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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.
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Introduction
“We speak of stories ending, when in truth it is we who end. The stories go on and on.”
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.
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I n tr o d u cti o n
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.
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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.”
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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.
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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,
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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.
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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.
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.
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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
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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.
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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.
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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.
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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.
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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.
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.
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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.
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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
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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
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ADVERSARIES OF THE RIGHTEOUS
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.
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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.
25
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ADVERSARIES OF THE RIGHTEOUS
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.
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.
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.
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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.
27
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ADVERSARIES OF THE RIGHTEOUS
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.
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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
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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.
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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.
31
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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
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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.”
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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.
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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?
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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.
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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.
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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
The Azure Eye transplanted this mechanical arm and Peril-Sensing Eye
leg onto Majen from a ruined medical automaton. Cost: 3m; Mins: Essence 1;
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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.
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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: •••
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;
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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.
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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.
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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.
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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.
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)
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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
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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
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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.
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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.
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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.
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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.
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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.
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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
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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.
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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
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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.
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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.
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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)
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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.
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.
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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.
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.
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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.
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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,
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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 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.
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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
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“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.
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Chapter Three
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.
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.
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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.
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ELEMENTALS
The following characters are spirits born from the Essence of Creation’s
own five elements: air, earth, fire, water, and wood.
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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
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).
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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.
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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
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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
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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.
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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.
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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.
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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.
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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.
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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
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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
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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.
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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.
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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
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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.
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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)
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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.
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.
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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.
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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
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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.
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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.
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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.
Distant-Striking Dart
Cost: 1m [+1wp]; Mins: Essence 1; Type: Supple-
mental
Keywords: Uniform
Duration: Instant
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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
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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.
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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.
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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
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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 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.
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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.
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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
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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...
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.
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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.
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ADVERSARIES OF THE RIGHTEOUS
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.
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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.
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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.
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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
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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.
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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.
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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.
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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.
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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.
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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.
Veiling Mist
Cost: 5m, 2i; Mins: Essence 1; Type: Simple
Keywords: Perilous, Resonant
Duration: One scene
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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
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ADVERSARIES OF THE RIGHTEOUS
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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).
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.
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ADVERSARIES OF THE RIGHTEOUS
Teeth of Stone
Cost: 3m; Mins: Essence 1; Type:
Supplemental
Keywords: Withering-only
Duration: Instant
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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
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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.
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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.
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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
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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.
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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.
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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
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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 +
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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
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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
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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
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.
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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.
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.
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.
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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)
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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.
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EXIGENTS
The following characters are Exigents, the Chosen of individual gods throughout Creation.
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.
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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.
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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
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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
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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.
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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.
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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.
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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?”
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.”
“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.”
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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.
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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.
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.
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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
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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
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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.
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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.
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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
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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.
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.)
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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.
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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
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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
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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.
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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
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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
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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.
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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
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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.
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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
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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.
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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.
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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,
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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
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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.