Exalted - WW - The Outcaste (WW8850)

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BY R.

SEAN BORGSTROM, ERIC BRENNAN,


GENEVIEVE COGMAN AND SCOTT TAYLOR
EXALTED • THE OUTCASTE

CREDITS SPECIAL THANKS


Authors: R. Sean Borgstrom, Eric Brennan, Genevieve Barry “Shriekback” Andrews, for stopping by after
Cogman, Scott Taylor the concert.
Storyteller Game System Design: Mark Rein•Hagen Jim “Spider-Man, Spider-Man, Friendly Neighbor-
Developer: Geoffrey C. Grabowski hood Spider-Man” Zubkavich, for the long distance
Editor: John Chambers karaoke entertainment from Toronto.
Art Direction: Brian Glass
Artists: Ed Bourelle, Chynna Clugston-Major,
Franchesco!, Andie Tong and UDON with Attila
Adorjany, Omar Dogan, Eric Kim, Ryan Odagawa, Noi
Sackda, Saka and Jim Zubkavich
Cover Art: Chris Stevens
Cover Design: Brian Glass
Layout and Typesetting: Brian Glass

© 2004 White Wolf Publishing, Inc. All rights reserved. Repro-


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2
TABLE OF CONTENTS

TABLE OF CONTENTS

INTRODUCTION 4
CHAPTER ONE: LOOKSHY AND THE SEVENTH LEGION 8
CHAPTER TWO: EOS AND OSSISSA 70
CHAPTER THREE: THE FOREST WITCHES 98
CHAPTER FOUR: LOST EGGS 134

3
EXALTED • THE OUTCASTE

4
INTRODUCTION

INTRODUCTION

Son for hire.


Sword for hire.
Suiou school.
Ittou Ougami.
—Kazuo Koike, Lone Wolf and Cub

If you asked an average lowborn inhabitant of the trigue. Certainly, the material published so far has
Blessed Isle how many Exalted there were, they would dealt almost exclusively with those scions of privilege,
say that there were ten thousand, for that is what the the members of the Scarlet Dynasty.
Immaculate Texts name as the number of the Dragon- But even excluding the miniscule number of
Blooded, and it is a population that the Dynasty has Celestials, there are many thousands more Exalted
roughly maintained for many centuries, their numbers in Creation than the Dragon-Blooded of the Dy-
governed by the Empress’ careful management of fam- nasty. On the Blessed Isle itself, there are the “lost
ily stipends and the propensity of adult eggs,” Terrestrial Exalted born to mortal families.
Dragon-Blooded to die through misadventure or in- In the heartland of the Realm, the blood of even

5
EXALTED • THE OUTCASTE

the commonest family is comparatively thick with


the seed of the Dragons, and Exalted spring regu-
larly from the population, children of countless
WHERE ARE THE CADET BRANCHES?
forgotten or unrecorded liaisons. These Dragon- Some readers are going to be looking for infor-
Blooded arise and are recruited by the agents of mation on the cadet branches of the Dynasty that
the Realm and made to serve it in the legions or control the kingdoms on the northern shore of the
the Immaculate Order. Great Inland Sea. These individuals are not outcastes,
Other Dragon-Blooded are born and raised en- but bumpkin nobility — though starved for proper
tirely outside the Realm. Some of these Terrestrials culture, they are at least somewhat accepted by the
are raised properly by Dragon-Blooded communities Dynasts of the Realm. They will be detailed in a
outside of the Dynasty and educated as potential forthcoming supplement on the region.
Princes of the Earth. In the case of large communities
such as Lookshy, this can provide an excellent educa-
tion. However, in most cases, the Dragon-Blood is For the Dragon-Blooded Host, the outcaste repre-
raised by a Threshold peasant and suddenly filled with sent an untapped pool of manpower numbering in the
power at or just before puberty. Such young Exalted thousands. If those who come to rule the Dynasty are
are easy prey for the supernatural predators and poli- wise, they will spread their arms to their brothers and
tics of the Threshold, but those that survive their sisters in the Threshold and offer the outcastes the
dangerous youth often become mercenary captains, legitimacy they crave in exchange for their military
merchant princes or petty kings. service. If there is a struggle for the throne, then those
Outcaste is about all of these Exalted, from the who are inferior in numbers or driven into the Thresh-
criminal to the merely disadvantaged, and it features old are sure to recruit heavily from among these exile
a description of a number of outcaste groups and a heroes. If there is an imperial civil war of any length,
general discussion of law and the treatment of non- those outcastes who ally themselves with the victors
Dynastic Exalts in the Realm. The Exalted groups will ascend to influence and shape the government of
featured range from sophisticated and organized (the the Realm-to-come. Those who choose incorrectly
massive military force of the Seventh Legion) to a will surely be eliminated, as the victors destroy those
handful of rebels and malcontents (Eos and Ossissa). enemies politically weak enough to be vulnerable.
Storytellers can include them in games as antagonists These victims are certain to include any mercenaries
or as the context for player sworn brotherhoods. from outside the ranks of the Dynasty.
OUTCASTES TODAY But the Dragon-Blooded are not alone in seeking
the services of their exile cousins. Those things that
Outcastes are critical to the future of Creation.
make outcastes vulnerable to attack — their weak-
The bastard children of the Dynasty are far more
ness, their poverty, their ignorance and their isolation
central to the unwinding story of the Age of Sorrows
— these things make the bumpkin Terrestrials vul-
than their more civilized cousins would like to be-
nerable to recruitment as well. If the outcastes are
lieve. Though they may be ignorant, lowborn,
weak compared to the Celestial Exalted and the more
uncivilized or untutored in their powers, every outcaste
powerful gods and demons, this only means that
is still a hero capable of the most heroic deeds. Weak
outcastes in the Threshold are always open to offers of
though the outcaste without a panoply of artifacts
patronage and protection. Even the mighty Seventh
may be among her supernatural peers, she is mighty in
Legion has treaties of alliance with the gods of Great
comparison to mortal men. While a daiklave and
Forks and the Emissary of the Council of Entities.
some training may not remedy the gap of culture
Many lesser Dynasts are in a far weaker bargaining
between the two, they can make an outcaste the easy
position than the last true legion of the Dragon-
equal of a Dynastic scion. Each outcaste is, individu-
Blooded Shogunate.
ally, an excellent servant for a god or Exalt seeking
Some may believe in their causes, others may
mighty minions. Every hero and divine army of the
serve out of fear or greed for power and wealth, but all
Age of Sorrows will travel with outcaste soldiers and
Dragon-Blooded separated from the Dynasty can ex-
emissaries. They may be recruited, beguiled or hired as
pect that every Threshold faction, from the ancestor
mercenaries, but regardless, Dragon-Blooded inde-
cult to the Cult of the Illuminated, will seek to sway
pendent of active ties to the Dynasty will be wooed
the outcaste Terrestrials into their grasp. And sooner
and coveted by the generation of militant heroes soon
or later, one will succeed.
to stride Creation.
Some outcastes may maintain their indepen-
dence for a time, and some few may even evade

6
INTRODUCTION

entrapment in the finale of the Age of Heroes. For field formations of First Age war machines, the armies
the average outcaste, the road to the world-wracking of Lookshy are a wonder of the fading Age.
strife of the Age of Sorrows is as direct if not more so Chapter Two: Eos and Ossissa describes the
than that of some young Dynast just graduated from aforementioned pirates. Dwellers in the Wyld who
the House of Bells. prey upon the argosies of the Guild and take refuge
among the Western isles of the impossible, these
HOW TO USE THIS BOOK freebooters are slowly falling prey to their passions
Each chapter of Exalted: The Outcaste details and becoming denizens of the Wyld themselves.
a different fate for Terrestrial Exalted outside of the Chapter Three: The Forest Witches describes
Realm. Each group varies wildly from the others — the strange and fragmentary magical haven that pro-
part of this book’s purpose is to illustrate the possi- vides an eclectic band of Exalted brigands with a
bilities available to Storytellers who set their games paradise both subtle and expensive. Vastly wealthy
outside of the Realm. These are not the only outcaste but also subject to the strange conditions of their
groups in existence — Storytellers should feel free powers, the Forest Witches are perhaps the most
to add more. unusual of these outcaste groups and show well the
Each chapter ends with a character creation sum- sort of dangers and dark alliances that those Exalted
mary for Outcastes of that group. Where appropriate, isolated from the Realm can face.
there is a character creation summary and supplemen- Chapter Four: Lost Eggs details the fate of those
tary information on any new or modified Traits, but outcastes who appear closest to the heart of the Realm
this is only required in Chapter One: Lookshy and the — non-Dynastic Exalted born on the Blessed Isle.
Seventh Legion. These Exalted have long been a quiet prop to the
Introduction What you’re reading right now. It Dynasty and are given the choice of the “coin or the
tells you about the book’s contents and suggests how razor” — to serve the Dynasty as officers or monks.
you might want to approach the text. Together, these groups make up much of the Realm’s
Chapter One: Lookshy and the Seventh Legion professional officer corps and many of the monks of
details the largest Dragon-Blooded group outside of the Immaculate Order. This chapter also deals with
the Realm and the possessor of the most lavishly the general fate of those Terrestrial Exalted who Exalt
equipped military in the Second Age. Still able to outside of the Blessed Isle but do not become part of an
already-established outcaste group.

7
EXALTED • THE OUTCASTE

8
CHAPTER ONE • LOOKSHY AND THE SEVENTH LEGION

LOOKSHY AND
CHAPTER ONE

THE SEVENTH
LEGION

The city of Lookshy rose out of the ashes of Deheleshen, calls its own. This curtain wall stands 30 feet tall and
capital of the River Province of the Dragon-Blooded towers rise up every five miles along its path. Three
Shogunate. Fragments of that city’s grandeur still live in heavily fortified gates pierce it; the blue-gray Sea Gate
Lookshy’s city center and the great Lookshy Manse. But overlooks the fall into the ocean, the blue-green River
the city has expanded far beyond its beginnings as a Gate looks out over the Yanaze, and the forest green
military encampment built around the ruins of a dead city, Center Gate, largest and most heavily traveled, sits
and today, it is one of the most important cities in the midway between them. Previous attacks on the city have
Scavenger Lands. caused the defenders to reveal the existence of at least
four sally gates, but their exact locations remain secret.
THE CITY OF LOOKSHY Behind the wall, the character of the land changes.
The city of Lookshy occupies a promontory jutting Fields are managed and well irrigated, with carefully inter-
into the mouth of the Yanaze, restricting unobstructed spersed low walls to prevent accumulation of drifting snow
access to the River Province. The promontory was raised in the winters — and to provide plenty of cover for archers
up from the surrounding countryside early in the First Age in case of attack. Roads are wide, solidly constructed and
and is one of the most defensible pieces of real estate in frequently pass over small streams or riverlets with well
Creation. Its perfect location and height, its deep wells, built bridges — that can easily be dropped into the river to
natural springs and other water sources and its extensive impede the progress of invaders. Small groupings of low
cavern system in dense granite are the results of far- stone buildings house tool sheds, field kitchens and dining
reaching and powerful magics used by the original Solar halls or other facilities for workers — and provide rallying
Exalted who created Lookshy Manse. points for Lookshy’s forces. Side lanes lead off regularly
The land approach to Lookshy is a trip through from the main road and frequently end in a guard post
rolling hills and fields of wild grains bordered by forests. manned with Lookshy Home Guard regulars, troops who
Several large towns nestle in these lands, but the first real politely but firmly direct wanderers back to the main roads
sign of civilization is the great Lookshy Wall, stretching — further down those roads, out of casual sight, are the
from one promontory edge to the other. The wall demar- training areas of the Legion, where units practice combat
cates the border between the lands that Lookshy patrols maneuvers. Everything about the lands surrounding the
and gathers duties from and the lands the Seventh Legion city is developed with a careful eye toward how it can be

9
EXALTED • THE OUTCASTE

LEXICON
directorates: The seven directorates — Adjutant General, Operations, Intelligence, Stores, Security,
Justice and Liaison — are responsible for overseeing the support operations of the Seventh Legion.
Gens: One of the Great Houses of Lookshy — well respected and great of power, even if overall less
influential or central to Lookshy politics when compared to the imperial Great Houses’ influence in the politics
of the Realm.
Immaculate faith: The primary religion of the Seventh Legion, resulting out of a schism in the Immaculate
Order after the formation of the Second Realm. Among other beliefs, the Immaculate faith of the Legion stresses
personal responsibility, respecting the righteous orders of ones superiors — and correcting, or supplanting, those
superiors if they are unrighteous.
metic: Nonnative resident of, or visitor to, Lookshy. Primarily a legal term, but metic sometimes carries a
slight disparaging or exasperated undertone.
Order of Chaplains: Elite cadre of sorcerer-priests, called sohei, drawn from the ranks of the Immaculate faith.
rangers: Most well known of Lookshy’s various commando units, the masked and hooded rangers are one
of the premier special-operations units of the Second Age.
Seventh Legion: Last legion of the Dragon-Blooded Shogunate. More formally known as the Seventh
Legion (Reinforced) of the Dragon Shogunate at Lookshy.
sohei: A sorcerer-priest of Lookshy, responsible for policing interactions between the Celestial Bureaucracy
and the citizens of Lookshy both at home and abroad. Trained in exorcism, the summoning and binding of spirits
and demonology.
sorcerer-engineer: A senior sorcerer of Lookshy tasked with maintaining the most powerful First Age
weapons and equipment and directing the enchantment of new artifacts.
strategos: Tactical and strategic advisor to a senior officer. The strategoi of the Operations Directorate are
responsible for producing training programs, tactical and strategic analysis and risk assessment.

used in a state of war or siege — and how it might be used known by many visitors) is also the district most patrolled by
against the Legion if taken. the Security and Intelligence Directorates.
Eventually, a visitor comes within sight of the Upper
City. The Upper City is divided by five great walls and a APPEARANCE
number of lesser walls that separate the city into districts At first glance, Lookshy certainly doesn’t give the
of varying sizes. The great walls are numbered in order from appearance of an armed military camp — walls are
the inside out. Defensive towers buttress each wall. There brightly painted, the concrete paved roads are wide and
are 20 towers of battle, built immediately after the Conta- tree-lined, and there seems as much space devoted to
gion and well equipped with First Age weapons and parks, gardens and fountains or ponds as there is buildings
defenses, and a larger number of lesser towers of more and fortifications. When one looks closer, however, it
recent construction. Gatehouses are placed to allow pas- becomes obvious that as much care has gone into the
sage between districts. Each gatehouse is wide enough for planning and layout of Lookshy as any military cam-
three warstriders to walk through abreast and are normally paign. Brightly painted walls make it difficult for dark-clad
open except in times of crisis. On the western shoreline of skulkers to hide against and show up any splatters of
the promontory, hundreds of feet below the Upper City, blood. The city’s trees invariably bear fruit or nuts, and
lies the Lower City of Lookshy, centered around the city’s the various greenery provides emergency pasturage and
military and civilian docks and shipping facilities. additional space for growing foodstuffs during a siege.
Visitors to Lookshy are welcome in the Fourth Ring Every aspect of Lookshy’s layout is designed to turn the
and in the Lower City. Travel deeper into the city is allowed city into a killing field for invaders, to make a would-be
only with a pass, but these are easily acquired with a conqueror pay for every foot of ground captured. All of
legitimate reason or a sponsor willing to vouch for the this is easy to forget, however, because Lookshy was also
visitor. These small plaques of unbreakable First Age mate- designed as a home, a refuge for the Legion where its
rial are nearly impossible to forge (Wits + Larceny, Difficulty soldiers can feel, if not altogether safe, at least more
3, and a character must have Occult 3 and Lore 2 to attempt secure than in any other place in Creation.
the task). Not coincidentally, the “foreign quarter” (as it is

10
CHAPTER ONE • LOOKSHY AND THE SEVENTH LEGION

DISTRICTS OF THE CITY hot peppers, grown in fields or greenhouses as needed).


This district’s output is not intended to provide for the
The city of Lookshy is divided into a multitude of
entire city in times of siege, but rather, to supplement huge
districts. Each district has a purpose, but there is always
stockpiles of grains and other staples stored deep in caverns
overlap between districts, both for ease of access to vital
under the city.
services and redundancy — it is difficult to knock out any
The Trade District: The Trade District is centered
one industry or service with an attack on a given district.
on the main gate and is one of the city’s largest districts.
THE FOURTH RING Most land-based trade is conducted here — nautical trade
tends to be centered in the Lower City, for obvious reasons.
The Fourth Ring, between the Fifth and Fourth
The Trade District is home to a variety of businesses
Walls, is one of two areas in Lookshy where foreigners are
oriented toward meeting the needs of visitors to Lookshy
truly commonplace — the other being the Lower City.
— there are restaurants, teahouses, apartment buildings
Here are metic-run businesses and warehouses, temples
and homes for long-term residents, as well as meeting halls
and guild houses, teashops and apartments, as well as
and offices for trade factors. The Guild maintains offices
facilities where trade between Lookshy merchants and
and a small trade hall here, and several non-Lookshy
metics is conducted, and housing for dozens of indepen-
merchant houses also maintain permanent facilities in the
dent mercenary companies who choose to winter in Lookshy
trade district.
instead of Nexus or compounds in the Hundred Kingdoms.
The District of Blades: Directly east of the Trade
Gate security between the Fourth Ring and the other city
District are located many bladesmiths, weapon shops,
districts is nearly as tight as that on the main gates, and
armorers and other sellers of arms, as well as salons,
patrols of justicars or trusted mercenaries are common.
training halls and garrisons for smaller, or less prestigious,
The Agricultural District: The largest district out-
mercenary companies. The shops of several equipment
side the Old City, the Agricultural District contains not
resellers are also located here, saving merchants and mer-
only warehouses and granaries, but fields of vegetables and
cenaries the trouble of traveling further east to the District
other necessities as well. Most produce grown here are
of Craftsmen or passing through the Fourth Wall into the
vegetables, fruits and herbs (especially the all-important
Districts of Artisans or Engineers.

11
EXALTED • THE OUTCASTE

THE THIRD RING


RUINS OF A FORGOTTEN AGE The Third Ring is mostly made up of businesses or crafts
More than any other inhabited city in the Thresh- that have some need to interact on a frequent basis with
old, Lookshy bears the mark of the First Age. Lookshy outsiders but are not solely associated with foreign trade or
Manse and Deheleshen’s remaining buildings form business. Here, there are schools and salons, centers of
its center, great constructs of alabaster and gold that industry and research and the shops of many fine craftsmen.
tower over the city. Many streets are lit at night with The Green Hunt: Originally part of the O-Daimyo’s
eternal glow spheres or sunstones, and artificial light- hunting preserve, and still named after it, this area is
ing is common in many households and barracks. largely kept in its original wooded state. There are a
Most buildings have running water and advanced handful of small houses that have been built here, a small
sewage systems drain waste away from flush toilets. number of temples and tombs tucked away in odd corners
Windows are lined with sheet glass. The oldest build- and a few monuments, but otherwise, the Green Hunt has
ings have no windows, but sections of wall can be been allowed to grow wild, within the confines of its walls.
turned transparent with the pass of a hand. Lift tubes The District of Schools: Many of Lookshy’s finest
transfer cargo and passengers between the Lower City salons, training halls and dojos make their home in this
and the Upper. Automatons and golems are common district, close to both the Trade District and the Green
enough to not garner notice from natives, performing Hunt. The gates between this district and the Artisans
tasks too hazardous even for slaves. Sky chariots and District are often only cursorily manned, due to the amounts
other flying machines hover silently over the city, of traffic between them. Also located here are three
keeping watch for trouble. hospitals staffed by citizens and helots trained in Great
Lookshy is a reflection of what the Shogunate Forks and counted amongst the finest outside of Great
once was — but it is greatly diminished. Many au- Forks or the Imperial City.
tomatons have failed or are in poor repair, and the The District of Artisans: The craftsmen and artisans
number of flying machines grows smaller each year, as who populate this district are some of the finest in their
they slowly succumb to age and fail. Though the trade — although there are few weaponsmiths here, they
central parts of the city and the towers of battle are are the best Lookshy has to offer. There are also glass
wonders of First Age construction, more recent con- blowers, woodworkers, makers of fine tools and fine instru-
struction is cut stone and mortar. They are excellent ments, stoneworkers, jewelers and builders of clockworks.
buildings, of excellent manufacture, but mere pale The District of Savants: Actually two districts, these
shadows of what was once possible, when buildings adjoining spaces are home to much of Lookshy’s heavy
were summoned whole up out of the earth or grown industry. The massive foundries, powered by Essence en-
out of materials that no longer exist. Oil-burning gines and bound fire elementals, located here produce raw
lanterns and lamps increasingly replace artificial light- metal ingots to be used in other districts, cast massive
ing, and a myriad of other conveniences are slowly sheets of jade-alloyed steel to be used in the construction
failing as materials needed for their repair are si- of warstriders and skyships and mill huge logs down into
phoned off for military projects planks. Most work done here is large scale — there are few
makers of jewelry in this noisiest of districts.
The Academy of Sorcery: The Academy of Sorcery
The Hexagon: The most respected and well-known
is located near the District of Savants, despite the frequent
mercenary companies aligned with Lookshy make their
need for silence and solitude, for two simple reasons — no
winter quarters here — three large units and a dozen
other group was willing to relocate there during the most
smaller companies (see “Military Alliances,” below). The
recent expansion, and no other organization in Lookshy is
largest units have their own independent compounds and
as likely to wreak as much havoc. It is thought better,
are responsible for manning the perimeter walls that
therefore, to place the Academy near the savants, who
overview the Hexagon — they also provide peacekeeping
have fire-fighting and disaster-recovery equipment handy
patrols for the Hexagon and the District of Blades, in
at all times and whose buildings are sturdier and harder to
cooperation with the Justice Directorate.
damage than those in nearly any other district in the city.
The District of Craftsmen: Most businesses and
workshops here are centered around production of various THE SECOND RING
non-weapon trade goods — leather workers and
The Second Ring is a mixture of warehouses, resi-
metalsmiths of all sorts, weavers and clothiers, carpenters
dences and administration buildings. Many buildings here
and construction firms. There are also many homes and
date to just after the wars against the Realm, are heavily
other businesses here as well — few workers want to spend
fortified and have many useful enchantments and features
much time traveling home after a hard day at work, and so,
built into them.
this district is more self-sufficient than many others.

12
CHAPTER ONE • LOOKSHY AND THE SEVENTH LEGION

The Port District: Much of the Port District is taken


up with homes and barracks for the Lookshy navy, the
naval academy of Lookshy and the residences of Lookshy’s
NIGHTWATCH CITADEL
more prominent merchant princes. Because of local geog- Once the home and command center for the
raphy, homes closest to the district’s eastern wall are most Daimyo of Intelligence Services for the River Prov-
highly prized — the land gently slopes upward to the east, ince, Nightwatch is a level 3 Earth-aspected Manse,
and those homes closest to the wall have a stunning view but it could be re-aspected to the sun with little
of the Inland Sea. effort. The squat domed citadel is a rare exception to
The Deheleshen Lighthouse: The Lighthouse has Lookshy’s other First Age buildings — it is jet and
existed for as long as any mortal can remember, a slim spire silver, a dark and somber place with a shadowy past.
rising up from the western cliffs nearly 30 stories into the The Hearthstone of Nightwatch Citadel is a stone
air, surmounted by a great Essence powered lantern that of judgment.
can be seen for dozens of leagues in every direction. The
Deheleshen Lighthouse is one of the Inland Sea’s primary
navigational beacons and is also a level 5 Fire Manse, with THE OLD CITY
the Jade of Puissant Seeing as its Hearthstone (see p. 50). The Fair Folk never reached the innermost sections of
The Warehouse District: The Warehouse District is Deheleshen, despite breaching the inner walls. This left
mostly concerned with storing goods intended for ship- Lookshy Manse, the Aviary and many other buildings in
ment — there are military warehouses here as well, but what is now called the Old City undamaged — and these
most equipment or goods intended for long-term storage mansions and fortresses are now the heart of Lookshy. Few
are kept in underground bunkers, rather than surface people actually live in the Old City — some of the General
warehouses. Major thoroughfares connect the Warehouse Staff and their assistants live here, as does the Shogunate
District with the Deheleshen Lighthouse and the main lift Bureaucracy, but the total permanent population of this
tubes to the Lower City and the Trade District. district is less than 5,000.
The District of Barracks: Most soldiers stationed in Instead, most buildings here are given over to the
Lookshy who do not have permission to live “off base,” so Operations Directorate, the General Staff, the Sky Guard
to speak, live in barracks in this district. Parade grounds, and the Home Guard. The Black Legion stands watch over
drilling fields and the occasional block of shops and dining Lookshy Manse and access to the deep caverns that form
halls separate these uniform buildings, each holding a Lookshy’s main repositories of weapons, equipment and
single talon. food in times of trouble.
The District of the Legion: Although much of the Lookshy Manse: In the First Age, Lookshy Manse
Seventh Legion’s administrative and logistics structure is (and much of Deheleshen’s construction) was considered
housed in Lookshy Manse or the Aviary, there is some daring and revolutionary, made up of smooth curves, spheres,
overflow into this district, which acted as the business domes and minarets instead of the squared-off look of Solar-
district of Lookshy several centuries ago. Many buildings dominated construction. The Manse is well-protected
here have been converted from other purposes to serve against attack and thoroughly capable or responding in
administrative needs, and in some cases, this conversion has kind — numerous Essence cannons (see p. 52) line its
been incomplete — some military offices occupy former structure, firing from weapon loops hidden behind flour-
apartments in the upper stories of shops, for example. ishes in the ornamentation, and other weapons are available
The District of Justice: Access to this district is as well. The Manse can raise powerful shields against attack
limited — the single entry gate leads from the District of — these should be treated as haze shields (see p. 58), but
the Legion, and it is heavily manned at all times. This double the cost in Essence and the effects (at both levels).
district is the headquarters of the Justice and Security Lookshy Manse is one of only three ways of entering the
Directorates, and the closest thing Lookshy has to a caverns of Lookshy — there is also an entrance in the
permanent prison, Nightwatch Citadel, is located here. Aviary and one in the Port Citadel (see p. 14).
Residential Areas: Various residences occupy most The Aviary: One of the largest intact First Age
of the Second Ring — the Gentes have sprawling com- buildings in Creation, the Aviary towers above the city —
pounds located here, as do the wealthiest merchant houses. only the Deheleshen Lighthouse is taller. The Aviary acts
One district is composed of various ambassadorial resi- as both berthing space and construction framework for the
dences, carefully isolated — and watched. The massive skyships of Lookshy — the entire fleet can dock at
southernmost districts are mostly smaller houses and apart- once, if necessary, and even the largest of legendary
ment complexes, occupied by senior noncommissioned skyships could make its home here. The Aviary is a level
officers and junior officers, skilled tradesmen who don’t 5 Manse, Air-aspected, and its Hearthstone is the Gem of
wish to live close to their shops and a handful of others. the Wind’s Secrets (see p. 50).

13
EXALTED • THE OUTCASTE

THE LOWER CITY of these tubes either function sporadically or not at all.
What remains is sufficient to handle each day’s cargo —
Located on a great beach at the base of Lookshy
but there is usually a wait unless one has priority or can
promontory, the Lower City is protected from hurricane or
convince the lift guards that one has a good reason to jump
tidal wave by the great Sea Wall, a vast featureless First Age
queue. Command rank is often, but not always, sufficient.
wall that rises 50 feet out of the water even at the highest
Massive stairwells and ramps have also been cut into the
tide. Lookout towers along its length allow the harbormaster
promontory, and there are those who prefer to use them,
to observe any incoming vessel as it comes into view, and a
despite the exertion involved, rather than the sometimes
tower of battle stands silent watch over the sea below.
erratic, and occasionally dangerous, lift tubes. Lastly, one
The Lower City is bustling with activity at all hours —
can scale the promontory cliff face. This is a Dexterity +
even when the harbor pilots cease operations at nightfall,
Athletics task, difficulty 4, in good weather — the rock is
there are always cargos to be unloaded, warehouses to be
sheer, and effort has been taken over the centuries to
filled or emptied and shipments to be moved upcity to the
obliterate the most useful handholds and paths.
Warehouse District 500 feet above. The military docks
The Port Citadel: The Port Citadel sits with its back
closest to the Sea Wall are busy even when the commercial
against the granite walls of the Lookshy Promontory. Nearly
docks close, refitting triremes and First Age warships under
as massive as Lookshy Manse itself, the Port Citadel is the
the light of huge sunstones. The Lower City is dedicated to
last line of defense between an ocean invasion and access to
commerce and trade: There are many short-term apart-
the Upper City — and its defenses reflect this vital role.
ments and hostels but few homes. There are many teahouses
Powerful weapons are mounted in its towers, and its walls are
and taverns, but few fine restaurants. There are many
as unbreakable as any in Creation. The Port Citadel is a level
warehouses and brothels but few craftsmen, save those
3 Water Manse, and its Hearthstone is a freedom stone.
dedicated to the nautical trade.
There are several ways from the Lower City into the THE CAVERNS OF LOOKSHY
Upper. The main path for those seeking entrance to the The Lookshy Promontory is riddled with caves. Sunk
Upper City is via the lift tubes located in the great stone deep into the granite bedrock, some of these caves descend
galleries behind the Port Citadel, huge Essence-driven far below sea level. Most are used for storage — massive
elevators that carry tons of cargo, dozens of passengers and reserves of grain, conventional weapons and other supplies
other goods and equipment between the two cities. Many have been stored in them over the centuries, in preparation

14
CHAPTER ONE • LOOKSHY AND THE SEVENTH LEGION

PRIORITY TRANSIT PASS


Even without human interference, the various parts of Lookshy can be difficult to navigate between — the
city was built with defense in mind, not ease of movement. When guard posts, delays waiting for lift tubes and
the other hassles of military life are taken into account, the trip from the Lower City to the Main Gate can be
interminable for someone in a hurry.
A priority transit pass helps to negate some of the delay. Such a pass allows an officer or a courier to bypass
all but the most cursory of identity checks, to step to the head of any queue or waiting list and to otherwise get
around protocol and mandatory delays. Naturally, they are highly sought after. Just as naturally, they are hard to
come by. An officer has to personally justify each transit pass he issues before the base liaison officer, and vouches
for the identity and good conduct of each person issued a transit pass under his purview — with the accompanying
responsibility for those bearers’ misconduct.
Priority transit passes are similar to normal travel passes allowing entry into the main parts of Lookshy, but
they are a brilliant red in color and even more difficult to forge (difficulty 5). A priority pass does not authorize
an officer or civilian to travel anywhere she wouldn’t normally be permitted, but it will get a guard commander’s
attention if presented — he probably won’t allow the bearer into a restricted area, and certainly not unescorted,
but he will at least listen to a reasonable request, because some officer has put his career on the line to secure a
pass for the bearer.

OFFENSE AND DEFENSE


Lookshy is built to withstand a siege and urban warfare with First Age weapons. Buildings, particularly older
ones, can be extremely tough to dent — let alone destroy — with anything less than an implosion bow, and the
city’s great walls were designed to withstand assault by warstriders, Thousand-Forged Dragons and skyships.
Additionally, many buildings in the Old City are of imperishable First Age construction and nearly impervious
to damage. To utterly destroy Lookshy Manse or the Aviary, for example, would require a First Age weapon of mass
destruction or hundreds of attacks by lesser weapons.
Most First Age buildings have some kind of additional defenses and weapons. Usually, these are relatively minor
— fire lances or light implosion bows — but powerful haze shields are mounted on all towers of battle, and each outer
tower contains a tornado cannon in its arsenal, as well as numerous implosion bows, Essence cannons and other, more
esoteric defenses and weapons, some now barely understood (if at all — more than one tower has a device marked
“Use Only in Case of Real Emergency” with a brief explanation of its operation — and no mention of what it does).

TYPICAL DEFENSE RATINGS


Object Soak (B/L) Health Levels Health Levels Notes
to Damage to Destroy
Lesser Wall* 30/30 (10) 60 100 None
Greater Wall* 50/50 (30) 80 160 None
Tower 40/30 (10) 60 120 None
Tower of Battle** 50/50 (30) 80 160 None
Normal Building 24/16 50 100 Depending on size of building
First Age Building 40/30 (20) 50-120 100-250 Depending on size of building**
Lookshy Manse** 60/60 (50) 250 450 None
Aviary** 50/40 (30) 100 150 None
Port Citadel** 60/60 (50) 100 200 None
Nightwatch Citadel** 40/20 (20) 150 250 None
Numbers in parentheses represent the minimum amount of damage that must be done in a single attack to
damage the structure. Attacks doing less than this amount do no damage at all.
* This is to damage a section of wall large enough for a single character to squeeze through at a time.
** Cannot be damaged by non-magical attacks — requires First Age weapons, Charms or sorcery to affect. Immune
to Rain of Doom and other similar effects that do not damage objects made of Essence or the Five Magical Materials.

15
EXALTED • THE OUTCASTE

for an eventual siege. Others have been prepared as emer- 200,000 of them are actual Lookshy citizens or helots, and
gency quarters and other facilities — even carefully vented the actual population of Lookshy itself, including metics,
workshops and forges. Caves have been extended out to the ranges from about 150,000 to a little over 200,000, de-
cliff face, where their commanding overlook of the bay pending on the time of year.
affords the weapons placed there excellent coverage of This population would be unable to support the
incoming fleets. Many larger caverns have been turned into massive military structure that Lookshy maintains were it
secret training facilities — some merely out of the public not for the heritage of the First Age. The Legion makes
eye, where rangers can learn their craft in silence, while significant use of artifacts, Charms and sorcery (both
others are exacting replicas of some of the most famous mortal and Terrestrial) in nearly every aspect of Lookshy’s
buildings, Manses and chambers in Creation, painstakingly military and civilian sectors. In addition, the Seventh
duplicated in every detail so that Lookshy operatives and Legion inherited a powerful infrastructure and has built
rangers can prepare for possible missions against them. Deep upon it. Bureaucracy Charms allow small groups of func-
cisterns and wells provide much of the drinking water for tionaries to do the work of entire bureaus. Artifacts and
Lookshy. Finally, the vaunted arsenals of Lookshy are enchantments keep industry moving at a steady pace and
mostly below ground, with the most dangerous (or unfath- enhance the productivity of fields and workers. Terrestrial
omable) artifacts and weapons stored in deep, carefully spells summon up demons, elementals and spirits to help in
warded and secured caverns far from the city — or any manufacture, enchant golems to aid in tasks and enhance
contact with the outside world. materials and finished goods, while mortal sorceries help
smooth everything along in minor ways.
THE POPULATION OF LOOKSHY
Lookshy’s exact population is quite deliberately diffi- APPEARANCE AND CULTURE
cult to determine. Official census numbers suggest a Although the people of Lookshy are as disparate as
permanent population of around 120,000 or so — only on any in the Scavenger Lands, their blood sees less intermin-
closer examination does it become clear that this number gling with Fair Folk or spirit blood. Lookshy mortals tend
does not include “personnel on detached service.” Those to be tall, strong of build and generally handsome, as befits
records are Secrets of the Shogunate and are not made a culture that rewards physical fitness and martial prowess.
public, as they include personnel on active duty (whether As a rule, the people are fit, and while older Lookshy
in the guards, the field forces, or the navy), the redoubts, natives often carry some extra padding, they cannot be said
military advisors, ambassadors and others. It also does not to be fat, nor can their strength, the result of good diet and
include slaves or persons serving periods of indentured a daily regimen of exercise, be denied. Hair is usually cut
servitude — or the various foreign legion units. When short or worn in elaborate braids that can be quickly
these various groups are taken into account, the popula- pinned up under a helmet — wearing one’s hair down is a
tion swells to closer to 300,000, though only a little over sign of trust and perceived security in Lookshy.

THE SHOGUNATE CALENDAR


Lookshy, like many parts of Creation where the Realm has little influence, uses the calendar of the Dragon-
Blooded Shogunate, rather than the Realm revised calendar. In the Shogunate calendar, major units of time are
epochs and are divided into five eras, each 25 years in length. These are further divided into elementally associated
cycles, each five years long. Cycle years are named after a creatures associated with that element, in a sequence
that ranges from risen to fallen. To be born in a rising year is a sign of great potential — likewise, those born in
a fallen year are often seen as unlucky, or even cursed, though many inhabitants of Lookshy see this as a burden
to be overcome, rather than a sentence to be endured.
Each epoch is numbered, and eras are named after metals — bronze, gold, copper, iron, and mercury — so
the Realm Year 768 is the Year of the Mouse, Bronze Era of the 11th Epoch of the Dragon-Blooded Shogunate.
In casual conversation, this is simply called “the Year of the Mouse” for recent events or “the Year of the Bronze
Mouse” for events that occurred in the not-to-distant past.
Risen Ascending Primacy Descending Fallen
Air Mospid Hawk Hybroc Eagle Raiton
Earth Boar Bull Bear Spider Snake
Fire Mouse Dragon Phoenix Salamander Basilisk
Water Carp Serpent Dolphin Siaka Squid
Wood Mantis Cat Wolf Wolverine Rat

16
CHAPTER ONE • LOOKSHY AND THE SEVENTH LEGION

Clothing tends toward the practical, and garments


that are little more than duty uniforms in civilian colors
and cut are surprisingly popular — a fact that’s less surpris-
ing once one realizes that Lookshy duty and dress uniforms
are designed for hard duty, while retaining surprising
comfort. Dress wear is more elaborate — cheongsams,
kimonos, flowing dresses and elaborate tunics and vests
with skirts or pants predominate — but is still conceived
with practicality in mind — outfits are designed to be
moved and fought in, and boots, slippers or flats are
universal footwear. Some Dragon-Blooded wear armor
even to dress occasions, often special suits of half-armor
that are decorative and colorful but still more protective
than a cheongsam.
Music is a universal part of Lookshy culture and life,
and the human voice is the one instrument a soldier always
has with her. The Legion has always sung — cadences
while marching, chanties to time jobs aboard ship, mne-
monic chants to teach children history — or to remind
soldiers the proper firing sequence for a tornado cannon.
Despite the near-universal popularity of singing, this is not
to say all Lookshy natives are accomplished performers —
the most that can be said for many is that they are in
rhythm, enthusiastic and loud. Still, enough natives have
some real skill that the concept of a troubadour from
Lookshy is far from an alien one to Scavenger Land natives
— and rangers often use “wandering musician” as a suc-
cessful cover for missions. Although instruments are limited
by what can be carried in the field, some are prominent —
horns, drums, whistles and pipes all see frequent use, and
artifact instruments are popular. While some forms of
traveling entertainment are less highly regarded, a skilled
musician will never suffer from hunger or lack of coin in
Lookshy, so long as she behaves herself — even their
much-known thirst for new music is not normally enough
for Legion regulars to break operational security.
Lookshy cuisine is fairly simple, though hotter than
most Easterners would prefer. Hot peppers are fairly easily
grown, and a bit of heat helps to disguise the fact that a
solider is eating something he’d really rather not. This
necessity of the military kitchens led the culture to a
preference for spicy cuisine. Lookshy cheerfully imports
dishes and cooking styles from other cultures, and one can
find nearly any type of cooking in Lookshy. How well a
dish tastes to a member of its originating culture depends
on how well the flavor survives the Lookshy tendency to
throw a couple of Chiaroscuran chilies into almost any-
thing. This is especially true for dishes already modified to
account for some unavailable ingredient.
Though some old-fashioned Dragon-Blooded (par-
ticularly in Gens Maheka) hold to the idea that iconic
artwork is a minor blasphemy against the Five Dragons,
most Lookshy natives are defiantly iconic in their art,
painting sprawling murals of military victories and pastoral
landscapes and embroidering elaborate tapestries and rugs.

17
EXALTED • THE OUTCASTE

Most have little use for statuary or paintings — they are The elite salons are the most renowned of these
rarely portable, and many natives place great pride in their schools. Salons are more than mere training camps for
ability to have everything they truly value packed and brawlers and archers — they are intended to take the most
ready to move in less than an hour. Murals are seen as a way promising children of Lookshy and mold them into mili-
of decorating walls, not as a specific form of art. tary leaders. They teach not only weapons and tactics, but
diplomacy, history, and literature, mathematics and lin-
ECONOMY AND TRADE guistics. Most children attending these academies are
Although traditionally a society deriving its wealth scions of the Gentes or the lesser houses, but each salon
from mercenary service, Lookshy derives nearly as much sponsors scholarships for helot children each year — these
income from commerce as it does from lending troops. The slots (normally 10 percent of the total student body) are
prevalence of sorcery (mortal and Terrestrial) and com- paid for in part by the Adjutant General. Another 10
mand of First Age magics gives the city-state a strong percent of the student population is set aside for metic
economic base and allows it to produce excellent quality children — normally the offspring of Marukani herdmasters,
weapons and equipment with a fraction of the manpower Great Forks merchants or other of Lookshy’s allies, but
cities such as Nexus utilize. Lookshy merchants span most of daimyos and princesses from all over Creation send their
the East and parts of the South and the North in their travels children to be raised in Lookshy salons. These often
— they avoid the West only because of the hazards involved spirited and headstrong students can be demanding of time
in such long journeys and prefer to trade through middle- and patience, but training them is highly profitable, both
men for most goods they require from those faraway islands. for the salons and for Lookshy, and some salons specialize
Although it is commonly asserted that all Lookshy in teaching the scions of metic royalty, developing a
merchants are spies for the Intelligence Directorate, this is reputation for turning spoiled princes into worthy leaders.
not, in fact, true. They are all requested to keep their eyes Membership in a salon offers more than simply educa-
and ears open and to report anything they may see that is tion — many are also social clubs, where graduates meet to
unusual or noteworthy back to their factors — who do make reminisce, to discuss the day’s events and to relax. There
regular reports to the Intelligence Directorate. There are are (usually friendly) rivalries between various salons as to
several merchant houses and companies that are fronts for which affords the best preparation for a lifetime of service.
the Intelligence Directorate, and so, no denials or assertions Membership in a particular salon can be quite useful for a
to the contrary are made. It’s better to let the world believe military career, and therefore, competition for entry into
all Lookshy merchants are spies and to treat them equally the most desirable salons can be fierce.
(and thus predictably), than to try and conceal which
houses are or aren’t working for the directorate. CITIZENSHIP
Despite these suspicions, Lookshy merchants are wel- Inhabitants of Lookshy are broken down into five
come nearly everywhere they go. Their reputation for hard basic classes or groups, with a handful of subclasses.
but scrupulously honest and fair dealings and for excellent These classes are usually not discriminatory in nature —
quality merchandise that arrives on time barring the most citizens and helots serve and fight together on military
unusual of circumstances more than makes up for what duty. It is not unheard-of for an experienced helot to be
intelligence they may gather along the way. Lookshy mer- placed in command of inexperienced citizens — as in
chants are occasionally hassled by pirates or bandits but rarely most things in Lookshy, merit and skill take precedence
more than twice. Not only do they keep well-trained caravan over family or station. All permanent inhabitants of
guards, and well-armed ships (including a number of privately Lookshy are required to serve a term of not less than five
held First Age ships), Lookshy merchants are usually able to years in the military. Although basic living stipends and
call upon whatever Lookshy forces are available locally to discretionary pay are not taxed, any moneys made on the
help them out. Successful pirates have learned that attacking side (from trade, services or whatever) are taxed at a flat
Lookshy merchant ships can be very profitable — but that it rate above a basic income level set each year by the
is more likely to prove very fatal, either immediately or when Liaison officer. The Legion reserves the right to appropri-
the Lookshy navy catches them. ate goods and property from its citizens if necessary, but
it requires that the Liaison or Stores Directorate make
THE SALONS suitable compensation to those whose property is taken.
Numerous private schools and tutors make their homes Those who have fulfilled their service obligation are
in Lookshy. While teachers of nearly any subject can be required to serve in the reserve, if sound of mind and
found in Lookshy, most are dedicated to the arts of war — body. This reserve status carries with it a requirement to
weapon masters and salons can be found to teach nearly attend daily calisthenics or weapon practice, and one
any martial art or weapons form known in Creation (and weekend a month is spent in military drill — but these
a few unknown in Creation, outside of Lookshy), if the duties are flexible in schedule and seen as easily dis-
price is right. charged — and even fun — by most inhabitants.

18
CHAPTER ONE • LOOKSHY AND THE SEVENTH LEGION

protections afforded citizens. Each year, a number of helots


SUBJECT TO THE NEEDS are granted their citizenship, either through years of de-
voted duty in Lookshy service or great bravery on the
Freedoms and rights in Lookshy are extensive, battlefield, as helots make up the majority of Lookshy’s
but they are never absolute. In every contract or enlisted ranks.
trade agreement, there is the final stipulation “sub- Metic is the term used in Lookshy to refer to nonna-
ject to the needs of the Seventh Legion” — which tives, particularly those who have taken up residence in
basically means that if the General Staff decides it’s Lookshy’s “foreign quarter.” Metics have only limited
a bad idea, it doesn’t happen. rights in Lookshy society. They are not allowed to own
In normal day-to-day business, this stipulation property (though they may rent), must hire advocates
means nothing — merchants can sell to whomever (who must announce clearly exactly whom they are repre-
they please, and landlords can rent to whomever senting) to speak for them in council and are subject to a
they like. Business with outsiders gets somewhat variety of restrictions on where they may travel in the city,
more interesting but not overly so. There is a De- what weapons they may carry and other particulars. These
partment of Trade, shared by the Stores and restrictions are generally offset by Lookshy’s generosity
Intelligence Directorates, which oversees and ap- toward strangers. While some are perhaps perfunctory in
proves trade agreements. However, outside of the their dealings with foreigners, few residents fail to uphold
sale of artifacts and weapons or equipment that have their duties as an honorable host — especially toward one
been declared Secrets of the Shogunate (such as the who takes his duties as guest seriously.
strongbow), sales to foreign groups not currently Indentured Servants are usually criminals or, uncom-
engaged in hostilities with Lookshy are normally monly, the destitute. Although slavery is illegal, those
rubber-stamped. with no money can chose to sign themselves into service
It does, however, mean the General Staff can to a citizen, in exchange for room, board, a discretionary
always step in and deny a given sale of weapons, an stipend and the clearing of major debts. Such contracts are
employment contract or any other deal if it believes legally binding but can be entered only with the Adjutant
that action will “unduly impact the military readi- General’s approval — and all such contracts are carefully
ness of the Legion, in whole or in part.” It also means scrutinized, and every possible option is explored before
that, if necessary, the Legion can force a helot to stay they are signed off on. No such contract may be signed for
in a given position despite her desire to change jobs a period of more than five years, and there are distinct
or require a citizen to make the choice between limits on how an indentured servant may be treated.
staying where he is or leaving Lookshy altogether — Slaves are uncommon in Lookshy — less than five
and potentially never returning. This power is rarely percent of the population are legal slaves, and the number
exercised, but it is nearly absolute — there is no drops each year. It is illegal for Lookshy citizens or helots to
room for appeal if the General Staff is unanimous in own slaves — officially, all slaves are Legion property,
its decision. though, in some cases, slaves purchased outside of Lookshy
holdings can be “transferred” to the Legion, officially, while
remaining in the owner’s actual possession. Most slaves are
Citizens make up the top of Lookshy’s social ladder, war captives who could not be repatriated for one reason or
with the members of the Gentes occupying the top rung. another after the end of hostilities — often, the slaves have
Citizens are free — they can own property and run inde- no interest in being returned to their homes, expecting only
pendent businesses, may speak at city councils run by the swift torture and death from those now in power. Slaves are
Base Liaison Office and, once they have discharged their promised room and board, may own goods and can eventu-
military obligations, may even leave Lookshy if they choose. ally expect manumission for their children, if not for
Citizens run businesses, manage the Legion’s industries themselves, but are heavily supervised, have no right to
and are often specialists and low-ranking officers in the speak in council at all and, while protected against needless
Seventh Legion. abuse, may be punished harshly for disobedience.
Helots are not free — but neither are they slaves.
Helots may attend, but are not allowed to speak in, council LIFE IN LOOKSHY
— but they are allowed to join trade associations, which Once you strip away the corruption, the abject pov-
can elect representatives to the council to speak on their erty, the pervasive crime and the even more pervasive
behalf. They may not own land, but they may own other stench found in most major cities, life in Lookshy is much
property. While they can be assigned duties or tasks as like life in any other Second Age metropolis. A Lookshy
needed, they may also request work transfers, which are citizen typically rises with first Bell (6 AM) each day.
normally approved if the helot has the necessary skills. Depending on his schedule, he may attend morning calis-
Helots are paid, and their families receive the same basic thenics or go directly to bathe and break his fast. By 8 in the

19
EXALTED • THE OUTCASTE

morning, he is either in classes or has arrived at his


workplace, whether he works in the foundries, the fields, CONSCIENTIOUS OBJECTORS
the warehouses or the shops. Lunch hours are normally
spread throughout the late morning and early midday, to Most residents of Lookshy are, in the end, sol-
prevent shutting down any vital industry and to relieve diers. The vast majority don’t enjoy fighting or
stress on the city’s mess halls, teahouses and restaurants. killing — but they understand why war is necessary
For most, work is over by 6 in the evening (or 8 at the and would look at someone who preached a philoso-
latest). After that, presuming he has dealt with his manda- phy of peace at any cost as if they had grown a third
tory responsibilities to the reserve for the week, a citizen’s eyeball. A desire to avoid bloodshed when possible is
time is his own. Many entertain friends at home, go out to understood and even commended — cowardice and
dinner, engage in sports or take classes. The schedule for a an inability to do what must be done when it be-
helot is much the same, although his duties are assigned comes unavoidable is seen as contemptible at best.
and are more likely to involve physical labor. While merit Those incapable of serving in combat due to disabil-
and skill are more highly regarded than class, the truth is ity or temperament are assigned support missions in
that citizens often have more time and money to achieve one or another directorate, usually only after serving
the higher standards of learning necessary for less menial at least a year in the field forces if possible, so they
jobs — and those helots who have the drive to better their have some understanding of what combat is like.
position are often granted citizenship. The Adjutant General is normally unwilling to
place soldiers in positions they are clearly unsuited
LEISURE for, but the needs of the Legion outweigh those of
Though time available is often scant, even in Lookshy, any particular inhabitant, and more than one book-
residents enjoy their free time. Literacy is nearly universal ish sort has ended up carrying a spear — and a few
— though books and scrolls are expensive, reading is have even found they were good with it.
common. Especially in barracks, there is a common prac- Still, there are some few who grow dissatisfied
tice of each person reading a section of a book aloud each with their lot. Most simply take the first opportunity
night. Games of strategy, often based around complex to slip out of ranks and into the wilderness. Although
decks of cards are common — Gateway is somewhat desertion is a serious offense, the Legion normally
popular, but board size and complexity makes it hard to makes little effort to pursue deserters during non-
carry into the field. One popular board game involves a combat situations — it is felt to be better to let them
simple board of squares, on which is placed white and black return on their own (in which case little is officially
beads — beads placed on the intersections of lines work by said) or to let them go. Others occasionally try to do
one set of rules, while those placed in the squares them- more, but soon find that while the Security Director-
selves by another, and winning on one plane can mean ate will tolerate substantial quiet dissension and talk,
losing on the other. Dancing and musical performances are they act quickly to suppress any attempts to turn talk
common, and sports that require little in the way of of revolt into action — and they are very good
specialized equipment or setup are favored. And, natu- indeed at infiltrating and shutting down groups
rally, practice in martial arts and weapon skills are popular, inside of Lookshy.
ranging from simple sparring to complex games resembling
tag — only with practice weapons.
pay and through reduction in rank. More serious crimes
CRIME AND PUNISHMENT can result in short periods of imprisonment and/or canings.
Crime is fairly rare in Lookshy, and it mostly consists Major crimes are punished through revocation of citi-
of scuffles between inebriated soldiers, petty theft and the zenship combined with periods of indentured servitude or
occasional crime of passion. When larger crimes do occur, through execution. There is no exile because the Seventh
they often involve metics in some fashion — theft of state Legion refuses to unleash upon the River Province anyone
secrets or ancient relics, assassination or murder, crimes of it would not handle internally. Metics are typically fined for
rage. The Justice Directorate moves quickly to investigate minor infractions; caned, heavily fined and then banished
any crimes that happen in Lookshy — or in any Seventh for major crimes; and executed for capital cases. Executions
Legion encampment. Investigations are handled with a are normally conducted by beheading, which is seen as more
thoroughness and professionalism not seen in many na- merciful and painless than hanging or other methods.
tions, and justicars and judges are supposed to handle them Officers, especially senior officers, are often given the oppor-
without regard to political repercussions or bias. Punish- tunity to commit ritual suicide (under observation) and
ment for minor infractions is normally handled through regain something of their honor — but this is determined on
extra duties, through reduction in military allowances or a case by case basis and is not always granted.

20
CHAPTER ONE • LOOKSHY AND THE SEVENTH LEGION

VICE AND VIRTUE IN LOOKSHY may or may not do in a given situation, once something
actually comes to their attention.
Though the devout may see it differently, asceticism
The passions of the Dragon-Blooded are well known,
is no virtue to the average soldier. Lookshy regulars are
and allowances are made for them and their sometimes
highly disciplined, but most are as interested in a roll in
erratic behavior under severe stress. Dragon-Blooded are
the hay, a toss of the dice or a quick slug of “the good stuff”
expected to experiment and to discover the limits of their
(whether that be beer, sake or marijuana) as any other
desires while young, and new members of the Legion are
soldier in Creation — the difference is that they are far
carefully watched and managed by their superiors to make
less likely to let these desires rule them. Moderation is
sure their behavior does not cross over the line from
considered a virtue in Lookshy. The soldier who shows up
experimentation into stupidity. Centak, a short hours
for duty inebriated, who lets her night time dalliances
journey by paddlewheel ferry across the Yanaze, is seen as
sow dissension in the ranks, who traffics or partakes in
a pressure valve, a place where the Dragon-Blooded can let
harder drugs (especially heroin, opium or rock cocaine)
off steam without endangering Lookshy — and steps are
or who lets her gambling (or other) habits endanger her
taken to make sure they do not. Those who succumb to one
savings, or the Legion, will face negative reinforcement.
vice or another are, when discovered, unceremoniously
This might be in the form of a stern lecture, extra duties
courts-martialed and either harshly disciplined (if thought
or, possibly, a court-martial or “barracks justice” if the
to be “redeemable”), drummed out of the service or ex-
problem gets too far out of hand.
ecuted, if their behavior has harmed the Legion, or handled
Enforcing the line between the acceptable — if some-
with administrative discipline and drying out, if it hasn’t.
times frowned upon — and the forbidden is the job of the
Legion’s senior enlisted and junior officers. It is the job of the DISCIPLINE
senior enlisted to act as world-wise mentors and advisors to Lookshy is one of the most disciplined cities in Cre-
new recruits and to steer them in the right direction. Junior ation. This is not the magically enforced discipline of
officers must handle any disciplinary problems before they Paragon or the desperate taciturn discipline of various
get out of hand and become the unit commander’s respon- barbarian cultures where the other option is a sudden and
sibility, as senior officers have far less discretion in what they violent death. It is the quiet, steadfast discipline of a

21
EXALTED • THE OUTCASTE

populace that has been raised from birth to know what anew as soon as they are able. Desecration of enemy dead
their responsibilities are, how they are expected to behave or temples, rapine and looting are all but unheard of where
and the repercussions of failing to live up to those expec- Lookshy soldiers are involved — not only are they courts-
tations. The system isn’t perfect — there are always martial offenses, but officers tolerating that kind of action
malingerers, those who will shirk duties if given the chance in non-Lookshy units they are commanding or fighting
and people who are simply rotten or easily tempted — but with can face disciplinary action as well. A senior enlisted
they are the exception, not the rule. might look the other way if a soldier collects a battlefield
In general, people do what they are told, show up on trophy or two, but wholesale looting is off-limits, and the
time, keep their promises and behave in an honorable abuse of prisoners or the local populace is never condoned
fashion. The lazy might look for the easiest way to accom- — and harshly punished when discovered.
plish a task — but they won’t abandon the job until they
know it is done. This doesn’t mean the citizenry are THE IMMACULATE FAITH OF LOOKSHY
mindless automatons or dour-faced disciplinarians (though Most Lookshy natives adhere, to a lesser or greater
both can be found in Lookshy). In the Seventh Legion’s degree, to the Immaculate Philosophy — but the version
ethos, honorable discipline carries with it the responsibil- they follow is significantly different than that promulgated
ity to question orders if one thinks they are unfair, unjust by the Immaculate Order — and those differences date
or illegal and to always think and offer up suggestions if back to the earliest days of Lookshy. While early relations
appropriate. between the Scarlet Empress and Chumyo Nefvarin were
This discipline extends to the battlefield. Lookshy surprisingly cordial — on the surface, at least — the first
soldiers retreat, but they do not rout, unless forced to discourses between the Chaplain-General of the Seventh
magically — and they will regroup and press the attack Legion, Laros Verak, and the Mouth of Peace could

THE GODS OF LOOKSHY


As one of the last bastions of the Dragon-Blooded
Shogunate, Lookshy is naturally of interest to the gods,
both those who still follow the mandates of the Celes-
tial Bureaucracy and those who have left its
machinations. There are gods specifically interested in
the Seventh Legion (see “Gods of the Legion,” p. 36),
but a number of gods are more interested in the city
than the Legion. Primary among these is Tu Yu, the old
god of Deheleshen (Essence 4). Formerly a sage tacti-
cian and battlewise advisor, he is fallen from his former
glory — but while he may act the doddering fool at
times, this still-proud city father still walks the streets
of the inner city.
The spirit of Lookshy itself is Tien Yu (Essence 6)
— who may be Tu Yu’s daughter, mother, lover or
sister, depending on which of them you ask and at what
time. Tien Yu is a dutiful member of the Celestial
Bureaucracy, naturally — and a tireless advocate and
defender of her city in Yu-Shan. She rarely manifests
— but when she does, she inevitably takes the form of
a beautiful Lookshy officer in black jade and moonsilver
dragon armor. Her skin is jet black, and her hair silver,
leading some to believe Luna is her mother.
Neither Tien Yu nor Tu Yu are particularly active
in mortal affairs, although neither has shied away from
making their presence known when they felt the
situation was dire, either. Both are active (in their own
ways) in the Celestial Court, however, seeking to
defend their city from outside interference.

22
CHAPTER ONE • LOOKSHY AND THE SEVENTH LEGION

generously be described as “exceedingly acrimonious.” Order. The Seventh Legion interdicts the Realm’s Wyld
There was probably no chance the two would have seen Hunt in the Scavenger Lands, for security reasons — but
common ground. this does not mean the Anathema are well-liked, or even
The reality was the new Chaplain-General saw ex- tolerated, in Lookshy. The Legion dispatches units to
actly what the Mouth of Peace was trying to create in this destroy Anathema when it becomes aware of them but
new Immaculate Order, wanted none of it and had no does not maintain any kind of proactive watch against
compunctions against telling her exactly so, and why, in them — their missions are reactive in nature. These
blistering detail. A schism was inevitable and was con- operations are seen as eliminating dangerous threats to
ducted in a surprisingly quiet and harmonious fashion. peace, rather than a holy quest, and there are openings
Behind the scenes, long centuries passed before imperial through which a careful, honorable Solar could approach
monks were allowed into Lookshy at all, and even today, the Legion without drawing its wrath down on his head.
only the most erudite, calm and open-minded of monks are
stationed in Lookshy — fanatics and fools are kept far THE SHOGUNATE BUREAUCRACY
away, lest they be tempted into doing something rash and When Deheleshen was reclaimed, numbered amongst
getting themselves executed. the survivors were numerous members of the bureaucratic
The modern Immaculate faith of Lookshy is a private engines that kept the Shogunate functioning, particularly
thing. Chaplains of the faith are more than happy to members of the Tax and Revenue Directorates. The de-
explain how the religion works to anyone who asks, but scendents of these bureaucrats and functionaries make up
they must be asked — a pillar of internal law is that the the last vestiges of the official Shogunate government,
devout do not proselytize, that seekers must come to the such as it is. Their role in Lookshy society is mostly
road on their own or not at all. The faith stresses personal ceremonial, but it is by no means unimportant — and
responsibility and duty. Among its other teachings, it there is real power hidden behind the ceremonies and
stresses that while Exaltation can be a reward for excel- rituals. As an example, the Director of Revenue Alloca-
lence and perfection, it is not a sign of inherent worthiness tion must sign off on military budgets. Normally, this is a
or respect. An Exalt must be judged by his deeds, not the perfunctory action — but the Director can withhold his
purity of the blood that runs in his veins or the enlighten- signature (and, on rare occasions, has done so), a sign of
ment of his soul. grave disapproval. These actions may be symbolic — it’s
A fundamental concept in the Immaculate faith of not like the Seventh Legion suddenly shuts down for lack
Lookshy is that of the Righteous Warrior — the perfect of funding — but they carry meaning in the eyes of many
soldier, who can win any battle but knows when not to in Lookshy, and few on the General Staff wish to incur the
fight, but to find another solution. The Righteous Warrior ire of the Shogunate Bureaucracy. On the other hand, the
is the pinnacle followers of the Immaculate faith ascribe to Bureaucracy understands that, without the continued tol-
— they know they will not reach it (even the Five erance of the General Staff, its members could find
Elemental Dragons were not Righteous Warriors), but themselves having to actually work for a living, or worse,
they strive nonetheless, for excellence comes in the striv- and so, the two organizations studiously attempt not to
ing, and excellence is its own reward. incur the other’s wrath.
The Immaculate faith is built on five major pillars or
precepts — behaviors or virtues that further the faithful THE DRAGON-BLOODED
along the path to righteousness. Bodies of ecumenical lore
has evolved over exactly how each pillar should be repre-
OF LOOKSHY
sented and how each is tied to one or another Elemental Lookshy is the largest enclave of Dragon-Blooded
Dragon, but the five pillars are generally held to be (in no outside of the Realm — and the sheer numbers of Dragon-
particular order of importance) Honor, Loyalty, Prowess, Blooded in Lookshy would surprise any savant with training
Compassion and Resolve. In addition to these five virtues, in population studies that was able to gain access to
there are perhaps a dozen lesser virtues that are considered Lookshy’s population records and military roles. In most of
nearly as important — Temperance, Conservation, Intro- Creation, the ratio of Dragon-Blooded to mortals ranges
spection, Valor and numerous others. from one Terrestrial for every 5,000 to 10,000 mortals.
The Immaculate faith and the Immaculate Order In Lookshy, the numbers are closer to one in 100.
share many features — many of the same texts (often with Much of this can be laid at immigration and aggressive
differing interpretations) are used, although documents recruitment of newly Exalted Terrestrials in the Scavenger
written post-schism under the auspices of the Realm are Lands (and further abroad, when possible). However, it
given little heed. Both stress the proper role of spirits as cannot be doubted that much of these numbers are based
part of the Celestial Bureaucracy, although Lookshy is not on immigration, but on breeding. Where the Scarlet
often more pragmatic about the gods than the Immaculate Empress has bred for powerful Terrestrial Exalted — and
the more powerful, the better — Seventh Legion officers

23
EXALTED • THE OUTCASTE

have bred for numbers. A mate whose bloodline results in clear back to the city’s founding, when Admiral Teresu
large numbers of weaker Dragon-Bloods is seen as more Mitaki was the only fleet admiral to sign on with Chumyo
desirable (from a breeding point of view) than one whose Nefvarin, bringing much of his small fleet, unbloodied and
children rarely Exalt but are incredibly powerful if they do. undamaged from its patrols in the frozen White Sea, with
him. In the days since, the family has been centrally in-
FAMILIES OF THE SEVENTH LEGION volved in the workings of Lookshy’s merchant holdings and
The Gentes of Lookshy are nowhere near as powerful has turned modest beginnings into a minor but thriving sea
as the Realm’s Great Houses, but they are still an impor- trade that reaches as far as the Western islands.
tant part of life in Lookshy. Each Gens of Lookshy is built
around major Terrestrial bloodlines, a powerful history of
GENS MAHEKA (EARTH)
success on the battlefield and substantial reserves of wealth Status: Major House
and First Age artifacts. While overt examples of influence Political Leanings: Staunchly Mercenary.
peddling, nepotism or breaches of conduct over family are Description: Gens Maheka was begun by a well-
rare (especially after the period following the Gunzota placed combat engineer in Realm Year 323. Its wealth is
Incident, fresh in many Dragon-Blooded’s minds), it can- centered mostly around several powerful foundries and
not be said that no Adjutant General has ever slipped a smaller weapons forges that have produced the finest
commander some extra resources because he would rather weapons in Lookshy for over three centuries. Politically, if
not see a favored cousin dead or made sure that a promising Gens Karal is deceptively political and deep for a Fire
young Gens scion got the breaks needed to flourish. The house, Gens Maheka is exactly what it appears to be — a
result is a situation where Gentes’ children have an advan- solid core to the great families of Lookshy, a rock around
tage over others — but it is neither an omnipresent which the politics of the General Staff swirls and eddies
advantage, nor an insurmountable one. without ever truly touching it. House politics are rooted
Although politics can be spoken of in general terms by deep in the essence of the Legion’s mandates and the
Gens, each member of a family has his own opinion on the Immaculate faith. Its members are the first to support the
future of Lookshy, and there can be found supporters of Shogunate Bureaucracy on those rare occasions it evinces
nearly any political camp in each house (with the possible an opinion and the last to support any measure that suggest
exception of Gens Maheka, whose matriarch brooks little the Legion is anything other than an arm of the Shogunate.
dissension). Alignment, therefore, refers to the average GENS AMILAR (AIR)
political beliefs of the majority of family members or of its
Status: Major House
leaders and scions, rather than a hard-and-fast line that
Political Leanings: Moderately Interventionist, with
each member hews to without exception.
increasing Purist leanings.
GENS KARAL (FIRE) Description: Gens Amilar is a young house, barely
Status: Major House four centuries old — the familial line is based upon the
Political Leanings: Basically Mercenary, with Inter- bloodline of Taimyo Vondy Beulen. The Amilar family
ventionist leanings. made its initial fortune in much the same way that Gens
Description: The Karal family traces its primary blood- Karal did — carefully invested bounties for First Age
line from the first Camp Liaison Officer, Karal Shan Zu. The weapons and equipment recovered, although Gens Amilar
Gens Karal has always been a military family in a society of concentrated more on manuscripts and documentation
military families — it has many shozei and kazei but few than on the devices themselves. Despite a generally schol-
merchant princes or sorcerer-engineers. There are families arly bent, Amilar is not particularly known for the number
that are larger or wealthier but none in Lookshy that are of sorcerers it produces, being more famous for its artificers,
more respected. Gens Karal’s fortunes are based on early mechanics and educators than for sorcery.
successes, when bounties were paid for First Age weapons GENS YUSHOTO (WOOD)
recovered and Realm ships captured — these bounties and
salvage fees were invested wisely and, over the years, have Status: Major House
blossomed until Karal is the third wealthiest Gens. Political Leanings: Diverse, with no real emphasis.
Description: Gens Yushoto is built in large part
GENS TERESU (WATER) around the bloodline of Yushoto Baraka, the Seventh
Status: Major House Legion’s chief sorcerer-engineer during the Contagion.
Political Leanings: Split between Isolationist and While not himself a Wood Terrestrial, most of his children
Mercenary. were, and their influence is still felt on the family to this
Description: Perhaps unsurprisingly, Teresu family day. The Yushoto fortune is not tied to any one industry or
members have traditionally run Lookshy’s small blue-water endeavor, rather being well spread out amongst all the
and larger brown-water navy — this state of affairs dates possibilities the Lookshy economy has to offer.

24
CHAPTER ONE • LOOKSHY AND THE SEVENTH LEGION

THE MINOR HOUSES


In addition to the five major Gentes, there are over a dozen minor Gentes that, while not as influential or
important as the five, are still of considerable import or recognition in Lookshy. A number are listed below, but
Storytellers are encouraged to create their own minor (and major) Gentes as they need to — with a population
of over a quarter-million, Lookshy has plenty of room for new Gentes.

Family Element Major Aspect Political leanings Leader


Nefvarin Air Military (Sky Guard) Interventionist/Imperialist Nefvarin Alixa
Kirigasa Earth Military (Infantry) Interventionist Kirigasa Kosu
Yan Tu Fire Military (Engineers) Mercenary/Interventionist Yan Tu Mara
Chan Water Merchant House Isolationist (mildly) Chan Bright Coin
Nerigus Wood Merchant House Interventionist Nerigus Shen
Toriki Balanced Military Isolationist (extremely) Toriki Laoshe
Bukane Mortal Military Purist Bukane Morning Lily
Mareseke Mortal Engineers Isolationist (mildly) Mareseke Golden Will
Mehela Balanced Merchant House Mercenary (w/ mild Mehela Qiao Yin
Isolationist leanings)
Taroketu Mortal Merchant House Mercenary/Interventionist Taroketu Yushara
Tsung Mortal Researchers No strong leanings Tsung Tao Le

POLITICAL FACTIONS who is clearly losing will normally concede the point
before being driven to take actions that would injure the
In any organization with three or more members, there
Legion. Pulling scarce resources out of a losing battle is a
will be politics, and the Legion is no exception. There are
principal the people of Lookshy understand well.
never enough Dragon-Blooded, First Age tools or conven-
tional resources for every unit or directorate to have IMPERIALISTS
everything they need, and political battles often erupt over Imperialists believe that the Seventh Legion should
resource allocation. These battles are often acrimonious in take advantage of the Realm’s political turmoil to sow
their execution, but they rarely lead to long-term disagree- further dissension and make alliances with the most wor-
ments — they are usually questions not of which is the right thy houses, leading eventually to a takeover by Seventh
or the wrong answer, but which is the best answer. Legion forces. They have little real support, but in many
Questions about the Seventh Legion’s future and its cases, this is more a matter of practicality than fervent
place in River Province politics, while rarely as outright belief — if an Imperialist leader rose up with more to offer
nasty, have the potential to lead to serious long-term rifts than vague allusions and semi-coherent ideas, they would
in the fabric of the Legion. There are currently five major likely get a closer hearing.
political factions or outlooks in the Lookshy political
scene, although few would suggest they are organized or INTERVENTIONISTS
structured enough to be called parties or movements — Interventionists believe Lookshy should take a more
they are, at best, collections of officers with similar views active role in Scavenger Lands politics, possibly including
of how Lookshy should conduct its external affairs, and refounding the Shogunate. Interventionists are supported
there is as much overlap and difference of opinion within by certain elements of the Shogunate Bureaucracy and are
their ranks as there is between each outlook. generally thought of as being slightly radical but not overly
Despite the animosity and outright hatred that can so. After all, the Seventh Legion has a formal doctrine of
arise between members of various factions, little if any intervening in affairs it believes will unduly affect the
blood is spilt over these differences, especially between security of the River Province. It has never hidden the fact
Dragon-Blooded. This is partly due to strictly enforced that its efforts in training various nations’ militaries are as
regulations against dueling and partly because every Ter- much an exercise in social engineering as they are about
restrial knows they are a not-quite irreplaceable resource. revenue gathering or defending the Province.
Lookshy officers may try to discredit, humiliate or maneu-
ver their opponents into untenable positions, but political ISOLATIONISTS
fights rarely escalate to the point where dishonor, violence Isolationists see the continued defense of anything
or utter shame is involved. In the end, the Legion is more other than Lookshy as a fruitless gesture toward a long-
important than settling a personal grudge, and an officer dead political entity and pointless ancestor worship of a

25
EXALTED • THE OUTCASTE

long-dead leader. At the faction’s most extreme end,


Isolationists would sever all noncommercial ties with the
Scavenger Lands and shift from a wartime footing to a
CONTROLLED DEVOLUTION
more commerce-based economy, but most favor a slower OF CAPABILITY
conversion away from a military society. Surprisingly, Much was lost in the Usurpation, but the
while there is support for the Isolationists amongst the Shogunate was still a magically advanced society.
various merchant Gentes, it is not as strong as one might While it relied in part on near-imperishable relics
think — merchant ties to the Intelligence Directorate and artifacts of the First Age, the Dragon-Blooded
provide ample opportunities to discover how dangerous an Shogunate was quite capable of building magical
isolationist stance could be. wonders — sky chariots and great skyships,
warstriders and dragon armor, a wide variety of
MERCENARIES weapons and tools that let mortals rival even the
The Mercenaries are the most conservative — and, Dragon-Blooded.
currently, the most powerful — political faction in the But those abilities relied on sophisticated fac-
Seventh Legion. They believe the current state of affairs — tories and centers of industry, making up for a lack
relying on the might of the field forces, seeking out short- of advanced knowledge with raw effort. Building an
term contracts over eternal defense treaties and freely aerial warship was a major undertaking even in the
trading with anyone not currently engaged in hostilities Shogunate — it was only the Shogunate’s huge size
with Lookshy or its field forces — to be a solid state of affairs. that allowed such vessels to be commonplace. The
They seek the Shogunate’s return but are willing to wait for fall of the Shogunate meant that many weapons and
a proper heir. Much of the military is at least vaguely other devices became difficult, if not impossible, to
Mercenary in outlook — they feel the continued well-being repair, let alone build.
of the River Province relies on staying the course. The Seventh Legion had substantial supplies of
PURSUERS OF IMMACULATE PURITY (PURISTS) First Age and Shogunate resources — but those
stockpiles would not last forever, and plans were
This faction seeks to clean out what they see as the
made for their eventual depletion. With substantial
wickedness and depravity of the Scavenger Lands — the
modifications for changes in ability and situation,
impropriety of peasants failing to properly respect their
those plans are still in use in the modern era.
betters, the spirit-worship (especially of Great Forks), the
The basic idea is to anticipate shortages and
utter den of iniquity that is Nexus. They wish to restore the
deficits ahead of time and to account for how those
Shogunate and to spread the faith of the Five Elemental
deficits will impact operational doctrines and tac-
Dragons to the Scavenger Lands — but are still generally
tics before they become acute. Where possible,
opposed to the Realm itself. The Purists are a fairly minor
alternatives are developed (heliographs and packet
(some would say “crackpot”) branch of political belief in
riders, for example). When this isn’t feasible, alter-
Lookshy at present.
nate strategies are researched and practiced before
RATE OF POLITICAL CHANGE they become necessary — many Lookshy war games
are predicated around developing different means of
There is a saying in Lookshy that shifts in policy move
handling the loss of some critical technology or
forward one funeral at a time. Social and political change
capability. At all times, the fundamental question is
can be glacially slow in Lookshy — there are still those who
not “Will we lose this ability?” but “When we lose
leave deformed children to die, even two centuries after the
this ability, how will we adapt to that loss, and what
death of Strategos Batad Ferek. The long lives enjoyed by
impact will it have on our overall capability to
the Dragon-Blooded are partly to blame, but the fact is that
successfully wage war?”
most militaries are inherently conservative organizations,
and Lookshy is no exception. If something works, armies are
prone to keep doing it until it is clearly proven not to work
anymore. Unfortunately, proof is often gathered only at the COMMUNICATIONS
cost of terrible defeats in battle or embarrassing political Agile and rapid communication between elements of
disasters. While Lookshy military is more forward-looking the Legion, merchants and operatives is vital to the con-
and adaptable than most, it is still prone to moments of tinued well-being of Lookshy. Lookshy has cultivated a
distressingly hidebound behavior. Despite this fact, once wide variety of different communications systems to facili-
the need for change is made evident, by whatever method, tate the exchange of information and is constantly seeking
Lookshy has proven itself quick to adapt and adopt when it new ways to link faraway units together. Some of these
absolutely must — albeit with much grumbling and general systems are magical in nature — artifacts designed to
annoyance along the way.

26
CHAPTER ONE • LOOKSHY AND THE SEVENTH LEGION

enhance the use of various Linguistics and Lore Charms, feels responsible for stopping every internal conflict in the
for example, or sorceries that allow for conversations with province — there are simply too many governments, city-
faraway allies. Elementals, demons and minor spirits are states and other political interests to even begin to maintain
also commonly used, although with somewhat more cir- peace between them. Instead, the Legion concentrates on
cumspection — elementals can be flighty, demons are keeping conflicts from escalating beyond the point where
untrustworthy, and spirits may have other allegiances. they could destabilize the entire region and on protecting
Non-sensitive communications are normally sent by the Scavenger Lands from outside invasion.
one of two methods — heliograph or the Legion Post. These duties require funding. The Seventh Legion
Lookshy’s heliograph network is not as extensive as that of has experimented with several different methods of accu-
the Realm, but it’s sufficient to allow for rapid communi- mulating the wealth necessary to keep the field forces
cation between the redoubts and certain allies and clients. funded, most dealing with the collection of tithes and
When combined with the sophisticated (and frequently duties, as well as fees for services rendered. Many larger
changed) heliocodes used by the Seventh Legion, the nations pay long-term retainers (normally based on the
heliograph system is secure enough for sensitive messages, previous year’s tax revenues) for services rendered — these
when necessary. The Legion Post is used to link areas not help to cover the costs of naval operations and the upkeep
directly connected by heliograph. The relay system used by of Lookshy and the redoubts. Other retainers are shorter-
the Post, with riders swapping horses at every station term and to set standards — fees paid to the Legion to
(ranging from 50 to 100 miles apart) and changing horses prevent it from operating on a country’s soil without the
riders each day, allows messages and small packages to local government’s permission or providing for guaranteed
quickly cover ground between heliograph stations, but the Legion assistance in case of invasion. These contracts are
Post is considered insecure even for coded messages — priced based on the conditions — an agreement requiring
there is simply too much chance of a package getting lost “Legion assistance” is much cheaper than one requiring
in one fashion or another with the risks of ground travel. “the First Field Force.” These contracts are normally
designed so the Legion can weasel out of them if it needs
REGIONAL DEFENSE ARRANGEMENTS to. This has only rarely been done and only under great
Lookshy holds itself responsible for the defense and duress — the Seventh Legion has no interest in gaining a
well-being of the River Province. This does not mean it reputation for chiseling on contract disputes.

27
EXALTED • THE OUTCASTE

Short-term contracts make up the largest single part invasion of the Scavenger Lands is rejected out of hand,
of Lookshy’s mercenary revenues — these contracts can be and the General Staff will not normally accept missions
automatically triggered by invocation of retainer clause or that involve suppressing internal rebellions or uprisings.
entered into independently. Many contracts are for single The General Staff also normally refuses jobs that face a
operation — drive off that behemoth, dissuade those substantial risk of trapping Legion forces in a rapidly
barbarians from stealing our cattle, or convince our neigh- destabilizing situation, those that are hopeless even by its
bor he would rather not invade our country. Others are for definition of the term (no chumyo wants to simply throw
entire campaigns — drive out the invading forces, put troops away at a problem they cannot solve), or if it feels
down a hostile tribe, or deal with a Wyld infestation or Fair the Legion is being lied to or suffers a substantial risk of
Folk invasion. Contract fees are based on threat, time being cheated out of its fees in one fashion or another.
frame, number of troops needed and desired resolution When a contract’s terms simply cannot be made
(“wiped out to a man, their cities razed so that no stone is acceptable to the Legion and the contractor, the General
left unturned” costs far more than “chase the bastards off Staff will usually try to find the contractor other alterna-
our land, and convince them not to come back”). tives, normally involving allied or friendly mercenary
Training missions are not hugely profitable, but have companies with lower overheads — while the Legion
secondary dividends that make them worthwhile. Lookshy occasionally takes on “pro bono” missions, this is rare. If a
military advisors are hired by many nations to train local contract appears to be dirty laundry, with misrepresented
military forces, and general populations, in weapon han- goals or a reliance on questionable tactics or actions, there
dling, disaster recovery and other skills. In a few cases, they are a number of indirect means of discouraging the con-
have been brought in to wholesale rebuild governments and tractor — inflated fees, strict interpretations of missions
militaries from the ground up. These missions give Seventh and subtle methods of dishonoring or embarrassing the
Legion officers a chance to interact closely with local armies client have all been used.
— they not only learn how the locals operate (and, occa- A prospective contract’s political implications are
sionally, pick up tricks to take back home), they are able to normally not an issue — but the General Staff always
influence, through their training regimens, how those armies considers the repercussions. Lookshy officially prefers not
conduct operations. Officers know that the more training to get involved with strictly local politics, supporting
missions they conduct, the fewer enemy officers they have whichever side is willing to sign a contract first — it is said
to hang for atrocities the next time they work in that area. that the Seventh Legion doesn’t officially take sides, it
Military advisors are also hired on a semi-permanent merely takes contracts. Unofficially, the Legion clearly
basis by some countries — the Marukan Alliance and does take sides, at least on occasion — contract terms are
Great Forks make substantial use of advisors, and Sijan has adjusted, messages are delayed or lost, negotiators are
a (typically rather bored) dragon-sized permanent contin- “unavoidably delayed” while traveling to or from Lookshy.
gent. Military advisors are hired for a variety of missions, This kind of meddling in the negotiation process is not
usually involving political analysis, military intelligence undertaken lightly, or often, but it does happen, and so far,
gathering and analysis and minor training missions — the Legion has managed to avoid being caught. Lookshy
while supposedly under orders to avoid direct confronta- strategoi are sometimes called in as neutral arbiters, and
tion with enemy forces, this does not mean they always the redoubts are often used as secure negotiation sites —
succeed — or even try — to follow those orders. there are fees involved, of course, but these fees are
The Legion Post is not a large revenue generator, but normally far less than Lookshy would charge for its military
like training missions, it generates significant secondary services. Lookshy tends to avoid getting involved in local
effects — and in this case, is a mission that would need politics beyond arbitration and mercenary contracts so
doing anyway. For a nominal fee, Legion Post riders carry long as the problem remains local.
private messages and small packages on their delivery runs, On rare occasions, Lookshy has intervened directly
in addition to the official post. — sometimes with negotiators and peacekeeping forces,
often with demonstrations of force and a strict admonition
POLITICS OF MERCENARIES to knock it off delivered to both sides of a disagreement. In
Lookshy has a potent political weapon at its disposal a handful of extreme situations, Lookshy has invaded and
— refusal to provide troops to causes it does not support. occupied nations, destroying the current political infra-
And it is a weapon used to indirectly support — or oppose structure and replacing it with one of the General Staff’s
— political trends in the Scavenger Lands. While this is own devising. While this has occasionally blown up in
not an obvious Legion policy, a hundred excuses can be Lookshy’s face, the overall results have been positive —
found not to provide troops. Charms and sorcery can make a huge difference in weeding
Although Lookshy will consider nearly any mission, out corruption and setting up fundamentally honorable
there are a number of reasons why it might refuse any governments. The General Staff determines the circum-
particular contract. Primarily, any mission supporting an stances for intervention on a case-by-case basis, but the

28
CHAPTER ONE • LOOKSHY AND THE SEVENTH LEGION

overarching guideline is that direct intervention is only and small-time, do little to encourage addicts or to increase
pursued when outside forces are influencing the situation their market and avoid any kind of violence.
or when a developing crisis has the potential to destabilize This sort of careful approach to minor problems has its
a major region of the Scavenger Lands. Otherwise, serious downsides — there have always been accusations of the
compelling reasons are needed for the General Staff to Legion coddling brigands of various sorts, ignoring the
even contemplate invading another member of the Confed- threat of local empire-builders and failing to crack down
eration of Rivers — without getting paid, of course. on local drug trafficking, but these are reasonably ignored.
Additionally, if a situation develops beyond a strictly More disturbingly, it can lead to a “boys will be boys”
local conflict or threatens to involve governments outside attitude regarding these kinds of problems, and the Sev-
of the province, Lookshy quickly steps in to contain or enth Legion’s intelligence assets have, in the past, failed to
eliminate the problem and has interfered when it believed recognize major problems in time to deal with them before
a war could compromise the province’s defense. In general, they became major.
however, Lookshy is content to make sure River Province
governments are free to squabble as they desire. MILITARY ALLIANCES
Lookshy counts relatively few countries as permanent
allies, let alone friends, and it prefers things this way.
NATURE OF RETAINERS There are some exceptions, however. The Marukani are
Though many in the Legion see long-term re- one such exception — Lookshy regulars often refer to the
tainers paid by governments such as Sijan, the Marukani Cavalry as “horselords” in recognition of the
Marukan Alliance, etc. as just due for services ren- long alliance between the inhabitants of the Marukani
dered, there are those who argue that Lookshy is little plains and the Seventh Legion, and while the two coun-
more than a giant protection racket, holding the tries have had their differences — and even fought short,
threat of its military power (either using it or refusing bitter wars — there has always been respect and admira-
to use it, as the case may be) over the Scavenger tion between the two countries.
Lands. These arguments are loudest in Nexus, of The alliance between Great Forks and Lookshy is a
course, but more than a few nations in the Hundred curious one — Lookshy is staunch in its support of the
Kingdoms (many of whom do not actually pay long- Celestial Bureaucracy and those who seek to keep it
term retainers) loudly proclaim that Lookshy is functioning, which causes many spirits to give them wide
nothing more than a band of militant thugs. berth. Nonetheless, the two countries have, largely at
Despite these grumblings, Nexus pays its retain- Great Forks insistence, remained allies for generations.
ers on time and to the last chipped jade coin. While Talespinner and Dreamweaver both insist that “the story-
they may complain, the reality is that most in the dreams of Lookshy and Great Forks are inextricably
Scavenger Lands want the Seventh Legion, and its intertwined,” and while Dayshield is not as poetic, she
troops, exactly where they are — and they certainly notes that Lookshy’s ideas of combat and warfare run
don’t want the Legion to set its sights on the rest of largely in line with her own.
the Scavenger Lands. Metagalapa is a hidden ace card for Lookshy — most
of Metagalapa’s Dragon-Blooded trace their ancestry to
officers of a Seventh Legion talon of scouts. Metagalapan
hawkriders have been seen in Lookshy salons for two
POLITICAL REALITIES generations, and it is not uncommon for a scale of Lookshy
The guiding principal for the Seventh Legion on a scouts to spend time training with the hawkriders on their
geopolitical scale is “better the demon you know.” Lookshy flying mountain, although the latter is far from common
is loath to wipe out certain types of ills altogether not knowledge even in Lookshy.
because it is incapable or because it wouldn’t solve a The remote Haslanti League and Lookshy both desire
problem, but because it would simply create other prob- closer relations — but they are doing a clever saber dance
lems in other areas. Nations that sponsor brigands or around the concept of an alliance, each trying to get as
pirates are rarely targeted — until they get too ambitious much out of the relationship as possible while giving up as
— because it is easier to control known problems than to little as possible. In each case, what the other side wants is
ferret out where new ones are coming from. This philoso- a state secret — Lookshy desires access to air-boat designs
phy permeates how the Legion deals with external pressures and quantities of feathersteel, while the Haslanti want
on Lookshy as well — when spies are found, they are as Shogunate Essence furnaces and propulsion systems. Mean-
likely to be left in place, quietly surrounded by Intelligence while, as politicians and ambassadors dance, engineers and
agents, and fed misinformation as they are to be picked up sorcerer-technicians from both nations have been quietly
and interrogated. Dealers in illicit drugs are allowed to working on ways to integrate Haslanti hot-air technology
remain in business, so long as they keep their trade quiet with Shogunate propulsion and lift systems — and the

29
EXALTED • THE OUTCASTE

results may force the two nations into an alliance of NONHOSTILES


convenience, if successful.
Sijan and Lookshy have a curious relationship indeed.
The Tri-Khan of the Delzahn horde is familiar first-
While officially neutral, Sijan often sides with Lookshy in
hand with the skill of Lookshy mercenaries — and this has
meetings of the Council of the Concordat, and Sijan has
made him more, rather than less, fond of them. On the
always paid the Seventh Legion a large permanent retainer
other hand, Lookshy strategoi admire the careful balanc-
and maintains several other long-term retainers. Lookshy,
ing game he has played between the Realm and the Guild,
in exchange, arranges for Sijan to bury many of its dead —
and while there are no formal alliances or even a perma-
normally in local crypts, rather than in Sijan — and a
nent mission in Chiaroscuro, Lookshy “merchants” are
contingent of the Morticians’ Order is a permanent pres-
welcome there, and high-ranking officers have been in-
ence in Trade District.
vited to sit at the Tri-Khan’s table — often across from
Relations between Nexus and Lookshy have been
imperial satraps and generals.
strained for centuries — Lookshy blames Nexus mercenar-
Several mercenary companies are more or less perma-
ies for several spectacular disasters during the Fair Folk
nently aligned with Lookshy — although independent
invasion, and the Council of Entities grows increasingly
units, their goals and methods are similar to the Seventh
tired of paying large sums of money to Lookshy for no
Legion, and they have often formalized this tacit under-
reason other than that the Emissary demands they do so.
standing. In exchange for mutual aid and information
Meanwhile, the Guild does all it can to quietly encourage
exchanges (and sometimes wintering space in Lookshy),
dissension between the two nations.
these companies agree to place terms in their contracts
The Hundred Kingdoms shift and change so quickly
requiring they not be committed to battles against Sev-
that to assign them any particular outlook toward Lookshy
enth Legion units. Units with these agreements are given
would be impossible — and, in any case, their military and
preferential treatment by training halls and arms dealers
economic power is small enough that even if they all really
and frequently have clients the Legion will not (or cannot)
hated Lookshy, there would be little they could do about
accept forwarded to them — with appropriate warnings
it. Despite this, Seventh Legion units operate carefully in
when necessary.
the Hundred Kingdoms — the region’s strife is legendary
but not inherent, and a strong enough leader could weld
SIDEREAL INTERFERENCE the region into a powerful economic and military power, at
The Sidereals have, for the most part, left least for a time.
Lookshy strictly alone, refusing to meddle in the Greyfalls is officially part of the Realm, but it is far
affairs of a city that has so much attention focused on enough away that its internal agendas and politics have
it. This is due partly to the simple difficulty of placing always been somewhat out of step with the Realm — and
pronouncements on the city — not only does it have Greyfalls’ position as regards the Seventh Legion has,
a larger concentration of higher-Essence beings than recently at least, been one of guarded neutrality. Whatever
just about anywhere other than the Imperial City is happening in Greyfalls, it does not appear to be a direct
and perhaps Great Forks, but the city and its inhab- threat to the Legion or to the Scavenger Lands — yet —
itants are already under the umbrella of a pair of and the Legion is happy to leave Greyfalls alone, so long as
powerful sealed edicts sealed by the hand of the this continues to be the case.
Maiden of Battles herself. Gethamane and Whitewall are far enough away from
Also, Creation is big, and there is much work to Lookshy that the field forces are only infrequently seen
be done. While Sidereals occasionally check in on there, but until recently, the two have had favorable
Lookshy to see what is going on — and there are relations with the Seventh Legion. The recent overtures
certainly many roles a Sidereal can take while stay- between Haslanti and Lookshy — and Haslanti’s increas-
ing in Lookshy — there are simply more problems ingly strident calls for conquest — have concerned both
and things to watch and take care of than there are nations, and the possibility of Seventh Legion involve-
Sidereals to watch them, and Lookshy seems to ment concerns them even more, however, and recently,
mostly take care of itself. contracts for military advisors and other services have
And, finally, there is always the question of been canceled or put on hold.
discovery. Even the Sidereals are not certain what
may reside in the city’s arsenals — though they have
ENEMIES
a better idea than even the master armorer does — Lookshy considers its greatest opponent, at the present
and even the most skilled of the Maiden’s servants time, to be the Mask of Winters and not the Realm. The
are not immune to a implosion bow’s bolts if they Mask of Winters has proven himself to be aggressive,
should hit. competent and equipped with extremely powerful weap-
ons — including Juggernaut, a construct or behemoth that

30
CHAPTER ONE • LOOKSHY AND THE SEVENTH LEGION

under nearly all circumstances — most of the General


Staff would rather enter into an agreement with the
LOOKSHY AND THE GUILD Anathema or the Deathlords than with the Fair Folk. This
Relations between Lookshy and the Guild have policy does not extend quite so far as to authorize immedi-
always had a tense edge — Lookshy strategoi are ate attacks on Fair Folk without provocation, especially in
quick to recognize Guild economic warfare for what neutral or allied lands.
it is, and the Guild has always been aware that its
mercenaries and bodyguards, however good or nu-
merous, are no match for Lookshy regulars or rangers.
THE SEVENTH LEGION
In almost every respect that matters, the Seventh
Furthermore, Lookshy’s political makeup and wide-
Legion is the populace of Lookshy — every citizen and
spread belief in the Immaculate faith renders the
helot serves a tour of duty upon reaching the age of
city much more difficult to influence subtly. Lookshy,
majority, and on the completion of their active military
meanwhile, is all too aware that, if the Guild ever
service, they become part of the Legion Reserve until they
decided to be unsubtle, it could wreak immense
are too infirm to continue military service.
damage on the city’s merchants and trade — and on
the revenues necessary to run the Legion. SEVENTH LEGION RANK STRUCTURE
As a result, while neither group particularly The Seventh Legion’s rank structure has remained
cares for the other, for a variety of reasons, neither stable, hewing closely to the original Shogunate design.
is willing to directly confront the other either. One change was made for the sake of continuity — an
Recent developments, such as the posting of Gavin archaic rank, taimyo, meaning “force commander” or
Bast to the Guild Directorate, have perhaps soft- “force leader,” was resurrected for officers in charge of a
ened the latent hostility somewhat, but field force. In practice, the term holds the same impor-
fundamentally, the Guild and Lookshy remain op- tance as general does, and chumyo is reserved for the
posite sides of the same coin — Lookshy as the officer currently in charge of the Legion as a whole.
paragon of military might and the Guild as the Mortal officers rarely rise above the rank of shozei,
principle trade power of the Second Age. and none have risen above kazei, but this is more due to
their lifespan and lack of Charms than any inherent
discrimination — taimyos are rarely younger than 130,
worries even the most confident strategoi. Lookshy de-
and most are skilled sorcerers as well as masters of several
votes more resources each year toward building up for a
Charm trees.
confrontation with the Mask of Winters and desperately
In addition to the ranks shown below, there are a
seeks weapons to use in that fight.
variety of other specialized titles used in particular situa-
The Realm is considered by many in Lookshy to be
tions: Sazei is “vessel master” — a ship’s captain, roughly
something of a joke — although individual commanders
equal to a shozei or kazei, while haizei is “skyship master”
may be worthy of respect, the Realm as a whole is seen as
— the commander of an airship, equal in rank to a shozei
somewhat decadent and soft — large and dangerous in the
or taizei. In all cases, the suffix -myo indicates a senior
way a wounded hippopotamus is dangerous but not fear-
officer — an admiral or general; -zei indicates a junior
some as a tiger or a jaguar is. This opinion is considered
officer — a field officer, leading troops in battle; and -chei
dangerous and foolish by those who have actually had an
indicates senior enlisteds.
opportunity to spend time with their cousins from the
Blessed Isle, but it is widely enough held to be the conven- ORGANIZATION
tional wisdom. Field forces are generally built along similar lines as
Relations with Linowan have always been strained at Realm legions, as shown below, but they rarely show the
best and have erupted into open war on several occasions — homogeneity found in the legions — a field force will have
the Linowan government is an imperial ally, and Linowan several different kinds of troops in its structure, allowing it
pirates and raiders attack Lookshy merchants with some more flexibility in response than Realm legions have.
regularity. Although one would expect this to endear Lookshy The Seventh Legion makes extensive use of plan-
in Haltan eyes, they have their own reasons for disliking the ning and specialized equipment to reduce workload
Seventh Legion. Lookshy punitive raids into Haltan lands and carefully cross-trains field soldiers in support
seeking after invading Fair Folk have occasionally failed to missions — most support troops are specialists or
distinguish between Haltans and Fair Folk with sufficient personnel associated with hauling supplies, etc. Arm-
clarity. Some Haltans say this oversight is deliberate, pun- ing the support units is generally considered a mark of
ishment for their treaties with the Fair Folk. desperation, but it is not normally a black mark on an
Lookshy makes no pacts with the Fair Folk, enters officer’s record.
into no contracts with them and considers them hostile

31
EXALTED • THE OUTCASTE

RANK STRUCTURE
English Equivalent Seventh Legion Responsibility
Shogun Shogun Entire Shogunate
Daimyo Daimyo Administrative Province
General Chumyo Legion
Field Force General Taimyo Field Force
Colonel Kazei Dragon
Major Shozei Wing or Dragon
Captain Taizei Talon or Wing
Lieutenant Chuzei Scale or Talon
Subaltern Chozei Training
Warrant Officer Shonai Technical Consultant
Over-sergeant Sochei Platoon Assistant
Sergeant Gunchei Fang (Senior Enlisted)
Specialist Haichei Technician/Specialist
Corporal Gochei Fang
Soldier Nitei Kill other guy for his country
Sorcerer-Engineer Wai Tan-Junai Create and maintain artifacts
Sorcerer-Technician Shugan-Junai Sorcery combat support and weapon and system
enchantment, repair and maintenance

Rank titles in bold are officers. The ranks in italics are senior officers and normally Dragon-Blooded, although
a handful of mortal kazei have served in the past.

THE GENERAL STAFF in size but averages 23. The chumyo is the leader of the
The General Staff is the Seventh Legion’s admin- General Staff, but he serves at its sufferance. A chumyo
istrative and command group. The General Staff is can be removed from his position if an undisputed
actually composed of two groups — the General Staff, majority of the General Staff agrees. While not a
composed of six senior officers and the Chumyo of the democracy in the formal sense of the word, the opinions
Legion, and the Administrative Staff, which fluctuates of Staff members are given careful weight by a wise

Unit Composition Commander Notes


Fang five soldiers gunchei or gochei None.
Scale five fangs (25 soldiers) chuzei or sochei Occasionally lead by a chozei — with
a senior gunchei standing watch over
the subaltern.
Talon five scales (125 soldiers) chuzei or taizei Independent talons are usually
reinforced with a scale of infantry or
specialists and up to a scale of support
personnel.
Wing five talons (625 soldiers) taizei or shozei Normally reinforced with up to a
talon’s worth of specialist units and a
support scale if operating independently.
Dragon two wings (1,250 soldiers) shozei or kazei Reinforced with up to three talons
worth of specialists or other units and
a support talon.
Field force five dragons (6,250 soldiers) taimyo Up to one dragon’s worth of specialist
and reinforcement units, mostly talon
sized, and a support dragon (or less,
though rarely less than two talons).

32
CHAPTER ONE • LOOKSHY AND THE SEVENTH LEGION

built. Although responsibilities frequently overlap,


each directorate is responsible for a different support
BONDS OF LOYALTY mission — the Adjutant General is responsible for
Good officers can inspire fierce devotion, personnel issues but takes into account the mandates
even fanatical loyalty, in their subordinates. A and recommendations of the Security, Intelligence
good officer not only rewards success — and and Justice Directorates.
brings it to the battlefield — she helps her sol-
diers develop their careers and skills. She THE DIRECTORATE OF THE ADJUTANT GENERAL
recognizes the causes of morale and disciplinary The Directorate of the Adjutant General is re-
problems and takes steps to prevent them. She sponsible for personnel and training issues in the
fairly punishes transgressors and allows for sec- Legion. From the day a child is born in Lookshy to the
ond chances when feasible. Most importantly, day an old retiree passes away, the life of a Lookshy
she stands behind her soldiers, come hell or high native is structured and approved by the Adjutant
water, if they are right. In return, her soldiers and General’s Directorate. The directorate makes sure
officers trust her and will follow her orders, even children are schooled, administers aptitude tests to
if they seem insane. determine a youngster’s strengths and weaknesses and
Units under good commanders can accom- counsels them on how they might best use those
plish impossible tasks, and officers in such units strengths in service of their career and the Legion.
frequently develop strong ties of loyalty. This The directorate assigns new soldiers to their first unit
can cause problems — some officers want to and manages their active-duty careers, moving sol-
remain with “their” commander long after they diers and officers between assignments to maximize
should have been promoted, while others refuse their potential and their utility to the Legion. When
to perform for a new unit commander, seeing him a soldier leaves active service, this directorate ar-
as an usurper or an outsider. Finally, these kinds ranges interviews with employers for citizens, provides
of bonds of loyalty can lead to reckless, or down- placement alternatives for helots and provides hous-
right stupid, behavior in support of a beloved ing for those unwilling (or unable) to rent. And in old
commander, and many senior officers are under- age, if there are no family members to provide for him,
standably cautious about the cults of personality the Directorate, under the Legion’s auspices, takes the
that can arise around popular leaders. Despite elderly soldier in, providing for his needs until he
these problems, the Adjutant General is nor- passes away, and then handles his funerary arrange-
mally loath to break up winning teams without ments in accordance with the Legion’s traditions.
good reason or as part of the natural flow of
events, believing the benefits of such groups of THE JUSTICE DIRECTORATE
officers outweigh the risks. The Justice Directorate enforces Legion and
Shogunate laws and regulations in Lookshy and wher-
ever else the Seventh Legion travels. The directorate
chumyo, even beyond any respect held for officers who justicars, in their white robes or armor, keep the peace
average over a century of battlefield experience. in Lookshy, responding quickly to any disturbance.
General Staff members generally also hold senior Although empowered to handle minor infractions on
positions — commanders of the field forces, guard units their own, major crimes are investigated by and their
and directorates are normally members, as is the base trials presided over by judges, officers assigned to the
liaison officer. Although once there was a strict structure Justice Directorate because of their strong sense of
to both the General and Administrative Staff, those balance and fair play and their encyclopedic knowl-
strictures have given way with passing centuries. The edge of Legion statutes and tradition.
General Staff is less of a proper staff and more of a council Although summary judgments handed down by the
of elders, advising the chumyo as much as they conduct investigating justicar or judge are the norm, any soldier
day-to-day business. or officer can demand a proper trial before a tribunal of
officers. In such cases, an advocate is appointed by the
THE DIRECTORATES Justice Directorate to serve as a counsel and investigator
Seven directorates form the Seventh Legion’s for the defendant, should she so wish. Some choose to
support structure, making sure combat units are sup- allow friends or superior officers to act as their counsel or
plied with the tools they need to perform their job. investigators, or both, and this is normally allowed, so
Each directorate is lead by a taimyo, and they are the long as their requests don’t unduly degrade the readiness
fundamental structure around which Lookshy life is of the Legion. Once a decision has been handed down,

33
EXALTED • THE OUTCASTE

THE GUNZOTA INCIDENT


In RY 615, the General Staff and a number of narrowly averted. Adjutant General Teresu lead a
senior commanders met at the Gunzota Redoubt — at small coalition of officers who still believed in the old
the time, the redoubt closest to Greyfalls, located in ideals of the Legion, who quietly arranged for trouble-
the cleft between the Rock Rivers. One officer, the makers and corrupt officers — those they could reach
Adjutant General Teresu Hightower, was absent, — to be transferred to Gunzota Redoubt, which was
held up by a malfunctioning sky chariot. On dawn of remote enough to keep them safely out of the way but
the third day of the week-long meeting, a First Age important enough not to seem a slight. After a decade
weapon stored in the redoubt’s armory detonated, — when the first transfers were due to expire — they
instantly transmuting every living thing in a two-mile put the operation’s second phase into action, calling a
radius into imperishable amethyst. General Staff meeting at the redoubt. When everyone
In the weeks that followed, the handful of remain- — except most of the conspirators — was there, they
ing unit commanders, taimyo and directorate chiefs detonated a First Age weapon, killing everyone, in-
gathered to reconstruct what had happened — and to cluding those who set off the weapon, instantly.
rebuild the General Staff. Adjutant General Teresu Although Hightower’s actions are not known,
was elected chumyo, a post he held for 50 years until enough Dragon-Blooded alive at the time remember
resigning. Hightower died two years later, command- the days preceding the incident — though not fondly
ing an expedition against the Fair Folk. — and suspect that the “accidental” discharge was
That’s the publicly available story and one that no accident. Whether they believe it to have been
Creation has taken at face value. The truth is some- an accident or a deliberate attack, most are grateful
what more complex. For half a century prior to 615, the it happened. Since the incident, the Legion has
Legion had grown increasingly insular and political — been able to severely curtail nepotism and corrup-
cronyism and nepotism were rampant, ranks could be tion, at least at the higher ranks, and most feel
purchased, and while still publicly respected, numerous Lookshy is far better off for it, despite the losses
scandals involving the prominent Gentes were only involved, both in men and material.

34
CHAPTER ONE • LOOKSHY AND THE SEVENTH LEGION

appeals are limited — a soldier can appeal on the basis of


gross violations of procedure or on the basis of new INTERACTING WITH THE DIRECTORATES
evidence before sentence is carried out.
Although the directorates can certainly be
THE SECURITY DIRECTORATE portrayed as an Orwellian monstrosity of surveil-
lance and preplanned existence, with the
The Security Directorate is responsible for coun-
directorates monitoring everything a Lookshy citi-
terintelligence and military security in the Seventh
zen does, that is not the intent. The directorates
Legion’s holdings. While it works closely with the
prefer (in the canon Exalted setting) to operate as
Justice and Intelligence Directorates, it is an indepen-
subtly as possible and generally do take the rights
dent arm of the Legion and fiercely defends its
and desires of Lookshy’s natives seriously, interfer-
independence, pointing out that while its mission is
ing only when necessary.
similar to those of Justice and Intelligence, there are
This is partly out of a sense of duty to Legion
also significant differences. It is not always the case that soldiers and partly out of a sense of entitlement on
a spy is what is needed to catch a spy, nor can investi- the part of the citizens and helots, but the real
gations into security breaches be conducted in the same reason is simple expediency. Using a light touch
fashion as an ordinary criminal investigation. whenever possible is good for morale and helps to
THE STORES DIRECTORATE prevent serious dissension and rebellion. Soldiers
who feel that they are being treated well, that they
The Stores Directorate is responsible for manag-
have choices in their career and that they are
ing and disbursing the Legion’s physical resources,
respected will fight nobly and, if necessary, die
from tent pegs and arrows to the most powerful First
valiantly. Soldiers who are unhappy, treated poorly
Age weapons of mass destruction. It is the largest (or feel they are) and subject to poor leadership and
single directorate, numbering hundreds of bursars, overly harsh discipline have a distressing tendency
accountants, warehouse managers, supply sergeants to desert, revolt, kill their officers and otherwise
and others in its ranks. misbehave. Such troops can be kept in line only
Two Stores Directorate groups are of concern to through the use of heavy discipline (which further
Dragon-Blooded — the sorcerer-engineers and the mas- degrades morale) or the use of specialized, expen-
ters of the arsenal. The sorcerer-engineers are the sive-to-maintain Charms.
primary producers of new artifacts in Lookshy and are So, while the Legion bureaucracy isn’t perfect
all master craftsmen and smiths in addition to their — there are soldiers who fall through the cracks
skills in sorcery. The masters of the arsenal are in and others who resent their lot and the Legion —
charge of the Legion’s many artifacts — they repair there is a general sense in Lookshy that the direc-
artifacts broken beyond the skill of field sorcerer-tech- torates genuinely care for the people they serve.
nicians, train users in their correct operation and keep People believe that when there is a problem, if a
meticulous records of the Legion’s assets and where soldier cannot go to her superiors, she should get in
they are currently assigned. touch with the appropriate directorate and it will
attempt to sort things out and make things right.
THE OPERATIONS DIRECTORATE
The Operations Directorate is responsible for the
actual functioning of combat units — its members
devise long-term strategies, formulate policy direc-
THE LIAISON DIRECTORATE
tives for the General Staff and facilitate dissemination The Liaison Directorate handles the civil affairs
of information between the directorates and the field and administration of Legion holdings — this is prima-
forces. Most strategoi are part of Operations, and they rily the city-state of Lookshy and the redoubts, but it
are responsible (in part) for analyzing every battle also includes any temporary encampment. The liaison
fought, looking not only for what went right, but more officers interact with local governments to secure pro-
importantly, what went wrong, how it could have cost visions and to rent land for encampments, to arrange
the Legion and how to prevent it from happening safe passage rights and to negotiate settlements in any
again. The strategoi also plan elaborate war-game disagreements between the Legion and locals.
scenarios — some fought out on giant simulation THE INTELLIGENCE DIRECTORATE
tables, others in the field, often with the aid of troops
Intelligence is concerned with gathering infor-
from the Marukan Alliance or Great Forks acting as
mation about current hostilities, potential threats
opposition forces.
and the existence of new threats the Legion didn’t

35
EXALTED • THE OUTCASTE

know about before. It employs more spirits, elementals often works against it, for the Legion’s restrained
and demons than any other group in Lookshy (ex- fighting brings less blood to her than she would like.
cept perhaps the Stores Directorate during times of Sunipa, Goddess of Soldiers (see sidebar), considers
high production volume), and its agents are ex- herself the Seventh Legion’s patron, though few in
tremely well trained. Intelligence is less concerned Lookshy worship her, and she watches over the Le-
with battlefield operations —it leaves that to the gion, interceding on its behalf in the Celestial
scouts and the rangers — and more with conven- Bureaucracy when she feels it is necessary. Gods of
tional intelligence operations: recruiting agents in innovation, sorcery, learning and commerce are often
foreign countries, gathering what publicly available interested in Lookshy, for a variety of reasons.
information can be had and intercepting (when pos- While Vanileth seemingly has little interest in
sible) foreign communiqués. magical flight in the present day, his satrap Relza (see
Ruins of Rathess, p. 69) still looks with favor upon the
THE GODS OF THE LEGION Sky Guard of Lookshy and has taken steps to protect it
Just as Tien Yu and Tu Yu watch over the city of in the past. Curiously, the skies above Lookshy are
Lookshy, so to do a host of gods watch over — or at often crowded with dematerialized birds of Vanileth,
least have more than a passing interest in — the despite the small number Relza controls. Whether
Seventh Legion. Vanileth himself keeps an eye on the city or some
Most obviously, all of the war gods are interested other of his satraps have taken to observing the city —
in the happenings in Lookshy — though Siakal more and for what reason — remains unknown.

SUNIPA, WAR GODDESS OF THE EAST


Description: Sunipa is related to Shield of a +2), Melee 5 (Spear +1, Sword +2) Occult 2 (War
Different Day (see Scavenger Sons, p. 80), and Magics +2), Resistance 2, Stealth 4 (Ambush +2)
they once fought side by side. Her hair is silver- Backgrounds: Allies (Sun Guards) 4, Cult 5, Follow-
gray, and her eyes jet. She carries a powerful fire ers (Mercenaries and Soldiers) 5, Influence 3
lance, called Delicate Scarlet Blossom, and a sword Charms: All listed Charms
whose blade is carved from a crystal of ice from the Cost To Materialize: 60
Far North that neither melts nor freezes. Her armor Base Initiative: 17
is forged of impossibly fine steel. She is patron to Attack:
soldiers and officers and any who fight as part of a Divine Daiklave (Neverfrost): Speed 22 Accuracy 20
larger organization, instead of alone or in a small Damage 15L Defense 20
band. She rewards those who apply force with Fire Lance (Delicate Scarlet Blossom): Speed 17
precision, using only as much as needs to be used to Accuracy 18 Damage 18L (Rate 2, Range 750)
reach a goal and has no love for battle for its own Dodge Pool: 13 Soak: 28B/29L (Dragon armor,
sake, which sometimes sets her at odds with Ahlat 20B/25L)
and continuously with Siakal (see Games of Di- Willpower: 8 Health Levels: -0/-0/-0/-0/-0/-0/-
vinity, pp. 21-23). 1/-1/-1/-1/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-2/-2/-2/-2/-2/
Sanctum: Sunipa lives in the Celestial City of -2/-2/-4/-4/-4/-4/-4/-4/-4/-4/Incap
Yu-Shan like the other war gods. Her mansion is a Essence: 5 Essence Pool: 102
vast command-and-control complex, closely guarded Other Notes: Delicate Scarlet Blossom is self-pow-
and heavily fortified, from which she monitors the ered and regenerates 4 motes of its 20 mote store
conflicts of the East. Her direct servants are an ever- each turn. Its attacks are equal in power to a warstrider
dwindling legion of automaton warriors. fire lance (see p. 59), with triple normal range.
Nature: Paragon Neverfrost ignores a target’s first 10 points of lethal
Attributes: Strength 8, Dexterity 10, Stamina 8, soak from any source. Sunipa’s armor has the same
Charisma 8, Manipulation 4, Appearance 7, Percep- abilities as a suit of dragon armor (see p. 54). She has
tion 6, Intelligence 5, Wits 7 been known to wear a warstrider (30B/30L soak,
Virtues: Compassion 2, Conviction 4, Temperance armed with two medium Essence cannons, otherwise
3, Valor 5 identical to a royal warstrider) called Dreadful Ne-
Abilities: Archery 4 (Fire Lance +2) Athletics 3, cessity into battle. Her servants, the Sun Guards, are
Awareness 3, Brawl 4, Dodge 3, Endurance 4, Linguis- equal to Brass Legionnaires (see Creatures of the
tics (Native: Old Realm; Forest-tongue, Guild Cant, Wyld, p. 103), and she is normally accompanied by
High Realm, Low Realm, Riverspeak) 5, Lore 3 (War a dozen of them.

36
CHAPTER ONE • LOOKSHY AND THE SEVENTH LEGION

The Maiden of Battles has little to say about the Lookshy’s stores of magical knowledge are limited, but
Seventh Legion, but her actions perhaps speak louder the Seventh Legion takes ruthless advantage of them.
than words — there are at least two proclamations of Nearly one in six Dragon-Blooded has some knowledge of
destiny, sealed by her hand, that are still in action — sorcery, and sorcerer-technicians are integrated into the
one from early in the First Age and another, more recent field forces at the wing level and even lower — most
petition put in place only eight centuries ago. special-operations units have at least a single sorcerer, and
Although Lookshy’s stance on the Celestial Bu- large units have as many as a dozen, though this is rare.
reaucracy does not make it a truly safe harbor for those Mortal sorcerers and wise men are also carefully inte-
who have abandoned their posts (since they face cen- grated into most units — and are nearly as common. Most
sure or even extradition to Yu Shan if the chaplains can soldiers have a passing knowledge of minor charms that will
get anyone there to listen), nonetheless small numbers keep a blade sharp or straighten an arrow’s shaft, but each
of spirits have made their home in the city. Most unit is assigned adepts who have studied further, learning
notably, the Sun Lions, a mercenary company lead by a wards against observation and spells that bring in the fog,
celestial lion, makes its winter home in Lookshy and cause clouds to dim the sun’s fury or cleanse wounds. Larger
maintains a small training and security garrison in the units have access to masters of spells, who can summon up
city year-round. Other spirits, mostly of a martial na- the rains, bind minor demons or curse enemy bowstrings.
ture, have also made Lookshy their home, beyond those The Legion looks on sorcery as a tool, rather than a
who would live in the city because it is their assigned quest into dark secrets. Sorcerers find themselves less iso-
post in the Celestial Bureaucracy. lated from Lookshy society than is common in the Realm.
While they are certainly respected, it is the same sort of
THE LOOKSHY ACADEMY OF SORCERY respect given to a weapon master, a warstrider-wearer or a
Lookshy makes more use of sorcery than most other strategos — the respect due the master of a trade, someone
organizations in Creation — a larger percentage of who has conquered a weapon in service of the Legion.
Abyssals and Sidereals are sorcerers, but Lookshy has Some spells are kept from most sorcerer-techni-
more of them, rivaling the Realm (with more than three cians, in an attempt to reduce the isolation they bring
times Lookshy’s Dragon-Blooded population) in terms of upon themselves. Spells that deal with summoning,
total numbers of sorcerers. binding or dismissing demons or other spirits and similar

37
EXALTED • THE OUTCASTE

SPELLS AVAILABLE TO LOOKSHY SORCERERS


Lookshy’s limited supply of grimoires means that its Purifying Flames Ritual of Elemental
supply of spells, while large, is not limitless. Exalted Empowerment
sorcerers from Lookshy have access to the following Shadow Summons Song of the Waves
spells — they may, at the Storyteller’s discretion, have Spirit of Might Spirit Sword
Spoke the Wooden Face SproutingShacklesofDoom
access to other spells as well, but they should have a
Stalwart Earth Guardian Sting of the Ice Hornet
reason why they haven’t provided a copy of that spell for Thunder Wolf’s Howl Tongue of the Element
the main archives. Spells listed as “limited access” are Spirit
not normally taught to sorcerer-technicians — they are Unconquerable Self Unstoppable Fountain of
reserved for the sorcerer-exorcists and select members of the Depths
the Chaplainry. The Violent Opening of Virtuous Guardian
From the Exalted main rulebook Closed Portals of Flame
Death of Obsidian Butterflies Emerald Countermagic Water from Stone Written Upon the Water
Impenetrable Frost Barrier Infallible Messenger From Caste Book: Twilight
Invulnerable Skin of Bronze Stormwind Rider Peacock Shadow Eyes
From The Book of Three Circles From Savage Seas
Cirrus Skiff Coin of Distant Vision Calling the Wind’s Kiss Mast Shattering Spell
Commanding Presence of Fire Commanding the Beasts Limited access spells
Dance of the Smoke Cobras Disguise of the New Face Calling the Stalwart Servitor (The Book of Three Circles)
Dragon of Smoke/Serpent Flight of the Brilliant Demon of the First Circle (Exalted main rulebook)
of Flame Raptor Lesser Golem (The Book of Three Circles)
Flying Guillotine Incantation of Effective Open the Spirit Door (Games of Divinity/Exalted: The
Restoration Sidereals)
Magician’s Pleasant Path Mirror of Bending Light Summon Elemental (Exalted main rulebook)
Paralyzing Contradiction Plague of Bronze Snakes

spells are the province of sorcerer-exorcists, an elite Ashigaru


band of sorcerers closely aligned with the chaplains of Highly trained mortal soldiers armed with artifact
the Immaculate faith. Sorcerer-exorcists and their mor- weapons and armor intended for mortal use, normally
tal counterparts are often treated with some trepidation deployed as heavy shock infantry, as fire support or as
by the rest of the Legion, as much for their fanatical a heavy mobile reserve to shore up weakening lines.
devotion to maintaining the Celestial Order as for the Ashigaru are extremely rare outside of Lookshy, which
secrets they have learned. deploys one talon of ashigaru in each wing and addi-
The Academy of Lookshy is open to any Lookshy tional scales that are assigned to units with large
citizen who wishes to learn sorcery — there are classes Dragon-Blooded contingents.
in mortal sorcery and Terrestrial Circle principles. Only Equipment: Ashigaru battle armor; fire lance, shock pike
those who have mastered four Terrestrial Circle spells or storm lance; slashing sword; possibly other artifacts
are granted the title sorcerer-technician, or shugan- (usually weapons).
junai — equivalent in rank to a taizei. The rank of Gunzosha
sorcerer-engineer, or wai tan-junai, is not based on Elite mortal soldiers that have been surgically implanted
mastery of spells, but on an overall knowledge of First and ritually prepared to use the fabled gunzosha armor,
Age lore, spellcraft and mastery of craft — sorcerer- these soldiers are almost a match for Dragon-Blooded
engineers must be smiths or artisans, as well as sorcerers. champions, but the cost they pay for this might is a dear
one — there are no old gunzosha. The Seventh Legion is
LOOKSHY SPECIAL FORCES nearly the only force in Creation to deploy any number of
Most nations deploy at least limited numbers of spe- gunzosha, attaching one talon to each dragon — smaller
cial forces units — these are highly trained elite forces units sometimes act as support troops for warstriders and
(normally treated as superior opponents, as described Dragon-Blooded champions.
above). Some will be heroic mortals, and special forces are Equipment: Gunzosha combat armor; fire lance, shock
often lead by champions of one sort or another — Dragon- pike or storm lance; great sword or great axe; occasion-
Blooded, Wyld-tainted, God-Blooded, minor spirits or ally a target shield; often other artifacts.
elementals. Most units of this type are scale sized, and few Rangers
are larger than talon sized — a talon of gunzosha is equal Rangers are the premier special operations units of the
in fighting power to a dragon of normal infantry. Second Age, performing hazardous reconnaissance,

38
CHAPTER ONE • LOOKSHY AND THE SEVENTH LEGION

TROOP QUALITY
In most armies, unit quality is largely based on how much time the units actually spend in combat or preparing
for combat. Reserve and levy units tend to be weak opponents type extras (see Exalted, p. 241), as are units that
are largely for show — they may drill excellently, but they don’t fight well. Seasoned forces that have seen some,
or even extensive, battlefield experience are normally competent opponents type extras — they will react
intelligently, fight bravely and die valiantly, but against Exalted opponents, they will die. Only the most
experienced and competent units should be treated as elite opponents — these are physically and mentally superior
troops training full time for war. Superior opponents are special troops, culled out of best units and given the best
training and additional equipment. They should not be treated as extras, making them substantially tougher in
combat. Units of superior opponents are frequently lead by heroic mortal, Terrestrial Exalted or God-Blooded
commanders. There are handfuls of units composed entirely of heroic mortals, Exalted, God-Blooded and the like,
but they are exceedingly rare.
Lookshy regulars are normally elite opponents, although some should be considered superior. In particular,
ashigaru and gunzosha units are almost always superior. Natives of Lookshy are normally competent extras, but
some will have maintained their fighting skills at the elite level, and there is always the chance of running into
an ex-gunzosha just back from having his amulets removed.

Superior Opponents
Ninjas, rangers, battle-hardened Tiger Warriors
Base initiative 8, 8 dice in any relevant combat dice pools.
Valor 5, Willpower 7
Normal health levels — not treated as extras for purposes of taking damage

infiltration, sabotage and assassination missions.


Lookshy rangers who must move openly travel in fang-
sized units and are always masked
to obscure their identity — often
these masks are enchanted to
further hide the rangers’ pres-
ence. Lookshy rangers are
normally heroic mortals or
Dragon-Blooded, but
there are also numbers of hu-
man appearing God-Blooded
and Wyld-tainted amongst
their ranks.
Equipment: Highly variable,
based on mission. Often ashigaru
or gunzosha equipment; infinite
weapons are highly prized; bows
are very common. Many rangers
are Essence channelers and carry
daiklaves or other artifact gear.
Often mounted.
Artillery Engineers
Artillerists are responsible for ar-
tifact siege equipment — weapons
such as implosion bows, siege-
weapon equipped warstriders and
defensive artifacts such as haze
shields. Lookshy normally Gunzosha
deploys one talon of
Ashigaru
artillerists per dragon, and

39
EXALTED • THE OUTCASTE

additional scales of artillerists are assigned


at the wing level.
Equipment: Typically as combat or
siege engineers, with the addition of
various artifacts.
Warstriders
Warstrider units are normally de-
ployed against large-scale threats
or as siege weapons, but they see
plenty of field duty as well.
Lookshy’s deployment is two
“fangs” (actually talon-sized in
strength, but deploying five
warstriders) per dragon. With
close to 20 Dragon-Blooded, a
fang of rangers and two scales of
ashigaru or gunzosha, warstrider fangs
are potent forces even without their
giant war machines.
Equipment: Warstrider (usually
common); otherwise variable —
artifact weapons are common, but
a warstrider’s weapons and equip-
ment are largely based on personal
preference.
Dragon Warriors
“Dragon warriors” is a general term
for a band of Dragon-Blooded sup- Warstrider
ported by elite mortal forces. They
are often held in reserve, but smart generals use them as THE FIRST FIELD FORCE
high mobility shock forces. Lookshy dragon warrior units Description: Based around the Seventh Legion’s recon-
normally wear dragon armor and are similar in overall naissance and special operations units, the First has grown
structure to warstrider fangs. Normal deployment is three into a well-armed, well-supported field force. Combining
dragon warrior “fangs” per dragon — this is sometimes high mobility with commanding striking power, the First is
flipped with the warstriders (two dragon warrior fangs, frequently deployed into the most dangerous environments.
three warstrider fangs). Commanding officer: Taimyo Karal Linwei (General Staff)
Equipment: Highly variable. Many units are equipped Armor color: Red
with dragon armor, but this is not universal, and personal Motto: First In!
weapons and equipment are largely based on preference. General makeup: Skirmishers and reconnaissance units,
with a solid core of heavy units. Reinforced with warstrider,
UNITS OF THE SEVENTH LEGION combat engineer, dragon warrior and ranger units.
Officially, the Seventh Legion is titled “the Seventh Overall quality: Superlative
Legion of the Dragon-Blooded Shogunate (Reinforced)”
and is a single legion. Unofficially, this is seen by many as THE SECOND FIELD FORCE
a polite legal fiction, increasingly irrelevant in the modern Description: The Second is a battlefield unit, rein-
day — even those who politically support the Shogunate’s forced with scouts and harassers. It is intended to engage
return believe the General Staff should simply acknowl- Second Age forces in open combat and is usually rein-
edge that the Seventh Legion long ago surpassed anything forced with special operations units from the Home Guard.
resembling a legion in organizational strength and should Commanding officer: Taimyo Yushoto Marana
re-name it to accommodate deployed reality, rather than Armor color: Forest green
an ideal long ago passed into myth. As a result, many units Motto: Ever Resolute!
are informally referred to as “legions” in casual speech or General makeup: Heavy infantry with archers, reinforced
the vernacular. with horse skirmishers.
Overall quality: Excellent

40
CHAPTER ONE • LOOKSHY AND THE SEVENTH LEGION

Armor color: Silver


Motto: Always Forward
MOUNTS General makeup: Mixed.
Lookshy’s long-standing alliance with the Overall quality: Excellent
Marukan Alliance gives it access to the Marukani
breeding stocks in ways few other nations have. The THE LOOKSHY HOME GUARD
yearly retainers of the Marukan Alliance are only Description: The Home Guard is the Seventh Legion’s
partly paid in silver — the rest is in fine horses, mobile reserve. Many special operations units and specialist
including breeding mares and stallions. Marukani forces temporarily attached to larger forces for particular
horse breeders work closely with Lookshy sorcerers to missions are drawn from the Home Guard. The Home Guard
improve the various breeds — in particular, they are has the largest supply of First Age weapons and equipment,
currently working to improve the number of Marukani although the First and the Manse Guard are close.
finest that are born and survive to adulthood. Commanding officer: Taimyo Maheka Varil
Because of this, Lookshy cavalry and scouts are Armor color: Purple
often mounted on Marukani steeds (see Scavenger Motto: Steadfast
Sons, p. 88) although both battlers and Marukani General makeup: Heavy infantry and archers, with a
finest are in low supply. Swifts and scouts are com- heavy reinforcing of specialist units of all kinds.
monplace, however. Overall quality: Superlative
Dragon-Blooded of the Seventh Legion will
typically not ride Marukani steeds — the Terrestri- THE SEVENTH LEGION RESERVE
als simply kill mounts too quickly to waste fine
horses on them. When possible, Dragon-Bloods ride
(THE GRAY LEGION)
automaton horses, God-Blooded mounts that can Description: The Gray Legion has not been called up
withstand their lethal animas or artifact mounts of in full in over three centuries. Every native of Lookshy who
various sorts. has finished active duty is a reservist — all told, nearly six
field forces worth of reservists, although actually calling up
that many would be a serious strain on Lookshy’s economy.
Though organized into units, reservists are normally called
THE THIRD FIELD FORCE up individually or in small groups and integrated into
Description: The Third is reinforced and designed to existing units. Reserve units are very light on Dragon-
engage in siege warfare and monster hunting —it has more Blooded or First Age equipment.
heavy weapons than any other field force and has fought Commanding officer: Taimyo Taroketu Stonefist
countless battles against Wyld creatures and behemoths. Armor color: Gray
Commanding officer: Taimyo Maheka Lespa (General Motto: None
Staff) General makeup: Mixed.
Armor color: Jade green Overall quality: Good
Motto: Death Before Dishonor
General makeup: Heavy infantry with archers, reinforced SEVENTH LEGION NAVAL FORCES
with warstriders and combat engineers. Description: Although large on paper, the Lookshy
Overall quality: Excellent Navy is no match for the Realm navy outside of its small
purview — any of the Realm’s massive fleets outnumbers
THE FOURTH FIELD FORCE Sirel’s entire navy, and while Lookshy triremes are well-
Description: The Fourth was originally organized in equipped and -manned, they are dreadfully outnumbered.
similar fashion to the Second, but over the last century, the For its primary missions — escorting Lookshy merchant
Fourth has become a center for experimental units and ships and patrolling the Yanaze and the nearby Inland Sea,
limited deployment forces. As a result, the Fourth has a large the Lookshy navy proves adequate.
number of small, semi-independent units that are parceled Commanding officer: Admiral Sirel Sogrun
out on contracts that no other field force would want to Armor color: Navy blue
touch. Although transfers out of the Fourth are not uncom- Motto: None
mon and attrition rates from casualties are higher than with General makeup: Naval marines and sailors.
the other field forces, the Fourth never wants for troops — Overall quality: Good
more than one officer’s career has been made in the Fourth,
and the Fourth has a higher rate of granted citizenships for THE SEVENTH LEGION SKY GUARD
helot troops than any other unit in the Legion. Description: The Sky Guard is the only function-
Commanding officer: Taimyo Teresu Zen Wu ing fleet of First Age airships remaining in Creation.

41
EXALTED • THE OUTCASTE

While recent losses have reduced their capability, they


are still a fearsome asset for the Seventh Legion — but
not in raw fighting power. Although no nation would
THE KARALA
want to see a Skywolf-class craft floating over its capital, The Karala are a tribe of semi-civilized herd-
the Seventh Legion prefers to use its skyships for trans- ers who reside in the savannas outside of Larjyn.
port and force deployment, rather than directly on the Their relationship with the Seventh Legion is
battlefield. Skyships are simply too expensive to repair predicated around a shared love for song, fiercely
or to replace to allow them to be lost in any but the most fought battles and a good dose of enlightened self-
vital battles. interest and is one of the stranger — and more
Sky Guard units are in constant demand, and as a powerful — alliances the Seventh Legion has
result, they are frequently in need of maintenance and forged over the centuries.
often in need of repair — there are simply too many At the end of each winter, 700 Karala make
missions and not enough air transports to provide for the their way from the Larjyn Legion outpost — the
need. The Stores Directorate works closely with Opera- most remote of all permanent Legion fortifications
tions and Taimyo Nefvarin to keep the fleet as close to full — hundreds of miles to Lookshy or to a redoubt.
readiness as possible, but especially after a major deploy- There, they begin 10 years of service to the Legion,
ment, an unexpected call for air assets could leave Lookshy where they are taught the arts of war. When their
sorely lacking in resources. service is over, most survivors return to their town-
Commanding officer: Taimyo Nefvarin Shou-Yu ships and take on the duties of adults — marrying,
Armor color: Sky blue raising children and defending the herds from raid-
Motto: Lightning in the Night ers. They bring with them fine weapons and their
General makeup: Air marines and sky sailors. pay (which, over 10 years, is substantial). As a
Overall quality: Excellent result, the Karala have grown from a minor tribe
into one of the most important “barbarian” peoples
THE LOOKSHY MANSE GUARD in the plains around Larjyn. A handful each year
Description: The Lookshy Manse Guard is the last choose to remain in service to the Legion — most
line of defense for Lookshy. Although well-armed, the become citizens five years after that, and Karalan
units assigned here are primarily mortal — deployment blood is increasingly common in Lookshy.
patterns have favored placing Dragon-Blooded in front- The Karala are excellent scouts and skirmish-
line combat units whenever possible, and as a result, ers, and they can move over plains or other level
only the barest minimum needed to operate Lookshy’s ground nearly as fast as cavalry can. They are also all
various defensive systems are assigned to the Manse but incorruptible — Karala warriors are well aware
Guard. The Manse Guard has never been deployed in of the good deal they have going and would never do
the field — indeed, “Calling out the Black” is synony- anything to mess it up.
mous in Lookshy slang for something that would never,
could never, happen.
Commanding officer: Taimyo Bukane Winter Rose Recruits receive a year of intensive training designed
Armor color: Black not only to raise them to the Legion’s exacting standards,
Motto: Never Surrender! but also to weed out any potential problems. After a year
General makeup: Bulwark infantry and archers, specialist of instructors riding them day and night, the only people
units. who graduate to Legion membership are those who want
Overall quality: Elite to be there.
Foreign legion units are normally neither as well-
THE FOREIGN LEGIONS equipped nor as disciplined as their field force counterparts
Lookshy maintains a number of units on the outskirts — this is especially true of artifact weapons, which are in
of the Scavenger Lands — and in other parts of the East — precious short supply in the janissary forces. Most foreign
that are not part of the Seventh Legion’s official order of legion units are dragon sized or smaller — this makes it
battle. Known in Lookshy as foreign legions, or sometimes easier for them to pose as independent mercenary units,
janissary legions, these units are composed primarily of and many spend much of their time doing just that. Other
foreigners — former janissaries, ex-mercenaries, runaway units are assigned to redoubts as garrison units, freeing up
slaves, criminals and bandits trying to escape prosecution or field force units for combat duty. Currently, no redoubt
seeking redemption and a host of others. The only thing is manned completely by janissary units, although plans
they all have in common is a desire to leave their former lives to open a remote redoubt outside of Larjyn, staffed
behind — soldiers of the janissary legions are shielded from entirely by Karala tribe members, have been on the
their former existence, so long as they maintain discipline. drawing board for two decades.

42
CHAPTER ONE • LOOKSHY AND THE SEVENTH LEGION

REDOUBTS any attempt by the Mask of Winters to move on the


Scavenger Lands.
Six redoubts have been built in various parts of the
Nasaru Redoubt
Scavenger Lands on lands permanently deeded or secured
Located on the edge of the Hundred Kingdoms, Nasaru
with centuries-long leases from the countries they are
Redoubt is the newest and smallest redoubt, intended to
located in. Each is a combination of fortress, supply depot,
replace Gunzota Redoubt. Nasaru is less than a century
command center and staging area for the Seventh Legion.
and a half old and sits three weeks journey from Greyfalls,
They are safe locations to which Sky Guard units can
six weeks from Metagalapa and two from the remains of
deploy troops, facilities that field force units can retreat or
Gunzota Redoubt. The redoubt commander normally has
evacuate wounded troops to and storage dumps for Legion
about three dragons of infantry available, most of it foreign
equipment and supplies. Each is commanded by a taimyo,
legion, in addition to a fang of warstriders and assorted
and operated semi-independently — while expected to
other small units.
obey the General Staff’s directives, redoubt commanders
Nechara Redoubt
are also expected to show initiative in using the forces
The most remote redoubt, Nechara is a small outpost,
under their command.
important mainly for its proximity to many of the smaller
Four redoubts (and one inactive one) are listed here
Southeastern city-states. Assignment to Nechara is seen
— the remaining two are reserved for Storytellers to
either as an opportunity or as a punishment, depending on
invent as they need.
the officer’s demeanor — it is certainly true that it is not
Marukan Redoubt
considered a plum posting by the Adjutant General, how-
The oldest and largest redoubt, Marukan resides on
ever. Nechara Redoubt normally posts one field force
the Grey River’s banks, two weeks march from Varsi.
worth of troops, mostly Foreign Legion, and is less well
The fortifications of Redoubt Marukan are very old,
equipped than most redoubts.
built around a level 5 Fire Manse and constructed with
Marin Bay Redoubt
Shogunate-era techniques. With over 10,000 perma-
Marin Bay Redoubt is based out of an ancient harbor
nent residents, not counting locals, and two field forces
fortress (a level 4 Water Manse) and serves not only the
worth of Legion troops, janissaries, allied mercenaries
Seventh Legion’s field forces, but also the Lookshy navy.
and Marukani cavalry stationed at the redoubt at any
There are substantial dockyards and construction facilities
time, Marukan Redoubt is a sizable thorn in the side of

43
EXALTED • THE OUTCASTE

located here, and four slips capable of refitting First Age


vessels are located inside the redoubt itself, out of public
PERFORMANCE CHARMS
view. The great sea doors that protect access to those slips TIRELESS FOOTFALLS CADENCE
have been open, and the slips empty, for centuries, save on
Cost: 2 motes per fang
the infrequent basis that Lookshy needed to refit a ship
Duration: Instant
here, instead of at Lookshy itself — but for the last five
Type: Simple
years, the slip doors have been closed and security tight-
Minimum Performance: 3
ened. Ground forces at the redoubt consist of several
Minimum Essence: 2
dragons of heavy infantry, but they are reinforced by the
Prerequisite Charms:Memorable Performance Technique
equivalent of 10 wings worth of marines.
The songs of the Dragon-Blooded can inspire even
Gunzota Redoubt
the most slovenly unit to incredible feats of endurance. As
Sometimes known as the Lost Redoubt, Gunzota is a
her unit sets out upon the road (the song must be started
ghost fortress. The weapon used to change every living
with the march), the Terrestrial raises her voice in song,
thing in it to imperishable amethyst still functions, leech-
singing tales of the unit’s glory, the prodigious feats it has
ing the Essence from the air and the ground and instantly
accomplished and the justified vengeance it is going to
converting everything that enters its area of effect into
wreak upon the enemy when it arrives. As she sings, her
purple crystalline statues. These statues still wear their
soldiers find their loads lightened, their resolve stiffened
clothing or armor, as the enchantment specifically affects
and the journey less onerous.
only living matter — a spirit or demon material enough to
So long as she continues singing, her unit gains a
grab something is material enough for the enchantment to
number of automatic successes equal to her Permanent
affect. Retrieval of equipment using automata has proven
Essence - 2 (minimum 1) on all fatigue checks, and its rate
fruitless as well — the enchantment quickly drains their
of travel is doubled. This feat can only be performed for
Essence, leaving them functional, but inoperative. A small
infantry units, and a single Dragon-Blooded can only
unit of scouts and rangers quietly guards the location —
affect a number of fangs equal to her permanent Essence +
would-be tomb robbers often find themselves thrown into
2, but the Charm is synergistic (see p. 45). Motes spent on
the (clearly delineated) area of effect.
this Charm are committed — a Dragon-Blood can keep
the Charm working for a number of hours equal to her
permanent Essence + Stamina.
THE SECRET REDOUBTS
In addition to the six redoubts that are publicly FLAWLESS TRAINING EXECUTION
known, there are four additional redoubts. Each is Cost: 5 motes, 1 Willpower, plus 1 mote and 1
carefully located to minimize attention from neigh- committed mote per fang trained
bors, and unlike the main redoubts, each is small and Duration: Two months
well hidden. They are each manned by small, highly Type: Simple
trained units, well equipped with defensive artifacts Minimum Performance: 2
and centered around one primary purpose — to act Minimum Essence: 2
as operation centers should Lookshy and one or Prerequisite Charms: None
more redoubts be compromised or destroyed. Their This Charm allows the Dragon-Blooded to execute
secondary purpose is to maintain watch over one of a training plan developed by Charms higher in this tree.
Lookshy’s four Thousand-Forged Dragons (a fifth With the Charm in effect, the Exalt can flawlessly lead
lies inoperative in Lookshy’s arsenal, a victim of the drills, impart knowledge and teach classes without er-
Contagion war) — for this reason, none of these ror. A single Dragon-Blooded can train a number of
redoubts is associated with a Manse. fangs equal to his Permanent Essence, but this Charm is
synergistic (see p. 45) — groups of Terrestrials working
in concert can train large units of troops quickly. Each
CHARMS OF THE use of this Charm requires a training program or proto-

SEVENTH LEGION col developed with the Peerless Training Method


Protocols or other Charms — a Dragon-Blooded can
Military Dragon-Blooded make use of a variety of memorize a number of training programs at one time
Charms not found in common use outside of the battlefield equal to his permanent Essence. While this Charm is in
or small-unit combat. These Charms are often related to use, 1 mote of Essence per fang trained is committed to
military preparedness, logistics or training in some fashion its continued operation — these motes are released
and are commonly seen both in the Seventh Legion and when the program is complete.
among Terrestrials serving in the Realm legions.

44
CHAPTER ONE • LOOKSHY AND THE SEVENTH LEGION

PEERLESS TRAINING METHOD PROTOCOLS


SYNERGISTIC CHARMS Cost: 7 motes, 1 Willpower
Some Dragon-Blooded Charms are syner- Duration: One month per dot of permanent Essence,
gistic — the more Terrestrial Exalted or until training program is used
performing them in the same place at the Type: Simple
same time, the more powerful the overall ef- Minimum Performance: 3
fect. These Charms are always simple, they Minimum Essence: 2
can never be placed in Combos, and only Prerequisite Charms: Flawless Training Execution
Dragon-Blooded can work together in this During the First Age, the Dragon-Blooded relied
fashion — an Eclipse or Moonshadow using on the Celestial Exalted and their superior training
them will not add to the effect, nor gain any methods to bring knowledge to the people and acted as
additional benefit from its use. facilitators, rather than designers, of training pro-
Synergistic Charms are almost always of grams. When the Usurpation was being planned, the
a support nature — there are Charms to Terrestrial Exalted developed this family of Charms as
grant skills to be used on the battlefield, a way to secretly train commandos and soldiers for
Charms to help units quickly move to the their war, and the Dragon-Bloods have continued to
battlefield and Charms to help units quickly refine the process ever since.
set up the battlefield, but few of direct use Like the Sense-Destroying Methods, this Charm is
during the actual fighting. actually a family of Charms that work in an identical
When a synergistic Charm is used, it adds fashion — five examples of the Charms available are listed
dots equal to the number of extra Dragon-Blooded in the Protocols sidebar on this page, but others are known,
performing the Charm to each user’s permanent and more can be developed as needed. Using one of these
Essence for purposes of determining the Charm’s Charms, a skilled Dragon-Blood can develop a training
overall effect. Synergistic Charms are limited in program to improve those undergoing the program in
their scope. The total number of Dragon-Blooded specific areas — she can teach civilians how to be soldiers,
that can participate in a synergistic Charm at teach disaster recovery techniques or impart the funda-
one time is equal to the permanent Essence + mentals of nearly any task.
Performance (including appropriate specialties, To use these Charms, the Terrestrial develops a
such as “Leadership”) of the highest-ranking training program — this requires one week, minus one
Dragon-Blooded taking part in the Charm. day for each dot of permanent Essence over 2 (so a
For Example: A unit of Seventh Legion in- Dragon-Blooded with Essence 4 can develop a training
fantry needs to get from Lookshy to Great Forks program in five days). At the end of this time, the
in a hurry, but no air transport is available. Charm’s user commits the plan to record on paper, and
Twenty officers in the unit have learned the his player rolls the character’s Intelligence + Perfor-
Tireless Footfalls Cadence. The commanding mance, against a difficulty of 4. If the Charm is successful,
officer has Essence 5 and Performance 4 (Leader- the plan will raise one Ability listed to 3, two Abilities to
ship +2), for a total of 11. Her second in command 2 and the remaining Abilities to 1 each, add one dot to
has Essence 4 and Performance 4. They split the an Attribute listed and raise one of the Virtues listed by
unit into two groups — one leaving an hour one. Extra successes can be used to buy specialties for the
ahead, under the command of the unit’s second Abilities raised — each extra success equals one spe-
officer, and the other, larger unit remaining with cialty. No more than two specialties can be gained in this
the taimyo. When initiating the Charm, each fashion. A failed roll indicates a training plan that simply
officer in the second unit will gain 10 (the num- will not work — the time and Essence spent is lost. A
ber of extra Terrestrials performing the Charm) botched roll indicates a training plan that is subtly flawed
dots of “phantom” permanent Essence. This in some fashion — it cannot work, but this will not
means that the taimyo can aid 17 fangs (85 become evident until it is implemented in the field by
soldiers) on her own, and the other Terrestrials being used by someone with the Flawless Training Ex-
(average permanent Essence of 3) can aid an ecution Charm. This will typically be noticeable within
additional 150 fangs (750 soldiers), for a total of the first week of training, but particularly bad botches
over 800 soldiers, more than a wing’s worth. may take weeks to become evident.
The Abilities gained by this Charm are not additive
— if a character has more dots in that Ability than the
training program would provide, she gains no benefit
(though she may still gain any attached specialties, if she

45
EXALTED • THE OUTCASTE

has less than three). These Charms cannot raise Attributes


above 3, Virtues above 2 or Willpower above 8 (these stats PROTOCOLS
can be raised later through experience). A given character
These are the five most commonly taught Pro-
can only benefit from a single Charm in this tree once but
tocols, but they are not the only ones known —
can be the recipient of multiple different Charms (so a
there are protocols to teach sailors, skyship crews
character could receive the Combat Drill Protocol and
and perhaps a dozen other specialized military (and
then the Officer Readiness Training Protocol). This Charm
some civilian) roles. Storytellers are free to make up
has no effect whatsoever on individuals with an Essence
their own protocols as they are needed, within the
higher than 1.
following guidelines: No more than five separate
Each training program is unique and can only be
Abilities can be improved, and specialties can be
used once — if a developer wants to hand a training
added only to those Abilities. Similarly, no more
program to two subordinates, he must use this Charm
than one Virtue and three Attributes can be im-
twice and develop two different programs. A Dragon-
proved. Willpower can always be improved, subject
Blooded can develop as many training programs as he
to the limits of the Charm.
likes, but each requires 2 committed motes of Essence to
Combat Drill Protocol
remain viable — these motes are returned when some-
Abilities: Archery, Brawl, Craft (War), Dodge,
one with the Flawless Training Execution Charm uses
Melee
the training program.
Attributes: Strength, Dexterity, Stamina
TERRESTRIAL CIRCLE SORCERY Virtue: Valor (alternately, Conviction)
Officer Readiness Training Protocol
RAISING THE EARTH’S BONES Abilities: Bureaucracy, Lore, Melee, Performance,
Presence
Cost: 25 motes
Attributes: Dexterity, Charisma, Wits
The Seventh Legion prefers not to fight from static
Virtue: Valor (alternately, Conviction)
positions when possible, but when necessary, it is perfectly
Faithful Bureaucrat Education Protocol
capable of doing so, and this spell lets its soldiers quickly
Abilities: Bureaucracy, Investigation, Larceny, Lore,
raise defenses when needed. The Exalt first marks out the
Presence
rough outline of the area he wants to work with, using
Attributes: Manipulation, Perception, Intelligence
freshly cut sapling branches cut into marking poles. Once
Virtue: Temperance (alternately Conviction)
this outline is laid down, he must clear the area of any
Stealthy Agent Preparation Protocol
living creature larger than a rabbit and begin casting. If
Abilities: Athletics, Larceny, Martial Arts, Stealth,
there is a creature larger than a rabbit in the area of effect,
Thrown
the spell fails.
Attributes: Dexterity, Manipulation, Wits
As he casts the spell, the Exalt visualizes the defensive
Virtue: Conviction (alternately Valor)
structures, which can include any kind of earthen ram-
Puissant Surgeon Education Protocol
parts, stone walls, small fortifications or other defenses.
Abilities: Investigation, Lore, Medicine, Occult,
These protections must be completely contained within
Presence
the area the sorcerer has marked out, which can be no
Attributes: Dexterity, Perception, Intelligence
larger than (Intelligence + Occult + the character’s Craft
Virtue: Compassion (alternately Conviction)
(War) Ability, if any x 10) square yards in size. Stone
buildings, fortifications or other defensive structures sum-
moned in this fashion cannot exceed three stories in
height and are of durable but not imperishable construc- LOOKSHY STRONGBOW
tion, equal to stone or brick. The strongbow resembles a conventional compound
bow but for an ingenious system of pulleys that amplify
MUNDANE EQUIPMENT the strength of the wielder, allowing him to pull a
Lookshy makes use of a tremendous amount of spe- stronger bow and hold the bow longer before release.
cialized equipment to aid in its battlefield operations. This Strongbows are unique to Lookshy service and are not
equipment ranges from exceptional examples of devices sold to other nations — the handful that have been
commonly available in Creation — lightweight tents and captured have only slowly been duplicated, as they re-
cooking gear, easy to wear frame packs and equipment quire manufacturing techniques that have been lost to
harnesses and other common gear — to complex commu- most of the Scavenger Lands.
nication equipment. A few more noteworthy examples are
listed below.

46
CHAPTER ONE • LOOKSHY AND THE SEVENTH LEGION

Name Accuracy Max Strength Damage Rate Range Resources


Strongbow +1 5+ +1L 3 275 •••• (if available commercially)

HELIOGRAPH
Heliographs are complex assemblages of reflectors, RITUAL OF ELEMENTAL EMPOWERMENT
lenses and shutters designed to amplify the light of the sun The Ritual of Elemental Empowerment (see
or a fire (even a torch) and use it to transmit coded The Book of Three Circles, pp. 43 and 44) is
messages. Properly emplaced (the higher the better), he- invaluable to sorcerer-technicians and one of the
liographs can be seen for dozens, even hundreds, of miles, most common spells in their repertoire. Its uses in
dependent on terrain, placement and conditions. Portable creating equipment are nearly endless — Water-
units are sometimes emplaced at semipermanent encamp- imbued weapons shift from javelin to lance in the
ments, but most are mounted at Post way stations on tall blink of an eye, Earth-imbued spyglasses are un-
towers, forming a communications network that stretches breakable and already exceptional armor becomes
along the River Province’s more populated and traveled even tougher, while Air-imbued equipment is lighter
districts. A portable heliograph is a heavy and fragile and easier to carry.
device, weighing 100 pounds and costing Resources ••••. But the spell is more useful than just that. Pots
imbued with Fire are self-heating — no need to
ARTIFACTS, HEARTHSTONES gather firewood. Food containers imbued with Air

AND RULES
stay chilled. Armor can be empowered to shift from
a lightweight buff jacket to a reinforced breastplate in
The Lookshy arsenals are filled with devices from the an instant. Tools shift from form to form — a small
First Age, ranging from simple artifacts that enhance the toolset becomes as useful as a massive workshop.
workings of a single Charm or weapons with a single unique Legion marching cloaks and storm jackets have re-
function to terrible devices that can destroy whole cities. movable liners — the garment itself is Air enchanted
Some of these weapons are singular artifacts, experimental (to keep the wearer cool), and the liner Fire en-
or specialized weapons built for a particular purpose, then chanted (to keep him warm). When on garrison duty,
stored away in one of the great arsenals of the First Age and the Ritual of Elemental Empowerment is probably
unearthed centuries later or built for a particular Exalt. the most commonly cast of all spells.
Others were produced in number, intended as equipment Items imbued with some element are consid-
for the mighty legions of the Dragon-Blooded Shogunate. ered minor artifacts and typically cost Artifact •.
These enchantments can be removed with
RECHARGING ESSENCE STORES countermagic — but sorcerers normally have better
Artifacts that can hold motes of Essence for later use things to do with a counterspell than to attack
are uncommon in most of Creation — the secrets to their personal equipment.
manufacture are all but lost, and only the Sidereals, the
sorcerer-engineers of Lookshy and a handful of others can
still produce them — and only Lookshy in any numbers.
many different sorts of devices for storing Essence in the
These Essence storage devices are inefficient and
First Age, few have survived to the present day. Some of
require maintenance and repair (this is normally beyond
the few known examples are the iron horse (see Caste
the scope of the game — few devices incorporating Es-
Book: Eclipse, p. 81) and the Crucible of Tarim (see The
sence reserves require the same kind of maintenance that
Book of Three Circles, pp. 24-25).
a skyship requires, for example). Anyone who can channel
Essence can recharge an Essence store — this requires
handling the device for one minute and spending 2 motes
REPAIR AND MAINTENANCE
of Essence for each mote restored (so restoring 20 motes to Although many artifacts such as daiklaves and other
a device requires 20 minutes and the expenditure of 40 weapons were designed to be basically maintenance-free,
motes of Essence). This Essence can be drawn from any others, especially those built during the Shogunate, re-
source, and devices can be partially recharged — the motes quired substantial upkeep — reagents and fuels that had
spent on recharging a device are not committed unless to be reloaded, parts that needed to be replaced and
specified otherwise and will be regained at the normal rate. enchantments that had to be strengthened or reapplied
Essence stored in a device can normally only be used periodically or as use weakened them. These devices were
to power that artifact — while records suggest there were often powerful but paid for that power in the time spent

47
EXALTED • THE OUTCASTE

to keep them functioning. The Shogunate could dupli- enchantments and so on. Maintenance is assumed to be
cate many First Age weapons in function — it could not automatically successful — if the character has sufficient
generally duplicate their imperishable nature, however. time, research and ability, she can keep the device working.
Equipment that requires substantial maintenance Artifacts normally need maintenance dependent on
and repair has a Repair rating — this rating acts as a usage — a device that is not used may need some mainte-
general guideline for how expensive and difficult the nance to bring it back to full working order but will not
upkeep or reconstruction of such a device is, how much continue to decay. Heavy or combat use typically counts as
time must be invested in keeping the device working and double normal use — count each hour or fraction thereof
how much replacement parts and materials costs. This is as two hours when determining need for maintenance,
broken down into two basic tasks — maintaining the unless otherwise noted in the artifact’s description. There
device to keep it working and repairing it when it inevi- is usually a grace period between when this maintenance
tably breaks down. is needed and when performance is affected — if not
Most devices that have a Repair rating were once mentioned, assume the device will lose 10 percent of its
made in the First Age, using techniques that obviated speed or maneuverability, 4B/2L damage or soak or one
the need for this kind of continuous refurbishing — power for every 10 hours of maintenance the device is in
these are normally one Artifact rating higher in cost (so arrears. These penalties persist until all of the mainte-
First Age suit of dragon armor would be Artifact 5). nance required has been performed — in extreme cases,
These techniques are all but lost in the Age of Sorrows the device may actually be broken from the abuse and will
— even First Age Sidereals or Lunars often do not permanently function at this level unless repaired.
remember the exact methods used or no longer have
access to the materials and tools needed to make use of REPAIRS
the secrets they retain. Broken devices can sometimes be repaired. This is
dependent on many factors — very old, poorly treated
MAINTENANCE weapons may be more difficult or even impossible to repair
Maintenance is work needed to keep a device function- — in contrast, some First Age weapons may need only basic
ing and includes not just tightening belts and replacing maintenance to bring them back to full functionality even
Essence lenses and the like, but ritual tasks — sacrifices to after thousands of years of abuse. Repairs are normally a
appease the artifact’s least god, reapplying or strengthening simple task, Intelligence + the appropriate Craft Ability —

48
CHAPTER ONE • LOOKSHY AND THE SEVENTH LEGION

Difficulty Modifier
+1 Each dot under the minimum Ability requirements
+1 Substituting a close Ability (Craft: Metalworking for Craft: First Age Weapons to repair a warstrider)
+2 Rushing the job (cuts time in half)
+1 to +3 Inadequate tools
-1 Discussing repairs with the artifact’s least god (takes one hour, successful prayer roll)
-1 Assistant
-2 Repair team (see below)
-1 Expert tools (additional +1 Resources cost)
-1 Extra time taken (doubles time)

usually Craft (First Age Weapons) — against the difficulty rating x 3 for large artifacts (such as Skywolf) and x 2 for
listed below. However, fixing very large or complex devices smaller artifacts.
may be an extended task, with a total difficulty equal to the
Repair rating squared (so a Repair 5 device requires accumu- TOOLS
lating 25 successes on a difficulty 5 task to fully repair). Even Very few artifacts can be repaired with the contents of
these massive devices can usually be made to function a time a carpenter’s toolbox or a blacksmith’s shop — they
or two with a simple success, however — the Skywolf’s require a mixture of sophisticated tools, measuring devices
sorcerer-engineer could keep her in the air for a short time and calibrated instruments and utensils. These toolkits are
with a difficulty 5 success, but long-term repairs would available at Resource costs of any level, but only suffice to
require an extended task. As with any extended task, each service artifacts with a Resources rating one lower than
roll doubles the interval between rolls. their own (so a Resources 4 kit can service a chariot of the
infinite heavens but not Skywolf).
REPAIR TEAMS These tool kits are often large — even the smallest
Very large artifacts require more than a single sor- barely fits in a carefully packed frame pack, and the largest
cerer-engineer to repair them — there are simply too many fills a good-sized workshop. If multiple engineers are work-
things that need to be done simultaneously. Smaller de- ing on a large project, each requires his own set of tools —
vices can sometimes benefit from additional technicians as there is some overlap, however, so the total cost for
well, but for many projects, a single assistant is sufficient additional sets is one lower.
(or may even be too much help). Controlling a repair team
requires a Charisma + Presence roll to keep the workers HEARTHSTONES OF LOOKSHY
motivated and operating at peak efficiency — difficulty is Lookshy has a number of unique Hearthstones associ-
equal to the size of the team divided by three. A repair team ated with its Manses, creations of ancient power and
must have a number of technicians with Craft (First Age far-reaching ability. These stones are essential parts of the
Weapons), Lore or Occult scores equal to that required of Lookshy local defense grid, and the Manses they belong to
the sorcerer-engineer whose player is making the task roll are carefully managed and watched — only known and
- 2. The remaining members should have at least one trusted officers of at least taizei rank are allowed to attune
Ability (Craft (F.A.W.), Lore or Occult) of at least 2. The to them — and then, only when necessary.
total size of a repair team is typically equal to the Repair

Repair Rating Examples Lore Occult Craft Resources Time Difficulty


• Ashigaru Armor 3 3 (either) – •• one hour 2
•• Gunzosha Armor, 4 3 3 •• one hour 2
Light Implosion Bow
••• Warstrider, 5 4 4 ••• one hour 3
Lightning Ballista
•••• Chariot of the 6 5 5 ••• one day 4
Infinite Heavens
••••• Skywolf 7 6 6 •••• three days 5
•••••• Realm Defense 8 7 7 ••••• one week 6
Grid Installation

49
EXALTED • THE OUTCASTE

JADE OF PUISSANT SEEING the Celestial Circle or Charms of at least Essence 4 are
required to hide from its gaze.
Level 5 Fire
Trigger: Constant/Concentration WILLSTONE OF THE STRATEGOS
The Jade of Puissant Seeing is a translucent oval of Level 4 Air
shimmering red. If one stares deeply into it, one gets the Trigger: Concentration
impression the stone is in some way staring back. The Willstone of the Strategos is a spindle of fiery red
The Hearthstone gives two benefits. The wielder of spinel, with a center of solid blue amethyst. It is normally
the stone can see expenditures of Essence, perceiving them carried in the pommel socket of a daiklave. When used by a
as flickering firefly-like motes in his field of visions when general coordinating a battle, the stone give her an uncanny
desired. This effect has a maximum range of nearly 100 insight into the way events will likely play out, selecting the
leagues — as far as the Deheleshen Lighthouse’s light can most probable outcomes from among options and giving the
be seen at night. Detecting important expenditures out of general the ability to make sure her forces fight at their best.
the background clutter can be difficult — the wearer’s At the start of each turn, her player can roll the character’s
player must successfully roll the character’s permanent Wits + Lore (Tactics) as a simple action — every two
Essence + Awareness, as a simple action (particularly large successes scored adds 1 to her unit’s initiative, and every four
or blatant uses of Essence may require a reflexive check to successes adds 1 to their Valor and all dice pools.
observe). Detecting an incoming Skywolf-class craft run- If their Valor is raised above 5, soldiers under the
ning at top speed would be difficulty 1, while detecting a bearer’s command become immune to fear and will not fail
Night Caste using a damped Stealth Charm would be Valor checks of any kind until their Valor falls to 5 or
difficulty 5 + the Solar’s permanent Essence. This effect lower. These benefits are dependent on the general being
cannot penetrate perfect Stealth effects. Working from able to communicate with her troops and wear off at the
the Deheleshen Lighthouse’s summit is not required, but rate of 1 initiative/Valor/die every other turn. So, for
it does help — add two dice to the user’s dice pool if he is example, if her player rolled eight successes on the first
standing in the tower’s storm watch. turn of a battle, the initiative would have worn off eight
The second benefit is that, once the wearer has turns later, and the Valor benefits after four turns. Rolls on
detected a target of interest, he can spend 3 motes to successive turns do not stack, but can supplant earlier rolls
observe the site directly — this is a normal Perception + at the wearer’s option. Charms may not be used to improve
Awareness check to notice any given detail, at +2 diffi- the dice pool, but Virtues may be — Valor is always
culty. The observer can only see the location (he gains no appropriate, and Conviction normally is.
clairaudience, etc.), and penalties or benefits for Charms,
obscured vision, etc. are determined normally. ARTIFACTS
GEM OF THE WIND’S SECRETS ASHIGARU BATTLE ARMOR (ARTIFACT ••)
Level 5 Air
Repair: 1
Trigger: Constant
The elite ashigaru normally wear specialized armor
The Gem of the Wind’s Secrets is a perfect diamond
whose design dates back to the First Age but can still be
the size of a man’s fist. Unlike most Hearthstones, it is not
produced today. This lightweight armor, equal in protection
intended to be worn constantly. Instead, it is permanently
to a reinforced breastplate, is enchanted to aid the wearer in
emplaced in a stand in the center of a great hemispherical
various ways. The armor sharpens the wearer’s senses, negat-
chamber in the Aviary. When an attuned user touches the
ing penalties for darkness less than “utter blackness” and
stone, it immediately casts forth an image of every thing
adding two dice to all Awareness dice pools. Enchantments
that flies within 100 miles of the Aviary, identifying them
and filters protect the wearer against poison and disease,
by size, airspeed and direction. Each representation ap-
adding two dice to Resistance dice pools and completely
pears in a general relation to the Aviary (“located” where
shielding the wearer from breathed toxins for up to an hour.
the Hearthstone is placed). The user can refine this to
Finally, the armor can camouflage its wearer, blurring her
screen out unwanted detections — this is commonly done
presence and adding two dice to the wearer’s Stealth dice
to filter out low-flying birds — and can magnify any
pool when moving or three dice when stationary.
particular contact to get a closer look for identification
Mortals must spend one temporary Willpower to
purposes. The latter allows a normal Perception + Aware-
activate the armor — this Willpower is treated as commit-
ness check, but the gem cannot bring the point of vision
ted and effectively lowers the character’s maximum
closer than 500 yards from a target, for unknown reasons,
temporary Willpower. Additionally, wearers age one extra
and normal penalties for range should be assessed. Even
week for every season or part of a season the armor is used.
dematerialized spirits are shown by the gem — sorcery of
Exalts must commit 4 motes to use this armor, but other-

50
CHAPTER ONE • LOOKSHY AND THE SEVENTH LEGION

Name Speed Accuracy Damage Defense Minimums


Reaper Daiklave +5 +3 +4L +3 S••, D••

wise suffer no effect. Ashigaru armor is built using a along its length. When used in combat, the spear’s super-
mixture of Magical Materials and First Age alloys, and lative balance and strength make it an excellent melee
Exalted wearers gain no Magical Material bonuses. Ashigaru weapon, but its real purpose is as a ranged weapon.
battle armor requires maintenance every 150 hours of At the cost of 2 motes of Essence, the shock pike can
operation. Every 10 hours of missed maintenance disables make an attack at range, exactly as if it had been used in
one power at random. close combat — this attack is normally a stab or a thrust,
but it can be any attack that can be made with a spear
REAPER DAIKLAVE (ARTIFACT ••) (including stunts). This attack uses Melee + Dexterity,
Where the reaver daiklave, with its great chopping follows all the normal rules for melee attacks and is
blade, favors striking power, the reaper daiklave favors compatible with Melee Charms. The attack can be parried,
speed and defense. The reaper daiklave is a great slashing but a parry attempt is at +2 difficulty because of the
sword — a perfectly balanced, four-foot-long, four-inch- problems parrying an invisible attack.
wide, inch-thick, gently curved razor, ground to a fine Shock pikes store motes of Essence to power their use. A
point. Favored by those Exalts who prefer finesse and speed standard shock pike can hold 16 motes, although versions
over raw striking power, the reaper epitomizes the ideal that hold 10 or 20 are known to exist, and a handful hold more
that the warrior who hits first rarely has to worry about how than 20. Those holding more than 20 motes are Artifact •••,
hard his opponent is going to hit him. A reaper daiklave and none are known to hold more than 40 motes.
requires 5 motes to attune. Reaper daiklaves are popular There exists a shock pike version intended for Exalts
amongst the Dragon-Blooded of Lookshy, who prefer the — this version doesn’t store motes, but is a generally more
elegance and speed of the blade over the more common powerful weapon, with a range of ([permanent Essence x
reaver or grand daiklaves. 10] + 50) yards. The Exalted shock pike has a commitment
cost of 5 motes.
SHOCK PIKE (ARTIFACT ••)
Shock pikes date from the Dragon-Blooded Shogunate WARSTRIDER IMPLOSION BOW (ARTIFACT ••)
and are still produced in limited numbers. Designed for Repair: 2
mortal soldiers, they can smash enemy lines long before Warstrider implosion bows are lightweight, semi-por-
contact is made. A shock pike resembles a conventional, table versions of the light implosion bow mounted on First
if somewhat short, spear. The staff is normally made of Age warships and skycraft. The warstrider implosion bow is
ebony or ironwood, and plackets of green jade, often in the built in two parts — a backpack-like device that holds
shape of leaves, are inset into the staff at regular points

Melee Mode
Name Speed Accuracy Damage Defense Minimums
Shock Pike +2 +1 +5L +1 S••, D••
Exalted Shock Pike +3 +2 +7L +1 S••, D••
Ranged Mode
Name Accuracy Damage Rate Range
Shock Pike +2 +7L 2 50*
Exalted Shock Pike +3 +9L 2 Special**
* The shock pike has no extended range.
** The Exalted shock pike has a range equal to ([permanent Essence x 10] + 50) yards. It has no extended range.

WARSTRIDER IMPLOSION BOW


Name Accuracy Damage Rate Range Minimums
Half charge +2 +7B/5L* 1 450** Occult •••, Archery ••
Full charge +2 15B/12L* 1/2 450** Occult •••, Archery ••
* Does this damage to all targets in a 10-foot radius of the weapon impact.
** This is the maximum range — implosion bows do not have an extended range.

51
EXALTED • THE OUTCASTE

roll against difficulty 3 to have his character remain


standing. If directed against a nonliving target, the weapon
inflicts half its damage as lethal damage.
The great advantage of Essence cannons is their
rugged and simple nature — they require little mainte-
nance beyond cleaning and, when broken, can be repaired
even during battle — the only parts that can break are the
Essence lenses, and these are easily replaced. For this
reason, most of the non-powerbow artifact ranged weap-
ons in use in the Realm today are Essence cannons of
various types, mostly built by the Mountain Folk.
Small Essence Cannon: The small Essence cannon is
a heavy brass and steel tube lined with Essence lenses,
normally mounted on a wooden stock with crude sights.
Fired over the shoulder, these weapons were sometimes
used for riot control or for capturing wanted targets with-
out permanently harming them. A handful of surviving
First Age versions have an Essence reservoir built into
them that stores 30 motes — these are Artifact ••• and
have a commitment cost of 5.
Medium Essence Cannon: Medium Essence can-
nons are large enough to require a two-man team to fire —
Essence accumulators, reagent canisters and other mecha- although some Exalts are strong enough to carry them into
nisms, and the implosion bow itself. The bow is connected position, they are too long to fire effectively. If individuals
to the backpack by a pair of flexible emerald cables that are try to fire the weapon, apply the same penalties as for using
as strong as steel (and as difficult to sever). The warstrider oversized weapons (see The Book of Three Circles, p.
implosion bow has the same statistics as a normal light 125). Some warstriders carry one mounted on one shoul-
implosion bow, but it fires less often at high charges. der or as a handheld weapon — if mounted, this weapon
adds • to the warstrider’s Artifact rating.
ESSENCE CANNON (ARTIFACT •• TO •••••) Large and Very Large Essence Cannons: Normally
The design of the Essence cannon is very old, possibly used only as fortification weapons, not even warstriders
the oldest ranged weapon not powered by human (or can use them effectively. The weapon’s blast affects every-
Exalted) muscle. Essence cannons are inefficient and one within 10 feet of the impact point.
clumsy in application — but they are also easily main-
tained, easy to build and capable of great power when built ELEMENTAL LENS (ARTIFACT •••)
large enough. As more elegant or versatile weapons have Repair: 2
succumbed to the passage of time or lack of maintenance, Elemental lenses were one of the more common
the Seventh Legion finds itself increasingly turning to weapons of the First Age, but few survive outside of
Essence cannons. Lookshy. A lens can take many shapes — some were
Essence cannons are very simple in operation — an made as part of a glove or gauntlet, with the lens mounted
Exalt pumps in motes, and out comes a beam of raw, on the back of the hand, while others were built into
focused Essence. This blast is a concussive pulse that talismans, weapons or suits of armor. An elemental lens
smashes anything it hits — damage is bashing, but the built into an artifact adds • to the device’s Artifact
player of any target hit must make a Stamina + Athletics rating, if the Artifact’s rating is less than ••• to start.

ESSENCE CANNON
Name Acc. Damage Rate Range Motes Commitment Minimum Artifact
Strength
Small cannon +1 15B 2 75 5 3 4 ••
Medium cannon +0 20B 1 125 8 5 8 •••
Large cannon -2 30B 1 200 12 7 10 ••••
V. Large cannon -4 45B 1/2 300 15 10 14 •••••

52
CHAPTER ONE • LOOKSHY AND THE SEVENTH LEGION

FIRE LANCE (ARTIFACT •••)


ADDITIONAL CHARMS FOR LENSES Repair: 2
Additional Charms can be added to a specific Fire lances were once common weapons, and a num-
elemental lens (or to lenses in general) at the ber of them have survived, mostly in the arsenals of
Storyteller’s discretion. Charms improved should be Lookshy. Though called a lance, fire lances resemble a
straightforward elemental manipulations — an Air fairly conventional spear. Fire lances were commonly used
Dragon cannot use a Lens to amplify Earth-aspected by both mortals and Exalts and are believed to have been
Charms. Charms with Essence or Ability require- a further refinement of the flame spear (see Caste Book:
ments higher than 3 cannot be amplified by a lens Dawn, pp. 79-80). The fire lance holds 20 motes of
(Dragon Vortex Attack is a specific exception). Essence. When charged with 1 mote, the head of the fire
The lens amplifies some aspect of the Charm’s lance becomes wreathed in colorless flames that explode
effect — it can increase damage, range or duration over a target when next successfully used to attack in
(or some combination of the three). Lenses cannot melee, inflicting terrible burns. If 2 motes are spent, the
boost Charms that increase dice pools, Charms that fire lance disgorges streamers of colorless fire at a target.
allow extra actions or other effects that directly aid Finally, if 5 motes are spent in a single attack, the weapon
the user. The limit on motes spent through the lens sprays streamers of its fire in an arc as the wielder fans it
is equal to the user’s Stamina, or permanent Essence across his targets. This does less damage, but it greatly
+ Stamina at most. increases the chances of hitting and can be directed
Elemental lenses can improve up to three against up to three adjacent targets. Fire lances use Melee
Charms, in addition to those listed above. Lenses or Archery, as appropriate, and are compatible with Me-
cannot be refitted to improve Charms. A given lens’ lee, but not Archery, Charms. An Exalt may attune to a
capabilities are not known until the wearer learns a fire lance and power it directly — this costs 4 motes for
Charm amplified by the lens. commitment, and motes to activate it are spent normally.

GUNZOSHA COMBAT ARMOR (ARTIFACT •••)


Elemental lenses require 5 motes to attune — if added to Repair: 2
another artifact with an attunement cost, it adds 2 motes Gunzosha armor was the pinnacle of artifacts de-
to that cost. Two elemental lenses cannot be used to signed for use by mortals in the First Age, intended to give
enhance the same Charm. elite units the ability to operate on the attack with Exalted
The elemental lens amplifies the effects of a Dragon- and stand a chance of survival. This ability came at a great
Blooded’s elemental attacks as follows: cost, however, and today, few are willing to undergo the
Elemental Bolt Attack — each mote invested in an risks to enjoy the benefits.
attack does 4L damage. Gunzosha armor is equivalent in protection to a suit
Elemental Burst Technique — each mote invested of articulated plate and provides a number of benefits. The
does 3L damage or increases damage radius by one yard (so, armor conceals the wearer when desired (+4 dice to all
permanent Essence + motes spent in yards). Total motes Stealth dice pools), doubles the wearer’s ground speed and
spent for damage or blast radius cannot exceed Stamina. protects him from diseases and poisons (+2 dice on all
Dragon Vortex Attack — each mote spent above 10 Resistance checks). Enchantments allow the wearer to
either increases the radius of the effect by two feet or recover quickly from minor injuries, regaining one bashing
increases the damage suffered per turn by 1L. Maximum health level per turn. Further enchantments steady the
number of motes equals permanent Essence + Stamina. user’s hand in combat (+2 on all attacks and parries), and

Melee Mode
Name Speed Accuracy Damage Defense Minimums
Fire Lance +3 +1 +3L +1 S••, D••
Charged +3 +1 +6L +1 S••, D••
Ranged Mode
Name Accuracy Damage Rate Range
Streamer +2 +10L 2 150*
Fire Fan +5 +7L 1** 100*
*The fire lance has no extended range. This is the maximum range of the effect.
** The fire fan can be used to attack up to three adjacent targets.

53
EXALTED • THE OUTCASTE

enhances his strength (+2 Strength for purposes of damage a simple action. (The weapon cannot be used in the turn
and lifting). that it is shifting shape.) Shifting back into its normal state
Before first donning this armor, the wearer must is a reflexive action and takes no time.
undergo a complex series of rituals over a period of a An infinite weapon requires a commitment of 6 motes
month, culminating in the implantation of amulets at to function. Each has a portfolio of about 10 distinct
major pulse points — at wrists, shoulders, hips and knees weapons it can shift form into, in addition to the basic
and at the back of the neck. This surgery requires a mace form. Infinite weapons do not come with a supply of
Dexterity + Medicine roll, difficulty 3 — in order to ammunition — arrows must be supplied separately. Infi-
perform the surgery, the surgeon must have both Medicine nite weapons receive the following modifications to
and Occult at ••• or higher. Failure indicates an unsuc- whatever weapon form they take, as well as the Magical
cessful implantation, and the wearer must spend one Material bonus for their composition.
month recovering for every success the surgeon fails to
achieve. A botch doubles recovery time and destroys the ARMORS OF THE IMMACULATE DRAGONS
amulets (Repair 4 to rebuild the amulets), and the (ARTIFACT: ••••)
implantee’s player must make a Stamina + Resistance roll,
Repair: 3
with a difficulty equal to the number of 1s rolled on the
First Age armorers created many wondrous pieces of
botch +1, or the character dies.
armor and protection for the Exalted. Although most suits
The amulets help the user to control the armor and
of Celestial armor were completely unique creations, hand-
drain his Essence into it to power it. This has little
crafted to exacting specifications and requirements, suits
immediate effect in game terms — but the wearer ages at
built for the Dragon-Blooded were normally more generic
twice the normal rate while the amulets are implanted. For
— while hand-forged, Terrestrial suits of armor were
this reason, the Seventh Legion requires that no gunzosha
enchanted and designed with a common purpose and
serve for more than a decade. There is a permanent link
function in mind and are similar enough to be treated as a
between the wearer and his armor that can be traced if the
single type of artifact. These suits of armor were nearly the
two are separated.
pinnacle of Dragon-Blooded armor, and few have survived
Gunzosha armor worn by an Exalt requires the com-
to the present day, most in the hands of the Realm and
mitment of 5 motes. Like ashigaru armor, gunzosha combat
Lookshy. The five elemental designs described below were
armor is forged of several Magical Materials and can be
the most common, but at least five additional designs were
used equally by all Exalts, but it provides no additional
made for particular missions.
bonuses. Gunzosha armor requires maintenance every 100
Each suit resembles a carefully forged and fitted suit of
hours of operation. Every 20 hours of missed maintenance
articulated plate armor, so cunningly built that no seam or
cuts the effects of one power in half.
gap in protection can be found, of plates of jade-alloyed
INFINITE WEAPON (ARTIFACT •••) metal. The helms of these suits of armor feature Essence-
filtering lenses for the eyes and a face plate that filters the
Originally designed for those who wanted to travel
air — these helms are frequently carved with draconic
light, rangers find them invaluable — a single infinite
designs and formats, but this is not universal.
weapon replaces an arsenal, reducing the rangers’ load and
Dragon armor not only protects its wearer, it provides
facilitating their ability to move unobserved.
him with mobility and a number of specialized abilities.
In its normal state, the infinite weapon resembles a
When worn, the wearer gains the following benefits:
mace of some sort, with a perfectly spherical head of one of
• The armor protects its wearer from poisons and
the Five Magical Metals, an arming strap made of woven
diseases — add two dice to all Endurance and Resis-
steel as supple and soft as a silken cord and a counter-
tance rolls to avoid infection or contact with any poison
balance made of some precious stone (often a ruby). With
while worn.
the expenditure of 1 mote of Essence, however, the wielder
can cause the weapon to shift to any of its other forms as

Melee Weapon
Name Speed Accuracy Damage Defense
Infinite Weapon +2 +1 +2L +1
Ranged Weapon
Name Accuracy Damage Rate Range
Infinite Weapon +2 - - +20*
* Extends the base range of the equivalent mortal weapon.

54
CHAPTER ONE • LOOKSHY AND THE SEVENTH LEGION

nance after every 50 hours of use. Every hour of combat (or


ESSENCE SIGHT fraction thereof) counts as two hours of use for mainte-
nance purposes, as does every hour of flight or other special
Essence sight uses special lenses and filters to
movement, if any. Additionally, every day spent using
see patterns and flows of Essence, rather than the
protections against divination requires an hour of addi-
light of a torch or the sun. This allows it to see
tional maintenance. Every 10 hours it’s in arrears causes
through darkness, natural fog or smoke and driving
the armor to lose one power at random, but the defenses
snow or rain as if it was not there, and it allows the
against divination will always be the last ability lost.
user to see through some forms of ground cover, such
as underbrush. Essence sight cannot see through THE MOST TERRIFYING ARMOR
walls, heavy foliage or trees, but in all other cases,
the user can ignore most visual penalties — only the OF THE AIR DRAGON
heaviest of storms or fog summoned up by sorcery or Forged out of steel and stranger alloys and enameled with
Charm can obscure Essence sight. plaques of blue jade, the Most Terrifying Armor of the Air
Dragon was intended for the hard-hitting blitzkrieg-style

• Dragon armor sharpens the wearer’s senses when


desired (+2 to all Awareness checks — 1 mote per minute),
and grants them Essence sight (2 motes per minute of use).
• The armor augments the wearer’s Strength. The
exact amount changes depending on the suit, but applies
only to tasks relating to brute strength — it specifically does
not modify Strength for the purposes of Charms, but is
compatible with abilities or Charms that enhance Strength.
• The armor can camouflage itself, making it harder
to detect. Add +2 difficulty to all Awareness attempts to
locate the wearer, so long as the observer is at least 10 feet
away. (This costs 1 mote of Essence per scene). This ability
specifically defends against Essence sight.
• The armor can also protect against detection by
divination and astronomy — add +2 difficulty to all
attempts to locate or determine the fate of the wearer, his
armor and anything it is touching. This is proof against
Sidereal astronomy and the foresight of the little gods.
(This ability costs 5 motes and one Willpower per day).
• The armor doubles the user’s ground speeds.
• Each suit is equipped with the equivalent of an
elemental lens (see p. 52) — these are sometimes nonfunc-
tional but are considered a priority repair, so they still
operate in the majority of the remaining suits of armor.
• Each suit of dragon armor requires a commitment of
7 motes of Essence and a level 2 Hearthstone to power the
armor’s various enchantments. The armor has three Hearth-
stone sockets, and the wearer can select which one is
rendered inactive by powering the armor as a dice action
that requires no roll. Dragon armor must undergo mainte-

LIGHTNING CORONA
Speed Accuracy Damage Defense Cost
Melee +2 +1 +5L +1 2 motes/turn
Accuracy Rate Damage Range Cost
Ranged +0 1 10L 200 3 motes

55
EXALTED • THE OUTCASTE

warfare favored in the First Age — it stresses mobility and


fire power, sacrificing some protection and general utility
to gain it. The armor has all of the abilities listed above
and, additionally, can also focus Essence into the suit’s
gauntlets, causing them to crackle with electricity — this
lightning can be directed against ranged targets, affecting
all targets in a 10-foot area from the target point, or it can
be used in melee (see the weapon statistics, below). This is
a reflexive action — ranged attacks are made using Thrown,
and close combat attacks are made with Brawl or Martial
Arts, as appropriate. This ability is compatible with Charms
that affect unarmed attacks.
The armor can fly at a speed of 45 yards per turn. This
costs 3 motes to activate for a number of turns equal to the
user’s permanent Essence. This flight is accompanied by
great swirling gusts of wind, and for an additional mote,
these gusts can be harnessed as a defense, knocking arrows
and other missile weapons out of the sky (+1 difficulty to
all Thrown or Archery attacks on the user). For 5 motes per
hour, the user can fly at up to 60 miles per hour for one
hour, but maneuverability is limited — roll Dexterity +
Athletics, difficulty 2, for the Exalt to make any sudden
change in course.

THE MOST RESOLUTE ARMOR


OF THE EARTH DRAGON
Built as a combat engineering support suit, the armor’s
glistening white jade-alloy plates, rounded and powerful in
structure, offer a striking contrast to the earth, wood and
stone with which it works. The Most Resolute Armor of the
Earth Dragon provides all of the benefits common to dragon
while work is underway — anyone other than the suit’s
armor and, for 2 motes, can find the weakness or flaw in any
wearer may be rolled over, thrown by surging soil or other-
fortification or construction, allowing the next successful
wise manhandled. This is an environmental hazard, with a
strike against that structure to inflict double damage after
difficulty of 2 — success indicates the subject takes 4B
damage is rolled. Once a successful attack is made, this
damage (soaked normally), while failure results in 4L dam-
ability cannot be used for another five turns, while the
age, and everyone in the area takes a two-die penalty on all
wearer observes how the damage inflicted has affected the
actions while present.
structure (this observation can be made while in combat).
For 10 motes, the wearer can build battlefield fortifica- THE MOST FEARSOME ARMOR
tions and battlements out of stone and earth at a prodigious
rate — stone reshapes itself, boulders obligingly roll into OF THE FIRE DRAGON
position, earth and soil roils to dig trenches and build Forged of copper alloyed with curious alchemical
whatever supports the engineer demands. This ability is substances and red jade, the Most Fearsome Armor of the
relatively imprecise — the wearer can dig ditches or pits, can Fire Dragon was designed for fast-moving combat on the
create low earthen or stone battlements, can even shape ground and was intended to allow the wearer to rapidly
abatis or other obstacles from stone shards, but permanent react to enemy advances or shifts in the battlefield. The
fortifications are beyond her. This ability affects a maximum armor has all of the abilities listed above and, additionally,
area equal to ([the wearer’s permanent Essence + Craft] x 3) can summon great fiery fighting claws into being around
yards in diameter, and duration is dependent on the amount the user’s fists — this action is a reflexive one. This ability
of work accomplished. A handful of pits and abatis to place costs 2 motes per turn, and the claws have the statistics
archers behind might take only a few turns, while com- listed below. These fire claws are solid enough to parry
pletely reshaping the area might take hours (and require weapons (and can be parried). The fire claws may be used
more than one application of this power, at the Storyteller’s with the wielder’s Melee or Martial Arts.
discretion). The area being reshaped is extremely hazardous

56
CHAPTER ONE • LOOKSHY AND THE SEVENTH LEGION

For 3 motes, Fire Dragon armor can move with the


speed of fire on the dry plains — quadruple the wearer’s ally, expending 1 mote a turn allows the wearer to see and
ground speed. This function lasts a number of turns equal speak with dematerialized spirits or ghosts as if they were
to the wearer’s permanent Essence. material. By spending 3 motes, the wearer can both see
For 5 motes, the wearer may take two extra actions for and affect dematerialized spirits as if they were material.
one turn, in addition to her normal action — only one of This ability lasts a number of turns equal to the user’s
these extra actions may be an attack, and this ability is not permanent Essence.
compatible with any extra action Charms, sorcery or For 10 motes, the wearer can summon the Ghost
ability imparted by other artifacts or Hearthstones. The Binding Wall, which permeates the area around the suit.
wearer may not split her dice pool when using this ability. This field hardens Creation — gateways cannot be opened
between Creation and anywhere else (including other
THE MOST BENEVOLENT ARMOR parts of Creation), and spirits are fixed in their current
OF THE WATER DRAGON state, unable to materialize or dematerialize while within
the boundaries of the Wall. This effect has a range of
Forged of glossy black plates of jade-alloyed steel, the
(permanent Essence x 5) yards and lasts half the user’s
Most Benevolent Armor of the Water Dragon was issued
permanent Essence in turns (round up).
to Dragon-Blooded assigned to police the interactions
The Ghost Binding Wall has no effect on beings
between the mortal world and the spirit courts and to
with a permanent Essence higher than the user’s, but
those operating with demon-hunting Celestial Exalted.
each additional suit activating the Wall temporarily
The armor has all of the abilities listed above. Addition-

Name Speed Accuracy Damage Defense Cost


Fire Claws +6 +2 +7L +2 2 motes/turn

57
EXALTED • THE OUTCASTE

decreases the effective permanent Essence of all beings in wearer or users of other suits of dragon armor, which were
the field by 1. If a being’s permanent Essence drops below designed to shield against this ability’s effects. Multiple
0, he suffer a one-die penalty on all actions, and the cost Wood Dragon suits can enhance this field, but the cost in
of all Charms used rises by 1, for every point he falls below motes increases by one for each additional suit in the area
0. Multiple suits acting in concert base range, duration, of effect — so, a fang of Terrestrials all using Wood Dragon
etc. on the highest permanent Essence of any of the users. armor would spend 9 motes each (base 5 motes, +4 for four
This armor has no effect on mortals, even those with additional suits) to raise the Essence damping field — but
Essence higher than 1. the field would encompass an area equal to the highest
Permanent Essence in the group and would increase each
THE MOST PUISSANT ARMOR use of Essence by 5 motes per 3 spent (8 mote cost for a 3
OF THE WOOD DRAGON mote Charm, 16 for a 6 mote Charm, etc.). Calculate the
additional cost of the Charm after the Charm’s total cost
Inlaid with precious woods and formed of plates of
has been determined, in the case of Charms with a variable
green jade-alloyed steel, the Most Puissant Armor of the
cost, such as dice adders.
Wood Dragon was designed to confront Essence manipu-
lating foes. Units equipped with this armor were among HAZE SHIELD (ARTIFACT ••••)
the most feared foes a rogue Exalt could face.
Repair: 3
At a cost of 5 motes per turn, the wearer can dampen
Control of the weather brought with it a host of new
Essence in an area equal to (his permanent Essence x 5)
weapons and defenses in the First Age. The haze shield
yards in radius, making it harder to use Charms and
was one of the more common. Normally used to defend
sorcery. Each use of Essence — Charm, sorcery or activa-
fortifications, haze shields were also occasionally used as
tion of an ability or power — costs 1 extra mote for every
defenses for battlefield units. When activated, a haze
3 motes spent — so, a Charm that normally costs 6 motes
shield throws up a barrier that obscures vision as if one is
would cost 8. This only affects expenditures of Peripheral
looking into an unsettled pond. Those inside the shield
Essence — Personal Essence is unaffected (if a pool is not
seem to shift and flicker in place, making targeting
specifically mentioned as Personal, assume it is Periph-
through the shield difficult.
eral). This field specifically does not affect the armor’s
Activating the haze shield at its first setting requires
a Hearthstone of Air or Fire of at least •• in rating and the
expenditure of 1 mote of Essence for every 50 yards of
shield — protecting a front 300 yards long requires 6
motes. This defensive shield remains for one scene or until
dropped by the controller. The shield can be brought into
effect between 50 and 500 yards from the shield generator.
While the shield is up, all attackers suffer a -2 success
penalty on all ranged attacks against anyone or anything
inside the perimeter of the shield. At this setting, the haze
shield does not effect outgoing attacks — archers inside
the haze shield can attack the enemy without penalty.
The second setting is much more difficult to main-
tain, costing 1 mote per 25 yards of shield perimeter and
lasting a number of minutes equal to the operators perma-
nent Essence + the Hearthstone rating of the stone used,
but it provides much more protection. All incoming ranged
attacks suffer a -4 success penalty on their actions. Unfor-
tunately, the haze shield becomes much more distinct, and
outgoing attacks are penalized by -2 successes as well.
Under no circumstances do haze shields stack with
other haze shields or provide any protection against hand-
to-hand attacks. Other defenses, including Charm effects
and other shields (artifact or mundane) stack normally.
Haze shields are common in the Lookshy arsenal — a large
number were deployed around Deheleshen, and more
have been produced. Each field force has several, and
many Sky Guard vessels have been equipped with them.

58
CHAPTER ONE • LOOKSHY AND THE SEVENTH LEGION

Name Soak (L/B) Str Mobility Fatigue


Penalty Value
Air Dragon Armor 15/13 +2 -0 1
Earth Dragon Armor 15/13 +4 -1 1
Fire Dragon Armor 14/14 +3 -0 1
Water Dragon Armor 15/13 +2 -1 1
Wood Dragon Armor 16/14 +1 -1 1

Haze shields must be maintained after every 20 hours WARSTRIDER SHOCK RAM (ARTIFACT: ••••)
of combat use. If a haze shield is not maintained, it will lose
The shock ram works in similar fashion to the shock
its effectiveness, decreasing the penalty on ranged attacks
pike (see above). It resembles a massive gauntlet of steel
for every 10 hours the shield is in arrears.
alloyed with green jade. To use it, the wielder simply
MEDIUM IMPLOSION BOW (ARTIFACT ••••) pantomimes a punch at a distant target and spends 2 motes
Repair: 3 of Essence, releasing a powerful “phantom punch” or other
A more powerful version of the light implosion bow, attack at his target (the shock ram can be used to duplicate
only limited numbers survive even in Lookshy — one is any one-handed unarmed attack the pilot could physically
mounted in each tower of battle, Lookshy Manse mounts make). This ability uses Dexterity + Brawl or Martial Arts
half a dozen, and several skyships and naval vessels are for the attack roll, is compatible with Martial Arts and/or
equipped with them. The remaining handful have been Brawl Charms that affect unarmed attacks and follows all
mounted on heavy carriages for field use. Unlike light normal rules for warstriders and hand-to-hand combat,
implosion bows, these weapons require a Hearthstone of at save one. Because of the nature of the attack, the warstrider
least level 2 to function — fortunately, they are no more does not suffer penalties for attacking smaller targets, so
difficult to repair or maintain. Medium implosion bows long as they are at least 10 yards away.
have a blast radius of 20 feet and have a longer range, but CRIMSON ARMOR OF THE UNSEEN ASSASSIN
otherwise, they operate identically to light implosion
bows, doing 15B/12L damage for 2 motes and 25B/20L (ARTIFACT •••••)
damage for 5 motes. The medium implosion bow is fired Prized and rare armor used by the most dangerous
using the Archery Ability but does not benefit from rangers, these artifacts are part armor, part concealment,
Archery Charms. The implosion bow is Repair 3 and and exceedingly dangerous. Never common, they were
suffers normal effects from a lack of maintenance or repair. made in some numbers, and both the Realm and Lookshy
possess several working copies — Lookshy is known to
WARSTRIDER FIRE LANCE (ARTIFACT ••••) have 10 functional suits and may have as many as a scale’s
A warstrider-scaled version of the fire lance, in- worth. The Sidereals have retained the knowledge of how
tended to smash fortifications and troop units. This to produce new copies of this armor, and several members
version carries only 10 motes of Essence. An expenditure of the Gold Faction are known to use them.
of 2 motes is needed to charge the head for melee use, 4 The exact design varied, but all suits share a few
motes to throw a streamer of colorless fire, and 10 motes common traits. All known suits are bright scarlet in color
to throw a fire fan (which affects an entire area, rather and obscure the wearer completely in armor and flowing
than individual targets). Fire lances use Melee or Ar- robes — even at rest, it can be hard to make out the
chery, as appropriate, and are compatible with Melee, but wearer’s form distinctly. Most of the suit is formed of a
not Archery, Charms. The warstrider fire lance requires flowing, tightly woven material similar in feel and quality
4 motes be committed to use. to the finest silk. In most designs, the only visible armor are

MEDIUM IMPLOSION BOW


Name Accuracy Damage Rate Range Minimums
Half charge +2 +15B/12L* 1 750** Occult •••, Archery ••
Full charge +2 25B/20L* 1 750** Occult •••, Archery ••
* Does this damage to all targets in a 20-foot radius of the weapon impact.
** This is the maximum range — implosion bows do not have an extended range.

59
EXALTED • THE OUTCASTE

Melee Mode
Name Speed Accuracy Damage Defense Minimums
Fire Lance +0 +0 +7L +1 S12
Charged +0 +0 +14L +1 S12
Ranged Mode
Name Accuracy Damage Rate Range
Streamer +1 +18L 2 250*
Fire Fan +3 +12L 1** 175*
* The fire lance has no extended range.
** The fire fan can be used to attack an area up to 20 feet in diameter — this attack cannot be parried, only dodged,
save by perfect defenses. Roll to attack once, and compare the successes rolled against any applicable dodge
attempts.

Melee Mode
Name Speed Accuracy Damage Defense Minimums
Shock Ram +1 +2 +9L +1 Brawl •••
Ranged Mode
Name Accuracy Damage Rate Range
Shock Ram +2 +11L 2 Special*
* Range is equal to ([permanent Essence x 10] + 100) yards. This is the maximum range — shock rams do not have
an extended range.
Name Soak (L/B) Str Mobility Fatigue Artifact
Penalty Value
Crimson Armor of the Unseen Assassin 8/12 +2 -0 0 •••••

greaves and bracers that extend to protect the elbows and


knees and, occasionally, shoulder guards — despite this,
the protection afforded by this armor is nearly as good as
that of reinforced plate.
The suit’s true defenses in combat are not armor, but
stealth and mobility. The armor doubles all movement
rates and adds four dice to the wearer’s Stealth dice pool.
These dice apply to any and all means of detecting the
wearer, by any sense natural or supernatural, and specifi-
cally bypass any Charm or ability that negates magical
invisibility, unless the Charm’s user has a permanent
Essence 2 higher than that of the wearer. For 3 motes per
scene, this is raised to +6 dice, rendering the wearer
invisible to all but the most keen-eyed observers. The
armor also adds 2 to the wearer’s Awareness, negates
penalties for darkness and, at the cost of 2 motes per
minute of use, grants the user Essence sight.
For 5 motes, the wearer can blur his form in combat,
becoming an indistinct red shadow that flows and strikes
without warning. This effect lasts a number of turns equal
to the user’s permanent Essence and reduces all actions
against the wearer by three successes — this includes
attacks (ranged and melee) and parries but not dodges.
The most powerful defense afforded the wearer is
both subtle and pervasive. So long as the armor is worn,
the wearer is removed from destiny. This protection is
identical to that enjoyed by demons, Deathlords and the

60
CHAPTER ONE • LOOKSHY AND THE SEVENTH LEGION

TOO DAMN ADVANCED


Lookshy is portrayed as significantly more advanced than the rest of Creation —it not only started out with
more and better sorcery, artifacts and general knowledge of how things work, it has retained more than anyone
else, except the Sidereals. Lookshy not only deploys more First Age weapons, it deploys lots more of them, in a
more organized fashion and with greater results. Its artifact-armed elite mortals, air transport and Shogunate siege
weapons, combined with Shogunate-era ideas about mobility tactics, special operations and sheer military
professionalism, makes Lookshy a deadly opponent — or a great asset.
This can be pretty daunting, or simply not the tone a Storyteller wants. A Storyteller who wants an extremely
mythic Exalted, more Ulysses and less Escaflowne, can delete the rangers, reduce or delete the shock pikes and
ranged weapons and reduce or remove Lookshy’s Sky Guard and Essence-powered siege weapons. This will have
the effect of greatly reducing the Seventh Legion’s operational range — even with the aid of Charms and sorcery,
units will spend more time marching and less time garrisoning or fighting. Lookshy will become less of a global
threat and more of a local power, holding dominance over the Scavenger Lands because it holds the mouth of
the Yanaze. In this case, the Storyteller might want to increase the overall size of Lookshy. Otherwise, it will seem
implausible that such a small nation was able to fend off the armed might of the Empress for so long.
By emphasizing or de-emphasizing different aspects of the Seventh Legion, a Storyteller can drastically alter
its feel — getting rid of its siege weapons makes it more vulnerable to major threats such as behemoths and more
powerful gods, while keeping siege weapons and removing various mortal artifacts makes it more dependent on
its Dragon-Blooded and makes the field forces overall more fragile.
Flipping the coin, if a Storyteller wants to make Lookshy a serious threat to even the most powerful Solar
Circle, she can go the opposite route — assume Lookshy retained more production capability. If Lookshy can
pump out dragon armor and warstriders without real cost, if gunzosha units are limited only by the number of
soldiers willing to cut their lives in half to gain the ability to fight on a battlefield with the Exalted and if every
infantryman is an ashigaru with a fire lance or shock pike riding in a chariot of the infinite heavens, then even
experienced and tactically astute Circles are going to be wary of starting a major conflict in the Scavenger Lands.
In this situation, Storytellers may wish to consider limiting the Seventh Legion’s total size — if the Legion has
only two field forces, it will be less likely to commit major units without a really good reason, or a certainty of
victory, and each soldier lost is more of a blow.

Fair Folk — the wearer cannot be targeted by Sidereal Because of the wide variety of designs used in First Age
astrology, his actions cannot be foreseen, nor may his and the Shogunate, Lookshy’s fleet is far from uniform.
location be determined in the stars. (In a game where Even vehicles that are identical in game terms may show
Sidereal astrology is not used, this ability is lessened, and great differences in styling, original purpose or mission.
crimson armor is Artifact ••••). To the stars, the wearer Others’ designs will be functionally similar but have minor
simply does not exist, and his presence is not accounted differences — sky chariots originally intended for local
for in any predictions. traffic and nonmilitary duties often have fewer health
Crimson armor requires 10 committed motes, and levels (rarely less armor), while other variants might
there are warnings against wearing it for too long at any incorporate additional armor or built-in weapons. Minor
one time, lest one’s soul become permanently detached variations of this type rarely impact a given vehicle’s
from destiny — and even from the cycle of reincarnation. Artifact rating — it takes major changes to make a chariot
While some dismiss these warnings as legend and myth, of the infinite heavens worthy of Artifact •••••. A
the Seventh Legion has strict orders against excessive use, gunship with an extra 5L/10B armor, built in fire lances
and Sidereals are loath to wear crimson armor unless the and a haze shield would qualify, for example.
occasion demands it.
GENERAL RULES FOR SKYCRAFT
SKYCRAFT All skycraft are governed by a common basic set of
Lookshy deploys more flying craft than any other rules that cover their general behavior — they all have a
Second Age nation or organization and has more intact flight speed, maneuverability, etc.
flying artifacts than any remaining cache or storehouse in Speed: This is the craft’s flight speed. Multiply this
Creation — it is possible that Vanileth has more (he rating by 20 miles per hour to get the craft’s speed in
certainly has larger) or that the remaining flying towers of ordinary flight and by 15 yards per turn to get the
Rathess might contain a larger fleet. craft’s speed in combat. Travel at maximum speed is

61
EXALTED • THE OUTCASTE

often dangerous — Storytellers can require flight han- penalty cannot be lifted until all the required maintenance
dling rolls with a difficulty equal to the Speed rating has been performed.
used, minus the craft’s Maneuver rating, to prevent Flying craft are normally controlled by Dexterity +
mishap when traveling at high speeds in dangerous Ride for small craft such as sky chariots or warbirds, or
terrain — such as combat. Wits + Sail for larger craft such as Skywolf or Manta,
Maneuver: How responsive the craft’s controls are, with the skycraft’s Maneuver rating added to this dice
and how easy it is to move around. Maneuver can be added pool. Rolls are not normally required for level flight —
to the controller’s appropriate dice pool to avoid attacks, combat (especially at high speeds), rough weather and
to bring a craft about on an attack run or to otherwise landings will require a roll, however. Difficulty ranges
control the vehicle. from 1 for a normal landing to half the craft’s Speed for
Endurance: Some craft can only operate for limited combat flying on up to 7+ for flying through the heart
periods of time or have continuing costs to their operation. of a hurricane.
Others are only limited by the endurance of the pilot — in
either case, any costs or limits on short-term operation are COMBAT WITH AERIAL TARGETS AND CRAFT
listed here. Fighting a flying opponent is perhaps one of the most
Armor: Because of these crafts’ First Age construc- dreaded battles of the Second Age, especially when that
tion, attacks must do damage in excess of the listed armor opponent is one of the fast-moving, hard to kill flying
to inflict any damage on most flying vessels — this is artifacts of the First Age, which can swoop and dive faster
usually sufficient to ensure that mortal weapons such as than any mospid or war eagle.
arrows or spears are incapable of inflicting damage on Melee attacks against flying vehicles are nearly impos-
flying vehicles. sible to perform — an opponent making a diving attack can
Armament: If the craft has any built-in armament, be attacked on the initiative count he actually makes the
it will be listed briefly here. Most smaller craft of the First attack in — fly-by attacks move too quickly, although
Age lacked armament, but larger “skyships” were often extremely slow (speed 2 or less) vehicles can be attacked on
armed with lightning ballistae, fire lances or other heavy the initiative count immediately before or after their attack.
weapons. In the Age of Sorrows, what few of these Any ranged attacks made against a flying vehicle
massive craft remain often retain some or all of their First suffer -1 die for each dot of Speed over 4 used in a turn and
Age weapons. an additional -1 die for every dot of Maneuver over 3.
Health Levels: Artifact flying vehicles (or automata)
are not treated as objects for purposes of taking damage —
CHARIOT OF THE INFINITE HEAVENS
health levels must be rolled, and Charms or sorceries that (ARTIFACT ••••)
do additional damage against objects are ineffective against Although many in the armies of the First Age could fly,
them. Flying vehicles have four “wound states,” as defined those not so gifted relied on a wide variety of flying craft to
on the table on this page. aid them. The chariot of the infinite heavens was one of the
Repair: Most First Age flying vehicles require regular more common smaller craft used — in form, it resembled the
maintenance and re-enchantment to keep them airwor- wheeled chariots used by some barbarian forces, but it was
thy. Damaged skycraft require a separate Wits + Lore (First sturdier, with four small feet or skids to hold it up when it
Age Mechanisms) repair roll for each health level re- landed. Perhaps 3,000 were built over the centuries of the
paired, with a difficulty equal to the craft’s Repair rating. First Age, in countless different designs, but only a fraction
Craft that are in arrears on their repairs normally lose one — no more than 200 — have survived to the present day.
dot in Maneuver and Speed for each period of time they are The majority of those that remain are in the hands of the
short, and the controls become less responsive. As a result, Seventh Legion, which generally uses them for local patrols,
the pilot suffers a -1 on the appropriate dice pools. This rather than for offensive duties.

Wound State Effects


Less than 1/2 health levels suffered Undamaged. Operates normally.
1/2 to 3/4 of health levels suffered Speed and Maneuver drop by half. +1 difficulty on all control
dice pools.
3/4 to one less than total health levels Speed drops to 1, Maneuver to 0. +3 on all control rolls. Roll
control each turn to stay airborne.
0 health levels remain Vehicle destroyed — crashes immediately, falls apart in midair or
explodes violently, as appropriate.

62
CHAPTER ONE • LOOKSHY AND THE SEVENTH LEGION

AERIAL VEHICLES FROM OTHER SOURCEBOOKS


A number of flying artifacts and other devices have appeared in previous sourcebooks. Their stats using this
system are given below, along with any exceptions that might need to be noted.
Name Source Spd. Man. End. Armor Armament Hlth Lvls Repair
The Chariot CB: Dawn 2 4 Unltd* Roll Valor** None 3
of Aerial Conquest
* Immune to damage less than 30L. Takes no damage from non-magical sources. Does not take damage as an object
— damage dice must be rolled. Immune to sorceries such as Rain of Doom.
** Dawn anima magnifier, camouflage effect.

Wings of The Book of Spcl* 6 Unltd None None None None


the Raptor Three Circles
* Not properly a vehicle at all. Allows user to fly at five times their running pace.

Thousand- Creatures of 2 -2 Ltd only 27L/39B* Bite, claw, 50 5


Forged Dragon the Wyld by Essence Conflagration
of Doom
An ungainly flier designed to destroy Manses.
* Ignores attacks doing 15L/15B or less.

Warbird Ruins of Rathess 6 3 Rider’s 10L/15B Claw attack 10 3

Each chariot can carry three, but requires only a single Manta is one of a family of similar-sized and -
charioteer — anyone can fly the craft, provided the chariot’s purposed skyships in the Lookshy fleet. Carved from a
owner “turns over the reins” — this action is a reflexive diamond the size of a building and given the shape of a
one, as is regaining control. The other two passengers can giant faceted crystal with small wings on either side,
take any normal action while the chariot is in flight — part Manta is larger than many skyships in her general class,
of the chariot’s enchantment is to ensure that passengers measuring over 60 feet from stem to stern and with a
are always stable and steady, regardless of the movement of body nearly 12 feet wide. She is capable of carrying two
the chariot. Hitchhikers will quickly find the charioteer warstriders as cargo or a talon of infantry for short
determines who is or isn’t a passenger. distances (less than three days travel). Two doors on
Each chariot requires a level 2 Hearthstone to power its either side allow passengers to embark, and a large ramp
flight and, additionally, must be fed 1 mote of Essence each can be dropped from the back of the craft to load cargo
scene — this is a security mechanism, to prevent mortal or troops. Manta requires a crew of five, including two
charioteers from fleeing with the chariot. Chariots of the Exalted, and is powered by placing two Hearthstones of
infinite heavens require one hour of maintenance for every Air (level 2 or higher) in sockets near the twin Essence
20 hours of flight or for every 20 turns of combat use. furnaces that power the craft. As a security precaution,
Speed: 4 each of the Exalts must commit 3 motes of Essence for
Maneuver: 2 the skyship to fly.
Endurance: Charioteer’s endurance. 1 mote per scene. Two fire lances are mounted on the sides of the craft,
Armor: 12L/18B in mounts that allow them to fire in most directions.
Armament: None normally. Firing slits can be opened on either side, allowing infan-
Health Levels: 20 try or crew to fire out to port or to starboard, but this is the
Repair: 4 extent of Manta’s offensive ability. Manta is a reliable
craft, requiring maintenance every 100 hours of flight
Manta (ARTIFACT •••••) and suffering breakdowns only after becoming 30 hours
Although First Age units made relatively little use of of maintenance in arrears. Because of this, there are more
mortal infantry (even equipped with gunzosha or other craft like Manta still in existence than perhaps any other
artifact weapons and armor), save in static, defensive type of flying craft in Creation save the chariot of the
positions, there was still a need for medium-sized trans- infinite heavens. The majority of Lookshy and the Realm’s
ports to move troops and equipment around Creation. air fleets are made up of these craft, and small numbers of

63
EXALTED • THE OUTCASTE

them can be found in the more civilized parts of Creation, implosion bows (two port and two starboard on mounts
mostly in the East and the South. allowing one on each side to fire either forward or aft)
Speed: 5 and two forward-facing warstrider fire lances (see p. 59)
Maneuver: 1 are mounted on the top deck, allowing for fire against
Endurance: Pilot’s endurance. aerial targets (or while the craft is in the water). Addi-
Armor: 15L/20B tionally, firing ports located throughout the hull allow
Armament: Two fire lances. the ship’s troops or Dragon-Blooded to use personal
Health Levels: 40 weapons against the enemy.
Repair: 3 Skywolf requires a crew of 20, including five Dragon-
Blooded, and normally carries two scales of ship’s troops in
Skywolf (ARTIFACT: N/A) addition to any embarked ground forces. The exact amount
Skywolf is one of a group of similar craft that form the of passengers and cargo carried varies — Skywolf can carry
backbone of the Lookshy Sky Guard. Although Skywolf is a wing for short periods of time, but she normally carries
less than two centuries old, her sister ships were built three talons when traveling more than a week from Lookshy.
during the Shogunate, based on plans for mid-range First Some of her sister ships, partially rebuilt for cargo capacity,
Age skyremes. Nearly 300 feet long, Skywolf was designed can carry a wing comfortably for long periods of time and
to support ground operations and to carry troops and are the primary means of deploying large units to the
supplies to the battlefield. Only six of these great warships redoubts from Lookshy.
are known to have survived the Contagion (or to have Skywolf’s operation is labor intensive, requiring one
been produced since), and all of them belong to Lookshy. hour of maintenance for every three hours of flight or
Rumors persist of sky pirates armed with a Skywolf-class every five turns of combat. Fortunately, most of this work
craft operating in the Western Ocean, and other, less can be done while the craft is in flight, but for every 100
credible tales wander the teahouses and caravansaries of hours of in-flight maintenance, she requires a day of
Creation as well. It is believed that Vanileth has at least refitting in dry dock. In-flight maintenance is fairly
one flying craft similar to Skywolf, and legends persist that simple (Repair 2). The Legion can build aerial warships
there were three similar ships docked in the aeries of resembling Skywolf, but they are massive undertakings
Rathess when the Contagion struck. even for Lookshy — nearly all other production of First
In flight, Skywolf vaguely resembles a steel-and-jade Age or Shogunate-era weapons and armor ceased when
alloy killer whale, but the resemblance is fleeting. A Skywolf was built, and it is expected the impact on
deckhouse rises from its mostly flat dorsal deck, equipped production would be worse today.
with numerous tiedowns for cargo or warstriders. The Speed: 7
ventral hull is curved and comes to a point — skycraft Maneuver: -1
usually land in large pools of water or calm inlets — and a Endurance: Basically unlimited. Requires three level
thick ventral “fin” housing weapons and an observation 3 Air, Fire or Solar Hearthstones to operate, in addition to
deck hangs below it. To port and starboard are four Hearthstones for the various weapons (usually four to six
armored housings carrying potent Essence turbines that level 2 Air or Fire stones, depending on exact armament).
power the massive vessel. When operational, these en- Requires 5 motes of Essence from three different Dragon-
gines can temporarily drain an area of breathable Essence Blooded each day to continue operations.
in mere days, and so, the ships are normally kept powered Armor: 20L/30B
down when not being prepared for a mission or in the air. Armament: Two lightning ballistae, four medium
It takes a full day to bring the engines up to operational implosion bows, two warstrider fire lances and five light
power. Skywolf and her sisters can float and can operate as implosion bows.
ocean-going craft, after a fashion, although they are un- Health Levels: 80
gainly and slow in the water. Repair: 5
Unlike most of her sister ships, Skywolf retains her Notes: Only one of Skywolf’s sister ships retains
original armament. Combat between aerial warships most of her First Age armament, stripping out the
was not unknown in the First Age, but it was uncom- ventral medium implosion bows and fire lances. The
mon enough that it was not a primary consideration — remainder have had most of their armament removed,
as a result, most of Skywolf’s weapons are designed to be replacing the lightning ballistae with medium implo-
able to engage ground targets. A forward weapon mount sion bows, the lower implosion bows with light implosion
holds a pair of lightning ballistae (Hearthstone pow- bows and removing the fire lances and one topside light
ered) facing forward, and the ventral fin mounts four implosion bow altogether. Skywolf is also the last ship in
medium implosion bows (see p. 59), one firing in each pristine condition — her sister ships are all damaged,
direction (port, starboard, fore and aft). Four light though flightworthy.

64
CHAPTER ONE • LOOKSHY AND THE SEVENTH LEGION

and, at higher levels, can design and build new copies of


WHAT ABOUT CRAFT (DRAGON ARMOR)? existing designs or even new weapons never before seen.
Most sorcerer-technician characters will have at least
The material that appears in Aspect Book: Air
moderate levels of this Ability, and all sorcerer-engineers
for Cathak Meladus was composed using an early
are masters or near-masters of this arcane art. This special-
version of this manuscript, and has Meladus using a
ized Ability is limited in that it cannot be any higher than
skill called Craft (Dragon Armor) to maintain his
a character’s Lore or Occult Ability.
armor. Craft (First Age Weapons) officially replaces
Craft (Dragon Armor) in the text of that book, and CRAFT (WAR)
the Air Dragon armor’s description should be con- A character who wants a solid grasp of how to conduct
sidered superceded by this one. Also, Craft (First maneuver operations, how to deploy archers and pikes in
Age Weapons) is now the Craft skill “officially” proper formation and density for maximum effect or how
used to maintain First Age weapons. Storytellers to correctly use First Age weapons in a battle can use a
running games with warstriders may wish to transi- specialty of Tactics to aid his endeavors. On a larger scale,
tion generic Craft skills for maintaining First Age the Strategy specialty allows a field commander to deploy
gear over to Craft (First Age Weapons). units to reinforce their strengths while shoring up their
When doing this, it’s important not to make the weaknesses, to arrange for logistical support and sieges and
players’ characters “dumber”. Don’t force an estab- to set up an effective staff.
lished character with Craft (Armoring) to suddenly
stop working on the warstrider he’s been maintaining LINGUISTICS (HELIOCODE)
for months, and don’t make the player buy a brand Seventh Legion heliograph codes and ciphers are
new Ability from 0 to 3. One possibility is to give the some of the most carefully kept secrets in Lookshy, and
character a Craft (First Age Weapon) skill equal to most officers know only the most basic code sequences,
the Craft skill he’s currently using as a free bonus, which are similar to those used in the Realm and else-
without worrying about if the character meets the where. The more carefully guarded sequences are changed
requirements for the skill. Alternately, allow the frequently and are never communicated through a single
character to keep repairing whatever equipment he’s method — rather, a combination of couriers, heliograph
currently maintaining and only force his player to buy messages and transmittal by Wind-Carried Words Tech-
Craft (First Age Weapons) for when he starts main- nique or other methods is used. Knowledge of the heliocodes
taining new equipment types. It’s easier to ignore allows a character to quickly transmit secure messages
these rules or make a special exception than to soothe through Lookshy’s heliograph system and to have them
a player who feels ripped off. taken seriously.

MODIFIED BACKGROUNDS
CHARACTER CREATION The Dragon-Blooded of Lookshy follow the same
The Dragon-Blooded of Lookshy generally follow the rules for character generation as other Dragon-Blooded,
same character generation rules as other Dragon-Blooded, but some of their Backgrounds have been modified to
but there are some differences, and many of the expanded reflect the unique situation Lookshy is in, and several new
Backgrounds, equipment and Charms presented below ones have been added to their repertoire.
can also be used in a Dragon-Blooded game centered in the
Realm or among other outcastes.
ARTIFACT
Most of the First Age weapons and equipment re-
MODIFIED AND EXPANDED ABILITIES maining in Lookshy belongs to the Legion as a whole,
rather than to the soldiers or families of Lookshy. How-
The Seventh Legion makes use of some specialized
ever, the Gentes retain enough that their Terrestrials are
aspects of Abilities that are uncommon in the rest of
often well-equipped with First Age wonders, in addition to
Creation, as described below. Although they are more
weapons drawn from the arsenals (see “Arsenal,” below).
common in Lookshy, most can be found throughout Cre-
For more on artifacts, see Chapter Nine: Wonders and
ation, except Lookshy Heliocode.
Equipment in Exalted and also The Book of Three Circles.
CRAFT (FIRST AGE WEAPONS) X A single level 1 artifact of the Storyteller’s
The character has made an intense study into the choice.
creation, enchanting and maintenance of First Age and • A pair of level 1 artifacts.
Shogunate-era weapons and combat systems. She can •• Three dots of artifacts, divided any way (up
perform basic maintenance and repair on most systems to Artifact 2)

65
EXALTED • THE OUTCASTE

••• Four dots of artifacts, divided any way (up to and few soldiers want to serve under an officer known for
Artifact 3) brutality or for wasting his troops. Conversely, an officer
•••• Five dots of artifacts, divided any way (up to with a reputation for innovative tactics or for snatching
Artifact 4) impossible victories out of the jaws of inevitable defeat
••••• Six dots of artifacts, divided any way (up to can count on support from his superiors and intense
Artifact 5) devotion from his underlings. Such reputations can carry
wide and far, and the names of some Seventh Legion
BREEDING officers are spoken of reverently even in the halls of their
Lookshy breeding initiatives and incentives have enemies in the Realm.
been designed to reward numbers, rather than power. For
the Legion’s purposes, a dozen average Dragon-Blooded NEW BACKGROUNDS
are more useful than four powerful Exalts. As a result, while The following Backgrounds are most appropriate for
Breeding is common in the Dragon-Blooded of Lookshy Lookshy characters. Storytellers may wish to introduce
(the initial bloodlines were strong, and the Gentes have them in other games where they are appropriate but are
taken steps to maintain that strength), the highest levels under no compulsion to allow characters to take them
of Breeding are much more uncommon. Levels 1 and 2 of unless the game is about Lookshy Dragon-Blooded.
this Background are priced normally, but each level be-
yond costs an additional Background or bonus point (on ARSENAL
top of the extra cost to buy Backgrounds above 3). So, level Most of Lookshy’s magical assets are stored away in
3 costs 4 points, level 4 costs 7, and level 5 costs 10 points. deep vaults, managed by the master armorers of the
Seventh Legion. This equipment is loaned out to Dragon-
COMMAND Blooded, to elite troop units and, rarely, to other agents
This Background represents an officer’s personal staff of the Seventh Legion as needed or deemed wise. The
or command, rather than soldiers assigned to the officer by equipment remains the property of the Seventh Legion,
the Legion (which can be purchased using the Backing it must be turned in (in working order) when de-
Background). Legion officers are discouraged from devel- manded, and in all other ways, it should be considered
oping personal armies, but occasionally, circumstances a temporary piece of lent gear, rather than an inherent
result in an officer with an independent unit of troops and part of the character’s panoply (see “Artifact,” above,
the General Staff in a position where it can’t say anything for that).
about it. Officers are responsible for the men in their Heroic mortal characters may purchase Arsenal (it is
command, even if those soldiers are not Lookshy troops. common with elite forces units, such as rangers), but the
This Background is purchased normally — keep in mind cost is doubled (so level 3 would costs 6 Background dots
the different sizes of wings and dragons, however. or 6 bonus points and level 5 would cost 6 Background or
CONNECTIONS 8 bonus points).
Dots provided by Arsenal can also be used to purchase
This Background generally works identically to Con- dots of Manse (including its Hearthstone) on a one for one
nections as described in Exalted: The Dragon-Blooded basis — this represents the Legion temporarily turning
(pp. 159-160). Storytellers may wish to allow characters to over one of its Manses to you.
develop connections specific to the Legion — connec- X Apparently the master armorers don’t trust
tions could be developed in the various field forces, the your character very much. Why is that?
Intelligence Directorate, the Academy of Sorcery, etc. • Two level 1 artifacts
instead of the connections mentioned in the Dragon- •• Four dots of artifacts, divided up any way
Blooded book (pp. 162-163). (up to artifact 2)
MANSE ••• Six dots of artifacts, divided up any way
(up to artifact 3). At this level, your
Most manses in Legion territory are held by the
character may have been trusted with one
Seventh Legion, rather than any household. Each Gens
of the Legion’s legendary war engines,
does maintain a handful of Manses, however, and Lookshy
such as a warstrider.
officers often purchase or build Manses in the Scavenger
•••• Eight dots of artifacts, divided up any way
Lands. Lookshy characters purchase Manses using the
(up to artifact 4). At this level, your
same rules as Solars.
character has almost certainly been
REPUTATION assigned some First Age weapon system,
An officer’s reputation can make or break his career such as dragon armor or command over a
— few commanders want officers known for cowardice, major piece of field artillery.

66
CHAPTER ONE • LOOKSHY AND THE SEVENTH LEGION

••••• Ten dots of artifacts, divided up any way x Your character has never been tapped for
(up to artifact 5). sorcery training and has never studied
sorcery privately.
RETAINERS • Your character has received basic
Officers of the Seventh Legion are expected to main- instruction in arts of sorcery. Your
tain a proper staff of assistants and support personnel — character starts with the knowledge of
even a taizei can be expected to have a steward, a cook and one spell.
a pair of personal bodyguards unaffiliated with his com- •• Your character has a strong
mand. He might also perhaps have a concubine or two, understanding of sorcery’s core principles.
though some would see it as vaguely decadent. Retainers Your character begins with two spells.
are generally quite loyal to their commanding officer, ••• Your character has received extensive
though that loyalty can be dependent on treatment. Well- training in the art of sorcery. Your
treated, they will develop into fanatical servants — treated character begins with three spells.
poorly, they may seek to gain vengeance, or they may •••• Your character has an advanced
simply sigh and accept their lot, depending on the person- understanding of the finer points of
ality of the characters. sorcery. Your character starts with four
X None. Your character has no retainers, spells. Additionally, although your
being either of low rank, unsavory character cannot perform such spells, she
reputation or stoic disposition. has some knowledge of the fundamentals
• Two retainers, usually a steward and an of the Celestial Circle of sorcery, enough
aide-de-camp. to sometimes recognize Celestial spells
•• Five retainers, normally including a cook when she sees them written down or
and, possibly, a bodyguard. performed.
••• Seven retainers, likely incorporating a ••••• Your character’s knowledge of Terrestrial
pair of bodyguards, a steward, a cook and sorcery is unmatched, and her furtive
a secretary. perusal of certain banned tomes has given
•••• Nine retainers, or a lesser number of more her insights into the more powerful Circles.
skilled aides. She begins with five spells.
••••• Thirteen retainers, almost certainly in
corporating armsmen, bodyguards and
concubines, the retinue of a taimyo or the SORCERERS OF THE HEPTAGRAM
spoiled child of a Gens. At the Storyteller’s discretion, graduates of the
SORCERY Heptagram should be allowed to purchase Sorcery as
well, although they are unlikely to have the highest
This Background represents the advanced training
levels of it — level 4 costs 4 bonus points (instead of
of Lookshy sorcerers. These spells should all be selected
2), and level 5 costs them 8 bonus points (instead of
from the list on page 38. This magical mastery repre-
4). If they possess this Background, Heptagram sor-
sents the common training of the sorcerer-technicians,
cerers are not limited in their selection of spells.
rather than their private studies and innovations (which
must be purchased by exchanging Charms or with bonus
points or experience).

67
EXALTED • THE OUTCASTE

CHARACTER CREATION SUMMARY


CHARACTER CREATION PROCESS • STEP FOUR: SELECT ADVANTAGES
Choose Backgrounds (13 — none may be
• STEP ONE: CHARACTER CONCEPT higher than 3 without spending bonus points),
Choose concept, aspect, Nature Charms (6 taken from Dragon-Blooded Charms,
Note the anima powers provided by the at least 4 must be from Aspect or Favored Abili-
character’s aspect. ties. Additionally, all Lookshy Dragon-Blooded
have the Charms Wind-Carried Word Technique
• STEP TWO: SELECT ATTRIBUTES and Elemental Bolt Attack, at no cost. Lookshy
Note that all Attributes start with one dot Dragon-Blooded may not learn the Immaculate
before you add any. Martial Arts before play begins — if a player
Prioritize the three categories: Physical, desires to have her character learn them, she
Social, Mental (7/6/4) should use the Dynastic rules in Exalted: The
Choose Physical Traits: Strength, Dexterity, Dragon-Blooded and then relocate the character
Stamina to Lookshy), Virtues (5 — none may be higher
Choose Social Traits: Charisma, Manipula- than 3 without spending bonus points).
tion, Appearance
Choose Mental Traits: Perception, Intelli- • STEP FIVE: FINISHING TOUCHES
gence, Wits Record Essence (2), Willpower (add the to-
tal of two highest Virtues — may not start at
• STEP THREE: SELECT ABILITIES higher than 8 unless at least two Virtues are 4 or
Note Aspect Abilities. higher), Personal Essence pool (Essence + Will-
Select Favored Abilities (3; may not be the power, plus any gained from Breeding), Peripheral
same as Aspect Abilities). Essence pool [(Essence x 4) + Willpower + (the
Choose Abilities (35 — at least 13 must be sum of the two highest Virtues), plus any gained
from Aspect or Favored Abilities; at least one from Breeding] and health levels (7, plus any
must be in each Favored Ability; none may be gained from Charms).
higher than 3 without spending bonus points.
Characters born in Lookshy must have a mini- • BONUS POINTS
mum of Performance •, Presence •, Ride •, Bonus points (15) may be spent at any time
Stealth •, Archery ••, Brawl or Martial Arts ••, during character creation.
Lore ••, Melee •• and Linguistics •••. Charac-
ters who were not raised in Lookshy receive only ELEMENTAL ASPECTS
25 points of Abilities. Of these 25, 10 must be • Air:
spent on Aspect or Favored Abilities. Dynastic Aspect Abilities: Linguistics, Lore, Occult,
exiles or defectors use the rules in Exalted: The Stealth and Thrown.
Dragon-Blooded, but they must purchase Back- Anima Powers: May triple leaping
grounds as if they were from Lookshy.). distances, and takes no damage from falls.

68
CHAPTER ONE • LOOKSHY AND THE SEVENTH LEGION

CHARACTER CREATION SUMMARY


• Earth: • Backing — Standing and rank in an
Aspect Abilities: Awareness, Craft, organization of power and influence.
Endurance, Martial Arts and Resistance. • Breeding — Your lineage, reflecting how
Anima Powers: May soak lethal damage strongly your blood resonates to your
with her entire Stamina. chosen element.
• Fire: • Command — Authorization to lead
Aspect Abilities: Athletics, Dodge, Melee, soldiers.
Presence and Socialize. • Connections — Information sources and
Anima Powers: May burst into flame for a friends in useful places who give you pull in
scene, doing lethal damage and becoming the world around you.
immune to fire damage. • Familiar — An animal companion.
• Water: • Manse — A place of power and Essence that
Aspect Abilities: Brawl, Bureaucracy, you have access to.
Investigation, Larceny and Sail. • Mentor — A patron and instructor.
Anima Powers: A Terrestrial Exalted • Reputation — How society views you and
aspected to Water can gain free movement your actions.
in water. For the rest of the day, the Exalt • Resources — Material goods and money.
can breathe underwater and operate as freely • Retainers — Mortals who serve you.
as if she was in air. • Sorcery — Advanced knowledge of the
• Wood: Terrestrial Circle of magic.
Aspect Abilities: Archery, Medicine, • Family — Notable family members. Optional,
Performance, Ride and Survival. see page 279 of Chapter Seven: Storytelling in
Anima Powers: May add dice to Dodge or Exalted: The Dragon-Blooded.
Athletics actions.

VIRTUES BONUS POINTS


• Compassion — Empathy and forgiveness. Trait Cost
• Conviction — Emotional endurance. Attribute 4
• Temperance — Self-control and clear- Ability 2 (1 if a Favored or Aspect Ability)
headedness. Background 1 (2 if the Background is being raised
• Valor — Courage and bravery. above 3)
BACKGROUNDS Specialty 1 (2 per 1 if in a Favored or Aspect
Ability)
• Allies — Aides and friends who help in
Virtue 3
tasks.
Willpower 2
• Arsenal — Weapons or equipment issued
Essence 10
from the Lookshy armories for your use.
Charm 7 (5 if in a Favored or Aspect
• Artifact — Magical equipment, weapons or
Ability)
armor that belongs to you or your family
(as opposed to being issued by the Legion).

69
EXALTED • THE OUTCASTE

70
CHAPTER TWO • EOS AND OSSISSA

EOS AND OSSISSA


CHAPTER TWO

The Wyld holds all dreams. Indeed, the Wyld holds they may never desire to leave the Wyld again — and if
everything that can be conceived or imagined. It offers they do emerge, they will be changed, iconic figures who
endless adventures, islands and seas with treasures that have lost their humanity.
would stagger the prosaic merchants of the Guild, for- But for the moment, they are the richest pirates in
tunes in jade and gold and silks and jewels. The Wyld the West — individually richer than even the Grand-
provides new sunrises that will never pall, new frontiers fathers of the notorious Lintha Family, though they
to be explored, new diversions for mind and soul that will pick their targets more carefully. Or perhaps because
never grow old. of that; after all, who is there to rob on the high seas
But the Wyld is addictive to the soul as well as to the wealthier than the Guild itself? Some Dragon-Blooded
body and mind. Yes, certainly, an Exalt can live out his flock to Ossissa and Eos, seeking leaders in their
dreams and be the heroic pirate of legend and sail beyond rebellion against the Realm. Other Terrestrial Exalted
the sunset for discoveries that no other soul would have join them from private desires, wanting revenge or
dreamed could be found — but what happens when he no wealth or power or to seek their own dreams. Normal
longer wishes to return? humans crew Ossissa and Eos’ ships, mingled with a
Sesus Ossissa and Eos Atitha, a dreamer from House few specimens of the God-Blooded, the spirit-de-
Sesus and a peasant-born outcaste, harry the Guild across scended or stranger beings still.
the Western Ocean, fleeing into the Wyld for shelter and Their activity has not gone unnoticed. Houses Peleps
for haven. With their fleet of followers, they sail through and V’neef have both attempted to dispose of the pirates
the courts of the Fair Folk, daring the soulless fae and even but have not managed to do more yet than to slay a few
courting them as allies. They create or discover what their nameless crewmen. The Lintha Family, which has its own
hearts most desire, deep in the Wyld, and they risk their reasons for anger besides the simple theft of possible
souls in so doing, toying with the addiction that comes targets, is hot on Eos and Ossissa’s trail — and would be
from being given what one most wishes for. At the mo- nipping at their heels if they didn’t take to the Wyld so
ment, they are the heroes of their own story. But someday, often. The Guild is furious and is trying to negotiate a
the process may become more important than the ends, sensible financial balance between stocking its ships with
and the simple act of raiding or exploring be more neces- soldiers and sorcerers or losing those ships to the rapacious,
sary than the reason why they raid or explore. Someday, vengeance-driven pirates.

71
EXALTED • THE OUTCASTE

Meanwhile, rumor is hot in every Western port, all


the way to the Realm’s own waterways, as to what Sesus
Ossissa and Eos Atitha truly seek. Is it as simple as it seems,
and do they merely desire to impoverish or break the
Guild? Are the darker stories of their alliances with the
Fair Folk true, and do they indeed hand their Guild
captives over to have their dreams eaten? Is their island
haven brimming with more jade than the Empress herself
holds in the Imperial Treasury? Have they signed pacts
with the Skullstone Archipelago or with some other
Deathlord as yet unknown? Are they secretly working for
the Empress and sheltering her while she prepares to return
and cleanse the Realm with blood and fire? Do they
control strange First Age weapons, discovered on the edge
of Creation, which once served the Anathema? Nobody is
certain, and what they don’t know, they fear.

HISTORY
House Sesus has long been known for strong military,
political and financial ties — and for a willingness to
combine the three in order to wring the greatest possible
profit out of a situation. Sesus troops help collect taxes in
the Threshold, and Sesus merchants finance Cynis parties
and Mnemon marriages, and Sesus politicians turn all of
the above to the house’s advantage. One major line of the
house, the Magel family, is squarely in the Guild’s pocket
— or should that be the other way round? — and the house
finances do very well by it.
There are those who speculate that the notorious
pirate Sesus Ossissa, together with his cohort Eos Atitha,
is merely a catspaw for House Sesus, harvesting from the
Guild illegally just as the Magel family profits legally but
formally disavowed by the house in order to avoid Guild
reprisals. It’s a good theory. There are some in the Guild
who suspect it may be true and hope to find valid evidence
for it some day.
House Sesus tolerates these whispers because the truth,
should it get out, would be even more damaging to it.
When Sesus Chenow founded his own family line so
that he could kill and pillage in the Threshold without
hindrance from the rest of the house, he did so with the
support of his sworn brotherhood. One member of this
brotherhood was another Sesus, of the same age as Chenow
but from the Denerid household — a sensualist named
Ossissa, a pleasure-seeker and visionary, always in search
of new experiences and strange horizons. When Ossissa
was apparently lost to the Wyld, far out in the Threshold,
Chenow regretted the loss of his cousin’s interesting ideas
for persuading satraps to part with their jade but, other-
wise, had little reason to miss him.
Ossissa sailed into the Wyld for many days and nights,
and his crew died one by one, until, at last, he stood alone
on the planks of his ship. When the craft emerged into the
open sea, far from where he had entered the Wyld, a

72
CHAPTER TWO • EOS AND OSSISSA

battered Guild ship, its decks flowing with blood, floated


in front of Ossissa, and a crimson-haired woman, wounded
so severely that she could scarcely hold herself upright,
WYLD SEDUCTION
called on him to surrender. The Wyld may warp the body — and, indeed,
Ossissa was amused. He boarded the Guild ship and that is what most fear from it, having seen the
took the badly wounded woman onto his own craft. As she twisted monstrosities that emerge from it to assault
healed, he learned that her name was Eos Atitha, and he Creation — but it also twists the soul. It isn’t good
listened to her story. for human beings, or even Exalts, to be able to sail
Eos Atitha grew up in the Wavecrest Archipelago, into the mists and find their hearts’ desires or to be
unaware of any Dragon-Blooded in her family line, on a able to lose themselves in opium-scented dreams of
small island that was one of dozens like it, with a port that piracy and heroism and vengeance. They run the
hosted the occasional Guild trading craft. She learned to risk of not wanting to come back. And with the
till the land and harvest crops, and while she knew of the Wyld, you get what you want.
Tya, she never seriously considered joining them. In purely mechanical terms, as described in
Eos Atitha Exalted when barely in her teens, and her Exalted: The Lunars (p. 205-207), the first time a
life changed. The elders of the village insisted that she seek character is exposed to the Wyld of a particular
guidance, and she took ship for a larger island. Three days strength, her player must roll Willpower + Temper-
out from land, spirits of the air screamed in her ears that her ance against the addiction difficulty. Failure denotes
family was being kidnaped and her island ravaged. Eos mild addiction (-1 die to further exposure checks),
Atitha persuaded the fishermen to turn their craft around while success gives a bonus of 1 die to all checks for
and set winds in their sails that returned her to her island avoiding addiction for a number of months equal to
before dawn, running before the storm. the character’s Temperance. Eventually, the
Guild ships had taken every living soul from the character’s Willpower + Temperance dice pool is
island, seeking to repopulate one of its slave plantations likely to run out, and she then becomes a hopeless
that had rebelled and that had been nearly depopulated in addict to the sensations and dreams that the Wyld
punishment. With the winds to help her, Eos followed the offers. That’s the mechanical explanation.
unsuspecting Guild fleet and brought down destruction What the pirates and their pursuers are risking
upon it. The villagers rose up against their captors, and the isn’t just the physical temptation of change or the
Guild sailors and guards were fodder for the sharks. mental temptation of pleasant sensations and de-
But Eos now felt out of place among the villagers. No lightful memories. It’s a temptation that strikes to
longer fit to farm and harvest and not wanting to become the soul. In the Wyld, you can be what you secretly
Tya, she was driven by outrage at what the Guild had dared dream of being. All you have to give up is your
to do to her family. Bidding her kin farewell, she set off with responsibility to the outside world, your objective
a few dazzled followers in one of the captured Guild ships, perspective and your original self. “Be someone
confident that her mastery of the winds and her newfound new,” the Wyld says, “it’s much more interesting.”
strength would enable her to take a proper revenge. The pirates are slowly becoming noble heroes and
She barely survived her first fight, and her crew all explorers, rather than the more complex — and
perished. Had Sesus Ossissa not found her, she would have more real — people they once were. The people
drifted into the Wyld and perished there. who would stop them become archetypal pursuers
Eos Atitha wanted revenge on the Guild. Sesus Ossissa who will never quite manage to capture them.
had thought that he wanted nothing more than to explore Everyone else in the world, from their perspective,
the frontiers of dream and possibility, but the young becomes a supporting character in the epic.
peasant-born’s lust for vengeance intrigued him. He could Sesus Ossissa, the complex and lazy man who
lose himself in her hatred and bitterness, it was so strong. once served in the Thousand Scales, has become
It wasn’t love on either side. It was a mutual obsession, with Sesus Ossissa, the obsessive explorer with room for
vengeance and with obsession itself. nothing else in his mind except the deep Wyld. Eos
Sesus Ossissa let the chains of loyalty to house and Atitha, a woman who had a family, a home, per-
loyalty to Empress fall away with barely a thought, be- sonal ties and a real reason for hating the Guild, has
witched by these new horizons of outlawry, danger and become Eos Atitha, the driven, vengeful pirate,
visionary adventure. The taste of rebellion excited him in who dreams of smashing the entire Guild and lives
ways that he had never felt before, and with his lover’s for nothing less. This answering of one’s deepest
winds backing his ships, Ossissa raised his own flag and set desires is the worst of temptations because it gives
out to bleed the Guild dry. one what one truly wants.

73
EXALTED • THE OUTCASTE

Followers came quickly. Two powerful Dragon- beastmen haunting the seas, people need comforting sto-
Blooded master-captains, with knowledge of the Wyld, ries that they can believe in.
were the sort of leaders that rebels, pirates and adventurers And the stories are, for the most part, true. The pirates
dreamed of. A small fleet quickly formed, with Sesus really do target the Guild and really do release slaves — most
Ossissa’s own craft Unveiling as its flagship. And the Guild of the time — and are generally in open rebellion against the
began to pay, in jade and silver and blood, for all the Realm. Eos Atitha wants the Guild broken and utterly
grievances that Eos held, with all the finesse that Sesus destroyed, but first she wants it to hurt, and she’s aiming for
Ossissa could provide. its most vulnerable organ — its purse. Sesus Ossissa wants to
The Guild now wants the heads of Sesus Ossissa and dream and to explore his dreams and to satisfy the wildest
Eos Atitha and all those who follow them. Naturally, fringes of his imagination — and, for the moment, to enjoy
House Sesus disclaimed Ossissa as soon as his identity Eos’ thirst for vengeance. Others beneath their flag want
became public knowledge. The other Great Houses pub- revenge or rebellion or the humiliation of their rivals or to
licly claim to believe this — and privately whisper that explore new frontiers or safety from those who pursue them.
Sesus Ossissa is doubtless a deep-cover agent and funnels To the common peasant, however, or the average dockworker
his takings back into the Sesus treasuries. Naturally, House or sailor across the West, they are the pirates: rebellious,
Sesus wants its wayward offspring quietly disposed of and valiant and very wealthy indeed.
has sent a number of expert assassins to that end — all of
whom have so far failed.

THE PIRATES! THE PIRATES! IS IT TRUE LOVE?


Unlike the Lintha Family or certain solo operators, Many people assume the obvious, on seeing
the pirates led by Ossissa and Eos are widely enough feared Sesus Ossissa and Eos Atitha as joint command-
that nobody needs to ask which pirates their prey refers to ers of the pirate fleet. Clearly they’re in love,
after limping back to port with empty holds and blood- and that’s why they’ve thrown away duty to
spattered decks. They are simply the pirates, and in only a Realm, family and Dragons. Some sigh for this
dozen years, they’ve made themselves known and feared romantic ideal, while others point it out as an
across the West. Of course, most of their attacks are on example of emotions overmastering duty and
Guild ships — but the predominance of the Guild over use it as an parable illustrating the Way of the
trade in the region means that ultimately everyone is Sickly Whore. More cynical thinkers in the
affected. If Eos and Ossissa liberate a ship’s worth of slaves, Realm are quite sure that one of them must be
then the Guild simply has to find more warm bodies to fill using the other and mutter darkly about deeply
its current orders. If Eos and Ossissa disappear with jade laid plots and spells of enslavement.
and orichalcum from Guild coffers, then the Guild officials None of the above are true. Ossissa and Eos
will make up the theft from the nearest expedient sources have shared a bed on several occasions, but their
— prices will rise, tributes will increase, and it all gets relationship is one of convenience, friendship and
passed on to the peasants. shared obsession, rather than anything romantic.
The peasants and island-dwellers and fishermen aren’t Both tend to find their partners elsewhere —
interested in complex economic reasoning or in the Guild’s Ossissa courts noblemen or ladies of the Fair Folk,
propaganda. The Guild are the bastards who have chosen while Eos has a fondness for innocent island girls
to raise prices as a response to the raids, and the pirates, led or Tya. What they both take care to avoid is
by noble exiles fleeing from the injustice and tyranny of sharing a bed with any of their four captains, as
the Realm — insert some choice legend here — are the such a situation is likely to provoke favoritism or
heroic bravos who occasionally share the wealth. Guild accusations of favoritism.
representatives attempt to explain from time to time (with
touching sincerity and with some jade or wine to help the
message go down easier) how it’s all the pirates’ fault, but
it rarely seems to make a significant impression on the COMMAND AND OBEDIENCE
average island-dweller. The pirates are heroes out of song Just as a ship cannot have two captains when in
and story, sailing from the Far West in clouds of glory, their action, a fleet cannot have two leaders while in battle. If
sails silhouetted against the sunset, freeing Guild slaves all six ships are engaged in an action against the Guild,
and occasionally distributing captured wealth. On the then Sesus Ossissa is acknowledged overall commander
edge of the Wyld, with the Realm trembling on the edge and directs the other ships. If retreat is necessary, then he
of collapse and with the Fair Folk raiding and the marine is the one who signals the need for flight. The other

74
CHAPTER TWO • EOS AND OSSISSA

captains, including Eos, obey his instructions but are at exceptional circumstances. Should this happen, Peleps
liberty to assist each other where appropriate. Cardero in particular is likely to hold a grudge. Medros
If Ossissa’s ship is not on the mission or if Ossissa is Slitneck is prepared to have Dragon-Blooded promoted
incapacitated in action, then command falls to Eos Atitha. over him, so long as he keeps command of his own ship and
While she has less experience in naval combat than still has a voice in matters.
Ossissa, she is a fast study and is adept at noting the A truly enterprising Dragon-Blooded (or group of
weaknesses of Guild craft. What Eos lacks, however, and Dragon-Blooded) who felt the need to operate indepen-
what may prove a significant danger to her, is experience dently and outside of Ossissa’s authority might be shown
in combat with other Dragon-Blooded of equal strength. certain hideouts in the Wyld and left to work as an
She’s never had the training that the House of Bells offers. independent ally. The oceans are wide, after all, and
She was not taught to command humans or other Exalts, there’s no shortage of Guild ships to raid. Of course, the
and all she knows about strategy and tactics comes from Guild is more alert these days, and such new pirates would
common sense, natural gifts and the teaching of Sesus have more difficulty staging raids or escaping afterward.
Ossissa. While she could take advice from Peleps Cardero They would be operating without the knowledge that Eos
or Medros Slitneck, it would be inappropriate — and and Ossissa have of the region and without their numerous
awkward — to do so in the midst of combat. If some of their allies, but if the Exalts insist on operating solo, it’s their life
pursuers have realized this potential hole in the pirates’ — and, possibly, their funeral.
defenses, they have yet to take advantage of it. For a crew member to actively disobey one of the
If a single ship is on a mission, then either it’s Ossissa’s captains is a whipping offence at best. There have been
ship — possibly with Eos accompanying him on it — on a several cases of attempted treachery, mutiny or selling out
quick raid, or it’s one of the other ships scouting. The Guild to the Guild. Ossissa quite understands the temptations of
has already tried innocent-looking merchant ships whose wealth and power and will even occasionally attempt to
holds are stuffed with soldiers and with a sorcerer behind salvage a traitor of exceptional skills or abilities. While
every bulkhead. Ossissa knows better than to let his pirates such traitors will have to prove themselves by truly heroic
attack single ships, however tempting they may look, unless means, it is possible to earn the pirate’s forgiveness —
he is absolutely certain that they are proper targets. When- eventually. Ossissa might also use Guild spies to leak false
ever the other four captains are operating solo, they have information to the Guild or to bait Guild ships into a trap.
standard orders to refrain from approaching other ships or Eos views betrayals more personally. While her hatred of
from tying up in any port unless they are absolutely certain the Guild is far hotter than Ossissa’s, she lacks his skill at
that the area is safe. Heroic piracy is what they do, but intriguing or his cold-blooded attitude toward spies and is
common sense keeps the pirates alive and operating. more likely to throw any discovered spies directly to the
Technically speaking, the four captains exercise au- sharks or to hand them over to the Fair Folk as slaves.
thority in order of seniority. That is, Peleps Cardero has
the most authority, then Green Poison, then Medros NOTABLE ASSOCIATES
Slitneck, then Gemella Windrose. In practice, Cardero Sesus Ossissa and Eos Atitha, feared as they may be,
and Medros have roughly equal authority in a combat cannot operate a pirate fleet alone. Though some of the
situation, as both of them are experts at commanding ships stories about them in the Threshold describe them as single-
in battle. Green Poison gives way to their expertise, for the handedly steering a mighty caravel and defeating Guild
moment, though if her hatred and anger continue to grow, crews through their own martial prowess, this is an exag-
this may lead to an awkward confrontation. Gemella geration. Loyal crews are necessary to help subdue Guild
Windrose is the undisputed expert on sorcery — and the enforcers, to dispose of guards, to handle ships and treasure
undisputed (even by her) bottom of the command tree and to share the joys of exploration and bloody revenge.
under any other circumstances. Naturally, Ossissa and Eos are always glad to recruit
Any new Dragon-Blooded joining the group would Dragon-Blooded to their cause — in fact, three of their
probably be assigned as a junior officer to one of the current captains are Dragon-Blooded. One is an outlaw on the run,
ships — most likely Ossissa’s own or perhaps Eos’ — until one is a pragmatist with a private mission, and one is a
the leaders were certain of her loyalty and prowess. After sorcerer who dreams of finding Charms and spells that will
a few months, assuming that she could handle crew and allow her to permanently command the Wyld. The fourth
sail, she might be given her own ship to captain. A Dragon- captain is a human, a veteran from the Lintha Family
Blooded (or several of them) joining the pirates with her seeking refuge with one of the few groups that might be
own ship would neither be turned away nor have her ship able to protect him from the Family’s vengeance, but has
taken from her, but she would not be fully trusted for a skills that few can match. There are a couple of other
while. Eos and Ossissa are unlikely to promote newcomers Dragon-Blooded in the group, both newcomers, and both
above their own trusted captains, either, barring truly serving aboard Ossissa’s ship.

75
EXALTED • THE OUTCASTE

House Peleps (the previous commanders) significant fi-


nancial problems. Peleps Cardero had previously been
FAITH AND REBELLION heavily involved in the merchant navy, specializing in
The Immaculate Order teaches obedience to security and in protecting the ships from pirates. He
the social structure of the Realm, respect for the realized that House V’neef would dispose of him as quickly
Dragon-Blooded, honor to the Empress and that all as possible and that his own house had no use for his
things have their proper place. Outright rebellion particular talents. Clear-sightedly, he chose a path that
against the Realm, preying on Guild shipping and would allow him to cause trouble for V’neef, through raids
assaults on the navy — regardless of whether or not on Guild shipping. He hopes that some day in the future,
the navy gets in the way — are improper actions Peleps will establish itself as the imperial line or as an ally
from both the secular and the religious points of of the Great House that has and will once again have
view. So, how can a Terrestrial Exalted pirate control of the merchant navy. On that day, Cardero
reconcile his current course of action with his faith, intends to return to his house under a new name and to
assuming that he has any? marry his childhood sweetheart, Peleps Mairill, an accom-
Some outcastes have it easy. They were raised plished sorceress.
outside the Realm, offspring of parents who’d for- Peleps Cardero is a skilled strategist but an even more
gotten the touch of Exalted blood in their family skilled merchant and clerk. He passed through the Spiral
tree or of mothers who didn’t realize that their Academy in his youth, and he knows how to juggle
casual liaisons had been with the Dragon-Blooded. finances, men, supplies and taxes. Ossissa relies heavily on
As such, these Exalts have grown up in places where Cardero’s help in judging when to hit the Guild for
the Immaculate Order was one of several competing maximum effect and where to dispose of the profits after-
religions rather than the sole source of religious ward. This has done much to add to the group’s reputation
dogma. Their current actions don’t necessarily out- as “the richest pirates in the Threshold.” Cardero is a tall
rage their beliefs. They may even reconcile a partial man, 35 years old, with pale hair and eyes as green as the
understanding of Immaculate dogmas with a belief deepest ocean, and his fingers are as often ink-stained as
that they’re only striking at the corrupt parts of the salt-stained. He can defend himself as well as any other
Realm and, thus, supporting true Exalted justice. Dragon-Blooded, but he prefers a cautious attack to a
Eos Atitha herself matured on a small island hun- reckless one. Cardero maintains an occasional correspon-
dreds of leagues from the nearest Immaculate outpost dence with Mairill, but under conditions of extreme secrecy,
and knows little more of the immaculate faith than through spirits of air that she summons. Nobody else is
she does of the Realm itself. If she bothered to aware of this yet, but Ossissa and Eos would frown on such
consider it, she would hope that the Dragons them- a potential breach of security, and House Peleps would
selves approved of the justice and vengeance that seize the opportunity to lure the notorious pirates into a
she brings to the Guild. trap. His ship is the Shark.
Some Dynasts will attempt to cast aside their Green Poison is an Iselsi, from the outcaste branch of
Immaculate beliefs, together with their loyalty to the house, and is extremely bitter about it. Notable for her
the Realm. It’s not always that easy. They may habit of wearing green leather, her green-dyed hair, her
convince themselves that they’ve discarded their twin green-jade swords and her fondness for disembowel-
religious convictions, as Sesus Ossissa himself has, ing captains who make any attempts at resistance, she is
but such Exalts still often find themselves abiding the youngest Dragon-Blooded among the captains, being
by their childhood strictures. They don’t use iconic barely 25. She dreams of overthrowing the entire Realm,
decorations, they fly undecorated or abstract flags, of casting down the other Great Houses, of making the
and they still walk among lesser mortals in the monks of the Immaculate Order labor in slave gangs for the
unshakeable belief that they, as Dragon-Blooded, rest of their natural lives and of other such pleasant visions.
are divinely appointed to rule them. Since she is aware that this is nearly impossible, she’s
Other Dynasts may honestly lose their faith decided to settle for crippling the Guild, as this will
and be able to say that the Immaculate Order and its inconvenience all the Great Houses. In a few decades, she
stories of the Five Elemental Dragons mean as little may grow bored with this and try something else. The Iselsi
to them as the dust beneath their feet. (the Savenis bloodline in particular) have not tried to use
her — yet — but are keeping her under distant observa-
tion, as a possible hole card for emergencies.
Peleps Cardero, disowned by his house and sadly
Green Poison knew from her childhood that her
resigned to it, is the recognized third-in-command of the
House had been systematically dismantled at the Empress’
fleet after Ossissa and Eos. When the Scarlet Empress gave
wish, and that she wouldn’t even be claimed publicly as an
control of the merchant navy to House V’neef, it caused

76
CHAPTER TWO • EOS AND OSSISSA

Iselsi, in order to give her more latitude to maneuver and slaves being brought in on a Guild ship. Among that cargo
rise. Acknowledged as a courtesan-born Dragon-Blooded was the younger brother whom Medros had left at home 25
sired by an Peleps nobleman (dead and unable to contra- years ago, now comatose and half-dead from head wounds.
dict the slur), she trailed along on the outskirts of society, Something snapped in Medros that day. With his
able to watch her peers but never given any work of customary efficiency, he secured his brother and fled the
importance or invited to the best parties. She broke out Lintha, terrifying his crew into obedience. He sought
with a vengeance, dyed her hair green and ran off to join shelter with someone powerful enough to protect him
Sesus Ossissa. An Aspect of Water, she has largely un- from the Lintha Family. Sesus Ossissa and Eos Atitha,
trained potential as a sorcerer but is truly skilled with her newly making a name for themselves and with a haven
swords. Ossissa and Eos trust Green Poison but keep a hidden deep in the Wyld, were the obvious choice. He
careful eye on her, as she is brash and arrogant and may well swore his loyalty to them by blood and name and sword and
lead her ship into an ambush one of these days. Peleps keeps that oath still.
Cardero feels that there is something strange about her Medros Slitneck is a short man, barely 5’5”, with
claims of ancestry but has not made any serious attempt to green-tinged long black hair tied back in a ponytail, gills
investigate. Her ship is the Dismay. set in his neck, an uncompromising face and a vicious
Medros Slitneck was named for the gills that line his temper. His saber is a First Age weapon, and it glows red
neck, but there are those who say that his habit of slitting in battle as he sheds blood with it. While he has no
the throats of enemy sailors before throwing their bodies Charms or spells, Medros is an accomplished sailor and a
overboard may have had something to do with it. He is a genius at the steering wheel. His crew fear him — with
renegade from the dread Lintha Family and had a bad good reason — but follow him for profit and luxury. His
enough reputation while serving as a ship’s captain under brother sleeps at the Obsidian Hands, still in a coma from
the Family to terrify half the Coral Archipelago. He had no those injuries years ago, and Eos (who sympathizes, to a
doubts about his choices in life or about his loyalty to the degree) has promised to watch for some way of healing his
Family, until one day when he was watching a cargo of wounds. The Lintha Family want Medros alive — and
intend for him to stay alive for a very considerable length
of time, as an example of what happens to traitors.

77
EXALTED • THE OUTCASTE

His ship is the Murderer’s Wind, and it is noticeably older long since flooded by water, whose obsidian cliffs rear
and more battered than the others in the fleet — though skyward like a pair of cupped hands, giving the place its
no less efficient. name. At the far end of the water-filled crater, a stretch of
Gemella Windrose is the daughter of Elucina beach leads up to an expanse of fertile land, where trees
Silvereye, an outcaste who served with distinction as a bear both fruit and flower throughout the year, crowned by
magistrate till her death in the line of duty. This death Ossissa’s gold and ivory pagoda. His followers have their
involved a number of daggers in the back received, cour- own dwellings further down — tents of ice-white silk
tesy of a faction from the Ministry of the Honorable and embroidered with silver thread or houses of ebony or
Humble Caretakers of the Common Folk, during a compli- towers of marble. Even the lowliest crewman sleeps be-
cated tax fraud case that Elucina was investigating. tween silk sheets and is attended by beautiful faerie
However, by then, Gemella was already in boarding school courtesans or doe-eyed boys with sculpted muscles.
and comfortably ensconced in the Realm’s educational This is a haven of pure desire, where every wish is
system. She Exalted successfully and passed through the answered. Meals are brought by birds every morning or
Heptagram with high marks, a scholastic rather than a prepared by the smiling servants and include fresh bread,
social success. Shortly after graduation, she headed off to fresh meat, unearthly sweetmeats and wines that might
the Threshold and vanished from the social map. She have been pressed before ever the Scarlet Empress took the
reappeared in the company of Ossissa and Eos, as their throne. The men and women of the fleet lounge among the
newest captain, devoted to expanding the boundaries of trees or swim in the clear waters below or practice with
reality and exploring the Wyld. their weapons on the sandy beach or sport with their
Gemella is a dreamer pure and simple, a fantasist who paramours. Each time Ossissa or Eos leads an attack on the
wants to build strange new realms out of the Wyld and to sail Guild, there are always a few who are unwilling to leave
into the sunset and return with a hold full of pearls and this earthly paradise. Some of these lotus-eaters become
flowers. She came to Sesus Ossissa because she’d heard that guards of the Obsidian Hands, watching for any attackers
he’d explored further into the Wyld than any other Dragon- who might somehow find their way to the haven. Others
Blooded, loyal or traitorous, and that he intended to go — in an act of strange mercy from Ossissa — are returned
further still. Ossissa feels almost paternal toward the girl and to mortal lands, where they live in longing for the distant
has ensured that her ship is crewed by some of his most loyal shores of the Wyld, to report on Guild activities to Ossissa
and able followers. Gemella is an expert sorceress but a poor and Eos, solaced with dream-crafted treasures that their
sailor and relies on her first mate (Lynden Jadenose, an old old shipmates bring them.
hand) for most of the prosaic duties of captaining a ship. She The way to the Obsidian Hands requires passage
is a slender woman, gaunt with self-imposed austerities and through certain points of the Wyld. It cannot be reached
a mere 30 years old, and she wears her dark hair cut short. without passing these waypoints, short of using the most
While she is perfectly competent with her Charms, she’s powerful spells or the Charms of the ancient Anathema.
Earth-aspected, so she seldom feels entirely comfortable in The Celestial Circle spell Summon Spirit Boat (see Sav-
the middle of the ocean. Her ship is the Declaration. age Seas, pp.117-118) could take a sorcerer to the first
Other known followers of Ossissa and Eos include: waypoint on the route but would require the token for that
Ethe Lathin, a Tya who joined in the hope of finding checkpoint to go further. Sesus Ossissa is a dreamer and a
her lover, another Tya lost to the Wyld years ago, and who visionary and a Wyld-shaper, but he is not stupid. While
regularly proposes a raid on the Lintha Family’s sargasso. it is possible that a ship lost in the Wyld might come upon
Edge of Coral, a man whose mother was a coral-spirit the Obsidian Hands purely by accident, it is extremely
and whose nails and teeth are red coral, who searches for unlikely. Such fortunate sailors — for anyone surviving a
a way to make his spirit-kin accept him. voyage through the Wyld purely by chance is ridiculously
Doraste Eel-biter, who drank the blood of one of the fortunate — find themselves at the entrance to the Obsid-
great eels that swarm in the Far West and who now has ian Hands harbor, where the cliffs part to allow entrance
white scales and hair and eyes red as blood and swims faster to the central crater, being hailed by the guards watching
than any human. from above.
Incan Star-Eye, who always goes wrapped in gray (The Obsidian Hands are in the Deep Wyld, in a
robes and has yet to reveal evidence of either gender but pocket of stability with a single path leading to it. Passing
can call and dispel mists by singing. each waypoint requires at least five successes on a Percep-
tion + Sail roll with a difficulty of 7, in addition to fulfilling
IN THE OBSIDIAN HANDS the condition at that place.)
The fleet’s secret haven is deep in the Wyld, found There are three waypoints to pass and three tokens to
long ago by Sesus Ossissa when he only had a single ship give. First, the ship must pass through a sea of endless long
under his command. The actual port is an extinct volcano, waves that stretch from horizon to horizon. If, and only if,

78
CHAPTER TWO • EOS AND OSSISSA

the steersman of the ship drinks a mouthful of the seawa-


ter, bitter and salty as it is, will the waves part to reveal a
hidden ravine that leads to the next point on the journey.
As the ship sails through the ravine, countless ruby-
feathered gulls flutter above, calling to each other in a way
familiar to any sailor. The ravine is wide enough to hold
three caravels sailing abreast, but it apparently continues
on forever, never actually coming to an end. At any time,
a captain may turn his ship back and try to leave the ravine.
He will find himself at the entrance again within a hand’s
turn of minutes and may return through the endless sea of
waves to the Wyld and, from there, to normal seas. But
should he wish to continue further, someone on board the
ship must hold three ruby feathers from one of the gulls.
These can be feathers that were collected earlier or ones
picked up from the sea where they may have fallen or
feathers taken from a gull that has been coaxed down to the
deck of the ship with food. In fact, Sesus Ossissa’s ships
have been through here often enough that the gulls will
frequently fly down to passing ships and perch on the
rigging out of habitual curiosity.
Once someone on board the ship possesses three
feathers — detached from a single gull — then the ravine
will come to an end, and the ship will sail out into a fog-
covered sea. Upon looking down, it becomes clear that the
ship is no longer sailing in the waters, but is navigating
through the sky, borne through clouds and mist by the
prevailing winds. High above, the Five Maidens are all
visible in the sky. The steersman must set his course toward
the Maiden of Journeys and hold the tiller steady. Failure
in this will result in the ship wandering through the cloud-
ridden sky for hours, until it comes upon some other
outpost deep here in the changing seas or some hidden
court of the fae or until it emerges upon a fog-shrouded sea,
far from where it entered the Wyld.
However, if the course is true and the steersman does
not waver, then within three hours, the ship will emerge
from the mists to a bright sunlit sea, and see the Obsidian
Hands reaching up toward the sky in a great dark sweep of
stone, with Sesus Ossissa’s pagoda shining at the peak.
Naturally, Sesus Ossissa and Eos Atitha only share the
secret of passage with trusted followers. While it is possible
for any intelligent person on board to get some idea of how
to traverse the waypoints, purely through observation, new
recruits and rescued captives are kept belowdecks for the
first few trips to the Obsidian Hands. Eos herself likes to
cloak the whole voyage in mystery, calling to the winds
around her and raising her anima banner, while Sesus
Ossissa takes care to pass through other strange parts of the
Wyld and to add extraneous rituals in order to confuse the
issue. At the moment, only their four captains know the full
route for certain. Perhaps a dozen of the regular crews — all
old, trusted hands — are reasonably sure of the steps that are
required and could pilot a ship through if necessary.

79
EXALTED • THE OUTCASTE

Some of the pirates have brought their human par- Withered Hanzi dwells in an elegant, well-moneyed
amours to their haven and keep them there in the lap of town in the Coral Archipelago but is a social recluse,
luxury, lavishing jewels and silver upon them. These preferring to spend his time in his high house on the cliffs
pampered lovers are certainly happy, but they dwell in a to the north. The sea-mists wash over those cliffs in the
lotus-eating paradise, where everything is provided and evenings, making navigation hazardous, and rise to wrap
nothing need be sought. They dwell there like flowers the house in their shrouds. Local children tell each other
caught in amber, not needing to go on the missions and that he summons demons and converses with the ghosts of
raids in which their pirate lovers risk their lives. Many of the dead and that black galleys from the Skullstone Archi-
them drift into placid dreams and idle indulgences, rousing pelago visit him at the dark of the moon and bring him
themselves only when their lovers return to garland them trapped spirits to sing to him at night. Their parents view
with flowers and receive their embraces. The nearby Fair him as an eccentric, but as a rich eccentric — and the rich
Folk have no interest in kidnaping them or luring them are forgiven many things. He comes down every day to the
away, as such folk are already lost in their own dreams. port, to do his own shopping, as he insists on fresh fish for
every meal.
SUPPORT NETWORK Hanzi was forced to leave the Unveiling’s crew after he
The pirates have their haven and their captains and was struck with venom from a sea serpent that warped his
their ships, and they form an excellent and highly lethal body till he seemed 80 years old. Ossissa supplied him with
strike force. However, they cannot exist in a vacuum. enough jade to buy a house and to maintain him in moder-
Their interest in bankrupting and breaking the Guild ately extravagant style. Hanzi listens to gossip and observes
keeps them tied to the human population of the Western ship movements during his daily shopping expeditions, and
Ocean and keeps them involved with ordinary fishermen, he passes the information on when his old shipmates visit
sailors, farmers, slaves and soldiers. This is ultimately a him at the dark of the moon. He also has a spirit of the air
fortunate thing. Were the pirates to keep to their explora- trapped inside a sapphire cage, which he can release if he
tions of the Wyld and their association with the fae, they needs to send a truly urgent message to the pirates.
would soon lose track of what humanity and human Hanzi is currently watching for new potential outcaste
interactions mean. For the moment, Eos’ obsession and recruits and would enjoy the chance to tweak the Realm’s
the desires of others among the pirates keep them safe from nose by hiding any fugitives. He is not actually ill, but
the deepest temptations of the Wyld. physically, is as weak and frail as an 80-year-old man and
For the moment. suffers from chronic arthritis.
The spirit of the air was bound by Gemella Windrose.
TRACKING THE MERCHANDISE If the cage’s door is opened, then the spirit is released, but
Sesus Ossissa and Eos Atitha may be daring pirate it must perform a task for whoever opened the door. If the
adventurers, sailing into the Wyld and into the distant cage is shattered, then the spirit is free and owes obedience
courts of faerie, but this provides little practical intelli- to no one.
gence on when the Guild fleets sail and what routes they Kieran Red Whiskers is a large deckhand in a major
intend to take and how well guarded they will be. The port somewhere between the Lintha Family’s sargasso and
Guild has the jade to afford sorcerers who can conceal its the Skullstone Archipelago. Always friendly and with a
plans with spells of confusion and hide its passage with merry quip for one and all, he cheerfully accepts heavy
clouds and to bribe or compel the little gods and the spirits work for low wages — in order, he explains, to keep his
of air and sea to keep silence. poor little sister fed and clothed — and always has a few
However, what Eos and Ossissa have are loyal follow- spare coppers for the children who flock to the wharfs to
ers who are prepared to report to them on when ships sail, watch the cargo being unloaded. Nobody notices the
on where they intend to go and on who crews them. Some bloodthirsty gleam in his beady eyes as he smiles and bows
of these folk are pirates who were invalided off their ships happily to the Guild captains and sailors.
due to injuries that could not be healed. Others are Kieran is not a sane man, though he gives a good
members of the crew who could no longer endure the impression of it to the casual onlooker. Ossissa was only
nearness of the Wyld or who found addiction too much to too glad to post him well away from the other pirates, so
bear and had to retreat to more civilized human lands that, when the inevitable breakdown occurs, the other
before they succumbed to the endless temptations of pirates won’t be caught in it. Every night, Kieran goes
dreams. A few are only working as spies for a little while, home to his lover, a Fair Folk enchantress who hides her
scouting for new crew members — or even new outcastes exotic features behind layers of veils and whom the neigh-
— and serving as go-betweens and agents. Soon enough, bors believe to be Kieran’s poor frail sister. Every night, she
they will return to their beloved ships and to the sea-paths builds a seagull from blood and feathers and sends it to Eos
of the uttermost West. with the latest reports. And every night, she kisses Kieran

80
CHAPTER TWO • EOS AND OSSISSA

to sleep and drinks from his dreams. Some nights, the two her ship and then anonymously passed that person infor-
of them wander the streets of the port together and find a mation about how to contact Eos and Ossissa. Massatha is
Guild sailor, and Kieran breaks the man’s bones while the a middle-aged woman, weathered by a life at sea, with a
faerie drinks his blood and paints the walls with it. tongue that can blister paint at 40 paces.
Massatha is one of the Tya, and she owns her own Of course, there are other silent agents who watch
ship, which she sails on short trading voyages between the the seas and report to the pirates on Guild movements.
outskirts of the Skullstone Archipelago and the edges of Annisterre, a young man with many years to go till he
the Coral Archipelago. She specializes in small luxury attains the dignity and rank of death, takes substantial
goods such as spices, pearls and silks, and she pays the quantities of jade to watch certain comings and goings
Guild a heavy fee by way of insurance against “accidental through the Skullstone Archipelago. Mefer, an itinerant
pirate attacks.” Most of her crew is Tya as well, but none Immaculate monk with abolitionist leanings, occasion-
of them are aware of her links to Sesus Ossissa and Eos ally passes on information about Guild slave convoys in
Atitha. In fact, many of them would be furious to hear of return for proper donations to local temples. Firebird
it, and she might well be deposed as captain — not to Ikkalia, an arrogant female pit fighter who is a frequent
mention thrown overboard for the sharks. visitor to the Lintha Family’s domains, has a good eye for
Massatha’s grudge against the Guild is deep and troop movements and trades it for exotic new weapons.
permanent. She resents having to pay the equivalent of Jadis Ice-Eye is an elderly charm-maker and potion-
heavy taxes to them, resents having to take their wishes brewer who uses the rare drugs that Ossissa provides to
into account and resents most of all that she, a single create some of her more exotic potions and, in return,
trader, will never be able to hurt them. Given all of this gives him information on the sorcerers and Exalts who
resentment, she is more than happy to pass information on pass through her part of the Coral Archipelago.
to pirates who can and will make the Guild suffer. Her
news is passed in coded messages inside her trade goods, CHESTS OF JADE AND GOLD
folded inside spice-barrels and painted on the inner linings The pirates must also be careful about what cargo they
of bales of silk, and while her messages are slow to reach the take as loot and where they dispose of it. If they return after
pirates, they are full and detailed. Also, three times now, a raid with holds full of black lotus, indigo, peppers,
she has observed a potential recruit who was working on Conqueror root, merhorse skins, flamewood planks, auk

81
EXALTED • THE OUTCASTE

down and cane spirits, they can’t necessarily sell it at the However, she interfered — by pure chance — in an
first port they come to. This holds particularly if the Guild assassination plot, accidentally saving the life of a high
knows what’s been stolen and is likely to express its lord and was sensible enough to accept his thanks grace-
grievance on anybody who ends up buying it or to try to fully. He gifted her with 100 more years of life, her own
trace the pirates through it. group of minions and an introduction to one of the Lintha
Of course, this leads to the black market and to Family. Candelati left the Fair Folk island as fast as she
smugglers and to discreet vendors in back alleys and to politely could, but maintains business connections with
little shops with strange proprietors who can find anything them and sells Fair Folk goods — or anything else interest-
a buyer wants — at a price — or who can arrange to sell it ing — at a reasonable price. She is obsessed with her nails,
to someone who’ll buy it. For every law-abiding society in having them manicured twice daily by eunuch slaves and
the West, from the Coral Archipelago to the Skullstone wearing elegant jade nail guards.
Archipelago — and even among the Lintha Family, which Sweet Decay is an elegantly coiffured young man who
has its own rules — there are buyers and sellers willing to haunts the edges of the Skullstone Archipelago and affects
flout established law and agreed custom in order to make the dress and manners of a deathknight. While not of such
a profit. rank himself, he dreams of elevation to the higher aristoc-
A certain amount of effort is necessary to get the goods racy and hopes to buy his way in through jade and favors.
to the sellers. This may require stealing a cargo ship, The true deathknights and powers of the land despise and
disguising it, packaging the small but valuable items at the discount him, considering him no more than an imitative
bottom of barrels of beer or bales of cotton and sailing into groveller in their wake. He simultaneously resents their
port under the Guild’s noses in order to hand over the opinion of him and uses it as protective coloration.
spoils and collect the price. Equally, it might involve Even in the Skullstone Archipelago, there is a market
rowing into small inlets in the dead of night in small, silent in luxuries for the living, and not everyone wants to die —
boats and handing over chests filled with jade and spices or perhaps they’d rather hasten someone else’s death.
and fae goods, which are received by masked smugglers Sweet Decay can provide silks, drugs and rare luxuries from
whose kinfolk keep watch for lawmen or Guild interlopers. across the West and even sometimes from further afield —
Or perhaps it will require a rendezvous deep in the heart of furs from the distant North or peppers and spices from the
the ocean, in a position specified only by stars and tides, for Far South. He mingles smoothly flattering words with cold
a private exchange between two or more ships. Such a mid- disdainful mannerisms, leaving his buyers often uncertain
ocean rendezvous would be made with one eye on the as to whether he’s going to supply their needs or strangle
horizon for a Guild fleet informed of their plans or for some them on the spot. A number of orphaned children serve
deep sea behemoth lurking for prey. him as a spy network, hoping for a better future.
Some items come from the Wyld itself and, as such, Madam Doubleknock runs one of the most famous
are perishable. Ossissa sells the occasional such item (roses pawnshops in Azure, the capital of the Coral Archipelago.
made of rain, cats of smoke, opal-eyed birds trapped in She courts the poorer clientele, and sailors can pawn
golden cages) to wealthy individuals who have the facili- anything from their latest coral trinket to their second-
ties to keep them solid and real. Gemella Windrose has the hand trousers in her shops. Repeat business from the cheap
Charms to keep such things solid and permanent, but end of the market keeps her in business, and the rumors of
Ossissa doesn’t want her spending too much time on a private dealings with everyone from the Guild to the
trivial pursuit. However, there are people who will pay a Lintha Family are totally accurate. She manages to con-
fortune for trinkets that only the Wyld can provide — or ceal her dealings with Ossissa and Eos due to all the other
who will give the equivalent value in information, treach- merchandise that moves through her warehouses and
ery or assistance — which makes the deal worthwhile. shops and camouflages their spoils with pawned goods and
Candelati of the Second Winding is an elderly woman black-market items.
whose eyes are far too young for her face. She operates in As far as Madam Doubleknock is concerned, she’s in
the Lintha Family’s stronghold and is tolerated by them it for the money. She keeps all her clients strictly separate,
because they prefer to have an identified free agent whom she doesn’t sell information (though she does sell goods),
they can control and feed false information to, rather than she doesn’t run assassins, and she carefully avoids the sort
a hidden potential enemy. She has a disturbing giggle and of activity that might leave her in the prisons awaiting the
dresses in scanty silks that do not suit her age or demeanor, next sacrifice to the volcanoes. To her, Eos and Ossissa are
and she will offer her clients anything they want — for a just another set of sellers (and occasional buyers). She’s
reasonable price. prepared to pass on a message if anyone wants to set up a
Candelati was sold to the Fair Folk as a slave at an meeting, but she will charge for the service. The Guild are
early age and grew old working in their palaces, scrubbing aware that she serves as a channel for the pirates’ stolen
their perfect floors and manicuring their perfect nails. goods and is putting together a scheme to lure at least one

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CHAPTER TWO • EOS AND OSSISSA

of Ossissa’s ships — and captains — into its hands. Dominie voyage, fortify themselves with any Charms they have that
Malfortayn (see p. 88) already has such a plan, but needs provide resistance to the Wyld’s effects, gird on their weap-
a few innocent outcastes to serve as bait. ons and set sail for the uttermost West. If the pilot’s player
can obtain 30 or more successes on an extended roll of
SIGNING ARTICLES Perception + Sail, then the character may indeed manage to
A lot of people would like to join up with the pirates. pilot the ship to Ossissa’s fabled haven, though this will take
Some want to serve them faithfully, while others want to at least three days in the Middlemarches of the Wyld per
betray them. Some want to explore the deep Wyld, some roll. For every success above the 30 required, the number of
want to get rich, some want to hurt the Guild, and others days is reduced by one. The player of a Lunar, should his
nurture plans to take over the fleet and be acknowledged character be seeking Ossissa’s haven, may attempt to roll
as the rulers of the Western Ocean. As with any elite Perception + Survival at a difficulty of 7, using his character’s
organization, it’s not as easy to join up as it looks. innate familiarity with the Wyld and its ways to track the
pirates more easily, but it will take him the same length of
MAKING CONTACT time to travel to the Obsidian Hands.
Aspiring pirates have to find some way to make Smart Exalts — of whatever variety — have various
contact with Ossissa and Eos. Randomly sailing into the ways to try to find the pirates. Sorcerers may summon the
Deep Wyld is far more likely to result in a painful death or spirits of air and earth and water — or even demons — and
a permanent Wyld-change rather than an actual encoun- bid them to trace the pirates to their haven. Also, if a sorcerer
ter with the pirate fleet, much less its secret haven. Of knows that the pirates are currently in a particular area after
course, chance can take a hand, the workings of fate are a notorious raid or battle, she might command her spirit
inscrutable, and the Maidens and the Dragons shape allies to search that tract of sea for their ships and to return
destiny to their ends. It is possible that the battered raft with word of their location. Certain Charms of investigation
that is all that remains of a character’s noble ship will be and detection, such as the Evidence-Discerning Method or
noticed by the Unveiling in passing and that the character the Unknown Wisdom Epiphany, might also allow Exalts to
will be taken aboard and given a chance to prove himself. examine a particular location where the pirates have been
Death-defying characters who wish to dare the far staying and to note clues that will give some idea of where
reaches of the Wyld should lay in provisions for a long they might lair or where they intend to go next.

83
EXALTED • THE OUTCASTE

Those Exalts who have a particular affinity for diplo- contacts. Ossissa and Eos are willing to trust the contacts
macy or crime — or a knack for conversation and bribery whom they’ve put in place and will give at least some
— will doubtless realize that the pirates must have con- credence to their opinion of potential recruits — particu-
tacts among the population of the Western archipelagos. larly if a contact then expedited a meeting. Arriving with
Such contacts are a logical way of sending a message to the the Guild in hot pursuit gives the fugitive some moral
pirates, and setting up a first meeting. A bit of spying, a few credibility but not absolute certainty. Such things could be
bribes and a certain amount of observation can allow set up and have been before. If Ossissa and Eos know that
characters to identify merchants or others who might be in the characters are looking for them, they’ll certainly check
touch with the pirates. Of course, the Guild is currently up on any publicly available knowledge about them, and
trying to trace Eos and Ossissa’s agents too, so Exalts must the two pirates’ black-market links might even give them
be careful not to leave an obvious trail to their door. access to a few disreputable secrets as well.
Particularly naïve Exalts might not realize that the Guild The two most useful emotional keys for characters to
is using them as catspaws. This offers the possibility of a appeal to are Eos’ hatred of the Guild and Ossissa’s urge to
tragic outcome, if they expose the hapless agents or even explore new horizons. Having a reliable reputation for
lead the Guild all the way to the pirates’ haven. Possibly either pursuit is one good way to get a hearing with the
Ossissa might intervene in time to help them escape and captains and a sympathetic reception. A personal appeal
offer them a place with the pirates, as their intentions were to one of the other captains can have interesting results, as
worthy, even if their naïveté is troubling. all four of them would be glad to have Exalted allies, and
Particularly devious Exalts might even decide to use this might cause them to possibly be less thorough than Eos
the Guild’s information and resources. Burglary, blackmail or Ossissa in their checks.
and straight out bullying are all potential ways to persuade It might seem that the most practical way for charac-
Guild representatives to pass on any knowledge they may ters to show their trustworthiness to a jade-hungry group
have about where to find Eos and Ossissa or any suspicions of bloodthirsty pirates is through large physical tokens.
about their haven. Exalts with strong family connections Such tokens could include a useful First Age relic, perhaps,
to the Guild may have an advantage here. Of course, a or a just-captured Guild ship or two. Other possibilities are
Great House with strong Guild connections won’t want its a hold full of jade, a few notorious Guild officers in chains,
members playing pirate and emptying its coffers — so such maps to unexplored parts of the Wyld or similar items.
Exalts had better have a good excuse or be ready to break Characters who go by the Guild’s version of events or who
all ties and desert their house. The sheer amount of assume that Ossissa and Eos are leading a group on the
physical force that Exalts can apply to breakable things order of the Lintha Family may assume this, and they
(buildings, expensive ornaments, human bodies) can usu- wouldn’t be entirely wrong. These tokens will work as
ally convince even the most obdurate to talk. beginning offerings, but the character will then need a
If all the above fail, a long-term strategy of tracing the convincing reason for seeking alliance with Eos and Ossissa
movements of the pirates, plotting out where their raids to back it up. Anyone trying to buy her way in without a
take place and trying to intercept them at likely points — good explanation for where she got the money or why she
or near likely targets — might yield results. This is a plan wants to join the pirates will be suspected to be a Guild
for scholars or strategists and would require a significant plant or a fool — or both.
investment in time and research. It’s also something that Appropriate skills will help to tip the balance. Being
the Guild is likely to try at some point, which could result able to sail, steer or crew a ship is a point in any character’s
in awkward meetings between Guild ships and pirate- favor. Knowing how to use a weapon or spells or Charms
seeking Exalts. Once might be coincidence, twice might is expected of any competent Exalt. Being able to captain
be happenstance, but three times? a ship under battle conditions, however, will get Ossissa’s
full attention — he’s had problems with Gemella
JOINING UP Windrose’s lack of technical competence, however good a
The pirates are suspicious, cynical raiders, and those sorceress she is. Social skills or training in theft and
of them who come from the Houses of the Realm are heir assassination will mark a character as a possible agent to go
to centuries of bluff, double-bluff and betrayal. On the spying on land missions or to infiltrate a Guild ship before
other hand, the crewmen who’ve spent the last few years an attack. (It will, however, also mark him as a possible
running from the Guild also have a good, practical ground- danger to the crew — what better cover for a Guild agent?)
ing in ambushes, plots and spies. The Guild has tried Truly unusual skills — such as an affinity with water spirits,
numerous attempts at infiltration, to the point that enthu- the ability to assume animal shapes or strange powers of
siastic-looking would-be recruits are now automatically divination — will earn Ossissa’s interest. However, such
distrusted rather than trusted. characters will need an excellent explanation as to why
The most useful testimonial that characters can have they want to join this group in particular, rather than being
to their credit is the approval of one of Ossissa’s trusted paid vast sums of jade by an appreciative Guild or Realm.

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CHAPTER TWO • EOS AND OSSISSA

Ultimately, however, deeds are more convincing It’s hard to say exactly what will definitely prove a
than words. New recruits will be separated and placed on character’s intentions and loyalties to Eos and Ossissa. The
different ships, and they will be expected to show their usual test of faith is to kill for the pirates, taking down one
worth in battle, in seamanship or in simple survival. They of their enemies in open battle or in a stealthy raid. Once a
will not be taken to the Obsidian Hands unless and until character has done this, he is said to have “made his bones”
Ossissa and Eos are sure that they are trustworthy, but left and is an accepted member of the crew. At this point, the
on nearby islets or in small ports or villages. Alterna- character is required to swear on his blood, his bones and his
tively, they may be sent to spy on the Guild or to discover seed that he will never betray the pirates or work against
the route and sailing times of a particular argosy, while them in any way. Further, the character swears that, if he
the main part of the pirates’ fleet recuperates at the betrays this oath, may the blood be drawn from his veins, the
Obsidian Hands. Spies may see this as the ideal time to bones torn from his body, and the seed rot within him.
report back to their masters in the Guild and seek further Ossissa is currently looking for a magical way to enforce this
instructions. Loyal allies of the pirates will, accurately, oath. While he can (and has) dealt with traitors in a purely
see this as a chance to prove their loyalty in the absence physical way, sorcerous or First Age methods of automati-
of direct supervision. cally punishing treachery would be useful.

ANATHEMA AMONG THE PIRATES


So, do Solars or Lunars have a chance of acceptance in the group? While the pirates have, for the most part,
forsworn the Realm together with the Guild, it’s harder for them to free themselves from the prejudices of
childhood and from the beliefs that the Immaculates taught them. Anathema are bad — this goes without saying.
Even if the Anathema in question has fought beside them, and was a trusted friend, it’ll be hard for the pirates
to accept her once the sun-mark has blazed upon her brow and she has shown the power of her Charms. Reactions
would range from the determinedly tolerant to the automatically revolted.
There is also the fact that Ossissa remembers the tales of First Age power and has no wish to see his pirates taken
over and his leadership usurped. Having an immensely charismatic and powerful Solar arrive in the group would
probably result in an eventual challenge for leadership. He is aware that the Anathema have been returning and
has considered possible options — after all, he doesn’t want to anger a powerful Solar who might hinder him. Ossissa
might tolerate a very weak Solar or Lunar as a junior captain in the group, but he would want a more powerful one
to be regarded as an ally rather than an actual member of the pirates. Of course, Ossissa has never yet met a Solar
and has little understanding of the loyalty that used to bind Dragon-Blooded to Solar as follower to leader.
If a Solar or Lunar truly wishes to join the pirates as a regular pirate, rather than simply as a distant ally, then
she will have to prove herself from the ground up and win the respect of the crew as well as the regard of the
captains. Gemella Windrose has acceptance from the crews because she brings skills and sorcery that have been
vitally useful in the past. Exalts who want to overcome prejudice can do so by sharing the menial tasks, working
and fighting side by side with the ordinary sailors and proving that, despite their Exaltation, they are, at heart,
normal men and women who share the pirates’ twin aims of revenge and exploration. Such Exalts might become
regular captains, on the rank below Eos and Ossissa, trusted members of the pirates whose opinions are sought
and whose abilities are welcomed.
It’s even possible that an immensely charismatic Solar or Lunar might simply waltz in, dazzle the pirates,
claim adherence to their causes, subdue Eos and Ossissa in a fair fight and take command. Given Exalted
charisma, this tack could even work. However, if the new leaders don’t stay with the original causes, crew
members will slowly begin to desert. Also, most of the treaties with the local Fair Folk were negotiated by Ossissa
and Eos. Fae, being fae, will be delighted to take the opportunity to renege on treaties that are “no longer valid.”
Newly arriving Solars or Lunars who don’t even try to hide their nature or soften its impact will suffer
penalties of two to four dice on all rolls involving Charisma or Manipulation. Those who clearly embrace the
pirates’ cause or who work to play down their reputation as Anathema will have penalties of one die to two dice
on Charisma and Manipulation rolls. A Solar who is championing the cause of the Guild’s destruction or the
exploration of the Deep Wyld and who has saved the lives of numerous crew members will have no penalties at
all and may even have Eos and Ossissa’s respect. Use of Charms such as Mastery of Small Manners, Knowing the
Soul’s Price and Understanding the Court will also help an Exalt to grasp the social situation among the pirates
and allow a Solar to fit in smoothly.

85
EXALTED • THE OUTCASTE

It may seem strange that the pirates place so much faith Three particular Fair Folk domains lie near to the
in an oath, when they know so much of treachery. But this, Obsidian Hands. Of them, one has a strong alliance with
too, is a peril brought on them by the Wyld in which they Eos and Ossissa, one has a well-defined, yet fragile treaty,
live and the archetypal roles that they uphold. They have and the third is an enemy who would be glad to betray the
become the heroes of their personal story, and occasion- pirates’ location to the Guild.
ally… a hero is betrayed. But that, too, is part of the story.
THE ISLANDS OF DESIRE UNKNOWN
THE DISTANT COURTS These islands lie near the Obsidian Hands, and some-
In the Wyld, bordering the fringes of civilization, are times, at dawn, the pirates in the haven can hear distant
the Distant Courts where the fae dwell in glamour and flutes and harps playing through the mists that shroud that
beauty. Their islands of coral and ivory and jade are cur- quarter of the ocean. Ossissa has forbidden any boats to visit
tained by the living water, and their food is so sweet that a these islands except with his direct permission. Two sailors
single taste would ruin a mortal man’s appetite for any disobeyed his orders once and have not been seen since.
earthly nourishment. Birds with the voices of humans — The Queen of the Islands once styled herself Empress,
torn from the throats of child captives — sing at dawn and in imitation of the Scarlet Empress, but grew bored with
at dusk, and leopards with hides of glowing pearl lie down that after a mere century and now names herself the Ruby
next to the ladies of the Courts and serve their whims. Queen. She lounges on couches of carved jet, clad only in
These are the lands where Sesus Ossissa casts an- her long red hair, attended by servants with dappled skin
chor, when he travels through the far oceans of the Wyld. and ivory eyes. While she is not averse to amusing herself
Sometimes, the waters of the sea become as dark as wine with mortal pets, hunting for humans displeases her aes-
or blood beneath the keel of his ship and leave the wood thetic notions of elegant languor, and she prefers to have
stained crimson. Sometimes, the oceans become fresh them brought to her. Eos has taken pleasure in giving her
and sweet, like pure light, and lilies float in them under a number of Guild captains as slaves, and they wander the
the unceasing sun. Sometimes, his fleet leaves the waters shores of the islands, dead-eyed and empty-souled.
and takes to the clouds, sails still spread to catch the In time of need, the leopards that prowl the island can
wind. Here, it travels the reaches of the sky, and strange cast themselves into the seas and take on the form of sharp-
peacock-feathered birds perch on the sails and rigging to toothed dolphins, then crawl aboard an enemy’s ship in
watch the ship’s passage. the form of leopards again and slay or seduce all aboard.
This is the Wyld, the place where imagination can Twice now, Sesus Ossissa has gone hunting with such
create reality and where glamour and nature merge to form minions, and both times, he has returned victorious, with
impossibility. Flowers bloom here that melt into drops of treasures and slaves as a gift for the Queen of the Islands.
water at a touch from human hands. The wine that the The Queen is a comparatively minor power among
faerie courts drink comes from grapes that never see the the fae, but having her as an ally guards this flank of the
sun, which grow beneath the waves and are harvested by Obsidian Hands. She doesn’t particularly care whether she
dwarfish divers who may never taste them. Sharks here receives slaves and gifts from Ossissa and Eos or from the
spread great feathered wings and fly above the surface of Guild, as long as she is shown sufficient respect and is kept
the sea, scenting blood on the wind. amused by the proceedings. She has pacted to keep faith
The Wyld is addictive. Sesus Ossissa knows this. Every and truce with Ossissa and Eos until one of them betrays
time he brings new followers here, he watches the sudden the other or till they attack her or till the day the whole
shock and glory in their eyes and sees them struggle against Realm acknowledges the Scarlet Empress as sole ruler. For
the temptation of their wildest desires. Some cannot bring Ossissa to sleep with her would break the pact, and she
themselves to leave and spend their lives in revelry among constantly makes languid attempts to seduce him —
the glamour-clad fae until their souls are drained away. though is not so far offended by his refusals.
Others, those who have their own motivations of revenge or THE FORTRESS OF THE PEARL
exploration or the like, manage to control their dreams and
Four brother-kings live here in proud dominion, each
stay in command of themselves. In time, such sailors may
commanding a host of water spirits. The Northern King
become his captains and lead voyages of their own into these
has rulership over the area to the north of the Fortress, the
realms. They may forge new paths into the mist and fog to
Southern King to the south, and the Eastern and Western
find islands where men with ebony skin and pale hair mould
Kings in their respective directions. This includes all
silver and platinum between their bare hands. They may
formal pacts, wars, peace and matrimonial alliances. Since
discover amber-draped jungles where bees thrice the size of
the Fortress is not constant in its direction from the
a human fist gather nectar from seven poisons and five
Obsidian Hands, Ossissa and Eos have had to negotiate
flowers to create a honey that can restore sight to the blind
separate treaties with each of the kings.
or voice to the dumb.

86
CHAPTER TWO • EOS AND OSSISSA

The Northern King commands the Hounds that Run


Before the Rain and goes out hunting every dawn with a
coral bow and barbed arrows, his Hounds running across
the surface of the waves and snatching stray birds from the
air. He is the oldest of the brothers and views Ossissa and
Eos as a temporary phenomenon, but suffers their pres-
ence for three new songs every year at Calibration that
he has never heard before. The Southern King
owns three birds crafted from ivory that fly over
land and sea to observe his enemies and then
return to report all that they have seen. He
is the second oldest brother and sends
his birds to spy for Ossissa and Eos in
return for scandalous stories about
the Great Dragon-Blooded Houses
of the Realm.
The Western King is the third
oldest brother and rules his quarter
with cold-blooded rigor, seeing spies
under every wave and behind every reef.
Eos negotiated a careful treaty of neutral-
ity with him, as all that he wanted was to
be left strictly alone to the society of his
brothers and minions. The Eastern King
is fond of new wives and drains the souls
of the old ones or pins them like butter-
flies in his private chambers or encases
them in crystal and hangs them on the
walls of his great hall. However, he is also
a master of dreams and glamours and has
been willing in the past to lay such glamours
on the pirates’ ships, in return for human
garments of wool and cotton in which to
clothe his latest paramours. The Eastern
King wouldn’t mind having a Dragon-
Blooded spouse, but Ossissa doesn’t
want to sacrifice any of his followers.

THE SERPENTINE DUCHY


The Scaled Duke, ruler of this court, is of
the opinion that there is nothing that cannot
be improved by the addition of poisonous
serpents, crocodiles and iguanas. He wreathes
the fae women of his court with coral
snakes and vipers and binds black
and green mambas around
their waists, so that, by
embracing them, one
risks an agonizing death
by poison. Coral reefs

87
EXALTED • THE OUTCASTE

surround his island in a maze of razor edges, and his palace is against is the taint of the Wyld. She sees it afflicting Dragon-
grown from living coral and surrounded by a moat of hissing Blooded who might otherwise have provided useful service
snakes. Many of his court have slit eyes and forked tongues, to the Realm and who could have lived in honest veneration
though, as they are Fair Folk, this merely adds to their allure. of the Five Dragons, and she bitterly regrets the waste. She
If visitors manage to reach the island, then the Scaled Duke can see the Wyld advancing around the edges of the Realm,
will allow them to enter the main hall, but he will not declare bleeding into reality and ruining the world where it enters,
himself immediately or sit on his throne, preferring to watch with the Fair Folk following closely behind.
the newcomers from among the crowd. A wise observer can Sesus Ossissa is, to her, not merely a traitor to the
identify him by his sapphire eyes, his blue tongue and the fact Realm, but a betrayer of all Creation, and he must be
that his shadow ends in a serpent’s tail. stopped. Eos Atitha is a fool, a young, reckless fool, but
The Scaled Duke isn’t interested in any sort of alli- could be taught better, given time and effort. (In fact,
ance with Ossissa and Eos, whom he views as interlopers. Haletha feels a certain sympathy for the isolated outcaste
He would be delighted to sell their location to the Guild, Eos, who never had any chance to learn proper behavior.
if only he could bear to tolerate the society of such dull, Should Haletha ever have the opportunity to capture Eos,
unattractive humans. Aesthetics are his primary concern, she has a nice isolated Immaculate monastery far in the
and if visitors offend him by their ugliness or discourtesy, North that owes her several favors, which would be glad to
then he will have them thrown into a pit of serpents or take a wayward Dragon-Blooded under supervision for a
driven into the Wyld in the hopes that their appearance proper education in manners and morality.)
will change for the better. Some of his servants — a young Haletha has been given particular dispensation to do
female, Lady Sythrual, in particular— hope to win his whatever is necessary to stop the pirates and can call upon
favor by negotiating a treaty with the Guild to betray the further Immaculate assistance, or temple funds, where
pirates’ haven. They will perform the negotiations, so that necessary. However, she is balked by the fact that the
the Scaled Duke need not expose himself to the unaes- pirates move freely through the Wyld, making it very
thetic humans and then present him with the rewards — difficult to predict where and how they will strike. She has
slaves, wealth, service, whatever the Guild may be willing taken to acting as an unpaid guard on Guild convoys that
to give. (And if the Guild is truly generous, well, perhaps may be attacked, hoping to catch the pirates by surprise.
it is time for the island to have a new ruler?) Her brisk demeanor and firm manner make sensible people
keep their distance or listen when she speaks to them.
ENEMIES Haletha’s greatest fear — something she will not
Ossissa and Eos must contend against the forces of acknowledge, even to herself — is the possibility that she
Realm and Guild and Lintha Family and Coral Archi- herself may become tainted by the Wyld and succumb to
pelago in their quest to despoil the Guild and explore the the longing for dreams-come-true that drives so many of
Wyld. However, there are certain notable figures who the pirates. She does not realize that she has already fallen
have sworn a particular vengeance to their activities or to her own dream of being the constant heroic pursuer, the
who devote all their time and energies to hunting them bringer of righteousness, the enforcer of proper behavior.
down. Such people are often looking for independent The longer she continues to pursue them, the less likely
agents to help them pursue the pirates or to infiltrate them she is ever to catch the pirates.
or to trap them. Some of these enemies are patient and Dominie Malfortayn of the Guild has a much more
skillful enough to let Dragon-Blooded who owe them a practical attitude. He wants the pirates dead, he wants
debt of some sort join the pirates in perfect innocence and their treasure chests in his coffers, he wants their heads on
then to extract that debt in service — and in betrayal. pikes above his gate, and he wants their Fair Folk allies
Haletha is an elderly Immaculate whose skin is marked buying his slaves. His over-educated youth shows through
by age and by the weathering of the sea but whose eyes are when he devises epithets to give full vent to his opinions
as dark and hard as iron and whose posture is still that of on the subject. While not of an Exalted Great House, he
a Wood-aspected Exalt who has mastered every art of her attended one of the lesser boarding schools on the Blessed
chosen Dragon. She is never seen without her bow, and Isle in hopes of a post in the Thousand Scales. Having
there are stories of how she transfixed ghosts and Fair Folk failed the examinations dismally, and being disowned by
with her arrows, pinning them to the prow of the ship that his family in consequence, he took to service with the
she sailed in and sending the ghosts to the mercy of the Guild and rose from the lowest ranks to high position, due
Dragons and the Fair Folk to the depths of the Demon to his efficiency, his practicality and his extreme caution
Realm. It is generally known that she hunts Ossissa and when dealing with the Fair Folk. Dominie has taken care
Eos and their followers, but few know precisely why. to avoid the temptations that have doomed so many other
Personally speaking, Haletha has absolutely no interest Guild agents who went out to sell slaves to the Fair Folk
in the Guild’s welfare, though she acknowledges that it and ended up in chains themselves, enslaved by foolish
provides a useful service to the Realm. What she struggles contracts and careless oaths.

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CHAPTER TWO • EOS AND OSSISSA

Dominie isn’t the only Guild agent to have suffered


from the pirates’ attacks, but he is the most ambitious.
He can see that promotion in the Guild’s ranks will
come to anyone who can stop the pirates — and, equally,
that, while he suffers their depredations, he’s unlikely to
get any further promotion. The solution is plain.
He’s hired assassins to kill Ossissa and Eos and had
the assassins’ heads sent back to him in a box. He’s set up
carefully faked convoys that were actually full of Guild
mercenaries in order to trap the pirates, but so far, the
pirates have not been fooled. He’s attempted to insinu-
ate his own spies into their crews, and the spies have
vanished to the Dragons alone know what fate. (They’ve
either been entranced by Ossissa’s dreams become real-
ity or handed over to the Fair Folk as slaves.) He’s tried
to investigate the past history of Eos and Ossissa and
their captains, in an attempt to use it against them, and
bitterly regretted that the Guild attacked Eos’ island
rather than some other island. He has grovellingly re-
quested the help of Exalted warriors or sorcerers from
those Great Houses that owe the Guild favors. (Some
such warriors and sorcerers are currently on Guild ships,
hoping for a pirate attack so that they can show their
mettle.) He’s even attempted to get help from the
Lintha Family and was delighted to find that it had its
own grudge against the pirates, in the person of Medros
Slitneck — but, so far, it hasn’t been successful either.
Dominie is a tall, pale-haired man with dark green eyes
and a mouth like a bloody slit. Any employees who betray
him or fail to give their utmost can look forward to a new
career as a slave in chains. His reputation is formidable, but
by now, it’s known that he’s plotting against Ossissa and
Eos, causing sensible freelance assassins to be very careful
about accepting contracts from him. Dominie’s caution
extends to his bed. He keeps a private harem and doesn’t
seek company outside it. The great pains he has taken to
remain untainted by the Wyld have not gone unnoticed.
Sooner or later, somebody will challenge him on the point
and demand to know why his ships haven’t hunted Eos and
Ossissa past known boundaries and into the frontiers of
dream. It’s only a matter of time, and time is running out as
his superiors grow more impatient.

THE PIRATE LEADERS


Eos and Ossissa epitomize the two urges that drive
the pirates: revenge on the Guild and exploration of the
Wyld. For the moment, mutual affection, enlightened
self-interest and fascination with each other’s enthusi-
asms bind them together. In a few decades’ time, as Eos
becomes more proficient as a commander and a privateer
and as Ossissa finds his addiction to the Wyld growing
stronger and stronger, this partnership may finally break.
It will probably do so on good terms and without active
hostility, but it may end with Ossissa traveling into the
depths of the Wyld, not to be seen again for many years —

89
EXALTED • THE OUTCASTE

or, possibly, to return strangely changed — and with Eos


taking full command of the pirate fleet.

SESUS OSSISSA, PIRATE LEADER


Description: Ossissa was a good Sesus child. He never
caused his elders the least bit of worry. His enthusiasm for
exploring the boundaries of sensation, of ability and of
nature were quite in keeping for a child of the house. He
joined the Thousand Scales and acquired a reputation as
a timeserver — but one who could get into the best parties.
When Sesus Chenow led his sworn brotherhood out into
the further satrapies to claim obedience and jade for the
Realm, Ossissa followed obediently but was tempted by an
entirely different prospect. To him, the Wyld was the
ultimate frontier to be tested, a new experience to which
nothing else could compare. He broke from the others of
the brotherhood, forgetting his oaths with barely a qualm,
and joyfully sailed into the Deep Wyld.
That was 10 years ago. Since then, Ossissa’s obsession
with new frontiers and new discovery has deepened, but his
fascination with Eos’ enthusiasm keeps him tethered to
reality and real people. His constant exposure to the Wyld penetrate where no man has traveled before. He is still
has, to some degree, eroded his sense of self, and as he generally faithful to the Dragons and the Immaculate be-
becomes more the perfect pirate leader and explorer, so, in liefs, even if he never bothers to attend a temple or actually
turn, he becomes less the Sesus Ossissa whom his old friends respect their social teachings. His ship, the Unveiling, has
would have recognized. Mere physical gratification no longer silksteel sails and flies a plain copper-colored cloth pennant,
suffices. Nothing quite compares to the moments when he unless it is actually traveling under false colors. His favorite
sails into the Wyld and discovers something totally new, weapon is a jade powerbow, but he also carries paired jade
something that nobody but he himself has ever seen before. wavecleaver daiklaves. He owns a cord of winds (see Savage
His eyes scan the horizon, and his thoughts are always on the Seas, p. 125) but will only use it in an emergency.
future and on new lands further on. Some of the more Aspect: Wood
romantic among his crew find this attractive. Others occa- Nature: Visionary
sionally wonder whether he’d be prepared to sacrifice them Attributes: Strength 2, Dexterity 4, Stamina 3, Charisma
for some ultimate discovery — and fear that he would. 4, Manipulation 3, Appearance 3, Perception 3, Intelli-
Ossissa is a tall man, with oak-brown eyes, graying dark gence 3, Wits 3
hair and hands callused from long hours of labor. He still Virtues: Compassion 1, Conviction 3, Temperance 3,
carries himself with the elegance characteristic of House Valor 3
Sesus and remembers the proper etiquette that he was Abilities: Archery 4, Athletics 2, Awareness 2, Brawl 2,
taught as a child. The crew of his ship are all most properly Bureaucracy 2, Dodge 3, Endurance 3, Linguistics (Native:
mannered and treat new arrivals or guests with a surprising High Realm; Old Realm, Seatongue) 2, Lore 2 (Fair Folk
degree of courtesy. This isn’t just affectation. Ossissa handles +1, Wyld +2), Medicine 2, Melee 4 (Swords +2), Perfor-
most treaty-making with the fae, and he likes to be sure that mance 2, Presence 4, Resistance 3, Ride 1, Sail 5, Socialize
his crew isn’t binding itself into accidental debts or giving 3, Stealth 2, Survival 2
insult that he will be called on to repay. Ossissa is an Backgrounds: Allies 3, Connections (Pirates) 4, Hench-
intelligent planner, with drive and enthusiasm that were men 2, Resources 4, Retainers 5
never fully tapped while in the Thousand Scales or with his Charms: Aura of Invulnerability, Benevolent Master’s
sworn brotherhood, and has learned the tactics of sailing — Blessing, Blazing Courageous Swordsmen Inspiration,
and piracy — very swiftly and very thoroughly. Enemy-Fouling Method, False Color Flying Demonstra-
Ossissa wants to increase the size of his fleet, the better tion, Fine Passage Negotiating Style, Harvest of the Hunter,
to explore the Deep Wyld and will treat potential Dragon- Hurricane-Predicting Glance, Loquacious Courtier Tech-
Blooded recruits well, stressing the high adventure, the nique, Ox-Body Technique (x2), Phantom Fire-Warrior
exotic Wyld and the great rewards. He dislikes waste and Horde, Pirate-Masquerading Method, Pleasant Convoca-
uses his men to best effect in battle against the Guild. tion of the Like-Minded, Spring Follows Winter,
However, this is matched by his obsession with the Deep Storm-Outrunning Technique, Sturdy Bulkhead Con-
Wyld, where he would gladly sacrifice crew and ship alike to centration, Swallows Defend the Nest, Terrible Glow of

90
CHAPTER TWO • EOS AND OSSISSA

Nautical Valor, Threshold Warding Stance, Warlord’s


Convocation, Wind-Summoning Whistle
Base Initiative: 7
Attack:
Punch: Speed 7 Accuracy 6 Damage 2B Defense 6
Kick: Speed 4 Accuracy 5 Damage 4B Defense 5
Paired Jade Wavecleaver Daiklaves (Mercy and Compas-
sion): Speed 13 Accuracy 12 Damage 7L Defense 9
Jade Short Powerbow (Finality): Speed 7 Accuracy 10
Damage 8L* (Rate 3, Range 300)
* Ossissa usually uses frog-crotch arrows, which double the
target’s lethal soak from armor.
Dodge Pool: 7 Soak: 1L/3B
Willpower: 8 Health Levels: -0/-1/-1/-1/-1/-2/-2/-
2/-2/-4/Incap
Essence: 6
Personal Essence: 14 Peripheral Essence: 38 (24) rather than wait to face her in battle. She has a pronounced
Committed Essence: 14 Coral Archipelago accent and is heretical in her beliefs,
Other Notes: None having no true faith in the Dragons or in the Immaculate
teachings. Her ship (the Revenge) flies a blue pennant with
EOS ATITHA, PIRATE LEADER three white gulls on it, and she wields a wavecleaver daiklave
Description: However far she may travel and how- (see Savage Seas, p. 126) in battle. She owns a pair of wave-
ever powerful she may become, Eos Atitha will always, at stepping boots (see p. 92) and wears them frequently.
root, be the young girl who came home to find her family Aspect: Air
gone and her home empty and laid waste. She will never Nature: Rebel
forget that moment of shocking loss and uncertainty, as Attributes: Strength 3, Dexterity 4, Stamina 3, Charisma
her entire world came apart in a single breath. She will 3, Manipulation 3, Appearance 3, Perception 3, Intelli-
never forget that the Guild took everything away from her gence 3, Wits 4
and that it was sheer luck and desperation that allowed her Virtues: Compassion 2, Conviction 3, Temperance 2,
to take it back. Her hatred for the Guild is too personal to Valor 3
be a holy vendetta or an idealistic cause. She wants it dead, Abilities: Archery 2, Awareness 3, Brawl 3, Craft (Carv-
and she wants it dead now. ing) 1, Dodge 4, Endurance 3, Medicine 3, Melee 4
To Eos, the fleet and the captains are her new family, (Daiklave +1), Occult 2, Presence 3, Resistance 3, Sail 4,
and Sesus Ossissa is as much supportive elder brother and Socialize 1, Stealth 2, Survival 4, Thrown 2
guiding father as he is her occasional lover. While she Backgrounds: Allies 3, Connections (Pirates) 2, Hench-
fights much more bitterly than Ossissa does and would take men 1, Resources 4, Retainers 4
more extreme risks in a battle than he does, she’s also far Charms: Dragon-Graced Weapon, Fine Passage Negoti-
more protective of her men. It’s a personal injury to her ating Style, Harmonious Wind-Luring Song,
when one of her crew is killed, and the sailors sense this. Hurricane-Predicting Glance, Infection-Banishing Prana,
Equally, she has absolutely no empathy with the Ox-Body Technique (x2), Pleasant Convocation of the
Guild or with anyone who is prepared to work for it and Like-Minded, Spirit-Detecting Mirror Technique, Storm-
leaves such matters as spies, contacts and bribery to Ossissa, Outrunning Technique, Sturdy Bulkhead Concentration,
who is willing to approach them in a properly detached Wind-Summoning Whistle
spirit. As far as she’s concerned, Guild captains are most Base Initiative: 8
appropriately dealt with in the heat of battle. If they Attack:
survive that, then they can be given to the fae as slaves, Punch: Speed 8 Accuracy 6 Damage 3B Defense 6
dropped overboard to satisfy the sharks or otherwise dis- Kick: Speed 5 Accuracy 5 Damage 5B Defense 5
posed of. Nobody has yet managed to convince her that Jade Wavecleaver Daiklave (Mulberry): Speed 14 Accu-
this simplicity of outlook may be a danger, and Ossissa has racy 11 Damage 8L Defense 10
barely even tried. He enjoys her tangible thirst for ven- Dodge Pool: 8 Soak: 1L/3B
geance and her obsession with destroying the Guild. Willpower: 7 Health Levels: -0/-1/-1/-1/-1/-2/-2/-
Eos is a tall woman, with vivid brown eyes and golden 2/-2/-4/Incap
skin, and she wears her dark crimson hair pulled back in a tight Essence: 5
braid. Her minimal black leather and steel outfit makes her Personal Essence: 12 Peripheral Essence: 33 (28)
easily distinguishable among her crew, and Guild sailors have Committed Essence: 5
been known to dive into the ocean on seeing her coming, Other Notes: None

91
EXALTED • THE OUTCASTE

NEW ITEMS still, to the land of his dreams. The edge of Creation holds
all possibilities, including dreams of the past and hopes
FRESHWATER PEARLS (ARTIFACT •) for the future. Does the steersman seek a land where the
friends of his youth still live in harmony and where the
These pearls are the size of a child’s fist, nacreous
cliffs of his childhood rise to welcome him as he emerges
white as the first star on a winter’s evening. If a pearl is
from the Wyld mists to see a familiar shore? It can be
placed in a barrel (or lesser quantity) of seawater or fouled
found. Would he rather find a land that fits his future
water, it will instantly render the water as clear and fresh
dreams, where lions will follow him obediently and birds
as that of a mountain spring. If thrown into a larger
of paradise will nest in his eaves and where he can live in
quantity of water, then it has no effect. Legends of certain
never-ending contests of arms or constantly test himself
Solar Exalted attempting to purify an inland sea in order to
by hunting antelopes or rarer prey?
give the local inhabitants water have resulted in several
The Helm of Heart’s Desire, as it is referred to in
diving expeditions to hunt for such pearls — and even a
certain First Age scrolls, answers the spoken and unspoken
few successes. A Pearl works up to five times a day. If placed
desires of a steersman’s heart. It can guide a sailor to his
in a barrel of wine or other alcohol, then the pearl turns the
deepest fantasy or lead him to the nightmare that he has
liquid to ordinary healthy grape juice or whatever the
never dared examine.
appropriate source liquid might be. A pearl has no effect on
The Helm is constructed of all five types of jade, with
actual poison, unfortunately.
the wheel itself being orichalcum and the three compasses
COMPASS OF IMMANENT STRIFE (ARTIFACT ••) set beside the wheel made of moonsilver. Of the three
This compass is forged of orichalcum and starmetal, compasses, it is said that the first points toward the El-
and once installed in a ship’s helm, infallibly points toward emental Pole of Earth at the heart of the Realm, that the
the largest current battle within 50 miles. Should there not second points toward the helmsman’s desire and that the
be any ongoing battles within that distance, then the third points to his worst nightmare. To use it properly, the
starmetal needle hangs loosely in the compass, swaying owner must have the Helm set properly into his ship and
idly with the waves. The size of a battle is gauged by the must attune the Helm to himself by committing 10 motes
power of the participants and then by their number. A of temporary Essence to it. If he does not attune the Helm
fight between a handful of Solars and Abyssals will trump or if someone other than the attuned steersman lays a hand
a sea battle involving a dozen ships, though the needle will on the Helm, then the wheel will remain fixed and
show notable hesitation in making up its mind. Should the unmoving, and the ship itself will shudder and tear itself in
steersman sail toward the battle, following the compass’ two and sink, should it be out of sight of land.
direction, then he will benefit from a favoring wind until Once attuned, the Helm may be used as a normal helm
he reaches the battle, giving the ship an extra dot of speed. with no restrictions or cost. To use it to seek out a desired
image requires 5 motes of temporary Essence a day to
WAVE-STEPPING BOOTS (ARTIFACT ••) operate. If the helmsman concentrates on what he desires to
Footwear of this sort has been seen in various different find, be it an island suited to his whims or a sea battle in
forms — elegant sandals, silk slippers, polished half-boots, progress or even a place where he will find a clue leading to
thigh-high leather with high heels — but always sizes itself
to fit its latest wearer perfectly. While wearing them, the
Exalt may walk upon seawater as though it was solid ground.
This protection extends to the whole of his body. He
literally cannot sink into the water or be pulled into it,
though he can certainly fire missiles into the water or plunge
a daiklave into it. Wave-stepping boots can occasionally be
dangerous. Since the Exalt’s body will not sink into water,
falling from a height onto the surface of the ocean risks
damage as though the Exalt had fallen onto solid earth from
a similar height. The Lintha have a somewhat similar, non-
magical item (see Scavenger Sons, p. 55).

THE HELM OF HEART’S DESIRE


(ARTIFACT •••••)
Where can a ship go? Anywhere the helmsman can
steer it. With this precious First Age artifact, a captain
can steer his ship to any known harborage — or, better

92
CHAPTER TWO • EOS AND OSSISSA

the man who slew his brother, then the Wyld will open Duration: Instant
before him, and he will sail those waters for a dozen hours Type: Simple
before reemerging into more normal seas. The accuracy of Minimum Sail: 4
his navigation depends on a roll of Perception + Sail against Minimum Essence: 3
a difficulty of 6. Five successes will take him to precisely the Prerequisite Charms: Fine Passage Negotiating Style
place or event that he wishes to find, three successes will put When this Charm is activated, all those who see the
him within a mile of such a place, a single success will leave ship on which the Exalt stands perceive it as an awesome
him within 10 miles of the location, and a failure leaves the naval battleship, haloed with strange lights and manned by
ship on the open sea, within a mile of where it entered the deadly warriors — even if it’s a rickety old piece of wood held
Wyld. The precision of the helmsman’s imagination also together by worn-out nails and crewed by the sweepings of
affects his steering. The roll is made without penalty for a the local port. While common sense cuts in a moment later
carefully thought out dream island, at a penalty of two dice and the ship is clearly visible as what it actually is, the players
for some vaguely desired event such as a sea battle and at a of all those who were looking at the ship when the Charm
penalty of four dice for something as unformed as “the man took effect must succeed in a reflexive Willpower roll for the
who slew my brother” or “the seas above Leviathan’s dwell- characters to attack it. This Charm is normally used in order
ing.” A botch means that the ship has come upon the to gain the advantage of surprise. A wise captain can have
helmsman’s worst nightmare, such as an island where his half the enemy crew slaughtered before it manages to pull
family is being slaughtered by deathknights or an area of itself together and fight back.
absolute darkness where slimy things crawl from the sea
onto the ship and drag down all those they find or worse. PLEASANT CONVOCATION OF THE LIKE-MINDED
The Helm cannot magically transport the ship to a Cost: 5 motes, 1 Willpower
real location that has been deliberately focused upon. Duration: Instant
Such places must be reached under normal sail or with the Type: Simple
aid of Charms or spells. The Helm deals with desires and Minimum Sail: 4
fantasies, not real things. Minimum Essence: 3
Prerequisite Charms: Fine Passage Negotiating Style
NEW SAIL CHARMS By spending 5 motes of Essence and invoking this
These are all Terrestrial rather than Solar Charms. Of Charm, an Exalt can whisper his name into the waves
course, an Eclipse Caste could learn them just as she could around his vessel, and it will be carried to all sea spirits,
any other Charms. pelagials or other sentient inhabitants of the ocean within
five miles of his ship. All those who have no particular and
WIND-SUMMONING WHISTLE personal reason to hate that Exalt will be instinctively
Cost: 5 motes reminded of the power and authority of the Exalted and will
Duration: One scene travel to the vessel to pay their respects and to find out why
Type: Simple the Exalt has declared his presence. Particularly powerful
Minimum Sail: 3 creatures or minor gods may send a representative rather
Minimum Essence: 3 than attend themselves. This Charm can be used while at
Prerequisite Charms: Storm-Outrunning Technique port, but fewer creatures of the sea are likely to answer the
By pursing her lips and whistling as she invokes this summons. Any beings who will arrive do so within half an
Charm, an Exalt can call the winds into the sails of her ship hour at the most. Their behavior and the length of time they
and escape from a dangerous situation — or hurl herself into remain depends upon the attitude or requests of the Exalt.
battle. The wider the sails and the mightier the ship, the
more winds are called, as the spirits of the air hasten to obey
ENEMY-FOULING METHOD
the Exalt, until the ship is moving at full speed in the desired Cost: 5 motes
direction. The winds are intensely localized and will affect Duration: Instant
other ships within a couple hundred meters of the Exalt’s Type: Simple
ship. However, they cannot be commanded to alter their Minimum Sail: 4
direction once summoned. The ship may run before the Minimum Essence: 3
wind or tack into it, but it cannot turn back on itself. The Prerequisite Charms: Pleasant Convocation of the
winds will cause the ship to move at its full rate of speed, Like-Minded
depending on the type of ship, and will last for up to a scene. By invoking this Charm, the Exalt summons a great
swarm of lampreys and similar clinging creatures, which
TERRIBLE GLOW OF NAUTICAL VALOR adhere to the hull of the target ship, slowing it and possibly
Cost: 3 motes, 1 Willpower even causing it to founder if the weather conditions are

93
EXALTED • THE OUTCASTE

exceptionally bad. The target ship, which must be within the moment that any outsider sets foot on the ship or if any
a mile of the Exalt, has its speed reduced by 10 percent for damage (such as that of a flaming arrow or a barrel of pitch)
every mote of the Exalt’s permanent Essence and will is done to it. It has no mechanical effects in terms of sailing
remain at this reduced speed until its hull is cleaned or for speed, defense or anything else.
a week, whichever is sooner. This may require a formal dry-
docking, if the crew has no facilities to do so at sea. This NEW SPELLS
Charm fails to work on any ships whose hulls are crafted The following spells are all Terrestrial Circle and are
from the Five Magical Materials or other imperishable not taught as widely in the Heptagram as other, more
First Age materials, though the Essence is still lost, as such generally useful spells. Not every Exalt sorcerer is going to
ships are of too noble a substance to be so fouled. want to serve the Realm at sea, let alone ever go to sea.
However, like many other little-known spells there, they are
FALSE COLOR FLYING DEMONSTRATION safely recorded and can be discovered through careful re-
Cost: 5 motes search. Sorcerers of House V’neef who are assigned to
Duration: One scene missions with the merchant navy will negotiate to learn
Type: Simple these spells and other ones related to sea travel, in order to
Minimum Sail: 5 protect their investment in the fleet. However, the house’s
Minimum Essence: 4 relatively short affiliation with the merchant navy means
Prerequisite Charms: Pirate-Masquerading Method that they have few such Exalts. Sorcerers of House Peleps are
This Charm invokes the powers of the Exalted to expected to know such spells, as their function is to be useful.
disguise the ship, clothing it in the appearance of an ally — They may not be truly accepted into the family, but they are
or even an enemy. When a ship with this Exalt on board expected to do their utmost to protect the family interests,
flies the colors of a particular person or group and comes and that means being expert in sea-related sorcery.
into contact with other ships, the Exalt’s ship temporarily
appears to be the ship of the captain who flies those colors CALLING THE GULLS WITH BEAKS OF STEEL
or a typical ship of that group. This is a visual illusion and Cost: 25 motes
even goes so far as to alter the perceived lines of the ship With this spell, a sorcerer can summon a horde of
if necessary, so that a warship may appear to be a slaver’s sorcerous birds driven by an unquenchable hunger. These
dhow or even a common fishing vessel. The Charm fails birds look like mortal gulls, save for their steel beaks and

94
CHAPTER TWO • EOS AND OSSISSA

claws, their glowing topaz eyes and their twice-normal size. KEEL CLEAVES THE CLOUDS
They descend on their target, and devour all the non-
Cost: 25 motes
living organic material that they can find. They will eat a
This spell permits a ship to literally sail upon the
man’s clothes from his body while leaving the flesh be-
clouds, ascending from the ocean below to the mists above.
neath untouched and peck the silk ribbons out of a
It is Terrestrial Circle, but not in general use, as the
woman’s hair. More to the point, they will happily chew up
Dragon-Blooded tend to prefer more efficient ways to
the wood and rope and sails of a ship that is their target.
move fleets rather than single ships. The spell requires
This spell endures for as many turns as the casting
that, at some point, the mists or clouds touch the sea itself.
sorcerer has points of permanent Essence, during which
The caster of the spell must be present on the ship while
time the gulls attack the hull of the target ship. The
casting it, though she need not be the steersman or
flock’s gnawing and clawing reduces the ship’s hull
captain. After the words have been recited and the ges-
soaks (both bashing and lethal) by a cumulative point
tures made, the ship will move up through the mists, as
per turn, until either the flock is driven away or the spell
though rising from wave to wave, until it reaches the
ends. The damage to the hull remains until it is mended.
heights of the sky and sails atop the clouds there, as though
Thus, 1 point on the first turn, 2 points on the second
they were merely the foam of heavenly waves.
turn and so on.
The ship can be steered as it would normally, even to
The birds can be attacked comparatively easily, as
the extent of tacking against the wind, but is as vulner-
they make no attempt to defend themselves from the
able to a lack of wind as it would be on the seas below. The
humans or to attack in return, only going so far as to
spell endures for 12 hours. At the end of this time, it may
dodge if attacks are being rained on them. The flock
be recast. If it is not renewed, then the ship descends
remains bunched together. It has, as a whole, health
gently to the ocean below, landing upon the waves as
levels, Dexterity and Dodge equal to those of the sorcerer
softly as a feather. The ship is not protected in any way
who summoned it, a bashing soak equal to that sorcerer’s
from dragons or from other spirits or gods of the high air.
Perception and a lethal soak equal to the sorcerer’s
If it is traveling above islands or bodies of earth at the
Intelligence, and it dodges reflexively with its full dodge
point that the spell runs out, the ship will land softly but
pool if attacked. The birds draw their strength from their
may be stranded miles from water.
summoner’s spirit, and a weak sorcerer produces a poor
flock of gulls. They may be made to attack any boat LIGHTNING WHIP SMITES THE WATERS
within their summoner’s field of vision. Cost: 15 motes
INVOCATION OF THE LIVING SHIP Upon incanting this rediscovered First Age spell, a
long whip of braided copper wire with a dark oak handle
Cost: 20 motes
appears in the caster’s hand. It will continue to exist until
When using this spell, the Exalt calls to the figure-
used or until the next dawn. In either case, the whip
head of the ship on which he stands with such command
dissolves into nothingness, leaving a thin pile of copper
and authority that the ship’s very spirit wakes and takes
powder behind. To use it, the caster cracks the whip in the
control of the vessel through the figurehead. The ship will
direction of the target, which must be within half a mile or
obey the Exalt’s verbal commands for the duration of the
less. The sorcerer’s player makes a Perception + Thrown
scene, to the best of its ability — it can’t suddenly accom-
roll to determine the accuracy of the blow, against a
plish the impossible, leap into the sky or turn into
difficulty of 3. The whip transforms into a bolt of lightning,
orichalcum. However, the sails and ropes can set and tack
which skips across the surface of the water until it strikes
of their own accord, and the wheel and rudder can both
the target. Human-size targets may attempt to dodge as
manage themselves as the Exalt commands. Oars are
they would a normal missile, but ships have more diffi-
unaffected by this sorcery. If the Exalt moves more than
culty. The whip can be parried. If the target fails to dodge,
100 yards from the ship, then it will attempt to follow him,
then it is struck by the lightning.
whatever orders he may have given, and will pursue him to
The bolt of lightning does 5L structural damage per
the limits of its ability until the spell lapses. This spell
success scored by the caster to any ship that it strikes and
won’t function on a ship that doesn’t have a figurehead. It
three health levels of aggravated damage (burns and
endures until the next dawn or dusk, whichever comes
shock) to any living beings within five yards of the point
first, at which point, the figurehead closes its eyes, and the
of impact. This spell, unfortunately, only works on a body
ship becomes normal once again. There have been re-
of open water. If a caster attempts to use it while on land,
corded cases where sustained use of this spell caused the
the lightning grounds itself while leaping toward the
ship’s spirit to awaken permanently.
target and is lost.

95
EXALTED • THE OUTCASTE

CHARACTER CREATION SUMMARY


Exalts joining the pirates will be of two sorts: Sail as a Favored Ability, given that the characters are
Dynasts or outcaste from birth. Dynastic Exalts will seafaring pirates, it can be useful.
want to consider why they have left behind Realm, Choose Abilities (35 — at least 13 must be from
Great House and loyalty while defining their charac- Aspect or Favored Abilities; at least one must be in each
ter. If they have suffered through the hothouse of Favored Ability; none may be higher than 3 without
Realm education, they have also lived through years of spending bonus points. Dynastic characters must have a
indoctrination as to their duty and proper behavior. minimum of Archery •, Brawl or Martial Arts •, Melee
Why have they chosen to betray the Realm? •, Performance •, Presence •, Ride •, Lore •• and
Exalts who were born outcaste will also need a Socialize ••. Characters who are not raised as part of the
good reason for exploring piracy and abandoning Dynasty receive only 25 points of Abilities. Of these 25,
civilization, though they will be less trammeled by 10 must be spent on Aspect or Favored Abilities.).
upbringing and loyalty. While a player may not wish to All pirate characters must have at least Sail •,
trace his character’s family line back to one of the whether Dynast or born outcaste.
Great Houses, it will probably be of considerable
assistance to his Storyteller if he suggests possible areas • STEP FOUR: SELECT ADVANTAGES
where Exalted blood entered the family tree. Of course, Choose Backgrounds (12 — none may be higher
if he wishes to render the character a foundling with no than 3 without spending bonus points), Charms (7
known heritage, that too may please the Storyteller. taken from Dragon-Blooded Charms OR 5 taken from
Immaculate Order Charms — at least 4 must be from
CHARACTER CREATION PROCESS Aspect or Favored Abilities if the character is not
learning Immaculate martial arts. If the character is an
• STEP ONE: CHARACTER CONCEPT Immaculate martial artist, all the Charms must be part
Choose concept, aspect, Nature. of the same elemental tree.), Virtues (5 — none may be
If the character originally comes from one of the higher than 3 without spending bonus points).
Great Houses of the Realm, choose her house as well.
Consider why she has left that house and if she remains MONKS AND PIRATES
loyal to it or if all links to the character’s past have There are several possible reasons as to why an
been broken. Perhaps the Great House is now a par- Immaculate — or an ex-Immaculate or a partly trained
ticular target for revenge? ex-Immaculate — might have joined the pirates.
Note the anima powers provided by the character’s These could range from having run away from the
aspect. Immaculate Order and rebelled against the Realm to
• STEP TWO: SELECT ATTRIBUTES being an Immaculate somehow bound by an oath that
constrains him to aid the pirates against the Guild to
Note that all Attributes start with one dot before
being a deep-cover Immaculate agent trying to hide
you add any.
his true abilities. In any case, the player should con-
Prioritize the three categories: Physical, Social,
sider how to reconcile an Immaculate background
Mental (7/6/4)
with his character’s current employment.
Choose Physical Traits: Strength, Dexterity,
Stamina
Choose Social Traits: Charisma, Manipulation, • STEP FIVE: FINISHING TOUCHES
Appearance
Record Essence (2), Willpower (add the total of
Choose Mental Traits: Perception, Intelligence,
two highest Virtues — may not start at higher than 8
Wits
unless at least two Virtues are 4 or higher), Personal
• STEP THREE: SELECT ABILITIES Essence pool (Essence + Willpower, plus any gained
Note Aspect Abilities. from Breeding), Peripheral Essence pool [(Essence x 4)
Select Favored Abilities (3; may not be the same + Willpower + (the sum of your two highest Virtues),
as Aspect Abilities). While it is not obligatory to have plus any gained from Breeding] and health levels (7,
plus any gained from Charms).

96
CHAPTER TWO • EOS AND OSSISSA

CHARACTER CREATION SUMMARY


• Backing — Standing and rank in an
• BONUS POINTS organization of power and influence.
Bonus points (15) may be spent at any time during • Breeding — Your lineage, reflecting how
character creation. strongly your blood resonates to your chosen
ELEMENTAL ASPECTS element.
• Command — You have pirate minions.
• Air:
• Connections — Information sources and friends
Aspect Abilities: Linguistics, Lore, Occult,
in useful places that give you pull in the world
Stealth and Thrown.
around you.
Anima Powers: May triple her leaping
• Familiar — An animal companion.
distance, and takes no damage from falls.
• Henchmen — Agents who do your bidding.
• Earth:
• Manse — A place of power and Essence that
Aspect Abilities: Awareness, Craft, Endurance,
you have access to.
Martial Arts and Resistance.
• Mentor — A patron and instructor.
Anima Powers: May soak lethal damage with
• Reputation — How society views you and your
her entire Stamina.
actions.
• Fire:
• Resources — Material goods and money.
Aspect Abilities: Athletics, Dodge, Melee,
• Retainers — Mortals who serve you.
Presence and Socialize.
• Family — Notable family members. Optional, see
Anima Powers: May burst into flame for a
page 279 of Chapter Seven: Storytelling in
scene, doing lethal damage and becoming
Exalted: The Dragon-Blooded. Players of Dynast
immune to fire damage.
characters should consider which members of their
• Water:
Great House they are still in contact with and why
Aspect Abilities: Brawl, Bureaucracy,
such people are still ready to assist them. This is
Investigation, Larceny and Sail.
unlikely to be a useful Background for adventures in
Anima Powers: A Terrestrial Exalted aspected
the Deep Wyld. It may, however, be of help to
to Water can gain free movement in water. For
characters busy spying on the Guild or intriguing in
the rest of the day, she can breathe underwater
major Western cities.
and operate as freely as if she was in air.
• Wood:
Aspect Abilities: Archery, Medicine,
Performance, Ride and Survival.
BONUS POINTS
Anima Powers: May add dice to Dodge or Trait Cost
Athletics actions. Attribute 4
Ability 2 (1 if a Favored or Aspect
VIRTUES Ability)
• Compassion — Empathy and forgiveness. Background 1 (2 if the Background is
• Conviction — Emotional endurance. being raised above 3)
• Temperance — Self-control and clear- Specialty 1 (2 per 1 if in a Favored or
headedness. Aspect Ability)
• Valor — Courage and bravery. Virtue 3
Willpower 2
BACKGROUNDS Essence 10
• Allies — Aides and friends who help in tasks. Charm 7 (5 if in a Favored or
• Artifact — Weapons and tools crafted from the Aspect Ability)
Five Magical Materials, including wonders of Immaculate Charm 10 (7 if in a Favored or
the First Age. Aspect Ability)

97
EXALTED • THE OUTCASTE

98
CHAPTER THREE • THE FOREST WITCHES

THE FOREST
CHAPTER THREE

WITCHES

Woods exist at the edge of Linowan lands where where the Forest Witches now dwell. At its heart, he found
neither the Linowan nor the Haltans go. The woods’ trees a pool of liquid, viscous, dark and clear, with white pebbles
— twisted, tall and deeply green — are of a kind unnamed visible far below. Clinging to the knowledge that their
in savants’ lore. It touches both deciduous and coniferous decision had been best for Cassandra, but in agony at his
forest at its border, but does not partake of their character. loss, he cast himself into the pool to drown.
The weather changes subtly as it crosses the woods’ edge, Cassandra was a more sensible creature, resistant to
as does the color of the earth. grand gestures. The seasons changed three times, and she
Once, something lived in this woods. Because it lived, grew intimately acquainted with her sorrow before she in
no one else came there. Even today, the people of the East her turn went into the woods and found the pool and
are reluctant to enter it. They do not remember why. walked into its depths.
It lived in the days before the First Age dawned.
Whatever it may have been, even the gods have forgot- THE GARDEN
ten it now. Pherenike, called the Harp of Morning, served the
Even the stars and the Sidereal prophets are blind to Unconquered Sun as an Eclipse Caste Solar. Her aide
what scraps of it remain. Oreithyia walked carelessly in Pherenike’s garden while her
mistress was away. When she realized the damage she had
THE LEGACY done to its impeccable arrangement, she fled into the woods.
In the bright days at the beginning of the world, when Had Pherenike’s mood been pleasant, Oreithyia would
all seemed well with Creation, the brash lovers Kehiro and have faced a reprimand for her act and punishment for her
Cassandra agreed that they would part ways before age and flight. Instead, when Pherenike caught her wayward ser-
sorrow found them. “It is best,” each told the other, “for I vant, there was blood in her eyes. “I do not believe that you
will wither and I will fade, and lines of suffering shall etch have mastered the fine principles of gardening,” she said,
themselves upon my brow, and my heart may even grow and demonstrated, arranging Oreithyia’s flesh in an aes-
untrue — but you shall remember a love forever young, thetically pleasing fashion across an acre of forest.
forever joyous and forever pure.” The bones she placed to evoke the peculiar yellow-
The next night, in the fashion of those who make such white of certain trees’ bark. The meat she hung in tattered
declarations, Kehiro went into the cold and terrible woods strands to mimic and enhance the dried dead texture of the

99
EXALTED • THE OUTCASTE

creeper vines. The leaves she stained with blood adopted edge him. They named him Mela come again, invested in
a curious diffusive pattern, black on black. Only after flesh as her own Antithesis: the Petitioner of Clouds
setting Oreithyia’s eyes amidst the flowers and her skull Accordant to the Call of Battle incarnate as the Sickly
amidst the stones did she let her servant die. Whore. They waited for him to gather his peers and bring
This garden was known, in the coming days, as the end of the world. As they did so, Ghandarva’s appeal
Pherenike’s masterwork. It held out against the rot for with the Dragon-Blooded waned. When he found himself
nearly seven years, and several painters and poets captured the butt of others’ jokes at such few occasions that still
the image in their respective forms. welcomed him, Ghandarva left the Isle in fury.
Sixteen Exalts traveled with him, setting up camp in
THE SHAPE an untraveled woods. They would later call themselves the
The Lady Domnica went into the woods one night heirs to the Realm and the heralds of a new Creation.
and slept. In her dreams, she saw a shape made of mists and Their victims and their enemies would call them the
memories. She thrashed in her sleep, beset by a sense of Forest Witches.
completion and a sense of fear, and impaled her hand upon
a thorn. When she woke, she saw no blood. In the hole the PEACE OF SONG FORGOTTEN
thorn had made, clean through her palm, she could see The first lieutenant of Cevis Ghandarva was a shaven
only a faint and shimmering gray. monk named Peace of Song Forgotten, who practiced the
All through the day, Domnica drew and revised a Water Dragon Style and trafficked with demons. Studying
complex pattern. She turned to her manservant and said, in the woods to perfect himself, he came upon a clear, dark
“Before I wake, etch this into my skin with the point of pond. Calling to its spirit, he said, “Come forth and test
your knife.” Then, she went into the woods and slept. In yourself against me, for I have need of an opponent worthy
her dreams, she saw a shape made of mists and memories. of my Form.”
When she began to thrash, her servant pinned her down, The waters roiled and disgorged a creature that, at first,
and with the tip of his knife, he sliced into her skin. Yet, he thought a dragon, dark and bilious; and then, a centi-
when she woke, she saw no blood. In the tracks his blade pede-spirit, segmented and hundred-limbed; and then, a
had cut, clean down to the bone, she could see only a faint vapor that might fill the entire clearing in which he stood.
and shimmering gray. In its darkness, it surrounded him, and dreams fell upon him.
The morning came, and the day peaked, and the night He shook them from his mind and said, “You shall do.”
fell, and Domnica turned to her servant again. “Before I Thrice he tested himself against the spirit of the pond.
wake, cut out the bones from beneath my skin.” Then, she On the first pass, the monk found himself thrown into the
went into the woods and slept. In her dreams, she saw a forest floor at such speed as to bury him several yards
shape made of mists and memories. When she woke, she saw beneath the turf, but he struggled to his feet and bowed to
no blood and no servant, yet her limbs were curiously light. his foe. On the second pass, as the head of the creature
Thus, it went, though now she forsook other crea- swept toward him, he seized it about the neck and began to
tures’ aid. During each day, she formed her plan. Over each choke the life from it. Then, another head, screaming and
night, it was carried out. One morning, nothing woke save wailing, struck him from the side, and for a long moment,
a faint and shimmering gray. he was senseless. On the third pass, he applied the true way
of water. His was the deepness of the farthest sea, so that
THE OUTCASTES the force of the creature might pour itself into him forever
Sixty years into the reign of the Scarlet Empress, a and be gone. The creature poured into his heart and his
princess of the Fair Folk came to the Blessed Isle to break lungs and his flesh, and as the pond and the sea, they each
the Realm. She found an ambitious and competent Exalt sought to drown the other. Then, without transition, the
and showed him a vision of himself perfected. For this monk found himself seated on a hill near a great walled
reason, Cevis Ghandarva declared himself the Immacu- city. Five hundred feet below him spread a sea greater than
late Dragon Mela born once again into the world. To his the West. A young man, brooding in countenance, sat
followers, he promised final enlightenment, a power be- beside him. A young woman walked beside the shore.
yond that of the Dragon-Blooded. A handful of young “Have I lost, then, and fallen into fever dreams?” he asked.
Exalts found him convincing, while others found him “This is not your dream,” said Kehiro, “but mine. In
seductive. His home became a temple and a seraglio. the past few moments, my mind has wandered strangely. I
His actions displeased the hands behind the Realm. am, no doubt, drowning.”
The first small steps taken against him failed. A handful of The monk considered this. “It seems unlikely,” he
infiltrators, touched by an unexpected glamour, became said, “for, as you can see, I am a Prince of the Earth, and you
his lovers. A small military force proved entirely unable to are not, and my dreams must take priority.”
find his house. Subtler action, however, proved successful. “Ah,” sighed Kehiro. “Perhaps this is so. Then I must
Quiet whispers prompted heretic preachers to acknowl- wonder why you should dream such a tragic figure as

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CHAPTER THREE • THE FOREST WITCHES

myself? For you do not look a callous man, and my life is


certainly the architecture of the cruel.”
Looking upon Kehiro’s features, Peace of Song For-
gotten instantly understood the events to which he
alluded. Having done so, he frowned. “You are dead,” he
said, “and ought not linger here.”
“Ah, is this so?” said Kehiro. “That would explain it.
Yet… I have nowhere to go.”
Rising, the monk said, “See you the woman below?
I would assume her name Cassandra, and this a place
where you may have eternity.”
Kehiro looked down. “It is so,” he said. “And strange,
for it seems I have been here for some time and never once
looked upon her or heard the song she is even now singing
to the wind.”
“Life is often perplexing,” said the monk, as he
attached metal claws to his fingers and raked them
through Kehiro’s heart. As he walked down the hill
toward Cassandra, he added, “Still, I expect to find better
uses for this place than to preserve two mortals’ endless
dream.”
Cassandra’s voice went silent. In a distant clearing,
a thing like a dragon — but more like a centipede or a fog
— choked and gagged and coughed free a monk. It
slinked back into its pool.
To Cevis Ghandarva, the monk said, “I have found
a thing of use to us.”
“And what is that?” said Ghandarva.
“None of us need ever die.”
The Witches forever honor the discovery of Peace of
Song Forgotten: a pool deep within their woods with a
strange and singular property. It can hold within its waters
the minds of those who give themselves to it. For nearly five
centuries, the greatest Forest Witches traveled to the pool
when their life came near its end and fed it their power and
their selves. It held them safe, in a world of its own making.
This custom was later to have its consequences.

VALENTIN AND OREITHYIA


The second lieutenant of Cevis Ghandarva was a
white-haired catamite named Bidalaksa Valentin, whose
mind the Fair Folk had chilled and whose body they had
perfected, both for Ghandarva’s sake. When he found
Ghandarva’s attentions distracting, Valentin would walk
into the woods, and even his lord could not hold him
back. On a rock, he sat and combed out his hair. The
strands that fell from his brush gleamed silver even in the
absence of the sun. He would, from time to time, return
to where he had combed out his hair before, and each
time, the fallen strands were gone. This he attributed to
the wind or, perhaps, to Ghandarva’s lust.
One morning as he attended to this task, he looked
up and saw a face of bone: the skull of Oreithyia, regarding
him with what seemed to be eerie attention. Paying it no
mind, he resumed his grooming. When he finished, he

101
EXALTED • THE OUTCASTE

returned to the outcastes’ camp. The next morning, how- only a marginal welcome upon the Isle, but Cevis
ever, he returned. Again, the strands of his fallen hair were Ghandarva had broader tastes.
gone. Again, the face regarded him. The vines that hung After departing the Isle, Anja developed a habit of
about the clearing seemed to him to have a certain resem- traveling deep into the woods. There, she would whittle at
blance to flesh. He still felt no concern and only the her flesh with a small bone knife and meditate upon the
mildest of curiosity, and when he had completed his task, virtues of nonexistence.
he returned to the outcastes’ camp. Despite her melancholia and her many personal flaws,
Thus, it went, and thus, it continued, until when he Anja remained an Exalt. She feared neither spirit nor
sat on his rock, the air was thick with the carrion scent of beast. Thus, when a voice questioned her one day, asking,
Oreithyia, and the skull’s gaze bright with her carrion “What carve you there?” she felt little concern but only
interest. Finally, Valentin sighed. “Do not trouble me so,” cast her gaze around her for its source.
he said. With a horrid skittering and the sound of washing “What carve you there?” it repeated, and this time,
blood, Oreithyia’s presence left that place. she knew its origin: a soft gray mist that blanketed the
Six days passed of quiet, and then, three days of wind, forest floor.
and he bent down to pluck a flower for his brow. There, “Nothing of any consequence,” she replied.
amidst the rustling of petals and stems, he caught sight of “Perhaps,” suggested the mist, “you seek to carve
a gleaming eye. “Do not trouble me so,” he said again, this yourself into a better form. We begin as nothing save an
time chiding. He walked away, and the flowers fell silent, unformed infant mind. It is by shaping ourselves that we
save for a slow dripping as if from the rain. become people and by just such efforts that we transcend
Six days passed of quiet, and three of wind. Then, as that state.”
he sat upon his rock, the exits from that place grew thick “That is as it may be,” said Samathi Anja.
with vines, or ropes of meat, and others reached down for “What carve you there?” repeated the mist. “For I
him from the sky. “Do not trouble me so,” he said, and the would know what it is that you seek to become.”
vines froze, quivering, in their place, but the presence that Anja carefully set down her knife and stared down at
waited around him did not leave. the mist. “You are unusually talkative for vapor,” she said,
Valentin set down his brush. “I will say to you what I “and also an annoyance. I wish not to better myself, but to
said to Cevis Ghandarva, almost three years past.” cease, until not even the memory of me remains.”
The clearing was silent. No sooner had she said these words than the mist was
“I will never love you,” said Valentin, “for I do not gone. Thoughtfully, Anja returned to the outcastes’ camp.
understand what love means. If you wish to serve me Six times she went out again into the woods, and
and give me the things I desire, I am willing to tolerate these trips were uneventful. The seventh, however, con-
your presence.” joined two circumstances that proved unfortunate for
The eye sockets of the skull narrowed. There may her. Firstly, Ghandarva had grown curious as to her
have been a threat in them, but Valentin met their empty activities. Thus, when she went out to practice her
gaze evenly. His eyes shone like mirrors, and in those nihilistic meditations that day, he followed. Secondly, as
mirrors, the forest saw everything that made it weak. Such she carved, the mist returned.
was the gift given to Valentin in payment for what the Fair “It seems to me,” the mist said, “that you cannot truly
Folk had done. The vines withdrew into the trees with the wish nonexistence, or as a woman of your character, you
hissing of a hundred ropes, and Oreithyia was gone. would plunge that knife into your heart.”
Valentin returned to the camp. Over the night, a Anja reflected upon this. “Perhaps this is true,” she
great house grew around his tent, shaped still living from agreed. “But my intentions are my own.”
the forests’ wood and sod. In the morning, the breezes that “Please,” it said, the wind carrying its words to
blew through the camp were gentle and warm, and the Ghandarva. “Tell me of your thoughts. It can do no harm.”
grass around it soft. For all Valentin’s life, Oreithyia “I grant this,” Anja said and hesitated. “So I will put
tended to him and to the outcastes, and if Valentin it in this fashion. As I loathe myself, I gain pleasure from
sometimes sensed eyes upon him as he dressed or woke carving at myself and making elaborate plans for my own
with strands of green still clinging to his skin, he made no extinction. To actually die would deprive me of this
objection save a small, thin frown. pleasure and all others. As I am a sybarite, I am unwilling
to take this step.”
ANJA’S SACRIFICE “Ah,” said the mist sadly.
Among those who had followed Ghandarva to the “Ah?”
forest was an Exalt named Kumari Samathi Anja, who “Well,” said the mist, “had you wished to remake
used the name Anja in casual correspondence. She suf- yourself, as I hoped, than I would have presented you an
fered numerous deformities in both flesh and sanity, and offer. I could have given you gifts beyond your imagining,
her parents had nearly slain her at birth. She had found for nothing save your acceptance of my aid.”

102
CHAPTER THREE • THE FOREST WITCHES

“It is well known,” Anja said dryly, “that one can trust times, one would say, “I am disinclined to return to the
such offers entirely, when made by nameless mists in the world where I live, for this is a better place.”
center of an ancient woods. I weep that this priceless Always, the dead would reply: “Ah! If only it could be
opportunity has come to naught.” Then, she stood and so! But the spirit of this place has limited power. It surely
walked away, not seeing Ghandarva as she passed. cannot hold us all.”
Three days passed, and three nights. Anja came to One day, Amoril Rurik said, “Already it holds more
consciousness with a searing headache, hands and feet power than any simple pool ought. Surely, we can expand
bound behind her, deep within the woods. A mist slithered its reach?”
around her, and a small bone knife sat in her hand. She And Evelina, who was dead and for that reason
struggled into a kneeling position, knife sawing at her possessed of certain oracular insights, answered, “Then,
bonds, and said, “This does not bode well.” find things of jade and orichalcum, too — and moonsilver
“A man named Ghandarva has presented me with an and starmetal, if you can — and cast them into the depths
opinion,” said the mist, “that your desire is, in truth, of the pool. Find you Hearthstones. Find you artifacts.
nothing more or less than to become a negative image of Even bring the hearts of Exalts whose lives you do not
yourself. That you sculpt yourself to cut away your Essence value. For there is a thing within these waters that may feed
until only its inverse remains. This accords with various on such power and grow.”
evidences, including your own description.” “What manner of thing?” asked Rurik, who was not so
“I do not wish to have this conversation,” said Anja. foolish as some. Still, when Evelina looked at him in
The ropes binding her hands snapped. silence with eyes white as bone, he looked away and
“I have been without form for a very long time,” said thought to himself that it could not matter all that greatly,
the mist. “And if I am to have form, I must have a soul, and so long as the pool behaved itself and served the Dragon-
that soul must be a thing of its own shaping.” Blooded well.
“I do not wish to have this conversation,” said Anja Thus, the Dragon-Blooded of the forest began to hunt
again. The ropes binding her feet snapped, and she pulled through the communities around them, looking for things
herself upright. with which to feed the pool. With each thing of power they
“Naturally,” it said, “you must consent. However, is cast into its waters, the little paradise inside grew larger and
that consent not implicit in your pattern of activities?” more real. It captured the senses of those who came there to
Anja looked around. In all directions, there was mist. an ever-greater degree, and certain of Ghandarva’s folk
“I will not submit to this,” she said. began to live as often in that world as in Creation. They
A shape formed from the mist, and in its features, she named it the Sea of Mind, or, sometimes, the Forest Sea.
saw herself. “It is already transpiring,” said its voice. “It
need only complete.” THE RAGE OF OREITHYIA
Those who might think her next action foolish must Amoril Rurik was one of those who found himself
remember that Anja was not entirely well. She could see on frequenting the pool. In the world it formed, he had all
her image a massive bloody welt along the left side of her head qualities of valor and strength. He grew accustomed to this
and understood from it more of how she had come into the condition and came to perceive himself in a state of perfec-
woods. Thus, she was dazed, insane and dizzy from betrayal. tion. When he walked in Creation, he had an arrogant
When she lunged forward and drove her knife into the stride. Many problems that had troubled him before, he now
image’s heart, these things drove her decisions — not reason. solved trivially. He had found an inner power and confi-
Still, those who would consider her the victim in this dence that made it so. Those problems that still bested him,
affair should remember that Samathi Anja herself cut her he named irrelevant. No such troubles would follow him
true Essence away, and with the knife she had for years into the Sea of Mind! One day, he clashed with Bidalaksa
applied to that use. In this fashion, she became the first of the Valentin and looked into his mirrored eyes and saw nothing
Forest Witches to remake themselves as numina of the mist. there that could make him weak. With the long curved
When she next entered the Dragon-Blooded camp, blades he favored, he killed Ghandarva’s lover and stalked
Samathi Anja gave this message. “Let those who wish away. Valentin’s blood soaked into the grass.
themselves remade come to me. For such sacrifice of self as That night, the forest went mad.
it may require, they shall transcend.” There was nowhere in the woods that Ghandarva’s
outcastes could sleep, for when they slept, the trees and
THE FOREST WITCHES beasts came for them in insane hunger. There was no
As the seasons turned, the outcastes in the forest shelter they could build that did not collapse, no food that
developed a habit of visiting the pool and speaking to the did not turn to dust in their hands, no water that did not
dead Exalts’ minds suspended there. They would walk into turn to mud. The paths that led out of their home curved
its spirit and find in that spirit another world — a small back on themselves, and everywhere, they heard the
paradise the dead had constructed for themselves. At screaming of dead Oreithyia on the wind.

103
EXALTED • THE OUTCASTE

They could quite easily have died, for it is unquestion- Regardless, the Witches considered these Demesnes
able to those who know the Forest Witches that the thing important resources. Many wished to claim them, but no
that wears Oreithyia’s visage has a power that no ghost or Dragon-Blooded dared openly proclaim himself more
forest spirit ought. Ghandarva himself was almost slain worthy to do so than his peers, as the notion conflicted
when it came to him as the great stooped tree named the with their society’s sensibilities. Instead, small Exalt fac-
Walker’s Foot — but he saved them all with the words, tions took to “tending” each of the Demesnes, ensuring
“Valentin was given me, and I shall give you others.” that all went well within their borders. This included
Oreithyia took Ghandarva’s tongue and one eye but “overseeing” their use, a process that occasionally bred ill
nothing more. By this measure, she and he sealed the bargain will. As the Witches constructed Manses on these sites,
between them. With force or with honeyed words, the disputes arose over who could claim the Hearthstones. In
Witches bring the beautiful to their woods and release them RY 144, in a brief internal conflict that wounded six
in its depths. Their victims’ lives are luxurious in every Witches and slew 20 mortals, one faction destroyed an
respect, and when they encounter the Witches, the Witches established Manse.
do them homage. In time, however, Oreithyia comes to regret Tensions rose slowly over the next 68 years, until it
that they are not her Valentin and tears them limb from limb. seemed likely that violence would erupt again. Amoril
The Witches must then placate her with another gift. Rurik regained favor within the Witches by forcing through
For this price, Oreithyia performs again the function a compromise: the creation of the Mandala Guard, respon-
that she did when Valentin lived. There are few places sible for tending all of the forest’s Demesnes, apportioning
more palatial than the homes of the Forest Witches, all of out the Hearthstones and ensuring their availability to all.
living wood. Those who have come to attack the outcastes
find the forest itself set against them. THE REALM’S HEIRS
Ghandarva’s skin grew cold, and his hair turned gray.
THINGS THAT LIVE WITHIN THE WOODS The Witches expected him to die and move peacefully
Ghandarva’s band understood that the fundamental into the Sea of Mind. Ghandarva chose otherwise.
economies of their position had changed. The lifestyle of From the mist, he claimed the payment it had promised
each member depended upon the total wealth of the him for Samathi Anja’s soul. Donning a cloak carved from
community, rather than the manner of its division. So long its substance, he circumvented the normal mechanisms for
as the forest remained pacified and the pool well fed, they birth and death, transferring his mind and the spark of his
had an overabundance of material resources and pleasures. life into an embryo in the womb of Ledaal’s daughter.
The Forest Witches opened their ranks to outcastes Reborn as Ledaal Demyen and drawing on powers and an
from every stratum of society. A certain egalitarianism understanding of the world entirely unexpected in a child,
came to their culture, with no one member exceeding any he attempted to steal most of the house’s fortune. “Demyen”
other, so long as all could provide sufficient assistance on and Ledaal’s Sidereal advisors badly underestimated one
the Witches’ raids. another. He failed to bankrupt the house but still returned
The night each new member arrived, Samathi Anja to the Witches a wealthy and hale youth.
came to him in his tent and told him her story — as she still Ghandarva asserted his identity and attempted to
does today. Over the centuries, three others accepted her resume command of the Forest Witches. After watching
offer, remaking themselves as numina of the mist: Iurka, his 14-year-old body best seven able warriors, the Witches
the Autumnal Torrent; Menderes, the Face Behind the conceded his claim.
Sky; and Seven-Face Rèsja. Cevis Ghandarva remained bitter at the circum-
These creatures do not often communicate with the stances of his departure from the Realm. Growing up as
Exalted community that gave them birth. The Forest Demyen had only added to the score. Neither his teachers
Witches sometimes see or hear them moving in the dis- nor his parents had accepted his own sense of adulthood
tance. Sometimes, they deign to assist the Exalts on a raid. and excellence. Armed with a vigor lost to him since
The Witches know certain sorceries for calling to them. Valentin’s death, Ghandarva laid forth two proposals,
Otherwise, their presence is rarely felt. known later as the Blood Sutra and the Spear Sutra.
THE MANDALA GUARD The Blood Sutra presents a philosophy of aspiration.
Those who aspire such, he argued, have earned the right to
The woods of the Forest Witches contains five De-
build an empire that will succeed the Realm — perhaps,
mesnes, all of them low level. These places — three
even, through direct combat against it. In the Spear Sutra,
aspected to Wood, one to Water and one to Solar magic —
he explains how the Forest Witches can build that empire.
are not compatible with the entities of the forest. Oreithyia
Ghandarva remained charismatic, and many of the
and the numina of the mist cannot enter them. The Sea of
Forest Witches came to accept his theories.
Mind cannot reach into them. Samathi Anja describes
them as “open wounds in the forest”.

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CHAPTER THREE • THE FOREST WITCHES

THE BLOOD SUTRA Choose this sacrifice. Become one of the heirs of
the Realm.
The Ultimate Exaltation is the perfection of the
self. The Immaculate Dragon Mela found this perfec- THE SPEAR SUTRA
tion. All living beings quest for it. One does not claim a place by conquest. This
Those of the Realm seek this Exaltation at the gives one only rule in name, and rule in name is not
hands of their teachers and their masters. In so doing, true rule. Those who rule in name suffer a plague of
they doom themselves, making themselves over into courtiers, bureaucrats and manipulators that rend their
generations of mock of the mistakes of their ancestors. power apart.
They have calcified. They have lost their way. They To claim a place, we need only this: It must lack
have lost their mandate. the fortitude to oppose us.
The Unmanly Babbler asks: “What does the world Those who control that place must recognize our
expect of me?” In his eyes, his Essence flows inward power or our worth. They must fear us or belong to us.
from the world. Those who would stand against us must lose their hold
He Who Illuminates Both Worlds With Majesty on power. Then, we may rule without name, and our
and Power asks: “What is there in me to become?” He will hold sway.
knows that Essence flows outward from the self. Those both able and willing to stand against us
When the Realm falls, you will know its heirs by oppose this rightful destiny and must be purged.
this sign: They willingly sacrifice what they are to They are the Anathema of our Age.
become something greater.

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EXALTED • THE OUTCASTE

THE COMPANY OF THRONES


The first of Ghandarva’s tools in implementing the THE BLESSING OF AWAKENING
Spear Sutra was to appoint 25 Exalts as the Company of You who know not every taste of pleasure,
Thrones. Each took on the burden of a new life. They were You who know not satiety;
born again to highly ranked members of Linowan, Haltan You who know the grief of glories lost;
or Hundred Kingdoms society. Methodically, they gath- You who dwell in cold gray sorrow,
ered information and influence. Fallen on you like the mist;
Upon Exaltation, seven of them struck blatantly, You who are small, and weak, and cannot make
killing the Witches’ most effective enemies and sending yourself the greater:
caravans of unguarded wealth past the Witches’ woods. In I hold out my hand.
three cases, they left no one in their immediate region who
could practically oppose the Witches’ will. May all the world know what has happened here.
The remaining 18 kept their new lives, although most May all the world come to taste its fruits.
found excuses to spend most of their time away from “home”
and live among the Forest Witches once again. They used May the shadows lift from the hearts of the world,
the Witches’ wealth to build upon their power, buying the Even as the beasts of the field,
hearts of the elite. The greater authorities in their commu- Their slumber disturbed,
nities, if they seemed intent on holding on to power, Shake themselves; and from that sleep know
strength and independence — these became their antago- waking.
nists. Whether beneficent or selfish, such figures seemed
evil to those who accepted Ghandarva’s philosophy. I have opened the door.
Come and taste of perfection.
THE HERALDS
Two hundred years ago, the Sea of Mind declared
itself complete. It opened the gates of paradise to those Finally, many among the living and the dead wish to make
who wished to enter. “In life and in death,” declared dead the Sea self-sustaining. Given a sufficient store of Essence,
Vitali Proseria, “you may join us. We only ask that you they hope to catalyze it into producing its own. Building
divert some portion of your attention, now and again, to this supply requires additional wealth. The Forest Witches
the flow of power on which this Sea depends.” have a purely pragmatic reason for carrying Proseria’s offer
One by one, the Witches who had experienced the to others. The more Witches there are, the easier it
Sea came to the banks of the pool and gave their minds to becomes to divide up the Sea’s overhead.
it. When they rose again and walked away, the taste on Further, the taste of paradise is intoxicating. Compas-
their lips was still paradise, as was the scent of the world sionate Dragon-Blooded may reject the Sea — but if they
and the touch of air and clothing upon their skin. Though find it appealing, they have every reason to share it with
they walked in Creation, still they saw the Sea of Mind, the world. To hold others back from perfection is cruel.
and they understood perfection. Further, it is contrary to the essential tenets of the Im-
maculate philosophy, which influences even those who
THE COMPANY OF MESSENGERS have cast it off.
In the Blessing of Awakening, Proseria declared the Thus, many of the Witches became proselytes. The
Sea open to all — not simply to the Forest Witches. Any elders of the dead selected those of greatest devotion to the
Dragon-Blooded who wishes can come to the Sea and cause and named them the Company of Messengers. They
claim paradise, eternal, both in this life and after. Even usually hold to Ghandarva’s belief that the Witches repre-
mortals may know this, to some extent. If granted access to sent the heirs to the Realm — have they not found in the
the Sea in their life or upon their death, they may live there Sea the path to greatness? However, finding new warriors
in an Exalt’s retinue, though they exist only in those and preachers to spread the word of the Sea occupies more
moments that an Exalt actively remembers them. of their attention than Ghandarva’s dreams of empire.
Naturally, Proseria could not offer this as a gift. The
Sea would run short of the Essence it needs to maintain its THE TABLE OF FIENDS
power. It would collapse. The dead preserved therein A few of the outcastes declared the Messengers loath-
would vanish. some, stating an unwillingness to share the Sea with those
All among the living who wish to dwell within the Sea who do not merit it — who come to the Forest Witches
must, therefore, feed it wealth on a regular basis. In the drawn not by destiny, but by the story of paradise. They
modern day, where the Sea holds too many dead for its named themselves the Table of the Resplendent. The other
native spirit to sustain, they must support the dead as well. Witches quickly rechristened them the Table of Fiends.

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CHAPTER THREE • THE FOREST WITCHES

Before setting themselves against the cause of the THE EMBASSY OF THE DRAGON
elders of the Sea, the Fiends spoke at length to the
Eutychia, Demon of the Third Circle, is also named
dead. As a result, when the dead replied to their
the Bull Slain on Stagnation’s Altar. Eighty years ago, by
declaration, they did not do so with a severance of
means unknown, Eutychia arrived in the hilltop city in the
their connection to the Sea and a request for their
Sea of Mind. She named herself the emissary of the Ebon
execution. Instead, to limit the effects of any hostili-
Dragon. In a 20-hour conference with the elders of the
ties, it assessed the Tax of Fading Embers: A Witch
dead, she established the Black Scale Embassy on the
who killed another Witch would pay the tithes of
Street of Strangers and bought it a seat upon that council.
both. Having done so, it declared the matter closed —
She then departed, leaving the token of her authority in
the Fiends could make trouble as they liked.
the hands of the Second Circle Demons that visit and
depart the Embassy with an unsettling ease. (It is the
THE TABLE’S DECLARATION assumption and the hope of the Witches that they cannot
venture directly from there into Creation.)
The world does not hunger for excellence. Eutychia’s staff focuses most of its attention on the
Those who have come here have searched in Company of Messengers. The Embassy contends that the
honesty for perfection. We have hunted down plea- Yozis have not yet established their place in the Sea, for good
sure and earned our elevation to greatness. These or for ill. At some point, if the Messengers’ efforts succeed,
things we claimed because of who we are. the Sea of Mind must gain some fraction of the reality and
Hold forth this gift to all, and you destroy its interest value of Creation, and the Yozis will act. Strong and
meaning. Those unwilling to hunt still eat the amiable relationships between the Yozis and the agents of
butcher’s leavings. Those unable to appreciate per- the Sea can only make this easier on all involved.
fection will still glut themselves on it, growing fat Even put in these terms — undoubtedly both decep-
on our paradise, learning nothing, contributing tive and artificially pleasant — the Embassy’s suggestion
nothing save empty jade. unnerves most of the Messenger’s Exalts. At the same
With our lives, we shall stand between them time, some argue, access to demonic lore, deals with Yozi
and our sacred realm. cults and the potential of Infernal Exaltation can only
strengthen the Messengers and make their work easier.

TIMELINE
Time Event
Before the First Age Something lives in the woods.
During the First Age Kehiro and Cassandra commit suicide. Pherenike creates her masterwork. Domnica
becomes the mist.
Realm Event
Year
68 Cevis Ghandarva and his followers leave the Isle. Peace of Song Forgotten discovers the pool.
71 Oreithyia falls in love with Valentin.
72 Ghandarva betrays Samathi Anja in exchange for Domnica’s mantle.
137 Ghandarva’s followers become bandits, at the request of Evelina the dead. Their ranks open to outsiders.
144 Manse destroyed in internal conflict.
145 Valentin killed. Ghandarva bargains with Oreithyia.
212 The Mandala Guard established.
286 Ghandarva reborn as Ledaal Demyen.
301 Ghandarva returns to the Forest Witches with the Spear and Blood Sutras. The Company of Thrones formed.
563 Ghandarva reborn as the God-Blooded son of Great Forks’ Spinner of Glorious Tales.
564 Proseria delivers the Blessing of Awakening. The Company of Messengers formed. The Table of
Fiends formed. The Tax of Fading Embers levied.
585 Ghandarva returns, somewhat nonplused.
688 The Black Scale Embassy established.
768 The present day.

107
EXALTED • THE OUTCASTE

THE THINGS OF THE FOREST undertake a large but finite number of these projects at
once. When she wishes, every animal native to the woods
Long before the First Age, something lived in the
obeys her as an extension of herself. She has an endless
forest. Its exact nature no longer matters, for it has forgot-
number of ropy tentacle-vines, many of which she uses to
ten that nature and, in so doing, lost it. All that remains is
busy herself about various crafts. To better please Valentin,
a memory that it existed and a hunger for that existence.
Oreithyia mastered cooking, tailoring and weaponcrafting.
Naturally, it must exist again in a form worthy of its
Oreithyia’s presence has kept the Forest Witches well
grandeur. Yet, it has no sources of inspiration more useful
equipped, well fed and well housed at a minimum cost.
than the minds of mortals, spirits and Exalts. Coaxing
This has a profound impact on their society, giving them
anything resembling its proper glory from them is a diffi-
a surety in the satisfaction of their basic needs that even
cult and frustrating task. Still, it perseveres.
the most spoiled scions of the Dynasty lack. The Forest
The thing in the forest is very old, and it has forgotten
Witches do not farm. They do not craft. From Ghandarva’s
how to fail. If people are its only tools, it shall make them
perspective, Oreithyia frees them to pursue personal excel-
better. If it cannot remember what “better” means, per-
lence. From the perspective of the dead, she frees the
haps its tools can define it for themselves. As they better
Witches to pursue the wealth of others. The mortals in
themselves, that definition can only improve.
service to the Witches simply rejoice in the knowledge
THE FOREST WALKER that they may live in comfort until they die at their
masters’ behest. The spirits and elementals of the forest
Savants among the Forest Witches have determined very carefully offer no opinion. Those that complain of
Oreithyia’s name and history. Moreover, they know that Oreithyia’s presence, at best, lose their tongues.
she cannot be the creature that moves in the forest and
answers to her name, using eyes that seem like Oreithyia’s MANSES OF THE FOREST
eyes, flesh that seems like her flesh and bones that much Oreithyia’s presence does not reach into the five
resemble her bones. Valentin’s peculiar lover exceeds the Demesnes of the woods. The Demesnes disordered the
dead in scope. She is a living garden. Pherenike’s art Essence that animates her. When built, the Manses pro-
captured Oreithyia’s every virtue and failing, the torment vided a conflicting and unpleasant order. Accordingly, the
of her death and the natural beauty and vital force of the Manses stand in sharp contrast to the prevailing architec-
forest around her. tural themes and overall upkeep of the woods. Insects
The thing in the forest felt the power of that art and sometimes bite those who visit these places. One may trip
remembered it, though millennia passed, but it could not on an unexpected root.
understand it until it saw the world mirrored in Valentin’s The Mandala Guard attempts half-heartedly to rec-
eyes. When it understood, it gave Pherenike’s garden power. tify this situation. It embarrasses the Guards when the
This is the forest walker that names itself Oreithyia and rules grounds are noticeably ragged compared to the forest
the plants and beasts and air and water of the woods. around. Neither does the notion of themselves as garden-
The woods twist themselves into the shapes that ers and groundskeepers please their pride. Thus, the degree
Oreithyia desires. From the land, she brings forth temples, of effort put into the Manses’ upkeep depends on the
houses, fortresses and bathhouses. The ropes of her muscle Mandala Guard’s mood. Each Manse serves as the primary
carry cooked and seasoned food to the Forest Witches. A personal residence for one or two Guards.
polite request to the trees can make pure water fountain
forth from the ground. It generally takes no more than THE SHAPE OF THE MIST
three years for a newly arrived Witch to accustom himself In the First Age, Domnica sacrificed all that she was
to the fact that the raw flesh of a millennia-dead Dragon- to become the potential for something else. Since the
Blooded cooked his dinner and that a mind of unknown coming of the Forest Witches, that potential has begun to
origin planned the layout of his home. bear fruit.
For practical purposes, the woods are now the body of The mist — which remains, in some sense, Domnica
Oreithyia. She shapes the land, the water and the vegeta- — has multiple aspects. Each of them is an Exalt that has,
tion as she wills, just as a human adjusts her posture. If in one fashion or another, chosen to forsake the nature of
someone tries to stop part of her from moving (preventing her birth. In so doing, each became instead one of Domnica’s
a door from closing, for example), Oreithyia has Strength aspects, a numen of the mist. Two of these Exalts later met
6, Dexterity 6 and no appropriate Abilities. When con- unfortunate ends. In both cases, the mist offered sufficient
structing meaningful structures, such as fortress walls, she inducements to a new Dragon-Blooded, who stepped for-
builds at a rate of one health level per hour. For example, ward to assume the aspect left behind. In this fashion, the
a wooden statue would take 16 hours to achieve its full mist’s many faces are immortal.
solidity, and a wooden wall would take 12. She can

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CHAPTER THREE • THE FOREST WITCHES

BECOMING A NUMEN
Any Forest Witch — and most Dragon-Blooded
visitors to the woods — can give herself to the mist and
form a new aspect of its nature. The mist will ask her how
she wishes to change herself. Her answer forms the
template for her apotheosis. The mist requires an indica-
tion of consent and does not normally accept mortals or
Celestial Exalts. If a Celestial Exalt went willingly
through the process, her Exaltation shard would con-
sider her dead and flee to Yu-Shan for reassignment.
Dragon-Blooded enter into a symbiotic relationship
with the mist. They retain their abilities and even
their flesh while acquiring certain characteris-
tics of a spirit.
Like the Sea of Mind, the mist cannot
expand itself without a sacrifice of power.
If the character wishes to avoid a long
post-transition convalescence — po-
tentially lasting more than a century
— she must make this sacrifice be-
forehand. Examples of appropriate
sacrifices include: enough
unworked orichalcum, moonsilver,
starmetal or soulsteel to build a
statue of the character; a level 3
jade artifact; three level 3 or
level 4 jade artifacts; the still-
beating heart of a Celestial
Exalt; or a level 4 or level 5
Hearthstone. In the last
case, loss of control over the
Manse will dramatically
weaken the character and
may endanger the fledgling
creature’s life. This sacrifice
is not required if the character
steps into the role of a slain
numen — however, in doing so,
the character changes into that en-
tity, rather than refining herself in
whatsoever fashion she might desire.
The effects on the character are
as follows.
She learns the Dematerialize Charm.
This costs half of her motes of Essence to use.
If killed without the assistance of a spirit-
destroying Charm, she reforms in one lunar
month in the heart of the woods. She can hear
prayers made to her, if they’re accompanied by a
successful prayer roll (see Exalted, pp. 335-336),
and determine their source. If she wishes, she may
grant the petitioner her blessing, with effects as de-
scribed below.

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EXALTED • THE OUTCASTE

If the character does not have the Cult Background, numina is also useful: Prayers offered to them offer minor
she gains one dot in it. Certain Witches and many of their but tangible rewards.
mortal servants revere the aspects of the mist. The mythology of the Witches has associated a num-
For magical purposes, she has no element. She loses ber of phenomena with each of the numina. When a
her anima abilities. She cannot manifest her anima. She numen grants her blessing to a relevant activity, it weights
has no favored Charms and pays a surcharge on all Charms the evolution of events. At any one point during that
as having a different element than her aspect. This process activity, the blessed character can reroll one roll and take
does not sever her connection with her element, and she the better of the two results.
retains the physical markings and Caste/Aspect Abilities. These creatures are particularly impressive to the
However, her connection with it is greatly reduced. mortal followers of the Witches. A single sighting in the
The character changes shape. Numina are prone to woods, in the distance, can yield weeks of gossip. A small
peculiar shapes with many limbs and odd animalistic fea- cult has developed that offers them active worship. The
tures. By spending a mote of Essence, the character may alter Witches tolerate this practice on the off chance they will
her shape freely among shapes suitable to her apotheosis. desire the transformation themselves someday.
The character’s odd deformities use the same rules as Wyld
pox, afflictions and blights (see Exalted, pp. 280-281). The THE SEA OF MIND
character gains up to one blight (normally Multiple Limbs), The Sea of Mind contains nearly 100 living Exalts. High
one affliction and three poxes. If the character gained a on a hill there stands the city of the blessed, Atsiluth Eternal.
blight, an affliction or both, she loses one dot of Temper- Those who have died after full and proper service to the Forest
ance. Blights do not inflict Derangements, although the Witches live there, forever, in a paradise of their own cre-
character may very well go insane as part of her redefinition. ation. Beneath the hill, there is the sea, and in that sea, a
The character can shift into shapes without certain of these shining reflection of the world the Primordials made.
features if appropriate. This costs her their benefits.
Connivance of Wood and Bone, a spell detailed below,
allows Forest Witches to emulate certain aspects of the ICHOR, SEEN FROM THE SEA
mist’s numina. The Storyteller works with the player to Descending Water
define the spell’s effect on those who summon the character’s Its heart melts rime from my sword
nature. This includes several benefits and a limitation. The A sheen of triumph
character herself always receives these benefits and always Splashes on my arms and face
suffers this limitation. She may have additional inescapable Drips and feeds Ascending Earth.
limitations as a consequence of her new definition.
The Storyteller works with the player to define one
numen effect for each point of Essence the character
possesses. These should have efficacy similar to that of a ATTUNING TO THE SEA
Fair Folk power or a Terrestrial or Celestial Circle spell. To bind herself to the Sea, an Exalt need simply bathe
The player chooses a Virtue. Spending one point of that in the forest pool. When she ducks her head under the
Virtue activates an effect. Powerful effects, comparable to surface and rinses out her eyes, her world fills with light.
Celestial Circle sorcery, require two points instead. When she lifts her head again, she is at the shore of the Sea,
The Exalt is generally surprised by many of the details and where the pool lay, a hill now rises, and atop it lies the
of the transformation. Given a suitable understanding glorious Atsiluth Eternal. She remains attuned to the Sea
with the player as to what abilities and limitations she finds until and unless the council of the city banishes her.
enjoyable in play, the Storyteller may wish to conceal Creation, as seen through the Sea, is both starker and
certain details of the transformation from the player until more beautiful. No petty unpleasantness exists. Given no
they become relevant. reason to notice it, an attuned Exalt’s eyes would skim past
a fox’s corpse crawling with larvae, seeing nothing but the
THE MIST AND THE WITCHES beauty of the day. If she had such a reason, then the fox
In the absence of an overriding reason to follow the would have its own kind of striking beauty — the kind that
Immaculate faith, most of the Forest Witches elect for could spur an artist to remark upon it in spontaneous and
pragmatism. Their spiritual nature matters little to them. multilayered verse. The Forest Witch never feels over-
Their afterlife is prearranged. Gods exist to be bullied, heated, regardless of circumstance — she experiences
when feasible, or placated, when useful. In this respect, dangerous heat as a sense of the Fire Dragon’s touch.
they classify the numina of the mist as gods. Bullying them Colors are more vivid. Swamps drag less at her heels. Her
is often feasible. All save Samathi Anja have immersed every word takes on an extra grace. Such characters
themselves in the Sea of Mind, and the Dragon-Blooded continue to act and live in Creation, but see and feel a
who rule that paradise can cast them out. Placating the vastly improved reflection.

110
CHAPTER THREE • THE FOREST WITCHES

Living in a world stripped of its grime, most Forest


Witches develop a ruthlessness unusual even for the
Dragon-Blooded. Every horror is either eminently just,
THE DOCTRINE OF PARADISE
inherently beautiful or screened carefully into nonexist- These are the words of Vitali Proseria, elder of
ence. They focus on the things they consider important the first and last of cities at the Forest’s heart.
with an uncanny ease. They develop their passions, for It is the wish of all women and all men that they
passion gives the Sea a larger palette of glories with which should know a faultless world. The burden of granting
to work. The symphony of small alterations to the world this desire has fallen upon our shoulders. We accept.
around them helps the Forest Witches to shape themselves It is known that no person is herself faultless. In
toward their personal ideal. perfection lies destruction. That is the way of the
In some cases, the subtle misperceptions created by numina, but it is not our way. The hosts of the fallible
the Sea could endanger an Exalt. In these cases, the that teem in our world shall retain their folly.
attunement to the Sea subtly steers the character’s actions. It is the assertion of our council that in all
Where she experiences herself doing one thing, she in fact women and all men one may nevertheless find the
does another. Thus, if an Exalt wishes to weave a garland four pure impulses: to strive, to feel, to endure and
of nettles, reacting to their intense floral beauty and her to demand. These ring forth in clarity through the
apparent immunity to their sting, she may, in truth, weave muddled voices of the heart.
a garland of grass. The Sea is not intelligent in its approach Let one man strive against another and strike
to these matters. Rather, like a talisman that improves him low. This is the excellence named “the Carrion
eloquence, it directs the force embodied in the Exalt’s own Perfection,” which is born within the kill. There is
nature toward its assigned goal. That goal, for the Sea, is to suffering, but still, he strove.
maintain a vague correspondence between the world its Let one man weep for another, and his soul
attuned Exalts see and the world they should see. break for the pain. This is the glory named “the
Attunement to the Sea also allows a character to visit Gangrenous Perfection,” which is born within a
Atsiluth Eternal, the first and final city at the forest’s heart. wound. There is suffering, but still, he wept.
This city does not exist in Creation. It is nothing more Let one woman suffer another’s insult to her
than a desire of the Forest Witches, given form and name. This is the virtue named “the Boneyard
structure by the pool. When a Forest Witch attuned to the Perfection,” which is as still as the grave. She yields
Sea dies, he may take up residence there. Residents of her anger to her intent.
Atsiluth Eternal can venture out into the reflected world, Let one woman raise a bloody blade and lead her
and the Sea attempts to maintain the shared delusion in an kind against her kin. This is the fulfillment named
appropriate fashion. However, the dead accept that noth- “the Feast of Flies Perfection,” found on the battle-
ing they do in the reflected Creation can have direct fields both subtle and overt. Though corpses may fall
effects upon the real one. This often costs them their to earth like a gentle rain, still, there is glory.
interest in the world outside Atsiluth. What woman or what man could deny these
things a place in paradise?
THE FOUR PERFECTIONS Therefore, it is our will that, in the Forest Sea,
Few of the Exalts who shaped the Sea wished to these voices shall never fall short of their realization.
drastically alter their personalities. Thus, the Sea does not Flail with your petty gifts if you must, and know some
erase the weaknesses and failings of its inhabitants. Nor small frustration, but know also that, when your
does the Sea entirely obscure the limitations and incapaci- heart speaks, you shall exceed all limits known.
ties of its residents. In the presence of 100 Exalts, conflicts With that glory, you shall forge a world to your
of interest would certainly arise. A clash of omnipotent own devising. For, if you have not the strength of
entities would be hazardous to the consistency of the those four voices in your heart, then your perfect
dream. At the same time, however, the Sea allows its world is the world that others make.
residents to reach far beyond the limits of the possible This is the will of the elders of the first and last
when it matters most to them. Mechanically, this takes of cities at the Forest’s heart.
place when a character spends a temporary point of one of
his Virtues. From the perspective of those who live in the
Sea, a single point allows acts of nearly unlimited glory. from a child sacrificed thereto. His touch is medicine to
Some examples follow. the sick and peace to the tormented. It can cleanse the
Spending Compassion allows a character to accom- Great Contagion or a river clogged with blood. The
plish almost any task on behalf of the sick, the innocent, character can perform similarly great acts when defending
the needy or the oppressed. He can plow 100 square miles or seeking love or justice. When he looks upon a desired
of fields in an hour or hold back a Third Circle Demon love, he takes on a beauty irresistible.

111
EXALTED • THE OUTCASTE

Spending Conviction allows a character to walk un- Her mother had died in labor, deprived of her father’s
scathed through fire and water or all the hordes of Malfeas. Compassionate touch. After one full year of exile, the Sea
He may go for 40 days without food or drink or weather permitted her return, whereupon she went mad. Occa-
torture without qualm. One blow of his hand shatters the sionally, those who temporarily leave the Sea have the sad
greatest of walls, if there is need. If a village shelters his duty of reporting to a friend that she died long ago in a
enemy, a whisper to the wind can dissolve it into dust. In battle that she thought she’d won. Naturally, one must die
sum, spending Conviction can negate even the harshest in the context of paradise to move on to the city on the hill.
circumstances or facilitate even the harshest measures. The Storyteller can run this in one of several ways. If all
Spending Temperance allows a character to operate of the players’ characters attune to the Sea, then the diver-
with a clear and cool mind no matter what powers or gence between reality and the Sea makes no difference. The
circumstances attempt to sway him. For a scene, the occasional separation from the Sea is nothing more than a
character suffers no dice pool penalties from wounds, drugs shocking venture into a twisted and imperfect echo of the
or distractions. He can laugh in the face of the greatest world the other characters know. Otherwise, the characters
tempters in the world. Mental effects have no leverage that fall into the minority are functionally insane, with an
upon him. With a touch and a word, he can restore incorrectly perfect or imperfect view of the world.
rationality to the mad or the drunk. Illusions and appear- In a game set in the Sea, non-attuned characters can
ances have no power to sway him. The true nature of all also spend Virtue points for grand successes. This helps the
things becomes apparent. Sea explain their real-world equality in competence. The
Spending Valor allows a character to accomplish Storyteller can extend this privilege to Storyteller charac-
almost any imaginable martial feat or feat of strength. ters on a case-by-case basis.
Slaughtering a mortal army is as easy as commandeering
one. In addition, he may buy combat Charms for one EXILE
experience point each, on the condition that they func- The Sea of Mind demands a yearly tithe from the
tion only in the dreamworld of the Sea of Mind and only Forest Witches. Ultimately, those who cannot pay forfeit
in scenes where he spends a point of Valor. their divine abode and must return to the dim Creation of
When spending a Virtue point to directly oppose their birth. They are not alone in this: The dead wield the
another Exalt, the character cannot achieve an auto- power of exile as their only weapon against the will of the
matic victory. Instead, he adds his Virtue rating as living, and those who displease them must face a short or
automatic successes to appropriate dice pools for the long span of days outside the dream.
duration of the scene. Technically, the yearly levy is fixed and equal among
all. In practice, the dead make an effort to monitor the
IN THE REAL WORLD overall contribution of each living Witch. Those who find
For all its potency, the Sea of Mind cannot cause these themselves falling behind attract the attention of Atsiluth
effects to take place in the real world. To their foes, the Eternal, whether early in the year or late. Those with
Forest Witches are deadly antagonists, but no more so than strong social connections among the dead or who give the
any other Dragon-Blooded. If a Forest Witch spends Con- impression of future reliability may survive for as much as
viction to shatter a wall she could not otherwise overcome, seven years without a full payment.
Creation’s version of the wall remains intact. As a rule, it requires a severe crime to merit temporary
So long as a Witch remains in the Sea of Mind, the exile. The living can police themselves on lesser matters.
actual course of events has no bearing on her life. Some lose Crimes considered severe include treason in various forms,
track of the true Creation’s existence entirely. Those who manifest lack of worth and taboo violations such as betray-
have emerged briefly — cast out for some sin but permitted ing a comrade in the heat of battle, kinslaying or the
reentrance — indicate that the world does tend to remain desecration of gravesites. The sentence ranges from a lunar
roughly the same. Subtly steering the actions of the Exalts month outside the aegis of the Sea to permanent exile,
under its influence, and sometimes inventing entirely ficti- with seven years the stiffest temporary sentence offered.
tious streams of events, the Sea acts to correct the worst
deviations between the world it shows and the world that is. CULTURE
Despite the best efforts of the Sea, however, the two The Forest Witches unite around a common goal:
worlds diverge. Due to slight differences in perceived maintaining the lifestyle that they are accustomed to. In
positioning, a war band can return home falsely thinking banditry, pillage and defense of the forest, they find their
that one of its members survived — or falsely thinking that core camaraderie. The band plans its major actions openly
a member died. A Witch may lose a hand without noticing and pleasantly, with any interested parties participating.
it, wielding a sword she incorrectly imagines to be a At any given time, three or four thefts or military actions
daiklave. On one occasion, a Forest Witch was cast from are in planning or execution.
the Sea only to discover that she was never actually born.

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CHAPTER THREE • THE FOREST WITCHES

Outside of that loose affiliation, the desires and inter-


ests of the Witches diverge and even conflict. This bothers THE RESOURCES OF THE LIVING
few. The Witches have an individualistic philosophy.
The Forest Witches number 87 Dragon-
They are content to act in small polarized groups so long
Blooded in all. This includes 12 members of the
as the overall community’s needs are served. On a large
Company of Thrones, 22 who call themselves
raid, the Fiends are the Messengers’ peers and shield-
Messengers, 4 Fiends and the 9 Mandala Guards.
brothers. Such actions manifest the destiny that all share.
Drawn by promises of paradise — both the simple
In lesser matters, they stand as rivals in deadly earnest —
comfort of Oreithyia’s woods and possible future ser-
though, aware of their flexible circumstances and the Tax
vice to their employers in Atsiluth Eternal — roughly
of Fading Embers, few indulge in true enmity. The culture
5,900 mortals serve the Witches. Of these, more than
of the Witches includes a very strong appreciation for the
half are combat-trained. The efforts of the forest
respected or beloved foe.
walker allow several thousand mortals to support a
Most of the Forest Witches’ decisions come either from
standing army twice their numbers.
the communal action of the living or the decree of the dead.
On a per capita basis, the Witches have an
Technically, the council of the dead limits its actions to those
access to artifacts that rivals that of the Great
directly concerning the Sea unless asked to attend to some
Houses. The continual accumulation of wonders is
other business. However, its political leverage in controlling
a necessary part of their existence. Those they find
the Sea tends to exceed the living community’s leverage in
most useful, they keep. Those they find simply
controlling the offerings. The living cannot afford to have the
interesting, they may also keep, saving a little
flow of tithes stop any more than can the dead.
wealth in case they should later need a bribe or face
THE LIVING a dry raiding season. However, they have only two
sources for tailor-made artifacts — a small number
Two major factions dominate the living Forest Witches, of Witch sorcerers who craft minor wonders and the
with about a quarter of the membership permanently dedi- demons of the Black Scale Embassy.
cated to each and the others vacillating between them. First, As a group, the Witches securely control only
Cevis Ghandarva retains his life and authority. He intends five Hearthstones. Those who wish to claim a Manse
to make his society a weapon against the Realm that and a Hearthstone for themselves must claim and
humiliated him. Like some Lunar preacher, he speaks of the defend a Manse outside the Witches’ domain.
corruption of the Blessed Isle and the wealth that one could In terms of mundane goods, the Witches’ mate-
take by conquering it. Such is his personal strength and rial wealth is essentially unlimited. Oreithyia produces
historical position that few directly argue with him. raw material, undemanding craftwork, clothing and
Ghandarva planned to implement his plans slowly, weapons essentially as fast as the Witches can ar-
building a rival empire over the millennia potentially avail- range to export them. Many of the Messengers
able to him. Now that the Empress has vanished, he finds ruthlessly exploit this advantage when working in
himself in an awkward position. If the Realm collapses nearby communities, although, as a matter of prag-
before he can strike, his revenge becomes more difficult. matism, both Ghandarva’s faction and the Messengers
Further, decisively defeating the Realm would do more to are wary of making their unlimited fortune obvious.
establish the legitimacy of his ambitions than picking up the In practice, this means that a Witch adds •• to her
pieces after potential centuries of darkness. If he acts now, Resources rating while in the good graces of the
however, he has an entirely inadequate force. Ghandarva’s community, to a maximum of •••••.
usurpation attempt would not decisively defeat the Realm
so much as create a new in-joke for historians.
The other faction clings tightly to the wishes of the
dead. Where Ghandarva wishes to expand the Witches’ enemy camps. In those battlefields, they strive against those
influence, they wish to increase the Witches’ numbers, who marshal that resistance. Even the most powerful are
bringing new members into the group to help feed the Sea simply playing pieces to them, if they lack the motivation to
of Mind. They consider dominating the world an ulti- oppose Cevis Ghandarva’s plans. What matters is breaking
mately pointless endeavor — once the Sea is self-sustaining, the monsters’ hold on the world, and a monster is anyone
what use have the Forest Witches for Creation? who stands opposed to the Witches’ destiny.
Those who follow the Spear Sutra spend a great deal
GHANDARVA’S SECT of time working not against the armies of their foes, but
Those who follow Ghandarva live by the Spear Sutra. against the viziers. The Forest Witches trade machination
Their quest to establish the dominance of the Forest Witches for machination against those who pull the strings, in the
involves intensely personal conflicts. They consider the hopes that, in the end, the Witches will own the city,
communities that resist the Witches battlefields rather than village, town or region in question. Success means that

113
EXALTED • THE OUTCASTE

they may claim both a tangible and a moral reward: wealth, personal use of the Manses’ Hearthstones and to earn
from those who can no longer oppose them, and further various concessions from the dead of Atsiluth Eternal.
proof that Ghandarva’s prophecy of empire holds weight. Now, the Mandala Guard’s primary responsibility is to
Like most of the Forest Witches, Ghandarva’s sect is protect the woods as a whole from the attention of outsid-
blind and indifferent to whatever harm it does. Its members ers. Many also study sorcery and lend its advantages to the
live in the idealized Sea of Mind, and where they have done outcastes they protect.
their work, they see glory spreading across the world. This The costume of the Mandala Guard has grown elaborate
makes it easy for them to genuinely believe their opponents over the years. Guards wear chain shirts of interwoven black
evil — and a romanticized, storybook evil, at that. jade, gold and silver links and a cloak marked upon its back
with the mandala that symbolizes their order. It is considered
THE COMPANY OF THRONES either forbidden, scandalous or unusual — depending on the
The allure of the Sea has taken a significant bite out onlooker’s sensibilities — for a Mandala Guard to show his
of the Thrones. Every time a Witch uses Ghandarva’s face to others. Most wear masks, hoods or veils.
cloak to create a new life, she spends anywhere from nine The armor of the Mandala Guard gives 5L/3B soak
years to several decades without access to paradise. Re- without fatigue or mobility penalties. It is available with-
newed youth has its allure, but old age more readily out cost to characters belonging to the Guard. Members of
transitions into endless pseudo-life in Atsiluth Eternal. the Mandala Guard with their own Hearthstone should
Nevertheless, a number of Witches still pursue the take the Manse Background equal to the Hearthstone’s
methodology of the Thrones. Either their loyalty to level. They may need to lend it to others when strategically
Ghandarva’s cause or the inherent interest value of a necessary. Guards who know Terrestrial Circle Sorcery
custom-made new life gives them sufficient reason to dirty may practice it in the Manses’ dedicated ritual spaces.
themselves in the true Creation. Several others claim However, they must also devote some portion of their time
temporary membership. They perform tasks on behalf of to using their abilities on the Witches’ behalf. Examples
the company in exchange for a life that interests them. include the conjuration of demon servitors to accomplish
Fifteen Witches have used the cloak for this last purpose, certain tasks and the enchantment of minor artifacts.
returning as children of the Fair Folk, buck-ogres and even
gods. One Witch, attempting to circumvent a bargain THE TABLE OF FIENDS
with the Black Scale Embassy, attempted birth as a child The Fiends’ Table has never had a large membership.
of the demoness Alveua. Auguries suggest she still lives, For most purposes, one can consider it a heretic branch of
but she has not yet returned. Ghandarva’s sect, for its methods are ultimately the same.
The traditional dress of the Thrones is crimson and In adherence to the Spear Sutra, the Fiends work to break
black. Their traditional weapons are the hammer, the the hold of the Messengers on the hearts of others — to
khatar and paired hook swords. weaken them and their message so that the Fiends’ influ-
When making a character from the Company of ence overpowers it. They spread fear of the Witches and
Thrones, give primary consideration to his most recent doubts as to the glory of Atsiluth Eternal.
life. This has the largest influence on his mindset in the The traditional dress of the Fiends is white and gold.
modern day and indicates a great deal about his interests in Their traditional weapons are the great sword, the tiger
the life before. He can have almost any parentage, with the claws and the seven-section staff.
attendant affects upon his appearance and social connec- Membership in the Fiends is unsafe for ordinary
tions. While the Exaltation restores him to a Witches, due to the conflicts it produces with their peers.
Dragon-Blooded in mortal flesh, he still spent years grow- Most who join the Table of Fiends are both talented and
ing up in the family of his new birth, and he still looks as extremely experienced, and they generally join only after
he did before. Thus, a Throne of Haltan birth may have an heavy recruiting by and blandishments from existing mem-
emotional attachment — positive or negative, recipro- bers. The exclusivity this produces makes such
cated or otherwise — to his Haltan family. He certainly blandishments easier — a request from the Fiends to join
has the physical characteristics of the type. A Throne born them appeals to any Witch’s pride, no matter how thor-
as a Fair Folk noble retains his dream-forged appearance oughly she objects to the Table’s principles.
and knowledge of their society, although he is no longer
welcome among them. CHILDREN OF THE WOODS
Children are a lot of work, and the Forest Witches see
THE MANDALA GUARD little reason to divert energy to that work’s details. They
The Mandala Guard’s number is set at nine: two for wish to pass their values on and have impressive children
each cardinal direction and one for the earth. Its original to take pride in. The rest, they leave to Oreithyia.
mandate was to protect the forest’s Manses. The Guards For this reason, when a Forest Witch is due to give
have slowly expanded that mandate in order to justify their birth, she typically goes into the woods and sprawls upon

114
CHAPTER THREE • THE FOREST WITCHES

the dirt. The Sea blurs her mind as Oreithyia’s vines reach have more opportunities to bask in their company. Other-
for her. Then she wakes and rises and returns to her home, wise, it depends upon their disposition.
the child delivered and gone. Having observed the child’s growth and considered
As for the child, drawn away into the woods by gristly the implications of his Exaltation or lack thereof, Oreithyia
vines, Oreithyia raises him. He suckles on Oreithyia’s milk, updates her plans for the community’s development. Vari-
bled like sap from knots in the trees. He plays with the ous mating combinations suggest themselves, and she
creatures of the forest, which Oreithyia rules: the bears, the selects several that seem apt. Over the course of that
burrow loks, the giant wolf spiders and the strix. He is child’s life, the forest walker will occasionally usher appro-
brought in stealth near the homes of the Dragon-Blooded priate mates to his home, whereupon both may earn a
and their servants, to hear their voices and learn to speak. small share of community credit through sex and a larger
He takes a name for himself, following the custom that the share by formalizing a relationship.
forest walker favors: a concept the child finds meaningful, Children raised in this fashion have a minimum of
phrased in the simple language of youth — such as Rain Athletics •, Awareness •, Brawl •, Stealth •, Endurance
Bringing Gloom, Almost Morning, or Dew-Covered Web. ••, Occult •• and Survival ••.
He may or may not adopt a traditional Dynastic name later.
As the child grows, he learns, on pain of various forms GOALS AND PHILOSOPHY
of unpleasantness, self-discipline, written language and The Forest Witches consider their lives blessed by
the arts. Food comes less readily into his hands, and he fortune, wisdom, and worth. Those who do not join them
must learn to hunt and kill: skills later of use when he raids must, therefore, lack one of these. The Fiends assume that
for his kind. If he is a beauty, then Oreithyia may at any those who do not find the Witches on their own are
time decide to first spoil him and then kill him — his unworthy or unwise. Ghandarva’s sect considers them
parents may or may not ever remember that the child unwise or unfortunate. In both cases, however, the fac-
existed. Otherwise, on his 10th birthday, the child is tions believe that an inherent superiority descends from
starved for two days in a cage of wood and then presented their circumstances, even in comparison to other Dragon-
to his parents, who explain to him his legacy as a Prince of Blooded. Destiny has cast its light upon those who have
the Earth, admonish him to virtue and obedience and send found the forest. They have risen half a rung above the
him back into the woods. Should he later Exalt, he will Dynasts in the Perfected Hierarchy. Regardless of the

115
EXALTED • THE OUTCASTE

direction in which their personal quest for perfection takes


them, those in that light are equals. Those beyond that THE RESOURCES OF THE DEAD
light’s borders labor outside the ranks of the blessed. In one
sense, to Ghandarva’s faction, expanding that light is the A council of 25 leads the dead of Atsiluth: 24
duty of all. Until that happens, however, those who wait elders of the dead and a single representative of the
in the shadows are made trivial by their doing so. Ebon Dragon. Over 200 additional Exalts dwell
there eternally. The number of their mortal ser-
vants is somewhat smaller, at any given time, but
THE YEARLY TITHE countless thousands exist in potential when a resi-
Paying the yearly tithe requires Resources dent or a visitor chances to remember them.
•••••. This represents about 30 or 40 Resources The dead command little in the way of mate-
••• and •••• transactions per annum, each suffi- rial wealth. Most of their possessions pass to their
cient to purchase a minor artifact or equivalent heirs or into the pool upon their deaths. On rare
source of Essence. Witches in the good graces of the occasions, they may choose to retain titular author-
community add •• to their effective Resources, as ity over some artifact or other. Some maintain a
usual. Normally, characters with insufficient wealth residence in the forest as well as the city. Even so,
compensate through banditry and other contribu- a typical resident of Atsiluth limits herself to pos-
tions to the Forest Witches’ efforts. sessions kept within the city itself. Atsiluth is
paradise, after all, and a dream. Artifacts and wealth
not intended to leave it are as plentiful as dust.
THE DEAD The dead have a large and continuous need for
magical wealth. One best impresses Atsiluth Eter-
The dead of Atsiluth Eternal spend a good portion of nal by offering it impressive treasures. Those who
their time simply enjoying their state. All of them have do so can expect to increase their Connections
received a rare and precious gift: the chance to look at (Atsiluth Eternal). Characters who repeatedly fail
death as a sumptuous retirement. In Atsiluth, they may to do so find their standing declining.
have such pleasures as they like, and they cannot cease —
if “slain,” the dead of the Sea must simply wait until the will
of the elders’ council recreates them.
The dead of Atsiluth have an existence whose nature speculate on the nature of the dead’s existence or to lose
is unclear. Not even the dead themselves know whether the slight awe in which they hold their dead elders.
they retain anything in the nature of a soul. Even their Her second: The dead shall not strive against one
possession of independent personal viewpoints is in some another in Atsiluth Eternal. If they must do so, they may
dispute. They are dreams shared by the Sea and those travel into the reflected Creation and strive against one
attuned to it, and they may be nothing more. another there. Atsiluth is a place of peace, and she does not
Regardless of the nature of their existence, the dead wish it disturbed. In this matter, her will does not entirely
prefer to maintain it. Thus, their first goal is to ensure that hold. Petty intrigues have, on occasion, led to thefts or
the flow of tithes continue. This requires maintaining “assassinations.”
their power over the living, predicated on a combination Her third: The dead shall use discretion when acting
of respect and the power to exile others from the Sea. Their outside of the forest. Whenever Atsiluth’s dead affect the
second goal is to build a sufficient excess of power as to world in the reflected Creation, they force a divergence
establish the Sea as a permanent structure — what they between what actually happens and what the Witches
consider a rival to Creation, although, in their doubts, they perceive. This only makes more work for the pool, which
compare it instead to a work of fiction or glamour. drains its power. When the dead travel with other Witches,
PROSERIA’S SECT she prefers that they act as advisors and observers, partici-
pating only when they must.
The prophetess Vitali Proseria leads the dead of the city,
Her fourth and final principle: The Messengers must
having seized leadership from Evelina soon after she died.
be supported, for when their work is complete, the city’s
Proseria sets forth the principles under which they exist.
dead may again walk the world. Not all of the dead truly
Her first principle: The councils of the dead are not for
care — but some, in the quiet places of their heart, prefer
the living, and the deliberations of the dead not for the
that Atsiluth Eternal and not Cevis Ghandarva conquer
living to hear. The living may present their case at the
the existence they know. If the dead still shape the Sea
elders’ council and hear a few words in answer and leave —
when it becomes a permanent fixture, then it may have
but the true business of the city is not for them to know.
this power. Within the reflected Creation, regardless of
She does not wish the living to interfere in her affairs or to

116
CHAPTER THREE • THE FOREST WITCHES

Creation’s true fate, Atsiluth Eternal could form the heart


of a new Realm. THE FIRST AND FINAL CITY
With the Storyteller’s permission, players may play
It is unclear whether one can feasibly map
dead characters. Backgrounds such as Artifact and Manse
Atsiluth Eternal. Some allege that the first and final
are acceptable, but the artifacts and Hearthstones work
city at the forest’s heart is infinite in its scope.
only in the city. Characters should take such Backgrounds
Others suggest that its streets move about when the
if the wonder in question has a meaningful nonphysical
residents find it convenient. Navigating from one
effect, such as divination or social prowess. In Atsiluth
place to another is nevertheless easy, as is intercept-
Eternal, physical wonders such as daiklaves, servile au-
ing others en route — Atsiluth is, after all, a dream.
tomata and wings are available for the asking. Dead
Certain places in Atsiluth stand out as particu-
characters receive an extra three dots of Stealth when
larly easy to find, perhaps because the Sea has established
traveling in the mortal world.
them firmly. These include the District of Fallen
THE COMPANY OF MESSENGERS Petals, the Street of Strangers, the Gallery of Ancient
Many among the living find themselves swayed by Dust, the Street of Soup Vendors and the Walk of
Proseria’s message more than Ghandarva’s. They wish Unforgotten Words. Most meetings between the liv-
power not for themselves, but for the first and final city. ing and the dead take place in one of these sites or in
They wish to drown the world in the Sea of Mind. the labyrinthine Department of Administrative Man-
Despite the subtle differences in their ultimate goals, agement of Excellence, where Proseria keeps her office
the lives of the Messengers much resemble those of and the elders’ council meets.
Ghandarva’s soldiers. They spend their days in a personal
struggle to spread the light of the city’s glory and influence
to faraway places. Most of the world remains unaware of tion, intrigues and even wars — so that they may feel a
the blessing offered to it. The Messengers pit their wills, sense of completion and drift off into timeless happiness.
their voices and their minds against those who would keep A few would be horrified by that final ending. Inevitably,
the world in that shadow. As noted before, those attuned these find that the affairs of their life are unending — that
to the Sea have a tendency to see the world in black and they may always and forever learn more, deepen their love,
white. Most Messengers consider their cause inherently improve themselves, gain more power or sharpen their
pure. Those opposed to it are simply evil, corrupters military competence.
rivaling the Deceivers of the Anathema in their malice. Many of the dead have no real interest in the mechan-
The traditional dress of the Messengers is crimson and ics of advancing Atsiluth Eternal’s agenda. The dream that
white, and their traditional weapons the spear, the cestus sustains the city does not mind. They have a contentless
and the wind-fire wheels. Characters belonging to the experience of spending time supporting Proseria’s actions
Company of Messengers should have at least one dot of and need do nothing more.
Connections (Atsiluth Eternal).
NUMINA OF THE MIST
GOALS AND PHILOSOPHY A significant number of Dragon-Blooded find the
The philosophy of the dead is unavoidably shaped by opportunity the mist represents fascinating. Domnica’s legacy
their awareness of their circumstances. Though in the full offers them the chance to perfect themselves in a single
flush of youth and capable of every manner of vigorous effortless, beautiful step. The Forest Witches believe in the
activity, they know quite well that their time is past. They notion of perfection as something to be found within, rather
have moved on. They can no longer accomplish the goals than something adhering to a fixed standard. It does not
of life. They have infinite leisure in which to accomplish deter them that the mist offers only their own personal
the goals remaining to them in death. Further, they expe- perfection and not an idealized ascension. Therefore, cer-
rience the world in a fashion even more stylized than that tain Witches worship the mist. They feel awe in its existence,
of the living Witches, for the dead lack any connection to and they lend their voices to the numina’s cult.
Creation. They may spend three days in debate upon a They do not, typically, join the mist as one of its
subject or in enjoyable conversation and have no more aspects. They grasp as few others do how wondrous it
content to the experience than that — at such and such would be to become fully what they desire from them-
time, they spent those days in debate, and the Sea found no selves. Because of that perception, it terrifies them. It
reason to live through the petty details. Only in those represents an end to their struggles, when they have lived
matters the dead find most important do they shake off their lives struggling — a sacrifice of the process of life to
their reverie and live moment-to-moment. For the most achieve its completion. It is a sudden beginning that
part, what they consider important is finishing off those carries with it an equally sudden ending. And, not least in
matters they started in life — studies, romances, introspec- their minds, those who have made the sacrifice do not

117
EXALTED • THE OUTCASTE

seem entirely happy with it. To properly take advantage of


the mist’s offer, one must properly understand what one
POLITICS
For the Forest Witches, the political situation has reached
ought to become — something few of the Witches do.
a delicate stage. For centuries, their banditry has been a thorn
Instead, they worship the mist. They plan for the day
in the side of the nations around them. Their political
when they will accept its offer. They wait for the courage
maneuvers have seemed merely an outgrowth of the quest for
and the certainty that will allow them to take that step.
wealth. The Sea of Mind and the forest walker have seemed
like legends. Now, the accumulated weight of all the Witches’
actions is beginning to register on the eminences of the
THE RESOURCES OF THE CULT region. The Near East grows ever weaker, and that weakness
Roughly eight Dragon-Blooded participate in spreads like a blight from the Witches’ woods.
the Cult of the Mist, along with about 1,000 mor- The Hundred Kingdoms to the south represent the
tals. Accordingly, each numen has either Cult • or primary source of the Witches’ income and the Messen-
Cult •• as a Background. One dot allows a numen gers’ principal target. It is Ghandarva’s intention to pull
to regain a point of temporary Willpower at either the teeth from every Kingdom there before he tips his hand
sunrise or sunset. Two dots allows her to regain a as their would-be ruler. It is the Messengers’ intention to
point of temporary Willpower every morning or spread the fire of their message to every Dragon-Blooded
evening and 2 motes of Essence per hour. Her Cult who finds his way into the region. In both cases, the effort
Background would also translate as her effective is surprisingly strenuous: The politics of the Hundred
Resources rating in Yu-Shan, if circumstances per- Kingdoms shift so rapidly that the Witches’ successes
mitted her travel there. dissolve nearly as fast as they achieve them.
To the Dragon-Blooded who participate in the Greyfalls and Mount Metagalapa are also common
cult, there is no real benefit. At best, they receive victims of the Witches’ raids. The small and militant
slightly more favor from the numina than others, Realm presence in Greyfalls provides the Witches with an
should they encounter them. interesting test for their skills and a renewable source of
jade. Conversely, since the Realm does not send its best to
Greyfalls, the Witches rarely lose lives on such raids. Such
THE CULT OF THE MIST lives as they lose, Greyfalls itself replaces, as the Exalts sent
Most members of the Cult of the Mist take one of its there desert and join the Witches on a semiregular basis.
aspects as their personal patron. They associate them- Raiding the floating Mount Metagalapa is never anything
selves with its symbolism and offer it regular prayers. Most but a way for the Witches to challenge themselves. The
importantly, they study this aspect, trying to understand logistical difficulties involved make it difficult to profit.
the full intention behind the original sacrifice of self, the The Witches have amiable relations with Lookshy.
ways in which it succeeded and the ways in which it went The Seventh Legion has considered and rejected the offer
wrong. In this fashion, they hope to understand how to do of the Sea. To the Dragon-Blooded of Lookshy, it seems
it better themselves someday. little more than a drug dream, and missionaries have drawn
The traditional color of the Cult of the Mist is silver. only one convert from them since the Company of Mes-
Its members favor the weapons most appropriate to the sengers formed. The woods itself they consider a large
aspect they follow. potential danger, but if that danger suddenly manifests,
Characters who belong to this cult typically have the Witches seem admirably located to handle the imme-
some level of the Command Background. The mortals of diate problem and bear the brunt of the long-term casualties.
the cult are inevitably greatly impressed with the Dragon- Since it has no real desire to eliminate the Witches and
Blooded who emulate their deities and follow them willingly take on that responsibility itself and since the Witches
into battle. have no real desire to assault Lookshy, the Witches and the
Legion use one another as sources of breeding stock.
GOALS AND PHILOSOPHY The Haltan Republic is a key target for the Company
The numina do not openly share their goals or pur- of Thrones. Many of its most important families have
pose. As far as most of the Witches can tell, they have little birthed a Forest Witch at one time or another, and a
purpose other than to exist. The mist itself, however, has number of its merchants are unknowingly dependent upon
a definite and concrete goal. The Forest Witches have the Witches for their livelihood. When raiding in the
heard it weeping to itself, in the distance, because it Republic, the Witches coat the soles of their shoes with an
remains incomplete — seventy-and-seven Dragon-Blooded Air-attuned wax that holds them a fraction of an inch
it needs for that completeness. For this reason, Samathi above the ground. This frustrates the Fair Folk who dwell
Anja works directly to recruit for the mist. The others’ below the Haltan trees, for they can claim only those who
actions, if relevant at all, are subtler. walk upon the earth.

118
CHAPTER THREE • THE FOREST WITCHES

The Linowan pose an interesting problem for the


Witches. Their lands are near the center of Ghandarva’s
planned empire, but the Linowan are too disorganized for
him to conquer them easily using his preferred methodol-
ogy. The evangelists of the Witches, therefore, have taken
up the difficult task of trying to civilize the Linowan.
Great Forks lies furthest to the south of the Witches’
interests. Ghandarva and Proseria alike believe that Great
Forks represents a significant medium-term threat to those
interests, as its recreational drugs compete directly against
the promise of paradise. Proseria wishes the city destroyed.
She fears its spirits, whose understanding of the process of
dreams might allow them to undermine the Sea’s exist-
ence. Ghandarva, conversely, has developed qualms about
acting against Great Forks. His most recent childhood as
the son of Talespinner — one of those guardian spirits —
produced a deeper personal bond than he expected.

BANDITRY
Ultimately, playing through a series of raids on
nearby communities and passing caravans is boring.
Accordingly, the Storyteller should handle the For-
est Witches’ propensities in one of four ways. First,
she can gloss over the banditry entirely. Second, she
can run an occasional raid between stories of more
import. Third, she can rely on the players to engage
in a proactive search for wealth — which can
involve enough of a personal touch in information
gathering, manipulation and planning to make it
interesting. Finally, she can play out raids that, in
some fashion, interact with a more important ongo-
ing story — allowing the characters to take an
important prisoner, revealing plans that the charac-
ters become involved with and so forth.

AVAILABLE CONNECTIONS
BACKGROUNDS
• Atsiluth Eternal: Influence with the dead allows a
character insight into the motivations and true nature of
the dead, a chance to track and influence the operations of
the Company of Messengers and the ability to encourage
or discourage the elders’ council when it considers exiling
someone from the Sea.
• The Black Scale Embassy: Characters with connec-
tions to the fell creatures serving the Black Scale Embassy
can make favorable bargains for occult secrets, inquire after
the actions and defenses of sorcerers prone to demon sum-
moning or make a pact with the representatives of the Ebon
Dragon that facilitates the safe conjuration of demons.
Certain bargains require a visit to Malfeas, either in actual-
ity or in the dream that the Sea of Mind creates.

119
EXALTED • THE OUTCASTE

• The Forest Witches: Influence within the living


Forest Witches allows a character to sway the overall
STORYTELLING IN PARADISE
The Forest Witches believe that they have their
politics of the band, to inspire or direct raids, to engineer
situation well in hand. Despite the dangerous powers that
an invitation to join the Mandala Guard or the Table of
touch their lives, everything in the forest ultimately de-
Fiends, to commission minor artifacts and to obtain pref-
rives its character from their choices. The numina, though
erential access to the resources of the group.
seen as pathetic by some Witches and regarded with awe
• Great Forks: Connections in Great Forks allow a
by others, express nothing more or less than a certain
character easy access to unusual drugs and poisons, compe-
peculiar potential inherent in those Exalts who took their
tent doctors, the ability to guide the Witches’ economic
forms. The forest walker Oreithyia serves them; while
efforts against the city and the chance to meet with any
modern Witches must work to pacify her, she remains a
number of spirits and decadent revelers. At higher levels,
slave to dead Valentin. Naturally, the paradise of the
the character can influence the drug trade throughout the
Forest Sea comes entirely from their own concepts of what
Near East and encourage or discourage the worship of
such a thing must be.
spirits that attract her notice.
Their acceptance of the world as presented to them,
• The Guild: Connections with the Guild function
where all of this flows from their own desires, boils down
as described on page 162 of Exalted: The Dragon-Blooded.
to a state of innocence. They cannot turn away from the
• The Haltan Republic: Characters with Haltan
gods they have created, as they see those gods only as
connections can coordinate with the Haltans on efforts
reflections of themselves.
against the Linowan, study at the Haltan libraries, dabble in
Eventually, of course, doubt always seeds itself. Regard-
trade with the Far East and obtain highly trained animals.
less of the truth of their underlying beliefs — which are, of
At higher levels, the character can focus the efforts of a
course, both right and wrong, and in proportions difficult to
large, educated and able country toward her aims.
measure — some portion of the Forest Witches will reject
• The Hundred Kingdoms: The Hundred Kingdoms
this idea, see themselves as the shaped rather than the
are politically fractured, and meaningful influence is diffi-
shapers and seek to tear the paradise of others down.
cult to obtain. Characters who possess it can investigate
A typical Forest Witches game begins and possibly
affairs and prominent individuals within the Scavenger
ends before that stage. Paradise has not yet fallen. For this
Lands’ breadbasket, obtain the support of petty kings and
reason, the Witches live in a world where the progression
potentates, manipulate the Hundred Kingdoms’ economy,
of destiny seems inevitable. They do not question that they
establish themselves temporarily as a kingdom’s cham-
will spread their truths throughout the world. They do not
pion, engineer shortages and glut markets and stir up or
question that they will perfect themselves. Their key
suppress military trouble. To someone who can manipu-
questions are: “What shall we make of the world?” and
late the Hundred Kingdoms’ patchwork political structure
“What does self-perfection mean?”
from the outside, almost anything is possible.
A Forest Witches game, therefore, focuses on the
• The Linowan: Characters with connections among
creation of a new world and the recreation of the self. In the
the Linowan can feed false information to the Realm, encour-
first case, key challenges include deciding the best shape for
age or discourage Linowan raids and monitor those visiting
the world, shoving aside those who favor different shapes
Linowan territory. At higher levels, the character can partici-
and dealing with the logistics of the effort. In the second, the
pate meaningfully in the Witches’ effort to unify the Linowan.
core challenges are internal: The character must contend
• The Realm: Connections in the Realm gives a
with the price of being what she seeks to become.
character input into the Realm’s activities in the Near East.
The Virtues’ effects exist to encourage the Witches in
The character can influence the Realm’s ongoing campaign
their fundamental certainty of success and, also, to isolate
to reclaim the region, encourage or discourage its activities
their most important choices. Each spent Virtue point
in the Eastern Threshold, receive the respect of Dynasty
expresses something significant about the character’s con-
representatives and turn the Realm’s attention toward or
cept of that Virtue and her effort to impose her viewpoint
away from potential threats to its power. This Background
on the world. From a practical perspective, the Virtue
includes connections with the Realm’s outpost in Greyfalls.
effects also allow the characters and many antagonists to
• Others: Characters can take any of the Connec-
go a little further over the top with their abilities when it
tions Backgrounds described on pages 162-163 of Exalted:
really counts without trivializing combat or dragging the
The Dragon-Blooded. Most of these relate to the internal
characters out of the overall Dragon-Blooded milieu.
politics of the Realm and, thus, have little relevance to the
The paradise of the Witches is grittier than most, and
Forest Witches’ lives. Characters can also have Connec-
the characters can misstep horribly on occasion. Events
tions with important locations in the East outside of the
may proceed with a terrible grandeur instead of a beautiful
immediate interests of the Forest Witches, such as Lookshy,
one. The potential for such mistakes is inevitable in a story
Sijan or Nexus.
of creation and beginnings. The Storyteller should ensure

120
CHAPTER THREE • THE FOREST WITCHES

sufficient success to satisfy the player group, which may temporary Willpower point in order to remove the veil
range from “none” to “near-total,” but should not other- from another’s face or from their own.
wise feel concerned. Anyone wearing a veil of the anointed perceives the
Monitoring the development of the Witches’ pro- perfected vision of Creation found in the Sea of Mind
posed empire and the Forest Sea can inspire the Storyteller rather than its true form. However, this experience has
with stories fitting with the Witches’ theme. The Story- limited duration. The veils permit any given person at
teller should also make the personal development of the most 28 visits to the Sea of Mind in his lifetime, each
characters important, primarily through the reactions of lasting up to a day and a night. After that, he may never
other Witches and the dead. visit the Sea by this means again.
Creating one of these veils requires that a mortal
PEOPLE AND THINGS willingly give the crafter both of her eyes. The artificer
OF POWER then uses a loom of white jade to weave them together with
water from the forest pool, the womb of an old man, the
Although the true powers of the forest embody them- teeth of a mayfly and the spittle of a toad born in the sky.
selves as the forest walker, the mist and the Sea of Mind, lesser Arranging for these ingredients to exist requires some
magic also has its place in the Witches’ lives. This section effort, but the remainder of the work is essentially mun-
discusses a few of the entities, artifacts, Charms and spells that dane, and the Forest Witches produce a modest number of
characters in a Forest Witches game may encounter. these artifacts for sale (or, more properly, as advertising) in
regions not yet reasonable targets for banditry.
ARTIFACTS
The Witches, naturally, have access to artifacts stolen PERFECTED FLAME (ARTIFACT •••)
from everywhere in the region. In addition, they can Each of these torches begins as the horn of a Fair Folk
usually obtain artifacts crafted over the centuries in the cataphract’s fell unicorn mount. Cold jade, made liquid
woods itself. through sorcery, drips onto its surface over the course of a
year, slowly suffusing the spire with its Essence. Each
SIX-AND-FINGER STAFF (ARTIFACT •) morning and each night, the crafter tells stories to the
The final link in this seven-section staff is the skeletal horn, and this is the first and last time each story is ever
remains of one of Valentin’s fingers, its bones locked told. The horn is then plunged into a vat full of the ashes
together by knuckles forged from blue jade. After Rurik
killed Valentin, the Forest Witches forced him to craft
eight of these staves, suffering a beating from each.
The power in these staves does not improve their
combat effectiveness (although they are invariably excep-
tional weapons with a bonus to their speed, accuracy and
damage). However, Presence rolls that would affect a
character who has a six-and-finger staff in hand, including
those for Charms such as Unbearable Taunt Technique,
subtract two dice from their pools.
Once during the existence of a given six-and-finger
staff, a victim struck by it will fall hopelessly in love. The
wielder cannot control when this happens but is instantly
aware of it when it does. This last virtue of the staves
derives not from Rurik’s desires, but from the Essence of
dead Valentin’s bones.

VEIL OF THE ANOINTED (ARTIFACT ••)


When pressed against someone’s face, these thin,
nearly transparent veils cling of their own volition. This
does not interfere with breath or with sight, but others can
no longer see the wearer’s eyes — instead of eyes, orbs of
brilliant light now seem set in that person’s skull. A
character who holds a veil for a day and commits 1 mote to
it can remove it from others at will. He need only gesture,
and it will fly to his hand, folding itself neatly on the way.
Others must succeed at a Willpower roll or spend a

121
EXALTED • THE OUTCASTE

of a burned-out star, still white with a heat that can turn Over his new life’s early childhood, he slowly remem-
steel instantly to mist. If it survives, it is a perfected flame. bers his previous existence. If he was a Dragon-Blood or a
Only those with the Glowing Coal Radiance Charm Celestial who retained the grace of his patron, he Exalts at
can attune a perfected flame to their anima. This requires a puberty. If he chose a non-mortal mother, the Exaltation
5 mote commitment. A perfected flame functions as a jade burns away his substance and recreates him as a mortal
dire lance. In addition, if the character reverses the weapon before it takes effect. Any supernatural abilities deriving
and spends 5 motes of Essence, the thicker end ignites in a from his new life’s heritage disappear, while his old Traits
brilliant radiance that lasts the remainder of the scene. The return. However, he may rearrange dots among his Strength,
character thereafter benefits from Glowing Coal Radiance. Dexterity, Stamina and Appearance and can also replace
Further, for each point of temporary Willpower she spends, previously purchased Charms with Charms that simulate
she can either extend this Charm’s protection to one ally or natural abilities of his new Form (such as Ox-Body Tech-
add 1 to the difficulty of an opponent’s reflexive Willpower nique, Strength of Stone Technique, Impervious Skin of
tests against the Charm. For example, protecting two allies Stone Meditation and Mountain Toppling Method).
and adding 2 to the difficulty of such tests would cost a total Normally, the chosen mother gives birth in the nor-
of four points of temporary Willpower. These benefits mal fashion. In the event that the Exalt chooses a barren
remain in force for the entire scene. Blind opponents and mother, a male, a Fair Folk lady or some other creature that
opponents who close their eyes ignore the abilities of the does not normally suffer pregnancy, the mantle must
perfected flame, but suffer the normal penalty of two fewer distort circumstances. For example, someone “born” to the
successes on all attack rolls. Fair Folk may simply appear among them as the “child” of
Most of these weapons are held by the Company of the mother chosen, with puberty defined entirely in refer-
Messengers. ence to some opportunity to prove himself adult.

WALKING STONE (ARTIFACT •••) CHARACTERS


Over the centuries, the Witches have constructed a In the essentially egalitarian society of the Witches,
small handful of walking stones — artifacts that allow the no potential opponent is beneath her peers’ notice. Char-
dead true interaction with the living world. Put in the acters may find themselves in conflict with Cevis
Hearthstone setting for a suit of artifact armor, these fist- Ghandarva, Vitali Proseria or even the monsters of the
sized drops of water from the forest pool allow a dead mist. Note, however, that Storytellers intending regular
character to move the limbs and gloves of the armor as if one-on-one conflicts with these ancient and experienced
she was physically inside. Dragon-Blooded may wish to hand out additional experi-
The Witches call suits of armor so equipped “Radiant ence at the start of the game.
Dragon Armor.” When a dead character wears such armor,
she can act in the reflected Creation without incurring the CEVIS GHANDARVA
disapproval of Atsiluth Eternal’s elders. This is a recom- Description: In his most recent existence, Ghandarva
mended option for players with dead characters. chose rebirth as a tall and sharp-featured God-Blooded, his
On two occasions, the Forest Witches were fortunate white hair shimmering like the halo of his divine parent,
enough to seize a common warstrider. The dead of the city Spinner of Glorious Tales. It is no coincidence that his
refused to accept these artifacts as sacrifices, and instead, new body perfectly fits a suit of superheavy jade plate the
have set walking stones in each of them. One of these suits Witches captured several decades before. Ghandarva
normally stands guard at the major road into the woods, projects a strong, dynamic and ruthless presence.
red jade daiklave in hand. Spinner of Glorious Tales, perplexed from the begin-
ning at the whirlwind infatuation with a mortal boy that
DOMNICA’S MANTLE (ARTIFACT •••••) led him to adopt female form and conceive Ghandarva,
This mantle, made of a fine gray mist, allows the long ago determined that a deeper story lay behind his
wearer to utter a word so potent as to both end and begin child. He suspects strongly that he is somehow being used.
his life. As the mantle draws upon his Essence, his body Ghandarva knows it. Nevertheless, surprising both of
turns to dust. The mantle holds the spark of his life, and them, a strong familial bond formed during Ghandarva’s
unless the mantle is destroyed, the wearer is reborn latest childhood. This complicates Ghandarva’s plans and
within two years. He may name the mother he prefers, frustrates Talespinner’s reflexive desire to crush someone
who must have Essence 8 or less; he may name the who manipulated him so. Talespinner suspects his ally
circumstances and location of the birth; and he chooses Dreamweaver of meddling. It told him once that he would
which of these criteria takes precedence, in the event benefit from family, and he does not consider Dreamweaver
that the intervention of greater forces prevents the sat- too moral or too weak to arrange a story of love, betrayal
isfaction of both desires. He can even tailor his physical and redemption for his benefit.
appearance in his new life.

122
CHAPTER THREE • THE FOREST WITCHES

Base Initiative: 8
Attack:
Punch: Speed 8 Accuracy 9 Damage 4B Defense 9
Kick: Speed 5 Accuracy 8 Damage 6B Defense 8
Five-Dragon-Force Blow: Speed 8 Accuracy 9 Damage 8B
Defense 9
Five-Dragon Force-Blow with Wood Dragon’s Claw: Speed
8 Accuracy 9 Damage 12L Defense 9
Dodge Pool: 6/4 Soak: 17L/20B (Jade superheavy
plate, 15L/15B, -2 mobility penalty)
Willpower: 7 Health Levels: -0/-1/-1/-2/-2/-4/
Incap
Essence: 4
Personal Essence: 13 Peripheral Essence: 35 (25)
Committed Essence: 10
Other Notes: Ghandarva wears a dragon tear tiara set with
a Stone of Healing claimed from a small and insecurely
held Manse near the Witches’ lands. Austere blue-jade
Ghandarva’s memories of his first life’s humiliation armor protects him in battle. He is the technical owner of
are fading, but he still believes strongly in his quest to Domnica’s Mantle and several veils of the anointed.
replace the Realm. His feelings toward the Ledaal family, Ghandarva has a Combo including Five-Dragon Force
in particular, remain bitter. He has deep concerns about Blow, Five-Dragon Claw and Five-Dragon Wrath. He names
the influence of Vitali Proseria but, even as she does, this the Talon of Mela. When he invokes it, a gale pours past
hesitates to provoke an open conflict between the living him, tearing away his face and exposed flesh to reveal scaled
and the dead. His closest ties among the Witches are to the skin and a dragon head formed of Essence. The dragon shape
long-term members of the Company of Thrones. revealed charges his foe, battering her like a furious wind.
Aspect: Air Then, it fades, and Ghandarva’s body returns to normal.
Nature: Bravo
Attributes: Strength 4, Dexterity 4, Stamina 5, Charisma
VITALI PROSERIA
5, Manipulation 3, Appearance 4, Perception 2, Intelli- Description: For over three centuries, Vitali Proseria
gence 3, Wits 4 has ruled the dead of the city. Long before she died, she laid
Virtues: Compassion 2, Conviction 4, Temperance 1, the seeds for her coup. Her purpose, which she pursues
Valor 5 ruthlessly, is to establish the Sea of Mind as a self-sustain-
Abilities: Archery 2, Athletics 1, Awareness 1, Dodge 2, ing reality that retains the rules it follows now. The dream
Endurance 3, Linguistics (Native: High Realm; Forest- of Atsiluth Eternal currently allows the dead to shape
tongue, Low Realm, Old Realm, Riverspeak) 4, Lore 2 paradise and gives the elders’ council rule over the dead. If
(Spirits +1), Martial Arts 5 (Against Exalts +2), Medicine this is still true when the Sea becomes self-sustaining,
1, Melee 2, Occult 3, Performance 3, Presence 4, Resis-
tance 1, Ride 1, Socialize 2, Stealth 3, Survival 1
Backgrounds: Artifact 8, Backing 5, Breeding 2, Com-
mand 5, Connections (Atsiluth Eternal) 2, Connections
(The Forest Witches) 5, Connections (Great Forks) 4,
Manse 4, Resources 5, Reputation 3
Charms: Blazing Courageous Swordsmen Inspiration, El-
emental Concentration Trance, Five-Dragon Blocking
Technique, Five-Dragon Claw, Five-Dragon Fist, Five-
Dragon-Force Blow, Five-Dragon Form, Five-Dragon
Fortitude, Five-Dragon Invulnerability, Five-Dragon
Wrath, Glowing Coal Radiance, Loquacious Courtier
Technique, Phantom Fire-Warrior Horde, Terrestrial
Circle Sorcery, Voices on the Wind, Wind-Carried Words
Technique
Spells: Connivance of Wood and Bone, Emerald
Countermagic, Stormwind Rider, Wood Dragon’s Claw

123
EXALTED • THE OUTCASTE

Proseria expects to rule both Atsiluth Eternal and a perfect paired blue jade smashfists, Surgeon and End to Mourning.
Creation forever. When striking with Surgeon, she ignores half the lethal
Proseria’s enemies are many. The people of Creation soak of her target’s armor. When striking with End to
are not overeager to surrender all their magical wealth to the Mourning, she inflicts euphoria on any target she damages.
forest pool. Ghandarva, who understands Proseria’s motiva- For the next five turns, the target’s player must succeed at
tions, expects to rule the new empire himself. Although she a reflexive Temperance check made after initiative for the
cooperates with the Black Scale Embassy in some matters, target to take any non-reflexive actions that turn.
Vitali Proseria understands that the Ebon Dragon’s plans for
Atsiluth Eternal can mean nothing good. NUMINA
The Spear Sutra, it seems to her, has some validity. To The pantheon of the mist, as worshiped by the mortal
handle those who stand in her way, she must simply give servants of the Witches, stands at four members. Iurka, the
them reason to do otherwise. Autumnal Torrent, embodies dance, battle, destiny and
Aspect: Earth the stars. Menderes, the Face Behind the Sky, governs
Nature: Visionary night, the social graces, failure and prophetic vision.
Attributes: Strength 2, Dexterity 2, Stamina 3, Charisma Samathi Anja, the Shadow of the Knife, masters all
4, Manipulation 5, Appearance 3, Perception 3, Intelli- remnant things. Finally, Seven-Face Rèsja rules change,
gence 4, Wits 2 weather, hounds, fire and new endeavors.
Virtues: Compassion 2, Conviction 3, Temperance 3, Each numen offers certain benefits and limitations to
Valor 2 sorcerers who conjure his aspect using Connivance of Wood
Abilities: Archery 3, Athletics 3, Awareness 2, Brawl 5 and Bone (see p. 128). Numina continuously possess their
(Smashfist +1), Bureaucracy 5 (Cowing Bureaucrats +1), own benefits and limitations unless stated otherwise.
Dodge 3, Endurance 2, Investigation 4, Larceny 2, Linguis-
tics (Native: High Realm; Forest-tongue, Old Realm, IURKA, THE AUTUMNAL TORRENT
Riverspeak) 3, Lore 3 (Atsiluth Eternal +1), Melee 2, Description: She carved away her stillness to make
Occult 3, Performance 4 (Oratory +2), Presence 4 (Coa- the toad idol Setsi-Lum that hangs around her ankle. For
lition Leadership +2), Resistance 2, Ride 2, Socialize 4 this reason, Iurka may never rest. To think of motion is to
(Political Manipulation +2), Stealth 2, Survival 1 move, and she pours through the world like water driven
Backgrounds: Allies 2, Backing 5, Breeding 4, Connections by a storm. She carved away her uncertainty to make the
(Atsiluth Eternal) 5, Connections (The Black Scale Em- spider bangle Menine-Li that hangs around her wrist. For
bassy) 2, Connections (The Forest Witches) 3, Henchmen 2 this reason, Iurka makes no choices: She knows but cannot
Charms: Atsiluth’s Bounty, Benevolent Master’s Bless- speak the long path of her destiny from now until her
ing, Blade-Deflecting Palm, Drowning Embrace, Falsehood death. She has seven arms, eighteen legs and three faces,
Unearthing Attitude, Observer Awareness Method, Ox- yet, as she has carved away her ugliness, she is beautiful. So
Body Technique, Pounding Surf Style, Riptide Method, much of herself has she carved away that she sheds at every
Scent-of-Crime Method, Terrestrial Circle Sorcery, moment a trail of sparkling blood, each drop colored red,
Thoughtful Gift Technique, Thrashing Carp Serenade, orange, yellow or gold. When seen in the distance, she
Vision Outside Time seems a great long streamer-tailed kite or perhaps a glitter-
Spells: Connivance of Wood and Bone, Death of Obsid- ing dragon. Up close, with the blood splashing against
ian Butterflies, Demon of the First Circle, Impenetrable one’s eyes, the sight becomes somewhat more macabre.
Frost Barrier, Infallible Messenger, Sworn Brothers’ Oath Iurka argues that stillness only leads to suffering, as
Base Initiative: 4 one’s enemies find one. Choice leads only to pain, as one’s
Attack: enemies punish one. Failure leads only to pain, as one
Punch: Speed 4 Accuracy 7 Damage 2B Defense 7 cannot help but suffer for one’s own inadequacies. Her
Paired Jade Smashfists (Surgeon and End to Mourning): own existence is proof that one may escape this state: for
Speed 10 Accuracy 9 Damage 5L Defense 9 nothing hurts Iurka that she does not already suffer.
Dodge Pool: 5/3 Soak: 13L/18B (Jade articulated plate Former Aspect: Fire
with walking stone, 12L/14B, -2 mobility penalty) Nature: Martyr
Willpower: 9 Health Levels: -0/-1/-1/-1/-2/-2/-2/- Attributes: Strength 3, Dexterity 5, Stamina 4, Charisma
4/Incap 3, Manipulation 3, Appearance 5, Perception 2, Intelli-
Essence: 4 gence 3, Wits 5
Personal Essence: 17 Peripheral Essence: 38 (27) Virtues: Compassion 4, Conviction 5, Temperance 1,
Committed Essence: 11 Valor 5
Other Notes: Proseria acts in the world through a suit of Abilities: Athletics 5 (Tricky Maneuvers +2), Awareness
Radiant Dragon Armor (articulated plate). She wields 1, Dodge 5, Endurance 5, Linguistics (Native: Old Realm;

124
CHAPTER THREE • THE FOREST WITCHES

Dodge Pool: 10/9 Soak: 10L/15B (Blood, jade rein-


forced buff jacket and spider bangle, -1 mobility penalty,
+1 difficulty to attack)
Willpower: 9 Health Levels: -0/-1/-1/-1/-2/-2/-2/-
4/Incap
Essence: 3
Personal Essence: 12 Peripheral Essence: 31
Committed Essence: 0
Other Notes: The warm blood that coats Iurka acts as the Fur/
Feathers/Leaves pox, giving her an extra point of soak and an
extra die on Survival rolls. She has the Multiple Limbs blight,
reducing the penalties for multiple actions by one.
If Iurka wills it, the toad idol Setsi-Lum asserts its stillness
and cannot be moved by any power short of Solar Circle
Sorcery. In this state, it can suspend an arbitrary weight or
hold a door against the strongest Exalt’s charge. The spider
bangle Menine-Li confuses attackers, raising the difficulty
of attacking Iurka by 1.

MENDERES, THE FACE BEHIND THE SKY


Description: Menderes is a dream, and in that dream,
he watches from far away. Now and again, those who know
the Witches find themselves aware of his study. As their
eyes look upon his form or his eyes fall upon them, they see
a vision of the numen standing outside the observable
High Realm, Low Realm, Riverspeak) 3, Lore 1, Martial world, before a crystal globe. In that globe, they see
Arts 4 (Hook Swords +2), Occult 3, Performance 4, themselves: petty figures in a bounded existence. When
Resistance 2, Survival 4 his hand caresses the top of the globe, the sky shudders at
Backgrounds: Artifact 2, Cult 1
Charms: Bellows-Pumping Stride, Dematerialize, Effort-
lessly Rising Flame, Falling Star Maneuver, Fiery Prowess,
Flickering Candle Meditation, Incense Smoke Ladder,
Ox-Body Technique, Safety Among Enemies, Smoke
Obscuring Effect, Unbreathing Earth Meditation, Uneating
Earth Meditation, Unfeeling Earth Meditation, Unsleeping
Earth Meditation
Numen Effects:
Carve Away: For one point of Conviction, Iurka can carve
away a weakness from anything she touches. This does not
affect Traits, but it can remove addictions, personality
flaws, disease, weak links, blotches, wrinkles, cracks, bar-
renness, curses, holes in strategic defenses and so forth.
Dragon Kite: For one point of Conviction, Iurka can whisk
someone away, taking his hand and dragging him up to five
dizzying miles in the blink of an eye. She can only take
someone to a place that her victim could safely travel to
through normal means.
Shape in the Distance: For one point of Conviction, Iurka
can stay entirely out of the story for a scene, regardless of
how vigorously others pursue her.
Cost To Dematerialize: 22
Base Initiative: 10
Attack:
Exceptional Hook Swords: Speed 11 Accuracy 11 Damage
7L Defense 14

125
EXALTED • THE OUTCASTE

his touch. When his hand lifts it from the pedestal, the Base Initiative: 7
earth and air reek with the sense of confinement. Attack:
On occasion, Menderes’ gaze falls lightly, and those Jade Grimcleaver (Biting Wit): Speed 10 Accuracy 9
who find themselves thinking of him feel nothing more Damage 10L Defense 8
ominous than the sense of his presence. Sometimes, if such Jade Short Powerbow (Piercing Gaze): Accuracy 7 Dam-
is his will, those he looks upon have more distorted age 5L Rate 3 Range 300
fantasies and, in flashes of unwilling daydream, find them- Dodge Pool: 6 Soak: 8L/8B (Jade-Alloy Breastplate)
selves slain or tortured by him. The stress of his study Willpower: 8 Health Levels: -0/-1/-1/-2/-2/-4/
builds, and weak minds have cracked under it. Stronger Incap
souls have struck at him, sometimes even successfully, and Essence: 3
dreamt they felt their blade reach beyond the sky. Personal Essence: 13 Peripheral Essence: 29 (20)
Menderes has the head of a cockatiel and seven Committed Essence: 9
serpent tails. His skin is red with heat, and his eyes lost in Other Notes: Menderes’ inhuman head gives him two extra
shadow. Each of his three hands has an extra finger. He dice to Awareness rolls. He has the Tail affliction, giving
radiates an unpleasant spiritual aura that yields a pervasive him two extra dice to Athletics-related endeavors, and the
but low-grade sense of stress and fear. blight Multiple Limbs, which reduces the penalty for mul-
Former Aspect: Water tiple actions by one. He wears a red jade ring that heats his
Nature: Survivor flesh; anyone who touches him and whose player fails a
Attributes: Strength 3, Dexterity 3, Stamina 4, Charisma Stamina + Resistance roll suffers one level of lethal damage.
1, Manipulation 4, Appearance 2, Perception 4, Intelli-
gence 3, Wits 4 SAMATHI ANJA, THE SHADOW OF THE KNIFE
Virtues: Compassion 1, Conviction 3, Temperance 3, Description: The Forest Witches leave their corpses
Valor 2 in the woods for Samathi Anja. They give her the bones of
Abilities: Archery 2, Athletics 1, Awareness 3, Dodge 3, their meals. She is the guardian in the forest of remnant
Larceny 5, Linguistics (Native: Old Realm; Forest-tongue, things: of refuse and lingering love, vomit and abandoned
High Realm, Riverspeak) 3, Lore 3, Martial Arts 2, Melee plans, discarded slaves and memories of childhood. She is
2 (Grimcleaver +3), Occult 3, Performance 2, Presence 2, all these things and takes all their forms. When one
Ride 2, Socialize 3, Stealth 4, Survival 3 encounters that within the forest that should exist only as
Backgrounds: Artifact 3, Breeding 2, Cult 1 a memory, it is Anja.
Charms: Dematerialize, Dragon-Graced Weapon, Ears of Samathi Anja sometimes wears the form of a skinless
the Snowy Owl, Feeling-the-Air Technique, Hearing & eyeless cat, of a woman cut in half down the center or of a great
Touch-Riding Technique, Hopping Firecracker Evasion, seething pile of cast-off snake skins. When she comes to the
Observer Awareness Method, Precision Observation Tech- camp as a representative of the mist, however, she looks as she
nique, Spring Follows Winter, Threshold Warding Stance, did in life, save more tired, more sad and with dead black eyes.
Trackless Walk Style, Window-in-the-Door Technique It is Ghandarva’s contention that this is natural, and when
Numen Effects: she cut away every element of her nature, she found herself
Stressful Presence: Menderes’ presence is oppressive. Spend- still remaining — for who but Anja could do the cutting?
ing one point of Temperance increases this effect. For a scene, Nevertheless, he does not meet the creature’s gaze.
everyone able to see him loses one success from all rolls. Former Aspect: Air
Nightmare: For one point of Temperance, Menderes can Nature: Martyr
cast someone into a nightmarish vision. Roll one die for Attributes: Strength 2, Dexterity 5, Stamina 4, Charisma
each point of temporary Willpower the victim possesses. 4, Manipulation 2, Appearance 2, Perception 2, Intelli-
Set her temporary Willpower to the number of successes gence 5, Wits 3
rolled. The victim cannot spend Willpower to gain an Virtues: Compassion 2, Conviction 5, Temperance 1,
automatic success on this roll. Valor 3
Silence the World: For one point of Temperance, Menderes Abilities: Archery 1, Athletics 1, Awareness 2, Dodge 3,
can cast a veil of distance, obfuscation and silence over the Endurance 3, Investigation 2, Linguistics (Native: Old
world. For a mile around, for everyone except Menderes, Realm; Forest-tongue, Guild Cant, High Realm, Low
the difficulty of Awareness rolls rises by two. Noticing Realm, Riverspeak) 5 (Subtleties of Connotation +3),
things that normally require no roll — for example, that a Lore 3 (Mysteries of the Forest +1), Martial Arts 2, Melee
comrade is speaking or that one is about to walk into a tree 2 (Knives +2), Performance 1, Presence 3, Ride 1, Social-
— requires two successes on a Perception + Awareness ize 2, Stealth 3, Thrown 5 (Knives +3)
roll. This effect lasts for one scene. Backgrounds: Breeding 1, Connections (The Forest
Cost To Dematerialize: 21 Witches) 2, Cult 2

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CHAPTER THREE • THE FOREST WITCHES

Regardless of their other actions, the two engage in an


opposed reflexive Willpower + Essence test until one
accumulates three more successes than the other. If Anja
wins, she breaks the will of her victim, who collapses in
shame. Like someone on mete leaf, the victim follows
directions without interest or reflection until something
triggers him to notice his environment. (This is at the
Storyteller’s option, normally occurring when the
character’s Virtues or sense of self-preservation drive him
to do so.) This is a simple action.
Mist: For one point of Conviction, Samathi Anja can call forth
the mist or any of its other numina. This is a reflexive action.
Cost To Dematerialize: 22
Base Initiative: 8
Attack:
Exceptional Knife: Speed 10 Accuracy 9 Damage 4L
Defense 7
Thrown Exceptional Knife: Accuracy 14 Damage 5L (Rate
3, Range 15)
Dodge Pool: 8 Soak: 9L/9B (Armored hide, chain
shirt, 7L/5B)
Willpower: 7 Health Levels: -0/-1/-1/-2/-2/-4/
Incap
Essence: 4
Personal Essence: 12 Peripheral Essence: 33
Committed Essence: 0
Other Notes: Samathi Anja is no longer truly alive. Her
Charms: Dematerialize, Elemental Concentration Trance, entire body is essentially armor guarding the two things
Feeling-the-Air Technique, Language-Learning Ritual, that remain important — the heart cavity and her overall
Loyal Weapon, Poisoned Tongue Technique, Seeking physical integrity. This gives her the effects of the Ar-
Throw Technique, Soundless Action Prana, Thousand mored Hide blight (4L/4B soak and an extra four dice to
Tongues Meditation, Vengeful Gust Counterattack, Voice survival rolls). In many shapes, she also has the Huge
of Mastery, Voices on the Wind, Whirlwind Shield Form, affliction, gaining two dots each of Strength and Stamina
Wind-Carried Words Technique, Wind Armor Tech- and an additional -0 and -1 health level.
nique, With One Mind
Numen Effects: SEVEN-FACE RÈSJA
Rot: For one point of Conviction, Samathi Anja can Description: Those who go into the woods may meet
infuse her knives with the Essence of decay. This lasts for a creature compelling in its persuasion, perfect in beauty
one scene, during which flesh struck by the knives begins and seductive beyond measure. They make bargains with
to rot. This increases the weapons’ damage by 5L. Those it, sometimes wise and sometimes strange, or they ask to
damaged by one of her knife attacks suffer a cumulative dream of it, and this, it grants, or they take it to bed. The
penalty of 1 to all rolls. This is a simple action. bargains are left unfulfilled. The dreams are full of confu-
Summon Trash: For one point of Conviction, Samathi sion and change. The creature they sleep with becomes a
Anja can summon the remains of anything ever lost within horror beneath them. Wise heads nod and say, “Ah, that
the forest. If she conjures refuse, she can summon it in an was Rèsja.” For, having longed for change, Rèsja could not
arbitrary quantity and place it where she wishes (save decide what to become. Now, it is beyond Rèsja to stay one
inside someone else’s body). If she conjures a dead person, thing long enough for a promise or a memory or love. It
she may either awaken a zombie or duplicate the person as does not hold back. Rèsja wears each new face with whole
he was in life. In the latter case, the duplicate lasts for one devotion. But even when its nature pleases Rèsja, the mist
minute before fading into memory, and she does not calls it back, to cut away its shape again.
control its actions. If she calls forth forgotten knowledge or There is no consistency to Rèsja’s appearance save its
skill, she possesses it until the scene ends. Activating this perfection. Rèsja is one of the great living artists of the self,
power is treated as a dice action but requires no roll. although, at times, it recreates itself in a horrific or peculiar
Shame: For two points of Conviction, Samathi Anja can form. Even in these cases, every detail lends itself to the
show someone everything in their spirit better abandoned. desired effect. Rèsja is often followed, at a discreet distance,

127
EXALTED • THE OUTCASTE

obey her. However, when dealing with someone she has


tamed, Rèsja can make any social roll twice and take the
better of the two results. Further, that person must spend
a point of Willpower each turn to attack her in any fashion.
Shared Transformation: For one point of Compassion,
Rèsja can sculpt any willing person’s shape, remaking her
as an animal, a human or some combination thereof.
Countermagic of any circle breaks this effect, but subjects
who spend a long time in animal form may need time to
fully recover their humanity.
Cost To Dematerialize: 20
Base Initiative: 6
Attack:
Punch: Speed 6 Accuracy 9 Damage 2B Defense 9
Kick: Speed 3 Accuracy 8 Damage 4B Defense 8
Dragon’s Claws: Speed 6 Accuracy 9 Damage 4L Defense 9
Dodge Pool: 8 Soak: 7L/9B (Black-jade-and-
moonsilver-thread dress)
Willpower: 7 Health Levels: -0/-1/-1/-2/-2/-4/
Incap
Essence: 3
Personal Essence: 12 Peripheral Essence: 28
Committed Essence: 0
Other Notes: Rèsja has various pox, afflictions and blights
depending on its mood. It often wears a magnificent dress of
by a swarm of insects. Some of these Rèsja has made First Age design, with black jade and moonsilver rendered
intelligent to serve it. Others are mortals who bargained down into fine threads that trace patterns through the white
away their humanity to spend their lives near it. Every few cloth. Originally crafted for a Lunar Exalt, the dress adjusts
years, Rèsja eats them all and must rebuild the swarm again. its shape to match Rèsja’s. Although the dress always fits
Former Aspect: Water well, it does not always remain perfectly appropriate.
Nature: Visionary
Attributes: Strength 2, Dexterity 4, Stamina 3, Charisma CONNIVANCE OF WOOD AND BONE
3, Manipulation 2, Appearance 5, Perception 3, Intelli- Cost: 15 motes
gence 2, Wits 2 This spell calls up one of the aspects of the forest mist,
Virtues: Compassion 3, Conviction 1, Temperance 2, binding it to the sorcerer and vice versa. A roiling cloud of
Valor 3 vapor rises around the character. Tiny flecks of the
Abilities: Archery 3, Athletics 1, Awareness 3, Bureau- character’s Essence flake off, opening channels by which
cracy 1, Craft (Sculpture) 3, Craft (Self) 5, Dodge 4, the power of the mist can reach the character’s heart.
Endurance 1, Larceny 2, Linguistics (Native: Old Realm; Make a Willpower + Essence roll for the character. Each
High Realm) 1, Lore 2, Martial Arts 5 (Unworthy Oppo- success represents one day that the character falls under a
nents +2), Melee 2, Occult 2, Performance 4, Presence 2, numen’s influence, gaining certain abilities and suffering
Resistance 1, Sail 2, Socialize 3 certain restrictions. The character chooses the numen in
Backgrounds: Artifact 3, Breeding 2, Cult 1 question when casting the spell. On a botch, the character
Charms: Crashing Wave Style, Dematerialize, Drowning- is drawn to the forest to join the community of Witches
in-Blood Technique, Flow Reversal Strike, Flowing Water there. For those already belonging to the Witches, botch-
Defense, Rippling Water Strike, Shrugging Water Dragon ing has no additional effect. The sorcerer cannot voluntarily
Escape, Spirit Sight, Theft-of-Essence Method, Water terminate this effect. Ending it prematurely requires Em-
Dragon Form erald Countermagic. This is a form of self-transformation
Numen Effects: and cannot affect Lunar Exalted.
Swift Change: Spending a point of Compassion, Rèsja can Iurka: A sorcerer who summons Iurka’s aspect receives
recover from up to one blight, two afflictions or four pox, one automatic success whenever using a stunt based on
while simultaneously acquiring a similar number. dexterity, foresight or beauty. This is in addition to the
Tame: For one point of Compassion, Rèsja can tame any normal bonus dice. The Autumnal Torrent also offers a
living creature. Intelligent creatures can recognize the lesson, so that others may understand the virtues of Iurka’s
sudden affection and devotion as irrational and need not escape from stillness and uncertainty. Players of those struck

128
CHAPTER THREE • THE FOREST WITCHES

by the sorcerer’s open palm must succeed at a reflexive Valor simple emotional concepts — things such as “vague unhap-
roll, or their characters find themselves, for an eternal piness” or “snide laughter.” An Intelligence + Awareness
moment, in a still and quiet place full of darkness. There, roll against difficulty 3 can garner a little more of the sense
they wait, full of the knowledge of their own flaws, for a of his communication. The sorcerer can share more general
shape unspecified to come and mete out justice. This vision two- or three-word ideas with those whose players make the
costs the victim one point of temporary Willpower. roll, such as “ambush ahead” or “oh, you idiot!”
Those who summon Iurka must make her sacrifice: They Samathi Anja: A sorcerer who summons Samathi
can neither rest nor sleep while under her influence. Without Anja’s aspect receives one automatic success on Lore and
rest, they cannot recover Essence naturally. Instead, they Occult rolls. She can travel unerringly to lost things,
regain 1 mote for each hour spent in vigorous physical unless concealed by a power greater than Terrestrial Circle
activity. In addition, they bleed in a quiet trickle from two Sorcery. If she attempts to locate an item thus concealed,
locations of their choice, and this bleeding will not stop. This she instead finds her way to the god Madame Marthesine
effect causes one level of unsoakable bashing damage that of the Lost, with whom she may discuss the matter further.
cannot be healed until the effects of the spell end. In addition, the sorceress can store any number of her
Menderes: A sorcerer who conjures the aspect of possessions Elsewhere, retrieving one with a simple action.
Menderes onto himself fades from view. His player can roll When the spell ends or suffers the touch of countermagic, any
twice for any Stealth action the character takes and use the possessions still in Elsewhere are destroyed (if possible) or lost.
better of the two results. Moreover, those who do see the If she finds anything willingly discarded, it belongs to her by
sorcerer see him as a daydream or a figment of their imagina- occult law. This has no direct effects, but may interact with
tion. Even total certainty that he is actually there does not the laws of the Fair Folk and the actions of certain Charms.
affect this perception. This subtracts two dice from all dice A sorcerer under the influence of this aspect casts off
pools to attack him. Conversely, if his player makes a success- her nature. She may not regain Willpower, even after this
ful Perception + Awareness roll, the sorcerer can witness the spell ends, until she works a significant treachery against
daydreams of others and optionally interact with them. herself or her goals.
Menderes does not speak, and a sorcerer under Menderes’ Rèsja: A sorceress who conjures the aspect of Rèsja
aspect has difficulty communicating. Regardless of the cannot fail to please. No power short of Celestial Circle
means he uses to get a message across, he can convey only Sorcery can force her to look graceless or inept. She receives

129
EXALTED • THE OUTCASTE

one automatic success on all rolls based on Appearance or vicious, twisted and perverted liars, desiring primarily to
dealing with etiquette. This rises to three automatic suc- torment those who call them forth with false hopes and false
cesses for non-magical rolls. She may lay a magical binding despairs. A wise Witch can, nevertheless, finagle hints from
on any bargains or agreements she makes. If the other party them about the future, the present and the past. The player
breaks the agreement, he suffers three great strokes of ill makes a Manipulation + Investigation roll. If the Storyteller
fortune. The sorceress, like Rèsja itself, is under no obliga- wishes to play out the conversation, then each success repre-
tion to keep the bargain. When it is sealed, her nature sents an opportunity to force out such a truth. The Exalt can
changes, and it no longer applies. (This may or may not spend one of these successes at any time to determine the
function against unrelated powers that enforce bargains.) vision soul’s motivation behind a given statement — for
Each time a sorceress invokes Rèsja’s aspect, she must example, to tease the Exalt with obfuscation, to encourage
sacrifice some facet of herself to it and claim another in its unwarranted despair or to save face after being tricked into
place. Appropriate possibilities include minor aspects of making some admission. Otherwise, the difficulty of the roll
appearance; phobias, philias and other personality traits; is 3, and success tells the character one thing she should watch
tastes in clothing; style of speech; or her approach to for, one thing she should fear and one thing she should desire.
society, combat or life. This does not normally include
changes in Traits, although Rèsja’s aspect can justify CHARACTER CREATION
spending experience on them. This section provides the rules needed to create Forest
Witch characters. The process of creating a Witch much
INVESTIGATION CHARMS resembles the process of making a Dynast from the Blessed
Isle of the waning Realm, but it differs in a few key respects.
ATSILUTH’S BOUNTY The following material details these differences, customiz-
Cost: 1 mote ing character design to the children of the woods.
Duration: Instant
Type: Simple STEP ONE: CHARACTER CONCEPT
Minimum Investigation: 2 As usual, the most important step in character cre-
Minimum Essence: 1 ation is defining the character you wish to play. You need
Prerequisite Charms: None a character concept that you will find enjoyable, that fits
Those who live in Atsiluth Eternal dwell in luxury such well into the Storyteller’s game and that meshes reason-
as even the Forest Witches cannot imagine. With a moment’s ably well with the concepts of the other players. Decide
study of the Essence flows around her, a character can bring what brought your character to the Forest Witches and
forth unbounded wealth. Invoking this Charm within Atsiluth how your character reacts to the ideals of its various
Eternal, a character can conjure any mundane object or factions. The Witches focus strongly on the goal of perfect-
structure, as well as any artifact or Manse up to level 5. ing themselves, but this means something different to each
However, the artifacts and Hearthstones this Charm creates of them. Your character’s approach to this goal shapes her
only affect the “material” reality of Atsiluth Eternal. They can allegiance and how the other Witches regard her.
improve the user’s perceptions but cannot otherwise divine Depending on the game, the Storyteller may or may
information or directly affect the minds of others. They not want dead characters or numina of the mist — check
cannot act at range without some physical effect that conveys before making such a character. In either case, have a solid
their power to the target. Outside of Atsiluth Eternal, they do reason for the character to interact regularly with the other
not function at all. The Sea of Mind chooses where the characters and the world.
summoned thing appears — the character cannot summon a
Manse into the air above an enemy, although she can expect
a summoned weapon to appear in her hand. ORIGINS
Most Forest Witches are outcastes who drift by
VISION OUTSIDE TIME various routes from the Realm into the Witches’ woods.
Cost: 2 motes, 1 Willpower The remainder are born in the Near East, roughly half
Duration: One scene of them descending from the Witches themselves.
Type: Simple
Minimum Investigation: 4
Minimum Essence: 3 STEP TWO: CHOOSING ATTRIBUTES
Prerequisite Charms: Atsiluth’s Bounty, Falsehood As with all characters, Forest Witches begin with each
Unearthing Attitude Attribute at one dot. As heirs to the glory of the Realm and
The Exalt sprinkles a few drops of blood upon the dust of the heralds of a new Creation, their potential exceeds that
Atsiluth Eternal and calls forth her vision soul: an image of of ordinary mortals. However, only those who drive them-
herself drawn from a dream of future days. Such images are

130
CHAPTER THREE • THE FOREST WITCHES

selves past the limits of that potential will equal the unnatu- The Virtues are of particular import to the Forest Witches,
rally privileged children of the Unconquered Sun. as these passions and desires drive them to the four perfec-
A Forest Witch has seven (7) dots to divide among her tions. Characters raised by Oreithyia, in particular, reflect this
primary Attributes, six (6) dots to divide among her second- peculiar emphasis of their culture. In addition to a starting rate
ary Attributes and four (4) dots to divide among her tertiary of one dot in each Virtue, your character has six additional
Attributes. Attribute values range between one and five dots. dots to divide among the four Virtues — Compassion, Con-
viction, Temperance and Valor. You cannot raise Virtues
STEP THREE: CHOOSING ABILITIES above 3 without the use of bonus points.
Abilities begin with a rating of zero and are divided Note the character’s highest Virtue. This Virtue is
according to which element each skill is attuned to. affected by the Great Curse, as detailed on page 150 of
• Air Abilities arise from one’s Temperance, the Exalted: The Dragon-Blooded.
understated effort that brings a flawless victory. They are • Traditional Dragon-Blooded:Select seven Charms
Linguistics, Lore, Occult, Stealth and Thrown. from among the list of Dragon-Blooded Charms, as de-
• Earth Abilities draw on one’s Compassion, the tailed in Chapter Five of Exalted: The Dragon-Blooded.
empathy for the world that makes one immortal. They are At least four of your character’s Charms must be selected
Awareness, Craft, Endurance, Martial Arts and Resistance. from her Aspect or Favored Abilities.
• Fire Abilities arise from one’s Valor, the passion • Former Immaculate Monks: Characters who be-
that conquers all obstacles. They are Athletics, Dodge, longed to the Immaculate monks or who attended the
Melee, Presence and Socialize. Cloister of Wisdom before turning their back on the
• Water Abilities draw on all the Virtues and none, Realm and joining the Forest Witches instead select five
for Aspects of Water are fluid in spirit. Their Abilities are Charms from the Immaculate martial-arts styles, as de-
Brawl, Bureaucracy, Investigation, Larceny and Sail. tailed in Chapter Six of Exalted: The Dragon-Blooded.
• Wood Abilities derive from one’s Conviction, • The Dead: As above.
the mastery of self that enables the mastery of others’ • Numina: As above, but replace one Charm with
flesh and soul. They are Archery, Medicine, Perfor- Dematerialize. The character must take either Cult • or
mance, Ride and Survival. Cult •• as a Background. In addition, your character
Every Forest Witch has a natural affinity with her receives the benefits described on page 118. This may cost
element’s Abilities. In addition, she selects three (3) Abilities your character a point of Temperance. Traditional Dragon-
to be her Favored Abilities. These Abilities are also natural for Blooded must still pick four of their Charms from Aspect
her, but this affinity stems from who she is, not what. She or Favored Abilities.
cannot choose an Aspect Ability as a Favored Ability.
Outcastes who join the Forest Witches as adults have STEP FIVE: FINISHING TOUCHES
Abilities appropriate to their origins. Ex-Dynasts have 35 Calculate a Forest Witch’s starting Willpower by
points of Abilities, 13 of which they must spend on their adding together her two highest Virtues. She begins with
Aspect and Favored Abilities. Most other outcastes, includ- an Essence of 2. Each of these Traits can be increased using
ing those raised by Oreithyia, have 25 points of Abilities, 10 bonus points.
of which they must spend on their Aspect and Favored Calculate a Witch’s Personal Essence pool by adding
Abilities. Abilities have a maximum of three dots at this together her Essence and Willpower ratings (Essence +
stage, but bonus points and experience can raise them to Willpower), plus any additional points granted by the
four or five. If raised by the forest walker, characters must Breeding Background. (See Exalted: The Dragon-Blooded,
have a minimum of Athletics •, Awareness •, Brawl •, p. 158.)
Stealth •, Endurance ••, Occult •• and Survival ••. Calculate a Witch’s Peripheral Essence pool by multi-
plying her Essence Trait by four and then adding the sum of
STEP FOUR: ADVANTAGES her Willpower and her two highest Virtues ([Essence x 4] +
Players have 12 dots to spend on Backgrounds. They Willpower + [the sum of her two highest Virtues]), plus any
use the Dragon-Blooded versions of all Backgrounds, ex- additional points granted by the Breeding Background.
cept for the Manse Background. Forest Witches have the normal mortal seven health
Instead of measuring attunement to the Realm’s levels — a -0 health level, two -1 health levels, two -2
Manses, the Manse Background measures attunement to health levels, a -4 health level and an Incapacitated health
the Manses of the woods. Subtract three dots from the level — plus any additional health levels gained from the
Manse Background when determining the Hearthstones Ox-Body Technique.
the character has access to. Characters with Hearthstones Dragon-Blooded characters have 15 bonus points
are either Mandala Guard or Witches who have con- that may be spent at any time during character creation.
quered a Manse outside the Witches’ territory. See the chart on page 133 for the bonus point cost of
raising each Trait.

131
EXALTED • THE OUTCASTE

CHARACTER CREATION SUMMARY

CHARACTER CREATION PROCESS or Favored Abilities if the character is not learning


Immaculate martial arts. If the character is an Im-
• STEP ONE: CHARACTER CONCEPT maculate martial artist, all the Charms must be part of
the same elemental tree. Numina replace one Charm
Choose concept, aspect, Nature and heritage.
with Dematerialize.), Virtues (6 — none may be
Note the anima powers provided by the character’s
higher than 3 without spending bonus points).
aspect.
If playing a numen, work with the Storyteller to
• STEP TWO: SELECT ATTRIBUTES choose effects (one per point of Essence), deformities
Note that all Attributes start with one dot before (up to one blight, one affliction and three pox) and the
you add any. effects of summoning the character’s aspect with Con-
Prioritize the three categories: Physical, Social, nivance of Wood and Bone. Reduce Temperance by
Mental (7/6/4) one dot if the character has a blight or affliction.
Choose Physical Traits: Strength, Dexterity, • STEP FIVE: FINISHING TOUCHES
Stamina
Record Essence (2), Willpower (add the total of
Choose Social Traits: Charisma, Manipulation,
two highest Virtues — may not start at higher than 8
Appearance
unless at least two Virtues are 4 or higher), Personal
Choose Mental Traits: Perception, Intelligence,
Essence pool (Essence + Willpower, plus any gained
Wits
from Breeding), Peripheral Essence pool ([Essence x 4]
• STEP THREE: SELECT ABILITIES + Willpower + [the sum of your two highest Virtues],
Note Aspect Abilities. plus any gained from Breeding) and health levels (7,
Select Favored Abilities (3; may not be the same plus any gained from Charms).
as Aspect Abilities). • BONUS POINTS
Choose Abilities (35 — at least 13 must be from
Bonus points (15) may be spent at any time during
Aspect or Favored Abilities; at least one must be in
character creation.
each Favored Ability; none may be higher than 3
without spending bonus points. Characters raised by ELEMENTAL ASPECTS
the Dynasty must have a minimum of Archery •,
• Air:
Brawl or Martial Arts •, Melee •, Performance •,
Aspect Abilities: Linguistics, Lore, Occult,
Presence •, Ride •, Lore •• and Socialize ••.
Stealth and Thrown.
Characters raised elsewhere receive only 25 points
Anima Powers: May triple his leaping
of Abilities. Of these 25, 10 must be spent on Aspect
distance, and takes no damage from falls.
or Favored Abilities. If raised by Oreithyia, they
• Earth:
must have a minimum of Athletics •, Awareness •,
Aspect Abilities: Awareness, Craft,
Brawl •, Stealth •, Endurance ••, Occult •• and
Endurance, Martial Arts and Resistance.
Survival ••.)
Anima Powers: May soak lethal damage with
• STEP FOUR: SELECT ADVANTAGES her entire Stamina.
• Fire:
Choose Backgrounds (12 — none may be higher
Aspect Abilities: Athletics, Dodge, Melee,
than 3 without spending bonus points; numina must
Presence and Socialize.
have Cult • or Cult ••), Charms (7 taken from
Anima Powers: May burst into flame for a
Dragon-Blooded Charms OR 5 taken from Immacu-
scene, doing lethal damage and becoming
late Order Charms — at least 4 must be from Aspect
immune to fire damage.

132
CHAPTER THREE • THE FOREST WITCHES

CHARACTER CREATION SUMMARY

• Water: • Connections — Information sources and friends


Aspect Abilities: Brawl, Bureaucracy, in useful places that give you pull in the world
Investigation, Larceny and Sail. around you.
Anima Powers: A Terrestrial Exalt aspected to • Cult — Worshipers whose devotions give you
Water can gain free movement in water. For the strength. See page 118, page 127 of Games of
rest of the day, she can breathe underwater and Divinity or page 98 of Exalted: The Lunars.
operate as freely as if she was in air. • Familiar — An animal companion.
• Wood: • Henchmen — Agents who do your bidding.
Aspect Abilities: Archery, Medicine, • Manse — A place of power and Essence that you
Performance, Ride and Survival. have access to.
Anima Powers: May add dice to Dodge or • Mentor — A patron and instructor.
Athletics actions. • Reputation — How society views you and your
• Mist: actions.
Aspect Abilities: None. • Resources — Material goods and money.
Aspect Powers: One numen effect per point of • Retainers — Mortals who serve you.
Essence. • Family — Notable family members. Optional, see
page 279 of Chapter Seven: Storytelling in
VIRTUES Exalted: The Dragon-Blooded.
• Compassion — Empathy and forgiveness.
• Conviction — Emotional endurance.
• Temperance — Self-control and clear- BONUS POINTS
headedness. Trait Cost
• Valor — Courage and bravery. Attribute 4
Ability 2 (1 if a Favored or Aspect
BACKGROUNDS Ability)
• Allies — Aides and friends who help in tasks. Background 1 (2 if the Background is
• Artifact — Weapons and tools crafted from the being raised above 3)
Five Magical Materials, including wonders of Specialty 1 (2 per 1 if in a Favored or
the First Age. Aspect Ability)
• Backing — Standing and rank in an Virtue 3 (2 if raised by Oreithyia)
organization of power and influence. Willpower 2
• Breeding — Your lineage, reflecting how Essence 10 (8 if raised by Oreithyia)
strongly your blood resonates to your chosen Charm 7 (5 if in a Favored or Aspect
element. Ability)
• Command — Authorization to lead the Forest Immaculate Charm 10 (7 if in a Favored or
Witches’ soldiers. Aspect Ability)

133
EXALTED • THE OUTCASTE

134
CHAPTER FOUR • LOST EGGS

LOST EGGS
CHAPTER FOUR

Once the seed of the Dragon-Blooded has mingled in were as many Terrestrial Exalted outside of the Realm as
a bloodline, there is a chance, no matter how minute, that, there were inside it.
at some point in the future, a descendent will bear the Every Dynast knows that the strength of the Dragon-
touch of the Five Elemental Dragons, be it in the next Blooded Host lies in its numbers, and this was never truer
generation or after a score of them have passed. Thus, the than in the tumultuous days following the Contagion
hereditary nature of the Terrestrial Exaltation is such that and the rise to power of the Scarlet Empress. Every
any indiscretion or chance sexual encounter could lead to Terrestrial Exalt who could be enticed into following the
Dragon-Blooded offspring. That fact, combined with the Empress’ banner added to the nascent Realm’s strength,
breadth of the Old Realm and the Shogunate that came while every Dragon-Blood who remained on his own
after it, means that nearly every piece of land in Creation detracted from it. As such, the formative years of the
has known the tread of Dragon-Blooded footsteps and that Realm were shaped by the Empress’ attempts to make life
outcaste Exaltations occur in areas that have not seen a on the Blessed Isle more attractive than life in the
Terrestrial Exalt in centuries. Savants of the Realm have chaotic Threshold states, which had been devastated
averred that, if all of Creation were to be accounted for, after years of warfare against an inhuman foe. Anyone
these Dragon-Blooded outcastes would number in the bearing the mark of Terrestrial Exaltation was given the
thousands at any one time. same blandishments to join the newly formed Realm,
whether they were some bastard three generations re-
A HISTORY OF OUTCASTES moved from a chance sexual counter or an officer of the
The word “outcaste” itself had little meaning until Shogunate exhausted after decades of conflict.
after several centuries of the Scarlet Empress’ rule. Before The Realm thus went about absorbing most of the
that, the idea of dividing the Dragon-Blooded into sepa- Terrestrial Exalted who lived in the distant corners of what
rate groups based on who resided in the Realm and who had been the Shogunate, until such time as the Empress
lived outside it would have been an alien one — the was eventually satisfied that those who were going to move
Shogunate had spanned across the whole of Creation, and to the Blessed Isle had done so. In the Empress’ estimation,
the Dragon-Blooded Host was dispersed very widely after those Terrestrial Exalted that remained in the Threshold
the strife of the Contagion. There were times, especially were, at best, irresolute and content with their minor
until the first centennial of the Empress’ reign, that there holdings on the edge of the Inland Sea. At worst, they were

135
EXALTED • THE OUTCASTE

potential threats to her power, as the Seventh Legion had social and economic class are not at an unforgivable deficit
proven itself to be in RY 89, at the Battle of Melevhil. in regards to normal Dynasts, and so, they are dealt with by
By the second centennial of the Empress’ reign — a the same machinery that handles the Exalted children of
full Dragon-Blooded generation — the power of the Realm Great Houses — the secondary school system. Lower-class
was well established, and the social structure of the Dy- outcastes, however, are years behind their patrician fel-
nasty had been put into place to such an extent that the lows and, therefore, must follow a different path to equip
legacy of the Great Contagion seemed distant. The idea themselves with the tools necessary to become fully ca-
that some Dragon-Blooded existed “outside” of the Realm pable members of Dragon-Blooded society.
had become generally accepted, and the term outcaste
came into everyday use to describe those who were un- LOST EGGS AMONG
aware of — or, worse yet, eschewed — the Scarlet Empire.
The Empress first used the term “lost eggs” in RY 212,
THE PATRICIAN CLASS
during a speech to the Deliberative concerning the Delzahn Those who Exalt among the patrician class are in the
horde’s assumption of control over Chiaroscuro and the best position to reach a lofty rank later in life, while, at the
Tri-Khan’s submission to the Realm. Her speech, deliv- same time, they possess no real control over what happens
ered by proxy, discussed the new direction that statecraft to them just after they take the Second Breath. They are
with the Threshold states lining the Inland Sea would exempt from those laws that dictate the fates of lower-class
take. The Empress declared that she deemed that every outcastes, as their patrician family’s social status, wealth
outcaste was a “lost egg.” The lucky ones fell “into the nest” and connections are presumably sufficient to shepherd the
by being chosen by destiny to be born on the Blessed Isle. outcaste through his secondary school years by guarantee-
All other outcastes had fallen “out of the nest” by being ing one of two fates for him — adoption or fosterage.
cast adrift in the Threshold. The Empress’ desire, stated
succinctly within the oration, was that all outcastes be
EXALTATION
integrated into the Realm and worked into the fabric of the Patrician Exalts are fortunate in that their Exaltations
Perfected Hierarchy. typically occur while they are at one of the primary schools
and that these schools are well-prepared to deal with those
THOSE WHO FALL who experience the Second Breath. As usual with Dynas-

INTO THE NEST


tic Exaltations, the faculty moves the young outcaste to
the quarters set aside for the Terrestrial Exalted. What is
According to the divisions set down in the Empress’ unusual is that, unlike Dynastic Dragon-Blooded, these
speech, outcastes could be divided into two groups — those patrician outcastes find themselves to be the victims of
born within the Realm, who were subject to the bureau- prejudice and scorn from their fellow Exalts. While the
cratic methods set down by the Empress for dealing with newly Exalted students’ futures are brighter than they
them, and those born outside of the Blessed Isle, who were could have ever possibly been as one of the unExalted,
left to decide their own fate among the cruel wilds of the many outcastes fail to appreciate that fact as they suffer the
Threshold. Among the outcastes born within the Realm, jeers and barbs of their fellow Dragon-Blooded.
two other divisions soon appeared, separating those who Worse yet is the fact that these lost eggs are an offense
were born to the upper-class patrician families from those to the sensibilities of those scions of the Great Houses who
who were born to the lower classes — the merchants, the have not yet Exalted. These young nobles’ own insecurities
peasants, the slaves and the disenfranchised. about their futures are heightened by the fact that a member
Within the Realm, the moment of an outcaste’s of a “lesser” class has been blessed by the Five Elemental
Exaltation is transcendent not just physically and spiritu- Dragons. At a confusing time in these young Dynasts’ lives,
ally, but socially. The outcaste had been a mere mortal when their whole future is dependent on Exaltation, the
child, and yet, she now finds herself physically, mentally presence of a patrician touched by such power is a slap in the
and socially superior to her family and friends. As is to be face. The outcaste who Exalts in a primary school is a
expected from such a sudden transformation, many of walking, breathing, social anomaly, neither Dynast nor
these newly fledged Dragon-Blooded are not ready to take mortal, and heightened tensions result. It is rare that such
their places as Princes of the Earth. They will only be tensions ever erupt into violence — the outcaste youth is,
capable of handling the responsibilities and mastering the after all, superior in every way to a mortal child — but in the
etiquette required of a member of the Dragon-Blooded already competitive world of the Dragon-Blooded educa-
Host after years of intense training and devoted study. The tional system, the outcaste is subject to more pressure from
Realm has thus developed a number of different means to his peers in an already confusing time.
prepare an outcaste for a productive life as an Exalt of the The jeers suffered by the young outcaste are made still
Blessed Isle, the details of which vary based on what class more troubling because of the uncertain future that comes
the outcaste was born into. Those born into the patricians with being a newly Exalted member of the patrician class.

136
CHAPTER FOUR • LOST EGGS

Even as he struggles through lessons in the use of his power


and the teachings that assure him of his place at the top of
the Perfected Hierarchy, the young Exalt knows that his
parents are attempting to find another family to adopt him
permanently or, at the very least, to raise him for the next
decade. Sometimes, the young patrician is mature enough
to understand that such maneuvers are merely part of the
great game of politics played at all times in the Imperial
City and that his adoption or fosterage will result in
increased wealth for his family and a better future for
himself. In fact, some outcastes are acutely aware of the
perks that come with membership in one of the Great
Houses compared to their own (relatively) humble place
in the social strata and look forward to their adoption.
More often than not, however, the outcaste only
knows that his once comfortable and secure life has expe-
rienced a sea change. Everything he had once taken for
granted — his future, his place in society and his very
family — has been transformed by his Exaltation. The
young outcaste’s family is expected to hand its child over
to a Great House for education and adult employment —
after which, the outcaste becomes a full-fledged member of
the house, taking the Dynastic founder’s name as any other
member of the line would. As painful as the loss of a child
might be for the patrician family — especially one so
favored by the Five Elemental Dragons — it has a valuable
commodity on its hands. This means that outcastes among
the patricians tend to be the subject of much horse-
trading, as the family attempts to use the young Exalt to
better the household’s collective fortunes. The outcaste
becomes, in effect, a means to an end as the patrician
family sees how great an accommodation it can get from a
Great House. An Exalt of a patrician family finds himself
put in the position of human currency that can be loaned
out or bartered away at his parents’ whim.

NEGOTIATING FOR A FUTURE


Most families of the patrician class have contacts
among one or more Great Houses, and they begin the

BOARDING SCHOOL DRAMAS


Using the boarding school as a setting for a
campaign set around young Dragon-Blooded, as
suggested in Exalted: The Dragon-Blooded (pp.
286-288), can be made more interesting by the
introduction of a Exalt of patrician birth. Will the
patrician outcaste allow himself to be pushed around
by those Dynasts present? Will he fight back, accept
his lot or attempt to manipulate his enemies? Is he
a toady or a hero in his own right? The crucible that
will forge the patrician outcaste’s character is the
school he has been sent to, either during his initial
Exaltation or after his adoption or fosterage.

137
EXALTED • THE OUTCASTE

process of adoption by approaching a single house and outcaste loses from her patronage, falling that much fur-
inquiring about interest in an outcaste child. Typically, ther behind normal Dynasts.
the Great House is indeed interested — such adoptions Once the families agree upon who will handle negotia-
not only result in a new Dragon-Blood being added to the tions for each side, the two representatives sit down and begin
line’s strength, but also go a great way toward cementing discussion. Depending on the parties involved, the stakes can
a relationship between the two families. On those rare vary wildly, although there are always several components
occasions when the sole Great House with a preexisting discussed during an adoption: social, political and economic.
relationship to a patrician family is not interested in In addition, the actual terms of the outcaste’s upbringing are
adopting, the family must scramble to find another Dynas- discussed and set down in detail, so the patricians know just
tic house interested in raising the child. In these cases, the what they can expect awaits the child they are giving up.
adoption process takes on a hint of desperation, and the Social components to the negotiations include those
patrician side’s position is at a disadvantage during nego- informal ties that will be established between the patrician
tiations. This is a rarity, though, since the best patrician family and the Great House. These ties can be as simple and
families have ties to multiple Dynastic lines, and if one informal as invitations to parties held by the Great House or
house isn’t interested, another will be — only the most as complex and permanent as arranged marriages between
poor or down-at-the-heels patricians worry about having the two groups. If the Great House looks upon the patrician
to approach strangers regarding an adoption. house as marriage material, the negotiators will decide
After the initial approach, the Great House and the which scions of the families will be most advantageously
patrician family each agree to be represented at the bar- wed together. If the patrician clan has economic or bureau-
gaining table by leading members of their own families. cratic assets that the Great House desires, the Dynasts may
While the nomination of representatives would be the marry favored, unExalted children off to the brightest lights
subject of much lengthy back-and-forth discussion if it of the patrician household. If the patrician family has little
were to occur at any other time, with an outcaste child, going for it in any sphere, the Great House may refuse to
time is of the essence. Every week wasted dithering over cement the adoption with a marriage at all or marry off those
who sits across the table from whom is a week that the family members who would, under any other circumstances,

ISELSI ADOPTIONS
House Iselsi is the Great House that is, at the same time, the most in need of adoptees and the least likely
to get them. In the past, the House was able to surreptitiously gain control of lost eggs that fell into the nest by
either co-opting them from the Immaculate Order (with the tacit permission of the Mouth of Peace) or by
occasionally arranging a favor through the All-Seeing Eye or the Immaculate Order for a patrician whose child
had Exalted. Although the Iselsi were unable to wield open power in those organizations in order to broker favors
for adoption purposes, they subtly manipulated them as often as they could without drawing the Empress’ ire.
More often than not, the Iselsi had nothing to offer a patrician family in exchange for its young offspring, and
so, they were effectively out of the running. Only the poorest of patricians would arrange to have a child raised by
the hidden and much-maligned Iselsi. Those few other outcastes who fell into the Iselsi’s hands were ones who had
been declared wards of the state because they Exalted after being orphaned. The Realm’s bureaucratic machinery
occasionally wielded the rarely used right to remove a child from his parents’ care if they were unable to raise the
Dragon-Blood properly. Occasionally, the Iselsi would get ahold of these children whose parents were from
extremely impoverished minor lines and incapable of raising their child in a manner that behooved members of the
Dragon-Blooded Host. Only a handful of children ever fell into that category in any decade, though.
In the Realm’s current disarray, the checks the Empress put in place to keep the Iselsi from exploiting their
power are no longer functioning as well as they should. The Iselsi have been able to wield their influence within
the All-Seeing Eye and the Immaculate Order more frequently, although no less subtly, and, so, have been able
to offer certain incentives to interested patrician houses. These incentives have ranged from intelligence that
enables a patrician’s business to prosper to persecution of the family’s enemies through the front of either the Eye
or the Immaculates. In the current political climate, a patrician family that offers up an Exalted son or daughter
for the Iselsi can be assured that the power the house can bring to bear in the Immaculate Order and in the All-
Seeing Eye will be exerted for the family’s own prosperity.
Certain Sidereals observing the current crisis have helped the Iselsi to wield their power more liberally in
order to allow the house to gain access to outcastes. Even the Iselsi do not dare guess what the Sidereal motivation
for doing this might be.

138
CHAPTER FOUR • LOST EGGS

HOW MUCH IS AN OUTCASTE WORTH?


Based on the discussion of economic concessions to Blooded outcaste’s expected length of service to the
a patrician family in exchange for the right to adopt its house can be measured in centuries. Thus, a Great
outcaste child, the question may legitimately be raised House typically has no problem paying a substantial fee
as to how much an outcaste is actually worth paying for. every year for the right to add the outcaste to its ranks.
The answer is that, as far as the Great Houses are An outcaste from a fine patrician family may
concerned, the value of a Dragon-Blood is immeasur- merit a payment worth Resources •••• each year for
able. An outcaste of high birth, schooled at a good 20 years, paid to the outcaste’s birth parents in jade
primary school and properly trained at the best second- scrip or silver. An outcaste born to a down-at-the-
ary schools, can shoulder the same burden as any other heels patrician family, in desperate need of the income,
member of the house, be it in the form of military may merit Resources payments valued at ••• or
service, administrative tasks, political action or any- whatever the Great House can get away with — it is a
thing else the house needs. Not only that, but barring buyer’s market when the stink of disgrace hangs about
extreme bad luck or death on the battlefield, the Dragon- your family, after all.

be impossible to find a spouse for — essentially, disposing of more than its share of potential outcaste adoptees to choose
the house’s refuse as a way to appease the patricians. from because of its extensive banking interests. Since the
Political components in any adoption negotiation re- Empress’ disappearance and the recent vicissitudes of the
volve around any political alliances that may occur on the financial market, the number has only increased. The only
floor of the Greater or Lesser Chambers of the Deliberative. Great House that spurns the adoption of patrician class
Indeed, due to the fact that the seats of the Lesser Chamber Exalts is House Mnemon, whose founder has dictated that
are filled by those decided upon by the Greater Chamber, such adoption sullies the bloodline overly much.
some Great Houses can guarantee a particularly promising Patrician families can bring a lot to the table as well,
patrician family a chance at a seat on the floor of the Lesser especially if they are one of the powerful bureaucratic
Chamber. In addition, the Great House may be able to push families that control large portions of the Thousand Scales.
through tax exemptions, new terms for leased lands or other Great Houses and minor lines alike fall over one another to
policies in the Deliberative on behalf of the patrician house- compete for the chance to adopt or foster an outcaste from
hold. It is very rare, though, for a Great House to go to great one of those bureaucratic lines, although such competition
political lengths for any but the best patrician households. has a habit of getting out of hand. The chance of conflict is
Finally, economic aspects of the negotiations consist of exponentially more likely if the bureaucratic family wields
bribes and trade benefits. Some Great Houses will desire power in one of the more important parts of the Thousand
that their relationship with the patrician family be as short- Scales. The rivalry gets fierce when it comes to fostering a
lived as possible, especially if the family is particularly needy scion of one of the families that run the Treasury, for
or deemed to be useless in the long-term. Perhaps the instance, or the Honorable and Humble Caretakers of the
patricians’ star is fading or there is more than a hint of Common Folk. One series of negotiations for the adoption
scandal in their past — whatever the actual substance of the of an outcaste daughter of a minister in the Home Office
matter, the Great House may actually negotiate flat pay- erupted into a conflict between House Tepet and House
ments of jade or silver in exchange for the right to adopt the Cynis and resulted in minor brawls in the streets of the
outcaste youth, in lieu of any economic or social benefits. Imperial City in RY 739, until magistrates stepped in and
Such payments tend to be spanned across the lifespan of the arrested the house negotiators involved, threatening them
outcaste’s parents, and the Great House may negotiate to with imperial sanction. While such open conflict is an
pay the sum each year or every decade. The outcaste, once infrequent occurrence, more subtle maneuvering is all too
brought into the Great House, does not shoulder these common — after all, a lasting alliance with an important
payments — the house assumes that she will be worth the patrician family is worth the outcaste adoptee’s weight in
amount in question and pays the money gladly. jade. In many cases, the outcaste becomes a secondary issue
Other economic benefits that are often negotiated relative to the real matter of an alliance between the
include trade alliances and the like. A patrician clan with bureaucrats and the Great House.
interests in shipping would naturally approach House Peleps The situation gets more complex if the patrician family
or V’neef to adopt its child if it had a contact with the house. has a history of outcaste children, making it more likely that
Those with Threshold concerns might approach the Cathak the Great House will try to integrate the two bloodlines on a
or, up until a few years ago, the Tepet. House Ragara has more permanent basis. Several noted patrician families within

139
EXALTED • THE OUTCASTE

the walls of the Imperial City are kept in kind of a permanent


concubinage to a Great House because of the frequency with THE FUTURE PROCESS
which they bear Exalted offspring. Such a protected state is
As the conflict for the Scarlet Throne heats up,
both a blessing and a curse because, while the patricians in
adoptions will take more and more time as houses
question certainly prosper from the agreement, they are also
attempt to keep one another from adding new Dragon-
targets of other Great Houses, either for potential breeding or
Blooded to their ranks. As that happens, the entire
for reprisal if a conflict between Dynastic groups breaks out.
system of adoption will break down — the outcastes
For many of patrician families, this is the end goal of arranged
will be denied the advantages that the Great Houses
adoptions and fostering — they finally lift themselves out of
can give them, such as access to secondary schools,
the relative mire of their social class and see themselves near
and trapped in a bureaucratic limbo. As these occur-
the real seats of power alongside the Dynasts. While their
rences become more frequent, it will be a sure sign to
status as concubines within the house is certainly weak at first,
the houses that the smooth functioning of the gov-
they are now nearly a part of the Dynasty, with all of the
ernment is breaking down.
attendant financial and social perks that come along with
association to a major bloodline. With continued intermar-
riage and the birth of many Dragon-Blooded scions, they will
her as an outcaste any more. Certainly, the stigma will
eventually be elevated to true membership in the Great
follow her throughout her life, with whispered allusions to
House. They will finally have become part of the true elite of
patrician birth and subtle snubs in the halls of power, but
the Blessed Isle.
it is easier to live with such troubles once a Dragon-Blood
ADOPTION has found herself within the lap of luxury.
A Dynast of outcaste origins may never be treated as well
The key question any negotiation between a patrician as a member of the house who was born of the family, but she
family and a Great House must settle on is whether or not will still be better off than anyone else in the Realm. That is
the Dynast will be adopted or fostered. The vast majority because, from the moment of adoption onward, the adoptee
of patrician outcastes are adopted into the Great Houses, is a member of the house and subject to all of the benefits that
rather than subject to fosterage. The nature of adoption come with it. Her name is changed in a ceremony overseen by
means that the house’s line is strengthened with outside an Immaculate priest and house elders, and she is expected to
blood and gains centuries of service from a new Dragon- cut off all but the most necessary ties with her birth family
Blood in exchange for granting benefits to a patrician until at least a decade after graduation from secondary school.
family in the short-term. Given the life spans of the The cost of secondary school — indeed, the whole of the
Dragon-Blooded, 20 years of dealing with a group of young Exalt’s education — is absorbed by the house that
patricians is a small price to pay for an addition to the adopts her, and any expenses that the patrician family accrued
family whose service will last more than a century. over the years are paid for by the Great House.
Regardless of the nature of the contract, the Greater As with other Dragon-Blooded, the house expects the
House of the Deliberative or the Scarlet Empress must newcomer to either go on sabbatical after secondary school
certify the adoption. In the past, the Scarlet Empress certi- or leap right into business or politics. Most of these young
fied an adoption herself, usually as a favor or a symbol of her Dynasts leap right into adult affairs, though — they are
largesse. The Regent has shown himself unwilling to get aware of their somewhat precarious position within the
involved in such matters, preferring to spend his time family and hope to gain the eye of some mentor within the
meditating on the Immaculate Texts and, thus, leaving the house as quickly as possible by distinguishing themselves
matter of adoptions to the Deliberative. If the house at- in one endeavor or another.
tempting the adoption in question is currently at loggerheads For the most part, these Dragon-Blooded of patrician
with another house, political maneuvering must take place, stock become the workhorses of the Great House as they enter
this time on the floor of the Deliberative. Because of this, in adulthood. Aware of the amount of scrutiny they are under
the past year, two adoptions took nearly six months apiece and cognizant of what life outside of the house is like, they
to certify as the Great Houses struggled for an advantage tend to work harder in the interests of the house than those
over one another. Those two adoptions were exceptions to children who carry the family’s blood within their veins.
the normal rule of swift certification, but the chances of an Gaining the house’s favor does not just keep the Dragon-
adoption becoming mired on the floor of the Deliberative Blood from being sacrificed in political maneuvers — it helps
grows greater with each passing day. in later efforts to arrange a marriage with a good part of the
family line and to guarantee a decent stipend and status in the
THE LIFE OF AN ADOPTEE family. Thus, most Dynasts of patrician birth work incredibly
Once adopted by a Great House or a minor line, a hard to overcome the stigma of their bad breeding so that they
young Exalt can be assured that no one will openly refer to can be guaranteed a better seat at the family table.

140
CHAPTER FOUR • LOST EGGS

PATRICIANS AND THE IMMACULATE ORDER


Occasionally, a patrician family is of such devout advantage of or pushed into an early demise, the local
faith that, rather than scheming to get the best deal for abbot is far more likely to take a personal interest in
itself out of its outcaste child, it offers the Dragon-Blood the situation. The family is of great faith, after all, and
to the Immaculate Order. Given the social, political and it has shown itself to be in complete harmony with the
economic incentives for arranging an adoption with a Perfected Hierarchy.
Great House, such an act surely signifies a family of such In the Immaculate Order, what class a Dragon-
faith and devotion as to place them above reproach. Blood was born into ceases to matter the moment she
While giving up an outcaste to the Immaculate dedicates herself to walking the coils. An outcaste from
Order does not bear obvious dividends, patricians who a patrician family handed over to the Immaculate
do so can expect the backing of the Immaculate Order Order by her parents can expect the same treatment as
in disputes in which the family might otherwise be any other outcaste who is sent to the Order — training
powerless. This does not mean that the family may at the Cloister of Wisdom, then a test at the Palace
wield the Order as a blunt weapon — but if a case Sublime by the Paragon of Sextes Jylis, who will decide
comes up where the family is clearly being taken the fate of the outcaste.

FOSTERING among the whole Host, it guarantees him a life as a prince


among powerful mortals.
Fostering takes place only in unusual circumstances, In the case of fostering, the patrician family involved
and it is usually reserved for the children of those patricians seeks out a line of Dynasts, just as in an adoption. However,
who wield the greatest power in the Thousand Scales. in this circumstance, the tables are turned — or at least the
These spiders squatting in the webs of the bureaucracy see playing field is leveled — due to the patrician family’s
no reason to give up a Dragon-Blooded child for short- power, and the patricians make an offer to the Great
term gain, especially when the Dragon-Blood in question House. The same careful negotiation process between the
can serve the family’s interest and long-term goals long patricians and the Great House then occurs, over the same
beyond the lifespan of any mere mortal. Rather than damn economic, political and social components, with the ca-
its offspring to life as just one more Dragon-Blooded veat that the Dragon-Blood of patrician birth is expected

141
EXALTED • THE OUTCASTE

to eventually return to his family after a decade or more of arranged, such children would fall outside of the pur-
service to the Great House. In exchange for a long-term view of the Master of Orphans.
business alliance or favored status in dealings within the The Arbiters of Purpose were to hold newly Exalted
patricians’ particular area of business or bureaucratic ex- Dragon-Blooded of low-birth for a short time, helping
pertise, the Dynasts agree to sponsor the Dragon-Blooded them master the rudiments of their power and remedy-
patrician to a good secondary school — typically the ing basic educational deficits, if necessary. These
House of Bells or the Spiral Academy. Then, the Great outcastes were to be prepared for the day when they
House acts as “godparents” in the patrician Dragon-Blood’s decided their own fate, since according to the “tradi-
early career, typically within the legions or the Thousand tion” that the Master of Orphans and Empress agreed
Scales. With the aid of both his powerful patrician clan upon, each one of the outcastes would choose to either
and the Great House, the Dragon-Blooded will now find “take the coin or take the razor.” The fate that awaited
doors open to him that might have otherwise been closed those who took the stylized jade coin from the Arbiters
due to his social standing as a patrician. Ideally, the was a life in the legions, after grueling training at a
Dragon-Blood will then mastermind the rise of the family’s fortress called Pasiap’s Stair. The choice of the jade
fortunes over several mortal lifetimes, overseeing plans razor denotes allowing oneself to be tonsured, leading to
and investments that may take decades to come to fruition.
Some ancient, wealthy and politically powerful patri-
cian families have enough foresight and ambition that they BEFORE THE ARBITERS
attempt to build their own minor line. These patricians bring
Previous to the RY 216 creation of the Arbiters
in outcastes from the Threshold, especially the Northern
Dragon-Blooded nobility, to marry their outcaste children. and the revisions of the adoption laws into their
Their hope is that, eventually, Dragon-Blooded children will present form, the Empress and the Realm relied on
become so common within the family that a Great House or the old Shogunate practice of ritual adoption into a
a Dynastic minor line will make an offer to intermarry the two family by the household head to deal with outcastes.
lines together. While it is rare that any patrician family’s While this practice had sufficed for the first two
fortunes stay steady over a long enough period of time that this centuries of the Scarlet Realm’s existence, by the
dream can become a reality, it happens often enough that the second centennial of the Empress’ reign, she began to
greatest of patricians pursue it as an end. limit the Great Houses’ ability to continually expand
The practice of fostering has fallen on hard times in their numbers through the adoption of outcastes from
the past five years. The gutting of the Thousand Scales by the lower social classes. The revised adoption laws
the Great Houses has left very few patrician bureaucrats in therefore limited the new blood brought into the
the position where they can dictate terms to Dynasts, and Great Houses to outcastes of the patrician class and
their numbers were precious few to begin with. As such, guaranteed that the wealth of the houses would not be
adoption is the most common method of arranging for the continuously drained by stipends set aside for new
fate of patrician lost eggs, and fostering a nearly singular adoptees. Her changes were, in effect, the first revi-
occurrence under the Regency. sions of the adoption laws that had seen use through
both the Old Realm and the Shogunate.
LOST EGGS AMONG THE DROSS By shutting off the means of adopting lower-
In RY 216, shortly after her speech decreeing that class outcastes to the Great Houses, more
all lost eggs be integrated into the Perfected Hierarchy Dragon-Blooded were funneled into the legions and
and trained to be worthy members of the Dragon- the Immaculate Order. These two organizations
Blooded Host, the Scarlet Empress created a new were effectively meritocracies that allowed the best
administrative position within the Thousand Scales. soldiers and priests to rise to the top in the service of
Called the Humble and Munificent Master of Orphans, the Empress herself, rather than the houses. In doing
this individual was to control a bureau known as the so, the Empress also created an effective check to the
Splendid and Just Arbiters of Purpose. She further ambition of the Great Houses, in the form of a
explicated that the Master of Orphans would hence- segment of the military officer-caste beholden only
forth gather up all outcaste Exaltations that occurred on
to her own largesse. It came as no surprise to anyone
the Blessed Isle and that these individuals would be
watching the ebb and flow of power on the Blessed
declared wards of the Realm until they were able to
Isle that with the disappearance of the Scarlet Em-
enter Dragon-Blooded society. As wards, they would be
educated in preparation for their roles as members of the press, one of the Great Houses’ first acts was to
Dragon-Blooded Host. Special exemptions would be disband the imperial legions and then funnel outcaste
made for those of the patrician class who Exalted, but officers to house legions, where they could be com-
only if a Great House would agree to adopt or foster the manded by Dynasts whose loyalties were to their
child and raise it as a Dynast — if an adoption could be own blood, rather than the Realm as a whole.

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CHAPTER FOUR • LOST EGGS

the Cloister of Wisdom and training as a member of the


Order of Immaculate Dragons.
It was the plan of the Empress and the Master of
THE HUMBLE AND MUNIFICENT
Orphans that the taint of outcaste Exaltation would be MASTER OF ORPHANS
washed away by passage through Pasiap’s Stair or the
The current Master of Orphans is Agama Orir,
Cloister of Wisdom. The Dragon-Blood in question would
born to a peasant family nearly a century and a half
assume his rightful place as a Prince of the Earth or a
ago in Arjuf. Like his predecessor before him, he was
follower of an Immaculate Dragon. The rigorous discipline
and indoctrination at both institutions meant that what- an outcaste who took the coin and studied at the Stair
ever base origins the Dragon-Blooded had sprung from and, as such, is familiar with all of the various subtle
were now irrelevant. All ties to a childhood of ignorance heresies and traditions there. He keeps a small Manse
and subservience were forcibly cut, and what was left located at the base of Gray Mask Mountain, on which
behind in their place were the skills needed for someone to the Stair is situated, and occasionally teaches classes
live successfully in the strictly regimented society of the on elite military units of the Threshold.
Scarlet Empire. The result would be a Terrestrial Exalt fit Orir has two children from a mortal wife, but
for life as a member of the Dragon-Blooded Host. his true love is Tepet Kyvul, an officer he served
After a century of service, an officer in the legions under in three campaigns. Due to his relationship
who graduated from Pasiap’s Stair might retire and settle with Kyvul, he is distressed by the Tepet’s recent
upon a large farm, with plenty of land and slaves to help misfortunes and has gone out of his way to guarantee
with the labor — in fact, for many of the officer corps, that certain promising students are gently persuaded
marriage into a good patrician or down-at-the-heels Dy- to join the Tepet’s house military. His informal ties
nastic line would be possible. An Immaculate priest could with the Tepet have been noted by the other Great
one day hope to achieve nothing short of absolute mastery Houses, who have begun to work on ways to force
over a powerful martial art and perhaps receive an abbot’s Orir out of his position and put a more impartial
chair in a temple. Thus, the legions and the Immaculate agent in his place — or to dismantle the office of
Order both served as outlets for outcaste ambition and as Master of Orphans altogether.
meritocracies where those with potential would not go to
waste despite the problem of their birth among the lower
classes. The key to getting these outcastes into the priest- during the first confused days of her Dragon-Blooded
hood and the legions were the Arbiters of Purpose. existence. If the outcaste has fled her home for whatever
THE ARBITERS reason, the Arbiters track her throughout the countryside.
Each team of Arbiters has at least one Dragon-Blood
The Splendid and Just Arbiters of Purpose are a part among them, in case the outcaste is unable to control her
of the Thousand Scales and answer to the Master of powers or reacts angrily to pursuit — the mere presence of
Orphans, who, in turn, reports to the Empress — or, more a member of the Dragon-Blooded Host is normally enough
recently, the Regent. Invariably, the Master of Orphans is to cow slaves or those of the peasantry, since they’ve been
a Dragon-Blood, usually a retired officer of high rank noted conditioned to react subserviently to a Prince of the Earth.
for distinguished service within the legions and, inevita- The presence of the Arbiters serve two purposes: In the
bly, of outcaste Exaltation himself. The Master’s office is first place, it allows the Realm to gather up these lost eggs
not just intended to oversee the disposition of lower-class and bring them to a central point — the Arbiter’s headquar-
Dragon-Blooded, but to serve as a symbol of how high an ters in Juche, known as the Obsidian Mirror. The Arbiters
outcaste may rise in the Realm. The Arbiters’ duties then make sure that the outcastes are funneled into either
involve tracking down and seeing to the futures of those the legions or the Immaculate Order. The second, subtler
outcastes throughout the Realm who Exalt amongst the use is to cement within the minds of the citizenry that the
lower classes, as well as the recruitment and military Realm is capable of containing these young Dragon-Blooded
training that goes on at Pasiap’s Stair. and making them a stable part of society.
Outcastes of the lower classes fall into the Arbiters’
hands shortly after Exaltation. Whether they Exalt in a THE OBSIDIAN MIRROR
small farming village or a large city, the local governor While the Arbiters have a bureaucratic office in the
alerts the prefect, who sends word to the Arbiters through Imperial City, their real work happens at the massive
the imperial heliographs or via sorcery. The Exaltation of compound known as the Obsidian Mirror, and the Mas-
an outcaste is important enough information that the ter of Orphans splits his time between the two locations.
Realm’s heliograph system or sorcery are considered valid At the Obsidian Mirror, the Arbiters train young outcastes
methods with which to transmit the news. Within a week, in the use of their powers and teach them basic reading
Arbiters arrive from their headquarters in Juche to take skills, if necessary. Previous ideas of caste and social
custody of the outcaste and make her a ward of the state, standing are carved away at the Obsidian Mirror — the
as well as attempt to undo any damage she might have done

143
EXALTED • THE OUTCASTE

son of a wealthy merchant from the Imperial City is


forced to tolerate the daughter of a disenfranchised thief
THE COIN
seated next to him. Whatever they were before, they are Those who take the coin are gathered up by the Arbiters
both now Dragon-Blooded. and transported to Pasiap’s Stair, the fortress-academy where
The most important reason for the schooling at the they will be educated in the ways of warfare. The outcastes
Obsidian Mirror is to prepare the outcaste for the moment make the long trip to the fortress via carts and stay at the
when she makes the decision to pursue a life in the legions various roadside rest stops and teahouses along the way. An
or in the Order of Immaculate Dragons. Any time not easy sense of camaraderie springs up, setting into place the first
spent training in the basic use of Essence or math and pieces of the foundation that life at the Stair will build upon.
reading is spent in discussion with the outcaste’s Arbiter After weeks of travel, the carts carrying the outcastes finally
mentor concerning what path she is most interested in arrive at the base of a massive mountain, and the outcastes
pursuing. The decision, at heart, comes down to this — catch their first glimpse of the Stair.
does the outcaste possess the faith and the drive to pursue PASIAP’S STAIR
a path of power and contemplation among the Immaculates,
or is she more suited to a life as a warrior, steeped in combat Pasiap’s Stair is located in a range of mountains
for the glory of the Realm? halfway between Portee and Noble. Atop a rough, wilder-
The Arbiters keep the outcastes at the Obsidian ness covered peak called Gray Mask Mountain squats a
Mirror and train them until the following year’s celebra- massive stone encampment and a small, incredibly well-
tion of Empire Day, marking the coronation of the defended fortress-Manse. The sides of the mountain are
bureau’s patroness, the Scarlet Empress. On that day, a steep and treacherous, and the only way to get to the
massive banquet is held in true Dynastic fashion, called outpost at the top is via a single, winding staircase, covered
the Feast of the Elect. Massive platters of steaming meat in stone carvings and ancient First Age script. According
and huge tureens of rich soup are placed before the young to legend, Pasiap, He Who Illuminates Both Worlds with
Dragon-Blooded, and an army of chefs prepare side dishes Majesty and Power, is responsible for the construction of
and desserts the likes of which are rarely seen outside of the staircase and the fortress-Manse. These tales state that
the fetes of the Great Houses. Musicians play tunes from Pasiap used mighty sorceries and Essence-fueled Charms
all over Creation, storytellers intone the legends of the to scour away the mountain’s peak, and then built the
Realm, and dancers caper and sway across the floor and Manse and staircase in preparation for the day when the
even onto tables. For children usually no older than 12, Realm itself would come under attack.
most of whom have grown up in relative poverty, the The stronghold and outbuildings of the Stair are made
Feast of the Elect is nothing less than the greatest mo- of solid, moss-covered granite. There are mazes of ware-
ment of their lives, a time when they first feel the true houses and vaults within the mountain, used to store
privilege that awaits those who have been blessed by the foodstuffs and equipment, and a well-equipped armory
Five Elemental Dragons. exists inside one of the largest caverns. The Stair can handle
After the celebratory feast, each outcaste at the Ob- a population of up to 1,000 people at any one time. Despite
sidian Mirror is brought before the Master of Orphans. The that, there are rarely more than 300 individuals present at
Master is always seated on a magnificent golden chair, any moment — typically, the population of the Stair in-
surrounded by five candles representing each of the Im- cludes somewhere in the neighborhood of 150 students, two
maculate Dragons. In front of him are two stands, each of dozen instructors and 125 mortal support staff performing
which bear a silver platter. On the left platter is a jade the menial tasks that any such large facility needs com-
razor, filigreed with bronze and platinum, representing the pleted. The storerooms beneath the Stair can provide food
razor used to tonsure an Immaculate when she becomes a and water enough to outlast a siege of up to a year in duration
postulant. On the right platter rests a jade-enameled coin (or more, if Pasiap’s Stair has only its current number of
bearing the Empress’ profile on the obverse with a strix residents.) It is kept provisioned year round — the Stair is
upon the reverse — the former represents she to whom the a part of the Realm’s network of defensive fortifications in
outcaste’s loyalty will be devoted, while the latter symbol- addition to being a military academy for outcastes. In the
izes the end awaiting all who take the coin. case of an invasion, the Stair would be used as a secondary
Each outcaste at the Obsidian Mirror is brought command center to coordinate defense of the southern
before the Master of Orphans alone and asked to choose coast of the Blessed Isle between Noble and Arjuf.
between the tonsure and the coin. If the young Dragon- At the base of Gray Mask Mountain is a small village
Blood takes the razor, then she will be told to pack what called On-Sha, whose residents are mostly menial laborers used
few possessions she has and will leave for the Cloister of to transport supplies or litters up the staircase. The nearest city
Wisdom the next day to pursue a life as an Immaculate is 20 miles away, but farming hamlets utilizing the nearby
priest. If she chooses the jade-enameled coin, she signals mountain terraces as cropland are ubiquitous, and the hamlets
her commitment to a military life and will be sent to are all under the control of retired military officers who
Pasiap’s Stair. graduated from the Stair and chose to retire in the area. No
buildings except for the Stair exist on Gray Mask Mountain or

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CHAPTER FOUR • LOST EGGS

the mountains directly touching it, except for a few primitive The instructors at the Stair are admirably suited to
wooden huts used as hunting lodges or shelters by the instruc- this task — all of them are Dragon-Blooded retirees from
tors at the Stair. The Empress guaranteed that the lands leased the legions, and all of them graduated from the Stair
near the academy would only go to officers of outcaste birth, themselves more than a century ago. Service at Pasiap’s
thus effectively making that area a sealed military territory for Stair is considered a proper way for those who have retired
use by the Stair. During field exercises, retired Dragon- or who are on extended sabbatical to earn a stipend from
Blooded in the region take great pleasure in helping the the Realm. Officially, all instructors are paid from a fund
instructors of the Stair, playing out the roles of recalcitrant established by the Splendid and Just Arbiters of Purpose.
farmers or guerillas. If an outcaste attempts to escape the Stair, Their quarters on the Stair are spartan, but they’re com-
the retirees also guarantee that there is no safe haven for many fortable enough after a mortal lifetime spent as a legionnaire.
miles around the fortress. There are also a few farms in the nearby hills that elderly
instructors are permitted to move into during their final
LIFE AT THE STAIR years, with the permission of the Master of Orphans.
From the moment an outcaste arrives at the Stair, he When students arrive at Pasiap’s Stair, the instructors
is driven through a painful regimen of exercise and humili- take them well into hand. Each student is given a copy of The
ation for 10 years. The goals of the instructors are simple Thousand Correct Actions of the Upright Soldier, a suit of heavy
— destroy the young man that existed before, and rebuild armor, a spear and a short sword. The equipment is to be
him as a soldier fit to serve the Realm. maintained in top condition, and checks are common —

THE SECRETS OF PASIAP’S STAIR


Few of the Dragon-Blooded students present at any time are aware of the true nature of Pasiap’s Stair. Most
of them believe that it has always been a fortress used in the defense of the Blessed Isle, and a few of the more devout
Dragon-Blooded at the Stair truly believe that Pasiap himself crafted it for some hidden purpose.
The Master of Orphans and the instructors at the Stair know the truth. The massive vaults within Gray Mask
Mountain were built during the First Age, and the fortress-Manse atop the peak is of exquisite construction, a
strongpoint rarely seen even among the wonders created centuries before the Usurpation. The instructors also
understand the Stair’s original purpose. It was once an ancient watchtower, one in a chain of watchtowers designed
to use ancient sorcery to coordinate responses to an invasion of the Blessed Isle during the days of the Old Realm.
When the Usurpation came and the Dragon-Blooded and their Sidereal allies rose up against the Solar Exalted,
one young Solar politician escaped from the bloody feast and fled to the mountains, eventually finding respite in
the vaulted caverns beneath the ancient communications center.
The Dragon-Blooded tracked her to the fortress, and for many months, a running battle occurred beneath the
communications center, as the Solar maiden fenced with teams of Dragon-Blooded tunnel-fighters. In the deepest
bowels of the earth, a handful of specially blessed Sidereals and Dragon-Blooded finally cornered the Solar and slew
her, burying her where she died.
If one follows the tangle of tunnels and storerooms far enough underneath the mountain — well below the base
of it — they will come to a ritually sealed and warded area, crowded with dusty and faded warnings in the language
of the Old Realm. A massive tomb has been built there, covered in prayers begging the gods to let the spirit of the
Solar sleep soundly and overlaid with expensive and lavish grave goods, including the ancient Solar’s weapons and
armor. A hundred of the greatest soldiers the Dragon-Blooded could find were sacrificed and their hungry ghosts
bound to the tunnels just outside the tomb, to guarantee that no intruder would stir the slumbering ghost of the Solar
warrior. Traps surround the tunnels as well, utilizing ambient Essence to power ancient weaponry.
As of yet, none of the students have ever made it so far beneath the mountain as to find the tomb and live
to tell the tale. Most simply become lost in the maze of ancient and forgotten storerooms and starve to death, while
the hungry ghosts and ancient traps dispatch those who are cunning or lost enough to find the burial chamber.
However, there is always a possibility that a cadre of students will be lucky — or, more properly, unlucky — enough
to find their way to the tomb of the dead Anathema.
If one of the newly reborn Solar Exalted ever braved the borders of the Blessed Isle to raid the tomb after finding
mention of it in some ancient source, they would face massive resistance. The Anathema would not only have to
deal with the traps and ghosts set around the grave, but also almost 200 Dragon-Blooded, heavily armed and well
trained, in a region almost exclusively used by the military and retired military officers.

145
EXALTED • THE OUTCASTE

failure to maintain one’s equipment means punishment for tions was spotty at best and will not suffice for those who
the entire fang. Depending on the number of students arriv- must become officers in the legions. As a result, students are
ing, each year’s class is separated into fangs of five, and if need taught military tactics, reading, math, imperial and legion
be, those fangs are placed into scales of 25. There have rarely history, and the Immaculate Philosophy. After lunch, they
been enough students in single year to make more than one study etiquette and then move to one of the Stair’s many
scale, but it has been known to occur perhaps once every training fields for sparring and weapons training. First-year
century. Each fang is named after its instructor during the first students learn the basic use of Charms and how to stand
year, and each member of the unit is told clearly that their ground in the face of strange opponents and Essence-
transgressions by one member will mean punishment for all. fueled Charms and spells. It is typical for fang of first years
For first-year students, life falls into orderly, ritualized to be forced to crawl through offal and viscera while their
torture. Each first-year finds himself stripped of his family instructors fire blasts of elemental flame above them, and
name as a manner of removing ties to his old life. The injuries occur frequently in such training maneuvers. In-
instructors make it clear that whoever the student was before structors often order strange Threshold creatures brought to
his arrival at the Stair means nothing. Nicknames are com- the Stair in cages and pit them against the students, with
mon and often humiliating. However, by the end of the first surgeons standing by for the inevitable casualties.
year, students tend to wear them with pride. A nickname in The instructors at the Stair are trained to push each
later life identifies one as a graduate of the Stair, and only young student to the brink, to break down his attachments to
other graduates of the Stair are allowed to use a graduate’s his old life, his old self-concept and his own assessment of his
nickname without permission — outsiders using a Stair capabilities. The students are stripped bare of their upbring-
nickname can find themselves on the receiving end of a duel. ings as peasants, slaves and the disenfranchised, in the hopes
Each day begins with a run in full kit, regardless of the that what is left will be a core of solid jade. In addition, each
weather. Runs begin around the perimeter of the plateau, student is indoctrinated into an intense loyalty to the Empress
and as the months pass, these turn into jogs up the massive and to the Realm itself, which is held in higher esteem than
staircase that winds along the mountain. If a student col- ties to any house or political entity. It is this loyalty to the
lapses, it is up to his fangmates to carry him and lose no time Empress and the Realm that provides the backbone and
— leaving a man behind is as unacceptable as tardiness. structure over which all of the other lessons of Pasiap’s Stair
Breakfast follows, and then, several hours of study. The are laid. For the students of Pasiap’s Stair, the legions are their
education provided to these outcastes before their Exalta- father, and the Empress is their mother.

146
CHAPTER FOUR • LOST EGGS

Instructors choose one student to be fang leader each broken up by the occasional furlough. By the 10th year of
year, and it is up to this student to administer whatever their studies, the students would be considered the cream
discipline the instructors see fit. From the second year to of Creation’s elite troops even without the blessings their
the tenth, the fang bears the name of the fang leader, rather Exaltation brings, and before the disappearance of the
than the fang’s instructor — every first-year fang has its Empress, foreign troops of favored governments were al-
own retired officer to teach it, but in later years, one or two lowed to observe the fangs of the Stair in action during the
instructors may oversee all of the fangs for that year. mock battles preceding the Feast of Spears.
If a student transgresses against an instructor’s author-
ity, the fang leader doles out the lashes. If a student fails to THE FEAST OF SPEARS
grasp the lessons in The Thousand Correct Actions, the fang The climax of each school year is the Feast of Spears,
leader is required to stay up late and study with her. Each which follows a massive mock battle involving every Dragon-
year, the instructor selects a new fang leader. This guaran- Blood at the school, which is coordinated by the instructors.
tees that particularly ruthless or sadistic fang leaders check These “graduation exercises” are structured so that, during
their own darker impulses with the sure knowledge that the battle, each class takes a place in the hierarchy commen-
comeuppance awaits them when it’s someone else’s turn to surate with their experience. Tenth-years take the place of
command the unit. generals and strategists, with first-years leading fangs made
The bond between students in a year’s class is strong. up of imported slaves and foot-troops on loan from a legion
They share the same barracks, although males and females stationed on the Blessed Isle.
are separated by gender. It is common for the bonds of The themes of these battles vary from massed troop
friendship shared between members of a fang to blossom combat to siege warfare in which the fate of the Stair itself
into a full sworn brotherhood if the cadre of students stays is at stake. Rarely are the sides evenly matched — promising
together into their later careers in the legion. It is custom- students are often put in charge of forces that are numeri-
ary that each fang leader to find an upper-classmen to serve cally inferior in order to test their mettle. The retired officers
as an advisor, and it is through this route that the legends in the area often allow the school to use their farms or
and esprit de corps of the Stair are passed on from year to volunteer to help play the part of foreign generals or adju-
year. It is also the way that the various small heresies that tants. While the students take these battles very seriously
pop up from time to time get passed to the next year’s class. indeed, there are few casualties, except among the slaves.
Similar mentoring also occurs if a student shows an The battles waged before the Feast of Spears are as grand as
aptitude for sorcery — he is paired with an upper-classmen, those fought at the House of Bells. The instructors at the
and the two study together after hours with a skilled Stair privately argue that theirs are more impressive, simply
instructor. Instructors in sorcery are the one exception to because the glorious Exalted warriors fighting on the field
the rule that teachers at the school are drawn from retired were mere peasants or worse a scant few years earlier.
graduates of the Stair. Sorcery tutors are either “loaned” to The climax of the week is the Feast of Spears itself,
the Stair from the Heptagram or are capable war-sorcerers marking the release of the 10th-year students from the
on sabbatical from a legion. Stair. A great revel is held in one of the ballrooms of the
By the second year, students are used to the abuse, and Manse, and all students are invited. Instructors frequently
so, each year, it lessens in intensity. Marches and mock bestow small gifts to favored students, and the graduates
battles still occur daily, but advanced classes become avail- take the opportunity to try to arrange placement in one
able — classes on engineering and siegecraft, command and legion or another by pressing an instructor for a letter of
advanced tactics. Students are allowed a furlough each formal introduction or for a name to look up in the
month to the nearby city, although they are expected to Imperial City. For the first time, students are permitted to
comport themselves as members of the Dragon-Blooded address instructors by their first names. The students are no
Host. The instructors pay well for information on fangs that longer outcastes. They are now Dragon-Blooded soldiers,
run rampant over the town, and punishments are harsh. ready for a life in the legions, their old names forgotten.
Second-year students are to be well versed in both The next day, the graduates muster out to travel to the
Five-Dragon Style martial arts and the use of their Charms. Imperial City. They are expected to arrive in time for the
Once a month, students take marches up Gray Mask Celebration of Twelve Voices, a minor festival at which
Mountain without the use of the staircase, although most time they will be addressed by the Scarlet Empress and
of them would call these “climbs.” Second-years and other sponsored into a legion — a fulfillment of the promise
upperclassmen are also expected to hunt local game in made with their selection of the coin 10 years earlier. With
order to provide fresh meat for the Stair’s larders and are the disappearance of the Empress, the Regent is supposed
free one day each week to study privately, although many to handle the sponsorship, but recent events have made
take the opportunity to explore around the Stair, wander- that problematic at best — the Arbiters now handle the
ing along the mountainside or exploring the warehouses arrangements for a graduate’s future from their Imperial
and vaults within the mountain itself. City offices. They place the graduates where the Great
The third and later years follow the same structure — Houses want them and guarantee that a student earmarked
constant study, never-ending drilling and mock combat, for a specific legion or duty gets it.

147
EXALTED • THE OUTCASTE

control. Until the Thousand Scales and the Dynastic


WALKING OFF OF THE MOUNTAIN houses maneuvered the legions into their current predica-
There are those who do not live long enough to ment, the military forces of the Realm had been apolitical
graduate from Pasiap’s Stair. A small number of students, insofar as they answered only to their executive officer, the
usually one from each of the 10 classes, die each year in Scarlet Empress. Loyalty to the Empress and to the Realm
hunting accidents, training mishaps, accidents or by being itself was held in higher esteem than ties to any house or
beaten to death by their classmates or instructors. Occa- political entity, and that loyalty united Dynast and non-
sionally, one of them wanders off within the bowels of the Dynastic officer alike. Officers could be assured that they
mountain during his free time and never returns. In the would keep their jobs for decades — until the sundering of
case of deaths through brutality, most commonly, a slacker the legions, when there were suddenly purges and those
in a fang is brutalized by his fellows after one too many deemed disloyal were mustered out or assassinated.
punishments are meted out to the entire group and dies Graduates of Pasiap’s Stair, who swore upon a coin
from the beating. Most fang leaders know enough to with the image of the Empress on it, are in a awkward
dispose of the body by throwing it off the plateau, claiming position. In the first place, they are aware that the focus of
that the student died while “sleepwalking.” It is from this their loyalty for the past 500 years is missing. They see the
practice that the term “walking off of the mountain” has fate that awaits those officers of lower-class birth who
come to signify death, accidental or otherwise. Roughly a
dozen outcastes walk off of the mountain each year.
Another reason why some students do not graduate is
that they simply cannot make the grade. Some students, WORST-CASE SCENARIO
through some fluke of birth, are just stupid and incapable It is possible, given the current political climate
of learning the necessary lessons or of keeping up with the and the dissatisfaction with the current regime, that
other troops. Punishment is worthless to “these types” upper-level, non-Dynast career officers may choose
because they simply cannot keep up no matter how hard to follow Tepet Ejava into a coup or to begin one on
they try. Others find that they do not desire a place in the their own. It was fear of that very scenario that drove
legions and become dead weight for their fangmates. In the Great Houses and the Thousand Scales to cas-
either case, the choice of the coin is a permanent one, and trate the legions in the first place — and they have
a student is expected to find some way to keep up or to find pushed some officers closer to that end by doing so. In
some method of inspiring himself to perform well. If he fact, something similar has already happened on a
cannot, the instructors themselves arrive in the barracks
small scale, with several legions disappearing into the
one night, after lights-out but in full view of the other
Threshold on private military expeditions (or worse)
students, and walk the troublemaker off the mountain.
to avoid being disbanded.
Life at the Stairs is anything but forgiving.
If a coup occurs, graduates of the Stair will be in
LIFE AFTER THE STAIR a tough predicament. The officers leading such a
A graduate of the Stair can expect to enter a legion coup will probably not be Dynasts, but officers
with the rank of scalelord, although, if a legion is short on unattached to a Great House, just like themselves.
Dragon-Blooded and the graduate bears high marks from Many of them will have passed through the Stair
an influential instructor, he may be allowed to begin his and know of the young officers through gossip, and
service with the rank of talonlord. As members of the many will be able to justify such a coup as an act of
legions, lost eggs are in a position to take a wife, to attend loyalty to the Empress or the Realm. However,
parties in major cities, to gather contacts among Dynasts young officers of low birth will be in a position to
who are officers in the same legion and to make a name for further their own political ambitions if they help to
themselves and rise through the ranks. The Scarlet Em- suppress the coup, perhaps even arranging their
press viewed the legions as a meritocracy, and she frequently own rise through the ranks by helping to cull the
promoted those of lower-class birth to high rank. There disloyal elements. The main obstacle to any such
has always been a conflict between Dynastic and outcaste rebellion on the part of the Dragon-Bloods of lower-
officers and an intense — but usually non-violent — class birth will be that they lack leadership — none
rivalry between graduates of the House of Bells and those of them are currently in a position to ignite such a
who studied at Pasiap’s Stair. Those who attended the revolution, and even if one was, the Dynasts would
House of Bells receive a better education, certainly, but never follow someone whose origins are outcaste.
those from the Stair are united in the belief that they have All that is certain is that, if a coup occurs, the
survived a crucible that has forged them into men.
graduates of Pasiap’s Stair have a chance to reshape
THE CURRENT TROUBLES the future of the Realm, if they don’t damn them-
With the disappearance of the Empress, all of the selves to more centuries propping up the Scarlet
legions were disbanded or placed under the Great Houses’ Throne and whoever was powerful enough to seize it.

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CHAPTER FOUR • LOST EGGS

don’t swear loyalty to a Great House, and they wonder Two aspects to this initial training are central to the
what their new leaders will command of them. Immaculate Philosophy and the postulant’s future. The
first is contemplation. Postulants of outcaste birth are
THE RAZOR expected to master the art of quiet meditation, pushing the
The monks at the Cloister of Wisdom are of the mind memories of their early childhood behind them by dwell-
that, compared to the students at Pasiap’s Stair, those who ing on the perfection of the Immaculate Dragons and the
choose the tonsure have a far greater challenge ahead of divine Essence of the Realm. This Essence reveals itself in
them. The instructors at the Stair merely seek to build a many ways, be it in the flights of birds, the harmonious
soldier, while those at the Cloister of Wisdom attempt to placement of natural geographical features or the move-
create a spiritually elevated being capable of wielding pow- ments of the Dragon-Blooded body as it channels its own
erful, Essence-fueled martial arts. In addition to educating Essence flows. The latter form of contemplative exercise
their charges and preparing them for a life in the Immaculate means that martial-arts and weapons training thus become
Order, the monks at the Cloister of Wisdom hope to guide a form of meditation for the young postulant — the
their charges to enlightenment — a difficult task indeed. outcaste is expected to recognize in her own smooth
motions and swift, powerful blows a microcosm of the
THE CLOISTER OF WISDOM Essence flows of the Blessed Isle and the whole of Creation.
When the young outcastes arrive at the Cloister of The second aspect of the training is the assumption
Wisdom from the Obsidian Mirror, their heads are shaved, of knowledge. To the Immaculate priest, the fundamen-
and they take the gray robes of the postulant to wear. From tal tools for discovering knowledge in the greater world
the first, a postulant is paired with a mentor who serves as all lie within the lessons of the Immaculate Texts — the
both confidante and sensei. The mentor is responsible for texts provide the basic logic for deciphering the world
the young Exalt’s education on spiritual matters. If the around the Immaculate. Daily study of the Texts occurs
training at the Obsidian Mirror was insufficient, more under the guidance of the Dragon-Blooded mentor, and
practical issues are addressed as well. Then, as at the Stair, the postulant is questioned to see if she can grasp the
the postulant is stripped of her birth name. Days spent multiple levels on which the Immaculate Dragons make
training and studying are grueling, but failure is not an their knowledge known. Particularly astute students may
option — punishment is just as brutal at the Cloister of grasp as many as three levels of meaning within each
Wisdom as it is at the Stair. chapter or verse, although prodigies have been known to

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EXALTED • THE OUTCASTE

point out five or more. Sometimes, a Dragon-Blood’s


Charms open up awareness of the different layers of mean- SUBTLE COMPREHENSION TECHNIQUE
ing within the Texts, and the Bronze Faction frequently
makes note of students who master this technique. These Cost: 3 motes
youths are quietly guided into studying augury, since the Duration: Instant
secret elders of the Immaculate Order consider the expan- Type: Simple
sion of one’s perceptions of the world the first step on the Minimum Linguistics: 3
path to real power and wisdom. Many younger Sidereals Minimum Lore: 3
assume that the deeper layers of meaning within the Minimum Essence: 2
Immaculate Texts may have been put there as a form of Prerequisite Charms: Language-Learning
long-term recruitment program for gifted seers and augurs Ritual, Elemental Concentration Trance
among the followers of the Immaculate Order. This Charm allows the Dragon-Blood to parse
The goal of this training is to prepare the young the hidden layers of metaphor and symbolism after
Terrestrial for a meeting with the Paragon of Sextes Jylis. reading a text. Under normal circumstances, where
It is the Paragon who decides if the young outcaste is the layers are apparent to those of a creative enough
material suitable to be shaped by the Immaculate Order, mind with sufficient study, the deeper meanings stand
based upon her own enlightened opinion and the advice of revealed instantly. The Dragon-Blood using this Charm
the mentor that worked with the postulant. In addition, is automatically aware or what each symbol or meta-
the postulant is subject to a battery of tests measuring phor represents according to the author’s intent and
physical fitness, mental acuity and moral fiber. She is subconscious meanderings, even if the relevance or
questioned on the Immaculate Texts and the Gentle Rule obviousness of such a symbol would not be apparent to
of Daana’d as to their meaning, as well as quizzed about her someone living in the present day, as is often the case
own perception of the world, her opinions on her past and when reading ancient texts.
her ability to withdraw into a contemplative state. If However, if the writer tried to bury the symbols
accepted, the young monk, now an acolyte, embarks upon purposely, either through a conscious effort at ci-
a journey through the First Coil, usually under the same phering them (requiring an Intelligence + Lore
mentor. All outcastes are trained exclusively at the Clois- roll) or with a Charm, then the Dragon-Blood’s
ter of Wisdom under the tutelage of other Dragon-Blooded. player must make an opposed roll against the suc-
By the time the Immaculate reaches the Second Coil, cesses from the Charm or on the Intelligence + Lore
she is ready to leave the bosom of the Order and her roll. The Dragon-Blood using this Charm in such an
mentor’s oversight and pursue some other career within attempt gains a number of automatic successes
the priesthood, just as any other monk. Those outcastes equal to his Essence. This Charm does not aid in
who find themselves walking the Second Coil end up breaking ciphers or codes, only in delving into the
wherever the Order believes they will do the most good, be hidden meanings within a text, be that text an
it in bureaucratic positions, in the role of itinerants or as ancient poem or the results of an augury.
members of the Wyld Hunt.

LEAVING THE ORDER near their urban temples tend to quietly take possession
Once a postulant enters the gates of the Palace Sub- of the young Dragon-Blooded themselves. No one tells
lime, there is no way to leave. During the probationary these postulants about Pasiap’s Stair, nor informs them
period before the postulant meets the Paragon of Sextes that they might have a choice in their own destiny. They
Jylis, the mentor is empowered to take the life of his charge are sent directly to the Cloister of Wisdom for their
if he sees the task of training her as hopeless or if he deems education after preliminary training by whoever discov-
the student unable to rid herself of ties to her old life. This ers them. The Paragon of Sextes Jylis justifies this privately
is an extreme act, rarely undertaken, and in most cases, the by assuring her superiors that, with the compromise of
mentor would prefer to spare the postulant’s life. However, the Thousand Scales, there will be no protest from the
it is a hard world, and the Immaculate Texts are clear — weakened Arbiters.
a Dragon-Blood who cannot or will not live up to her
responsibilities and duties is little better than an Anath- THE FOREIGN BORN
ema and must be dealt with severely. Finally, some foreign-born outcastes make it into the
care of the Realm at an early age. A concentrated effort
THE CURRENT SITUATION is made to draw these foreign outcastes into the bosom of
The troubles of outcastes sent to the Immaculate the Realm, and the Immaculate Order, which has spread
Order are not as severe as those facing graduates of throughout so much of the Threshold, is the perfect
Pasiap’s Stair. The most drastic change that the Empress’ vehicle for it. In areas where the Immaculate Philosophy
disappearance has brought about is that Immaculates holds sway, the outcaste can be assured of sanctuary
who stumble across outcastes in their itinerant travels or during the first confusing days after her Exaltation. If a

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CHAPTER FOUR • LOST EGGS

Dragon-Blooded monk is present, he will attempt to aid


the young Terrestrial in grasping the basics of harnessing
EXALTATION IN THE THRESHOLD
her own Essence into the use of Charms and will offer to Magnificent futures await outcastes, but only if they
educate the youth if that is her desire. survive their Exaltation and the perils of the Threshold.
Such help comes with a price, however, for there will Those who take the Second Breath in areas where the
be pressure to join the local Immaculate temple or, better Immaculate Faith is strong can count on a few years of
still, to travel to the Realm for further training and service relative safety, for the Dragon-Blooded are still held in
to the Scarlet Empire. Those foreign-born outcastes who high esteem in those regions. Social and spiritual prohibi-
do join the Immaculate Order go through the same train- tions in those nations are likely to protect an outcaste as he
ing at the Cloister of Wisdom as other outcastes and are fumbles through the first painful months or years after his
granted citizenship — in addition to its other benefits — Exaltation. In fact, there are some areas that practice
as a reward for making the Second Coil. If the path of an unorthodox versions of the Immaculate faith — Chiar-
outcaste born on the Blessed Isle is difficult at the Cloister, oscuro and the lands of the Delzahn, for instance — in
it is even more difficult for a foreigner, who may not possess which outcaste Dragon-Blooded are held in higher regard
even the basic education a peasant of the Realm would spiritually than the Dynasts of the Realm. To the barbar-
receive at the local temple. Certainly, she will likely suffer ians of the desert, outcastes are a kind of Noble Savage,
from a language deficit during her first few months. exemplifying the wild purity of the elemental nature of the
The foreign-born can also be brought into the Realm’s Terrestrial Exaltation, as opposed to the decadent nobles
grasp if there is a military presence from the Blessed Isle of the Blessed Isle who have smothered themselves in the
stationed nearby. If one of the Realm’s legions is posted in trappings of civilization.
the vicinity when an outcaste Exalts, the Dragon-Blooded More importantly, the chance of a newly Exalted
officers may hear of the new Terrestrial’s appearance and outcaste finding a mentor is far higher in areas where the
seek her out. For those who show interest in a life in the Immaculate Order is strongly represented because those are
legions, they typically offer her a position within the the places where older, more experienced Dragon-Blooded
hierarchy as a scout or a place working with native troops outcastes find it easier to thrive. Finding a mentor is the
in exchange for the legion’s training and arming the easiest way of navigating the hazards of a new Exaltation, for
outcaste. If, after a few years, the Terrestrial has taken to the mentor can educate the new outcaste on the fundamen-
military life, she may be offered a position within the tals of Charm use, warn him of common pitfalls and guide
legion itself. This is the only way that a foreign-born Exalt him through an adolescence that just got far more compli-
can join the Realm’s militaries — the Scarlet Empress was cated. Some mentors are selfish, hoping to cultivate in a
reticent to allow a large number of Threshold outcastes young outcaste a loyal henchman for schemes of power and
into the legions for fear that her rule would appear to be dreams of glory, but many are altruistically motivated —
propped up by foreign-born mercenaries. some Dragon-Bloods remember their first, difficult years
and hope to spare others the trauma of a life alone.
THOSE WHO FALL Finally, given the number of outcastes that wander the
edges of the Wyld and the cities of the Threshold, it is inevitable
OUT OF THE NEST that some of them band together in groups that expand past the
basic mentor-outcaste relationship. These groups are just as
There are as many outcastes in the Threshold as there
are outcastes inside the Realm, numbering a few thousand likely to be informal alliances of convenience that join together
at any one time. These lost eggs are destined for something one day and end a month or a year later as they are to be
far different from their brethren inside the Realm. They mercenary companies, cults and sorcerous orders. Some of
lack the advantages that make life in the Realm so pleasant these groups seek out the newly Exalted Dragon-Blooded,
for the Dragon-Blooded, such as a social system designed while others bide in the shadows, waiting for the most powerful
to place them at the top of a religious and social pyramid, and cunning outcastes to find them.
access to extensive collections of jade artifacts and easy
wealth through family allowances.
DANGERS IN THE THRESHOLD
But outcastes in the Threshold have something the All Dragon-Blooded taking the Second Breath away
lost eggs of the Realm lack — freedom. An outcaste born from the safety of the Realm face similar challenges. In the
outside of the Blessed Isle may never see as much wealth as first place, their youth at the moment of Exaltation means
a single jade shekel, but she will be the master of her own that their maturity and training are minimal — many outcastes
destiny. Her fortune is hers to seek out or squander, find themselves manipulated by or pressed into the service of
without the intervention of the Great Houses or the Order local officials or petty warlords, who find the thought of
of the Immaculate Dragons. Because of this, some Dragon- pliable Dragon-Blooded attractive. Up until five years ago,
Blooded outcastes amount to nothing, living their lives as the Realm’s legions, the Wyld Hunt and the Immaculate
mere mercenaries, palace guards or humble savants. Oth- Order made it a point to use such governors and generals as
ers, however, are blessed by the Five Maidens and become very public examples so as to protect the idea of the inviolable
princes, warrior-elite, adventurers — legends. status of Dragon-Blooded. But as the Realm turned inward

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EXALTED • THE OUTCASTE

with the disappearance of the Scarlet Empress, these demon- deadliness will never want for work. An outcaste per-
strations have become fewer and far between. Now, petty former, by dint of his superior physical attributes, skill with
tyrants and local governors alike are on the lookout for an instrument and Charms can hold a crowd within the
outcastes who Exalt in their territory, in the hopes that they palm of his hand and sway the hearts of commoner and
can use the Terrestrials as tools for their own ambition. noble alike. A Dragon-Blood can expect to earn Resources
Finally, there is the matter of old grudges against the ••• with little trouble, and those who work directly for
Terrestrial Exalted. The Realm has enemies who have the Guild or allow a Guild merchant-prince to represent
waited ages to gain revenge on the Dragon-Blooded, and them can easily earn Resources ••••.
they slaughter outcastes indiscriminately for slights com- Finally, the outcaste Exalted can make their fortunes
mitted centuries ago. The further an outcaste gets from the with sorcery. The weakest of Terrestrial spells outshines
Great Inland Sea, the more likely he is to run into beings the most potent mortal magic, and kings and merchant-
of power who nurse a hatred for the Dragon-Blooded. At princes alike will pay good silver and jade for countermagic,
the edges of the Threshold, Fair Folk, barbarians and the timely battlefield spell casting and anagathics. An outcaste
Lunar Exalted all hunt any who bear the touch of the Five sorcerer can summon demon foot soldiers, command the
Elemental Dragons. Worse still, the Dragon-Blooded are elements and wipe out a scale of troops, if the need
alone among the Exalted in that they visibly demonstrate beckons, which is why an outcaste with a command of the
the touch of their elemental nature even without the Terrestrial Circle is capable of drawing a heavy price from
expenditure of Essence, making them easier targets. those who demand his services. Sorcerers are the rarest of
the lost eggs, and the pursuit of such knowledge will take
OUTCASTE OCCUPATIONS the outcaste to any place where there is a hint of arcane
Outcastes in the Threshold tend to seek greatness or knowledge. Without the training that the Heptagram
perish trying — the nature of the Exalted is excellence, no offers, an outcaste will find himself performing potentially
matter how base their origins. An outcaste can pick up a deadly missions for spirits in exchange for a copy of a spell,
soldier’s spear or a scholar’s brush and expect to outper- robbing the dusty tombs of long-forgotten scholars and
form every mortal he meets with little trouble. The only Anathema and traipsing across Creation in search of lore,
common thread between outcastes who pursue such dis- from the City of the Mad one decade to the ruins of
parate careers is that, despite their best efforts, their lives Bagrash Köl’s flying fortress the next.
are never boring. Even if they desire only quiet, their long
lives mean that, at some point, the petty ambitions of OUTCASTES THROUGHOUT CREATION
others will drag these outcastes into a revolution, an The experiences of many outcastes differ depending on
uprising, a war. With the Time of Tumult arriving, even where they take their Second Breath. An outcaste in the
the humblest outcastes are certain to find themselves Scavenger Lands faces different challenges and opportunities
pulled into some escapade or another as the world de- than one born in the North or the West. To understand the
scends into chaos following the disappearance of the outcaste, one must understand where he comes from and
Scarlet Empress and the return of the Solar Exalted. where he finds himself — has he taught himself lessons
With their Charms, outcastes make formidable warriors, learned from the mean streets of Nexus, did he have a mentor,
and a single Dragon-Blooded leading a unit can transform it or was he brought into an organization made up of outcastes?
from a forlorn hope into a band of soldiers capable of breaking
a line. The nature of Dragon-Blooded Charms means that
they may aid their fellows in the heat of battle. Around a
THE NORTH
Terrestrial Exalted leader, a dozen well-trained men can fight The frigid wastes of the North are rife with danger and
as well as 100 mortal troops. A force of outcastes working chances for advancement for an enterprising outcaste.
together as a unit can break fortifications or repel forces far Those Terrestrial Exalted who ally themselves with one of
greater in size. Because of this, the most obvious work a young the Northern Dragon-Blooded colonies or some other
outcaste can seek out is as a mercenary or soldier. Those who power are granted safe haven and access to weapons and
survive the years of soldiering are redoubtable warriors. Sev- wealth. Those who wander the storm-wracked lands alone
eral kingdoms have come under the control of outcaste face death and worse, unless they are very hardy and brave.
generals and their mercenary armies when they found them- Those who take the Second Breath in the North live or
selves ready to retire after years of mercenary work in the die based on where and when they are Exalted. Among the
hinterlands and decided some kingdom would be better tribes of icewalkers, an outcaste is permitted to live within
served by their rule, rather than their employer’s. the tribe only if the Animal Master that watches over the
The fact is, whatever the skill an outcaste sets out to band of nomads allows it — if the Animal Master forbids it,
master, no matter how mundane, he may become so skilled the outcaste must flee or face what had been her family and
at it that he is sought out by the Guild and other customers. friends in mortal combat. Those tribes that follow the Bull
A trainer who can break even the most exotic steed for a of the North allow an outcaste to live amongst them only if
customer is always in high demand, while a craftsman that she was born to an icewalker tribe — those who belong to
can make swords of exquisite beauty and unparalleled the villages that dot the snowy landscape are slain when first

152
CHAPTER FOUR • LOST EGGS

encountered by the Bull’s people. As such, when a village dreams of expansion, although they have little to offer other
discovers that one among their number has taken the than feathersteel weaponry and copious amounts of silver.
Second Breath, they exile her rather than risk the wrath of The finds from their excavations in the North make it into
the Bull or one of the nomadic bands that follow him. the hands of only the most trusted Terrestrial Exalted,
Toward the Inland Sea, outcastes fare better by far, and consisting mainly of those who have sworn to bind their fate
the Northern colonies are always looking for outcastes to that of the League. Still, the Haslanti know full well that
suitable for breeding purposes or who can fill posts in the the best air-boat captains come from the ranks of the Exalted
government. Outcastes are required to follow the Immacu- and, occasionally, a Dragon-Blood is given command of
late faith to gain any such post and to toe the political line such a vessel after earning the Haslanti’s trust.
of the colony in question, but few find that to be any trouble Only in Gethamane are the outcastes unwanted, for
once they taste the relative luxury that Dragon-Blooded while all outcastes are permitted to visit, none are encour-
experience within those Terrestrial-controlled lands. If an aged to stay for longer than a month, by command of the
outcaste from an icewalker tribe or one of the primitive priests who oversee the temples in the city. Something in
villages strewn across the interior shows up in the territory the vaults beneath Gethamane does not like the Dragon-
of a colony, she is offered opportunities for study and martial Blooded. Few outcaste treasure hunters who enter the
training. A Dragon-Blooded child from the Far North may underways return, and those who do are rarely in the same
lack the basic knowledge Northern colonies need, but she condition coming out as when they went in. While a
can usually be taught, and she makes up for it in the potential Dragon-Blooded might attempt to stay in the city without
she offers with her might and power. wandering into the vast tunnel network, those who have
Other areas vary in their treatment of the outcastes. attempted it complain of strange nightmares and a grow-
Whitewall is always willing to accept an outcaste among ing sense of unease that increases nightly — the same dark
the city’s guardians, and the Syndics make sure those dreams that many mortals who stay in the temples com-
Exalted have access to sorcery and artifacts, if they need plain of. At the very least, those who stay in the mountain
them, for the duration of their stay in Whitewall. The city longer than a month make sure to make frequent trips
library of the Syndics is extensive, and those rare few who outside of the mountain in order to shake the mounting
have seen it claim that it dates back to the First Age and claustrophobia and nervousness that grows to afflict them.
the height of the Solar-controlled Realm. Many villages have given an outcaste mercenary their
The Haslanti are eager for outcaste craftsmen to work last dinars in exchange for protection from those icewalker
on air boats and outcaste mercenaries to aid in the Haslanti’s tribes and Wyld cults that wander the North. It pays for

153
EXALTED • THE OUTCASTE

these outcaste warriors to be well versed in the ways of the though alliances are always possible. Characters who were
various barbarians, so that the outcaste can mediate a not castrated would have to have bloodlines worth the
settlement between the predatory barbarians and the dilution of the Familial blood.
isolated settlements that the Dragon-Blooded have been It is not just the governments of men who welcome
hired to protect. If the two parties cannot arrange such a outcastes into their midst, however. Fakharu, Censor of the
treaty, outcastes have found that attacking the herds is far West, makes use of Dragon-Blooded as errand boys and
easier than attacking the icewalkers and results in the representatives in the mortal world, and as such, his en-
icewalkers being driven off just as combat would. emies, including several Storm Mothers, attempt to make
use of them as well. Fakharu finds outcastes to be the perfect
THE MARMOREANS agents — they’re far more powerful than mortals, and the
Among the outcastes of the North are found the accident of their Exaltations tends to create independent
Marmoreans, a sisterhood of pale, outcaste cannibal-scholars and resourceful individuals who lack the greater impulses
who wander the windy snowpack, memorizing the songlines that drive the Celestial Exalted. Work for such luminaries
of the barbarian tribes even as they attempt to gain knowledge as Fakharu and his adversaries brings with it the opportunity
of lost First Age lore. They serve Eshemati, the Hundred-Eyed for jade goods and blessings from the gods, and so, many
Shouter of Blasphemies, a demon whose chosen sphere of consider the potential gains worth the attendant risk.
influence is knowledge and who was freed centuries ago from While outcastes may be honored guests of many of the
Malfeas by Bagrash Köl. The Marmoreans operate out of a human and spirit worlds, little love is lost between the
dozen cave-fortresses within the North, served by deaf wor- Bodhisattva Anointed by Dark Water and the outcastes of
shipers forbidden by Eshemati from hearing even a single the region. The Bodhisattva allows the Dragon-Blooded
secret. The Marmoreans know forbidden rites, gleaned from to enter the Skullstone Archipelago, but they are clearly
the twisted religion of the Dragon Kings, that allow them to not welcome. None may pass the Bone Gate to enter the
ritually devour the brain of a victim and gain his knowledge, city of Onyx, and the freebooters in the service of the
which they then bring back to the buried temples of Eshemati. Bodhisattva are crueler to the outcastes they take prisoner
In their religion, every secret is Eshemati’s, stolen from her than even the Lintha Family. A captured outcaste is
during the years before man’s creation and sullied by the allowed to die only after ritual torture, a fate mandated by
whispering of human tongues. the Bodhisattva and carried out gladly by his mercenary
The Marmoreans are fierce, uncompromising foes armed crews. He also forbids his freebooters from taking outcastes
with weapons of bone and jade, but they have been known as crew, and Dragon-Blooded in the region have met their
to trade information with other Exalted — but only if the ends at the spearpoint of a dozen zombie warriors often
other party has a secret that no Marmorean has heard. enough that they tend to either skirt areas controlled by
the Bodhisattva or attack his reavers on sight.
THE WEST FREEBOOTERS
In the West, there is no organized outcaste presence as
there is in the North — no colonies of Dragon-Blooded Outcastes who wish to work toward their own ends
where a newly Exalted outcaste can find respite. This is not frequently take up one of two occupations in the West —
to say that there are no opportunities for an outcaste in the pirate or shaman. The West teems with Dragon-Blooded
West — quite the contrary, since almost all of the islands buccaneers, some of them traveling in sworn brother-
and nations of the West welcome outcastes with open arms. hoods. The Rising Scarlet Wind Brotherhood, for instance,
The Coral Archipelago offers any outcaste warriors is a quartet of outcastes commanding three fast ships, and
who join them a chance at making a fortune, although the their leader was once a high-ranking naval officer for the
limits that keep foreigners from attaining high rank in Realm. They are a companionable bunch, less blood-
Coral’s navy ensure that all but native-born outcastes thirsty and far more efficient than the average pirates that
attempt instead to gain letters of marque from the Sea ply the West are. They kill only when necessary and
Lord. The peaceful Wavecrest Archipelago is also recep- squander enough jade and silver in the various ports they
tive to outcastes, but more for the added safety that keep to that, when they land their vessels, they are well
Terrestrial Charms ensure for ships with a Dragon-Blooded favored by town notaries and local prostitutes alike. The
on them. More than one ship has returned to Wavecrest Lintha have taken a strong dislike to the quartet, but the
after close encounters with massed pirates or enemy vessels four outcastes have managed to hold their own in the few
without having had to fight at all — such is the power of battles they have had with the Family.
an outcaste who focuses his talents into sailing. Standing in strong counterpoint to the Rising Scarlet
The Lintha Family seeks to add Dragon-Blooded Wind Brotherhood is Demon Captain Kasua, whose blood-
bloodlines to its own, but only under its own terms. Those thirsty methods and demonic crew have led rise to a dozen
Terrestrial Exalted who join will be expected to offer a differing myths concerning her origins. Some say she is the
child for gelding and possible torment. Terrestrials whose offspring of a shipwrecked Dynast father who was unlucky
stature competes with the Family’s or who seem to threaten enough to wash up on the shore of one of the more isolated
the Family will have no chance of actually joining, al- and cannibal-wracked islands. Others argue that she is a

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CHAPTER FOUR • LOST EGGS

rebel Tya who fled the restrictive atmosphere of Coral. Wyld grow stronger over the last decade and lost a number
Whatever the truth, she is a sorcerer of formidable ability, of important islands to Fair Folk incursions or aggressive
and her crew is made up of demons of the First Circle and raiders. The Emissaries are desperate for new members to
their awful hybrid offspring. These latter crew are the join their number and have begun scouring the West for
product of the rapes she allows to take place when her likely candidates. Yet, they can find few who would be
demonic crew takes a prize, and she purportedly raises them willing to hazard the worst of the Wyld zones in exchange
on an isolated island. Kasua is a dark beauty whose visage for the meager thanks of the tiny islands who depend on
could bring a man to his knees, if not for the teeth she has them. The Emissaries have recently called for a council to
filed into ugly points. She wields a daiklave of black jade and meet at the spirit court of Fakharu, Censor of the Western
wears leather armor crafted from the cured skins of those she Oceans, in order to discuss the growing threat of the Wyld.
has defeated in personal combat, which, through artifice, Even before the council has taken place, however, the
she has turned into a powerful artifact that protects her from Emissaries have received word of a gathering of Lunar
anything but the most specially crafted of weapons. She is Exalted hosted by the mighty Leviathan — and suspect
famous for having no love for the governments of the West, that the worst is yet to come.
sacrificing captured crews to Siakal, the Western god of
battle, slaughter and sharks. She is rumored to be looking for THE SOUTH
other outcastes to join her sinister cause and has made it Outcastes in the South are fortunate in that, in many
known in the ports she lands in that she will teach sorcery cities, the Immaculate faith holds sway on some level —
to any Dragon-Blooded who will fight under her flag. even among the Delzahn nomads, the Dragon-Blooded are
For those who resist the call of life as a freebooter, the accorded respect. As such, Terrestrials who Exalt in the
West is in great need of shamans, Dragon-Blooded whose region tend to be able to find a way to survive, and even
powers allow them to deal with spirits. The Wyld is an ever- thrive, with little trouble. While the tribes and cities of the
present threat in the lonely West, and the smaller islands South do not kowtow to the Dragon-Blooded as do the
fight daily to resist its pull. Many outcastes arrange for gods peasants of the Realm, the South is the safest place in the
to use their Charms to protect the more secluded tribes — Threshold for an outcaste to Exalt.
and guarantee the survival of the tribe’s lands by making sure In Chiaroscuro, outcastes can find work as superior
that chiminage and other rites are followed properly. craftsmen, bodyguards, mercenaries or anything else
that suits their fancy, and treasure hunters and ghost-
THE EMISSARIES OF PERFECT WATER killers are well paid and much respected occupations for
The Emissaries of Perfect Water are a loose band of Dragon-Blooded in the city. The Delzahn hold outcastes
nearly 40 individuals who are bound by social ties and in high esteem, and the Tri-Khan surrounds himself
common goals. The ties that bind the Emissaries are those with those noted for their skill in armed combat — or
that come from being responsible for the plight of an island any other talent that he finds personally useful. Given
or tribe in the West — these warriors and leaders cemented the open and accepting nature of the Delzahn royalty,
an alliance a century ago, hoping that they could accom- liaisons between high-ranking nobles and their outcaste
plish together that which they, individually, could not. companions are common, though outcaste offspring are
Nearly a dozen of the Emissaries are outcastes, while the still not frequent occurrences.
rest are God-Blooded and mortal sorcerors. To the ruling houses in Gem, outcastes are a neces-
The Emissaries’ goals are simple — to protect the sary, if odious, price of doing business, and so, they do not
island-nations of the West from the Wyld and its agents, to embrace them quite as easily as do the people of Chiar-
defend the status quo of tribal culture from unnecessary oscuro. Outcaste Dragon-Blooded are tolerated because
contamination by the Realm or the Guild and to propitiate the skulduggery that surrounds the politics of the city
the gods and puissant beings of the West in order to requires a constant flow of assassins capable of dealing with
guarantee the safety of the Emissaries’ island homes. In order magical wards, and hence, sorcerers capable of creating
to perform these sacred tasks, the Emissaries protect one them. Only Dragon-Blooded readily fit the bill, and they
another’s interests, go to battle as a unit and form a petition- cost a reasonable amount of coin, for even the least
ing block in the courts of the various Storm Mothers and sea powerful Terrestrial magic cast by an outcaste sorcerer can
gods. Many of the Emissaries travel the Western Ocean in overwhelm wards crafted from mortal sorcery. Occasion-
specially crafted longboats and coracles, artifact ships ca- ally, an outcaste craftsman of extraordinary ability is
pable of traveling at enormous speeds through dangerous summoned to work on the city’s namesake jewels, and
storms and treacherous seas. The rewards for being an when raids become common on the caravans, outcaste
Emissary of Perfect Water are meager — the knowledge that mercenaries can charge a high price for their services. The
one has protected the West for another season, the thanks city also relies on outcaste forces to support its military.
of a tribe or two on an island, the monetary and magical Another reason why the Dragon-Blooded are toler-
rewards presented by chiefs and shamans. ated in Gem is that there is a large market for the dreams
Despite their numbers, there are too few Emissaries of the Princes of the Earth, and outcastes have made a
patrolling too large a space, and so, they have watched the

155
EXALTED • THE OUTCASTE

fortune selling their fantasies to the opal-merchants of Blooded population of almost 100, all of whom have taken
Gem. For a hefty price, anyone can taste the power and vows to serve only Paragon itself. All of these outcastes
passion of the Five Elemental Dragons within the dreams have undergone the ritual of subservience to the Perfect.
of an outcaste Dragon-Blood, although such a practice is As with the Solar Exaltation, those Dragon-Blooded
heavily proscribed by the Immaculate faith. Proscription outcastes who Exalt within the city find themselves freed
does not stop the heavy traffic in such gems, as the from their oath to the Perfect, but surprisingly few of them
patricians of the Blessed Isle form an avid market for them. choose to leave the rigid confines of the city. The main
Within the Varang City-States, outcastes challenge reason for this reticence is that, once Exalted, the outcastes
the notion that each person’s future is writ large in the of the city find themselves promoted to high rank and
stars. Many outcastes born within the cities aver that their granted both status and wealth.
futures change at the moment of Exaltation, while the The majority of outcastes in the South stick to time-
astrologer-priests disagree, labeling such ideas as heretical. honored occupations such as sorcerer, savant and warrior.
This issue has caused a minor rift between the Varang That doesn’t mean there is little to do, however — the
orthodoxy and those who hew to the Immaculate faith in Guild relies extensively on mercenaries to protect gem-
the city-states, for the Immaculates in the area maintain stone and firedust caravans moving through the Southlands,
that Exaltation frees a person from his previous mortal and an outcaste can always find work among them. Finally,
destiny and allows him to rewrite his fate. The Immaculate prospectors who bring back baskets of firedust or handfuls
stance has not changed the way the Varang deal with of yasal crystals can earn a king’s ransom, so outcastes who
outcastes, however, for no matter where an outcaste’s true know the desert and who can wield a sword typically try
ability lies, he is kept locked into the same caste and rank their hand at mineral harvesting if they have no other
that he had before his Exaltation. This has lead many who reliable work.
Exalt among the city-states’ lower classes to flee the region
to find their fortunes in Chiaroscuro, Gem or even the THE LEGION OF SALOY HIN
Realm. A few of the outcastes that do find work in the city There are unsubstantiated rumors that one of the
show the potential, and the birth-forecast, to become legions that disappeared when the Great Houses attempted
craftsmen, working upon the intricate and beautiful clock- to consolidate their control over the military has taken to
works and orreries that the Varang are famous for. military adventurism in the South, amassing a supply of
The Perfect of Paragon has no problem with outcastes firedust while searching for lost Manses in the region. The
seeking residence in the city, which boasts of a Dragon- general of the legion, Saloy Hin, a graduate of the Stair and

156
CHAPTER FOUR • LOST EGGS

an Aspect of Fire, is eager to gather more Exalted under his gether the ancient ghost’s hopelessly labyrinthine plans.
banner and has made it known that any outcaste is welcome Even such skilled and cunning Exalted pawns are frequently
to fight beside him. He and his legion were legends in the sacrificed in one move or another of political chess.
Realm for their daring tactics and rigid discipline, and when In the Southeastern jungles, an outcaste can make a
he left the Blessed Isle, his men took an armory’s worth of fortune risking his skin by bargaining with the diminutive
weaponry with them. They have jade daiklaves and and cannibalistic chaun for poisons and rare healing drugs
powerbows to spare if an outcaste will take an oath to or by collecting the pelts of rare animals such as tree-
support Saloy’s efforts to build a power base in the region. He singers and claw striders. Those same scouts, familiar with
has sent out sorcerers under his command to scour the area the jungles, sometimes hire themselves out to the Realm’s
for Anathema tombs, Manses and places of power, hoping garrison at Jades as trackers or mercenary troops (see Ruins
to find some edge for when he finally makes his move and of Rathess, pp. 21-22).
conquers parts of the South as a stepping stone toward Others sometimes make it further into the jungle and
bringing the Realm itself under his bootheel. Under his declare themselves kings, dictating the law to a tribe of
banner, he has gathered outcasts from the various Wyld worshipful barbarians, if that is their wont. Some outcastes
barbarian tribes and sold firedust to the Varang City-States have lived and bred among the deep-forest people for so long
through middlemen in order to buy out the contracts of that there are tiny pockets of a few primitive, inbred Dragon-
mercenary bands for use as foot soldiers. Blooded ruling over vast swathes of forest territory. These
Whether Saloy Hin is a madman or not remains to be savage Terrestrials remain unchallenged until a god or Lunar
seen. He keeps to himself in an abandoned and isolated Anathema becomes so disturbed by their predations that
fortress-Manse that he and his men have discovered, they slaughter the whole tribe in one riot of bloodshed,
which they have named the Steel Tower. He has made leaving nothing behind. Such a deed is never an easy task,
overtures to other Dynastic exiles, including Tepet Ajava, though, even for gods and Lunars, given how much power
and his closest associates say that he is interested in even these inbred atavisms can bring to bear when they have
forming something he calls a “Second Alliance of Tigers,” been touched by the Five Elemental Dragons.
channeling the ritual power of that name to overcome a
Realm without the Scarlet Empress. He is obsessed with THE GRASS-SPIDERS
the future and pays heavily for Varang sages to bring him Hidden on the outskirts of the River Province is a
astrological forecasts. Those who know him feel that, if his small Manse from which the Grass-Spiders ply their
plans come close to fruition and he does create an alliance bloody trade. They are assassins, well versed in a strange
with other outcaste legions, he could spell the salvation — form of martial arts based on their namesakes, which was
or the doom — of the Realm itself. taught to them by spirit guides who reside within the
deep forest. The clan works extensively within the Scav-
THE EAST enger Lands and across the East and makes a healthy
From the massive, silent rainforests of the Northeast to income from assassinations made to look like accidents
the oppressively humid jungles of the southlands, a Dragon- and murders meant to send a message. They are also
Blood in the East will face a variety of unique and challenging poisoners, skilled in the use of toxins both subtle and
environments that offer equal chances at wealth and danger. obvious, which they gather from the tribes who reside
In the Northeast, the seemingly endless war of the within the deep forest such as the chaun. They also
Linowan against their Haltan adversaries is always in need sometimes purchase venoms from the Sijanese, who have
of new Terrestrial troops, for both sides appreciate soldiers strange contacts within the Underworld. The latter poi-
who are just as effective fighting on their own as they are sons, made from strange pastes and efflorescents smuggled
in a war party. This is all the more true after the great in from the lands of the dead, are necrotic agents that rot
battles recently fought between the Realm and the Bull of away limbs and devour the very souls of their victims.
the North in the region. Savants skilled in the etiquette of The Grass-Spiders answer to the Three Elite Fiends,
the spirit courts are needed just as much as mercenaries, for mysterious elders who dictate the assassins’ diet and training
outcaste sorcerers the nations hire are relied upon to regimen, hand down martial-arts techniques and pass judg-
perform the duties of emissaries to the courts of Caltia and ments on those who fail a mission or spurn the laws of the
Jorst when the need arises. community. It is the Three Elite Fiends whom outsiders
The Mask of Winters’ takeover of the Eastern city of contact in order to arrange an assassination or to buy the
Thorns has also provided work for itinerant outcastes — services of the clan, and no two patrons agree as to what,
those Dragon-Blooded who lived in the city and know it exactly, the Three Elite Fiends are. Some say they are spirits
well are often hired to wander back in to locate and placate crowned in white fire, while others proclaim that they are
the ghosts of those massacred in the Deathlord’s conquest of demons bound to the Manse or ancient ghosts. Even the
the metropolis or to gather intelligence from those august Grass-Spiders do not wholly understand the nature of the
shades. Other outcastes hire themselves out to the Mask of Fiends, though many of them believe that their masters are
Winters or his lieutenants, spreading throughout the East as merely the eldest outcastes of the clan, bloody-handed
spies, assassins and agents provocateurs, never piecing to- assassins with a flair for disguise and the dramatic arts.

157
EXALTED • THE OUTCASTE

The clan has tried to expand its numbers by kidnaping Dragon-Blooded craftsman, especially those who can
and indoctrinating outcastes who Exalt within the deep work with grave goods made of jade and stone, can always
forest. The Grass-Spiders number less than two dozen find employment in Sijan, although such jobs tend to be
individuals of varying ages, many of them brought into the minor affairs unless the outcaste is willing to join the
“clan” shortly after Exaltation as little more than children. Morticians’ Order. Occasionally, outcaste mercenaries are
An outcaste brave enough to seek them out stands an equal paid heavy sums by bereaved relatives to travel into the
chance of being initiated into their clan or being disposed Underworld of Sijan and bring some important message to
of, depending on her approach and the whims of the Three a dead loved one, if he can be found — these messengers
Elite Fiends. Surprisingly enough, the Grass-Spiders are an sometimes come back with ancient grave goods as gifts, but
affable bunch, justifying their acts as an occupation no more often, they don’t come back at all. Only the brave or
different than that practiced by any of the other denizens foolish take the long walk from the shadowland of the
of the River Province and pursuing their livelihood like Black Chase into the Underworld just so that some poten-
any another trade. They see themselves as artists, explor- tate or merchant prince can consult with a long-deceased
ing the limits of their chosen profession and perfecting ancestor rumored to possess great wisdom.
their martial arts skills and bodies just as an Immaculate
priest would, all the while taking pride in a job well done MERCENARY-CHAMPIONS OF THE
when a murder is particularly well executed.
HUNDRED KINGDOMS
THE RIVER PROVINCE One of the most lucrative careers an outcaste can aspire
Outcastes in the Scavenger Lands exist in a world that to is that of mercenary-champion for one of the Hundred
has grown accustomed to contact with gods, the Seventh Kingdoms. Since the kingdoms rarely indulge in open, total
Legion and the Celestial Exalted — so it is in this region warfare, disputes are settled via champions, through single
that outcastes have the most opportunity to focus on profit combat — and outcaste duelists are a common sight. It is an
rather than finding themselves swept up into political honest living, with successful champions earning enormous
concerns . The other side to this coin, however, is that sums and receiving access to one or two First Age weapons
beings who possess more power than outcastes feel com- for the duration of their employment.
fortable working openly in the province — so For most people in the Scavenger Lands, a duel
Dragon-Blooded must tread carefully and be extraordinar- between two champions is the only safe way to witness
ily cunning if they hope to survive in a region where gods the true might of the Exalted. The ritual combat of the
and Solar Exalted openly walk alongside mortals. mercenary-champions is a sight indeed — the champi-
In the Scavenger Lands, outcastes can find plenty of ons’ brilliant pennants of dyed wolf-spider silk flap in the
opportunities to make a name — and a fortune — for wind, while the gorgeously attired Dragon-Blooded flare
themselves by allying with the scavenger lords and looting their animas and clash in Essence-fueled powered armor
the tombs of the Anathema. The Terrestrials’ broad skills crafted from jade and encrusted with glittering dia-
and Charms make them ideal candidates to raid the resting monds, huge pearls and adamant emblems. Peals of
places of the ancient and unholy dead, and many outcastes thunder roll across the verdant fields as weapons capable
manage to find plenty of wealth before they step past the of unleashing bolts of lightning and daggers shaped from
wrong trap or face off against a foe too powerful for their black jade and obsidian whirl in a complex dance, while
Charms. The problem is greed — too many of the outcastes each kingdom’s singers intone the virtues of the fighters.
who take up scavenging simply do not know when to stop Both sides host great feasts and perform copious sacrifices
and, so, meet ugly ends. Those few who manage to pick the before the combat, and the winning side always holds a
right time to quit the business end up settling down with similar feast afterward.
enough jade and artifacts to last a lifetime. There is an informal etiquette among the outcaste
The cities of the River Province nearly always have duelists. Even though many of them have developed
work for itinerant outcastes, no matter their talent. Per- intense rivalries over the years, the death of a champion in
formers can find work in Great Forks, where the three gods combat is a rare event, as the kingdoms involved prefer to
who run the city have been known to reward outcaste ransom off the loser of the ritual combat, which, of course,
performers greatly — rumors persist, however, that those makes the role of mercenary-champion even more attrac-
who displease the trio disappear, reappearing later as tive to outcastes. A Dragon-Blood can live her life as the
ensorcelled thralls. Nexus, the filthy gem of the Scavenger champion of a kingdom while kept in the richest digs, with
Lands, is constantly looking for new outcastes for work as little chance of being killed in battle (barring some unfor-
Exalted concubines, mercenaries, gladiators or sorcerers, tunate accident.) Those Dragon-Blooded outcastes who
for in Nexus, it doesn’t matter what class a man or woman choose not to live their lives as mercenary-champions
was born into. All that matters is that the Five Elemental leave the occupation skilled in warfare and single combat,
Dragons have blessed them and that they’ll work for ready for a career as a gladiator or a soldier anywhere in
honest (or dishonest) coin. Creation and with a reputation that precedes them through-
out the Scavenger Lands.

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CHAPTER FOUR • LOST EGGS

CHARACTER CREATION SUMMARY

CHARACTER CREATION PROCESS • STEP FOUR: SELECT ADVANTAGES


Choose Backgrounds (7 — none may be higher
• STEP ONE: CHARACTER CONCEPT than 3 without spending bonus points), Charms (7
Choose concept, aspect and Nature. taken from Dragon-Blooded Charms OR 5 taken from
Note the anima powers provided by the character’s Immaculate Order Charms — at least 4 must be from
aspect. Aspect or Favored Abilities if the character is not
learning Immaculate martial arts. If the character is an
• STEP TWO: SELECT ATTRIBUTES Immaculate martial artist, all the Charms must be part
Note that all Attributes start with one dot before of the same elemental tree.), Virtues (5 — none may be
you add any. higher than 3 without spending bonus points).
Prioritize the three categories: Physical, Social,
Mental (7/6/4) • STEP FIVE: FINISHING TOUCHES
Choose Physical Traits: Strength, Dexterity, Record Essence (2), Willpower (add the total of
Stamina two highest Virtues — may not start at higher than 8
Choose Social Traits: Charisma, Manipulation, unless at least two Virtues are 4 or higher), Personal
Appearance Essence pool (Essence + Willpower, plus any gained
Choose Mental Traits: Perception, Intelligence, from Breeding), Peripheral Essence pool ([Essence x 4]
Wits + Willpower + [the sum of your two highest Virtues],
plus any gained from Breeding) and health levels (7,
• STEP THREE: SELECT ABILITIES FOR plus any gained from Charms).
REALM OUTCASTES • BONUS POINTS
Note Aspect Abilities.
Bonus points (15) may be spent at any time during
Select Favored Abilities (3; may not be the same
character creation.
as Aspect Abilities).
Choose Abilities (outcastes of lower-class birth ELEMENTAL ASPECTS
receive 25 Ability points — at least 13 must be from • Air:
Aspect or Favored Abilities; at least one must be in Aspect Abilities: Linguistics, Lore, Occult,
each Favored Ability; none may be higher than 3 Stealth and Thrown.
without spending bonus points. Graduates of Pasiap’s Anima Powers: May triple his leaping distance,
Stair or the Cloister of Wisdom must have a minimum and takes no damage from falls.
of Archery •, Brawl or Martial Arts •, Lore •, Melee •, • Earth:
Performance or Presence •, Ride • and Socialize •. Aspect Abilities: Awareness, Craft, Endurance,
Patrician-born outcastes receive 30 Ability points and Martial Arts and Resistance.
must have a minimum of Archery •, Brawl or Martial Anima Powers: May soak lethal damage with
Arts •, Melee •, Performance •, Presence •, Ride •, her entire Stamina.
Lore •• and Socialize ••. • Fire:
• STEP THREE: SELECT ABILITIES FOR Aspect Abilities: Athletics, Dodge, Melee,
Presence and Socialize.
THRESHOLD OUTCASTES Anima Powers: May burst into flame for a
Note Aspect Abilities. scene, doing lethal damage and becoming
Select Favored Abilities (3; may not be the same immune to fire damage.
as Aspect Abilities). • Water:
Choose Abilities (25 — of these 25, 10 must be Aspect Abilities: Brawl, Bureaucracy,
spent on Aspect or Favored Abilities.). Investigation, Larceny and Sail.

159
EXALTED • THE OUTCASTE

CHARACTER CREATION SUMMARY

Anima Powers: A Terrestrial Exalted aspected BACKGROUNDS FOR THRESHOLD OUTCASTES


to Water can gain free movement in water. For
Outcastes from the Threshold use the Backgrounds
the rest of the day, she can breathe underwater
found in the Exalted core rules (pp. 141-146).
and operate as freely as if she was in air.
• Allies — Aides and friends who help in tasks.
• Wood:
• Artifact — Weapons and tools crafted from the
Aspect Abilities: Archery, Medicine,
Five Magical Materials, including wonders of
Performance, Ride and Survival.
the First Age.
Anima Powers: May add dice to Dodge or
• Backing — Standing and rank in an
Athletics actions.
organization of power and influence.
VIRTUES • Contacts — Information sources and friends in
• Compassion — Empathy and forgiveness. useful places.
• Conviction — Emotional endurance. • Familiar — An animal companion.
• Temperance — Self-control and clear- • Followers — Mortals who look to you for
headedness. leadership.
• Valor — Courage and bravery. • Influence — Your pull in the world around you.
• Manse — A place of power and Essence that you
BACKGROUNDS FOR REALM OUTCASTES have access to.
• Allies — Aides and friends who help in tasks. • Mentor — A patron and instructor.
• Artifact — Weapons and tools crafted from the • Resources — Material goods and money.
Five Magical Materials, including wonders of
the First Age.
• Backing — Standing and rank in an BONUS POINTS
organization of power and influence. Trait Cost
• Breeding — Your lineage, reflecting how Attribute 4
strongly your blood resonates to your chosen Ability 2 (1 if a Favored or Aspect
element. Outcastes may not have this Background Ability)
higher than 3, and must pay twice as much for every Background 2 (3 if the Background is
dot they possess in this Background. being raised above 3)
• Command — Authorization to lead soldiers. Specialty 1 (2 per 1 if in a Favored or
• Connections — Information sources and friends Aspect Ability)
in useful places that give you pull in the world Virtue 3
around you. Willpower 2
• Familiar — An animal companion. Essence 10
• Henchmen — Agents who do your bidding. Charm 7 (5 if in a Favored or
• Manse — A place of power and Essence that Aspect Ability)
you have access to. Immaculate Charm 10 (7 if in a Favored or
• Mentor — A patron and instructor. Aspect Ability)
• Reputation — How society views you and your
actions.
• Resources — Material goods and money.
• Retainers — Mortals who serve you.

160

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