Type: Reflexive
Keywords: Uniform Inexorable Advance (5m, 2i; Supplemental;
Duration: Instant Instant): Ignore wound and mobility penalties on a
rush. Success lets Iron Siaka instantly move one range
After an enemy’s attack roll overcomes the wielder’s Parry band toward her target, instead of waiting for him to
while she protects a character with a defend other action, move. He suffers a -1 to Defense if Iron Siaka attacks
she determines whether the attack is applied against her him that turn.
or the original target, not the attacker. SOCIAL CHARMS
EXCELLENCIES Favorable Inflection Procedure (5m; Simple;
Instant; Psyche): Speaking her target’s true name, Iron
Iron Siaka may add up to (Essence) dice to an Athlet-
Siaka rolls (Charisma + Linguistics) to instill him with
ics, Brawl, Craft, Dodge, Integrity, Linguistics, Melee,
a Tie of affection toward her or erode a negative Tie
Performance, Presence, or Socialize roll at a cost of
toward her, gaining +3 to her Appearance to deter-
one mote per die to a maximum of her Essence. She
mine how many bonus dice it adds (Exalted, p. 218).
can also reduce the target number of such a roll to 6
for one mote; she may reduce the target number for a Heroic Essence Replenishment (—; Permanent):
Linguistics, Melee, or Socialize roll to 5 for two motes Once per scene, when Iron Siaka successfully threat-
or 4 for three motes and one Willpower. Or she can ens an enemy in combat to support one of her Intima-
raise static values by up to (Essence), for two motes cies, she gains (Intimacy + 2) motes.
per point of increase.

140
EX3
C hapter F o u r : T he E x a lted

Three Winters
the Warden of Nameless Tombs
Background: Spirited away to Yu-Shan hours after and Antiquities, Three Winters is a plodding clerk
his birth, Three Winters is a Sidereal to the bone: known as Ledaal Hasan. An agent of House Peleps has
Old Realm is his native tongue, and he spent noticed this mortal bureaucrat poking through archives
his school years at the desk of Luxana, god of the Shogunate West and is preparing to eliminate
of reading. He played among the stacks him.
of her labyrinth-archives, reading in-
creasingly grim histories of Creation Equipment: The foldrobe is a long, shapeless robe
with each passing year. While he is of cloud-sheep wool and starmetal thread. Three
not a cruel man, his mind is more Winters can change its color, pattern, and tex-
like a god’s than a mortal’s, with ture by folding and unfolding it, though he
little tenderness for the world prefers a dull, plain green. He keeps a coded
and its people. journal, but stores reference texts or maps
in his personal library.
Now grown, he honors Jupiter
by cataloguing and securing Roleplaying Hints:
the war-fossils of past ages, Three Winters
shrouding them with myth enjoys the puzzle
and taboo. While meticulous of tracking down
in concealing his tombs, ancient treasures,
middens, and digs from but never for his own use.
mortal eyes, his recent He would gladly destroy
redirection of several most of the things he un-
Guild fleets has been covers and call it justice,
noted, with the Guild but he has an archivist’s
now financing privateers (in- heart and cannot bear to un-
cluding Exalts) to explore one make the past. He will, however,
of his otherwise uncharted is- gladly sacrifice a few lives to sab-
lands — and the home to the un- otage unwary explorations.
disturbed tomb of a truly ancient
Lunar felled in the First Age. Caste: Secrets
Attributes: Strength 2, Dexterity
Image: Beneath the deep hood 3, Stamina 2; Charisma 3, Manip-
that hides his caste mark, Three ulation 5, Appearance 2; Percep-
Winters is a hunched, bag-eyed tion 4, Intelligence 5, Wits 4
man of Realm descent, with a Essence: 2
shaved head and a thin goatee.
Willpower: 8
He has a pessimistic, nebbish
manner, but is bitterly snide Join Battle: 7 dice
if his advice is ignored. He Personal Motes: 13
tends to mutter to himself. Peripheral Motes: 37
Health Levels: −0x1/−1x-
Intimacies: Defining: “Let 2/−2x2/−4x1/Incap.
the old monsters stay bur-
Abilities: Athletics (Digging) 1,
ied.”; Major: “Everyone but
Awareness 3, Bureaucracy 3,
me is blind.”; Minor: Island
Dodge (Escape) 2, Integrity 3, In-
Cultures (Fascination) vestigation (Archives) 4, Larceny
(Ancient Traps) 3, Linguistics
Secrets: Within the Realm’s
4, Lore (Truth Behind Myth) 5,
Ministry of Prehistoric Recollection

141
EX3
ADVERSARIES OF THE RIGHTEOUS

Martial Arts (Crane) 2, Occult (Artifacts) 2, Presence Bureaucracy) opposing the ([Charisma, Intelligence,
(Scholarly Rhetoric) 3, Resistance 3, Ride 1, Sail 2, or Manipulation] + Bureaucracy) roll of the task’s
Socialize 3, Survival 2 leader. If she succeeds, the interval of time necessary
Merits: Backing (Yu-Shan) 4, Artifact (The Foldrobe) to complete the task is increased by one step: from
3, Contacts (Ministry of Antiquities) 1, Language days to weeks, weeks to months, months to seasons,
(Native: Old Ream; High Realm, Seatongue, Various or seasons to years. This doesn’t slow physical labor,
Local Tongues) 4, Mentor (Luxana) 3, Resources but bureaucratic functions like planning, securing au-
(Salary) 3 thorization, and allocation of resources. Once per
group per scene.
Attack (Unarmed): 9 dice (Damage 9); Tags:
Bashing, Martial Arts, Natural INFORMATION CHARMS
Attack (Grapple): 5 dice (4 dice to control) Efficient Secretary Technique (2m; Simple;
Combat: Soak 7, Hardness 4 (Foldrobe: +5 Soak); Instant): A spider crawls from Winter’s clothing and
Parry 3 (Unarmed); Evasion 3; Rush 4 dice; Disen- provides him with a simple, objective fact that is pub-
gage 6 dice (see Absence) licly known or kept within his personal archives.
Social: Resolve 4; Guile 4 Mark of Exaltation (3m; Simple; One scene):
Winter gains +1 Appearance when dealing with
EXCELLENCIES spirits, as his caste mark shines like an emerald lantern.
Three Winters may add up to (Essence) dice to an Bu- This illumination spreads to long range and reveals
reaucracy, Dodge, Investigation, Lore, Occult, Pres- immaterial spirits, but only Sidereals and spirits can
ence or Socialize roll at a cost of one mote per die up perceive it.
to his Essence, or add the same to a static value. He Telltale Symphony (5m; Simple; Indefinite):
can also lower the target number of a roll at 1m per Winters receives the benefits of All-Encompassing
−1 (lowest 4). Sorcerer’s Sight and Uncanny Perception Technique
SOCIAL CHARMS (Exalted, p. 354), the latter of which also detects
Avoiding the Truth Technique (3m; Supplemen- magic such as artifacts and sorcery. However, this
tal; Instant): Winters takes an instill action to convince Charm only conveys auditory information.
a character of something, inverting any Resolve bonus DEFENSE CHARMS
from Intimacies and converting penalties for implau- Absence (2m; Reflexive; Instant): Winters ignores
sible claims into non-Charm bonus dice. Success any penalties to his Evasion or disengage attempts.
convinces them he’s lying, mad, or stupid. They must
Avoidance (2m; Reflexive; Instant; Psyche): In any
spend two Willpower or dismiss his claim.
scene where Winters has taken no more than one
Force Decision (4m; Simple; Instant): Winters tips meaningful action, he may vanish without a trace.
the scales of a Decision Point facing a character within Observers must spend one Willpower or forget he
short range. Intimacies that oppose the decision he was ever there.
wants are considered one level weaker. A supporting
Intimacy can be asserted even if it already raised the
target’s Resolve. Sorcery
Life Without Compunction (5m; Supplemen-
tal; Instant): Winters enchants a social action (his or Shaping Ritual: Once per story, Ten Winters can cite his
someone else’s) to ignore Intimacies rooted in taboos, compendious research to roll ten dice and gain a sorcer-
reputation, or social standards. Every witness whose ous mote for each success
Resolve is beaten by the roll must spend one Willpow-
er or explain away behavior as acceptable or even SPELLS
admirably roguish. Sexual content is still subject to the Corrupted Words (control; Exalted, p. 472)
Red Rule (Exalted, p. 222).
Summon Elemental (Exalted, p. 475): Three
Paralyzed Mandarin Infliction (5m, 1wp; Winters often stations elementals as guards, favoring
Simple; Mute; One story): Winters severs an or- vaktri (Exalted, p. 520.)
ganization from its purpose, rolling (Strength +

142
EX3
C hapter F o u r : T he E x a lted

THE ABYSSAL EXALTED


The following characters are Abyssals, champions of the Deathlords whose powers rival the Solar Exalted.

The Bleeding Lily


Crowned in Shackles
Underworld Queen
Background: Once, there lived a princess without a care deathknight: she extracts the truth from the accused be-
in the world. The youngest of six children, her parents fore acting, and doles out punishment as befitting of the
sent her away from their tiny Eastern kingdom to soak crime and intent. An honest mistake might mean a new
in the culture of Nexus. There, she spent their money, scar, to encourage acting with more care in the future.
wrote poetry, and occasionally remembered to broker a Malicious destruction of an honored gravesite merits
trade deal or shore up an alliance. She loved and laughed dragging the criminal back to the Underworld, where
often, and dreamed of nothing more than a life spent in the victim can extract vengeance in person. The Lily isn’t
continued, carefree luxury. merciless; true contrition earns her leniency, though she
marks the guilty with the power of her Anima to ensure
In one night, her life was upended, then cut short. A they keep their promises of restitution.
messenger came from her parent’s kingdom: her family
was dead, their throne usurped by an ambitious neigh- Although the Lily tries to keep the Onyx Kingdom out of
bor. Within hours, an agent of the usurpers found her international politics, there’s no avoiding the specter of
and cut off their master’s last loose end with a knife to Thorns not far from her borders. She hosts the Mask’s
the princess’ back. diplomats with charm and grace, but avoids a formal
treaty. The whisper that led her to the Onyx Kingdom
The Bleeding Lily Crowned in Shackles rose a pale shad- was not from the Mask of Winters, and the debt she owes
ow of herself, plagued by dark whispers. She was a queen the Deathlord who gave her a throne has yet to be repaid.
without a kingdom, and the voice told her of a kingdom
without a queen. It led her to the Underworld, across a Image: The Bleeding Lily Crowned in Shackles is a tall
dark ocean to an ancient castle. She took its onyx crown and striking woman with pale skin, bone-white hair
not out of greed, but out of obligation; if death called her cropped short, and vibrant hazel eyes that seem red in the
to lead, then her life of joy died with her. She became the right light. She dresses in silk shirts and leather pants, al-
queen the dead required. ways the finest quality but never ornamented or embroi-
dered. At rest, her face seems tinged with a subtle grief.
Under her rule, the Onyx Kingdom has thrived. Her laws
champion fair dealings and noblesse oblige, with the Intimacies: Defining: “A monarch must be dutiful and
strongest ghosts encouraged to support weaker specters. honorable.”; The Onyx Kingdom (Protective); Major:
Citizens don’t rely on the living for happiness and ful- Marigold (Love); “Death is a higher state of being.”;
fillment — the Lily has implemented public support and Minor: Fine poetry (Admiration); “Protect the weak.”
funding for artistic endeavors made by the dead, for the
dead. Society frowns upon close relationships with the Secrets: The Bleeding Lily has a mortal lover, a shep-
living, while applauding those who seek contentment herd named Marigold living peacefully in the Scavenger
within the Underworld as good examples. Lands. She believes the Lily to be a ghost-blooded hero,
wandering the land and saving innocents in distress, just
Despite her isolationist ideals, the Bleeding Lily is also like she saved Marigold by slaughtering the bandits who
willing to seek justice from the living for her subjects, plagued her town. The Abyssal keeps Marigold a secret,
traveling throughout the East to avenge broken promises fearing what she might betray to save her maiden fair if
and defiled graves. She considers herself a fair and just someone got their hands on her.

143
EX3
ADVERSARIES OF THE RIGHTEOUS

Equipment: The Bleeding Lily wears the solid onyx stone crown that came with her Underworld castle. It grants
her black glass armor that covers her completely, allowing her to ride into a village as a vengeful Deathknight one
evening, and walk among its people as a simple traveler the next. On long journeys, she’ll often purchase and ride a
black horse, though living animals in her care seldom last long.

Roleplaying Hints: A knight among Deathknights, the Bleeding Lily is noble, romantic, and deeply devoted to the
oaths she swears and people she protects. She deceives by omission, walking among the living without displaying
her ties to the dead, but she dislikes lying outright, and loathes dishonorable combat. She believes pointless slaugh-
ter cheapens death; the living should be let be unless they have committed some crime, in which case they should be
destroyed so utterly that their spirits fail to rise again.

Caste: Moonshadow
Attributes: Strength 3, Dexterity 4, Stamina 3; Charisma 4, Manipulation 2,
Appearance 5; Perception 3, Intelligence 2, Wits 3
Essence: 3
Willpower: 8
Join Battle: 7 dice
Personal Motes: 19
Peripheral Motes: 39 (5 committed).
Health Levels: −0/−1x3/−2x4/−4/Incap.
Abilities: Athletics 2; Awareness 4; Brawl 1; Bureau-
cracy (The Onyx Kingdom) 3; Integrity 4; Investigation
1; Linguistics 3; Lore 2; Melee (Armored) 5; Occult 2;
Presence (Intimidation) 4; Resistance 2; Ride (Armored)
3; Socialize 5; War 4.
Merits: Artifact (the Onyx Crown) 5, Command 3; Influence (the
Underworld) 4, Manse 5.
Attack (Glass Sword): 12 dice (Damage 12/5); Tags: Lethal,
Melee, Balanced
Attack (Straight sword): 11 dice (Damage 12/1); Tags:
Lethal, Melee, Balanced
Combat: Soak 14, Hardness 10 (Glass Armor
+11/10); Parry 6 (Melee); Evasion 2 (−2 mobility
penalty); Rush 6 dice; Disengage 4 dice
Social: Resolve 3, Guile 3

Soulgate Obsidian
(Greater Hearthstone)
Keywords: Linked, Manse-born

This hearthstone is a marquis-cut black stone


that seems to consume rather than reflect the light
around it. In the presence of a fresh corpse at night, Lily may use
it to open a portal directly to the Underworld, which stands until
dawn.

144
EX3
C hapter F o u r : T he E x a lted

The Onyx Crown ( Artifact •••••) Charms


The castle of the Onyx Kingdom is a powerful manse, its The Bleeding Lily knows all four charms possessed by
Crown a powerful artifact. Both are interconnected, and the Wandering Deathknight quick character (Exalted,
bound to the Underworld kingdom. The Crown itself is p. 550) as well as the following:
a black onyx coronet with thirteen rough points, their
facets irregular and sharp, with one hearthstone socket OFFENSIVE CHARMS
below the tallest point. Vengeful Riposte (4m, 1wp; Reflexive; Instant;
Counterattack, Withering-only): The Lily makes a
Evocations of the Onyx Crown Melee counterattack that occurs after her opponent’s
Passive: The Onyx Crown provides control over the attack result, but before damage has been rolled. This
Onyx Kingdom, a sizable Underworld dominion. Ghosts attack acts as a special withering attack, with suc-
within the kingdom gain a +1 non-Charm bonus to all ac- cesses on the damage roll reducing the target’s Initia-
tions they take under the Bleeding Lily’s direct orders, tive. Rather adding points to the Abyssal’s Initiative,
and must pay a point of temporary Willpower to break convert them immediately to decisive damage dice
any law she sets. The Lily is instantly aware when and to roll against the target’s health track, ignoring Hard-
where a living being enters her dominion, though she ness.
gets no further details about their nature or identity. Soul-Cutting Argument (3m; Reflexive; Instant;
Decisive-only, Psyche): The Lily rolls her decisive
damage with double 10s, ignoring Hardness. For
Don the King’s Glass each point of damage she would inflict, the Lily can
Cost: 5m.; Mins: Essence 2; Type: Simple instead reduce the intensity of an Intimacy she’s aware
Keywords: None of in her opponent by one degree. If she targets a
Duration: Indefinite Minor Intimacy in this way, that Intimacy is destroyed.
Only one Intimacy can be targeted per use of this
When the Bleeding Lily commits to a quest on behalf of Charm, with remaining levels of damage applied to
her kingdom or a subject, she may activate this charm the Health Track as normal. This Charm can be de-
to summon a set of full plate armor and a broadsword, fended against via Charms and other magical means.
both made of black glass and with comparable strength SOCIAL CHARMS
to artifacts. She may don or dismiss these tools at will, but
cannot end the charm until her quest has been fulfilled
Truth of the Grave (3m, 1wp; Simple; Instant): The
Lily asks a single question of one target. If he refuses
and she has returned to her castle. If this becomes im-
to answer or answers truthfully, nothing happens. If
possible, the tools immediately materialize and shatter,
he answers with a lie, her target immediately takes
inflicting 3 lethal damage to the Bleeding Lily.
one lethal level of damage, which takes the form of
obvious and immediate bleeding from the eyes, nose,
and ears.
Dread Lord’s Demeanor (6m; Simple; One
Scene; Keywords): Characters must pay a point of
temporary Willpower to speak against her or attack
the Lily, paid once per scene. All threaten actions
against her suffer a penalty equal to her Essence.

145
EX3
ADVERSARIES OF THE RIGHTEOUS

The Melkin Fool in Red


and the Circus Moribund
Background: Once, perhaps, the jingling harnesses Desolation. The weapon was a gift from the Lover Clad
heralded joy and wonder trundling into town. Once, in the Raiment of Tears, in recognition of loyal service.
perhaps, the caravans’ green paint was the emerald of The braided leather cords have been dyed blood-red to
a spring meadow, rather than a sickly pale yellow-gray. match the Fool’s preferred colors.
Maybe once the laughter spilling from the audience was
mirthful; now it only sounds like screams. Roleplaying Hints: The Melkin Fool is always amused.
Even when she’s furious or in the midst of battle, a smile
When the Melkin Fool in Red and the Circus Moribund plays about her lips. Fiercely loyal to her lady, she can-
set up their stages and their tents, they’re not the not be swayed into betrayal. Characters who can explain
entertainment. how their plans will benefit the Lover, however, may
win the Fool’s cooperation — at least temporarily. Clever
You are. wordplay delights her, even better if it’s used to jibe at
someone else. The Melkin Fool has little concern for oth-
Who the Melkin Fool might have been before is long er Abyssals, which makes her enmity towards the death-
forgotten. Now is what matters to her. She’s a Day Caste knight known as The Shatterer of the Way remarkable.
Abyssal, the loyal servent to the Deathlord The Lover
Clad in the Raiment of Tears, and the leader of the Caste: Day
Circus Moribund — a troupe of strange performers, not
Attributes: Strength 3, Dexterity 4, Stamina 2; Cha-
all of whom are living… or human. risma 4, Manipulation 2, Appearance 2; Perception
4, Intelligence 3, Wits 4
Only the unwise dismiss the Melkin Fool as mere com-
ic relief. She whispers secrets in her lady’s ear, telling Essence: 4
the Lover who is working against her, which sycophant Willpower: 8
pledges loyalty one moment, then rushes off to seek fa- Join Battle: 10 dice
vor with Walker in Darkness. If something is amiss in the Personal Motes: 22
deathlord’s territory, it’s up to the Melkin Fool to inform
Peripheral Motes: 54 (5 committed)
her — bluntly and without prevarication. The Fool is
insightful and sharp-witted. Her searing remarks have Health Levels: −0x2/−1x4/−2x4/−4x3/Incap.
made even the most carefully composed warriors falter. Abilities: Athletics (Acrobatics) 4, Awareness 3,
Bureaucracy 2, Dodge 3, Investigation 2, Linguistics
Image: The Melkin Fool is a lean woman who walks 2, Melee (Improvised Weapons) 4, Performance
with an acrobat’s assured gait. She wears a blood red le- (Speeches) 4, Presence 2, Ride 1, Socialize 3, Stealth
otard and often covers her face with a porcelain mask 2, Survival 1
whose features shift to exaggerate her mood. She carries Merits: Ambidextrous, Artifact (Desolation, soulsteel
an alarming number of knives, and is rarely, if ever still. direlash) 3, Fleet of Foot
Attack (Desolation/Direlash): 13 dice
Intimacies: Defining: The Lover Clad in the Raiment of (Damage 10/3); Tags: Lethal, Melee, Disarming,
Tears (Loyalty); Major: “It’s all for nothing. Let me show Grappling, Flexible, Reaching
you.”; Minor: The Circus Moribund (Duty), “Nothing
Attack (Knife): 12 dice (Damage 7); Tags: Lethal,
says pointlessness has to be so dreary.” Melee, Thrown (Short)
Secrets: Several years ago, the Melkin Fool took pity on Combat: Soak 2, Hardness 0; Parry 4; Evasion 4;
a servant in the Fortress of Crimson Ice and set him free Rush 8 dice; Disengage 7 dice
without their mistress knowing. Social: Resolve 2, Guile 3
OFFENSIVE CHARMS
Equipment: In addition to her obscene amount of
Empty Sleeves (2m; Reflexive; Instant): The Melkin
knives, the Melkin Fool wields a soulsteel direlash named
Fool draws her weapon out of thin air, knives appearing

146
EX3
C hapter F o u r : T he E x a lted

in her palms or her direlash in her grip. She may spend considered family. The members are loyal to the Melkin
two more motes to send the weapons away. Fool the way she’s loyal to The Lover Clad in the Raiment
DEFENSIVE CHARMS of Tears, and protect one another from outsiders.
Ladder in the Air Evasion (10m; Reflexive; The Circus lures villagers in with a promise of light-heart-
Instant): The Fool reaches into the air and vaults herself ed entertainment to break up the desolate winters, but
upward, grabbing onto the flow of Essence around
the show they put on highlights the pointless repetition
her. She lands one range band away.
of the audience’s lives, the smallness of their existence,
SOCIAL CHARMS and the inevitability of death. Such shows often drive
Creeping Dread (10m, 1wp; Simple; Instant): By spectators toward despair, reckless actions, suicide, and,
talking to her mark for a short time, the Melkin Fool of course, death.
discovers at least one of his Intimacies. She weaves
words of concern regarding that person or concept, Essence: 1; Willpower: 5; Join Battle: 6 dice
instilling a sense of worry and fear in her target: that Health Levels: −0/−1x2/−2x2/−4/Incap.
something horrible has happened to the person, that
they’ve betrayed him, or that his beliefs were founded Actions: Declaim 6, Instill Emotion: 5 dice; Read
on false pretenses. Motives: 4 dice; Senses: 7 dice; Tracking: 4 dice
Appearance 3, Resolve 4, Guile 2
COMBAT
The Circus Moribund
Attack (Short Sword): 6 dice (Damage 11/2)
The Circus Moribund is a traveling carnival that wends its
Tags: Lethal, Melee, Balanced
way through the North, returning always to the Fortress Attack (Grapple): 5 dice (5 to control)
of Crimson Ice at the end of its circuit. The troupe’s Combat Movement: 6 dice
members are strange folk, some long dead, others from Evasion 3, Parry 4
far in the Wyld. Once a person joins the circus, they’re Soak/Hardness: 3/0

147
EX3
ADVERSARIES OF THE RIGHTEOUS

The Prince Resplendent


in the Ruin of Ages
Background: The oil lamp flickered, sending shadows Caste: Daybreak
racing across the dusty burial chamber. The Prince Attributes: Strength 2, Dexterity 4, Stamina 3; Cha-
Resplendent frowned and dipped his brush into the ink- risma 2, Manipulation 4, Appearance 2; Perception
stone. He wrote: 4, Intelligence 3, Wits 4
Essence: 2
“As cherry blossoms fall upon the river / And are swept
downstream to the sea / So do all relics of ancient days
Willpower: 6
/ Flow to the vaults of fallen Thorns / Seek ye there the Join Battle: 8 dice
treasures of your past.” Personal Motes: 16
Peripheral Motes: 31 (5 committed to Bonesplit
The Prince smiled. A shame he wouldn’t be here to see and Bloodspill, 6 committed to Atarat)
their faces, but better to be gone with the tomb’s orichal-
Health Levels: −0/−1x3/−2x4/−4/Incap.
cum panoply before its rightful owners arrived.
Abilities: Athletics 2, Awareness 4, Bureaucracy
Image: Thin, sallow, and balding, the Prince Resplendent 3, Craft (Traps) 4, Dodge (Traps) 4, Investigation 4,
can’t quite shed the air of the shopkeep and scavenger he Larceny (Lockpicking) 2, Linguistics 2, Lore (Ancient
once was. In public, he favors wealthy garb or artifact ar- Ruins) 4, Melee 3, Occult (Undead) 4, Resistance 2,
mor complete with mask or helm, and affects a cultured Ride 1, Socialize (Business) 2, Stealth 3, Survival 2,
tone — though surprise causes him to slip back into the
Thrown 2
lower-class accent of his youth. In private, he favors Merits: Artifact (Bonesplit/Bloodspill) 3, Artifact
well-worn, practical garments. (Atarat) 3, Backing (Thorns) 4, Contacts (Scavenger
Lords) 3, Hearthstone (Stone of the Vanisher) 2, Lan-
Intimacies: Defining: “I’ll turn a profit on every task.”; guage (Native: Riverspeak; Old Realm, Guild Cant,
Major: “I take pleasure in mocking my adversaries.”; various Scavenger Lands local tongues) 3, Mentor
“None shall witness my fears.”; The Mask of Winters (Mask of Winters) 3, Resources 3, Retainers (Salt
(Fearful Admiration); Minor: Salt Star (Approval) Star) 4
Attack (Bonesplit and Bloodspill): 12 dice
Secrets: The Prince Resplendent hoards silver, jade, and (Damage 12/3); Tags: Lethal, Melee, Thrown (Short),
artifacts, secretly withholding from his patrons a frac- Chopping
tion of every haul. He maintains trapped, undead-guard- Combat: Soak 14, Hardness 10 (Atarat, +11); Parry
ed caches across the River Province, and he comes after 3 (Melee); Evasion 2 (armor penalty −2); Rush 6
anyone who dares loot one. dice; Disengage 8 dice
Social: Resolve 3, Guile 3
Equipment: Soulsteel articulated plate set with a
hearthstone, soulsteel storm hatchets, ciphered journal,
Escort: The Prince Resplendent is usually accompa-
nied by his obsequious nemissary apprentice, Salt Star;
map of a First Age ruin.
use honored ancestor traits from Exalted, p. 504, and
Roleplaying Hints: Having dwelt in penury before be-
add the Nemissary’s Ride Charm on p. 508. The Prince
also leads a Size 1 battle group of zombies (Exalted,
coming a scavenger lord, the Prince Resplendent places
p. 502) with poor Drill and Might 1.
inordinate value on wealth. He raids tombs and steals
artifacts — whether to serve his mentor the Mask of
Winters, or hired by other patrons such as the Walker in Bonesplit and Bloodspill, Soulsteel
Darkness, Nexus’ Council of Entities, or House Ragara.
He circumvents combat via bluster and bribery; failing
Storm Hatchets (Artifact •••)
that, he flees to sites full of traps and minions. Cornered,
These newly forged artifact hatchets are young and hun-
he offers up treasure caches or his master’s secrets.
gry, their greater powers yet to be unlocked.
Slaying him draws the Mask’s wrath.

148
EX3
C hapter F o u r : T he E x a lted

Evocations of Bonesplit and Bloodspill


Passive: +1 to decisive attack rolls against living creatures who have suffered damage to their –2 health levels.

Atarat, the Necromancer’s Bastion, Soulsteel Articulated Plate (Artifact •••)


This massive suit of armor, inlaid with apotropaic First Age glyphs of black jade, dates back to the Rotting Lotus
Rebellion.

Evocations of Atarat
Passive: Attacks from dematerialized spirits
that would bypass the Prince’s armored soak
or Hardness cost an additional three motes
each, even if they ordinarily have no cost.

Hearthstone:
Stone of the Vanisher
Keywords: None

On any roll to investigate, track, or contest the


Prince’s efforts to go to ground, change the value
of the highest successful non-10 die to a 1.

OFFENSIVE CHARMS
Corpus-Rending Blow (1m; Supplemental; Instant;
Uniform): Allows an attack using any Ability to strike an
immaterial spirit.
Savage Shade Style (2m; Supplemental; Instant; Dual):
Against a crashed opponent, double threshold successes on a
withering attack or double 10s on a decisive damage roll.
DEFENSIVE CHARMS
Elegant Flowing Deflection (2m; Reflexive; Instant): Negate all Parry
penalties against a single attack. Successful defense reduces attacker’s
Initiative by one.
MOBILITY CHARMS
Spider Pounce Technique (2m; Supplemental; Instant): Leap one
range band horizontally or vertically; counts as the turn’s movement
action. Reduce cost to 1m if used on previous turn.
MISCELLANEOUS CHARMS
Contraption of Bone and Sinew (5m; Simple; Instant): Any corpse
can be fashioned into a trap (Exalted, p. 232) — a snare made from
viscera, a ribcage bear-trap, a femur sharpened into a scything blade. Once
per scene, the Prince may reveal that an enemy has fallen prey to one he’s pre-
viously set. This creates a one-time environmental hazard, difficulty 3. An injurious
trap deals 3L damage; escaping a snare requires a Strength 3+, difficulty 4 feat of
strength. This Charm resets when an opponent botches a roll on any physical action.
Cunning Scrutiny Style (5m; Simple; Instant): Complete a case scene action
in a few seconds, adding (Essence) automatic successes and doubling 9s.
Fivefold Sensory Exercise (5m; Reflexive; One scene): Double 9s on
Awareness rolls.
Spirit-Detecting Glance (3m; Reflexive; One scene): See immaterial spirits.

149
EX3
ADVERSARIES OF THE RIGHTEOUS

while spell remains active. Taking damage or destroy-


Necromancy ing the skull ends the spell.
Shaping Ritual: When the Prince begins a scene in a Raise the Rotting Horde (Control) (15sm, 1wp;
place marked by death — the Underworld, a shadow- Indefinite): Animate corpses as zombies, up to a size
land, a graveyard or battlefield, the site of a recent mur-
2 battle group with poor Drill and Might 1. Zombies
remain animated indefinitely unless exposed to sun-
der — he gains three sorcerous motes that last until end
light for a full scene. As a control effect, the battle
of scene.
group has average Drill instead, or elite Drill by
spending a Willpower while casting.
SPELLS
Summon the Shadow-Eaten (Ritual, 2wp;
The Face of Bone (5sm, 1wp; One scene): See, Instant): Summon an Essence 1-3 mortwight
hear, and speak at any distance through a prepared (Exalted, p. 505) or other monstrous ghost in a
skull of at least human size, which glows with cold night-long ritual, rolling (Intelligence + Occult) against
blue glyphs and hovers in midair, turning as desired. its Resolve to bind it for a year and a night. If this fails,
Influence and perception through the skull can’t use roll (Wits + Occult) against its Willpower to banish it.
Charms. Can’t sense or take actions with own body

150
EX3
C hapter F o u r : T he E x a lted

THE LIMINAL EXALTED


The following characters are Liminals, Chosen of the Dark Mother.

Dame Crimson
Background: The woman who would become Dame Crimson made a fair
living on the trade route between Thorns and Nexus, guarding the mer-
chant prince Casim Thurat’s caravan from bandits, vengeful ghosts, and
other villains. She relished her return home to her bustling city, shower-
ing her many nieces and nephews with trinkets from her travels. A decade
ago, Thorns fell to the Mask of Winters and she was there when the skies
split asunder and the ground heaved with the behemoth Juggernaut’s emer-
gence. She defended the walls from the howling horde of undead.

They tore her to pieces.

Thurat hated to lose one of his best guards — after all, she not
only protected him, she also protected the caravan’s profits.
At his behest, the caravan god’s priest, Imarid, pieced her
back together the best he could. Where pieces of
the woman’s body were missing, he substitut-
ed others; the city’s fall left him with plenty to
choose from. Dame Crimson awoke with the
Dark Mother’s voice in her mind, singing songs
of glory.

In many ways, Dame Crimson continues the life


of her progenitor as it had been before, as the commander of the cara-
van’s security forces. To remain in the Mask of Winters’ good graces — and
avoid his lieutenants’ scrutiny — Thurat trades obsidian, chalcedony, and
soul-eaten workers to the Deathlord. Business is not only highly profitable,
it also gives the caravan cover to smuggle weapons into the city and refu-
gees out.

Dame Crimson takes pride in her prowess. When wraiths threatened to


expose the caravan’s deals with the living to the Mask of Winters, she dis-
patched them. She fended off an undead behemoth in the wild lands between
Thorns and Nexus, and though it took Imarid several days to patch her up, she
bears those scars with pride.

Image: Much of Dame Crimson’s body was solidly built even before her death.
When he created her, the priest Imarid meticulously selected body parts that
were as close to her originals as he could find — a practice he continues whenever
the need arises. Though her short bobbed hair is naturally red, she dyes it a deep
crimson, which gives her already pale skin an even more ghostly pallor. When she
expends Essence, the whites of her eyes turn blood red, and the smell of stagnant
water surrounds her.

151
EX3
ADVERSARIES OF THE RIGHTEOUS

Intimacies: Defining Principle: “I’ll protect my charges Combat: Soak 4, Hardness 0; Parry 4; Evasion 4;
from threats both living and dead.”; Defining Tie: Imarid Rush 6 dice; Disengage 7 dice
(Devotion); Major Principle: “There’s no shame in prof- Social: Resolve 3; Guile 3
iting from duty.”; Major Ties: Her Body’s Nieces and
EXCELLENCIES
Nephews (Found Family); Casim Thurat (Duty); Minor
Principle: “Sharing wealth makes one even richer.” Minor Dame Crimson may add up to (Essence) Attribute
Tie: The Mask of Winters (Enmity) to an action at a cost of 1m per die. This increases
to (Attribute + Essence) once her anima banner is at
Secrets: Dame Crimson has recently been reunited with Glowing. Additionally, she may strengthen her static
one of her body’s nieces. Though she has no recollection values by up to (Attribute / 2, round down) for a cost
of the young woman, Crimson saw no harm in picking up of 2m per die. When her anima is at Glowing, this
where her predecessor left off. Now, she funnels money
increases to ([Attribute + Essence] / 2, round down).
and supplies to her when she can, intending to smuggle OFFENSIVE CHARMS
her newfound “family” out of Thorns when the opportu- Black Soil’s Claim (4m, 1wp; Supplemental;
nity arises. Neither of them knows that the niece’s broth- Instant; Decisive-only): Wounds Dame Crimson
er is now an Abyssal in service to The Mask of Winters, leaves rot with unnatural speed. A decisive attack that
one currently keeping tabs on his siblings and their mys- deals 3+ levels of damage also causes its victim to
terious good fortune. take one die of lethal damage per turn over his next (1
+ wound penalty) turns, ignoring hardness. If the vic-
Equipment: Bonerender (soulsteel daiklave), amulet tim’s wound penalty increases, so too does the dura-
bearing the caravan god’s sigil, a suture kit tion of this effect. Undead creatures instead suffer an
additional (1 + wound penalty) dice of aggravated
Roleplaying Hints: Dame Crimson is passionate, and damage added to the Liminal’s attack.
relishes life, eagerly rising to the challenge when a for- Sinew Lash (3m; Supplemental; Instant) Ropes of
midable enemy appears, and rarely refusing an opportu- sinew burst forth from Dame Crimson’s arms, tether-
nity to eat and drink well. Rather than hoard her hard- ing her opponent to her. This Charm supplements a
earned wealth, she spends it freely, tipping generously grapple gambit, adding (Essence) automatic success-
at teahouses and regularly pausing to drop coins in beg- es to the attack roll.
gars’ cups. She keeps lovers in every city and spoils them Weeping Crimson Gaze (5m; Supplemental;
with extravagant gifts. Until next turn; Uniform): Dame Crimson doubles up to
three dice that came up 9 on an attack roll. She may
Aspect: Blood perceive and attack dematerialized undead for an
Attributes: Strength 4, Dexterity 3, Stamina 4; Cha- instant. This Charm’s cost is reduced by Dame Crim-
risma 3, Manipulation 2, Appearance 2; Perception son’s by one mote for each point of wound penalty,
4, Intelligence 2, Wits 3 thanks to the easy access to blood.
Essence: 3 DEFENSIVE CHARMS
Willpower: 8 Ligament Stretching Dance (3m, +1hl per two
Join Battle: 10 dice successes; Reflexive; Instant; Essence 2) Dame Crim-
son’s joints pop from their sockets as she bends around
Personal Motes: 19
enemy attacks. For each health level she spends, add
Peripheral Motes: 35 (5 committed) two successes to a Dodge roll.
Health Levels: −0x2/−1x2/−2x2/−4/Incap. MISCELLANEOUS CHARMS
Abilities: Athletics 3, Awareness 3, Brawl 2, Dodge Flesh Knits Closed (4m per hl; Simple; Instant)
4, Integrity 3, Investigation 2, Linguistics 2, Lore Dame Crimson’s wounds close, tendons snap back
(Thorns) 4, Medicine (Liminal Exalted) 4, Melee 4, into place and torn muscle and bone reknit them-
Occult 2, Performance 2, Presence 3, Resistance selves. This Charm may be used to heal –0 and –1
3, Ride 2, Socialize 3, Stealth 2, Survival 3, War health levels only.
(Caravan Defense) 3
Gravehound’s Unerring Scent (3m; Simple;
Merits: Artifact (Bonerender) 3; Contacts (Thorns) 3; Instant) Ghosts and the undead may try hiding their
Pain Tolerance 4 tracks, but Dame Crimson spots the telltale signs of
Attack (Bonerender, Soulsteel Daiklave): 8 their passage. Double 9s on rolls to track undead
dice (Damage 12/4); Tags: Lethal, Melee, Balanced creatures.
Attack (Grapple): 6 dice (6 to control)

152
EX3
C hapter F o u r : T he E x a lted

Withering Vine
Shepherd Of Restless Souls
Every spring bud holds the promise of decay; every corpse, the prom-
ise of life. Withering Vine sees the crone hiding behind the fair
maiden, and the unborn heir in the old king’s loins. This inevita-
ble cycle comforts her, even if the constant blurring of what-is
and what-may-come leaves her unable to focus on the present.

The Aspect of Soil lives in a far Eastern cottage with her mak-
er, a woman who calls her “Kyo” and “beloved wife.” She likes
how the maker strokes her hair and whispers forgotten
tales in her ear. She doesn’t like her maker’s large, rough
hands, which perfectly fit the bruises on Withering
Vine’s throat. While Withering Vine ventures out
into the world, a deep instinct of forgotten love
and sorrow always draws her back home.

Withering Vine shepherds the Unquiet. She


herds lions while the sheep rest in their
beds, creating boundaries to keep her ghost-
ly flock away from mortals. She’s sympa-
thetic to those sent to too-early graves, and
only destroys dangerous undead if she has
no other recourse. She ignores the lovely,
dark, sing-song voice urging her to send the
Unquiet to the beyond: Withering Vine will
fight any who harm her charges, even other
Exalts or the gods themselves. Sometimes
she foresees where and when people might
fight ghosts, and travels there to protect the
Unquiet.

Image: Withering Vine’s skin, once a deep,


rich olive, now carries the sickly greens of
decay. Rot has forced her to replace parts:
her left leg is a soft pink, her right foot a dark
brown. She cut off her right arm and replaced it,
too. Maggots fall from the corner of her right eye.
Finger marks bruise her swollen neck. The Liminal
wears whatever her maker dresses her in, often a sim-
ple white kimono. When she travels, her clothes grow
stained and tattered.

Intimacies: Defining: “Protect the dead from the living”;


Major: “Protect the living from the dead”, Maker (Fearful
Love); Minor: Green Rock, erstwhile village (Protective)

Secrets: The restless souls Withering Vine collects speak


their murderers’ names to her, tell her where their bur-
ied treasure lies, and whisper other secrets. The Liminal

153
EX3
ADVERSARIES OF THE RIGHTEOUS

rarely acts on these — she cares not for riches, nor is it


her place to punish the living — but she remembers all.
Restless Embrace,
Cloak of Souls (Artifact ••••)
Sijan’s morticians have taken note of the Shepherd of
the Dead. They seek to either add her to their ranks or Spun from the Unquiet’s love, this worn and tattered
remove the competition, and actively recruit people to cloak holds all the colors of shadows.
entice or force her to Sijan.
Evocations of Restless Embrace
Equipment: White kimono, dirty when traveling; Passive: Restless Embrace’s wearer passes inoffensively
Restless Embrace, a Yasal Crystal (Exalted, p. 601) amongst Unquiet, unless she harms them or defiles their
graves.
Roleplaying Hints: Withering Vine is withdrawn, of-
ten gazing into the distance as present and future blur
together. She cannot see the past, which frustrates her. Ghostly Passage
She addresses people as what they might someday be Cost: 5m; Mins: Essence 2; Type: Simple
rather than what they are. Withering Vine may seek out Keywords: None
the characters at an undead’s bequest, and serve as the Duration: Instant
Unquiet’s mouthpiece. Any attempt to destroy or banish
The wearer shimmers out of existence, then reappears at
the undead immediately earns Withering Vine’s enmity.
a spot of her choosing within twenty feet that she can see.
Her windpipe is crushed, and she speaks only in whis- This movement briefly takes the wearer through the Un-
pers. She appears tranquil, but falls into a violent rage if derworld.
someone threatens her flock. Withering Vine becomes
docile around her maker. Mortician’s Call
Cost: 5m; Mins: Essence 3; Type: Simple
Aspect: Soil Keywords: None
Attributes: Strength 4, Dexterity 2, Stamina 4; Cha- Duration: Instant
risma 1, Manipulation 1, Appearance 1; Perception
Playing a flute kept in the cloak’s inner pocket, the wearer
5, Intelligence 4, Wits 4
calls one ghost within five miles to her side. The Story-
Essence: 3 teller chooses which ghost appears. It immediately forms
Willpower: 7 a Minor Tie of Protection to the flutist. Withering Vine
Join Battle: 9 dice assigns it a task, which it performs for a scene, or asks it
Personal Motes: 19 to fight for her (use statistics for a Hungry Ghost or War
Ghost, Exalted pp. 503- 504).
Peripheral Motes: 35 (9 committed)
Health Levels: −0x1/−1x5/−2x5/−4/Incap. EXCELLENCIES
Abilities: Athletics 1, Awareness (Spirits) 5, Brawl Withering Vine may add up to (Essence) Attribute
(Protecting Others) 3, Craft (Markers for the Dead) 4, to an action at a cost of 1m per die. This increases
Dodge 3, Integrity 5, Occult (Spirits) 3, Resistance 2, to (Attribute + Essence) once her anima banner is at
Survival 2 Glowing. Additionally, she may strengthen her static
Merits: Artifact (Restless Embrace) 4, Boundless values by up to (Attribute / 2, round down) for a cost
Endurance, Direction Sense, Exalted Healing, Lan- of 2m per die. When her anima is at Glowing, this
guage (Native: Riverspeak; Forest-tongue) 1, Natural increases to ([Attribute + Essence] / 2, round down).
Immunity, Toxin Resistance OFFENSIVE CHARMS
Attack (Unarmed): 9 dice (Damage 11/1); Tags: Despair of the Bog (4m, 1w; Simple; Scene;
Bashing, Brawl, Grappling, Natural Withering-only): Vines harass the Liminal’s enemy,
Combat: Soak 9, Hardness 4 (Light/Restless doubling the onslaught penalty during withering
Embrace +5); Parry 3 (Brawl); Evasion 3; Rush 3 attacks. Withering Vine steals 1 Initiative from the
dice; Disengage 3 dice target on her turn.
Social: Resolve 5, Guile 1 DEFENSIVE CHARMS
Escort: Withering Vine is protected by two Hungry Dark Destiny Defense (3m, 1hl; Reflexive; Instant;
Ghosts (Exalted, p.503). Withering-only): Withering Vine twists through an
attack’s path, and out of danger: she suffers half

154
EX3
C hapter F o u r : T he E x a lted

Initiative damage (rounded down), and may immedi- MISCELLANEOUS CHARMS


ately attempt to disengage at no Initiative cost. Ghost-Shepherd’s Sorrow (5m, 1w, 1ahl;
Supplicant of Dirt (4m, 1w; Reflexive; Scene): As Simple; Permanent (see text);: Burying pieces of
long as her skin touches soil, Withering Vine adds herself in the soil, Withering Vine creates a barrier
(Essence) to her Stamina for purposes of natural soak. Unquiet cannot cross. The barrier remains as long as
SOCIAL CHARMS the motes are committed, and the flesh and bones
buried — if they are dug up, the effect ends and the
Black Wind of Desire (3m; Supplemental; Instant; motes return to Withering Vine.
Eclipse, Psyche): After observing her target for a
scene, Withering Vine speaks his name into the earth The Future Unbidden (5m, 1w; Reflexive;
to create a Minor Tie of Sorrowful Yearning to a Instant): Withering Vine’s visions show her which of
person of her choice. her Unquiet charges need defending. She interspers-
es herself between an enemy and the ghost they’re
attacking, absorbing the damage the Unquiet would
have received. She adds the post-soak damage to her
Initiative.

155
EX3
ADVERSARIES OF THE RIGHTEOUS

EXIGENTS
The following characters are Exigents, the Chosen of individual gods throughout Creation.

Braze the Accursed


Background: Born into poverty in the Southern city of Paraph, blessed with good looks and charm, Braze swore he’d
reach heights of luxury. Entering the priesthood, he wormed his way upward to become chief priest of Paraph’s City
Mother, the god Amadeia, eventually even sharing her bed.

This wasn’t enough. Ingratiating himself with Amadeia, he learned of her past indiscretions. These he sold to the
Guild, attaining wealth unimaginable — and resulting in Heaven stripping Amadeia of her
post so a Guild-backed god could claim Paraph.

Weakened and embittered, powerless to stop Guild opium flowing into her be-
loved city, Amadeia found one last means of revenge. Calling in ev-
ery debt owed her in the Celestial Bureaucracy,
she obtained an ancient portion of the Flame of
Exigence that had passed through many hands.
Setting her curse upon it, she sacrificed herself
to send it to her betrayer.

Image: Exalted by twisted, volatile


power, Braze scarcely seems hu-
man. His face is too grotesque to
look upon, his body huge and mis-
shapen, his flesh layered with chitin
and crystal. He twitches and mutters at
the thousand voices whispering in his
brain, uncertain which is his own. His
anima banner is a reverberating cloud of
spiders, jewels, and tumbling frag-
ments of cityscapes.

Intimacies: Defining: “Can any-


thing atone for my crimes?”;
Himself (Loathing); Major:
Amadeia (Regret); Paraph’s
new city god (Hatred); Minor:
Paraph (Homesickness); The Guild
(Bitterness)

Secrets: Braze knows a great deal


of gossip about the doings of vari-
ous Southern gods and Guild mer-
chant princes.

Equipment: Tattered fragments of


clothing.

156
EX3
C hapter F o u r : T he E x a lted

LEGENDARY SIZE

While in Apocalyptic Arachnid Avatar form, Braze suffers no onslaught penalties from attacks from smaller oppo-
nents, unless they’re magically inflicted. Withering attacks from smaller enemies cannot Crash him unless they
have at least 10 post-soak damage dice, although attackers still gain the full amount of Initiative damage dealt.
Decisive attacks from smaller enemies cannot deal more than (3 + attacker’s Strength) levels of damage to him,
not counting levels added by Charms or other magic.

Roleplaying Hints: Cast out by his people, rejected by OFFENSIVE CHARMS


his Guild patrons, Braze wanders the South seeking re- Apocalyptic Arachnid Avatar (20m, 1wp; Re-
demption and release. Even at his most lucid, he’s uncer- flexive; One scene): Usable only while a −4 health
tain of what’s righteous. His fits of uncontrolled emotion level is filled with damage, or at 20+ Initiative. Braze
result in violence and destruction. Despite his suffering, swells into a monstrous spider built from crystalline
he’s not yet ready to die, and flees from battle if over- ruins — his legs are carven pillars, his body a vaulted
whelmed. What he most desires is a cure for his condi- dome whose underside is hung with a hundred glassy
tion, which is probably impossible; others have played bells. He heals all damaged −2 health levels, gains the
on this before, making him wary, but the right story can Legendary Size Merit and Hardness 10, and adds +4
still entice him. to Strength and soak. Once per round, the first time
Braze moves, is knocked down, suffers Initiative Crash,
Attributes: Strength 7, Dexterity 3, Stamina 6; Cha- or takes decisive damage, the clangor of his bells
risma 2, Manipulation 1, Appearance 5 (Hideous); creates a reflexive withering attack rolled against
Perception 2, Intelligence 3, Wits 4 all opponents within short range, dealing a maximum
Essence: 4 of three damage to each target. He returns to normal
form at end of scene, the crystalline spider-shape crum-
Willpower: 6 bling away. Once per story; reset by placing himself at
Join Battle: 7 dice genuine risk to uphold a Defining Intimacy.
Personal Motes: 17 Echoing Strike Technique (10m, 1wp; Simple;
Peripheral Motes: 49 Instant; Withering-only): Braze’s afterimage mimics
Health Levels: −0x2/−1x5/−2x8/−4x4/Incap. his movements, striking a second time. Apply the same
withering attack roll twice to the target. If both attacks
Abilities: Athletics 5, Awareness 3, Brawl 5, Bureau- hit, apply the same damage roll to each attack. Once
cracy (Temples) 2, Dodge 4, Integrity 2, Linguistics 1, per scene; reset by defeating a nontrivial opponent.
Lore 2, Occult (Gods) 2, Presence (Intimidation) 2,
Resistance 5, Socialize (Read Intentions) 2, Stealth 2, Swarm of Ruby Spiders (7m, 1ahl; Supplemen-
Survival 4 tal; Instant; Uniform): Upon performing a successful
savage action, Braze vomits up a mass of crystal
Merits: Claws 4, Cult 1, Giant, Hideous, Language spiders onto his opponent. Treat this as an environ-
(Native: Flametongue; Old Realm) 1, Unusual Hide mental hazard (3L/round, difficulty 5) lasting four
4, Wall Walking rounds. Once per scene.
Flaws: Madness (Major); Megrims (Minor)
DEFENSIVE CHARMS
Attack (Claws): 16 dice (Damage 19/4); Tags:
Bashing, Brawl, Grappling, Natural Crystal Exoskeleton Extrusion (5m; Reflexive;
One scene): Gain +4 soak and 4 Hardness.
Attack (Grapple): 8 dice (12 dice to control)
Edge-of-Ruin Resilience (—; Permanent; Perma-
Combat: Soak 10, Hardness 0 (Unusual Hide: +4); nent): When Braze takes damage that fills his first −4
Parry 5 (Brawl; medium weapon +1); Evasion 4; Rush health level, he can’t lose any more health levels until
8 dice; Disengage 7 dice his next turn ends.
Social: Resolve 3, Guile 2 Reflected Echo Body (3m, 1i; Reflexive; Instant):
EXCELLENCIES Braze seems to be in two places at once, gaining +2
Braze may add up to (Attribute) dice to an action, Evasion. If an attack misses, he steals one Initiative
or (Attribute / 2) to a static value. In an urban area from the attacker.
where Braze stunts the environment to his advantage, Sapphire Razor Carapace (3m, 1i; Reflexive;
this increases to (Attribute + Ability) dice, or ([Attribute Instant; Counterattack, Decisive-only): When target-
+ Ability] / 2, round down) to a static value. ed by a savage, drag, or restrain action, execute a

157
EX3
ADVERSARIES OF THE RIGHTEOUS

decisive counterattack that happens before the op- MISCELLANEOUS CHARMS


ponent’s damage roll, replacing any wound penalty Feeling the Earth’s Web (4m; Reflexive; Instant):
with an equal number of bonus dice. Braze gains enhanced perception of vibrations. Roll
MOBILITY CHARMS (Perception + Awareness) dice to sense a concealed
Spider Pounce Technique (2m; Supplemental; character coming within medium range. He can sense
Instant): Leap one range band horizontally or verti- major vibrations (e.g., armies marching, a tyrant
cally; counts as the turn’s movement action. Reduce lizard walking, etc.) out to four miles.
cost to 1m if used on previous turn. Lost in the Crowd (6m; Reflexive; One scene;
SOCIAL CHARMS Mute): Braze can blend unnaturally into urban crowds
as though they were darkness or fog, allowing stealth
Echoing Passion Pronouncement (3m; Sup- rolls with no penalties.
plemental; Instant): While inflamed by a powerful
emotion, Braze adds four bonus dice to inspire actions
to incite that emotion in others.

158
EX3
C hapter F o u r : T he E x a lted

Cuelebre jin-Hua Supplier of Secret Arsenals


Background: Once upon a time, world-shaking weap- furnace of the Exigence.
onry held warmongers hostage. Star-swords turned in
the Heavens, ready to crash upon mustering armies, and Chosen and god were not united long. Cuelebre saw little
so the world was at peace. point hiding weapons from nations already at each oth-
er’s throats, and soon decided to sell her services. Within
Ivory Shadow Smith, Eastern God of Secret Arsenals, a matter of years, she became the Guild’s premier mili-
knows such times have passed. The ash-shadow of tary trafficker, an extravagant and exuberant merchant
ancient ordnance hangs heavy over Creation, and un- prince whose deal-closing parties are a matter of legend
worthy successors have laid claim to the apocalyptic to free companies across the East and South.
weapons of a lost age. He works in secret to wrest away
powerful artifacts and bury them in his armory, far from Cuelebre sells to royalty and revolutionaries, cults and
the hands of mortals and Exalted alike. criminals. She delivers high-quality firedust to besieging
forces, then smuggles plague-javelins to the entrenched
The hill-tribe of jin-Hua bandits were his favorite agents, enemy. Ivory Shadow Smith bemoans what has become
swift saboteurs who raided outposts and depots at his of his Exalt, but she is unmoved. She just provides sup-
prophesized instruction. Yet when his eyes were else- ply; demand is the ash-streaked way of the world.
where, the jade jaws of Lookshy closed around his peo-
ple. The lone survivor was Cuelebre, a dwarf-girl who’d Image: A young dwarf woman with freckled tan skin,
been left at camp. Together, they prayed. Together, they short-cut dark hair, and golden eyes, Cuelebre enjoys
were answered, and Smith reforged Cuelebre in the a wide variety of extravagant military dresswear when

159
EX3
ADVERSARIES OF THE RIGHTEOUS

courting clients. Even on the road she cannot resist Attack (Firewand): 7 dice at close range, 11 dice
clothing that offers luxury, comfort, and the ability to at short range (Damage 15); Tags: Lethal, Archery
conceal a light warstrider harness. (Short), Flame, Slow
Combat: Soak 5, Hardness 0 (Buff Jacket: +3); Parry
Intimacies: Defining: Weaponry (Enthusiastic 5 (Melee); Evasion 3; Rush 5 dice; Disengage 6 dice
Appreciation); Major: “Blame the hilt, not the blade.”;
Social: Resolve 4, Guile 4
Minor: Ivory Shadow Smith (Discomfort)
EXCELLENCIES
Secrets: Cuelebre can spend up to (Ability) motes on her Ex-
The Mask of Winters has offered Cuelebre the chance to cellency, adding an equal number of dice. If she stunts
peruse his dark armory, seeking to build links with the an action in a way that describes somehow turning
living Guild. She’s on-guard for betrayal… but an honest war-like materiel to her advantage, this increases to
trading relationship might be worse for Creation as a (Attribute + Ability). For example, intimidating a bandit
whole. Ivory Shadow Smith is aware of these overtures by mocking the quality of his axe would increase the
and hopes to intervene through Exalted allies. dice she could add to the roll from (Presence) to (Cha-
risma + Presence).
Equipment: A fine firewand, the cavalry saber used to be- OFFENSIVE CHARMS
head Raol Decem, a purse bulging with notes of credit and
Trusted Sword Betrayal (5m; Reflexive; Instant):
various currencies, and several armored and covered wag-
Once per scene after successfully disarming an op-
ons, one reinforced to bear the weight of a warstrider. ponent, Cuelebre can make a reflexive withering
attack with the weapon against its former owner. This
Roleplaying Hints: Cuelebre is a self-indulgent showp-
Charm can be reset by landing a decisive attack
erson who genuinely enjoys extolling the virtues of her and building back to Initiative 15+.
deadly wares. She’ll cheerfully take risks in return for a
payday, always aiming to expand her wealth and con- SOCIAL CHARMS
nections or acquire artifacts of note. Of course, as a mer- Blunt Blade Appraisal (3m; Simple; Instant):
chant who appreciates quality work and mighty weap- When a character makes a threat, Cuelebre can tell
ons, she’ll just as happily pay off her enemies. if they intend to follow through, and how good they
consider their chances. Magic contesting this effect
Attributes: Strength 3, Dexterity 4, Stamina 2; Cha- goes to a roll-off against her (Perception + War),
risma 4, Manipulation 5, Appearance 2; Perception adding (Essence) automatic successes.
3, Intelligence 1, Wits 4 Devil-Cowing Demonstration (7m, 1wp;
Essence: 2 Simple; Instant): Cuelebre expounds on a weapon’s
terrible power, doubling 8s on a threaten roll. Success
Willpower: 7
causes the audience to fear or desire the weapon (or
Join Battle: 7 dice (8 for ambushes) both, her choice). If a character has a negative Intima-
Personal Motes: 14 cy toward a character or organization they believe to
Peripheral Motes: 48 (15m committed) already possess this weapon, the cost to resist equals
the strength of that Intimacy.
Health Levels: −0x1/−1x2/−2x2/−4x1/Incap.
Soft-Speech Reinforcement (5m or 2m; Reflex-
Abilities: Archery 3, Athletics (Warstriders) 1,
ive; Instant): Instead of comparing Appearance to
Awareness (Ambush) 3, Brawl (Warstrider) 2, Bu-
Resolve when she rolls for (or is targeted by) social
reaucracy 4, Craft (Armaments) 2, Dodge 2, Integrity
influence, Cuelebre compares the damage bonus of
3, Larceny (Smuggling) 2, Linguistics 1, Lore (War-
her weapon to that of the other character. If they are
striders) 2, Melee 3, Occult (War Gods) 1, Perfor-
unarmed, she increases her bonus by a further +1. This
mance 2, Presence 4, Resistance 2, Ride 2, Socialize
benefit applies to all social rolls, and costs only two
3, War (Logistics) 1
motes for intimidation.
Merits: Artifact (Ormolu) 5, Backing (Guild) 3,
Command (Caravan Guards) 2, Contacts (Incipient COVERT CHARMS
Wars) 3, Hearthstone (Iron Soul Stone) 2, Resources 3 Emerald Sheathe Attitude (3m, +1wp; Simple;
Attack (Brass Knuckles): 10 dice (Damage 10); One scene): Cuelebre guises swords as plough-
Tags: Bashing, Brawl, Smashing, Worn shares, ensuring other characters do not regard her
as armed or dangerous unless she takes overt threat-
Attack (Grapple): 6 dice (5 dice to control) ening action. Alert guards can notice her weapons,
Attack (Slashing Sword): 9 dice (Damage 12/ but still dismiss them. She can extend this illusion over
2); Tags: Lethal, Melee, Balanced a wagon-sized vehicle she is riding by spending one

160
EX3
C hapter F o u r : T he E x a lted

WARSTRIDER INBOUND

Ormolu is a warstrider, equal parts armor, steed, and idol of destruction. Full rules for warstriders are found in
Arms of the Chosen.

Traits: Cuelebre uses the Toad’s Strength, soak, Hardness, and damage track in place of her own. She cannot
directly improve these traits with magic that would improve her own, and uses her own for Charm calculations and
limits.

Mobility: Ormolu offers a +1 Speed bonus on combat movement rolls and tests of speed. It can move away from
human-sized foes (not battlegroups) without disengaging. Stealth rolls suffer a penalty of four successes.

Defense: Within the Toad, Cuelebre cannot be targeted by decisive attacks, or take damage from environmental
hazards or similar dangers. The Toad has the Legendary Size Merit (Exalted, p. 557). It cannot be grappled or
knocked back by smaller enemies without magic, and is immune to poison, disease, and non-magical environ-
mental hazards.

Offense: Each turn Cuelebre can make a special reflexive attack against an enemy battlegroup, or all trivial op-
ponents within range. This does not occupy her action. The Toad’s attacks are unblockable except by artifacts or
defensive magic. It takes a −4 penalty on physical actions or Awareness rolls against human-sized targets.

Willpower. This Charm can only be overcome by now resembles a squat, pot-bellied toad with gem-studded
magic if Cuelebre poses a danger to one of the user’s orichalcum plate. A lone hearthstone gleams on its brow.
Major or Defining Intimacies. The only clue to Ormolu’s origin is the braided metal whip
Secret Thunderbolt Cache (10m, 1wp; Simple; lashing from its “mouth.” This was the serpent’s neck, and its
Instant): Cuelebre makes a special difficulty 3 roll to in- sculpted head still hisses on the Toad’s tongue.
troduce a fact using Bureaucracy or Larceny. Success
reveals a nearby cache of hidden materiel worth up Attunement: 15m
to (higher of her Resources or Essence), squirreled Strength: 6 (12 for Feats of Strength)
away during her previous travels. This is enough to Unarmed: 12 dice (Damage 10, minimum 3); Tags:
outfit a Size 2 group. The difficulty is +1 if the supplies Bashing, Natural, Smashing
are varied (e.g. weapons, armor, and rations), +1 if
they are exotic (e.g. clawstrider saddles, firewands), Unarmed (Grapple): 7 dice (8 to control)
and +1 if the location is hostile or far from normal Tongue Lash: 12 dice (Damage 10, minimum 2);
trade routes. Once per story unless reset by achieving Tags: Lethal, Melee, Disarming, Grappling, Flexible,
a legendary social goal ending in a lucrative payout. Reaching
CRAFT CHARMS Soak: 16; Hardness: 8
Oiled Armory Approach (—; Permanent): Cue- Damage track: −0x5/−1x5/−2x10/−4x10
lebre has a special pool of craft xp that can only be Speed bonus: +1
used to repair armaments. She adds craft xp to this pool Hearthstone slot(s): 1
whenever she sells or otherwise supplies armaments,
just as though it was a craft project she’d completed. Evocations of the Gilt Toad
Passive: Ormolu can accept a special crippling injury
War Forge Echoes (1m; Reflexive; Instant): If Cue-
lebre encounters a description of an armament, she (Exalted, p. 201) to negate damage, sloughing off layers of
instinctively knows whether or not it actually existed, gold plate to reveal the corroded serpent-idol beneath. It
and rerolls 1s until no 1s remain on a related Lore roll. faces none of the usual negative effects and can do so three
times before needing repair. Instead, each shedding reduces
Ormolu, the Gilt Toad its Soak by two and increases its Speed bonus by one.
(Orichalcum Warstrider, Artifact •••••) Snatching Behemoth Tongue
Cost: 4m; Mins: Essence 2; Type: Simple
When Ivory Shadow Smith first chose the jin-Hua, he re- Keywords: Resonant, Withering-only
stored their ancient snake-idol to its original state as a mighty Duration: Instant
warstrider. Cuelebre has had it ostentatiously refitted: it

161
EX3
ADVERSARIES OF THE RIGHTEOUS

The Toad makes a withering tongue lash attack out to Prerequisites: Glutton-God’s Blubber
short range, ignoring the penalty for targeting small oppo-
nents. If it deals 5+ damage, it can forgo gaining Initiative Once per scene, Ormolu draws on power beyond its credit.
to disarm the opponent (or rip away a similar loose object). Its pilot rolls Join Battle and adds the result to her current
The pilot can open the Toad’s maw to grab the weapon Initiative. At the start of her next turn, the warstrider suffers
themselves, becoming vulnerable to decisive attacks until bashing damage equal to the Initiative gained. The pilot may
they use a miscellaneous action to close it. ablate this damage by shedding gold layers, as normal.

Resonant: The pilot can activate this Evocation outside Resonant: This Evocation can be reset by entering Initia-
the Toad to be snatched into its mouth, skipping the usual tive Crash or making a decisive attack.
strapping-in process.
Heavy Pockets Hop
Glutton-God’s Blubber Cost: 6m, 1wp; Mins: Essence 2; Type: Simple
Cost: 4m; Mins: Essence 2; Type: Reflexive Keywords: Decisive-only
Keywords: Dissonant, Perilous, Withering-only Duration: Instant
Duration: Instant Prerequisites: Glutton-God’s Blubber
Prerequisites: Snatching Behemoth Tongue
The Toad leaps upward before slamming down, crushing
The Toad’s attacker rerolls (5 + Speed bonus) successful bones beneath its frog-feet. It leaps up to (Speed bonus)
damage dice, using the lower roll. Alternatively, the Toad range bands and makes an unblockable grapple gambit,
can force it to reroll (Speed bonus) successful attack dice. adding (4 – Speed bonus) non-Charm successes to the
control roll. The ground in that range band is rendered
Dissonant: This Evocation can only be used up to difficult terrain by the shockwaves of its weight.
(Essence) times per round.
If the gambit succeeds, the Toad makes a reflexive deci-
Extravagant Engine Assault sive savage attack with (4 – Speed bonus) bonus damage,
Cost: 1a; Mins: Essence 2; Type: Reflexive crushing its victim underfoot. Until the start of its next
Keywords: Resonant turn, the Toad suffers none of the usual penalties for
Duration: Instant maintaining a grapple, but it cannot dodge attacks, move,
or be knocked prone without ending it.

162
EX3
C hapter F o u r : T he E x a lted

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 vol-
canic 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 deliv-


erance. His volcano erupted, shat-
tering 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 see p. XX) 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 cheerful, 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 her 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.

163
EX3
ADVERSARIES OF THE RIGHTEOUS

Equipment: rich clothing, ostentatious jewelry,


Caldera (red jade lamellar), Roaring Impact (white jade
Caldera
goremaul), Nephthai (black jade devil caster) (Red Jade Lamellar Armor, Artifact •••)
Roleplaying Hints: In battle, Odara weakens enemy Odara stripped this armor from an outcaste captain’s
morale with gruesome promises of violence, then leaps corpse, whose dead lips offered no whisper of its prove-
into battle with the Bloodthirsty close behind. She fa- nance. Even its name is Odara’s invention.
vors smashing attacks to knock foes overboard, and uses
Mast-Shattering Strike (below) to disable or hole enemy Evocations of Caldera
vessels. Passive: At the beginning of combat, Odara may inspire
(Exalted, p. 217) herself with an inflamed passion of joy.
Odara focuses on plundering Wavecrest vessels and If so, she also gains one Initiative.
ports, but characters can redirect her to particularly
juicy alternative targets if the reward outweighs the risk.
Schemes to tear down Wavecrest society and religion get
Nephthai (Black Jade Devil
her attention. Slaying Odara triggers a power struggle Caster, Artifact •••)
within the Bloodthirsty; soon a new leader emerges, di-
recting the pirates toward different goals. The pirate Lintha Sennong Sikala wielded this artifact
flame piece as his signature weapon until his death
Attributes: Strength 4, Dexterity 4, Stamina 4; at Odara’s hands. His family seeks Odara’s death and
Charisma 3, Manipulation 2, Appearance 3; Per- Nephthai’s return.
ception 3, Intelligence 3, Wits 3
Essence: 2 Evocations of Nephthai
Willpower: 7 Passive: Nephthai can be fired underwater or into water
without penalty.
Join Battle: 7 dice
Personal Motes: 14
Peripheral Motes: 33 (15 committed) Clinging Flame
Cost: 4m; Mins: Essence 1; Type: Supplemental
Health Levels: −0/−1x3/−2x3/−4/Incap.
Keywords: Decisive-only
Abilities: Archery 3, Athletics 3, Awareness 4, Duration: One turn
Brawl 2, Bureaucracy (Stolen Goods) 1, Dodge 2,
Integrity 2, Larceny (Conceal Evidence) 2, Linguis- If a supplemented decisive attack deals damage, clinging
tics 1, Lore (Western Religions) 2, Melee 4, Occult flames generate an instantaneous environmental hazard
(Gods) 1, Performance 2, Presence (Intimidation) 3, (Exalted, p. 230) with damage (wielder’s Essence)L and
Resistance 2, Sail 4, Stealth 2 difficulty 5, at the beginning of the target’s next turn.
Merits: Allies (Yalon) 1, Ambidextrous 1, Artifact
(Caldera) 3, Artifact (Nephthai) 3, Artifact (Roaring Roaring Impact
Impact) 3, Command (the Bloodthirsty) 2, Contacts (White Jade Goremaul, Artifact •••)
(Fences) 3, Influence 2, Language (Native: Sea-
tongue; Old Realm) 1, Resources 2 An outcaste smith forged this hammer to Odara’s
Attack (Roaring Impact/Goremaul): 11 dice specifications.
(Damage 16/4); Tags: Bashing, Melee, Smashing
Attack (Nephthai/Devil caster): 12 dice at Evocations of Roaring Impact
short range (Damage 16/4); Tags: Lethal, Archery Passive: Reduce the Initiative cost of smashing attacks
(Short), Flame, Mounted, One-Handed, Slow by one.
Attack (Unarmed): 10 dice (Damage 11); Tags:
Bashing, Brawl, Grappling, Natural Mast-Shattering Strike
Combat: Soak 12, Hardness 7 (Caldera: +8/7); Cost: 5m, 1wp; Mins: Essence 1; Type: Supplemental
Parry 5 (Melee); Evasion 2 (armor penalty −1); Rush Keywords: Resonant
6 dice; Disengage 5 dice Duration: One feat
Social: Resolve 3, Guile 1
Add (Essence) to Strength for one feat of demolition, in-
cluding to determine whether the feat is possible.

164
EX3
C hapter F o u r : T he E x a lted

Resonant: Convert dice gained from this bonus Strength MOBILITY CHARMS
to automatic successes. Boiling Cauldron Dance (2m; Reflexive; Until next
turn): Walk or run across water. This creates a veil of
Charms steam that imposes a −1 visual penalty on opponents’
attacks.
Many of Odara’s Charms wax or wane in power with her Wind-Whipped Cinder Swiftness (3m; Sup-
anima, which has the following values: dim 0, glowing 1, plemental; Instant): Add (anima + 2) bonus dice to
burning 2, bonfire/iconic 3. a combat movement roll, or a roll to contest combat
movement. If this roll beats all opponents, gain one
EXCELLENCIES Initiative.
Supplement a Dexterity, Stamina, Charisma, or Wits SOCIAL CHARMS
roll for one mote per die. When stunting an action in Smoldering Mountain Terror (4m; Supplemen-
a dynamic, aggressive way, add up to (Attribute + tal; Instant): Add (anima) dice to a threaten action,
anima) dice. When stunting an action in a passive, ignoring any penalty for multiple targets.
defensive way, instead add up to (Attribute + [3 –
anima]) dice. Raising static values works similarly,
dividing by two and rounding down. Arms Master Yalon
OFFENSIVE CHARMS
A Wavecrest naval officer who quit his post when his
Searing Steel Eruption (1m, 3a, 1wp; Simple;
daughter was sacrificed to Hamoji after a petty crime,
Instant; Decisive-only): Gain three Initiative, then roll
a single decisive attack against up to three oppo- Yalon is Odara’s only real friend and confidant. The crew
nents within close range, dividing Initiative evenly respects this stern but caring man despite his origins.
among them (rounded up). Reset to base only after Yalon uses champion traits — Exalted, p. 497 — with
the final attack resolves. Command: 7 dice and Sail: 6 dice.
DEFENSIVE CHARMS
Lava Fills the Fault (1m, 1a; Reflexive; Instant):
The Kalaho Ahn
Heal one −0 health level of non-aggravated damage;
Odara’s flagship has blue-water merchant traits
usable once per three rounds.
(Exalted, p. 246). Its siege weapons include a fire can-
Skin of Rhyolite (3m; Reflexive; Instant; Dual): non at the bow, and a fire projector flanked by two bal-
Gain (5 − anima) natural soak against a withering listae at the stern. Her crew forms a Size 2 battle group
attack or (5 − anima) Hardness against a decisive with elite Drill, under Yalon’s direction
attack.
Whirling Ash Evasion (4m, 1wp; Simple; One
scene; Perilous): Ignore up to (anima) points of
penalty to Evasion.

165
EX3
ADVERSARIES OF THE RIGHTEOUS

Mad Kenzon, the fanatic who warned of the end of days on street corners and slept under the bridge most
nights, arrived first. His aimless wanderings were unremarkable enough, no matter where they took him.

Silver Egret, tutor to the local magistrate’s children, arrived second, shielded by her status in the prominent
household. She was beyond reproach within the family, and by extension, within the community. No one dared
question her personal dealings, so long as her actions didn’t endanger her young charges. Little did anyone
suspect — they did.

The last to arrive was known simply as the Banker, though he rarely traded in coin. The economy of favors he
ran from the back room of the local bar was far more lucrative, and far deadlier. A deep scar across his left
cheek marred his weather-worn face. He claimed he’d earned it in a knife fight. That was almost the truth. It
was the last remnant of the one member of their little conclave who’d fallen to the surface world’s temptations.
She’d dared to dream that Creation might go on living, and for that heresy her bones lay scattered at the bottom
of Bladewind Ravine, gnawed clean by the wild things that dwelt there.

Tonight, though, the Banker’s menacing face cracked into an uncharacteristic smile. “Sister!” He spread his
arms wide, squeezing Silver Egret tightly to him and holding her there long enough to say what his words
wouldn’t: “I’ve missed you.”

The two shared no blood, but the Last Bastion conclave had grown closer in their years away from home than
any bond of family could have made them.

Silver Egret returned the embrace. “It’s good to see you well. I hope the guards were sufficiently late to find you
last time around?”

The Banker nodded. “You did well. I was long gone.”

Kenzon rose from his chair by the fire. Though his rags were damp from the weather and putrid with the smells
of unwashed skin, the well-dressed Banker pulled him into an embrace just the same, pressing his forehead to
his companion’s. “I trust you’ve been taking care of yourself out there, my brother?”

“I try,” the preacher said, “but the winters keep coming sooner and sooner. Perhaps that’s a sign on its own.”

The three granted themselves a few luxurious minutes to drop their façades and bask in the warmth of familiar
company before settling down to the night’s business.

“We’re nearly there,” Silver Egret said. “Siro — the magistrate’s oldest — is disillusioned with his father. He’ll
come into the family’s money, once the old man finally passes.”

“How much longer?” The Banker asked. “How many more doses do you expect you’ll need?”

Silver Egret thought carefully, running the calculation in her head as she tried to determine how much more of
the poison it would take to carry the old man off in good time, but not suspiciously good time. “Give it another
week. Maybe two. Three draughts should be plenty to finish the job.”

The Banker nodded. “You’ll have it.”

“Are you certain the boy will listen to you?” Kenzon asked. “When the time comes, I mean?”

Silver Egret shrugged. “He listens to you, you know — at night, when you wander by the gates, when he doesn’t
think anyone will notice. That’s about as good a sign as I could hope for. When the old man is dead, I’ll light
a lantern in the east window.” The plan was the culmination of years of work. They’d been over it a thousand
times. Still, it was good to repeat it once more.

“I’ll be watching for it,” said Kenzon. “We’ll bring the boy here and make our case before anyone else can sway
him.”

“And,” the Banker added, “If he won’t join us and bend his fortune to Aton’s cause?”

Silver Egret smiled. “The magistrate does have a second son. It’s a dangerous city, after all.”

166
EX3
167
EX3
ADVERSARIES OF THE RIGHTEOUS

Chapter Five

Groups
5 Descending Water

I write this by candlelight. The rocking waves make my handwriting uneven, or perhaps it’s fear causing the trem-
or in my grip. Our captain spotted the pirate’s ship too late in the fog, recognized their flag with its bloody skull
when they were close enough to catch us. Now I fear the crew is dead. We passengers have been shuffled down
to the hold, to await the payment of our ransoms. I pray our letters — and thus our rescuers — arrive swiftly.

The Bloodthirsty, Scourge of Wavecrest


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

168
EX3
C hapter F i v e : G r o u ps

House V’neef secretly backs the Bloodthirsty, fun- usually accompany a ship of the line or a pair of cor-
neling information on Imperial Navy movements and sairs. Larger fleets assemble to take down well-defended
Wavecrest shipping to the pirate captains, and offer- convoys, intercept enemy naval forces, or protect pirate
ing sanctuary and trade opportunities in their satrapial havens. Bloodthirsty pirates aboard a ship of the line or
port of Nansha. The Merchant Fleet hopes to use the corsair with spikes affixed gain +1 to Threaten actions
Bloodthirsty as a weapon against Peleps in their esca- against other crews.
lating conflict for control over the West. They’ve not
yet offered Odara everything she desires — total license Crew members use Lintha reaver traits (Exalted, p. 497)
against the priesthoods and peoples of Wavecrest — but with average or elite Drill depending on the captain’s
the time for scruples is ending. skill at command. Scout and corsair crews are Size 1; a
ship of the line’s crew is Size 3. Intimacies typically in-
Resources: The Bloodthirsty command a dozen ships of clude “I’ll make my fortune through piracy” and Fellow
the line with blue-water merchant traits, a score of light Bloodthirsty (Loyalty) at Defining or Major. Ties toward
corsairs with large yacht traits, and several dozen scouts Odara and/or their ship’s captains are common; their
with fast courier traits (Exalted, p. 246). Multiple scouts emotional tenor varies.

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.

169
EX3
ADVERSARIES OF THE RIGHTEOUS

Individual Bloodthirsty come away with sizable shares


of wealth after a successful fight, which they’re quick
Arms Master
to spend in port. Captains stash away lockboxes of trea-
The arms master’s responsibilities include drilling the
sure for emergencies, and many have Resources 1-3 in
crew in combat techniques and commanding them in
non-maritime investments.
battle. She’s often the most skilled fighter onboard, and
Roleplaying Hints: Bloodthirsty ships try to outnumber leads from the front to repel boarders or seize enemy
their opposition, swarming one target at a time and priori- ships. Commercial vessels’ arms masters also lock up
tizing boarding actions. In melee, they fight fiercely, showing weapons between engagements to avoid fights and muti-
no quarter unless an individual seems valuable — whether ny, but pirates rarely enforce such rules.
for ransom, useful skills, or carnal appeal. On shore leave,
they tend toward bellicosity; they’re prone to brawling and
Intimacies: Defining: “Victory at all costs.”; Major:
“Discipline is paramount.”; Her captain (Loyalty);
bravado, as well as muggings and other petty crime.
Fellow crew (Respect)
Essence: 1; Willpower: 5; Join Battle: 7 dice
Ship’s Pilot
Health Levels: −0/−1x2/−2x2/−4/Incap.
While the captain gives orders and commands the ship Actions: Athletics: 6 dice; Navigation/Sailing: 5
as a whole, the pilot is responsible for navigation and dice; Read Intentions: 4 dice; Senses: 5 dice; Siege
steering. (On smaller ships, captain and pilot may be one Weapons: 7 dice; Social Influence: 5 dice; Threaten:
and the same). She holds a great deal of authority, effec- 7 dice; Warfare: 7 dice
tively acting as second-in-command. This also makes Appearance 3, Resolve 3, Guile 2
her a prime target during naval engagements, so a pilot COMBAT
must be skilled in her own defense.
Attack (Chopping sword): 9 dice (Damage 12)
As talented pilots are rare, pirates seize them from cap-
Tags: Lethal, Melee, Chopping
tured vessels and press them into service. Though care- Attack (Long bow): 9 dice at short range (Damage
fully watched at first, most are nonetheless reliable; they 12) Tags: Lethal, Archery (Long)
know enemy navies will treat them as any other pirate Attack (Knife): 10 dice (Damage 10) Tags: Lethal,
despite their origins and intentions. Melee, Thrown (Short)
Attack (Unarmed): 9 dice (Damage 10) Tags:
Intimacies: Defining: Her ship (Devotion); Major: Bashing, Brawl, Grappling, Natural
“Nothing will deter my vessel from reaching its desti- Combat Movement: 6 dice
nation.”; Minor: Her captain (Loyalty)
Evasion 2, Parry 4
Essence: 1; Willpower: 6; Join Battle: 6 dice
Soak/Hardness: 8/0 (Reinforced buff jacket)
Health Levels: −0/−1x2/−2x2/−4/Incap.
Actions: Climbing: 5 dice; Command: 5 dice; Navi-
gation/Sailing: 7 dice; Senses: 7 dice Nanahu, Captain of the Wa Wakahi
Appearance 2, Resolve 2, Guile 2
Born in a Kyna Wehe fishing village, Nanahu turned first
COMBAT to sailing and then to piracy, where his fierce demeanor
Attack (Short sword): 9 dice (Damage 9/2) and violent temperament stood him in good stead. When
Tags: Lethal, Melee, Balanced the Wa Wakahi’s previous captain died in battle, he
Attack (Knife): 8 dice (Damage 9) Tags: Lethal, roused the crew to his support and seized the captaincy.
Melee, Thrown (Short)
Attack (Unarmed): 7 dice (Damage 9) Tags: While Nanahu approves of Odara’s personal strength and
Bashing, Brawl, Grappling, Natural tactical acumen, he fears her vendetta against Wavecrest
may embroil the Bloodthirsty in an unwinnable, unprof-
Combat Movement: 5 dice
itable war with the Imperial Navy; or worse, that they’ll
Evasion 2, Parry 3 become tools of the Merchant Fleet.
Soak/Hardness: 5/0 (Breastplate)
Nanahu is squat and powerfully built, with blue-green
hair and beard. An encounter with a fire projector turned
the left side of his face into a mass of burn scars, making
his expression all the more ferocious.

170
EX3
C hapter F i v e : G r o u ps

Intimacies: Defining: “Violence and bluster get me Actions: Assess Value: 7 dice; Bargain: 7 dice;
what I want.”; Major: Odara (Respect); His crew Commerce: 7 dice; Read Intentions: 6 dice; Senses: 5
(Loyalty); Minor: The Wa Wakahi (Pride) dice; Social Influence: 5 dice
Essence: 1; Willpower: 7; Join Battle: 7 dice Appearance 3, Resolve 3, Guile 3
Health Levels: −0/−1x2/−2x2/−4/Incap. Escort: Olo’s clerks, porters, and guards are retired
Actions: Assess Wealth: 6 dice; Athletics: 6 dice; pirates (use grizzled mercenary traits, Exalted, p.497).
Navigation/Sailing: 7 dice; Read Intentions: 4 dice; At least one escorts her at all times, and she can easily
Senses: 5 dice; Social Influence: 6 dice; Threaten: 7 assemble a Size 1 battle group with average Drill.
dice; Warfare: 7 dice COMBAT
Appearance 4 (Hideous), Resolve 3, Guile 2 Attack (Knife): 8 dice (Damage 10) Tags: Lethal,
COMBAT Melee, Thrown (Short)
Attack (Great axe): 8 dice (Damage 15) Tags: Attack (Crossbow): 8 dice at short range
Lethal, Melee, Chopping, Reaching, Two-Handed (Damage 12) Tags: Lethal, Archery (Medium), Cross-
bow, Mounted, One-Handed, Piercing, Slow
Attack (Firewand): 9 dice at short range (Damage
15) Tags: Lethal, Archery (Short), Flame, Slow Attack (Unarmed): 8 dice (Damage 10) Tags:
Bashing, Brawl, Grappling, Natural
Attack (Unarmed): 11 dice (Damage 11) Tags:
Bashing, Brawl, Grappling, Natural Combat Movement: 3 dice
Combat Movement: 5 dice Evasion 1, Parry 3
Evasion 2, Parry 3 Soak/Hardness: 6/0 (Chain shirt)
Soak/Hardness: 9/0 (Reinforced buff jacket)
Two Shadows,
Olo the Scorpion, Wary Fence Captain of the Nightmare
The hard-goods dealer Olo spends any given day pick- After perishing in a storm, a fisherman returned home as
ing through new goods in Port Ahisa’s bazaar. She moves a ghost to visit his wife one last time. Nine months later,
slowly; a wooden stump replaces her missing left leg, and Two Shadows was born. Drawn to the sea, she became
her once-muscular frame now runs to fat. Her neighbors a sailor and a pirate. Eventually caught by Wavecrest’s
would be astonished to see her on moonless nights, nim- navy, she was slated for execution in Abalone before a
bly descending cliffside paths to the hidden cove where serendipitous Bloodthirsty raid freed her.
she purchases pirated cargoes.
Two Shadows is a tall, lean, pale woman in her 30s, with
She maintains a walled, guarded warehouse complex at a white streak through her green-black hair. Her crew
the edge of town. When not out on business, she rarely fears the deathly magic of her birthright, even as they
stirs herself from the office where she cooks her books. She admire her cold, calculated brutality. Though aloof,
keeps a crossbow by her desk, and her clothing bristles with Odara’s fiery presence has warmed something within
hidden knives; she trusts no one, not even her own staff. her for the first time, turning her aside from pure profit
to serve the pirate queen’s crusade.
Once a pirate herself in the now-defunct Cracked Skull
Sisterhood of Jora Wehe until its destruction by Kyna Intimacies: Defining: Odara (Infatuation); Major:
Wehe fleets 20 years ago, Olo retains many contacts amid “I am fascinated by death.”; “I love the freedom of
the Bloodthirsty beyond her mercantile relationships. the sea.”; The Nightmare (Pride); Minor: “Human lives
She knows much regarding their activities and plans. mean nothing to me.”; Her crew (Ownership)
Essence: 1; Willpower: 7; Join Battle: 8 dice
Intimacies: Defining: “Unlike people, money will Personal Motes: 10 (5 committed)
never betray you.”; Major: Survivors of the Cracked
Skull Sisterhood (Loyalty); Kyna Wehe’s chieftains Health Levels: −0/−1x2/−2x4/−4/Incap.
(Hatred); Minor: “Better to kill than to be killed.”; The Actions: Athletics: 6 dice; Navigation/Sailing: 6
Bloodthirsty (Loyalty) dice; Read Intentions: 5 dice; Senses: 6 dice; Social
Essence: 1; Willpower: 5; Join Battle: 6 dice Influence: 7 dice; Threaten: 8 dice; Warfare: 7 dice
Health Levels: −0/−1x2/−2x2/−4/Incap. Appearance 3, Resolve 3, Guile 2

171
EX3
ADVERSARIES OF THE RIGHTEOUS

COMBAT Special Ability: Deathwalker


Attack (Paired axes): 10 dice (Damage 13) Tags: Two Shadows can perceive and physically interact with
Lethal, Melee, Thrown (Short), Chopping ghosts and other immaterial undead, who can likewise
Attack (Unarmed): 10 dice (Damage 10) Tags: interact with her even without materializing. These ef-
Bashing, Brawl, Grappling, Natural fects don’t apply to other immaterial spirits.
Combat Movement: 6 dice Kraken’s Shroud (Black Jade Reinforced
Evasion 3, Parry 5 Buff Jacket, Artifact •••)
Soak/Hardness: 12/7 (Kraken’s Shroud) Two Shadows seized this gray sharkskin and black jade
OFFENSIVE CHARMS coat from an outcaste warrior-priest of Siakal.
Life-Drinking Blade (3m, 1i; Supplemental;
Evocations of Kraken’s Shroud
Instant; Dual; Essence 1): Gain +2 to an attack roll.
Gain +1 to post-soak withering damage or to raw Passive: Kraken’s Shroud has the Buoyant tag. Against
decisive damage. wounded opponents, add one die to rush actions or to
contest disengage actions.
DEFENSIVE CHARMS
Clarity-of-Death Defense (2m; Reflexive; Instant;
Essence 1): Ignore one point of onslaught penalty.

Children of the Weaver


Background: While the Contagion raged across Creation, Over the years, groups of the spider’s progeny have ven-
its awful ripples shook the very threads of the Loom of tured out into the wider world, to observe other mor-
Fate. One violent tremor knocked a Pattern Spider loose tals’ lives. Everywhere they go, they judge the actions
from its place on the tapestry, and the creature fell to earth. of those they watch, and peer a little ways ahead on the
A group of mortals found the lost, injured spider, brought tapestry to tweak a strand of their target’s fate here, a
it home to their town, and nursed it back to health as best strand there, depending on the person’s deeds.
they could. When it recovered, rather than returning to
Heaven, the spider stayed with the people. They aren’t perfect arbiters of good and evil. The pattern
spider modeled its children on the humans that saved it
Weavers noticed tiny, intricate patterns the spider had all those centuries ago, and they’re therefore susceptible
spun onto their looms. They sold the fabric and the town to flattery and deception, just like other humans. They
grew prosperous. The people worshiped the spider as a can be persuaded to change the fate of an awful person
small god, and in return it brought them good fortune for the better, or a kindly person for the worse.
and prosperity.
Image: From a distance, the Children of the Weaver look
Then it began to weave people of its own: human-like human. They’re all genders and sizes, depending on the
creatures spun from its silk, who wandered the town pattern spider’s whims and inspirations the day it spun
observing its mortal inhabitants. They watched without out their lives. Up close, their skin has a silvery sheen.
comment as the people went about their daily tasks, nei- From even closer, observers can see the individual
ther helping nor hindering... at least not in any immedi- stitches that make up their flesh. Their hair is fine-spun
ately obvious manner. wire in varying metallic hues. The embroidery on their
clothing is impeccable; the keen-eyed might notice sub-
Then the blacksmith, whose small kindnesses were tle changes in the scenes over the course of an evening.
known throughout the town, survived an accident at the
forge that should have killed her. The tailor, whose greed Intimacies: Defining: “Fortune is a gift; it’s my duty to be-
was no secret, awoke one morning to find his fabrics stow or rescind it.” Major Tie: The Weaver (Reverence);
moth-eaten and moldy, his needles bent. Other shifts Minor: “Some courses require a bit of correcting.”
of fate followed, with one common thread connecting
them: those who were rewarded or punished had all Typical Individuals: Though they bear a common pro-
been watched by the spider’s strange children. genitor, once the Children of the Weaver leave the web,

172
EX3
C hapter F i v e : G r o u ps

they quickly become individuals. Their opinions and One of the Getimian Exalted is aware of the Children and
actions form based on the people they observe and the watches their behavior with interest. The Children are of the
glimpses ahead on the tapestry they seek out. Loom of Fate, yet removed from it — not in the same way Rakan
Thulio and the Getimians are, but perhaps the Children of the
The Weaver’s Children don’t have a strict hierarchy. Weaver could be of use in the war against Heaven.
Most decisions that need to be made are made as a group,
with members discussing how their various options will A small group of the Children has begun weaving its own
affect the near future and coming to a consensus. miniature Loom of Fate. While it’s nowhere near potent
enough to compete with the original in Heaven, it chron-
Humans fascinate the Weaver’s Children. They see icles the lives of a small village the Children have co-opt-
how the person’s choices affect her section of the tap- ed to see where their threads will take them. The villag-
estry, how those decisions tug on threads surrounding ers are unaware of this, and accept the strange anomalies
hers, and so on. Most feel they’re superior to humans that result as everyday occurrences.
and view themselves as a guiding force in the lives of the
people they choose to “help.” Some consider themselves Resources: Even Children who depart for the other side
philanthropists, improving the fates of as many of the of Creation consider the pattern spider’s lair their home,
deserving as they can. Others are judges, meting out mis- and the human town nearby their refuge. The townspeo-
ery to make malefactors repent their crimes. Still others ple still revere and worship the Children, and in return
view humans as an interesting experiment, tweaking receive the Children’s blessings. They will also, if the
their subjects’ threads at random to see what happens. Children or the spider are threatened, rally to protect
their benefactors. They are mostly civilians, so a bat-
Secrets: After several outside sources attempted to kid- tle group composed of townspeople has poor Drill, but
nap or kill the pattern spider, it has retreated to a hid- the presence of the Children gives them Might 1. (Treat
den lair outside the town that saved it. The Children them as militia, Exalted, p. 496.)
are bound to their parent by fate, and thus know its
whereabouts. Over the years, Children of the Weaver have nudged
the fates of politicians, bandit queens, entertainers, and

173
EX3
ADVERSARIES OF THE RIGHTEOUS

SNARLS IN THE WEAVE

As good as they are at altering fates, the changes the Children make can create strange glitches in the pattern. After
all, they’ve never touched the Loom of Fate itself, never seen the patterns of not just lives, but nations and genera-
tions spun out, never learned how to properly keep the threads from dropping or twisting or snagging. This leads to
odd occurrences when a Child isn’t careful, or pushes fate too far. Anomalies run from small aberrations — a coin
that always lands on heads — to the unignorable — a man dodging a hail of arrows, a house appearing fully built
on an empty lot, an army marching across the sky.

Left unchecked, these glitches can grow extremely dangerous. Sometimes, they attract Sidereal attention. Others,
there’s not enough time for the problem to wend its way through the Celestial Bureaucracy, and needs to be dealt
with right away, by whatever mortals and Exalts are close by.

guild members. They’re careful not to meddle with the Appearance 3, Resolve 2, Guile 3
brightly shining threads of people with great destinies, COMBAT
lest they attract the notice of the Sidereal Exalted, in-
Attack (Short Sword): 10 dice (Damage 7) Tags:
stead focusing on those whose rise ends somewhere in
Lethal, Melee, Balanced
the middle of the ranks. Still, it’s no small thing to have
the magistrate of a minor satrapy in one’s debt, or to be Attack (Grapple): 6 dice (6 to control)
owed a favor by a member of the Guild operating out of Combat Movement: 5 dice
Nexus. This grants them Contacts 1 or 3 in a given orga- Evasion 4, Parry 4
nization, at the Storyteller’s discretion. Soak/Hardness: 3/0
Roleplaying Hints: The Children have little need for OFFENSIVE CHARMS
money or material goods. They eat and sleep because it’s Inevitable Strike Technique (5m; Simple; Instant;
interesting and pleasurable, not for sustenance. Yet, they Essence 2): The Child considers several possible
like a good meal and a soft bed, and therefore offer them- attacks in the space of a heartbeat, and knows which
selves for hire to those looking to change their fortunes... one will land on his opponent. Discarding the others,
or the fortunes of others. Discreet in their negotiations, he chooses the one that is destined. On a successful
they take those jobs that interest them or stir their sens- attack, the Child ignores her target’s Soak.
es of justice or self-importance. DEFENSIVE CHARMS
Blade Catching Method (3m; Reflexive; Instant;
If a Child dies, the changes she made remain in place. Essence 1): The Weaver’s Child knows where her op-
Home in its lair, the Weaver feels the loss and spins out a ponent’s blade will land, and brings her own weapon
new child to take its place. up to turn the blow aside. Once per round, she may
use this Charm to double her Parry.
Should the characters go to the source and attempt to
destroy the pattern spider, both Children and townspeo- MOBILITY CHARMS
ple rush to its defense. Though succeeding in killing it Advantageous Positioning (3m; Reflexive;
or convincing it to return to the Loom may put the char- Instant; Essence 2): When a Child’s Initiative is lower
acters in the good graces of the Sidereals, they earn the than her enemy’s, she finds the best place to stand
enmity of both the townspeople and any of the Weaver’s within his range band and plants herself there, gaining
Children who remain. the upper hand. Her Initiative temporarily increases to
one higher than her target’s, then reverts to its former
value at the end of the round. This Charm may be used
Typical Child of the Weaver once per scene.
SOCIAL CHARMS
Essence: 2; Willpower: 7; Join Battle: 3 dice
Personal Motes: 14 Study the Tapestry (5m; Simple; Instant; Essence
2): Each person’s life contributes to the shape of the
Health Levels: −0x2/−1x4/−2x3/−4/Incap. pattern. A Weaver’s Child may look back along her
Actions: Alter Fate: 8 dice; Bargain: 7 dice; Read target’s thread, spotting significant moments and
Intentions: 6 dice; Senses: 5 dice weighing their impact on the lives of others.

174
EX3
C hapter F i v e : G r o u ps

MISCELLANEOUS CHARMS Too many adjustments in quick succession, or two


Common Threads (3m; Simple; Instant; Essence Children working at odds with one another, may
1): The Weaver’s Child scrutinizes a person or a lo- tangle the threads of fate in dangerous or disastrous
cation and sees the way other people or objects inter- ways.
connect. She understands the relationships between Knotted Silk Meditation (10m, 1wp; Simple;
his target and people nearby, and whether anything Instant; Essence 2): The Weaver’s Child tugs two
in the immediate area is tied to any of that person’s targets’ threads closer together. Over the next week,
Intimacies. the targets’ paths cross often, and the two become
Fortune Comes Calling (10m; Simple; Instant; aware of one another’s presence. One might have
Essence 2): The Child plucks at the threads of her tar- information or resources the other needs, or both
get’s future, nudging upcoming situations to fit the pun- might be in search of the same treasure. Whether the
ishment or reward the Child envisions for that person. Weaver’s Child intends them to become great friends
She gains three bonus dice on an Alter Fate roll. or bitter enemies, their fates are, at least temporarily,
intertwined.
The Child can only make changes for events occurring
over the next ten days, and the changes must be pred- Both people must be in the same general area (within
icated on events that are already in motion. medium range) when this Charm is activated.

The Darienites of Yane, Children of Green and Gold


Background: This demon cult traces its origins to resistance. Should a Solar Anathema or demon-blooded
Darien Nightbreaker, a Solar Anathema whose sorceries hero arise, cult members sew it upon their garments to
troubled the early Realm. Once rampant throughout the mark themselves as followers, rallying to the sun-blessed.
South, centuries of Immaculate effort have reduced it to
a shadow of its former self. Only a few scattered cells lin- Darienite congregations typically form in Southern ur-
ger, but their philosophy remains potent, ready to blos- ban slums. There, a proselyte — often an escapee from
som anew should a Solar show her face. Immaculate purges — can establish a following among
the poorest, most downtrodden commoners without
The Darienite creed venerates Creation’s Unconquered drawing attention from local monks.
Sun and Hell’s green sun as brother deities who chained
the ravening Elemental Dragons at time’s dawn, and sees In some congregations, the Twin Suns’ word spreads
demons and Solar Anathema alike as champions against like wildfire; such groups flare into rebellion, only to
Dragon-Blooded tyrants. This offers spiritual strength to be stamped out. Other congregations grow slowly, set-
those suffering under the Realm’s yoke. ting down roots, raising children and grandchildren in
the secret faith. These take advantage of cult ties — and,
Where the Realm’s grip is strong, the Darienites’ sometimes, infernal blessings — to grow strong, rich, and
green-and-gold sunburst is rarely seen. But when sedi- powerful, sharing their bounty with their coreligionists.
tion grows, the sunburst graffito appears as a mark of

THE CITY OF YANE

Commonly known as the capital of the Varang Confederacy, this coastal city-state doesn’t rule its compatriots.
Neither is it the largest, richest, or most politically powerful of the Varang city-states. Rather, it’s where the cities’
representatives meet to discuss matters of import to the Confederacy as a whole.

Like other Varang city-states, Yane stands on an artificial hill, the result of centuries of razing old brickwork struc-
tures to build new ones atop the debris. Lost chambers and catacombs wend beneath the city streets, where
outcasts, criminals, and cultists — such as the Darienites — gather with caution, watchful for unquiet dead and
forgotten spirits.

175
EX3
ADVERSARIES OF THE RIGHTEOUS

One such deep-rooted branch of the cult exists in the Sadiya, who uses her position to protect the cult; and
Varangian port of Yane. When the Solar Anathema Tourmaline, the cult’s masked high priest, who appears
Fehim Three Devils (p. XX) arose in that city, the only at Calibration gatherings.
Darienites reached out to him.
Secrets: Tourmaline isn’t the true leader of Yane’s
Members: Most of Yane’s Darienites are low-sphere or Darienites. She reports to the cult’s inner circle: the
sphereless citizens. The cult preaches that Hell’s dy- Lashari family, a wealthy merchant clan that traces its
ing stars judge all mortals to be equal, offering a sense descent back to Darien Nightbreaker, and whose elders
of pride. It also provides a network for information and study sorcery and traffic with demons. Mistrusting the
mutual aid. Although the cult’s handful of high-sphere Anathema Fehim — whose demon patron is a rival to the
members find some value in this, they’re drawn more family’s own infernal sponsors — the Lashari haven’t re-
by the cult’s rejection of the Realm’s Dragon-Blooded, vealed their existence to him.
whose authority and prestige supersedes their own.
Resources: To better conceal themselves, Yane’s
Yane contains dozens of small congregations, each with Darienites eschew distinctive marks and equipage. Even
no more than a score of members led by a priest. They their scriptures are oral rather than written. Their great-
meet monthly on the night of the new moon in cellars est resources are one another. They share information,
beneath homes and businesses, or in the labyrinth of provide professional contacts, and support one another
buried chambers beneath the city. Representatives of through hard times.
each congregation come to a great gathering during
Calibration. Otherwise, religious devotion is largely pri- The Lashari family commands significant wealth and in-
vate and personal. fluence. It applies this carefully when covering up the
outer cult’s activities, lest that lead Immaculate investi-
The cult’s notable figures include Old Rahenna, a wide- gators back to its own. The Lashari also possess occult
ly respected elder in Yane’s sphereless community; resources — sorcery, artifacts, and demon allies.
the master thief Ghost Lizard; the constabulary officer

176
EX3
C hapter F i v e : G r o u ps

TYPICAL CONGREGANTS THE LASHARI FAMILY

Most of Yane’s Darienites are ordinary folk — labor- An ancient family, the Lasharis maintain a palatial
ers, housekeepers, clerks, tinkers, streetwalkers, estate near Yane’s heart. The stars have graced them
street-sweepers, ragpickers, and the like. They’re with many puissant astrologers, gifted chirurgeons,
usually noncombatants (Exalted, p. 208). Typical Inti- and master merchants; few families match their
macies include “I follow the Darienite creed” and Fel- wealth and prestige.
low Darienites (Loyalty) at Defining or Major, and De-
mons and Anathema (Reverence) at Major or Minor. Their role in the Darienite cult remains secret. For
centuries, they’ve worshipped the demon Alveua (Ex-
A congregation forced to fight forms a Size 1 or 2 alted, p.527). Once each generation, a Lashari sorcer-
battle group of militia (Exalted, p.496) with poor Drill. er calls Alveua forth, that she might lead pious elderly
Lasharis out of death’s arms to her forge of night.

Many artifacts forged from Lashari elders have re-


Roleplaying Hints: The cult currently remains un- turned to the family. Family sorcerers have long
derground, its members trying to avoid attention. dreamed of using them in a grand working, opening
Individuals will aid Fehim and Solar PCs in small ways, the way for one of Hell’s princes to walk the world
supplying useful information, conveying messages, or unbound. This seems impossible, yet they persist.
offering concealment from constables and the Wyld
Hunt. Few stick their necks out openly.

Only once the Anathema gain a strong enough position Intimacies: Defining: Yane’s Darienites (Devotion);
in the city to move openly will the Darienites reveal Major: “Whatever our spheres, we are all equal.”; Herself
themselves. Seeing Anathema as demon princes to be (Pride); The cult’s inner circle (Obedience); Minor: “I
worshiped, they’ll place themselves at the Solars’ dis- find joy in performance.”; “Those who abuse high station
posal, acting as enforcers and priests in ways they think are contemptible.”; Demons and Anathema (Reverence)
demons would like them to. They’ll be eager to place
Essence: 1; Willpower: 7; Join Battle: 5 dice
themselves above the city’s former high-sphere citizens,
and to castigate Immaculate unbelievers. Health Levels: −0/−1x2/−2x2/−4/Incap
Actions: Cult Knowledge: 7 dice; Disguise: 8 dice;
Tourmaline, Darienite High Priest Performance: 9 dice; Profile Character: 6 dice; Read
Intentions: 8 dice; Senses: 6 dice; Social Influence: 7
Once she was Night Jasmine, queen of the Yane theater, dice; Theater Knowledge: 7 dice
with countless high-sphere admirers. But her youth is Appearance 4, Resolve 3, Guile 4
long past. She still graces the stage as a character ac- COMBAT
tor, but much of her life is devoted to her greatest role: Attack (Knife): 8 dice (Damage 8) Tags: Lethal,
the black-cloaked, green-and-gold-masked Tourmaline, Melee, Thrown (Short)
head of Yane’s Darienites.
Combat Movement: 5 dice
A true believer, Tourmaline dedicates herself to the Evasion 3, Parry 2
cult’s betterment. She’s memorized the entire Darienite Soak/Hardness: 3/0
scripture, as well as the faces and names of every lesser
priest. Her sermons spellbind listeners as effectively as
her youthful performances. Her eye for character makes Ayabas Lashari, Swordbearer
her a most effective proselyte.
Despite his peaceful temperament, Ayabas — a pres-
She occasionally meets with likewise-disguised mem- tigious chirurgeon’s third son — was assigned to the
bers of the cult’s inner circle, who support her efforts military sphere. A mid-ranking officer in his late twen-
with silver and warnings of Immaculate and constabu- ties, he’s responsible for guard postings at Yane’s docks,
lary investigations. But they’ve underestimated her keen where he arranges for Darienites to be on watch should
senses and memory; she recognizes the elder Lasharis’ the cult need to smuggle materiel or people in and out.
voices and movements from high-sphere entertain- (In practice, such smuggling usually serves the Lasharis’
ments decades ago. financial interests, not the cult as a whole.)

177
EX3
ADVERSARIES OF THE RIGHTEOUS

Secretly, Ayabas is one of the family’s champions, bear- dominates the family with keen intellect, blunt speech,
ing one of its ancestor blades. Twice he’s cloaked and and sorcerous mastery.
masked himself to take up the daiklave and slay an en-
emy of the Lashari family, the sword’s hunger burning Despite approaching her eightieth year, she retains all
through his veins. He hopes never to do so again. her faculties, but has largely abandoned hope of person-
ally executing the family’s mad dreams of opening the
Intimacies: Defining: Family (Loyalty); Major: “I have way for a demon prince to enter the world. She prepares
no wish to harm others.”; Ashar (Loathing); Enemies of her final sorcerous working, to have herself reforged
the Lashari (Hatred); Minor: “I am a worthy Varangian upon Alveua’s altar.
officer.”; “I respect the Darienite creed.”
Intimacies: Defining: “I will further our family’s am-
Essence: 1; Willpower: 6; Join Battle: 6 dice bitions.”; Major: “My authority won’t be challenged.”;
Health Levels: −0/−1x2/−2x2/−4/Incap Alveua (Admiration); Minor: Family (Love)
Actions: Command: 5 dice; Read Intentions: 5
Essence: 1; Willpower: 8; Join Battle: 6 dice
dice; Senses: 5 dice; Social Influence: 5 dice
Health Levels: −0/−1x2/−2x2/−4/Incap
Appearance 3, Resolve 3, Guile 2
Actions: Occult Lore: 8 dice; Read Intentions:
COMBAT 7 dice; Senses: 4 dice; Social Influence: 7 dice;
Attack (Straight sword): 8 dice (Damage Sorcery: 10 dice
12/2) Tags: Lethal, Melee, Balanced Appearance 3, Resolve 3, Guile 3
Attack (Ashar/Nightforged daiklave): 9 COMBAT
dice (Damage 15/5) Tags: Lethal, Melee, Balanced
Attack (Grandmother/wrackstaff): 9 dice
Combat Movement: 5 dice
(Damage 12/4) Tags: Bashing, Melee, Reaching
Evasion 2, Parry 4
Attack (Unarmed): 8 dice (Damage 8) Tags:
Soak/Hardness: 8/0 Bashing, Brawl, Grappling, Natural
Escort: Sometimes accompanied by a Size 1 battle Combat Movement: 5 dice
group of Yane soldiers or Lashari house guards; treat
Evasion 3, Parry 4
as medium infantry (Exalted, p.497) with average Drill.
Soak/Hardness: 3/0
Escort: Jevan typically has at least one elite body-
Ashar (Nightforged guard (Exalted, p. 497), and may be accom-
Daiklave, Artifact •••) panied by other family members such as Ayabas
Lashari, above. Jevan is also often escorted by
A gleaming black blade, forged centuries ago by the de- one or more immaterial demons of the First Circle,
mon Alveua from the body and spirit of Ashar Lashari. such as an agata or erymanthus (Exalted, p. 523-
It bears Ashar’s dream of Lashari ascendance over Yane, 525), or a metody (see Hundred Devils Night
and the desire to destroy all who would stand in the fam- Parade p. 105).
ily’s way.
Grandmother (Nightforged
A mortal Lashari can spend five temporary Willpower to
attune Ashar. Other than Lashari kin and the Solar and Wrackstaff, Artifact ••••)
Infernal Exalted, all wielders are dissonant with it.
The sorceress Lashari, Darien Nightbreaker’s daughter,
Evocations of Ashar founded the Lashari lineage and established its central
Passive: While attuned, wielder has a temporary Major role in the nascent Darienite cult. At her life’s end, she
Tie of Hatred toward enemies of the Lashari family that called forth Alveua to forge her body and spirit into a
can’t be altered or eroded, and gains +1 Overwhelming staff. Wielded by the family’s sorcerers, the staff contin-
when attacking such enemies. ues to shepherd Lashari elders to the demon’s forge of
night.
Jevan Lashari, Infernalist Sorceress A mortal Lashari can spend five temporary Willpower
to attune Grandmother. Other than Lashari kin and the
Publicly, the Lashari matriarch is a renowned astrologer
Solar and Infernal Exalted, all wielders are dissonant
and an advisor to Yane’s ruling council. In private, she
with it.

178
EX3
C hapter F i v e : G r o u ps

Evocations of Grandmother Death of Obsidian Butterflies (15sm, 1wp;


Passive: A non-dissonant wielder who invites Alveua Decisive-only; Instant; control spell): Roll (sorcery
into Creation unbound via sorcerous working suffers + 1) as an undodgeable decisive attack against
no penalties for going beyond the Terrestrial Circle’s all characters in a line out to medium range (battle
boundaries (Exalted, p. 488). Grandmother is a sorcer- groups take -2 Defense). Roll (5 + threshold success-
ous relic (Exalted, p. 470). es)L damage, or (10 + threshold successes)L against
battle groups. This doesn’t reset Jevan’s Initiative.
SORCERY Demon of the First Circle (Ritual, 2wp; Instant):
Summon a First Circle Demon in a night-long ritual,
Shaping Ritual: On the first shape sorcery action
rolling sorcery against its Resolve to bind it.
to begin casting a spell, stunt the use of Grand-
mother in spellcasting to gain (stunt rating + 2) sor- Silent Words of Dreams and Nightmares
cerous motes toward completing that spell. Once (Ritual, 1wp; One dream): See Exalted, p.475.
per scene; the wielder’s control spell doesn’t count
against this limit.

The Gouged Eye Society


Background: Sorcerers, diabolists, geomancers. The from the ranks of the Guild, but they are also drawn
secretive members of the Gouged Eye Society band to- from local craft-lodges, priesthoods, and syndicates.
gether to share lore, pursue profit, and protect one an- New initiates are often driven to join for political rea-
other from their occasionally unhinged feats of genius. sons as well as practical ones — their enthusiasm for
More than anything else, the Society exists to seek dan- their particular field of study usually borders on ma-
gerous and necessary paths to power; they see them- nia, limiting their ability to secure support from other
selves as the champions of mortal-kind, working to institutions.
resist the hegemony of the Exalted — Dragon Blooded
and Anathema alike. Only true mortals are allowed entrance into the Gouged
Eye Society, although the Overseers and membership
Three Overseers manage the Society’s affairs: Isabet have a long-standing dialogue about what constitutes
Maken of the Cauldron Valley (p. XX), a master geo- a “true” mortal. After a period of indentured service to
mancer; Grinning San, an accountant turned demo- the Society (or a significant donation), the Overseers
nologist; and Mol Skarre, an alchemist without peer. brand novices with the hook-and-circle symbol of the
From their manse, the Weeping Monolith, they admin- Gouged Eye. Members swear themselves to the Society,
istrate a network of associates who smuggle heretical the Overseers, and to mortal-kind itself, in that order.
texts, dangerous reagents, and other perilous treasures
throughout the region and Creation at large. While members have access to the Society’s resources
in conducting their experiments, this access is limited
The Guild remains unaware of (or at least indifferent by a system of adversarialism, with a randomly chosen
to) the Society and its machinations. To preserve their colleague allowed to review potential projects, offer
secrecy, the Gouged Eye conducts its business through public comments on their merit, and even challenge
an excessively elaborate web of intermediaries that their value to the Gouged Eye. In this way, the member-
could baffle even the most dedicated magistrate. While ship governs itself with the appearance of a meritocra-
a number of spirits, Exalts, and others are dimly aware cy, even if the system is anything but. The Overseers
of the Society, the Overseers have been broadly suc- often play members against one another, especially in
cessful in maintaining a low profile, especially given “randomly” choosing a project’s reviewer.
their considerable resources and outsized schemes.
Despite these stressors, the Gouged Eye Society is un-
Members: Membership in the Society is open to the flinchingly loyal to its members: When a novice conjures
brilliant and the broken; unfulfilled ambition is the a demon beyond their abilities, it is the Society’s sorcer-
common denominator of the Society at large. Like ers who banish or bind it; when a local don demands his
Isabet and Grinning San, many of the members come share in a savant’s profits, it is the Society’s own enforcers

179
EX3
ADVERSARIES OF THE RIGHTEOUS

who make a show of strength. In short: The members are


united by frustration at a world that does not understand
The Weeping Monolith
that obsession is the mother of discovery. (Greater Manse)
Secrets: This is not the first Gouged Eye Society. Its A greater manse of indeterminate aspect, the Weeping
symbol recurs throughout recorded history as a mark Monolith is a perfect cube of blood-colored marble large
for savants and occultists throughout the eight direc- enough to dwarf even the palaces of Ysyr. A single ruby the
tions. Only the Overseers are aware of this mystery; they size of a child is embedded on the cube’s top, producing a
suspect the Weeping Monolith itself lures ambitious slow but steady flow of colorless oil that coats the manse
outcasts to satiate its own hunger for knowledge. They in a sickly sheen. The lion’s share of the manse’s power is
desperately search for members of the previous Society, used to shroud it from unwelcome attention. Despite be-
which fell into obscurity almost two centuries ago. ing a fortress-sized block on a treeless hillside, it is all but
invisible to anyone except attuned initiates of the Gouged
Resources: The Gouged Eye Society controls formida- Eye Society; others must pay one Willpower when making
ble holdings of land, wealth, and lore, but its foremost a Survival or Investigation roll or suffer a -5 penalty to any
resources are demesnes and manses. Isabet Maken’s attempt to locate the manse.
Cauldron Valley is a powerful demesne that reshapes
those who dwell within; her mutant slaves form the Inside, the Monolith is a puzzlebox of rooms of irregu-
base of the Society’s workforce and funding. A handful lar size and shape, connected in ways that beggar geom-
of members maintain lesser demesnes, exporting use- etry and confound all attempts at mapping. In addition
ful resources to stock the Society’s laboratories or put to usual benefits of Essence respiration, the Weeping
silver in its coffers. Monolith rewards those who serve it: Adding new texts
to the manse’s collection is as refreshing as a good meal
At the center of the Society is the Weeping Monolith, a and a stout drink; particularly valuable additions can
manse of unknown aspect and providence that seems send someone into spasms of phantom pleasure.
to actively resist all investigation. Inside, the Gouged
Eye Society has amassed a truly staggering collection The Tear That Blinds
of texts, including accounts of obscure medical pro-
cedures, conflicting hierarchies of the demon princes, (•••, Greater Hearthstone)
and fragmented histories from the dawn of mortalkind.
Keywords: Dependent
Beyond the allure of its libraries, the Society quickly raises
any interested member out of poverty by connecting them The sigil of the Gouged Eye Society pulses slowly in-
with useful patrons, resources, and information. It is trivial side this dark ruby. The bearer is invisible to the effects
for any member of the Gouged Eye to attain Resources 2 — of scrying and prophecy, unless backed by power com-
and most live in even greater luxury within the Weeping parable to Solar Circle Sorcery.
Monolith or under the auspices of their senior colleagues.
Mol Skarre
Roleplaying Hints: The Gouged Eye Society is not a sin-
gular body; it includes specialists with diverse talents and Although she is the owner of the Weeping Monolith
interests who nonetheless work for their common benefit. and bears its hearthstone, Mol Skarre defers to Isabet
Interfering in the affairs of any given member will bring a (and, to a lesser extent, Grinning San), preferring to
character to the attention of the Society overall, and while busy herself with increasingly elaborate experimenta-
the Society rarely acts directly or immediately, the char- tion in sorcerous alchemy. Despite her fascination with
acter will be subjected to scrutiny, especially in commerce the countless ways the body and mind can bend under
and occult dealings. Although they mistrust the Exalted, the weight of the right drug, she is uncompromisingly
the Gouged Eye is happy to patronize any useful patsies, ascetic and never personally partakes, instead inflicting
tempting collaborators with arcane knowledge and easy her experiments on junior members, slaves, and other
wealth. If discovered, the Society quickly closes rank and unwitting subjects. She is currently preparing to flood
regroups. They have not yet faced a significant breach of Great Forks with bravura, a sorcerous drug that renders
their secrecy, and the reaction from the membership and a user incapable of fear. This will be her first large-scale
Overseers alike would be erratic, or even desperate. test of its efficacy…and its withdrawal symptoms.

180
EX3
C hapter F i v e : G r o u ps

Essence: 1; Willpower: 7; Join Battle: 5 dice Kiss of Fatal Courage (Cost: 15sm, 1wp; One
Health Levels: −0x1/−1x2/−2x2/−4x1/ day; Psyche; Control spell): The sorcerer conjures one
Incap. of the Myth-winds that carries legends of Creation’s
bravest heroes and catches it inside her lungs. The sor-
Actions: Alchemical Crafting 11 dice; Command
cerer is effectively mute for the duration, but anyone
4 dice; Medicine 8 dice; Senses 4 dice; Sorcery 8
directly exposed to her breath is enchanted. She rolls
dice; Stealth 6 dice
8 dice against the target’s Resolve (characters with this
Appearance 2, Resolve 3, Guile 3 spell roll Intelligence + Occult); if successful, her victim
COMBAT loses all capacity for fear for the next full day, treating
Attack (Unarmed): 3 dice (Damage 9) Tags: social influence to that effect as unacceptable, except
Bashing, Brawl, Grappling, Natural for the Dawn Caste anima power. Battle groups af-
flicted by this spell have perfect morale. Subjects who
Combat Movement: 6 dice resist the spell’s effect are immune to it for a week, but
Evasion 1, Parry 1 those who succumb develop an addiction to fearless-
Soak/Hardness: 3/0 ness — they gain a minor Tie driving them to expe-
SORCERY rience it again. A sorcerer who knows Kiss of Fatal
Courage as their control spell is capable of crafting
Shaping Ritual: Mol Skarre initiated into the an alchemical equivalent known as bravura, requir-
mysteries of sorcery through the completion of ing a week of effort and success on a Difficulty 3 Craft
many austerities, but the most important was a (Alchemy) or Medicine roll. This produces 3 doses for
fasting ritual where she subsisted on a broth of pine every threshold success.
needles.
At the start of a fast, roll (permanent Willpower + Integ-
rity); Mol Skarre can endure a number of days equal to Grinning San
(successes + Stamina). At the conclusion, she gains 10
sorcerous motes, plus one for each day endured. These The most socially adept of the Society’s Overseers, Grinning
remain available until she begins a new fast. San is a tiny man with a head for numbers and a knack for

181
EX3
ADVERSARIES OF THE RIGHTEOUS

bargaining with the denizens of the Demon Realm. Despite SORCERY


his own humble beginnings as a Guild accountant, San has Shaping Ritual: San found enlightenment in
proven himself to be capable, confident, and surprisingly the dizzying monotony of a ledger, glimpsing the
convincing. Tragically, he was born without a personality; equation by which all of Creation is ordered. With
his voice is flat and stony, and his demeanor is equally rig- a few hours of calculation and an (Intelligence +
id. His current passion project is the vivisection of a raksha Lore) roll, he may bank sorcerous motes equal to
cataphract, assisted by his neomah advisors. That several his successes until he next attempts to pin down
villages have been wiped off the map by Fair Folk raiders in the ineffable mathematics of existence. Each sub-
search of their lost brother does not bother San, except in- sequent attempt inflicts a cumulative −1 penalty to
sofar as the raids seem to be on track to reach the Monolith later attempts; this resets at the start of a new story.
if they are allowed to continue unabated. Demon of the First Circle (Cost: Ritual, 2wp;
Instant): Grinning San is usually accompanied by a
Essence: 1; Willpower: 6; Join Battle: 5 dice pair of bound neomah (Exalted, p.525).
Health Levels: −0x1/−1x2/−2x2/−4x1/ Ineffable Koan (Cost: 15sm, 1wp;One scene;
Incap. Psyche; Control Spell): In a trance, the sorcerer
Actions: Command 7 dice; Demonic Lore 10 dice; poses an impossible riddle that burns in the air
Raksha Lore 9 dice; Persuade 10 dice; Senses 6 above. Anyone who catches sight of the riddle
dice or hears its initial recitation is driven to seek an
Appearance 2, Resolve 2, Guile 4 answer, and must flurry to take any action other
than puzzling it out. In combat, thinking about the
COMBAT riddle is a difficulty 1 (Intelligence + Lore) extended
Attack (Unarmed): 4 dice (Damage 10) Tags: action, with a goal number of (the sorcerer’s Lore +
Bashing, Brawl, Grappling, Natural Essence). Outside of combat, each roll requires a
Combat Movement: 6 dice minute of careful deduction. In either case, charac-
ters may spend one Willpower to make an immedi-
Evasion 2, Parry 1
ate, reflexive roll on their turn. Sorcerers with Inef-
Soak/Hardness: 2/0 fable Koan as their control spell can ritually inscribe
Escort: Grinning San is usually accompanied by a a koan on a physical surface with a few minutes of
pair of bound neomah (Exalted, p.525). effort; these riddles last until the next sunrise.

182
EX3
C hapter F i v e : G r o u ps

The Graveyard Kettle,


Far-Roaming Beast Hunters
Background: Known as bandits, poachers, and occasional Ironically, their growing fame is also the source of the
folk heroes, the Graveyard Kettle are a vagrant hunting car- Kettle’s current woes. Uasaka’s puppet-prince is con-
avan who escape prosecution through gifts of exotic pelts vinced Mwaka will seek to claim his sister’s throne.
and ivory to the rich and powerful. Led by Mwaka Galbi, He sends provocateurs to spread dark rumors about
a god-blooded hunter who abandoned his homeland, the the Kettle, backs Guild-affiliated hunting bands to
Kettle receives lucrative commissions to slay dangerous compete for contracts, and is courting an Outcaste
monsters, capture exotic beasts, or prepare mythic trophies. assassin as a last resort. To their credit, the Kettle en-
dures in the face of these struggles — even if Mwaka’s
The Graveyard Kettle’s original members were once the royal wife only barely convinced him to not to return one
guards of Uasaka and its queen, Mwaka’s half-sister Chausa. of Uasaka’s rival hunting bands to their employer as
Their godly mother tried to Exalt Chausa with a stolen spark leather.
of Exigence, but the flame tore the queen’s body and soul
asunder, erupting into a cataclysm that consumed hundreds. Members: The core of the Graveyard Kettle is an elite
band, bound by camaraderie and experience rather than
Seizing on the ensuing chaos, Uasakan powerbrokers a strict hierarchy, who use the traits of medium caval-
and Imperial missionaries slandered Chausa as a here- ry (Exalted, p. 497), and keep claw striders (Exalted, p.
tic and claimed the throne for a Nellens puppet-prince. 561) as mounts. The band recruits ambitious youths and
Mwaka and his fellow guards left or were driven out, de- the orphans of monster attacks, training them in hunting
pending on the telling, and have lived by wit, skill, and tactics in exchange for camp labor.
infamy ever since.

183
EX3
ADVERSARIES OF THE RIGHTEOUS

Mwaka Galbi is the Kettle’s founder, quick to laugh and easy- friend and an unflappable enemy who serves as a mentor and
going despite a life of hardship. He leads without command- sounding board for many of the Kettle’s younger members.
ing, having earned the trust of every Kettle hunter a dozen
times over. If he is both the brains and brawn of the Kettle, Image: Now entering his eighties, Shumari is a dark,
his wife Pembe is certainly its stomach, digesting its kills into lanky man made of gristle and scar tissue. His long, gray-
the money and influence the caravans need to survive. ing beard is tied in an array of braids and ornamented
with beads. Still unbowed by age, he moves light and
Alongside Mwaka and Pembe, the Kettle’s innermost circle spry as an oryx, eyes twinkling with vigilance.
is composed of Uasakan guards, fighters, and others who
followed Mwaka into exile: stout-bellied Pili, meticulous Intimacies: Defining: Mwaka (Loyalty); Major: “Act with
Shumari, ice-eyed Nassor, and half a dozen others besides. deliberation, not haste”; Minor: The Kettle’s Orphans
Beyond them, dozens of hunters have joined or travel with (Grudging Affection), Uasaka (Longing)
the Kettle. Orphans taken in as camp followers often gradu-
Secrets: Shumari was envenomed by a shadow-rot man-
ate into proper membership when they come of age.
ticore in his last hunt, and the wound weeps with black,
Secrets: The Kettle’s oldest trophy is a huge canine skull purulent sludge. He uses stolen thaumaturgical medi-
of bone-jade, scavenged from an ancient den. It currently cine to keep the venom in check, unwilling to reveal his
serves as scaffolding for the lead caravan, but a powerful infirmity to Mwaka for fear of being forced aside.
necromancer could use it to raise a behemoth war-beast
Equpment: Shumari wears thicker hide than most, and
fit to ravage armies.
fights with a horn-tipped spear and leather buckler. He still
Though he is loath to use it, Mwaka knows where to find wears his saffron cloak, a sign of his former office among
the red-opal prison of the Burning Antelope Princess. the royal guard, though it is long since frayed and torn.
She would cut a swathe of fiery desolation for hundreds
Roleplaying Hints: Shumari has the easy confidence of
of miles if released — and as Mwaka’s frustration with
age without bitterness or judgment. When he offers advice,
Uasaka’s usurper grows so too does this temptation.
it is always practical and specific, for he has little patience
Resources: The Graveyard Kettle travel in six caravans for things cryptic and philosophical. He will bear any bur-
drawn by Wyld-beasts, each a temple to one aspect of den that a friend needs of him, even to his own detriment…
their art: tanning, butchering, corralling, and so on. The but he cannot do so forever. He is near his breaking point,
hunters wear hide armor, for mobility is their best pro- feeling (and fearing) the first pangs of infirmity.
tection, but equip themselves with shell-crushing clubs,
feather-pinning arrows, or hide-piercing spears as ap-
Essence: 1; Willpower: 9; Join Battle: 9 dice
propriate. Each also has a personal weapon that incorpo- Health Levels: −0/−1x2/−2x2/−4/Incap.
rates relics from their greatest kill, as much a work of sa- Merits: Boundless Endurance, Influence 1, Pain Tol-
cred art as a killing tool, the greatest of which is Mwaka’s erance
fang-studded grimcleaver, Kula. Actions: Feats of Endurance: 9 dice; Read Intentions:
8 dice; Senses: 8 dice; Strategy: 8 dice; Stealth: 5
Roleplaying Hints: The Kettle began as a self-imposed dice; Tracking: 7 dice
exile, and its older hunters carry themselves with stoic dig- Appearance 2, Resolve 3, Guile 3
nity, emphasizing the spiritual, ritual aspects of the hunt.
Younger hunters don’t share this history, and are prone to COMBAT
boasting. Both regard pride as paramount, however, and Attack (Spear): 10 dice (Damage 12L); Tags:
never forget a quarry that escaped or forced them to flee. Melee, Piercing, Reaching
Outsiders seldom anticipate how fast a perceived challenge Attack (Net): 8 dice at short range (Damage 10B);
to the Kettle’s reputation can escalate into deadly competi- Tags: Thrown (Short), Binding, Flexible, Mounted,
tion, but their respect is invaluable once earned. Subtle
Attack (Unarmed): 7 dice (Damage 10) Tags:
Shumari the Unceasing Bashing, Brawl, Grappling, Natural
Attack (Grapple): 6 dice (5 to control)
Background: When Mwaka came of age, Shumari relin- Combat Movement: 6 dice
quished captainship of the royal guard to him; when Mwaka
Parry 4; Evasion 2
fled the kingdom in exile, it was with Shumari at his side.
Loyal, blunt, and frustratingly insightful, Shumari is a patient Soak/Hardness: 9/0

184
EX3
C hapter F i v e : G r o u ps

hard or goes slack in his technique. Despite her affinity


Sanura Jaad with animals, she is a hunter to the bone, seeing beauty
in the way life feeds life.
Background: One of the newest additions to the ranks of
the Graveyard Kettle proper, Sanura Jaad was a war-or-
Essence: 1; Willpower: 7; Join Battle: 8 dice
phan who spent ten years among the band’s camp fol-
lowers and earned her place at the tip of an arrow. Her Health Levels: −0/−1x2/−2x2/−4/Incap.
story is common among the Kettle’s younger hunters, Merits: Familiar 3, Influence 1, Mentor 2,
who flock to Mwaka for strength, protection, vengeance, Actions: Animal Training: 9 dice; Read Intentions:
and purpose. 5 dice; Ride: 9 dice; Senses: 6 dice; Stealth: 6 dice;
Teaching: 8 dice; Tracking: 6 dice
Among her peers, Sanura is well-regarded as a com- Appearance 3, Resolve 3, Guile 3
petent archer and hunter, but a truly exceptional rider
COMBAT
whose bonded mount — a sand-colored clawstrider she
calls Mouse — can run down even the fastest prey. She Attack (Composite Bow): 9 dice at short range
plays mentor to even some of the Kettle’s senior hunters (Damage 11/, minimum 1); Tags: Archery (Long),
in the finer points of strider-mounted archery, teaching Lethal, Mounted
them to move as one being. Attack (Bola): 7 dice at short range (Damage 10);
Tags: Bashing, Thrown (Medium), Binding, Flexible,
Image: Sanura is a dark, lean woman raked with scars Mounted
from a hardscrabble childhood. She keeps her black hair Attack (Unarmed): 8 dice (Damage 10) Tags:
shorn almost to the scalp, and dresses to blend in with Bashing, Brawl, Grappling, Natural
the sand and savannah. Her claw strider, Mouse, is half a Attack (Grapple): 7 dice (5 to control)
head taller than her, with a crest of bright bronze ridges
Combat Movement: 7 dice (11 dice when
and a lavishly embroidered saddle.
mounted)
Intimacies: Defining: Mouse (Devotion); Major: Parry 2; Evasion 4
“Preparation is the antidote for calamity”; Minor: The Soak/Hardness: 6/0
Graveyard Kettle (Loyalty), Animals (Easy Rapport) Sanura’s mount, Mouse, uses the normal statistics for a
claw strider (Exalted, p. 561), except he has Willpow-
Secrets: The hunters of the Kettle do not know that er 7, Resolve 4, three additional dice for combat move-
Mouse was stolen from the stables of Thunderswift, a ment, and can execute disarm and distract gambits.
god-blooded merchant-prince of considerable wealth.
With a bounty out for the claw strider, Sanura cannot
keep this secret much longer, and will likely entangle Tactics
the Graveyard Kettle in a long, messy skirmish with
Thunderswift to everyone’s detriment. Shumari, Sanura, and the other hunters of the Kettle are
trained in several specialized gambits:
Equpment: Sanura wears a jerkin of hellboar hide and
is never seen without her yew bow and a full quiver. Her Bind (difficulty 2-4)
few adornments are bronze, to match Mouse’s scales. The character locks down her opponent’s movement
She is training several camp followers in husbandry and by tangling them in the environment or skewering their
riding; they follow in tow with her impressive array of robe, shoe, or tail with a spare weapon. The gambit’s tar-
tack for claw striders, horses, camels — even rare beasts, get is grappled (Exalted, p. 200). However, the character
like simhata. is not grappling them, and does not make a control roll.

Roleplaying Hints: Sanura projects gentle confidence, Instead, a pinned character or nearby ally can use a mis-
but is still uncertain in her authority as a full member cellaneous action to free themselves with a (Strength +
of the Graveyard Kettle. She is uncomfortable giving or- Athletics or Larceny) roll. The difficulty is (2 + extra suc-
ders, especially to the young camp followers — after all, cesses on the gambit attack roll), and lowers by one with
she was one until very recently. each unsuccessful attempt.

This hesitation vanishes in her areas of specialty. She is This gambit is difficulty 3 at short range, and difficulty 4
the undisputed master of the Kettle’s corrals, confident- at long range. A grapple gambit targeting a bound char-
ly correcting even Mwaka when he pushes a mount too acter costs only 1 Initiative.

185
EX3
ADVERSARIES OF THE RIGHTEOUS

gambit’s effect immediately ends once the character and


BOLAS (LIGHT THROWN WEAPON) target are no longer at close range.

A bola is a set of weights connected by a strong cord, Leech (difficulty 3)


used to tangle an enemy. The character opens a dripping wound on their target.
The gambit’s target suffers one level of lethal damage,
Tags: Bashing, Thrown (Medium), Binding, Flexible, and begins bleeding to death (Exalted, p. 174). While it is
Mounted bleeding, attempts to track the gambit’s target add auto-
matic successes equal to its current wound penalty.
Nets (Light Thrown Weapon)

The Graveyard Kettle uses weighted nets woven from Pile On (difficulty 2)
thick cord to ensnare their prey. A successful pile on gambit renders an opponent vul-
nerable; choose an ally, who can now make chopping
Tags: Bashing, Thrown (Short), Binding, Flexible, or piercing attacks against the target without paying
Mounted, Subtle Initiative or reducing their Defense. This effect lasts un-
til the target’s next turn.
Binding: This weapon can make bind gambits without
suffering increased difficulty beyond close range. At Riposte (difficulty 1)
close range, it gains the grappling tag.
A successful riposte gambit allows the character to pre-
pare a devastating counterblow. If the gambit’s target at-
tacks the character before her next turn, she can make
Goad (difficulty 3) a reflexive, decisive clash attack against it. This attack
A successful goad gambit redirects a character’s atten- does not count as her combat action, and adds four dice
tion to the taunter. The gambit’s target loses 2 Initiative to its damage pool.
if they attack someone other than the character. The

Pillars of the Last Bastion, Cult of Aton


Background: Over the centuries, the Last Mountain A conclave aiming to steal, assassinate, or subvert first
(see Unrelenting Aton, the Last Mountain, p. XX) acts as preachers raving about the coming apocalypse,
has gathered a city of worshipers in his subterranean gathering information, and biding their time. A handful
fortress. Those who share Aton’s belief that the end of of mortal cultists, dismissed and ignored as foolish or de-
days approaches live out their lives in the Last Bastion lusional by the authorities, can advance all sorts of plans:
as Aton’s Pillars, devoting themselves to his survival and bribing a farmer to redirect a share of fresh crops, locat-
their lasting legacy. ing and stealing a magical resource, or seducing or kid-
napping a trained artisan to serve the city below. Those
To prepare their best defenses, the Pillars need artifacts, caught simply play the part of the lone zealot, and take
magic, surface resources, and all the information they the secret of Aton’s true might to their grave.
can amass about the coming cataclysm. A select conclave
of volunteers ventures to the surface every few months, When a conclave encounters insurmountable oppo-
armed with a purpose that ranges from general recruit- sition, they send for Aton’s Fists. Aton does not grant
ment to the acquisition of some particular resource power lightly, but he arms and blesses a select few of his
or secret. The cult has no desire to make itself widely most devoted followers to serve as enforcers, battering
known, but a scroll posted on the walls of a Prasadi city rams, and occasional distractions. Each Fist expects to
or a missionary speaking on a street corner in Palanquin die young in service to his cause and to his friends and
rarely attracts attention. The people of the Dreaming family below, and carries no marks of affiliation.
Sea believe the Pillars of the Last Bastion to be just one
of many tiny cults, unaware of the legion that lurks be- Members: The Pillars of the Last Bastion recruit
low the earth. throughout the Dreaming Sea, and as far north as Ember

186
EX3
C hapter F i v e : G r o u ps

and Nexus. They target the weary, the wounded, and the wish someone would come along who can convince
dispossessed: those inclined to believe the cult’s apoca- their god to abandon his nihilism and turn his power to-
lyptic message. Recruiters also haunt places of learning, ward changing the world — or maybe even saving it.
promising community and a cause to bright young minds
in search of purpose. More rarely, they target a powerful Resources: The Last Bastion is a settlement of over
individual whom Aton deems worth a risk. Recruiters 10,000 people, the majority of whom work tirelessly
prefer to work slowly, allowing potentials to draw them- for the cause. The city is a mile underground, accessi-
selves into the cult’s web, but Aton hardly cares wheth- ble through a handful of hidden, guarded tunnels that
er his followers have free will. When the Last Bastion’s surface far from major settlements between Y’danna and
numbers dwindle, he sends conclaves to acquire new Palanquin. Scavenged First Age devices keep the tunnels
worshipers at any cost, and forces loyalty with black- lit and provide for subsistence farming and manufactur-
mail, threats, and torture. ing, supplemented by whatever the conclaves can send
back. New recruits, who donate their life’s savings in ex-
Though the imminent end of the world prompts few change for Aton’s protection, pay for additional supple-
Pillars to start a family, a small number of cultists are ments and specialized goods to be purchased in secret
born each year in the Last Bastion. Aton trusts such from the surface. City guards carry quality weapons and
natives deeply, often tutoring them himself as personal armor, and every grown citizen can be armed and draft-
servants, as those indoctrinated from birth are the least ed into the Last Bastion’s army in times of emergency.
likely to pine for a life outside. It is considered pious for citizens to own only the most
basic and necessary personal belongings; Aton and his
The Last Bastion has only a limited official hierarchy, Fists are the only denizens of the city who own other
composed of a few dozen officials who oversee food pro- property.
duction and other resource management. The ambitious
are more likely to seek power and prestige through the Surrounding Aton’s inner sanctum is a tremendous li-
conclaves than through city service. The cult applauds brary, full of not just books and scrolls but also rare re-
Pillars who return from the surface with magic, contacts, agents and carefully cataloged magical objects. A hand-
or new recruits, celebrating them as holy heroes. Those ful of scholar-cultists and thaumaturges assist him in
who survive many conclaves, repeatedly risking death studying these prizes, predicting exactly how and when
or capture for their prizes, become unofficial priests. the world will end, and what more they can do to sur-
Cultists believe their devotion and success grants them vive it. Aton’s apocalypse library contains surprisingly
great spiritual wisdom. Since successful conclaves are detailed information on the Fair Folk, the horrors of the
often long-term affairs, taking months or years to com- First Age, the rumored Abyssal Exalted, and myriad oth-
plete, most of Aton’s priests are also the community’s er strange threats.
elders.
Roleplaying Hints: Conclaves are full of ambitious peo-
Equally revered are Aton’s Fists, whom the Last ple, the city’s best and brightest. Most firmly adhere to
Mountain elevates with his blessings. Turning slowly Aton’s nihilistic views, but expect their actions will en-
and inevitably into immovable stone, the Fists live like sure either their survival or some lasting legacy. Others
princes for the duration of their shortened lives, reward- are simply eager for a chance to gain respect and power
ed for their service with the finest surface-world luxu- over others — their greed fuels their fervor. Fists tend
ries money can buy. In exchange, Aton expects perfect to be fanatical; having sacrificed most of their lifespan
loyalty, and a willingness to die for the Pillars without to serve their god, most find it difficult to contemplate
hesitation. whether Aton’s dire predictions might be wrong.

Secrets: Some heretics among the Pillars think the world In the city itself, and sometimes among conclaves that
can still be saved. Aton crushes such hopes wherever his spend years away from the Last Bastion, people are less
Fists and other devotees find them, killing those he can- certain. Aton has been proclaiming the end of days for
not convince. Still, he has never been able to completely centuries now, yet Creation survives. Heretical cultists
destroy the idea that the Last Bastion and its resources seek to influence their god or steal his secrets, while
might be better put toward staving off the end, rather priests fight over material power in their would-be dy-
than merely surviving it. Rumor holds that the hopeful ing city. Many citizens are simply frightened, desperate
include over a dozen members of successful conclaves, to live another day.
and at least three Fists. Aton would do much to learn the
identities of his city’s apostates. In turn, they fervently To all his followers, Aton is not a mere elemental, but a
mighty god with no equal, worthy of fear and respect. They

187
EX3
ADVERSARIES OF THE RIGHTEOUS

are disinclined to believe the Last Mountain could ever be The Fist’s death causes Aton to dissipate as a miscella-
bested or destroyed, even by other powerful beings, and neous action and reform in his cavern in the Last Bastion.
are wary of outsiders promising hope and change. Aton may also willingly dissipate to return home at any
time. If Aton is destroyed while summoned, his fol-
Thaumaturgy Ritual: lowers’ prayers allow him to reform in his cavern over
the course of one week, unless he was slain with spir-
Summon the Mountain (••) it-killing magic such as the Solar Charm Ghost-Eating
Technique (Exalted, p.354).
The Last Bastion’s most trusted priests pass down a
ritual nearly as old as Unrelenting Aton himself. A con-
clave consisting of five people — one of whom must be a Marru Charrin
Fist — gathers to summon Aton. The participants intone
prophecies from Aton’s apocalypse library while the The eldest of Aton’s still-moving Fists, Marru is in her mid-
priest chisels one such prophecy into the Fist’s stone- 50s, with stone skin pocked from battle. She received the
like skin. The ritual takes three hours to complete. Blessing of Aton long ago and has been a loyal Fist ever
since, but rumor holds that her only daughter, now missing,
Opponents may attempt to interrupt the summoning, is a heretic. Aton would usually kill a Fist over such allega-
though wise conclaves post sentries (often comprising a tions, but Marru is useful, popular, and old for one with his
mob of newly recruited cultists) to protect the ritualists blessing. He hopes she will soon find her end in battle or
from would-be disruptors. Changing or destroying the petrify fully rather than having to die at his hands.
symbols carved in the Fist’s flesh ends the ritual. The
conclave must wait a week before attempting it again. Essence: 1; Willpower: 8; Join Battle: 8 dice
Health Levels: −0x14/−1x4/−2x4/−4x2/Incap.
If the ritual is successful, Aton appears a short distance Note: Medicine pools targeting her can’t exceed the
from the summoner with a mighty rumbling, though is healer’s highest relevant stone-based Craft Ability,
not otherwise bound to her will. and healing Charms targeting her double their costs
unless they have an earthen elemental nature.

188
EX3
C hapter F i v e : G r o u ps

EXAMPLE ACTIVE CONCLAVES

A Dragon-Blooded warrior in Prasad has lost everything: her family, her lover, her honor. She would make a fine
addition to the Last Bastion, if the Pillars can convince her to join. Two recruiters now work in the palace: one as a
maid who whispers in the Exalt’s ear, the other as a messenger who controls what letters she receives. Outside the
walled city, a handful of Aton’s Fists work to ensure her life continues on its downward spiral.

Palanquin’s gateway intrigues Aton. He envies the heavenly gods safely hidden on the other side, away from the
Fair Folk and Exalted. He sends a conclave of scholars to study it, and perhaps find a way to bring their patron to
Yu-Shan, oblivious to the fact that the ancient realm of Zen-Mu lies beyond instead. One among their number is not
as loyal to Aton as he claims to be.

Aton once extracted a promise from Tenepeshu, who lurks beneath the bay of Champoor: 1,000 mortals sent over
100 years to serve Tenepeshu in darkness beneath the waves, in exchange for an extraordinary First Age daiklaive.
The final year approaches, and the conclave at Champoor seeks its last 10 victims and a safe means of transporting
their patron’s prize back to the Last Bastion.

Actions: Command: 7 dice; Feats of Strength: 12 him to return home. The newest envoy, the young vak-
dice (may attempt Strength 5 feats); Read Intentions: tri Koru Mahktran, has earned a tentative place in the
6 dice; Resist Disease/Poison: 10 dice; Senses: 5 Last Mountain’s city by embracing some of his para-
dice; Threaten: 8 dice noia. They now walk a fine line between two masters,
Appearance 3, Resolve 4, Guile 3 assisting Aton’s priests while assuring the mineral court
COMBAT they’re making progress in calming the rogue elemental.

Attack (Stone Fists): 12 dice (Damage 12) Tags: Essence: 2; Willpower: 8; Join Battle: 6 dice
Bashing, Brawl, Grappling, Natural
Personal Motes: 70
Attack (Sling): 8 dice at close range (Damage
11) Tags: Bashing, Thrown (Medium), Concealable, Health Levels: −0/−1x3/−2x5/−4/Incap.
Special Actions: Feats of Strength: 9 dice (may attempt
Combat Movement: 8 dice Strength 5 feats); Navigate Underground: 6 dice;
Read Intentions: 7 dice; Social Influence: 8 dice;
Evasion 0, Parry 5 Senses: 7 dice
Soak/Hardness: 13/3 Appearance 4, Resolve 4, Guile 6
MERITS Koru is an average vaktri in most other respects
Exalted Healing (Exalted, p.165) (Exalted, p.520). They serve both Aton and an
Essence 6 lesser elemental dragon for the purposes of
Faceless Envoy Proclamation, depending on the situa-
Koru Mahktran tion. To better survive in their position, Koru learned to
suppress their instinctual activation of Many-Faceted
The mineral court has sent dozens of emissaries to Aton Radiance for a cost of 1 Willpower.
over the centuries, though none have yet convinced

189
EX3
ADVERSARIES OF THE RIGHTEOUS

Quaghead Tribe, Saints of Thuvaraiyam


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

190
EX3
C hapter F i v e : G r o u ps

Merit. In the South, six-legged sand swimmers lurk be-


NEW GAMBIT: DETONATE (DIFFICULTY 4) neath the dunes. They trade Night Vision for Earthsight
(Exalted, p. 521), and use their Swimming pool and
A detonate gambit requires an attack with a firewand, Merits to burrow instead.
burning arrow, or other fiery weapon against a volatile
target like a gas pocket or firedust barrel. Success det- A crocodile large enough to ride only offers mounted
onates it, creating a one-time environmental hazard combat benefits while swimming. Its Speed Bonus is
out to short range (damage 4L/instant, difficulty 5). +0 on land, +1 in water. A crocodile-drawn boat gains
+1 Speed. When ramming, the crocodiles add one to the
extra Hull damage inflicted by the Naval Maneuver to-
Members: The Crocodile Knights divide into chap- tal, devouring sailors who would normally clamber back
ters, each with its own garish heraldry and winding, aboard. A crocodile-vessel without a ram does not suffer
river-bound territory, answering to a regional Great this extra damage.
Chapter led by a Saint. Entrusted with secluded bay-
ou-shrines and the right to interpret Thuvarai law, Secrets: Unbeknownst to the Knights’ northernmost
the Saints lead yearly pilgrimages to the jungle temple chapter, one of the runaways they recruited recently is
where the Knights share business and rumor. a Dynast who smuggled herself off the Blessed Isle to
escape assassins and legal trouble. Those things are fol-
This journey requires ritual precision, for the slightest lowing her, though, even into the swampy wilderness,
misstep could violate an obscure convention and rouse and soon anyone in the chapter’s orbit will be dragged
the land’s elemental enforcers. Only the Ghara Hag sha- into a petty Dynastic conflict.
mans can soothe them, and those strange sorcerers sel-
dom venture beyond the holy courthouse where they Resources: Billhooks and chains are Quaghead signa-
quiz and anoint each new Saint, except to dredge shat- tures, the former for hacking through mangrove and
tered crystal tablets from Thuvaraiyam’s sodden, haunt- uncooperative rivergoers, the latter for securing and
ed archives. Their large, sunken eyes are golden with boarding boats. Each chapter has its specialties — the
black sclera, a trait the Knights’ oldest families common- Snakefangs use blowguns to silently claim bounties,
ly share. and the southerly Sand Swimmer chapter buys support
from chapter masters with firewands and waterproofed
The Knights recruit from runaways and renegades powder-pouches, prestige symbols that prove especially
around the near East, but every chapter plasters its boats deadly in areas ripe with swamp gas.
and bodies with bright heraldry, taking pride in intri-
cate tattoos, styled hair, and articles of crocodile teeth The Knights run smuggling rings, collect protection
or hide. It’s customary for Knights to trade swaggering money, and provide violence-for-hire — all completely
stories of how they valiantly won these trophies — and legal, according to their charter — but their most prof-
some are even true. itable resource is a grapevine of rumors that runs from
one end of their territory to another. Chapters mingle
Quagheads ride flat-bottomed vessels shared by two or for contests, festivals, and trade, spreading gossip like a
three boaters, who decorate hulls with painted grins and rash. If it happened, chances are a crocodile-riding ban-
scales or gator-god figureheads. Boxy keelboats with dit can be found who’ll boast she did it herself.
fluttering pennants carry heavier cargo, and are recycled
into lumber at journey’s end. Trained crocodiles can be Roleplaying Hints: Quagheads are boisterous and un-
spotted among these armadas, wearing collars and sun- ruly, quick to sound off their chapter’s virtues; they’re
ning on rafts, or drawing small canoes with distressing the dread of conscientious peacekeepers throughout the
speed. Skilled Knights even harness and ride large croc- East. Every stop is a chance to impress pretty people,
odiles, amphibious terrors in weed-choked waters. offload dangerous junk, and generally take advantage
of the fact that they’ll be gone tomorrow — why waste
For an example Quaghead adversary, see Bosocu, time with local niceties? The charter is all they need! For
Prodigal Son of the Swamps (p. XX). Seasoned most, it’s all they have.
Quagheads use the traits of grizzled brigands (Exalted,
p. 497) with the Strong Lungs and Iron Stomach Merits. Knights typically meet individual insults with thick-
skinned bluster, but repay those who besmirch chapter
Crocodiles are river dragons (Exalted, p. 571) with or charter with retribution that is disproportionate, en-
halved soak and Hardness, −4 damage (and minimum thusiastic, and (if the Knights have their way) legendary.
damage) on their bite attack, and no Legendary Size A teahouse owner can toss an unruly Quaghead onto the

191
EX3
ADVERSARIES OF THE RIGHTEOUS

It looks like an enormous tree fern twice a human’s size,


EXAMPLE CHAPTER: dangling heavy fronds lined with waxy, mud-brown
THE RUBY JAW RIDERS leaves over its massive, hoary face to hide it until called
upon to show itself. It can move, pulling up slimy root-
Saint Saflonu, whose maimed lower face and crimson legs from the muck, but prefers to plant itself in place
fang-pennants are known across the Hundred King- and stand sentinel over some precious resource, wheth-
doms, leads the Ruby Jaw Riders, a Great Chapter er it’s as mundane as clean water or as mystical as a lost
that roams into the Evensong Line whenever Look- demesne. Travelers earn access to its territory by per-
shy’s patrols relax. Lips painted with red amaranth, forming tasks it sets that prove they possess an under-
hair styled into crimson spikes, the Jaws traffic in standing of its age-old wetland wisdom and a healthy
narcotics and exotic entertainment, playing compet- respect for nature.
ing interests against each other to avoid outright war
with the Guild. Its most notable bylaws are: The many zabbala that grow in and around Thuvaraiyam
made ancient pacts with the original Ghara shamans
• Eat no flesh from a hooved beast there, swearing to stand guard and enforce the complex
web of laws until the land itself perished in fire or fam-
• Kill no one who has yet to speak
ine. Not even the Hags know all those laws now, so deal-
• Dancers shall receive full hospitality and convey- ing with the zabbala is a dicey prospect; but those who
ance appease them gain access to Thuvarai secrets and tidbits
of a lost history.

Essence: 4; Willpower: 6; Join Battle: 6 dice


street without incident, but one who bars the chapter
may find his business demolished overnight. When bit- Personal Motes: 90
ten, the Crocodile Knights bite back harder. Health Levels: −0x10/−1x2/−2x2/−4/Incap.
Actions: Ancient Lore: 6 dice; Feats of Strength: 5
Successful chapter masters cultivate abettors in their dice; Pontificate: 7 dice; Read Intentions: 7 dice;
regular haunts through bribery or intimidation, juggling Resist Disease/Poison: 10 dice; Senses: 6 dice; Thu-
respect, fear, and disdain with Knightly showmanship. A varai Law: 8 dice
chapter that sparks a riot might turn it into an impromp- Appearance 2, Resolve 5, Guile 2
tu carnival, while one accused of foul crimes sweeps the
COMBAT
swamps and returns with the true culprit — or an ac-
ceptable scapegoat. Attack (Fronds): 9 dice (Damage 10) Tags:
Bashing, Brawl, Grappling, Natural
The Thuvaraiyam charter’s shared clauses lay out ex- Attack (Grapple): 9 dice (8 to control)
change rates for repayment, rivergoing rights-of-way, Combat Movement: 4 dice (Oppose Disengage:
and proper treatment of crocodiles. Chapter-specific 10 dice)
clauses are more idiosyncratic but equally sacrosanct,
Evasion 2, Parry 5
which causes occasional friction. Disputes over one in-
terpretation or another can be cause for a leadership
Soak/Hardness: 10/0
challenge or turf war. MERITS
Swamp Camouflage: The zabbala doubles 9s on
River trials are a common outlet for these rivalries, for Stealth rolls. While unmoving and hiding its face with
victory in a good clean (relatively, anyway) race is a reli- its fronds, it doubles 7s and may hide in plain sight
able way to earn a chapter’s respect. The Bloody Regatta without penalty, pretending to be a simple plant.
of Descending Wood is a sight to behold, sponsored and Hide of Fronds: The zabbala’s −0 health levels rep-
policed by the Fourfold Malison chapter. Vessels of all resent the heavy fronds that shield its core bulk, and
kinds race toward Great Forks down the Grey River, em- grant it equal soak. It heals these health levels (and
ploying merciless tactics in pursuit of the grand prize. regains lost soak) at a rate of one every minute as the
fronds grow back, if it has sufficient water and at least
Zabbala, the Sentinel Fern a little sunlight.
OFFENSIVE CHARMS
Found in long-forgotten swamplands and dank sewers,
Sentinel’s Frond Dance (5m, 2i; Simple; One
the wood elemental known as the zabbala grows any- scene; Essence 2): Whipping its heavy fronds out
where warm, wet, and devoid of too many prying eyes.

192
EX3
C hapter F i v e : G r o u ps

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

Scarlet Egg Players


Background: The chosen of the Dragons are eclectic clear of cities with satraps and Realm garrisons, avoids
in their desires and dreams. While most seek positions Lookshy, and even keeps tabs on rumors of Immaculate
in the Ministries, the legions, or the Immaculate Order, monks and wandering heroes to make sure no one has a
still others find their passion in the arts. Mortals lucky chance to compare his actors to the real thing.
enough to witness Exalted troubadours’ performances
cherish the opportunity as something to tell their chil- The more success they experience, the bolder the Scarlet
dren and grandchildren about. The Scarlet Egg Players Egg Players become and the safer they feel to make ever
are one of the few troupes of Dragon-Blooded actors to more ridiculous demands. More than once, the Players
operate deep in the Threshold. have started wars between petty kings and reaped the
rewards of putting on a show for the winner. Jasper and
It includes absolutely no Exalted members. his favored members of the troupe all wear gaudy orna-
ments taken from those who attend their shows. Some
Clever actors use makeup, effects, and impeccable tech- of the actors even make veiled threats as to what might
nique to feign the power of the Realm’s Exalted and reap happen to someone who refuses to hand over a “gift”.
the benefits of being recognized as such. While excep-
tional mortal thespians may eat at the same table as the Members: To keep the secret safe, the Scarlet Egg
royalty they’ve entertained, the jewels of the Scarlet Egg Players only employ the most talented and ambitious ac-
Players eat better than the kings who feed them, and lux- tors, playwrights, stagehands, and artisans. Inducting a
uriate in the gifts their hosts shower upon them. new member requires a majority vote by the inner circle
— composed of those who play the Dragon-Blooded —
Hasan Jasper, a patrician, takes credit for the deception though Jasper is known to throw his weight around to
and the troupe’s name, using a clear reference to the ensure his favorite candidates are admitted. Most who
Scarlet Empress as a way to deter questions and imply fail Jasper’s tests of secrecy and loyalty are simply left
Imperial support. His greatest fear is that if the troupe behind, but the patrician has killed more than one actor
comes across an audience that would know the differ- who knew too much to let leave.
ence between their tricks and a true Dragon-Blooded, the
Players’ reputation could be ruined. More importantly, Secrets: Recently, the Scarlet Egg Players began exper-
his own fortune would vanish. Jasper steers the troupe imenting with Anathema disguises to beguile gods and

193
EX3
ADVERSARIES OF THE RIGHTEOUS

others who may be amiable to those returning monsters. actually act as Dragon-Blooded, or even know that the
This frightens Jasper even more than the reward entices troupe’s Exalted are fakes. They are happy to indulge in
his greed, but Twinkling Starry Eyes — who dreamed up the trappings of high society as long as it’s at the expense
the new scheme — is gaining support among the Players’ of their host. The actors train extensively to make sure
inner circle. Her endgame would set up the troupe as that their mask never slips, even if they’re intoxicated
masters of their own kingdom where they can retire in or otherwise not at their best. Many of the Players have
wealth and safety, discarding their stage personae. never seen a Dragon-Blood up close, and instead rely on
folklore and Jasper’s tales of the Blessed Isle to main-
Resources: Because of their talents, the Scarlet Egg Players tain their image and inspire their depiction of Terrestrial
boast more capital than some small Threshold nations. They Exalted Charms and sorcery.
spend much of it repairing their caravan, feeding themselves,
and purchasing paints, dyes and props for their plays. Hasan Jasper
A significant amount of their profits goes toward main-
Background: As clever as he is ruthless, Jasper was
taining their charade and keeping their suppliers ig-
raised on the Blessed Isle to a family with weak blood.
norant of their clients’ identities. Wood Aspect imper-
Though his parents hoped that their son would be the
sonators adorn themselves with fresh flowers or bathe
one to Exalt after generations without the blessing, with
in fragrant and expensive floral perfumes, while Water
every year Jasper became more cynical. At sixteen, he
Aspect impersonators in hot climates spend a great deal
left home, following his dream of becoming a world-re-
of time oiling their bodies and hair. These unusual ma-
nowned actor, leaving behind his childhood friends who
terials are obtained through dozens of proxies and busi-
had been Chosen when he was not.
nesses owned by characters invented by Jasper, which
keeps him essential to the Players’ continued success. The reality of acting in worn-out inns for a place on the
kitchen floor and a hot meal set in quickly for Jasper, who
Roleplaying Hints: The actors of the Scarlet Egg Players
again was seized by despair when a year passed and he was
are all exceptional, but only the best and most trusted
still not rich or famous. As his story goes, one night after too

194
EX3
C hapter F i v e : G r o u ps

much wine, he came up with the idea and gathered a few Combat: Soak 2; Hardness 0; Parry 3 (Brawl);
actors he could trust to start the Scarlet Egg Players. Evasion 3; Rush 4 dice; Withdraw 5 dice;
Social: Resolve 3, Guile 4
Image: Tall and toned, Jasper never breaks character as
“Cathak Jasper.” He dresses in bright red flowing robes,
and ties his black hair back in a long tail that shows off Special Ability: Smooth Recovery
the dyed red streaks. He uses a combination of make-
up and sun to cultivate a reddish tan and even rubs his The actor’s art is as integral to their being as the sword-
body with charcoal and firedust to create his character’s master’s blade is to hers. When playing a part, the thes-
scent. Both n and out of character, Jasper wears a sar- pian is able to play off any slip of the tongue as merely
donic, malicious smirk. a joke that the witness didn’t understand and any faux
pas as merely a failed joke or social misunderstanding.
Intimacies: Defining: High Society (fascination) Major: Observers don’t gain bonus dice to their (Perception
“Success belongs to he who takes it.” Minor: “Anyone + Awareness) when the actor acts “out of character”,
who we trick should blame themselves for being fools.” though they may still attempt to see through the dis-
guise as normal. This doesn’t prevent anyone from being
Secrets: Jasper has never told anyone his heritage, not offended by an unkind word or inappropriate comment.
even his most trusted partners.

Equipment: Jasper dresses in only the greatest finery


Twinkling Starry Eyes
and keeps a lion’s share of the profits for himself. Though
Background: Once a simple farmer in the Hundred
he could never bear to wear armor, Jasper keeps flame-
Kingdoms, Twinkling Starry Eyes’ transcendent ambi-
pieces in his flowing sleeves to conjure flame in perfor-
tion told her there was more to life than rural living. She
mances… and to silence suspected threats when offstage.
worked as a maid, a bartender, a merchant, and more as
Roleplaying Hints: Even though he maintains his aloof she amassed a small fortune for herself, but nothing filled
Dynast persona, Jasper’s sarcastic streak breaks through the emptiness she felt. Twinkling Starry Eyes lived like
at inopportune times, though he recovers quickly with she was half asleep, until the day she stepped on a stage.
a small quip or gentle self-mockery. His greatest fear is
Acting and putting on a show was like finally waking up
encountering someone from the Realm who would see
after twenty years in a dream. She poured her passion
through the Players’ disguises and reveal their farce.
into pursuit of the art and quickly became a mildly fa-
Whenever he learns of Realm presence nearby, Jasper
mous troubadour. Before her career truly took off, the
takes the Players and flees at the earliest opportunity.
Scarlet Egg Players welcomed her into their fold. After
Though he isn’t beloved by his troupe, Jasper makes sure only a year, Jasper was certain she was trustworthy.
they all know what he does for them. He maintains in- Officially, Twinkling Starry Eyes split from the troupe to
formants to know which kingdoms to avoid and which make her own way. In her place, “Tepet Stella” was born.
will be most eager for a performance, as well as manag-
Image: “Tepet Stella” is almost as obsessed with her role
ing the supply lines that keep the Players going.
as “Cathak” Jasper is with his, remaining in character
Attributes: Strength 2, Dexterity 4, Stamina 2; Cha- even on the road and only being herself when she’s alone
risma 4, Manipulation 4, Appearance 2; Perception in her wagon. She wears pale blues and rich purples pre-
4, Intelligence 3, Wits 4; dominantly, favoring trousers and shoes that allow for
easy movement. Twinkling Starry Eyes has always been
Willpower: 5
as thin as a reed. She performs her tight-rope walks on
Join Battle: 7 dice thin wire as a display of her “Air aspect” abilities.
Health Levels: −0/−1/−2x2/−4/Incap.
Abilities: Archery 3, Awareness 3, Brawl 1, Bureau- Intimacies: Defining: “I live for the rush of the stage.”
cracy 3, Craft 1 (Props), Dodge 1, Integrity 1, Larceny Major: “The Players are just the means to my end.”,
5 (Disguise), Linguistics 3, Lore 2, Melee 1, Perfor- Hasan Jasper (Distrust) Minor: “Nothing will ever hold
mance 3 (Acting), Ride 1, Sail 1, Socialize 3 me down again.”
Merits: Followers 1, Resources 3, Master Thespian
Secrets: Twinkling Starry Eyes has a plan to conquer
Attack (Flamepiece, Archery): 7 dice (Damage territory and suck it dry for the Players by taking the
10); Tags: Lethal, Archery (short), Flame, Mounted, role of a horrific Anathema warrior queen. Some of the
One-handed, slow

195
EX3
ADVERSARIES OF THE RIGHTEOUS

troupe’s inner circle are intrigued by her plan, but Jasper guide others to her side. Unfortunately, she’s bad at hid-
is openly critical of their chances. In true Dynast fash- ing her boundless ambitions, which Jasper uses against
ion, she’s considering ways she might get rid of Jasper. her.

Equipment: Like the other players, Twinkling Starry Attributes: Strength 2, Dexterity 5, Stamina 2; Cha-
Eyes dresses in elegant clothes to play the role of “Tepet risma 4, Manipulation 2, Appearance 4; Perception
Stella”. She wears even lighter clothing than the others 3, Intelligence 4, Wits 2;
chosen to play Dragon-Blooded to illustrate her powers Willpower: 6
as an “Air aspect” meaning that she is often very cold. At Join Battle: 9 dice
times, she carries ice within her clothing to throw out
as a display of her powers. She carries no weapons but
Health levels: −0/−1/−2x2/−4/Incap.
a simple knife. Abilities: Awareness 4, Athletics 2, Dodge 3, In-
tegrity 3, Larceny 4 (Disguise), Linguistics 1, Lore
Roleplaying Hints: Twinkling Starry Eyes is haughty 1, Melee 3, Performance 4 (Acting), Presence 3
and imperious with the arrogance of youth. She expects (Oration)
to be listened to when she speaks and demands respect Merits: Contacts (Scavenger Lands) 3, Influence
and obedience from her lesser actors, but is never cruel (Hundred Kingdoms) 2, Resources (Master Thespian)
or overly aggressive with them. When any of her sup- 2
porting cast stumbles, she is often there to catch them Attack (Dagger): 8 dice (Damage 9); Tags: Lethal,
and offer a stern word to help them improve. After all, Melee, Thrown (Short)
she remembers what it was like to be new to the stage. Combat: Soak 2; Hardness 0; Parry 4 (melee);
Evasion 4; Rush 7 dice; Withdraw 8 dice
Twinkling Starry Eyes lacks Jasper’s easy way of ma-
Social: Resolve 3, Guile 1
nipulating and guiding others to do her bidding, instead
relying on her force of personality and her ambition to

The Scorpionfolk
Background: Centuries ago, the Lunar sorcerer Liyas The Neekhoe scorpionfolk attempt to maintain diplo-
created the scorpionfolk to aid in her ambitions to con- matic relationships with regional powers, receiving emis-
quer the Firepeaks. She was both their queen and their saries from cities along the Diamond Road and An-Teng.
general, and under her banner their clans swarmed They oversee an uneasy truce with Janati, the youngest
across the lands, seizing territories and annexing king- of Yena’s daughters, whose followers claim the foothills
doms. After Liyas’ death — accounts of which are on the edge of the Firepeaks. To the north, Irembe raid-
non-existant in scorpionfolk writings — the clans swiftly ers pose a problem for scorpionfolk towns, sweeping out
withdrew from the lands they’d taken. In a matter of a from Lake Nyandi to take trade goods and livestock. Thus
scant few months, they ceased prosecuting Liyas’ wars far, Neekhoe outreach to Golden-Leaf Liseli, asking the
and returned to their villages. shahan-ya to intervene, has yielded no results. Some clan
princes have begun discussing the idea of going to war.
Today, the scorpionfolk are composed of dozens of clans
scattered throughout the Firepeaks. These include the The hardiest scorpionfolk venture into the Firepeaks’
diplomatic Neekhoe; the Lahati, who read the stars; and Wyld areas, drawing on centuries of knowledge passed
goat-herding Yime, whose long-haired flocks provide down from their ancestors’ forays. There, they hunt
them with milk, cheese, and meat. While the clans most- strange creatures and unique to those chaotic, danger-
ly keep to their own territories, their merchants travel to ous lands. Their pelts, bones, and blood fetch a high price
cities along the Diamond Road to trade coffee, medicinal from sorcerers and crafters in the lowlands. Tinctures
herbs, mahogany, mohair, and pelts taken from strange from herbs gathered in these places induce visions for
beasts in the Wyld. Lahati astrologers have traveled to scorpionfolk priests, and feature in alchemists’ formulas.
An-Teng and the distant Varang City-States, both to de- Warriors stand watch on the outskirts of such places, a
cipher nobles’ fortunes and consult with their peers on line of defense against raksha who might set their sights
portentous events. on vulnerable villages.

196
EX3
C hapter F i v e : G r o u ps

Travelers seeking safe passage over the Firepeaks often Intimacies: Defining: “We are no one’s pawns.” Major:
hire scorpionfolk guides to lead them. Not only must “It’s my duty to protect our villages from the Wyld.”
wayfarers beware of treacherous terrain — rockslides, Major Tie: My Clan (Loyalty); Minor Tie: Fair Folk
sudden drops, and heavy cross-winds — but the guides (Distrust)
know where pumas and bears make their dens as well
as where the Wyld encroaches on mountain passes. Typical Individuals: Scorpionfolk have settled through-
Though they steer clients around known bandit gangs’ out the Firepeaks, from high mountain crests down into
territories, most scorpionfolk guides have at least pass- the foothills. They’re farmers and herders, warriors,
able negotiating skills should the need arise. Some scor- crafters, scholars, and diplomats. Though most scorpi-
pionfolk are smugglers themselves, transporting goods onfolk spend the majority of their lives near the village
from Nandao to Gem faster than those caravans who where they were born, it’s not unusual for them to travel
take the Diamond Road. Northern clans have a relation- within their local territory to trade with other clans or
ship with the Jau Deians, providing weapons to under- help defend a village under siege from bandits or hob-
ground rebels, or offering refuge to those who flee into goblins. An apprentice might travel hundreds of miles
the mountains to avoid the wrath of House Ragara’s to study under another clan’s master leatherworker,
garrison. or spend several seasons learning scorpionfolk history
from an elder scholar. A half-dozen pages and scribes
Image: Scorpionfolk have two sets of arms: a lower set frequently attend a seasoned Neekhoe diplomat on her
with human hands, and an upper set ending in pincers. missions to Origin or the City of the Steel Lotus.
Barbed stingers tip their segmented tails. Many scorpi-
onfolk bear painted markings on the chitinous plates Nearly all scorpionfolk learn basic fighting and defense
of their arms and backs, with symbols that signify their tactics; even though they relinquished their creators’
clan, its history, and their individual accomplishments. conquests, they didn’t abandon the techniques and strat-
While most scorpionfolk are decorated with natural pig- egies their ancestors honed as Liyas’ army. Today, scor-
ments, warriors’ markings resemble Lunars moonsilver pionfolk warriors are formidable combatants — caravans
tattoos which bioluminesce in Wyld-light (see p. XX). traversing the Diamond Road hire them as bodyguards,

197
EX3
ADVERSARIES OF THE RIGHTEOUS

Reincarnated fifty years ago, Liyas has spent most of her


SCORPIONFOLK MERITS new life far away in the East. However, disturbing mem-
ories of her last days as the scorpionfolk’s sorcerer-queen
All scorpionfolk have pedipalps, and many warriors have begun returning to her. She’s taken on a mission for
bear bioluminescent markings on their persons (see the Silver Pact which brings her to the Southwest, where
Siluris, Scorpionfolk Hero p.XX). In addition scorpion- she intends to venture into the Firepeaks once more.
folk might have the following Merits, as befits their
role in the story: Resources: Scorpionfolk warriors and princes wield
weapons handed down from their clans’ champions.
Danger Sense: Gain a bonus die on rolls to detect Among the finely-wrought panoplies are a few artifact
danger swords and sets of armor made from Wyld-borne ma-
terials, though the bulk of the treasures are mundane
Direction Sense: The character always knows her
items made by artisan crafters.
orientation relative to the five Elemental Poles, and
reduces the difficulty on attempts to navigate toward The Red Jasper Palace’s libraries are a trove of informa-
a fixed, known location or to retrace her steps by 2. tion for scorpionfolk scholars. Several of its open-topped
Language: Most scorpionfolk speak a dialect of Fla- towers — where stars and constellations come into sharp
metongue. Diplomats also tend to learn High and Low view — serve as observatories for astrologers.
Realm as well, especially when dealing with places
like An-Teng or Jau Dei. Though they’re sparsely populated, the clans control
several strongholds throughout the Firepeaks. Once
teeming with warriors, these places now act as way-
points and trading outposts for scorpionfolk guides and
and mercenary captains offer hefty sums to attract them their clients.
to their rosters. Around the Firepeaks, young fighters
venture into the Wyld to earn their peers’ respect and Roleplaying Hints: In their villages, scorpionfolk are
prove their bravery. Some turn their knowledge into lu- wary — though not fearful — of outsiders. They polite-
crative careers, returning from the middlemarches laden ly extend their hospitality, but will rescind it if visitors
with rare goods and materials. attempt to take advantage of their hosts’ goodwill. Clans
are community-focused, sharing knowledge and re-
Clan princes gather several times each year, in Liyas’ op- sources with those in need. Those who frequently deal
ulent Red Jasper Palace on the southern peaks. There, with other cultures and polities — diplomats, negoti-
they discuss their peoples’ needs, significant changes or ators, merchants, and the like — keep calm even when
happenings in any Wyld areas their hunters venture into, their counterparts get heated, and deftly soothe injured
portents for the upcoming seasons, and other pressing egos to keep discussions on track.
issues. Since the sorcerer-queen’s death, scorpionfolk
scholars, priests, and seers have overseen the palace’s When called to fight, scorpionfolk form a battle group
upkeep, and claimed its libraries, observatory, and ritual with Size 1-2, Average Drill, and Might 1.
spaces for the clans’ benefit.

Secrets: A year before the end of her reign, a small group


Scorpionfolk Diplomat/
of scorpionfolk princes implored Liyas to scale back her Astrologer/Trader
ambitions for empire. Despite successful conquests, the
heavy casualties and strain on supplies were too great Essence: 1; Willpower: 6; Join Battle: 5 dice
for the scorpionfolk to bear. Liyas refused their requests. Health Levels: −0/−1x2/−2x2/−4/Incap.
After the Battle of Crimson Sands decimated the Jilir Actions: Assess Goods: 5 dice; Bargain: 6 dice;
clan, the princes returned to the Red Jasper Palace, ac- Bureaucracy: 8 dice; Divination: 7 dice; Lore: 5 dice;
companied by an honor guard of their best warriors. Read Intentions: 7 dice; Senses: 4 dice; Social Influ-
Liyas died in the ensuing conflict, and the three surviv- ence: 7 dice
ing princes vowed to keep the details of that fatal day Appearance 3, Resolve 4, Guile 4
hidden from the clans. Today, only a handful of scor-
pionfolk elders — nearly all of them princes and high COMBAT
priests — know the story. Attack (Dagger): 6 dice (Damage 7) Tags: Lethal,
Melee, Thrown (Short)

198
EX3
C hapter F i v e : G r o u ps

Attack (Pincers): 7 dice (Damage 6); Tags: Lethal, Treatment: 5 dice; Read Intentions: 5 dice; Senses: 8
Crushing, Clinching dice; Wyld Knowledge: 8 dice
Attack (Tail): 6 dice (Damage 5); Tags: Lethal, Appearance 3, Resolve 3, Guile 3
Natural, Piercing, Poisonable (2i/round [L in crash], COMBAT
duration 3 rounds, –2 penalty)
Attack (Pincers): 8 dice (Damage 6); Tags: Lethal,
Attack (Grapple): 5 dice (5 to control) Crushing, Grappling, Natural
Combat Movement: 6 dice Attack (Short Sword): 6 dice (Damage 7) Tags:
Evasion 2, Parry 3 Lethal, Melee, Balanced
Soak/Hardness: 3/0 Attack (Tail): 8 dice (Damage 5); Tags: Lethal,
Natural, Piercing, Poisonable (2i/round [L in crash],
duration 3 rounds, –2 penalty)
Scorpionfolk Guide
Attack (Grapple): 5 dice (5 to control)
Essence: 1; Willpower: 7; Join Battle: 7 dice Combat Movement: 6 dice
Health Levels: −0/−1x2/−2x3/−4/Incap. Evasion 3, Parry 4
Actions: Area Knowledge: 7 dice; Feats of Strength: Soak/Hardness: 3/0
6 dice (may attempt Strength 3 feats); Medical

199
EX3
A privateer crew sails the frozen winds
of the far North, hunting for riches. Deep
beneath the Blessed Isle, a Fair Folk
prince plots vengeance from within her
crystal palace. Not far from Cynosure,
a long-dead ruler returns from the
Underworld and rallies his descendants
to reclaim their stolen territory. In the
East, an ancient god’s Chosen sells
powerful artifacts to the highest bidder,
while out in the Western oceans, a war
god and her bloodthirsty children prowl
the angry waters.
From bustling cities to remote villages,
from Underworld fortresses to Heaven’s
bureaucratic halls, to the Bordermarches
of the Wyld and beyond, Adversaries
of the Righteous features a collection
of full character entries designed for
Storytellers to include in their games
as antagonists and allies, or to use
as examples for creating their own.
Mortals, elementals, gods, denizens of
the Wyld, the Exalted, and even stranger
peoples populate both Creation and the
pages of this book, as well as groups
and organizations for intrepid Chosen
to encounter.

You might also like