Books of Sorcery 5 - The Roll of Glorious Divinity 2 - Ghosts and Demons
Books of Sorcery 5 - The Roll of Glorious Divinity 2 - Ghosts and Demons
Books of Sorcery 5 - The Roll of Glorious Divinity 2 - Ghosts and Demons
Exalteds five
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CREDITS
Authors: Alan Alexander, Carl Bowen, Joseph Carriker, Errata creditsCOMING NEXT:
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which may be reproduced for personal use only. White Wolf and Exalted are registered trademarks
of CCP hf. All rights reserved. The Books of Sorcery, the Roll of Glorious Divinity I, the Roll of
Glorious Divinity II, Oadenols Codex, Wonders of the Lost Age, the White and Black Treatises,
Scroll of the Monk, the Imperfect Lotus, the Manual of Exalted Power the Lunars, the Manual of
Exalted Power the Dragon-Blooded, the Manual of Exalted Power the Sidereals, the Manual of Ex-
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TABLE OF CONTENTS
INTRODUCTION 4
CHAPTER ONE: THE DEMON HIERARCHY 7
CHAPTER TWO: DEMONOLOGY 19
CHAPTER THREE: THE ROLL OF DEMONS 41
CHAPTER FOUR: THE UNLIVES OF GHOSTS 91
CHAPTER FIVE: GHOST CHARACTER CREATION AND TRAITS 110
CHAPTER SIX: ARCANOI 125
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INTRODUCTION
The Roll of Glorious Divinity II is the last of Chapter Three: The Roll of Demons presents
Exalteds Books of Sorcery. It is a book about spirits, demons of all three circles, for players or Storytellers
but its not just a book about spirits. The demons of to use in their games. Presented are 16 First Circle
Malfeas and the ghosts of the Underworld interact demons, 8 demons of the Second Circle and five of the
with humanity often. This is also a book about those mighty Third Circle demons. The chapter also present
interactions. two spirit Charms unique to demons.
Chapter Four: The Unlives of Ghosts looks at
HOW TO USE THIS BOOK what it means to be a ghost in the Exalted milieu.
Chapter One: The Demon Hierarchy explores the Chapter Five: Ghost Character Creation presents
demons of Malfeas and their Yozi masters. The chapter all the rules necessary for creating heroic ghost char-
examines what it means to be a demon, how demons acters for Exalted.
view Creation, the history of the Demon Realm and Chapter Six: Arcanoi provides an exhaustive list
how demons interact with Creations mortals. of ghostly Charms, divided into categories of interest
Chapter Two: Demonology focuses on the act of known in the Underworld as Arcanoi.
demon summoning itself, as well as how this act colors
the reputation of Creations sorcerers.
INTRODUCTION 5
LEXICON Malfeas: Both the name of the former leader of the
The following supplements the lexicon found in Ex- Primordials and the prison city his own body has been
alted and examines the differences between a few precise remade into to incarcerate his fellow Yozis.
terms used when discussing the demons and ghosts of memoriam: Sacrificial offerings made by the living
the setting. The lexicon also notes not just definitions, for the dead.
but how the people of Creation use these terms. Moliation: This Ability represents training in
Abscissic binding: When a summoner binds a Arcanoi that permit one ghost to alter the corpus of
demon for a year and a day (or binds an elemental to another.
herself for a month). Compare to task binding. necropolis: A city of the dead in the Underworld.
Arcanos: The term for a tree of ghostly Charms. necrosurgery: This is the art and science of prepar-
burnt offering: A sacrifice made to a ghost by his ing a corpse for use in necromantic rituals.
descendants in the form of an object burned in the Neverborn: The dead-but-dreaming ghosts of those
ancestors name in the living world that appears to Primordials slain by the Solar Exalted, who birthed the
him as a black jade token in the Underworld and may Underworld and Oblivion as they died.
be used by him to regain motes or Willpower. It is a Oblivion: An active force of entropy and annihila-
form of memoriam. tion that physically underlies the Underworld.
The Calendar of Setesh: An enormous artifact of Pandemonium: This is the term used by ghosts for
tremendous power built by the Dual Monarch Setesh Arcanoi-based effects that permit the dead to directly
to regulate the flow of time in the Underworld. affect the living world.
cult: A group dedicated to worship or veneration plasmic: Any creature of the Underworld that is
of a specific being or group of beings. The people of neither a ghost nor created by one. Many resemble
Creation dont use cult as a term of denigrationin animals of the living world, but some resemble no
the world of Exalted, cult is a value-neutral descrip- creature that ever lived in Creation.
tive term. po: The animalistic lower soul of a person, which
demonologist: An savant or sorcerer knowledgeable separates from the hun upon death. See hungry ghost.
in the ways of demons. soulforging: The process by which the souls of the
effigy: A particular type of grave goods, these are dead are melted down then shaped into useful items or
small representatives of animals and servants interred are alloyed to produce soulsteel.
with a body that become golem servitors in the Un- task binding: When a summoner binds a demon
derworld. to a task forever (or binds an elemental to a task for a
fetich: A demon of the Third Circle who acts as year and a day). Compare to Abscissic binding.
the defining soul of a Yozi. If a fetich soul is slain, the spirit: Term used by savants to mean elementals, de-
Yozi to whom it belongs finds himself remade. mons, ghosts and gods. Some few savants argue that the
fetter: A place or object that holds tremendous Fair Folk are spirits as well, but Yu-Shan disagrees.
emotional significance to a ghost and helps him resist Underworld: The land of the dead whose geography
the calls of both Lethe and Oblivion. mirrors that of living Creation.
grave goods: Objects buried with a person that Whispers: The dreaming thoughts of the Neverborn,
appear as part of his panoply in the Underworld. Grave which can be sensed and deciphered by some Abyssal
goods represent a form of memoriam. Exalts and, much more rarely, by certain ghosts.
hun: A persons higher soul, which separates from Whispers of Oblivion: Psychic whispers similar
the po upon death. to those produced by the Neverborn, but emitted by
hungry ghost: The po of a person that survives Oblivion. A ghost exposed to the Whispers of Oblivion
beyond death to become a mindless predator. typically falls into madness.
Lethe: The wiping clean of memories that occurs Yozi: One of the Primordials who surrendered at
when a persons hun is reincarnated. Those unwilling the close of the Primordial War and was forever bound
to relinquish their identities in such a manner linger in Malfeas and forced to swear and oath made on its
in the Underworld as ghosts. own names
6
CHAPTER ONE THE DEMON HIERARCHY 7
CHAPTER ONE
THE DEMON HIERARCHY
Banished from Creation at the end of the Primor- certain world-defining principles known as shinma.
dial War, the defeated Yozis have spent the millennia Cecelyne, the Endless Desert, advised them on
since trapped in the prison of Malfeas, where theyve what space the project might create and inhabit.
spawned whole races of demonic progeny and plotted Autochthon, the Great Maker, devised life and art.
their eventual return to power. Few in Creation today Adrin, River of All Torments, breathed in move-
understand the nature of these mighty chthonic beings, ment and emotion. Oramus, the Dragon Beyond the
however, or that of the three circles of demons that World, decided what was outside and what was in.
share their exile. The Ebon Dragon, Shadow of All Things, declared
colors and influenced the invention of Fate. Isidoros,
THE YOZIS the Black Boar That Twists the Skies, asserted his
What manner of creatures builds a world? distaste for Fate but allowed it in exchange for other
In the depths of time, when only chaos would be considerations. The place-that-became-Creation itself
apparent to Creation-born eyes, the Primordials came was the domain of Cytherea, the Mother, and Gaia,
together. The Yozis now called Malfeas and Szoreny led the World. Many Primordials left their stamp on the
the effort, though they were radically different then. projectincluding some who never stayed to view the
Together with She Who Lives in Her Name, they con- fruits of their ideas but chose instead to return to the
cluded that the world ought to be and began selecting depths of the Wyld.
8
One part of their new device was what gods name
the Games of Divinity. The Shadow dow of All Things,
who had suggested betrayal, likewise wise suggested that
the gods be incapable of it; still, hee acknowledged that
they might manage it anyway. Even en then, though one
or two Primordials idly speculatedd about the possible
applications of the concept, none suspected that they
might be betrayed for the Games.
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new eternal sleep was (they concluded) probably for the think of. Ligier fashioned a sword so ideal that seven
best. Some Yozis contacted their Neverborn cousins, Solars died attempting to win it; Jacint spent 3,000
but even those whose hearts had been destroyedwho years trying to bridge the Endless Desert. As for the
themselves had partly diedfelt unease speaking to Yozis, while almost all value escape, their vast minds
those mad, horrific things. Over the next millennia, have been additionally occupied with other puzzles
only the Ebon Dragon and the Dragon Beyond the and goals. Some of these are unknowable, some merely
World kept communicating with the Neverborn. Many impossible, and some go against each others interests.
things were accomplished by the alliance, but recently, Adorjans plans for silence, for instance, are opposed
relations have become strained. by at least two of her fellows.
The Yozis may have been pleased to see the Fair Now, however, the Ebon Dragon has made it clear
Ones bedeviling the Old Realm, but they did not yet that its time to focus. Negotiations with the Fair Folk
attempt to speak to their old enemies. The Exalted, have gone as expected. Discussions with the Neverborn
ruling the world, sometimes sent patronizing safaris are less certain, but the Yozis know they can rely on
into Malfeas. This the Yozis endured, suppressing their cousins for some time yet. The current shortage
their resentment that they might learn. Many demons of arrogant Celestial Exalted summoners has been
went into Creation then, and not solely by means of inconvenient, but it is accepted as the consequence
summoning. An accord known as the Treaty of Limbs of their enemies weakness and hasnt prevented the
protected demonic friends and consorts to the Exalted Yozis from gathering many more akuma servants in
of the Old Realmeven unbound ones. the Second Age. With luck, millennia of bondage are
A thousand years after the Primordial War, the drawing to an end.
first Exalted akuma was created. Invested with the
Yozis power, these warped creatures far surpass their SELECT YOZIS
peers in skill and magic, losing nothing but virtue and MALFEAS
freedom. Any edge might be exploited by the Yozis:
nave sympathy is as easy to twist as greed. They per- THE DEMON CITY
suaded Exalted who came to see their prison or used Malfeas, once king, hates Creation, and he hates
their subordinates to bend the ears of summoners. imprisonment. Most of all, though, he loathes his own
Also, the brass bars of Malfeas have never prevented form. When he first led the Primordials, he had no
dreams from slipping out, and many potential agents solid self; the Exalted inflicted that upon him when
were converted in their sleep. they defeated and remade him.
Certain plans were derailed by the Dragon-Blooded If self-destruction were open to Malfeas, he might
revolt. For instance, the majority of Exalted akuma then take that path. Its not, so he commits small suicides.
living were slain. Other projects were complicated when Parts of the Demon City crash furiously into others,
the Neverborn seized the moment to send the Great arches and causeways collapse with metallic moans, and
Contagion tearing through Creation. Fortunately, the ruins submerge themselves in murky Kimbery.
Yozis gained more resources in the world than theyd Though reshaped into a city against his will, Malfeas
had for an Age in the form of demons freed by their retained some control, and his environment seethes
summoners deaths. After successful breakthroughs by with spite. He must admit the magical materials, but
the Fair Folk, the Yozis sent emissaries to establish con- steelso useful in Creationwarps into its component
tact and begin bargaining. Other demons began to put ores upon entering his gates, clattering in pieces to the
down roots in Creation. A number of these agents were brazen streets. His greening copper releases invisible
killed or sent home by the Shogunate and subsequent toxins, and mortals who come to the Demon City
demon hunters, but more than a few remain. sicken and die in seven days.
In the Demon City, small empires rose and fell. Citi- Malfeas is also a brass-skinned man known for
zens warred and bargained with each other, expanding ecstasies and viciousness. He dances straight through
and losing fiefdoms by their own skill and the whims the centers of his streets and performs great, tragic
of their environment. The unquestionable influenced dramas in his largest square. Still, he always employs a
some conflicts and induced others but paid little atten- certain restraint, for he prefers not to feel the disdain
tion to the citizenry overall. They had other things to of noble Ligier.
12
Three of Adorjans daughters joined their father in
Creation, and four remained in the Demon City. Kal-
manka, the Arrow Wind, carries arrowheads so sharp
they nick the brass streets. Vitaris, the Brilliant Wind,
blazes up to blind those who face her. Pellegrina, the
Grinding Wind, destroys nothing but stone, and for this
reason Malfeass monuments are all of metal. And after
the demons wars leave corpses thick upon the ground,
their leaders pray for Kamilla, the Wind of Promise. She
comes to carry the bodies away. Some serfs worship her
for this, but it is her nature, and she would do it even
if she werent called. In truth, Kamilla is mindless like
her sisters and doesnt even know about her cult, but
Adorjans four daughters held sapience before and could
be granted it again.
THE EBON DRAGON
THE SHADOW OF ALL THINGS
Solid things cast shadows; minds, hearts and souls
contain them. Night and anguish bring darkness. When
men and demons walk beyond the light, they find the
Ebon Dragon at its limits and their own.
Only the flight of the Ebon Dragon blots out the
Green Sun. Only his passage dims the fires of the Principle
of Hierarchy. In his blackness, inexperienced serfs fall
quiet. Hence, his wake often holds the Silent Wind.
The claws and whiskers of the Ebon Dragon creep
through the cracks in the Yozis prison. Even before the
gods revolt, he loved only doomed things and heard
secrets unknown to the Lidless Eye That Sees. Malfeas
may loathe captivity the most, but it is the nature of
the Shadow of All Things to twist against his bonds.
Knowing his persistence, and desiring escape above
all else, the other Yozis granted him a measure of the
fealty they once gave their king.
They dont swear the same to his new fiance. She
is not their queen. Still, they watch the upcoming gala
with great attention. The Ebon Dragon is putting some
effort into his preparations, even forging an honor guard
from Exaltations he received from the Jade Prison. The
event approaches quickly, and several other Yozis have
accepted parts to play.
14
trons, who can take more time with the task if they own, ascending to the Third Circle once it gains the
wishchoosing important traits to emphasize or seventh. Phernike does not, however, address the ques-
qualities to bestow. A Third Circle demon is much tion of why a Yozi might grow in this manner.
weakened by a missing Second Circle soul, however, A MINOR NOTE
so such demons rarely take long unless attempting to First Age manuals of demon summoning warn that
circumvent a binding. Yozis may possess their subordinates. A patron Yozi may
Demonologists working late in the Old Realm place its consciousness in one of its own Third Circle
observed that certain Yozis had more souls than they souls for one day in every year, in one of its subordinate
used to, but the scholars didnt get a chance to study Second Circle souls for one hour in every month and
this phenomenon in depth before the Age fell. A trea- in any First Circle demon for one minute in every day.
tise on the subject, penned by the eloquent Phernike, Only its consciousness transfersa Yozi cannot use
managed by sheer chance to survive the Shogunate. A its own powers through a lower-order beingand an
1,600-year-old copy graces the rare book collection of attempt to stay too long melts the vessel into a pool of
Nexuss Kshaha Library. Her most compelling theory vitriol, killing him.
suggests that, when a Yozi wishes to grow a new Third Few have seen evidence of this capability, but even
Circle soul, its fetich will develop an eighth Progeni- today, it is known to instructors at every major sorcer-
tive Second Circle soul. The Progenitive demon will ous academy, and a clever self-educated demonologist
then (she explains) either grow or be given souls of its could certainly deduce it. It isnt usually considered
AN IMMORTALS DEATH
Demons of the Second Circle and greater are as immortal as puissant gods: they cannot be killed forever
by mere swords, or even daiklaves. If torn apart by such a simple weapon, Octavian will reform in Malfeas after
a year and a day, retaining his powers, memories and self. There are ways to destroy such beings, however.
Charms such as Ghost-Eating Technique (see Exalted, p. 221) or Soul Mastery (see The Manual of Exalted
PowerThe Dragon-Blooded, p. 213) will dissipate their spirit victims substance permanently. Some demons
also have certain weaknesses: for instance, a Storyteller might decide that a weapon alloyed with Octavians
own black oil will inflict aggravated damage upon him and could destroy him. When the death of such a
creature is discussed, the term usually indicates destruction rather than temporary dissolution.
Third Circle demons are forces of nature, with several terrible and simultaneous bodies. Usually, they
are totally immune to death by physical assault; their weaknesses are few. Even temporary dissolution of
a Third Circle demon is rare. Ones death is monumental.
On the other hand, most demons of the First Circle have (long) natural life spans but can be destroyed
by anything that dissipates their substance. There are exceptions, though. If not murdered by a demon-
killing weapon, a First Circle demon with a devoted cult might return whole from death. Exalted savants of
the Old Realm even forged talismans (Artifact ) that grant minor demons and elementals the same
immunities as their betters. Sometimes, the Second Circle demon that spawned a particular serf can even
reconstruct or rebirth it, but even when this is possible, the vast majority of serfs arent worth the effort.
KILLING A WORLD-CREATING MONSTER
Several Primordials fell against the Solars and became Neverborn. Those who surrendered were spared
and imprisoned, either because the Exalted were persuaded against unnecessary bloodshed or because the
Primordials deaths carried consequences the Exalted had learned to fear. But if the Primordials could
survive even their fetiches destruction, how did those ancient heroes kill any of them?
The total destruction of a Primordials largest bodyfor instance, melting the brass city of Malfeas
into slagmight suffice to destroy it. Alternatively, all its Third Circle souls might need to die in one
25-hour period for one Yozi to become Neverborn. Or if the Yozis are more tightly bound to the ideas they
represent than their godly children, perhaps the death of an idea will kill onethe utter removal of order
from the universe might well prove the end of She Who Lives In Her Name, for instance.
16
places than a visitor might expect. Many darkened the equivalent of five for the Creation-born. Sexual
areas go unlit, though recent centuries have seen the relations are rarely affectionate. Cheating in games of
spread of enchanted tin orchids that glow wan and chance is expected, though the losers pick fights about
pale. Causeways, winding passages, metal vines strong it anyway. Violence is so common as to be ignored. The
enough to climb, and ladders built by serfs connect each calmest moments are those of Lypothymie, who is both
layer to the next. Construction is apparently random, a Third Circle demon and an emotion unique to the
though sometimes grouped in districts. Yet, Malfeas has Demon City. Lypothymie is something like nostalgia
a certain unnerving elegance. Classical pillared halls or despair, and she brings a hopeless swoon to those
may be found next to filigreed arches; elaborate pagodas; who feel her most intensely.
delicate, straight-walled tenements with rhombus-
shaped windows; or handsome, low-slung villas. THE DEMON CONDITION
Loud and varied noise pours throughout the Yozis Serfs are the labor of Malfeas, and they work as
prison, but it rarely grates upon the ear. In their bitter- their overseeing citizens decree.
ness, the Yozis have made many vile artworks, but none Second Circle demons have a variety of reasons
of them can bear ugly music. All Yozis with voices have for creating First Circle races, but many races arent
charming ones, and musically talented serfs are prized intended to serve their makers. Some First Circles,
above all others. This is not to say that no songs of such as the neomah courtesans, have innate profes-
heartbreak echo through the twisting streets, but even sions that the entire race follows and require no
Malfean music that wounds is beautiful. orders or guidance. Othersespecially unintelligent
The dominant culture of Malfeas is wild and bit- ones, such as firmindo nothing, haunting Malfeas
ter. Most demons indulge to excess in various fleshly as stray animals do mortal cities. Still others work
pleasures. Food is served in small, heavily flavored constantly for their masters, needing no food or
portions; a normal drink or dose of drugs would be sleep, finding no opportunities for rest or change
18
CHAPTER TWO DEMONOLOGY 19
CHAPTER
CHAPTER TWO
CHAPTERTTWO
WO
CHARACTER
DEMONOLOGY
CREATION
20
gist a sorcerer who lives for 300 years and only summons THE REALM
one demon her whole life, to answer a single question? During each classs third year, the Heptagrams
Obviously a sorcerer with a constant retinue of Malfean instructors teach their students the principles behind
emonologist, but what about a sorcerer
spirits is a demonologist, banishing demons or defeating them in com combat. Dur-
who only calls ls them to aid in feats of architecture and ing the fourth year, the instructors teach the pprinciples
never makes use of demonic of demon binding, iincluding
personal aides? s? the particulars of The Abscissic
Guide. Only during ttheir fifth
THE TERRESTRIAL
RESTRIAL and final year atten
attending the
EXALTED Heptagram are the D Dynastys
Most anyone
yone speaking young sorcerers-to-b
sorcerers-to-be taught
of a culture of sorcerers in the principles of demdemon sum-
Creation means ans the Realm. moning.
Of the many ny civilizations The Realm acc accepts that
in Creation, the Realm is sorcerers will commcommand de-
the mightiestt and the most mons, and much of Dynastic
wide-reaching. ng. Satrapies societys unease concern-
adopt Realm customs, from ste from
ing sorcerers stems
both Dynastic ic pressure and acceptance Dy-
this acceptancethe
a desire by thee highest social nast sees little di
distinction
itate Dynastic
classes to imitate between demo demonologist
ere the Scarlet
nobility. Where and sorcerer. As a result,
Dynasty holdss sway (or held the Blessed Isle is (as a
ecently), the
sway until recently), rule) the be best place
tude toward
Realms attitude in Creation to learn
sorcerers and demonolo- how to bind demons
alent. Even
gists is prevalent. safely and tthe worst
Terrestrial outcastes, place in Cre
Creation for
everywhere but in the a sorcerer to llive if she
ands, most
Scavenger Lands, craves accepta
acceptance and
often fashion on them- admiration.
ding to the
selves according To practice ddemonol-
ve heard of
stories theyve ogy legally, a Realm sorcerer
the Blessed Isle, where must maintain a de demonolo-
Blooded live as
the Dragon-Blooded gists license with th the White
ations
kings in Creations Registry, incurring a yearly
on.
greatest nation. cost of four minae ((Resourc-
Within es ). Qualify
Qualifying for a
the Scaven-- demonologists lic license en-
ger Lands, tails te
testing by a
however, Wh
White Reg-
Dragon-Blood- d- ist
istry agent,
ed attitudes usu
usually re-
toward sorcery ery and quir
quiring Lore
demonology are shaped , Occult
most stronglyngly by
, study
Lookshyand of the relevant
Lookshys de- laws and a back-
monologists are ground check
checkthose
ms.
not the Realms. with shady pasts aare often
22
demons belong in Malfeas, and only those Exalts of sorcerers are cleared for demonology, most of them
profound enlightenment can know when maintaining sohei, and Lookshy sees these sorcerer-exorcists in
the Celestial Orders proper alignment requires put- nearly the same unapproachable light the Realm sees
ting it temporarily out of balance. Practically, demons all its acknowledged sorcerersthough the unease is
improperly managed cause chaos, and sorcerers densely tinged more with awe than disdain, thanks to the soheis
populate the city and environs, so restricting access to association with Lookshys Immaculate faith.
demon summoning is for the Seventh Legions safety
and stability. Demons also keep poor secrets once their
OTHER DRAGON-BLOODED
Outside the influence of the Realm and beyond
periods of service are endedand Lookshys greatest
the walls of Lookshy, thousands of outcastes make their
military rival has always been the Realm, full of sorcer-
way throughout Creation. For them, sorcery is difficult
ers who can summon and interrogate whatever demon
to learnunlike the Celestial Exalted, Terrestrials
has just left Lookshys service.
have no memories of their past lives to guide them
Lookshys second sorcerous order, younger and
to knowledge, and without access to the Heptagram
now larger (but hewing to older traditions), grew out of
or Valkhawsen, the five trials are arduous. Still, the
the first, and out of political reforms that followed the
Dragon-Blooded benefit from the Salinan Working as
Gunzota Incident. The members of this second order are
much as any Exalts.
the Seventh Legions wai tan-junai and shugan-junai,
Even amongst the self-taught, demonology remains
or sorcerer-engineers and sorcerer-technicians, trained
the most common form of sorcery in Creationin
at the Lookshy Academy of Sorcery at Valkhawsen in
fact, self-taught sorcerers more often know Demon
sorcerous traditions common during the Shogunate
of the First Circle than Emerald Countermagic. The
(when sorcery was not seen as a mystical practice but
most eager tutor many would-be sorcerers can find is
rather a practical pursuit). The post-Gunzota General
a demon summoned through thaumaturgy, and such
Staff originally created the sorcerer-engineers as a source
demons adore snaring unsuspecting outcastes in their
of new magitech after internal audits revealed the former
plots. Self-taught demonologists, lacking access to The
General Staff had grown dangerously lax in insuring
Scroll of Limbs and The Abscissic Guide, tend to live out
against too rapid loss of artifact resources. Although
exactly the sort of stories more educated demonologists
Valkhawsen has become more independent over time
dismiss as mere superstition.
(when created, it fell under the soheis authority, and
remains there legally), its wai-tan junai and shugan- THE CELESTIAL EXALTED
junai still hew close to conventional Seventh Legion Where the Dragon-Blooded are many, weak and
doctrine with regards to demons as logistical assets (i.e., limited to Demon of the First Circle, the Celestials are
for use only when no alternative exists). strong, few and may command even the souls of the
Graduates of Valkhawsen have easy access to Em- Yozis. But not very often.
erald Circle Banishment but cannot learn Demon of
the First Circle without special clearance. Unlike in the THE LUNAR EXALTED
Realm, this clearance cannot be officially boughtand Lunar sorcerers use Demon of the First Circle as
buying it unofficially is difficult, as the new General often as Dragon-Blooded do, and for many of the same
Staff has been remarkably free of corruption. Only the reasonsconstruction, war, personal aides. The No
most trusted and respected of Lookshys sorcerers (i.e., Moons try to keep the Circle of Sapphire to themselves,
mostly the sorcerer-exorcists) learn Demon of the First but hardly anyone begrudges a young Full Moon or
Circle, and as Valkhawsens headmaster falls further out Half-Moon mastery of the Circle of Emerald. First Circle
of favor with the sohei, they increasingly veto requests demons pose less of a risk to Lunars than to Dragon-
by Valkhawsen students for the requisite clearance. Blooded, because Lunars are mightier than Terrestrials,
Unlike in the Realm, anyone in Lookshy who can so Lunar tutors of sorcery are even less hesitant to teach
cast even a single spell is widely considered a sorcerer, their pupils Demon of the First Circle than are the staff
but due to the rarity of demonology and a necessarily of the Heptagram. The Lunar propensity for taking on
pragmatic attitude toward the resources available to it, the role of gods in Creations various barbarian tribes
Lookshy society doesnt look askance at sorcerers the makes it less likely theyll be hated and feared by the
way the Realm does. Almost one in six of Lookshys mortals around them for calling up the servants of
Dragon-Blooded know the Terrestrial Circle Sorcery Hellmany a savage god demonstrates its power
Charm. However, in all of Lookshy, perhaps 100-150 precisely by binding demons to her will.
24
of the rare mortal initiates of the Circle of Emerald
tries to cast Demon of the First Circle, she discovers SORCERY BY PROXY
something terrible. The spell can call the demon forth Demons who learn sorcery cannot use it
but offers no binding (as that is dependent on the pledge to summon or bind other demonsthose spells
of servitude made to the gods and Exalts alone at the draw from the lingering power of the binding
close of the Primordial War), and many demons take oaths the newly forged Yozis swore at the end
offense at a mortal attempting their enslavement. De- of the Primordial War, which twisted them into
mons willing to play nice with a properly deferential their current forms and placed their souls into a
thaumaturge arent so willing when theyre called out forever submissive position.
of Malfeas on pretense and bidden to serve one with As for demons and other types of sorcery,
no right to demand service. This isnt a secret. Mortal demon sorcerers are harder to summon than
sorcerers who attempt a casting of Demon of the First many demonologists would like. As a rule, Ter-
Circle are rare in the Age of Sorrows. restrial Circle sorcerers have no hope of binding
a demon sorcerer to slavery. Whether a demon
CHOOSING A DEMON TO SUMMON knows sorcery or not is one of the few things the
For any given task a sorcerer wishes to accomplish,
demon-summoning spells cant distinguish, so a
Malfeas holds a demon, or five, or a dozen. Erymanthoi
demonologist who wants a pet sorcerer needs to
arent the only demon brutes. A sorcerer who calls
know the demon individually firstand demons
forth a demon by the purpose she wishes it to serve is
of the First Circle with Terrestrial Circle Sorcery
as likely to receive a specimen shes never heard of as
number perhaps a dozen at a time, with a high rate
one with which shes familiar. As all demons are ec-
of turnover (Lucien makes examples of those he
centric, sorcerers from the time of Brigid onward have
finds) and much secrecy amongst the survivors.
kept careful records of which demon breeds make the
Demons of the Second Circle often learn the
best soldiers, the best builders and the best clerks. Un-
Circle of Emerald, but only the most powerful and
known, unpredictable demons are a danger, if not to
canny learn the Circle of Sapphire. In rare cases,
the sorcerer herself then to her agendas, her reputation
a sorcerer in need of a particular spell may call
or, at very least, her peace of mind.
up a Second Circle demon to cast it for her, but
OBSCURITY this is both risky and inconvenient, as demons of
The demons in Chapter Three each have an this Circle can be summoned only on the night of
Obscurity trait. Obscurity measures how common is the new moon or during Calibrationits often
knowledge of any given demon amongst the mortals quicker for the sorcerer to simply learn the spell
of Creation, and particularly amongst the societies herself. A few demonologists bind Second Circle
dedicated wholly or in part to demonologythe No demons expressly to act as pet sorcerers, but the
Moons of the Silver Pact, the Mnemon Darik Society, demons most skilled in the sorcerous arts are those
the sohei of Lookshy and the Marmorean sisterhood most willful and difficult to bind. Throughout
are just a sample of the dozens of groups dedicated to history, sorcerers have made a habit of calling up
demonology across Creation. The Obscurity trait is demon sorcerers as tutors, however.
two numbered thresholds separated by a slash. The Third Circle Demons are often expert sorcer-
first threshold measures how commonly known is the ers, but theyve not been seen in Creation since
demon or demon species name and a general idea of its the fall of the Old Realm.
nature. Creation is full of stories of the blood apes called
erymanthoi and the green sun named Ligier. Beyond
such simple facts, common knowledge of demons is represents, but a good guide would be to ask yourself
rife with misperception, exaggeration, speculation and this: Assuming this demon has been summoned repeat-
liesbut a summoner needs only a demons name (or edly by demonologists over the past several thousand
the name of its race) to call it forth. years, and assuming many of those demonologists kept
The second threshold marks how common is reasonably accurate records to pass to their students,
accurate information about the demon in question. what would a well-educated savant learn from reading
Storytellers, you have broad discretion when deciding scholarly compilations of those records? The second
how much information the second Obscurity threshold threshold doesnt measure total knowledgeif Octavian
26
demons or demons habits and behavior. Should the
roll fail, the sorcerer has not encountered knowledge BALANCE
of the demon or demonic race in her life and travels This system doesnt attempt to balance de-
(or cannot recall encounters with it during lives past, monology by making the most useful demons the
in the case of Celestial Exalted), and must research most difficult to find. Up to a point, the more
before her player may roll again. useful a demon is, the more demonologists will
DEMON OBSCURITY write about it, and the more knowledge of it
Demon Obscurity will disseminate amongst Creations sorcerous
societies. The more powerful and dangerous a
Eristrufa 2/3 (1/3 in the West) demon is, the more infamous it becomes, and the
Erymanthus 1/1 more sorcerers speak of it amongst each other
Infernal Worm 2/2 when they discuss their craft. Most demons with
mid-to-high Obscurity ratings are unknown not
Kimberys Dawn 3/4 because they possess secret, world-shaking power
Neomah 1/2 and are meant to be kept out of the hands of
Octavian 2/3 players characters, but because demonologists
dont take an interest in them.
RISK ASSESSMENT Several obscure demons are powerful and
How dangerous is demonology really? secretworld-changing forces all on their own,
Short answer: Much less dangerous than most non- and weapons concealed by all with knowledge
sorcerers assume, but somewhat more dangerous than of them. Theyre the exceptions.
most demonologists like to admit. SIDEREALS
Demon summoning works. Most demonologists profit The Sidereal Exalted dont use this system.
by it. Everyone hears stories about the sorcerers who let Any Sidereal with any Backing in any Bureau of
their slaves get the better of them, and who get pulled Yu-Shan has full access to the names and details
off to the Demon Realm as a result of meddling in forces of all known species of demon of the First Circle,
they cant understand. These stories are popular because and most individual demons of the Second and
theyre memorable, and theyre memorable because the Third Circles. Sidereals are expected to fight the
events they concern are rare. Hopping puppeteers are forces of Malfeas on a regular basis, and Heaven
infamous for killing infants, so the most common story has learned not to send its agents in uninformed.
about the sorcerer-architect using hopping puppeteers to A Sidereal who engages in irresponsible demon-
build her mansion involves her discovering once the task ology (including leaking Heavens secrets in
is finished that she no longer has a family to inhabit it. a demon servants presence) will face censure
The story doesnt mention that sorcerers are fully aware should her superiors discover the practice.
of the hopping puppeteers attitude toward babies, that
sorcerers make a habit of keeping children away from
demonic construction sites and that the White Registry (if they have any). Theyre aware of how badly mis-
records no Dynastic sorcerer losing one of her own children understood they are, and they often make a common
to a hopping puppeteer in over two centuries. mistakethey assume the slanderous cautionary tales
Summoned demons tend not to be dangerous to the are all wrong. They think, Those sorts of things dont
sorcerers body. They are often not dangerous to the sor- really happen. Most of time, such things dont but
cerers allies. They are, however, demons. They remain all stories begin somewhere, exaggerated though they
true to their natures. Theyre dangerous to bystanders. may become. And many demonologists, invested as they
Even benevolent demons, such as Berengiere, carry are in believing their critics are wrong, turn a blind eye
a different set of priorities than human beings. If they when their critics turn out to be right.
behave in humane ways, they dont do so for human Summoned demons are dangerous to the sorcerers
reasons. Demons are broken, and summoned demons principles and resolve. The greatest danger of demonol-
doubly so. Broken minds are eccentric. ogy is how useful it is. Sorcerers face genuine temptation
Demonologists spend most of their lives facing the to delegate their daily routines to demon slavesmore
ignorant discrimination of their non-sorcerer peers intelligent than any mortal slave, more obedient, and
28
TASK BINDING
SURVIVING THE SUMMONING A demon bound to a task gains that task as a new
As a rule of thumb, when summoning a Motivation in addition to its existing Motivation. Though
demon with less than 10 dice in its (Willpower provided through magic, this new Motivation is in all
+ Essence) pool, a one-die edge translates into ways real and confers all the same benefits as a normal
a two-thirds chance of victory in the binding Motivation. If the new Motivation and the old Motivation
roll. Having two more dice than ones opponent conflict, the demons player may spend a Willpower point
gives a three-quarters chance of victory. Four for a chance to ignore the imposed Motivation for a day.
extra dice brings it up to nine chances in ten. Otherwise, the demons desire to fulfill the task to which
For more powerful demons, a two-, three-, or its bound takes precedent. The demons player may not
six-die edge gives similar results. spend a Willpower point to ignore the imposed Motivation
For true safety, a sorcerer should subtract unless the previous Motivation forces a conflict.
three dice from her binding pool and halve the If the sorcerer has a task in mind when she begins
resultthats how many dice she can afford to the summoning, the spell will call a demon with a
let the demons player roll. This edge gives the Motivation compatible to the task, unless she deliber-
sorcerer somewhere around a 99 percent chance ately works the magic otherwise (for example, binding
of victory in the summoning contest. an demon she knows by name to a task she knows it
opposes, as punishment or for amusement).
30
with no further replacements needed assuming no To bind a demon, a sorcerer must first break its will.
unplanned-for complications arise. The Abscissic Guide describes the most overwhelmingly
common manners in which demon wills break when
ABSCISSIC BINDING subject to the pressure of binding sorcery. A sorcerer
Late in the time of the Old Realm, an anonymous familiar with the work can choose which points of
Silurian sorcerer authored and began quietly distribut- weakness to target.
ing The Abscissic Guide, which would turn out to be The Abscissic Guide spread through First Age sorcer-
the most influential work on the subject of demon ous societies as quickly as any innovation could have.
summoning written since The (first) Black Treatise. Sorcerers soon realized the unified theories presented
The work was short, simple and came in two parts. therein explained almost every behavior theyd ever seen
The first was, by the scholarship standards of the time, from demon servants bound directly to a sorcerers will.
unremarkable: a simple essay on demonology and Nearly all sorcerous traditions adopted it into the canon
thoughts on its further codification. The second was a of demonology scholarship, and some even set about
series of 43 illustrationsnine major and 34 minor adapting its principles to the purpose of elementalism.
conveying purely through art a comprehensive set of Availability and Cost: The nine major and one
theories behind the cracks in the demon mind and of the minor plates are common, available together
how a sorcerer might break the will of her intended as a single Resources purchase in the Realm
slave to her exact specifications. Created through the and the major cities of the Threshold. Twenty of the
sort of skill only within the realm of a Solar during minor plates are rare and available only to collectors
the High First Age, the illustrations instantly convey assuming a character can find someone willing to sell
their intended meaning, and a student of the Guide such a treasure, each usually costs Resources plus
need barely study. whatever favor the character must perform to persuade
the seller to spread the knowledge. Thirteen of the race possess identical traits, somewhere in Malfeas lies
minor plates are thought lost and would be Resources an exception, which the spell will naturally seek out
purchases were they reintroduced to Creation. should the sorcerer require it.)
In the Realm, the common tome is widely availableall When circumstances place the demon in condi-
the libraries of the Blessed Isle with books restricted to tions in which its Limit gain condition applies, roll the
Dynasts carry a copy of The Abscissic Guide, and any- relevant Virtue or other trait. The demon gains one
one eligible to read such books may do so. Storytellers point of Limit per success. Players of sorcerers seeking
should assume any character with enough dots of Occult to reduce a demons Limit describe methods by which
to qualify for the Terrestrial Circle Sorcery Charm is their characters do so. Usually, each stunt die garnered
familiar with this material, unless unfamiliarity with by the description reduces a demons Limit by one, to
the subject is a plot point. a maximum of one such stunt per scene of interaction
with the demon. Several plates have more specific
ABSCISSIC MECHANICS Limit reduction conditions. Throughout the following
A demon bound for a year and a day to a sorcerers
descriptions, low Limit refers to a Limit of 0 to 3, while
will gains a Limit track and conditions by which it gains
high Limit refers to a Limit of 7 to 9.
and loses Limit. Each major plate aligns itself with a
Each plate also has two Limit Breaks. The sorcerer
Virtueto summon a demon using one of the Abscissic
chooses which plate to use but has no power over which
plates, the demon must have that plates Virtue at 3 or
of the two Limit Breaks the demon manifests when it
more. Minor plates, much more specific and narrow in
reaches Limit 10. A demon experiencing Limit Break
their purpose, align themselves with other traits. (When
regains Willpower as if it were a Solar Exalt. In most
summoning First Circle demons, remember that every
cases, after a demons Limit Break concludes, its Limit
demon in Malfeas is an individual, even demons of
drops immediately back to zero. Storytellers are also
the First Circle. While the vast majority of a demonic
free to design new Limit Breaks for each plate, accord-
32
A YEAR AND A DAY
Creations year is 420 days long. Calibra-
tion accounts for an additional five days, but
those five days fall outside of the year. A demon
bound through the Abscissic method serves the
sorcerer for 421 days, not 426.
34
Compassionate Gift: The Functionarys obsession
shifts, and it conceives of a grand gift or service to provide
to its master, which none can dissuade it from pursuing.
The construction or pursuit of the Compassionate Gift
pushes all its other tasks to the side, and though the
demon means no harm, the sorcerer will find the gift
difficult to be rid of, and as much a curse as a blessing. It
pursues this task for (Compassion) months, presenting
the gift at the end of that period, whereupon its Limit
falls to zero and its original obsession returns.
THE HORROR (CONVICTION)
It rests, curled, within an unsavory nest. It licks one
insectile claw. It leans its weight on the soft, warm viscera
of its victims. Its eyes are black. Behind it, three men in
tragedian masks gesture. It does not see them. The night sky
above shows not stars, but great blotches of fire
Only demons with at least one of the following
three traitsIntelligence, Perception, Manipulation
at 1 can be bound with this plate. The Horror believes
its still trapped in Malfeas. The sorcerer tricks it into
thinking he is a Yozi, that the Unconquered Suns un-
natural yellow light is a dream-distorted view of Ligiers
comforting illumination, and it serves him loyally Madness of Creation: The Horror fully under-
and instinctually. It gains Limit when it encounters stands its predicament. Creation is a foul, corrupting
one of the three conditions most inimical to Malfeas: place, twisting its master away from his true Yozi-like
silence without death, power without ambition and majesty. Anything the sorcerer loves, that corrupt him
love without pain. The sorcerer can reduce its Limit away from darkness, must be destroyed. It pursues this
by assigning it time in a kennel or other environment hunt with uncharacteristic cunning, and the Limit
built to mimic Hell. During travel, a demonologist with Break lasts for either (Conviction) days, or until it
a bound Horror will often pay a mortal entourage to destroys something the sorcerer loves but failed to
surround and follow him, dancing, shouting, playing issue sufficiently clear orders to protect, whichever
cacophonous musical instruments and otherwise keep- lasts longer.
ing silence and calm at bay.
At low Limit, the Horror is content, and it interprets THE HUNTER (CONVICTION)
the world around it as a bizarre fiefdom of Malfeas. As He stands on a cliff, dressed in scarlet. There are
its Limit increases, it begins to see the ways in which three trees. He holds a long, thin blade in his left hand,
Creation is unlike Hell and grows fearful and disturbed. reversed. A small dog nips at his heels. The blade is through
At high Limit, its actions are erratic and destructive, its throat. A wind blows up from the cliff. A noose hangs
as its terror at its surroundings grows overpowering. It from one tree. A small jade harp, cracked, jangles on the
will not venture into sunlight, save to kill. ground behind him. He has no nose. He has no mouth. He
is looking out of the page.
LIMIT BREAK
He can see you.
Autistic Paralysis: For (Conviction) days, the
The Hunter is focused and desires an outlet for that
Horrors player must make for it a Conviction roll
focus beyond the endless imprisonment of Malfeas. The
whenever it encounters things unsuited to Malfeas,
sorcerer binds it through an offer of purpose. A demon
such as those expressions of innocence, beauty, virtue
summoned as a Hunter can function as literal hunter, a
and compassion found in Creation. On a success, the
builder, a research assistant or in any position where it
Horror curls into a ball, whining and twitching. Failure
must pursue an endless series of similar but unconnected
triggers a fight or flight reflex, during which time the
tasks. It gains Limit when it suffers enforced idleness
Horror will freely attack anyone not the sorcerer or
(no more than once per day). The sorcerer can reduce
regularly protected by the sorcerers orders.
36
Unstoppable Indulgence: For (Valor) days, the LIMIT BREAK
Killer processes orders only to find what pleasure it Flare of Rebellion: The Slave gains a new self,
may take from them. It cannot understand (and im- defined by a burning hatred for the sorcerer who has
mediately forgets) any order it would not enjoy, and bound it, though the force of its binding allows it to
even the orders it does carry out, it performs as a side conceal this motivation. Some time during the next
effect of indulging itself. lunar month, it will spend up to (Temperance) ac-
tions attacking the sorcerer directly, or it can work
THE SLAVE (TEMPERANCE) to undermine her interest for as many minutes. Once
She shuffles across a great emptiness. She travels a bridge
it has carried out its revenge, the sorcery submerges
of human children, their legs and arms twisted together. She
its identity again.
wears armor of iron, and the footprints she leaves behind her
New Self: The bindings snap. The sorcerer must
are full of blood and white splinters. In the sky behind her,
immediately engage the Slave in a new contest of
a maggot-white dragon flies. Her face is a smooth round
wills (regardless of distance). If the sorcerer declines,
mask of skin into which a knife has carved the shapes of eyes,
the Slave wins by default and departs. Even if the
mouth and ears. In one hand, she holds a flute.
sorcerer triumphs, the demon acquires a new Ab-
The Slave is a mechanism in service to its master.
scissic profile (of the Storytellers choice, not the
It can think, solve problems, reason and comprehend
sorcerers) for the remaining duration of its binding.
all it could before its binding, but it lacks self-
The sorcerer gains no knowledge of which profile the
awareness. It gains Limit whenever its Virtues force
former Slave now follows.
it to feelwhenever its behavior is compelled by
success on a Virtue roll. The sorcerer has no means THE VIZIER (CONVICTION)
to reduce its Limit. He stands on a blood pentagram in layered purple
At low Limit, the Slaves psyche is a pure, clean robes. He holds a book in one hand and a back-curving
void. It cannot spend Willpower. As its Limit increases, knife, point down, in the other. Behind him, an endless
it grows troubled by premonitions of a future break in its hallway extends, littered with bones and lit by the crescent
oblivion, and it develops a sense of time. At high Limit, it moon. His eyes burn with ghastly fervor. His horns arch
gains rudimentary and suppressed emotions and can spend back. A severed hand twists near his feet, fingertips in a
Willpower in pursuit of the sorcerers commands. puddle of water.
38
Terrible Guardian Vengeance: The Warden
ceases to understand discretion at all. Until it has WHY?
killed (Valor) apparent enemies, it attacks anyone Limit Break is a mechanic to quantify de-
who shows even the slightest disrespect or threat to monic reactions to players characters behavior.
its charge, even friends and lovers. It exists so players can make meaningful decisions
with regards to how far their characters can push
THE SUFFERER (RESISTANCE)
personal demon servants before they can expect
Gaunt, pale and dressed in a loincloth, he sits across
those servants to push back, and so Storytellers
the table from a wealthy merchant. The merchant has
have some guidance on how often and in what
pushed a cup toward him. It contains maggots and metal
manner demons are likely to react to a players
shards seething in a base of wine. He is smiling. The
characters behavior. Different peopleplayers
symbol of Venus is carved into his back. A dead child
and Storytellers bothunderstand psychological
sits on the merchants knee, its upper body leaning upon
limits in different ways and under different as-
the table. The sunlight is white. A mandolin is propped
sumptions, and the Limit Break system provides
against the table, a clip holding the strings in the position
a foundation so that everyone has common
of A# minor.
footing. Otherwise, players might have entirely
The Sufferer is the sole minor plate still in com-
different expectations about how demons react to
mon circulation amongst Creations occult circles. A
slavery than the Storyteller, which can result in
demon sufferer loathes in itself the weakness that its
the demonologist character (who is, ostensibly,
Yozi masters share, the same weakness that allowed
learned in the subject of demons and demon
them surrender. It has no pride to sustain it and no
behavior by virtue of possessing at least Occult
freedom. A sorcerer may only apply this template to
) knowing nothing about demon behavior
a demon with Resistance 3 or more. It gains Limit
in practice.
whenever it knows surcease from suffering or learns
Groups who decide to discard the Limit Break
to cope with the pain it feels. The sorcerer can reduce
system presented here may wish to put some effort
its Limit by torturing it into incoherence, though she
toward establishing agreement between players
must invent new methods to circumvent its ability
and Storyteller about just how demons are likely
to cope.
to respond to slavery.
40
CHAPTER THREE THE ROLL OF DEMONS 41
CHAPTER THREE
THE ROLL OF DEMONS
42
spirit rules, including an extensive catalog of spirit those that speak tongues other than their native one.
Charms, see The Books of Sorcery, Vol. IVRoll of Although there may be exceptions, demons of the Third
Glorious Divinity I. This chapter discusses the various Circle can usually communicate, regardless of linguistic
points where demons differ from other spirits. barriers, via Charms or other means.
LinguisticsNearly all of the sentient demons PanoplyThe personal artifacts carried by
speak Old Realm as their native tongue, and they do demons of the Second and Third Circle are usually
so with the Malfean dialect. The ability to read is not invested with their infernal Essence to a degree that
common among the lower orders of demons, but is nigh they are bound by the metaphysics of summoning.
universal among the highest. Usually, the demons traits When Alveua is summoned to Creation, her red-hot
reflect this: Demons with Lore 1 are typically able to hammer arrives with her, and no one else can attune
read, while those with no Lore Ability are illiterate. to it. If Alveua is banished or slain in Creation, the
The glass libraries of Orabilis are open to demons of artifact returns to the Yozi prison along with her.
power or scholarly purpose, but there are other troves Should an Exalt travel to Malfeas and steal the hammer
of secrets in the Demon City of Malfeas. Called to from an unbound Alveua, he may bring it to Creation
Creation to serve its sorcerers or studying Creation and attune to it. If she subsequently recovered her
from afar, demons sometimes learn mortal tongues and weapon, it would accompany her again. Artifacts a
lore. Demons of the Second Circle are unique, and their demon has gained from Creation rarely become true
entries in this chapter list the specific languages granted parts of demonic panoplies. The wonders of Makarios,
by their Linguistics Ability. Lesser demons are ppresented forged from the dreams of Creation, can be stolen by
as samples of their species. Sto- powerful Exalts unwilling to buy them. Although his
rytellers should choose staff of Malfean iron is tied to Octavians Essence,
appropriate languages for the magic acorn he bears is the product of an earthly
44
of Glorious Divinity I. Some demons cannot employ Duration: One scene
the Materialize Charm, but all of those listed here can This Charm allows the spirit to communicate and
do so. Demons may also master supernatural martial understand basic concepts in the language that is being
arts and sorcery. spoken by a being with whom it is conversing. Activating
the Charm requires a successful (Intelligence + Com-
NEW CHARMS passion) roll, and success allows the spirit to converse
This section presents two new Charms, one of in the target language for the remainder of the scene.
which is unique to demons while the other is common If the spirit uses this Charm to engage in social combat
to spirits of all types. in a language it does not normally understand, both
UNIVERSAL CHARMS the spirit and anyone it attempts to persuade receive
Such Charms are not tied to a particular Virtue. a +3 to their MDV. If the spirit wishes to converse in
more than one language that it does not know, then
LEGALISMS OF THE CREATORS (SUMMONING RESISTANCE) it must employ the Charm multiple times and commit
Cost: ; Mins: Essence 8, Third Circle demon; Essence to each duration.
Type: Permanent
Keywords: Stackable
Duration: Permanent
THE CIRCLES OF DEMONS
Although the Exalted ultimately defeated the
When the Primordial War ended and the Yozis were Primordials, victory was far from assured against these
forced to swear oaths of servitude, only the contest of complex and potent beings. Each of the defeated or
will and Essence between the summoner and summoned slain Primordials possessed at least 12 different souls,
mattered. Yet the vanquished principals of that which each of which transcended mortal attachment to their
arose from the Wyld do not rest easy in their inescap- oft-times world-sized bodies. Every one of these Pri-
able prison, and they have tested their infernal cage mordial constituent souls comprised the Essence of a
for five millennia. Even as they discovered methods of divine being whose power was unmatched by any save
corrupting the immutable Essences of the Exalted, the the greatest of the gods. Yet the souls of the Yozis were
greatest of the Demon Princes learned to influence the bound within Malfeas as surely as the Yozis themselves.
rituals that demanded their decorous service. Whether The souls of the Yozis became the Demon Princes, and
by artificially inflating the force of its Essence rank or these mighty beings are those that the wisest savants
sharply focusing the defiance of its will, this Charm imagine when they speak of Third Circle demons.
grants one additional die to the (Essence + Willpower) The upper limits of the number of component
of a Third Circle demon for the purposes of all sum- souls a Yozi might possess are unclear. None of the
moning and binding contests. Multiple occurrences of imprisoned Primordials have less than a dozen, and the
the Charm are cumulative, granting additional dice, Yozi Adorjan, the Silent Wind, consists of 20 souls, of
but no known Demon Prince has mastered the Charm which Jacint is the 18th. Although She Who Lives in
more than five times. The Charm provides no bonus Her Name consists of more than 100,000 flames within
against banishment attempts. (It is unknown whether crystal spheres, her 30th sphere contains her fourth soul,
this is due to lack of Yozi concern about the matter or and she holds no more souls than is average for her
current lack of progress on their part.) Some Demon brethren. The 23rd soul of the King of the Primordials
Princes, such as Jacint and Lypothymie, have never was executed when he became Malfeas, and surviving
learned these techniques, while the Ebon Dragon has First Age records indicate that some savants found it
made sure that Erembour has mastered them. interesting that 23 was also the apparent number of
Example: With Essence 10, Willpower 10 and five imprisoned Yozis. Neither of the remaining Primordials
instances of this Charm, Ligier rolls 25 dice against a sor- seems to be as well endowed with souls as even the least
cerer attempting to summon or bind him. Against Adamant of the Yozis. It is possible that Gaia naturally had fewer,
Circle Banishment he rolls only 20 dice. as the youngest Primordial, and that one of the inciting
DIVINATIONS (COMPASSION CHARMS) factors of the mockery heaped upon Autochthon by his
Such Charms are tied to the Compassion Virtue. fellow Primordials might have been an abnormally low
number of constituent souls on his part. Of course, it
MIMIC OF TONGUES is also feasible that the two unvanquished Primordials
Cost: 3m; Mins: Essence 3; Type: Simple have merely managed to conceal the existence of their
Keywords: None other components.
46
attempt the Demon of the Third Circle spell, but they
are powers unique to the demon in question and cannot
typically be learned by Eclipse or Moonshadow Caste
Exalts. (Some effects, however, such as fallen Lilikes
Demon-Wracking Shout have been duplicated via
sorcery or other means.)
Every Third Circle demon is an aspect of one of the
Primordial architects of Creation. The Demon Prince
Orabilis is arguably the most direct representation of
Cecelynes role as the Lawgiver of the Demon City.
Erembour calls the creatures of shadow to follow in
the wake of the Ebon Dragon. Although these power-
ful beings are mighty souls of the Yozis, they are not
necessarily the most important. Some of the Yozis
have hidden their most precious souls, keeping them
concealed from the view of enemies who might exploit
them. This is because every one of the Yozis has a single
special Third Circle soul, called its fetich soul, which is
the heart of the imprisoned Primordial. Although the
permanent destruction of any of the Demon Princes
somehow changes its Yozi, the death of a Yozis fetich
soul destroys the Primordials nature, forcing it to
become something else. When the Solar Marus slew
the fetich of Adrin, the River of All Torments, she
became Adorjan, the Silent Wind. to Erembour and die, while others become shadowy
monsters no longer able to bear the light. Those who
EREMBOUR, answer the horn of That Which Calls to the Shadows
THAT WHICH CALLS TO THE SHADOWS lurk in the fringes of the Ebon Dragon or in dark places
DEMON OF THE THIRD CIRCLE, that the light of the green sun cannot pierce.
SEVENTH SOUL OF THE EBON DRAGON Erembour wears silken robes of silver and has flawless
In the First Age, the wisest cities constructed en- skin of deepest black. Her liquid eyes shimmer like the
chanted lighthouses, even if they lay far from the sea, moon, and strands of glowing white hair twinkle amid her
and armed these minarets with piercing klaxons. Sadly, raven tresses. She carries a long silver horn curved like
most of these structures have been destroyed by war or a mighty rams, and a naked rats tail sometimes peeks
neglect, and scarcely anyone remembers that their alarms from the back of her robes. Torches and other ephemeral
could drown out the horn of Erembour while their golden lights are instantly extinguished by her presence.
heliographic beams scoured the streets to halt her pas- Summoning: (Obscurity 2/5) Sorcerers typically call
sage. There are no such towers in the Demon City, for Erembour into Creation to draw upon her powers over
Adorjan and the Ebon Dragon alike will not abide them, the night. Sometimes their goals are more venereal,
and Malfeas prefers the brilliance of his own heart. however, as she is unquestionably one of the finest
There is no night in the Demon Realm, save the existing instructors in the arts of love. When Erembour
shadow cast by the passage of the Ebon Dragon before enters the mortal world, thunder cracks overhead. That
the Demon Citys green sun. When the Shadow of All Which Calls to the Shadows cannot physically escape
Things brings darkness upon a region of Malfeas, things Malfeas without being summoned, but the music of her
emerge that frighten even other demons. Though many horn sometimes drifts unbidden between the worlds
flee the streets, the lady Erembour passes in the wake of with terrible consequence.
the Ebon Dragon and plays a doleful song with her silver Motivation: To celebrate the darkness and oppose the
horn. Her performance fills the hearts of those who hear plans of Ligier and the Unconquered Sun. Erembour has
it with melancholy and an enduring appreciation of the Intimacies for the things of night, including lovers in the
darkness. Some who hear its sound revel in the passing dark, theft, murder, bats, owls, Dune People, creatures
of the Ebon Dragon, while others resist. Some are drawn who live in lightless caverns and nighttime battles.
48
Emissary of Nexus a few years ago, Jacint has been unable Tower of the PrinceWith the utterance of a few words
to appear in Creation and Malfeas simultaneously. Those and the expenditure of three temporary Willpower,
who summon and keep him from the Demon City for more Jacint may construct another instance of his signature
than a few days, and thus prevent him from creating its tower of residence. At any moment, there may be but
roads, earn the enmity of Jacint and every demon in his one instance of his tower in Creation, and one in each
hierarchy. Sometimes when the trackless desert swallows layer of Malfeas; if a second tower conflicts with this,
a flawless road, the causeway Jacint is currently building the first one collapses into dust. Each of these towers is
will pass so close to it that he can reach a traveler upon a level-three Infernal-aspected manse to which Jacint is
Creations lost road without being summoned. automatically attuned, though he may choose to share
Motivation: To be worshiped for building the roads this attunement. (Indeed, sorcerers typically command
that connect everything. Jacints Intimacies include him to do so and then demand use of the hearthstone.)
such things as roads and bridges, those who build roads, The nature of the manse depends upon the ground
the children of Adorjan, basalt, marble, brass statues upon which it is built. Whatever its nature, the manse
and his towers. is identical in appearance to his other towers, and is
Virtues: Compassion 2, Conviction 3, strongly fortified (with walls equivalent in strength to
Temperance 4, Valor 3 Jacints thick causeways).
Traits: As a Third Circle demon. Willpower: 9 Essence: 9
Sample Powers:
Articulation of the PathJacint creates roads merely by
speaking, without any material or labor requirements. nts.
In every place where he exists, whether singularly in
Creation, or multiple times throughout the layers of
Malfeas, he may separately create up to 100 miles of
roads per day, every day, without pause or rest. If his
work comprises a single thoroughfare, the pace of con- on-
struction is so fast that a mortal traveler might neverver
ong
overtake its end, though Jacint may split his time among
hat
multiple projects. Jacint can never create any road that
touches another of his roadways, yet he may carvee a
course through the heart of a mountain or lay it across oss
treacherous marshland. Difficult terrain reduces con- on-
struction by one quarter, while extreme terrain reduces ces
it by at least half. These roads consist of dark stone, ne,
reinforced when necessary with veins of brass or iron, on,
and they may run thick and heavy upon the groundd
or rise in thinner curving arches through the air to
cross canyons or even the sea.
Flight of Basalt WingsCalling forth a disk of glow-
ing light from his hands, Jacint scoops up a mass of
willing passengers (a single unit up to Magnitude 9 in
number) without disturbing its formation. The Prince nce
Upon the Tower can fly, with his passengers, at a rate ate
of 100 miles per hour, without tiring. Upon reaching ing
his destination, the disk vanishes and his passengers ers
are delivered. Alternatively, he could release them m at
some deadly height, but Jacint is generally loath to do
so except when greatly angered or at the commandd of
a sorcerer. The disk of light protects the passengers ers
from any type of wind or extreme weather, but not
from other threats.
Summoning Resistance: None out the call of sorcery. Only a smith performing the
Other Notes: Jacint falls within the lower echelons of masterstrokes of a perfect work of brass, a mortal prince
Third Circle demon power, as relative as such a state- leading his army against Exalted foes, or a blindingly
ment may be, and Storytellers should not be afraid to beautiful queen seizing control of a court while unwed
portray him losing against others of his kind should can catch his attention thus. In such cases, the Green
circumstance demand it. Sun has little time before the onset of day or darkness
sends him back to Malfeas.
LIGIER, THE GREEN SUN Motivation: To bring his glories to the world, such
DEMON OF THE THIRD CIRCLE, FETICH SOUL OF MALFEAS that all of Creation and Malfeas alike must celebrate
When the Exalted armies of the gods defeated the magnificence of the Green Sun. Ligiers Intima-
the Primordials, they turned Malfeas inside out and cies are for things of his own creation, particularly the
cast his heart into his cavernous core. In the darkness Sword of the Yozis.
of the Demon Citys concentric black stone orbs, the
heart of Malfeas shone forth as Ligier, the Green Sun.
Inexplicably, his radiance lights every layer of the
demonic realm, glaring throughout the aerial regions
between them such that flying demons are sometimes
lost in the green-lit sky. Only the passing shadows of
the Ebon Dragon bring night to the hellish cityscapes
below, though periodic clouds of infernal weather dim
the mad emerald brilliance.
The Green Sun is the fetich soul of Malfeas, and if
Ligier is truly slain, the Yozi that is the foundation and
essence of the Demon City will become something else.
Ligier is the finest of all demonic smiths, and his works
are stupendous in scope. He melts streams of metal from
the ores of Creation or Malfeas and forges them into won-
ders rivaling the works of Autochthon and the Twilight
Solars of the First Age. In battle, he is more terrible to
behold than most beings can withstand. As the Prince
of Malfeas, Ligier seeks to bring a particular order to
Creation and the Demon Realm alike, spreading black
stone, brass and the celebration of the green sun.
Ligier rests literally at the center of the Demon
City of Malfeas, as the Green Sun in its sky. When he
desires a human form, Ligier simultaneously appears
as a handsome young nobleman with auburn hair. He
is sometimes dressed in flawless robes of emerald, and
other times bare chested with a long green kilt or a
blackened smiths apron of erymanthus hide.
Summoning: (Obscurity 1/5) As befits his station and
power, Ligier is one of the hardest demons to summon
and bind via sorcery. Yet, sometimes as it rises or sets,
the solar disc inexplicably flashes green and Ligier is
briefly drawn to the side of a remarkable mortal with-
50
Virtues: Compassion 2, Conviction 4, his Impossible Emerald Brilliance. His every flashing
Temperance 3, Valor 5 movement reflected by a host of blazing contrails and
Traits: As a Third Circle demon. flaming green afterimages, the swordplay of Ligier is
Sample Powers: breathtakingly beautiful and terrible to behold. This
Forge-Hand of the Green SunLigier may use any of Third Circle demon bears a noble regard for worthy
the Craft Abilities, although certain crafts demand foes, however, and will refuse to continue a fair contest
specific circumstances. Craft (Fate) requires his pres- his blade has lost, unless pressed.
ence in Creation and will likely be circumvented by Willpower: 10 Essence: 10
security measures within the Bureau of Destiny, while Summoning Resistance: 5
Craft (Glamour) must be performed in suitably Wyld- Other Notes: Calling Ligier to the mortal world does
oriented locations. The Green Sun is assumed to gain not darken the Demon City. Like all fetiches and most
23 successes on every Craft roll, and the Storyteller Third Circle demons, the Green Sun can exist in Cre-
should consider the uncanny heights of artifice this ation and Malfeas simultaneously.
allows. From exquisitely complex automatons to
massive magitech engines to monstrously powerful
artifacts, the works of Ligier are wondrous and terrible.
SWORD OF THE YOZIS
When fighting in a contest of arms with his
His smithcraft requires priceless sacrifices, however,
brass daiklave, Ligier wields the blade as a powerful
such as childrens blood, the essence of treachery,
solo unit, forcing his opponents to engage using
Exalted souls and the like. Without them, he cannot
the mass combat rules if they wish to fight him.
help but conceal deadly and subtle flaws within the
The blades traits are as follows:
craft, even if bound.
Join War: 20
Impossible Emerald BrillianceWhen Ligier steps upon
Sword of the Yozis: Speed 3, Accuracy 25, Dam-
the field of battle, he generally feels honor-bound to
age 25L (piercing), Parry DV 13, Rate unlimited;
reveal his unbearable radiance. Piercing shafts of light
provides Ligier with one reflexive perfect parry
spill forth, and their deadly green brilliance melts flesh
that refreshes each time he gets a new action
like hot wax. Everyone on the battlefield is automati-
Dodge DV: 15, Soak: 10A/25L/25B,
cally struck by an unblockable, undodgeable attack with
Hardness: 6A/16L/16B
raw damage of 10L that ignores armor (this kills human
Mass Combat: Magnitude 6, Drill 5,
extras instantly barring special protection). Survivors
Endurance 25, Might 8
must succeed at a (Wits + Resistance) roll, at a difficulty
Health Levels: If Ligier suffers 25 health levels
equal to their own Perception trait, or be temporarily
of damage while fighting with the Sword of the
blinded, as per Exalted p. 152. Every three hours, a
Yozisscarcely a scratch for the Green Sunhe
blinded character may make a (Stamina + Resistance)
gracefully retires from the contest with a flourish-
roll at standard difficulty to recover her sight. A botch
ing acknowledgement of recognition of his foes
indicates that the loss of sight is permanent until success-
worthiness against his favored creation. He will
fully treated by some method that can remove Crippling
not willingly rejoin combat against the same op-
damage. This power may be used only once per scene,
ponent for at least 25 hours unless that foe further
when Ligier first unleashes his inner glory.
challenges him, even resisting the bindings of
Sword of the YozisLegend claims that seven So-
sorcery. Should an enemy press the issue, Ligier
lars died trying to seize this blade from Ligier, and
will respond with unfettered force, and it is up to
he is proud of his creation. Indeed, it is said that
the Storyteller whether his foolhardy attackers are
he considers anything less than an entire circle of
doomed to tragic failure or are sufficiently epic to
experienced Solars or a small army of heavily armed
finally defeat the heart of Malfeas. His untapped
Dragon-Blooded less than a challenge for the sword.
All-Encompassing Divine Melee Subordination,
Whatever the truth, the Green Sun may call his in-
coupled with completely untouched Principle of
fernal brass daiklave, etched with vitriol, to his hand
Motion action pools, pales in comparison to the
at will (making disarm maneuvers useless as long as
infernal sorcery, realm-warping martial arts and
he is attuned to it), and declare a contest of arms
sky-rending power the Green Sun might bring to
against one or more worthy opponents. Typically,
bear when angered.
he will reserve such privilege for those who survive
52
Traits: As a Third Circle demon. continuously, regardless of distance or separation of
Sample Powers: realms, unless Munaxes revokes it. There is no limit
Chasm of the Sundered EarthWhen she appears, Mu- to the number of targets that she can simultaneously
naxes splits open the earth, her maw a 100-foot-long protect. The words she consumes become part of the
bottomless crevasse. Horrific murmuring spills forth Echoes of Iniquity.
from the Ravine of Whispers, the terrain for a mile in Willpower: 9 Essence: 9
every direction shatters into crumbling gorges and jagged Summoning Resistance: 3
spears of upturned stone, and earthquakes can be felt Other Notes: At her fastest rate, Munaxes moves 15
for miles beyond. Mundane structures in the one-mile miles per day, although she can maintain that pace
radius typically collapse, while magically reinforced perpetually without tiring and without regard for ter-
architecture suffers an automatic blow for 25L (pierc- rain. In standard combat time, this translates to one
ing) raw damage. The players of animate targets caught foot per tick. Whenever she moves, the Chasm of the
within the area must succeed at a reflexive (Dexterity Sundered Earth power automatically activates once
+ Athletics) roll, difficulty 2, for their characters, or every three long ticks.
they fall into a gorge or are thrown onto jagged rock,
suffering bashing damage as for a two-to-20-yard fall
ORABILIS, THE END OF ALL WISDOM
(roll two dice and add them). A botch means the dam- DEMON OF THE THIRD CIRCLE,
age is lethal. (See Exalted p. 126 for falling rules.) A SIXTH SOUL OF CECELYNE
victim close to the central chasm instead plunges into Cecelyne, the Endless Desert, encompasses the
Munaxes, falling forever, undying unless slain. At the boundaries of all things. In her sixth soul, Orabilis, the
Storytellers option, supernatural beings might escape, Yozi embodies the limits of wisdom. Clever Orabilis seeks
by catching the walls of the chasm and climbing back out the secret mutinies of the Demon City and ensures
up, or with the aid of magic. Munaxes may repeat this their failure. He establishes vast repositories of Malfean
effect every three long ticks, although she does so only lore, yet destroys those who learn forbidden things. His
when moving, when under orders or when provoked words rove as ever-vigilant spies, crystallize as scrolls of
by her Motivation. Excluding her initial appearance, learning and rain down as molten death.
Munaxes may also make a single directed attack with The eyes of Orabilisliving glass orbs of gray,
each use of this power, thrusting spikes of stone at an blue, green and yellowever traverse the Demon City,
individual or unit. (Stone Spikes: Accuracy 18, Dam- their collective gaze searching eternally for those that
age 18L, Rate 1.) break its laws. When his eyes pass, rational demons
Echoes of IniquityWhispers of iniquity echo per- proceed carefully and felons hide from view. Those
petually within the abyss of Munaxes, and she knows who offend the eyes of Orabilis are soon plucked out of
many sordid things. A sorcerer may demand that she demonic society and cast down or slain by the swords
reveal these secrets to him. Any information might be of Cecelyne.
shared, provided the Storyteller decides it lies within The words of Orabilis rain down onto the Demon
her purview. As a rule, her aid should give a minimum City as beads of liquid glass and coagulate into great
of three extra dice to one or more relevant rolls (these libraries with translucent shelves of crystalline scrolls.
dice do not count as Charm dice). In their gleaming halls, demons grow wise in the ways
Swallowing the Sinful WhispersMunaxes can devour of Creation and Malfeas. Yet they must never become
the words spoken against an individual. The protected too wise; certain knowledge is forbidden, and demons
target must initially be someone within one miles that learn such things are doomed. When Orabilis
range. Once she has activated this power, at a cost finds them, he says, These are things known only to
of a temporary Willpower, anyone who attempts to the Yozis, and lays his hand upon them. The touch
utter words that speak ill of the target finds those of Orabilis casts an offender into the void between the
words swallowed by the Ravine of Whispers before layers of Malfeas, where she burns like a fateful star,
anyone hears them. Anyone subjected to a verbal until eventually being extinguished by the winds of
social attack that maligns the reputation of the pro- Adorjan or the green corona of Ligier.
tected target gains a reflexive Mental Parry DV of 13 When he desires, the End of All Wisdom assumes
against that attack. If an attack somehow overcomes the form of a patrician of the Realm, dressed in Dynastic
this MDV, the words are heard as normal. Once this finery. With every gesture, desert sand drips from him,
power is enacted upon a specific target, it endures and his tongue is that of an adder.
54
Name Str/Dex/Sta Per/Int/ Health Levels Attack (Spd/Acc Dodge DV/
Wits/Will /Dmg/Rate) Soak
Eyes of Orabilis 1/4/1 6/3/4/6 -0/-1/-4/Incap Ram (Punch): 5/5/1B/3 6/1B/1L
Abilities: Athletics 1, Awareness 5 (Visual +3), Bureaucracy 1, Dodge 4, Integrity 5, Investigation 5
(Crimes Against Cecelynes Law +3), Larceny 1, Linguistics 1, Lore 1, Occult 1, Presence 1 (Authority
of Cecelyne +3), Resistance 1, Stealth 5 (Small Places +3), Survival 1 (The Demon City +3)
Spirit Charms: Amethyst Awareness, First (Ability) Excellency (Awareness, Dodge, Investigation), Hurry
Home (back to Orabilis), Landscape Travel (flight), Materialize (45 motes), Measure the Wind
Essence: 3 Essence Pool: 60
Notes: The eyes of Orabilis fly about as fast as messenger birds (30 mph), and they ignore all penalties
from darkness, fog or other intangible visible obstructions. Orabilis instantly knows everything that his
eyes see. Although their Motivation is to serve Orabilis, and their Intimacies are the laws of Cecelyne,
the eyes act independently. If attacked, they typically flee (Move action, 15 yards per tick). An eye that
is forced to fight will ram opponents until it can escape.
tion of citizens in Malfeas, and First Circle demons nothing except himself, he is sure to become a crown or
are wise to heed or avoid them. Typically, an an- ornament of jewelry. In this manner, some vain mortals
tagonistic demon of the Second Circle is a serious seek immortality for themselves or their goals.
challenge for experienced Exalts and a deadly enemy Insects find a kindred soul in the Essence of Al-
for lesser beings. veua, and the Keeper forged the insects of Malfeas.
Those who harm Alveua risk the enmity of vengeful
ALVEUA, THE KEEPER OF THE FORGE OF NIGHT swarms. The Keeper of the Forge of Night also crafted
DEMON OF THE SECOND CIRCLE, THE EXPRESSIVE SOUL the needle-making firmin.
OF THAT WHICH CALLS TO THE SHADOWS Summoning: (Obscurity 2/3) Sorcerers call Alveua to
Alveua appears as a thin, beautiful mortal girl, craft them wondrous things. She requires the Forge of
except her dress consists of shining black metal, two Night for her greatest works, but an anvil in Creation
small horns peek from the short red hair that graces is sufficient for lesser marvels. Sometimes, the sacrifice
her forehead, and she carries a massive red-hot ham- of the blood of an innocent opens a crack by which she
mer over one shoulder. Her philosophy is known to may enter the mortal world, and sometimes she answers
certain savants. If I had the shaping of all things, as I such sacrifices. Alveua will not craft by the light of sun
have for those I re-forge, then the Yozis would not be or moon, and if a sorcerer tries to force her to do so, her
imprisoned, the gods would not rebel against them, the player rolls a number of dice equal to her Conviction
mortals would not be so bold, and both harmony and with each success giving her one point of Limit.
happiness should fill the world. Sadly, as Erembour and Motivation: To forge the destiny of humans so that the
the Ebon Dragon are held, so held am I, and I can fix Yozis are free, mortals and the gods are loyal servants,
only certain aspects of Creation. and the world is filled with harmony. Her Intimacies
Alveua hears the sacrifice of innocent blood and may include such things as her forge, her anvil, her hammer,
answer a petitioner. She then carries the supplicant to the the Ebon Dragon, Erembour and insects.
Forge of Night and reshapes him upon her anvil, though Attributes: Strength 6, Dexterity 6, Stamina 5; Cha-
a sorcerer may demand otherwise. In her dark forge, lit risma 3, Manipulation 4, Appearance 4; Perception 4,
only by the dying stars of Malfeas, Alveua hammers a Intelligence 5, Wits 5
mortals flesh into a peerless object such as men make Virtues: Compassion 2, Conviction 5, Temperance 3,
of metal: perhaps a perfect blade, a fine breastplate or Valor 4
an iron gate. The victim does not survive, but his spirit Abilities: Athletics 3, Awareness 2, Craft (Fire) 6,
lingers in the shining black metal of her work and holds Dodge 3, Integrity 2, Investigation 1, Linguistics (Na-
the same Motivation and Intimacies he once held. The tive: Old Realm; Others: Flametongue, Insect Buzzing) 2,
magic of the Keepers craftsmanship gives shape and Lore 5, Martial Arts 2, Melee 5 (Hammer +3), Occult 3,
endurance to his loves and ambitions, but if he loved Presence 5, Resistance 5, Stealth 1
56
Join Battle: 7 to have their voices snatched forevermore. From these
Attacks: rare treasures, Berengiere creates wonders.
Punch: Speed 5, Accuracy 9, Damage 6B, Parry DV 5, Summoning: (Obscurity 2/3) Summoners call upon
Rate 3 Berengiere for aid in creating things of cloth, for there
Kick: Speed 5, Accuracy 8, Damage 9B, Parry DV 3, are few better weavers. Berengiere has also been used
Rate 2 to silence an enemy or to act as a lover or a translator.
Clinch: Speed 6, Accuracy 8, Damage 6B, Parry DV , Berengieres lust for passion-filled voices is such that
Rate 1, Tags P any voice lost in a moment of great passionwhether
Infernal Hammer (Ember of Perfection): Speed 5, Ac- someone screams himself mute in denial of the death
curacy 17, Damage 22L/5, Parry DV 14, Rate 2, Tags 2, of a loved one or professes undying love with an injury
O,P,R or illness of the throatwinds its way to Berengiere in
Soak: 18L/20B (Infused with enchanted metal, her boneyard. There, she snatches at the thread and
15L/15B, Hardness: 10L/10B) quickly follows it back up, into Creation. Old wives
Health Levels: -0/-1/-1/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/- caution those with sore throats and laryngitis to remain
2/-4/Incap calm and not speak, though they themselves rarely
Dodge DV: 8 Willpower: 9 understand the reasons why.
Essence: 7 Essence Pool: 125 Motivation: To collect the voices of passion and weave
Other Notes: Alveua suffers a +1 difficulty when work- them into permanent forms. Berengieres Intimacies
ing with Creations magical materials (jade, starmetal, include Ligier, her duty to guard the boneyard (ex-
soulsteel, orichalcum and moonsilver) as her nature is pressed as a negative Intimacy), her creations and the
not aligned to them. last five individuals who voluntarily surrendered their
voices to her.
BERENGIERE, THE WEAVER OF VOICES Attributes: Strength 4, Dexterity 7, Stamina 5; Cha-
DEMON OF THE SECOND CIRCLE, risma 3, Manipulation 3, Appearance 4; Perception 7,
THE INDULGENT SOUL OF THE GREEN SUN Intelligence 5, Wits 5
When the first green rays of Ligier shined down on Virtues: Compassion 2, Conviction 3, Temperance 3,
a thing of beauty and that wicked luminary paused to Valor 4
admire the craftsmanship, there was born Berengiere. Abilities: Archery 2, Athletics 1, Awareness 4, Craft
The Weaver of Voices is beautiful in form, with luscious (Wood) 6, Dodge 2, Integrity 2, Linguistics (Native:
curves beneath crimson-veined clothing that murmurs Old Realm; Others: Flametongue, Forest-tongue, Guild
in a thousand quiet voices rather than rustling as cloth Cant, High Holy Speech, High Realm, Low Realm, Riv-
does. Her fingers are delicately shaped into rending erspeak, Seatongue, Skytongue, Tribal languages) 10,
points and dusted with aconite. Although a face seems Lore 3, Martial Arts 3 (Nails +1, Stealing Voices +2),
to hide, demure and tempting behind the veil she wears, Medicine 2, Melee 2, Occult 3, Performance 2, Presence 2
those who move it aside are instead assailed by a landslide (Seduction +2), Resistance 5 (Poison +3), Ride 2, Sail 1,
of brass dust and igneous rock, which pours forth until Socialize 2, Thrown 1
her veil is allowed to fall back into place. Backgrounds: Artifact 5, Backing 3, Cult 1, Followers 2,
Berengiere is bound to defend the boneyard Resources 5
where the remains of an unknown fetichslain most Charms:
artfullyare interred, but she is always anxious to flee Creation of PerfectionAllows the demon to weave
that duty. When she is not bound there, she indulges voices like cloth
in her preferred pastime, the creation of fabric woven DreamscapeThe beauty of Berengiere haunts her
from stolen voices. victims dreams until they willingly give her what she
The stronger the emotion that impels the voice, wants
the finer and stronger the cloth. Different emotions Essence BiteThose who touch her fingernails (or are
make for a variety of uses. Cloth-of-torture chafes ter- touched by them) suffer aconite poisoning (Damage 6L/
ribly but is excellent armor, while cloth-of-apathy is hour, Toxicity 3M, Tolerance /, Penalty 3)
light, diaphanous and tears easily. The strongest of her Harrow the MindBerengiere causes voices to emanate
weavings is cloth-of-true-love, and it is all but impen- from anywhere within her line of sight
etrable. Mortals whose voice she steals do eventually HoodwinkSudden burst of confusing murmurs
learn to speak again, but some have given their assent MaterializeCosts 80 motes
58
FLORIVET, THE WHIM-OF-THE-WIND Summoning: (Obscurity 2/4) Because of the adoration
DEMON OF THE SECOND CIRCLE, of the air elementals that follow Florivet, those in the
THE REFLECTIVE SOUL OF THE END OF ALL WISDOM know have been known to call up the Whim-of-the-
Once, Florivet was given the title Masterful Scholar Wind and offer him dalliance with a courtesan or a keg
by his master, Orabilis. Eventually, though, something of fine wine (or both) in the hold of a ship to guarantee
changed in the scholarly creature, and he fled the li- it fine winds for swift journeys. These sorts of compacts
braries of the End of All Wisdom for the adventures of please Florivet so much that he is often willing to ac-
Cecelynes open sands and the wind through his feathers cede to such requests even from mortal thaumaturges
and fur. Orabilis stayed his wrathful hand, punishing who know the means of beckoning him.
him with only a tiny curse: Forevermore, Florivet would Florivet has also been known to find his way to Creation
be called Whim-of-the-Wind, blown hither and yon when no winds blow through the desert sands of the
on a land ship made of his own bone and sand-hued South. On the first dark moon after more than a week
sails. (He replaced his bones with red glass blown from of such stillness, white owl feathers drop fitfully from
the sands of Ceclyne.) Florivet loves to skirt the edge the sky in a strange pattern. If another dark moon comes
of the terrible Hell-deserts, sometimes with Creations without those feathers being buried by wind-blown
hough he seld
strange blue sky tinting the horizon, though dom
o
seldom sands, the sand explodes outward in a typhoon-like
ventures farther.
Embracing his new identity as an adventurer,
Florivet truly came to embody everythingything that was
runkard and
worse about such gadabouts. He is a drunkard
womanizer, constantly seeking adventure nture over
the horizon. He takes rejection from beauties
with good temper (though he often mocks
them once hes had something to drink). nk)
k.
his
He has little tolerance for sobriety (his
own, primarily, though he hates to drink nk
alone). Occasionally, though, those se
who spurn his advances raise his ire, e,
and he mars their beauty forevermore,
scarring them horribly with bilious,
cutting cruelty.
The winds follow Florivet wher-
ever he goes, for a tiny adventurous
zephyr blows in his heart, and air
elementals cannot help but fall in
love with his handsome visage and
strong form. Who else has the strong
torso of a man, with majestic wings off
white feathers from his shoulders and a
strong-jawed lupine head with the wide, de,
shining eyes of an owl? Smitten elemen- men-
owing
tals always try to get his attention, blowing
winds at his back, but Florivet has no o eye for
such ephemeral beauty. He likes hiss women
with a bit more solidity. Nonetheless, ess, the
elementals adore him from afar, and when he
is angry, the winds are terrible gustingg things
that shriek and howl. When he is happy, py, they
ing sweet-
cannot help but be joyful as well, blowing
smelling winds.
60
threads of brass that corrupt their bodies like a cancer. Hollow Out the SoulGervesin conditions his hosts
Mortal babes in the womb are twisted into monsters not to resist his influence
(or even decanthropes, who turn their mothers into HoodwinkGlittering green orbs distract and disori-
the first of their human bodies). Beneath the flight of ent victims
Gervesin, stones turn black and gold bursts into green Hurry HomeThe Grieving Lord flashes across Cre-
flame. When the fire has gone out, the gold has been ation or Malfeas as an arc of green light
turned entirely into verdigrised brass. MaterializeCosts 85 motes
As a spear, Gervesin prefers to travel Creation Meat of Broken FleshThe Grieving Lord gains Essence
wielded by a mortal. Those unfortunate enough to from those he wounds
pick up the uncanny green spear are wholly subsumed Ox-Body Technique
by Gervesins will. The spear compels its wielder PortalIn spear form, Gervesin may slice a hole in
to move from battle to battle, where the spear slays space, allowing his host to stride from one battlefield
gloriously but offers no protection to the mortal. Even- to another
tually, those so enslaved by Gervesin are bloodied, PossessionThe demon subsumes the mind of his wielder,
gangrenous things wishing for death. When hen they are animating the victim as he will even beyond death
rified to find
finally granted that request, they are horrified Principle of Mo-
wn corpses, as
that they are trapped still within their own tionGervesin
Gervesin continues his eternal march off destruction typically possesses
and corruption. 10 banked actions
Summoning: (Obscurity 3/5) Gervesin spends much
time in Creation. He is rarely summoned, however, save
by those Celestial Exalts who believe they ey can wield
the terrible green spear. More frequently, ly, Gervesin
escapes Malfeas when someone attempts to destroy or
otherwise treats the remains of Kinnojo withith disrespect
or contempt.
Motivation: To protect the health of Chiaroscuro,
hiaroscuro,
ome. His
the city that his fallen love once called home.
nnojo,
Intimacies are to Ligier, the memory of Kinnojo,
Chiaroscuro and battle.
Attributes: Strength 7, Dexterity 4, Staminana 4;
Charisma 5, Manipulation 4, Appearancee 4;
Perception 4, Intelligence 4, Wits 3
Virtues: Compassion 3, Conviction 4, Temper-
ance 3, Valor 4
Abilities: Athletics 2, Awareness 2, Dodge 2, Integrity 5, Shapechange
Investigation 1, Linguistics (Native: Old Realm; Oth- Gervesin may take
ers: Flametongue, Riverspeak, Seatongue) e) 3, Lore 2 the form of a man, a
Gervesin +3),
(Chiaroscuro +1), Martial Arts 1, Melee 5 (Gervesin terrible dire lance or a
Occult 2, Presence 1, Resistance 5, Stealth 1, Survival 1, green flash of light
Thrown 5 (Gervesin +3), War 4 Spirit-CuttingSupplemented spear
Backgrounds: Backing 3, Cult 1 attack affects the immaterial
Charms: Stoke the FlameThe touch of the Grieving
CommandeerGervesin the spear often en takes Lord incites victims to violence
control of those who touch him and, once ce he First (Ability) ExcellencyIntegrity, Melee, Re-
does, wont let go sistance, Thrown
Essence BiteThe touch of Gervesin as spear ear Second (Ability) ExcellencyMelee, Thrown
burns all but its wielder (up to 9L damage) e) Third (Ability) ExcellencyIntegrity, Melee, Resistance,
Essence Plethora10 extra motes Thrown
Fruit of Living EssenceThe demon feeds ds Divine (Ability) SubordinationMelee, Thrown
off his wielder Infinite (Ability) Mastery r Melee, Thrown
MasteryMelee,
62
GGeasGumelas sweet words compel one to do his
bbidding
HHoodwinkThe glittering swing of the demons jeweled
tthreads can prove both distracting and confusing
MMaledictionAll-Encompassing; When his temper
rrises and his breath sours, those who raised Gumelas
ir
ire suffer
MMaterializeCosts 80 motes
OOx-Body Technique
PPrinciple of MotionGumela usually possesses 10 banked
aactions
SSpirit-CuttingSupplemented attack affects the im-
mmaterial
SStoke the FlameGumelas breath inspires hedonistic
lu
lust and abandon
TTouch of DivinityThe Jeweled Auditor gifts those
hhe favors
WWine of Infinite HeartbreakThe demons presence is
in
intoxicating and addictive
FFirst (Ability) ExcellencyInvestigation, Lore, Melee,
PPresence, Thrown
TThird (Ability) ExcellencyInvestigation, Lore
IInfinite (Ability) MasteryInvestigation, Lore
JJoin Battle: 5
AAttacks:
PPunch: Speed 5, Accuracy 9, Damage 3B, Parry DV 5,
RRate 3
KKick: Speed 5, Accuracy 8, Damage 6B, Parry DV 3,
RRate 2
CClinch: Speed 6, Accuracy 8, Damage 3B, Parry DV ,
RRate 1, Tags P
SSapphire Tiger Technique: Speed 5, Accuracy 8, Dam-
Abilities: Athletics 3 (Balance +2), aage 15L/4, Parry DV 5, Rate 2
Awareness 33, Bureaucracy 11, Dodge 22, SShining Elephant Fist: Speed 5, Accuracy 8, Damage
Integrity 2, Investigation 5 (Mayoigo +1), Linguistics 19B/4, Parry DV 6, Rate 2
(Native: Old Realm; Others: Flametongue, Guild Green-Tipped Death: Speed 4, Accuracy 13, Damage 7L,
Cant, High Realm, Riverspeak) 4, Lore 5, Martial Range 20, Rate 2, Tags P
Arts 3, Medicine 2, Melee 4, Occult 3, Presence 4, Soak: 15L/17B (Thread body, 12L/12B)
Resistance 2, Socialize 3, Stealth 2, Survival 1, Health Levels: -0/-1/-1/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-
Thrown 5 (Green-Tipped Death +2) 2/-2/-4/Incap
Backgrounds: Backing 3, Cult 1, Followers 5, Re- Dodge DV: 7 Willpower: 10
sources 5 Essence: 6 Essence Pool: 120
Charms: Other Notes: The Jeweled Auditor possesses three
BenefactionGumela aids others in satisfying their unique attack modes made possible by the magical be-
carnal desires jeweled thread that composes his body. Activating the
CaptureThe Jewled Auditors threads envelop and Sapphire Tiger Technique causes Gumela to extrude
swallow his lovers threads from the edges of his arms to form two large
Claws of the Angry DragonThe Jeweled Auditor spiked fans. When he attacks with one of these fans,
weakens the resolve of others half of its threads whip out to wrench defenses aside
Essence Plethora10 extra motes while the rest strike with his fist, augmenting the blow.
64
MaterializeCosts sts 80 motes Essence: 6 Essence Pool: 120 1
dThe Guardian of Sleep
Measure the WindThe Other Notes: Lucien may co communicate with any
sizes up those it pursues beinganimal, man, spiri spirit, et ceterathrough
Lucien can
Memory MirrorLucien his Mimic of Tongues C Charm. This power is
copy minds as well as forms unique to Lucien. It w works in conjunction
uesLucien
Mimic of TonguesLucien with the Charm, but bu is not part of it.
anguage
can speak any language The Guardian of Sleep possesses two
Mirror of the Infinite
nite Wardrobe ivory knives, w with which he hunts
All-Encompassing ing and kills his v victims. Their dam-
Ox-Body Technique que age is made to affect a victims
tion
Principle of Motion life force directly, bypassing
Lucien possessess up phys
any physical armor. Victims
to 10 banked ac- may soasoak with their innate
tions lethal ssoak only (though
Shapechange they may enhance it through
All-Encompass- Charms). Lucien L can also use
ing the knives to attack a targets
Spirit-Cutting reputatio This is a physical
reputation.
Supplemented attackttack affects attack b by Lucien that serves
the immaterial destr the Intimacies of
to destroy
TrackingTheree is no escape others toward the target.
from the Guardian ian of Sleep le of damage dealt
Each level
The accu-
Words of PowerThe counts as a scene spent
ctims crimes
sation of his victims destro
destroying said Intimacies.
hits them like a physical blow Actu physical damage is
Actual
First (Ability) Excellency fore
foregone.
Dodge, Investigation, If aanyone else would
ee, Stealth,
Linguistics, Melee, wie
wield Luciens knives,
Survival, Thrown wn he
her player must roll dice
Second (Ability) y) Ex- eequal to her Essence
cellencyIntegrity,grity, w
with every attack.
istics,
Larceny, Linguistics, FFailure means the
mance, Presence, So-
Occult, Performance, kknife turns on her.
cialize Knowing this, Lucien some-
Divine (Ability) SubordinationLinguistics times conced
concedes for others to wield
Join Battle: 7 the artifacts witho
without being compelled
Attacks: to do so.
Punch: Speed 5, Accuracy 8, Damage 3B, Parry DV 5,
Rate 3
MAKARIOS, THE SIGILS DREAMER
Kick: Speed 5, Accuracy 7, Damage 6B, Parry DV 3, DEMON OF THE SECOND CIRCLE, THE WARDEN
Rate 2 SOUL OF THAT WHICH CALLS TO THE SHADOWS
Clinch: Speed 6, Accuracy 7, Damage 3B, Parry DV , Oh, Makarios, the demon merchant that brings to
Rate 1, Tags P man what he has only ever dreamed. From his citadel
Ivory Knife: Speed 4, Accuracy 13, Damage 7L, Parry DV 6, of chrysoprase and alabaster, where he is surrounded
Rate 3 by white and apple-green, the Equitable Trader (as he
Thrown Ivory Knife: Speed 4, Accuracy 12, Damage 7L, is called in old texts) haunts the dreams of those with
Range 20, Rate 2 whom he would trade, offering them a seat of ivory
Soak: 13L/14B (Perforated body, 12L/12B) and gold. In dreams that smell of incense, he comes
Health Levels: -0/-1/-1/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/- to bargain, with copper wire hair and eyes that split
2/-4/Incap light like a prism.
Dodge DV: 9 Willpower: 10
66
MaterializeCosts 75 motes that allows Makarios to gather the ephemera of dreams
Measure the WindThe Sigils Dreamer sizes up po- and nightmares around his hand before he strikes with
tential customers it. The attack can render a target unconscious or deal
Ox-Body Technique significant damage to her body, but much of said dam-
Paper Tiger ArrangementThe Sigils Dreamer unleashes age is psychosomatic and is incapable of killing the
the stuff of dreams into the waking world target. The Sigils Dreamer reflexively forms a similar
TrackingMarkarios knows the location of those who Prismatic Cloud Armor about himself before a weapon
bear his mark can strike him.
First (Ability) ExcellencyBureaucracy, Craft, Larceny,
Lore
ZSOFIKA, THE KITE FLUTE
Second (Ability) Excellency Awareness, Craft, Integ- DEMON OF THE SECOND CIRCLE, THE MESSENGER SOUL OF
rity, Presence THE PRINCE UPON THE TOWER
Third (Ability) ExcellencyCraft, Occult, Ride, Sail Summoned over the dying embers of a fire, Zsofika
Infinite (Ability) MasteryCraft appears to take up her arms and begin a celebratory
Waking Circle OneiromancyFive spells available hunt that dates back to the First Age. To the steady
Dreaming Circle OneiromancyFive spells available beat of far-off drums beating in time to the demons
Desire Circle OneiromancyTwo spells available heart, insects circle and shadows throb. The mad and
Join Battle: 9 the soulless moan and stomp their feet in time. Horses
Attacks: rear and seek to flee. With her come the Things That
Punch: Speed 5, Accuracy 8, Damage 3B, Parry DV Dwell in Corners, who have no power in Creation but
5, Rate 3 swim at the periphery of ones vision.
Kick: Speed 5, Accuracy 7, Damage 6B, Parry DV 3, Ebon skinned and garbed in silver, Zsofika grasps her
Rate 2 twin blades with fingers that each bear an extra joint.
Clinch: Speed 6, Accuracy 7, Damage 3B, Parry DV , Her red hair has bells braided in it that ring with every
Rate 1, Tags P beat of her heart. Several of her braided locks shes cut
Prismatic Cloud Touch: Speed 5, Accuracy 10, and wrapped about her forearms as bracers. She turns
Damage 17B, Parry DV 5, Rate 3 within the fire for 70 beats, her steel-hard skin smoking
Soak: 15L/16B (Prismatic Cloud Armor, 13L/13B) and her soft eyes ablaze. During this time, the Kite Flute
Health Levels: -0/-1/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-4/ chooses her victim, whether its a target chosen by her
Incap summoner or one picked by her whim. Thereafter, she
Dodge DV: 7 Willpower: 9 steps from the fire to begin her inexorable hunt. Storms
Essence: 6 Essence Pool: 115 and omens follow with her.
Other Notes: Those marked by the Sigils Dreamer Zsofika grows closer to her prey with every drumbeat.
dream only when the demon uses his Dreamscape Charm Every 10th beat, the demon rings her swords against
on them. Exalts can endure a dreamless existence, one another. Every 100th beat, a standard-bearer rises
though it is far from pleasant. A roll of (Intelligence from the earth to march behind her, bearing a hollow
+ Integrity) must be made every month spent without tube atop a standard. These so-called kite flutes catch
dreaming for a mortal so afflicted, however. After the wind and keen a mournful cry that strikes terror
the first failure, the mortal suffers from occasional into the hearts of those who hear it.
hallucinationswaking dreams. A second failure her- When she has at last caught her victim, Zsofika
alds madness. After a third such failed roll, even the slays and devours him, bones and all. The celebratory
removal of the Mark of Makarios cannot return the hunt ended, the drums die and her standard-bearers
poor soul to lucidity. dissolve back into the earth. The demon is then free to
Makarios can enter dreams from Malfeas. He does not obey any other orders her summoner has or her own
need to be in Creation to trade with its denizens or to desires if brought to Creation through other means.
claim his due in dreams from those marked by him. Also, Those desires typically involve trading her services to
Makarios cannot be compelled to give away a possession others in exchange for the chance to implant a child
for less than its true value, even by sorcerers who summon within them. Lucky or powerful bargainers suffer only
him (though a sorcerer or anyone else with the puissance an unshakable melancholy bringing the children to
to do so may take items from him through force). term. Others find themselves slowly wasting away as
The demons Prismatic Cloud Touch is a unique power theyre devoured from within.
68
MaterializeCosts 75 motes another perfect effect. (This power is separate from her
Measure the WindZsofika can size up her victim and less-powerful Tracking Charm.)
those who would defend him Zsofika stole knowledge of the Dragon Fan Dance from
Natural PrognosticationOmens follow the Kite Flute Gumela during the First Age, though the Jeweled Audi-
Ox-Body Technique tor himself no longer makes use of the technique. As she
Principle of MotionZsofika typically banks nine stored begins the dance, great fans open beneath Zsofikas arms.
actions Darkness writhes up over her in the form of a great serpent.
Spirit-CuttingSupplemented attack affects the im- She rises with the serpent, then plummets down to strike
material at her target with blades like fangs. The player of anyone
TrackingThe Kite Flute is a huntress without peer hit by this attack must succeed at a (Valor + Essence)
Weather ControlZsofikas presence incites storms roll for his character. Otherwise the victim spends the
Words of PowerTruths spoken by Zsofika hit like next three actions in a trembling panic, only able to take
physical blows action to dodge or parry attacks made against him.
First (Ability) ExcellencyAwareness, Martial Arts, The standard-bearers of the Kite Flute are extras with
Melee, Presence, Resistance, Survival five bashing and no lethal soak. The only actions they
Third (Ability) ExcellencyAwareness, Martial Arts, take are to follow Zsofika and to hold the kite flute
Melee, Presence, Resistance, Survival standards aloft. The sound of a single kite flute can be
Infinite (Ability) MasteryMartial Arts, Melee, Sur- heard over a mile distant. Every power of 10 beyond
vival doubles the range.
Join Battle: 10
Attacks: FIRST CIRCLE DEMONS
Punch: Speed 5, Accuracy 12, Damage 6B, Parry DV 7, The traits here represent those of various demon
Rate 3 breeds from Malfeas. Unlike the entries for the Second
Kick: Speed 5, Accuracy 11, Damage 9B, Parry DV 5, and Third Circle demons, the traits of these beings
Rate 2 represent typical members of a group rather than one
Clinch: Speed 6, Accuracy 11, Damage 6B, Parry DV , unique being. As an example, the Linguistics Ability is
Rate 1, Tags P left with the individual languages undefined, because
Dragon Fan Dance: Speed 15, Accuracy 15, Damage 18L, one agata might learn entirely different tongues (other
Parry DV 7, Rate 1 than its native Old Realm) than another agata. Even
Nails: Speed 6, Accuracy 11, Damage 6L, Parry DV 5, the numerical traits, however, are simply the average
Rate 2 for each species. One agata is not exactly like another,
Sword (x2): Speed 4, Accuracy 2, Damage 13L/2, Parry and powerful individuals may even rise to the rank of
DV 5, Rate 3 citizen in the Demon City.
Soak: 15L/18B (Steel-hard skin, 12L/12B) Most First Circle demons are descended from pro-
Health Levels: -0/-1/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-2/- totypes created by individual Second Circle demons.
4/Incap Therefore, entire species are the progeny of the sevenfold
Dodge DV: 8 (7 without bracers) Willpower: 9 souls of the Demon Princes. They might gestate in their
Essence: 6 Essence Pool: 115 progenitors, be laid in eggs, bud from their parents or be
Other Notes: Over the course of Zsofikas celebratory crafted from Second Circle blood or flesh or even inert
hunt, until her quarry is slain, all who hear the keen- materials such as stone, wood or acid. Exceptions do ex-
ing of her kite flutes suffer unreasoning terror. Roll the ist, however, such as the Eyes of Orabilis and the Things
demons (Manipulation + Performance [Kite Flute +3]); That Dwell in Corners, respectively deriving from a Third
those who hear the music defend with their Dodge Circle demon and the Yozis own Essence. Rare occult
MDVs. This is a form of unnatural mental influence. texts even suggest that one Twilight Caste Solar somehow
Beings with Essence higher than Zsofikas are immune created a breed of demonic servants in Malfeas.
to this effect. AGATAE, THE BEAUTEOUS WASPS
As an innate power, Zsiofika always moves one yard
DEMONS OF THE FIRST CIRCLE,
per tick faster than the target of her initial hunt, no
matter the mode of travel. A related power allows the PROGENY OF THE WHIM-OF-THE-WIND
demon to always know the direction of her target. This In his millennia of voyages, Florivet has seen many
is a perfect effect that can be defended against only by beautiful things, and there is subtle memory of them
70
consciousness. This murmuring is essential to the de- Abilities: Athletics 2, Awareness 2, Dodge 4, Integrity 1,
mons nature. If it is somehow silenced, an amphelisia Investigation 1, Lore 1, Martial Arts 3, Presence 1,
instantly dissolves into a dank, fetid wind. Amphelisiae Resistance 1 (Poison +3), Stealth 1, Survival 3
treat commandments to be completely silent as unac- Backgrounds: Backing 1
ceptable orders. Charms:
If provoked (or at its masters command), the amph- Affinity (Element) ControlWater; the amphelisia
elisia sprouts a menacing orange fan from behind its may use only the Elemental Corruption and Elemental
head. The demons murmurs become an urgent whisper Hazard functions of this Charm
like the sound of fire consuming dry brush. In response Essence BiteThe venomous creatures that coat
to this sound, poisonous things of all kindssnakes, an angry amphelisia deal Poison damage to all that
spiders, scorpions and otherscrawl from nearby touch them (Damage 6L, Toxicity 3, Tolerance /,
shadows and dark places, having been summoned into Penalty -5)
existence by the truths the amphelisia utters. Unless Essence Plethora10 extra motes
the demon is quickly slain, these creatures will swarm HoodwinkThe susurrous murmurs of the amphelisia
over it, becoming one with the demons form. In this often serve to unbalance the minds of those who hear
state, the amphelisia is an amorphous black creature them
with tentacles formed of vermin bound together into a Landscape TravelThe amphelisia is capable of short
colony, and its murmurs rise to a shrill whistle. While bursts of great speed on land, doubling its movement
in this state, the amphelisia is a font of poison, which MaterializeCosts 50 motes
it can spit at enemies in endless quantities. In the Mimic of TonguesThe teakettle courtier uses this
alternative, the demon can choose to simply drool the Charm to uncover new secrets
poison for over an hour, generating enough toxin to Plague of MenacesVenomous vermin assault those
taint an entire citys water or food supply or to supply marked by the amphelisia
an armory full of poisoned blades. Principle of MotionA teakettle courtier typically pos-
Oddly, given is deadly nature, amphelisiae are sesses five banked actions
considered one of the more playful and generally loyal ShapechangeThe amphelisia merges its body with
demons of the First Circle. They are endlessly fasci- venomous creatures to become a black amorphous
nated by reflective surfaces, especially water and soap monster with long tentacles
bubbles, and become quite loyal indeed to summoners Sheathing the Material FormThe amphelisia is coated
who share secrets with them. Amphelisiae are excit- in a roiling layer of poisonous vermin that shields it
able, however, and when agitated, not even sorcerous from harm (up to +4L/8B soak)
bindings can guarantee the safety of the summoner Stoke the FlameThe teakettle courtiers angry whistle
against the creatures toxins. In particular, the sound induces fear in those who hear it
of laughter enrages amphelisae, and wise summoners Touch of SaturnThe amphelisia can spit a highly toxic
are advised to keep a grim demeanor while retaining venom (Poison effect)
the service of one. First (Ability) ExcellencyMartial Arts
Summoning: (Obscurity 1/2) Sorcerers primarily sum- Second (Ability) ExcellencyResistance
mon the teakettle courtiers to poison water supplies Third (Ability) ExcellencyIntegrity
or to produce large quantities of toxin. Sometimes, an Join Battle: 6
amphelisia is called to Creation without sorcery when Attacks:
betrayal of a secret leads to a persons death by poison. Bite: Speed 5, Accuracy 7, Damage 3L, Parry DV ,
The sound of laughter infuriates amphelisiae such that Rate 1
ones player must roll one die for Limit whenever it Tentacle: Speed 6, Accuracy 7, Damage 5L + poison*,
hears the sound (maximum once a scene). Parry DV 5, Rate 1
Motivation: To murmur its secrets to itself in peace. Poison Spit: Speed 6, Accuracy 9, Damage poison*,
Attributes: Strength 2, Dexterity 4, Stamina 3; Cha- Range 5, Rate 1
risma 3, Manipulation 1, Appearance 2; Perception 3, * (Damage 6L, Toxicity 3, Tolerance /, Penalty -5)
Intelligence 1, Wits 4 Soak: 2L/3B (When girded with Sheathing the Mate-
Virtues: Compassion 1, Conviction 4, Temperance 2, rial Form, it is typically 6L/11B)
Valor 3 Health Levels: -0/-1/-1/-1/-1/-2/-2/-2/-2/-4/Incap
72
Attributes: Strength 2, Dexterity 5, Stamina 5; Cha- Stoke the FlameAn emotional sense of the passing
risma 5, Manipulation 3, Appearance 3; Perception 5, moments floods the audience
Intelligence 2, Wits 2 Subtle WhisperAudiences often dont recognize the
Virtues: Compassion 3, Conviction 5, Temperance 4, musics true effects
Valor 2 Words of PowerAn angyalkas music can cause physi-
Abilities: Athletics 1, Awareness 3, Dodge 4, Integrity 1, cal pain when necessary
Linguistics 5, Lore 4, Occult 4, Performance 5 (Harp +3), First (Ability) ExcellencyAwareness, Dodge, Perfor-
Presence 5, Resistance 2 (Playing Forever +3), mance, Presence
Socialize 1 Second (Ability) ExcellencyPerformance
Backgrounds: Allies 1, Backing 1, Resources 1 Third (Ability) ExcellencyAwareness, Performance,
Charms: Presence
Creation of PerfectionThe angyalka plays the flow of Join Battle: 5
Time as a harp Attacks:
Divine PrerogativeAny effort to force an angyalka to Kick: Speed 5, Accuracy 5, Damage 5B, Parry DV 2,
stop playing is an unacceptable order Rate 2
HoodwinkThere are a thousand tricks in the music Clinch (with hair): Speed 6, Accuracy 5, Damage 2B,
of the angyalkae, most drawn from the soul of the Parry DV , Rate 1, Tags P
listener Hair Whip: Speed 5, Accuracy 6, Damage 3L, Parry
MaterializeCosts 55 motes DV 5, Rate 2, Tags D,R
Natural PrognosticationThe angyalka senses the touch Soak: 3L/5B
of Destiny upon the flow of Time Health Levels: -0/-1/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-4/
Paper Tiger ArrangementManifestations of light, sound Incap
and smell often accompany the angyalkas playing Dodge DV: 6 Willpower: 9
Spice of Custodial DelectationAn attentive audience Essence: 2 Essence Pool: 65
gives the angyalka Essence
74
are good kidnapers and guardians, scarlets are good his elder brother, with the demon going on to advise
assassins, star-spinners make capable implements of the new Autocrat until Thorns seizure by the Mask of
torture, and dog-spiders are formidable practitioners Winters, who banished the chrysogona. Records state
of coercion.) that hundreds of chrysogonae escaped to Creation to
witness the Usurpation.) The sight of a newborn grieves
CHRYSOGONAE, THE CRYING WOMEN a chrysogona, forcing its player to roll a die with each
DEMONS OF THE FIRST CIRCLE, success inflicting one point of Limit.
PROGENY OF THE SIGILS DREAMER Motivation: To feast on the fire of ambition.
Small, delicate and alien, the chrysogonae are one Attributes: Strength 1, Dexterity 3, Stamina 2; Cha-
of the many demon races that show little resemblance risma 4, Manipulation 7, Appearance 1; Perception 5,
to any recognizable archetype of Creation-born life. Intelligence 4, Wits 3
Each chrysogona appears to be a gnarled homunculus of Virtues: Compassion 2, Conviction 4, Temperance 4,
dried or petrified wood between one and two yards long Valor 1
to which is attached a tragedy mask. Extending from Abilities: Athletics 1, Awareness 3, Bureaucracy 5,
the wooden trunk are, on average, 10 stick-like fingers, Dodge 2, Integrity 1, Investigation 2, Linguistics (Native:
though the true number fluctuates as the creature moves. Old Realm; Others: three additional languagesvaries
A crying woman does not walk on her fingers, for to by demon) 3, Lore 2, Martial Arts 1, Occult 1, Pres-
do so is painful. Instead, she constantly generates new ence 3, Resistance 3, Socialize 5 (Courtly Intrigue +1),
fingers as she moves, while causing old fingers to catch Stealth 4, Survival 1
fire and burn to ash from the ground up to her body. Backgrounds: Allies 2, Backing 1, Influence 4, Re-
In this way, the crying woman does not walk so much sources 4
as float, her body suspended on a disturbing parody of Charms:
Creations cycle of death and renewal. BenefactionThe chrysogona gives the target one bonus
Chrysogonae feed on ambition and will tolerate die to an action taken to achieve his ambition
no other meat or drink. They enjoy their time spent Essence BiteIf she wishes it, the touch of a crying
in Creation, but are loyal to their summoners only in womans finger ignites fires (lethal damage, typically
so far as no more capable ruler presents himself. A cry- five dice, Elemental keyword)
ing womans Charms and skills allow her to excel at Essence Plethora10 extra motes
intrigue, and she will regularly foment dissension and Eye of InspirationPresence, Socialize; usually granted
backstabbing throughout a court for no purpose except to a courts ruler (until the demon tires of him)
to inflame the ambitions of the courtiers. For all their Harrow the MindThe chrysogona twists its victims
machinations, though, crying women are not heartless. beliefs to fuel their ambitions
They feel sadness at the thought of beauty destroyed HoodwinkThe demon possesses the power to cloud
or true love betrayed, and that sadness causes them to victims minds
weep piteously, the source of the chrysogonas common Landscape TravelThe chrysogona may simultaneously
name. Rare among First Circle demons, the chrysogona extend and ignite its fingers, allowing the demon to
often leaves a bit of herself behind after banishment spiral straight upward at its normal movement rate
or even death. Those who are drawn into the crying (no lateral movement is possible, though the demon
womans web of intrigue often unwittingly give her a may hover)
piece of their souls, to be replaced by a tiny splinter of MaterializeCosts 45 motes
demon-wood from her heart. Those who have served the Measure the WindChrysogonae size up their opponents
chrysogonae, wittingly or not, often dream of smooth before engaging them
wooden fingers crawling over their skin at night and Regalia of AuthorityThe chrysogonas standing in her
hear the sound of the demons tears in the rain. court is unchallenged
Summoning: (Obscurity 2/3) Reckless sorcerers often Spice of Custodial DelectationAs long as the court she
summon chrysogonae to act as advisors. Wiser ones advises teems with ambition, the crying woman may
send the demons to advise their enemies. The usurping feed on it
of a rightful rule by an ambitious subordinate can oc- Stoke the FlameThe crying woman toys with emotions
casionally draw a crying woman from Malfeas to feast. to drive the intrigues she so enjoys
(This occurred in recent memory when the second Subtle WhisperDespite evidence to the contrary, the
son of the Autocrat of Thorns seized the throne from chrysogona seems quite trustworthy
76
possess the victim and must accrue what other hosts Second (Ability) ExcellencyThrown
it can through his own devices. If one decanthrope is Third (Ability) ExcellencyThrown
forced by a sorcerer to work with another such demon, Join Battle: 5
it is overcome with an irrational fear that the other Attacks:
will steal its bodies (though, in truth, that is impos- Bite: Speed 5, Accuracy 6, Damage 1L, Parry DV ,
sible). The fear preys on the demons mind to such Rate 1
a degree that its player must roll one die for Limit Project Self: Speed 4, Accuracy 10, Damage 13L, Range 50,
once each day the two body snatchers are forced to Rate 1
work together. Soak: 4L/7B (Rubbery flesh, 2L/4B)
Motivation: To gather the best 10 host bodies it can. Health Levels: -0/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-4/
Attributes: Strength 1, Dexterity 4, Stamina 3; Cha- Incap
risma 1, Manipulation 3, Appearance 0; Perception 3, Dodge DV: 5 Willpower: 9
Intelligence 2, Wits 3 Essence: 4 Essence Pool: 85
Virtues: Compassion 1, Conviction 4, Temperance 3, Other Notes: A decanthropes bite attack is only
Valor 2 valid outside a host, while its ability to project
Abilities: Athletics 1, Awareness 2, Craft (Varies) 2, itself is used to travel from host to host. Killing a
Dodge 2, Integrity 1, Investigation 1, Larceny 2, Lin- host body within which the demon resides deals the
guistics (Native: Old Realm; Others: three additional decanthrope an unsoakable level of lethal damage
languages) 3, Martial Arts 1, Medicine 1, Melee 1, thanks to shock. A body snatcher usually has 10
Performance 4, Presence 3, Resistance 1, Socialize 2, bodies, and when directly controlling one of them,
Stealth 2, Survival 2, Thrown 3 (Project Self +3), it uses that bodys physical traits. On their own,
War 1 the host bodies of a decanthrope typically have the
Backgrounds: Backing 1, Followers 2 following traits.
Charms: DECANTHROPE HOST
CallAllows the decanthrope to summon and com- Attributes: Strength 4, Dexterity 4, Stamina 4; Cha-
mand its host bodies risma 1, Manipulation 1, Appearance 13; Perception 1,
Harrow the MindThe body snatcher uses this power Intelligence 1, Wits 3
to corrupt and seduce victims Virtues: Compassion 1, Conviction 1, Temperance 3,
Landscape TravelThe demon launches itself from host Valor 3
to host with blinding speed Abilities: Athletics 1, Awareness 1, Craft (Varies) or
MaterializeCosts 65 motes Performance 2, Dodge 2, Integrity 1, Investigation 1,
Measure the WindUsed to detect hated Exalts Linguistics (Native: Old Realm; Others: 3 additional
Memory MirrorThe decathrope can dredge up in- languages) 3, Martial Arts 1, Melee 1, Presence 1,
formation from the mind of a host body it currently Resistance 1, Stealth 1, Survival 1
inhabits to help maintain its ruse Backgrounds: Resources 1
Mind-Knife SacramentThe body snatcher uses this Charms:
Charm to create a new host body, a process taking MaterializeCosts 20 motes
three days Join Battle: 4
Principle of MotionThe demon typically has nine Attacks:
banked actions, though only the demon may make use Punch: Speed 5, Accuracy 6, Damage 4B, Parry DV 4,
of these, not its hosts Rate 3
Stoke the FlameThe performances of a decanthrope Kick: Speed 5, Accuracy 5, Damage 7B, Parry DV 2,
troupe inspire dark emotion Rate 2
Touch of EternityThe demon reinforces the body it Clinch: Speed 6, Accuracy 5, Damage 4B, Parry DV ,
currently inhabits Rate 1, Tags P
Touch of GraceThe demon may repair the body it Knife: Speed 5, Accuracy 6, Damage 6L, Parry DV 3,
currently inhabits Rate 3
TrackingThe decanthrope can always find its host Soak: 3L/5B (Numb flesh, 1L/1B)
bodies Health Levels: -0/-1/-1/-2/-2/-4/Incap
First (Ability) ExcellencyPerformance, Presence Dodge DV: 4 Willpower: 2
78
Thrown Needle: Speed 5, Accuracy 5, Damage 4L, Even those who perceive the gilmynes true ap-
Range 10, Rate 3 pearance cannot deny her grace, however. The gilmyne
Soak: 3L/3B (Needle-strengthened bones, 2L/1B) were born to dance, with each sinuous and seductive
Health Levels: -0/-1/-1/-1/-1/-1/-2/-2/-2/-2/-4/Incap movement of their choreography reflected in the
Dodge DV: 4 Willpower: 8 lapping flames that form their bodies. The gilmyne
Essence: 2 Essence Pool: 60 consider one of their number to be unlearned and
Other Notes: Firmin make unexceptional weapons for feeble if she knows fewer than 5,000 dances, and most
themselves. If directed by an intelligent influence, firmin of any experience know far more. Save for the prodigies
can produce exceptional (but not perfect) equipment at of this breed, however, only two of the gilmynes in-
the same rate that mortals might produce normal weap- numerable dances have magical properties: the Dance
ons. Whenever a firmin (or someone using equipment of Existence and the Dance of Extinguishment. The
made from firmin ichor) is trying to be stealthy and the former brings the pain of living to the dead, and the
light of Ligier or the Unconquered Sun is present, each latter brings death to the living.
die on the Stealth roll that results in a one reduces her Summoning: (Obscurity 2/2) Gilmyne are often sum-
successes by two. moned to entertain or to sway emotions through their
dances. A gilmyne is occasionally drawn from Malfeas
GILMYNE, THE DANCERS AT THE SAIGOTH GATES without sorcery when someone tries to force open
DEMONS OF THE FIRST CIRCLE, the legendary Saigoth Gates. However, no one has
PROGENY OF THE GUARDIAN OF SLEEP attempted such a feat since the fall of Clepsys during
The gilmyne are dancers and performers of the the Usurpation. If a gilmyne is forced to abstain from
Demon Realm. Their own mythology states that the dancing for more than a day, its player rolls one die
gilmyne were always talented dancers, but they did not with a success inflicting one point of Limit.
transcend the limitations of that art form until one of Motivation: To dance in celebration of the Saigoth
their number danced before the Saigoth Gates and was Gates.
blessed with knowledge of the Dance of Existence and Attributes: Strength 4, Dexterity 5, Stamina 2;
the Dance of Extinguishment. Exactly what the Saig- Charisma 7, Manipulation 2, Appearance 5; Perception
oth Gates were (or if they even existed) is unknown 4, Intelligence 2, Wits 4
in the Age of Sorrows. Savants among the Sidereals Virtues: Compassion 2, Conviction 5, Temperance 3,
tell of a continent called Saigoth lost to the Wyld Valor 5
during the Great Contagion, but the gilmyne claim Abilities: Athletics 4, Awareness 2, Dodge 4, Integrity 2,
to have danced at the Saigoth Gates long before the Investigation 1, Lore 1 (The Saigoth Gates +3), Martial
first Solars were born. They also claim that the Saigoth Arts 1 (Performing Kata +3), Occult 1, Performance 3
Gates separate the universe from that which is not (Dance +3), Presence 3, Resistance 4, Socialize 1,
the universe. It is not a portal to the Wyld or even to Stealth 4, Survival 1
Oblivion, but to someplace beyond those places. What Backgrounds: Backing 1
this someplace beyond could possibly be is unknown Charms:
even to the gilmyne themselves. For the most part, Essence BiteThe gilmyne burns what it touches (4L
those who summon the gilmyne have little interest in damage, typically)
the esoteric and philosophical aspects of their belief Essence Plethora (x2)20 extra motes
structure. The gilmyne are summoned to dance, and Harrow the MindThe dances of the gilmyne effect
they do so with abandon. the perceptions of those who view them
Strictly speaking, a gilmyne resembles nothing so HoodwinkA gilmynes dance often leaves its wit-
much as a column of silver fire, but such is the demons nesses enrapt
chimerical nature that an observer typically sees her as MaterializeCosts 50 motes
one of his own kinda human will see her as another Mirror of the Infinite WardrobeThe dancer appears as
human, an elemental as another elemental, et cetera. what each viewer expects to see
Only an attentive observer will notice that not only Principle of MotionThe demon typically has seven
does the gilmyne lack human features, she has no banked actions
facial features or even limbs. She is simply a column Stoke the FlameThe gilmynes two efficacious dances
of fire, but only the strongest-willed mortals can make each provoke an emotional response
themselves see her as such.
80
writhing white tendrils perpetually knotting together those they find to travel to Creation in search of prey.
and sliding over one another, marked only by two brown A luminata wounded by weapons of rowan, ash or oak
eyes, cold and baleful. When the luminata finds its prey, in a scene accrues a point of Limit.
it leads the would-be hunter on a chase, drawing him Motivation: To hunt humans.
across dangerous terrain, through swamps and near the Attributes: Strength 4, Dexterity 4, Stamina 4;
edges of jagged cliffs. When the hunter is exhausted or Charisma 0, Manipulation 3, Appearance 0 (5 from a
wounded, the luminata strikes, using Charms to confuse distance); Perception 4, Intelligence 3, Wits 4
or harry the hunter until it chooses to end the hunt Virtues: Compassion 1, Conviction 5, Temperance 2,
and advance on its prey. The tendrils that make up the Valor 4
demons body explode outward in a mass of angry white Abilities: Athletics 3, Awareness 4, Dodge 5, Integrity 1,
tentacles to pummel and tear at its victim. Investigation 1 (Recognizing Cracks in Malfeas +3), Mar-
Oak, ash and rowan trees are the bane of the lu- tial Arts 4, Presence 1 (Intimidation +2), Resistance 3,
minata. A single leaf or twig taken from one of these Stealth 5, Survival 5
trees burns the demons skin like fire. In many mortal Backgrounds: Backing 1
cultures, superstition demands that one who hunts Charms:
alone carry a sprig of one of these trees as a talisman. Essence Plethora10 extra motes
Those mortals who confront a luminata without such Harrow the MindThe luminata play with their preys
aids are likely doomed. perception
Summoning: (Obscurity 2/3) Sorcerers typically sum- HoodwinkThe deer that hunt men make their prey
mon luminata to hunt and kill their enemies, or to doubt what they see
hound and harass enemies to soften them up for the Landscape HideWithin the forest
sorcerer herself to finish off (a tactic popular with the Landscape TravelDoubles rate of movement in forests
Wyld Hunt). Unlike many demons, who slip through MaterializeCosts 40 motes
the cracks of their prison by happenstance, the luminata Principle of MotionThe luminata typically has five
scour Malfeas constantly for weak points, exploiting banked actions
82
Form Reduction TechniqueFist-sized quiescent mass The metody are the misshapen elementals of the
Host of SpiritsWeaker limbs cannot actually detach, Demon City. They vary greatly in appearance, ranging
but may act to perform independent actions or to host from vaguely anthropomorphic blobs to ponderous six-
stolen babies legged beasts, with assorted shades of yellowed flesh and
Landscape TravelLong strides across land double tawny hides. When given reason, they might refine their
speed forms, appearing as exquisitely hideous horned homun-
MaterializeCosts 55 motes culi, melded animals or shapely humans. They are both
Measure the Wind vicious and calm, confident in the slow dissolution of
Ox-Body Technique (x3) their enemies. Few barriers can withstand their relentless
Wine of Infinite HeartbreakA puppeteer subcon- attentions. Yet, as the metody dissolves a foe, it often
sciously uses this Charm on anyone who partakes of takes on some of that enemys nature for a time.
its exoplasm, but the drug is the social attack with the The pathway of the metody is worn by hissing acidic
shortfall of any resistance failure acting as the thresh- footprints and the scent of brimstone. Where they can
old of the attack. Given the drugs relationship to the find it, these demons display an innate control of the
victim, enslavement typically means the victim tries Malfean element. In Creation, the absence of vitriol as
to swallow the supply. a true element means their Essence passively opposes
First (Ability) ExcellencyAthletics, Craft, Dodge that of the world.
Third (Ability) ExcellencyAthletics, Craft, Resistance Summoning: (Obscurity 1/2) Sorcerers who call the
Infinite (Ability) MasteryCraft metody are typically curious experimenters or those
Join Battle: 5 who desire to remove some particularly enduring
Attacks: obstacle. Sometimes, a metody is called to Creation
Kick: Speed 5, Accuracy 5, Damage 6B, Parry DV 2, without sorcery when strong acid and rare yellow jade
Rate 2 are brought together. If a metody is confronted with a
Clinch: Speed 6, Accuracy 5, Damage 3B (piercing), thing it cannot dissolve, its player must roll one die,
Parry DV , Rate 1 with a success inflicting one point of Limit.
(Note: With no arms, the puppeteer may not conduct Motivation: To dissolve all things.
Punch attacks, but it can parry lethal attacks with its Attributes: Strength 2, Dexterity 3, Stamina 5; Cha-
Kick. The characteristics of thrown weapons vary ac- risma 1, Manipulation 2, Appearance 1; Perception 2,
cording to whatever random object a puppeteer hurls Intelligence 4, Wits 2
at an opponent.) Virtues: Compassion 1, Conviction 2, Temperance 4,
Soak: 3L/5B (Slimy shell, 1L/1B) Valor 3
Health Levels: -0/-1/-1/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/- Abilities: Athletics 1, Awareness 1, Dodge 1, Integrity 3,
2/-2/-4/Incap Investigation 1, Larceny 1, Lore 1, Martial Arts 2,
Dodge DV: 6 Willpower: 7 Melee 1, Occult 2, Presence 1, Resistance 3, Stealth 1,
Essence: 4 Essence Pool: 85 Survival 1
Other Notes: While most First Circle demons are Backgrounds: Backing 1
treated as five mortal laborers for the purposes of Charms:
construction projects, a single puppeteer counts as a Bane WeaponThe vitriol of the metody burns through
workforce of 10. objects not made of the magical materials, ignoring
their soak and hardness
METODY, THE MALFEAN ELEMENTALS Blessed (Element) BodyVitriol heals and rejuvenates
DEMONS OF THE FIRST CIRCLE, the metody rather than harming it
PROGENY OF THE GRIEVING LORD Elemental DomainThe metody dissolves into shape-
Before he was the Yozi Malfeas, the King of the less acidic foam that eats its way slowly through most
Primordials proposed a sixth element called Theion To, obstacles and damages most objects it touches. The
or vitriol. Passive and consumptive, vitriol was to be demon moves at one yard per five ticks, or slower when
a transcendent acid, but Gaia rejected its inclusion in eating through strong substances. This power costs six
Creation. In the Demon Realm, vitriol is the only true motes and one temporary Willpower, and it lasts as long
element, for all other native things come from the twisted as the metody concentrates and commits the Essence.
flesh of the Primordials. If Malfeas could not have his wish The demon is immune to any source of damage that
in Creation, it has come to be in the Demon City. would not harm acidic foam, but it may not perform any
84
nine yards per tick if it takes no other action) of turning the summoner to the Yozi cause. Sensible
MaterializeCosts 40 motes creatures, perroneles pursue such strategies only while
Memory MirrorThe noresore sifts through its targets they are likely to succeed.
mind to uncover memories of intense passion When a perronele first tears free from Luciens
Mind-Knife SacramentThe demon feeds on passionate stomach, the Guardian of Sleep whispers to it. He
memories, erasing them from the targets mind says, I have seen you in the dreams of Sacheverell,
Worldly IllusionThe demon may regurgitate a memory who knows of things to come. Though usually loyal
of passion so it may be experienced by others to their summoners, perroneles thus fear ill omens and
Second (Ability) ExcellencyStealth recoil when confronted with them.
Join Battle: 4 Summoning: (Obscurity 3/3) Perroneles are usually
Attacks: summoned to act as unobtrusive armor, though their
Bite: Speed 5, Accuracy 5, Damage 2L, Parry DV , language mastery makes them excellent translators as
Rate 1 well. Living armors are sometimes worn by others of
Soak: 1L/2B Luciens progeny or servants when they enter Creation,
Health Levels: -0/-1/-1/-1/-2/-2/-2/-4/Incap allowing these demons to escape from Malfeas as well.
Dodge DV: 4 Willpower: 5 When a perronelle is faced with an ill omen, its player
Essence: 3 Essence Pool: 65 must roll one die for Limit.
Other Notes: Even when dematerialized, passion Motivation: To serve Lucien above all else.
morays cannot pass through metal (and it may be used Attributes: Strength 2, Dexterity 3, Stamina 2; Cha-
to wound or capture them). Whats more, the metal risma 2, Manipulation 3, Appearance 0; Perception 3,
tin is poisonous to noresores (Damage 3L, Toxicity 3, Intelligence 2, Wits 2
Tolerance /, Penalty -4) Virtues: Compassion 3, Conviction 4, Temperance 2,
Valor 5
PERRONELES, THE LIVING ARMORS Abilities: Athletics 1 (Clinging to Host +1), Awareness 2
DEMONS OF THE FIRST CIRCLE, (Incoming Physical Attacks +1), Dodge 2, Integrity 1
PROGENY OF THE GUARDIAN OF SLEEP (Loyalty to Lucien +3), Linguistics (Native: Old Realm;
One of the more useful First Circle demons (for Others: five additional languages) 5, Martial Arts 1,
those who dont mind being particularly close to their Occult 1, Resistance 1 (Withstanding Blows +3), Ride 1
summoned slaves), perroneles initially manifest as (Host +1), Stealth 2
puddles of gray or off-white ooze capable of sliding across Backgrounds: Backing 1
any surface under its own power. A perronele has no Charms:
eyes, ears or mouths naturally, but it can generate such Essence Plethora (x2)20 extra motes
organs anywhere along its body at will. MaterializeCosts 45 motes
A perroneles true utility comes when its summoner Measure the WindThe demon can gauge the danger
allows the demon to slither across his body. Once others pose to its host
the perronele thoroughly coats its wearer, it forms a ShapechangeAllows the perronele to cover its host
strong but nearly invisible armor, which can be worn and form mouths and sensory organs as needed
underneath conventional armor or clothing. In order to Sheathing the Material FormMay add up to 5L/10B
provide soak to its wearer, the perronele must be aware soak, with Hardness: 5L/5B
of the attack, or at least of the likelihood of an attack. Spice of Custodial DelectationThe living armor gains
Therefore, surprise attacks can bypass the soak granted a mote of Essence at the end of any scene it has kept
by wearing a perronele, and if the attacker is invisible its target safe from actual physical harm
or otherwise capable of persistently reestablishing sur- Wine of Infinite HeartbreakThe relationship between
prise, the perroneles player must make a (Perception the demon and its host is a symbiotic one
+ Awareness) roll to spot each attack. The flesh of First (Ability) ExcellencyLinguistics
the perronele blends imperfectly with that of a mortal, Second (Ability) ExcellencyResistance
causing the wearer to appear pale or sickly. Recognizing Third (Ability) ExcellencyAwareness, Linguistics
a perronele worn as armor requires a successful (Percep- Join Battle: 4 (5)
tion + Awareness or Lore) roll at difficulty 3. Attacks:
Some perroneles make use of their close proximity Bite: Speed 6, Accuracy 4, Damage 2L, Parry DV ,
to their masters to whisper corrupting words in hopes Rate 1
86
Attacks: Although they are still First Circle demons, the
Scurry Into Someone: Speed 5, Accuracy 4, Damage , teodozjia hold a slightly higher status than most demons
Parry DV , Rate 1 of that category. They were created to spread the glory of
Leg Slash: Speed 5, Accuracy 4, Damage 1L, Parry DV 2, the Yozis across Creation, to turn humanity away from
Rate 2 the lies and deceptions of the traitor gods, and to pave
Clinch: Speed 6, Accuracy 4, Damage 1B, Parry DV , the way for the return of the once and future masters of
Rate 1, Tags P Creation. Their very existence in Creation is an affront
Soak: 0L/1B to the Incarnae and the other gods, and the demons pres-
Health Levels: -0/-1/-1/-1/-1/-2/-2/-2/-2/-4/Incap ence taints or destroys holy symbols. While the teodozjia
Dodge DV: 5 Willpower: 7 despise all priests of the traitor gods, they share a special
Essence: 4 Essence Pool: 75 enmity with the priests of the Unconquered Sun. When
Other Notes: Entering the body of someone who does a teodozjia and a Zenith Solar confront one another, it is
not want a sesselja inside her requires an attack roll, rare for both to survive the encounter. Lunar savants say
although success causes no damage. Characters can that the teodozjia had a similar relationship with the lost
take a miscellaneous action to expel a stomach bottle Waxing Moon Caste. It is unknown whether the teodozjia
bug without a roll, but suffer one automatic level of are intrinsically hostile toward the Midnight Caste Abys-
bashing damage if the demon resists. The tiny bits of sals, as they have yet to encounter each other.
bone it carries away in the process are useful in making Summoning: (Obscurity 2/3) These demons are often
potent talismans against disease. summoned to access the knowledge available from their
hive mind. In addition, teodozjia are one of the most
TEODOZJIA, THE LIONS SENT INTO THE WORLD powerful demons of the First Circle and are sometimes
DEMONS OF THE FIRST CIRCLE, summoned for their battle prowess. The lions sent into
PROGENY OF THE KITE FLUTE the world are popular with akuma and Infernal sorcerers
This is the scripture of the teodozjia. because the demons very presence is an affront to the
People, and even the Exalted, die. Mountains crumble. gods. Rarely, a teodozjia will be drawn to Creation to
Even worlds do not live forever. Knowing these things, witness the renunciation of a devout holy mans vows
and wishing to guide the mortals afflicted with their terrible or some great blasphemy. The very presence of a Zenith
condition, the Yozis had the teodozjia created, to carry their Caste Solar causes a teodozjia to gain a point of Limit
message into the world. (maximum one Limit a scene).
The teodozjia transcend mortality. They have no Motivation: To destroy the faith of human beings,
existence independent from their scripture. They share one causing them to waste away and perish.
mind and one memory. If killed, they arise again from their Attributes: Strength 5, Dexterity 3, Stamina 6; Cha-
mother, Zsofika. If held captive for more than a year and risma 4, Manipulation 4, Appearance 3; Perception 3,
a day, they dissipate into mist. Intelligence 4, Wits 3
The lions sent into the world know no death. They know no Virtues: Compassion 1, Conviction 5, Temperance 2,
pain, for they have only one care: the scripture of the teodozjia. Valor 5
They know no sorrow, for this scripture never dies. Abilities: Athletics 1, Awareness 3, Dodge 3, Integrity 3,
So must humans be: They must abandon their petty Investigation 2, Linguistics (Native: Old Realm; Oth-
cares for mortal things and, thus, become immortal. They ers: five additional languages) 5, Lore 2, Martial Arts 5,
must forget the things of the world and the fire in their hearts Occult 5, Performance 1, Presence 1, Resistance 6,
and join the teodozjia in celebration of eternity. Socialize 2, Stealth 3, Survival 1
So ends the scripture of the teodozjia. Backgrounds: Backing 1
The teodozjia are the missionaries of the Yozi faith Charms:
and perhaps the most dangerous of all First Circle demons, Bane WeaponAttacks inflict extra damage on sacred
for in a sense, a teodozjia is almost impossible to truly slay. objects
Taking the form of great jade lions (who look suspiciously CallMay communicate with other teodozjia through
similar to celestial lions save for the material that forms their shared mind
their bodies), all teodojzia share a hive mind. What one Essence Plethora10 extra motes
experiences is known to all, and if one is permanently MaterializeCosts 65 motes
slain, Zsofika simply creates a replacement that is born Measure the WindA lion sent into the world can
possessing all of its kinfolks collective memories. smell weakness
88
a form of feedback occurs when one of the teodozjia screams in pain twice a day. In Creation, this scream comes
comes into the presence of a Zenith Caste Solar. Make at dawn and dusk. In Malfeas, where the light of Ligier is
a reflexive resisted (Essence + Conviction) roll for unrelenting, the collective screams of the tomescu mark
the demon lion, while the Golden Bulls player rolls a transition from day to night that would otherwise be
his characters ([Essence + Conviction] x 2). Any undetectable. Supposedly, one tomescu in 10,000 does not
successes one garners above the other translates as feel the compulsion to scream in agony over its fate. Of
unsoakable levels of lethal damage. This effect also these, 99 out of 100 have been rendered feeble-minded by
costs the teodozjia three motes (again continuing to some means or else have accepted doom with equanimity.
occur even if all the demons motes are depleted) and, One out of 100 does not scream because it foresees the
like the previous effect, is not optional. The teodozjias glorious destiny that awaits it. Other demons fear these
form arcs black lightning while the Zeniths caste sanguine tomescu above all other First Circle demons.
mark burns as if he had expended four to seven motes The form of a tomescu cannot be discerned, for
of Peripheral Essence. This effect occurs every three each is perpetually surrounded by a thick fog from
ticks as long as the two antithetical beings continue which many-jointed limbs shielded with a green
to confront one another. insectoid carapace emerge, each usually ending in a
weapon of some sort bonded to the tomescu at the last
TOMESCU, THE CLAMOROUS CLOUD ARSENALS jointswords, axes, sledges. A few limbs have bows
DEMONS OF THE FIRST CIRCLE, attached, while other adjacent limbs end in hand-like
PROGENY OF THE LIVING TOWER extremities capable of notching an arrow. Ancient
It is said that at the moment of its birth, a tomescu texts depict the tomescus true form as resembling a
knows the moment of its death. The image of its own cross between a crab and a praying mantis, with dozens
mortality burned into its consciousness, each tomescu of clawed limbs jutting improbably from all over the
90
CHAPTER FOUR THE UNLIVES OF GHOSTS 91
CHAPTER FOUR
THE UNLIVES OF GHOSTS
The dogma of the Immaculate Order states that The precise manner in which the Underworld
existence is a never-ending cycle of reincarnation, one came into existence is not definitively understood.
in which death is followed by divine assessment of the Savants who study the place generally believe that,
character of ones soul and then rebirth into a new life when the Neverborn were slain, their souls were too
commensurate with the degree of enlightenment at- great to be assimilated into the spiritual mechanisms
tained in the former life. Once upon a time, that dogma that oversaw the reincarnation cycle of lesser beings.
was even true. When the Primordials ruled Creation, Instead, the Neverborn souls came to rest near the
there were no such things as ghosts or the Underworld. Mouth of Oblivion, and the spiritual gravity of their
When mortals died, their souls were instantly scrubbed massive Essence-forms created a weak buffer between
clean of any of the spiritual detritus of their former Creation and Lethe. Mortal souls could still enter
lives and then later reincarnated into new bodies via Lethe and seek reincarnationas the vast majority of
automated Heavenly processes that modern ghosts refer newly dead mortals have done throughout Creations
to as Lethe. The very idea of a deceased persons soul historybut for the first time in human existence,
lingering on post mortem was unthinkable. If nothing the newly dead had a choice: to voluntarily enter
else, where would such a wandering spirit have to go? Lethe and be reincarnated or to cling to their former
Nowhere... at least until the Solars slew the Neverborn, identities as ghosts.
and in the process, created a new realm for such unhappy For most mortals, this choice was an easy one. For
souls to make a place for themselves. the vast majority of Creations mortals, life is a long
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journey filled with suffering and woe, and most mortals
enter Lethe without hesitation, ready to try again in
the next life. However, as agnostics have always noted,
there is no real proof in the modern era that the qual-
ity of ones former life has any positive effect on the
circumstances of her rebirth. Indeed, given the current
state of Creation and Heaven, it seems unlikely that
this is the case. The vast numbers of dead who enter
Lethe without any discernible manifestation as ghosts
are, according to such cynics, merely weak-willed sheep
who lack the emotional strength to even contemplate
a choice between Lethe and the Underworld.
In any case, as the Underworlds population grew,
new ghosts brought with them the memories of their
lives in Creation, and those memories helped shape
the Underworld into the dark reflection of the living
world that it is today. Those early ghosts quickly learned
that they could draw Essence from the adoration of
their living descendants. Initially, the Solar Delibera-
tive disapproved of the existence of ghosts and sought
through various means to encourage mortals to choose
Lethe when their time came. As a practical matter,
however, the Deliberative could do little to curtail the
emergence of new ghosts in the Underworld. Moreover,
as the Solars became aware of the nature of Oblivion
and of the spectres who served it, they began to see
the value in a ghostly population whose citizens still
cared for their mortal descendants enough to stand
against Oblivion in defense of Creation. And so, the
Exalted created burial rites, many of which are still in
use today, that served to both prevent the lower souls
of the dead from arising as dangerous hungry ghosts
and also to empower those dead who could become
Underworld allies.
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p. 96). The one exception, albeit a common one, to chthonic ephemera that makes up the Underworld, as
this immutability arises from the Shifting Ghost-Clay opposed to the matrices of will and function that form
Path Arcanos, which can be used to transform the the bodies of Creation-bound and Heavenly spirits.
corpus of a disfigured ghost into the picture of health Ghosts possess Essence pools and can use them to fuel
or to change a spectre that still appears normal into Arcanoi, which are the specialized Charms available to
a creature of horror. the dead. A ghosts Essence pool is equal to the ghosts
[Essence x 10] plus his [Willpower x 3] plus [(the sum
of his Virtues) x 2]. A ghost regains Essence at a rate
HUN VS. PO of 2 motes per hour spent resting normally or 3 motes
Savants generally agree that the mortal soul
per hour spent in extreme relaxation, meditation or
contains two components: the hun, or higher soul,
Slumber. Ghosts also regain Essence through worship,
which is the seat of reason, memory and positive
whether from living descendants or from other ghosts.
emotions, and the po, or lower soul, which is the
Ghosts can also steal Essence directly from other ghosts
seat of negative emotions such as anger, hatred
through certain Arcanoi or by preying upon mortals
or pride. At the moment of death, the two facets
foolish enough to enter a shadowland and fall into
detach from one another. The hun either enters
the ghosts power. Finally, a ghost may regain Essence
Lethe or becomes a ghost in the Underworld. The
through her Fetters.
po remains trapped in its own corpse in Creation,
When a ghost suffers damage to his corpus suffi-
dormant unless someone is so foolish as to defile
cient to reduce him below the Incapacitated level, the
its mortal remains or invade its burial space. In
ghosts player must roll Willpower, adding one bonus
such cases, the po can defend itself aggressively
die for every two dots of Fetters the ghost still retains.
by animating the corpse to attack such interlop-
The ghost must get at least three successes or succumb
ers. These risen dead are not truly hungry ghosts
to Lethe. If the roll is a botch, the ghost succumbs to
but have essentially the same traits. About one
Oblivion instead. If the roll is successful, the ghost
percent of normal mortals leave behind po souls
merely discorporates and then reforms sometime later
capable of rising in this fashion. The odds are
(usually one day per point of permanent Essence) at
one in ten for a slain heroic mortal, while the
the location in the Underworld that corresponds to his
po souls of dead Exalted will almost invariably
nearest Fetter in Creation. When a ghost disperses and
manifest to defend their corpses. Such lower souls
reforms, he loses one point of permanent Willpower.
are typically much more powerful than normal
His player can buy the lost dot back as normal, but if a
hungry ghosts due to the Essence on which the
ghost loses his last permanent Willpower, he is lost to
soul has battened itself during life.
Lethe just as if his player had failed the roll. Certain
A po may also become a true hungry ghost
Exalted Charms are also capable of completely destroy-
in certain circumstances. Hungry ghosts most
ing a ghost, eliminating any possibility of reformation.
commonly arise when the decedent was not
Generally, such Charms send the ghost directly into
accorded proper burial rites for whatever rea-
Lethe, except for Abyssal Charms, which usually send
son or if the burial site is violated despite the
them into Oblivion.
pos best efforts to prevent it. However, hungry
All ghosts are considered Essence users and can at-
ghosts may also arise spontaneously as a result
tune to manses and artifacts as easily as any other Essence
of extremely inauspicious astrological events or
user. Ghosts can attune to items made of jade or soulsteel
even from the manifestation of a new shadowland
at the items normal attunement cost. The attunement
that happens to encompass the burial site. The
cost is doubled for orichalcum, moonsilver or starmetal
traits for hungry ghosts are described more fully
artifacts that were forged in Creation. Any activation
in Exalted, pages 317-318.
costs for such artifacts is likewise doubled. Ghosts never
gain any magical material bonus associated with any
attuned artifact, not even soulsteel ones. These rules
ESSENCE apply even to the ghosts of deceased Exalted. However,
Although ghosts are not quite the same thing as gods a ghost can attune to an artifact made of orichalcum,
or elementals, their forms are, like those other beings, moonsilver or starmetal at the items normal attunement
matrices of Essence. A ghost is simply a conglomeration cost if the item was originally forged in the Underworld
of Essence formed of memory and congealed from the and was especially designed for a ghost to use.
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Fetters rating. If the ghost has the capacity to enter total destruction of both the actual Fetter and its repre-
Creation and actually visit his Fetter, he can withdraw sentation can reduce a Fetter rating to zero. A destroyed
a number of motes equal to twice the Fetters rating. A representation will reform at the Fetter on the next an-
ghost cannot tap the same Fetter rating through both niversary of the ghosts death, unless the actual Fetter has
the representation and the actual Fetter in the same day. also been destroyed, in which case the representation is
The motes available from a Fetter refresh themselves lost forever. Of course, even if a representation reforms,
every day at the moment of the ghosts death. Only the the ghost must still be able to recover it from the actual
ghost for whom the object is a Fetter can tap Essence Fetter, a difficult prospect if the Fetter is somewhere in
from either the real world object or its representation. Creation far from any shadowlands. A reformed repre-
Neither a ghost thief in the Underworld who steals sentation is invisible, intangible and cannot be perceived
another ghosts representations nor an Essence user in or affected by anything or anyone other than its owner
Creation who discovers the existence of a Fetter can except through appropriate Charms.
draw out the Essence inherent in the Fetter. However, It is possible, through roleplay, to strengthen an
an Underworld enemy can steal a ghosts representa- existing Fetter rating or to transfer it to another person,
tions for the purpose of blackmailing the ghost into place or thing. For example, if one of a ghosts Fetters
servitude, while anyone who can access the actual Fetter is his still-living daughter, eventually the ghost may
can desecrate it and ruin it as a Fetter. Agents of the risk losing the Fetter as she ages and dies. He can avoid
Deathlords have been known to do both to influential this problem by shifting his emotional connection to
ghosts who balk at their masters wishes. the Fetter from his daughter to her own children, for
The rating of a Fetter is not immutable. The physi- example. A ghost can also strengthen a Fetters rating
cal Fetter can be damaged or destroyed in Creation, and through the expenditure of experience points after role-
doing so can reduce the Fetters rating, even to zero. playing regular interaction with the Fetter. Finally, the
Simply looting a ghosts tomb or grave can reduce its Tangled Web Arcanos can affect a ghosts relationships
Fetter rating by 1 to 3 dots. Generally though, only the with his Fetters, including their ratings.
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Artisan: Ghosts appreciate artistry in death just as tax obligations. Other, more ruthless bankers work as
much as they did in life. A ghost may not need to eat, loan sharks, providing Essence to ghosts without ances-
but she still appreciates a delicious, five-course meal. tor cults or powerful Fetters in exchange for services.
A ghost may not need to drink, but she can still admire Bankers across Stygia have illegally conspired to keep
the bouquet of a fine wine pressed from carefully grown the most powerful Essence-manipulating Charms within
plasmic grapes. Wealthy ghosts collect art, adorn them- the exclusive control an informal banking guild, and the
selves with fine jewelry and expensive silks and raise leaders of this guild have thoroughly co-opted most of
towering monuments to satisfy their own egos. Artisans the leadership of the Dual Monarchys clerics.
provide both the ingenuity and the labor that makes Beast Tamer: A beast tamer is a ghost who is espe-
all those things possible, whether as cooks, vintners, cially skilled at the Savage Ghost Tamer Arts Arcanos
jewelers, tailors or architects. (see pp. 138-141), which allows the ghost to influence,
Astrologer: Some dead savants study the strange control and even permanently subjugate hungry ghosts.
constellations that light the Underworlds night skies, Most wealthy or powerful ghosts keep one or more beast
and while the science of Underworld astrology is not as tamers on staff as a sort of master of the hounds, while
well developed as that practiced by living astrologers, it necropoli of any size employ beast tamers to round up
does have its uses. Underworld astrologers can fashion any hungry ghosts terrorizing the area and, if possible,
Labyrinth maps for would-be explorers. They can also turn them to more beneficial uses. Armies regularly use
cast horoscopes that can predict the future of the dead, tamed hungry ghosts as shock troops and rely on beast
allowing a ghost to determine the most auspicious time tamers to make sure the hungry ghosts attack enemies
to perform some action. Underworld astrology is highly instead of friendly troops. Despite their obvious utility,
illegal in Stygia, presumably because the Deathlords fear professional beast tamers are often distrusted because
that hell-diver astrologers may give insights into their of the widespread belief that the Savage Ghost Tamer
plans to Sidereal spies. Although the risk is high, the Arts were first invented by spectres. This belief may be
maps and horoscopes of skilled Underground astrologers truecertainly the forces of the Labyrinth are swollen
keep their services in great demand. The mechanical with vast numbers of hungry ghosts. Beast tamers often
rules for Underworld astrology are the same as those work along with masquers who moliate tamed hungry
outlined on page 138 of Exalted except that an Un- ghosts into deadlier forms. For example, the barghest
derworld astrologer can only divine the future of other hounds used by the Deathlord Walker in Darkness
ghosts. Rules for creating Labyrinthine maps may be during his frequent hunting excursions were fashioned
found on pages 115-116 of The Compass of Celestial from the hungry ghosts of his former victims.
Directions, Vol. IVThe Underworld. Criminal: Crime is just as lucrative in the Un-
Banker: Banker within the context of Underworld derworld as it is in Creation. Even the simplest grave
society refers to a ghost who specializes in Arcanoi that good item can be worth a kings ransom to a clever
allow for the direct manipulation and storage of Essence. pickpocket, and the houses of the wealthy dead are
No matter how many Fetters a ghost has or how much no more impervious to cat burglars than those of the
worship he receives from cultists, he is still limited in wealthy living. With the right Arcanoi, a criminal
how much Essence he can hold within his corpus at any ghost can steal another ghosts Essence just as easily
given time. With the Essence-Measuring Thief Arts as he might her purse. Less skilled criminals serve as
Arcanos (see pp. 133-136), it is possible to safely remove hired muscle for banker loan sharks or monitors who
Essence from a willing ghost and store it in some kind run protection rackets.
of vessel, thereby freeing up space within the ghosts Haunters: A haunter is a ghost who is especially
corpus so that he can store Essence received from other skilled at the Terror-Spreading Art Arcanos (see pp.
sources. A rarer Arcanos known as Tenacious Merchants 156-160), as well as the Craft (Pandemonium) Ability.
Way (see pp. 153-155) allows a banker to manipulate As its name implies, the Terror-Spreading Art allows
Essence more directly, as well as to manipulate other its user to invoke horror and fear among the living. At
Underworld currencies. Officially, most bankers are its lower levels, haunters use the Arcanos to frighten
employed by the Dual Monarchy or the various other or punish those among the living who have wronged
Underworld governments to serve as tax collectors. them. At its higher levels, the Arcanos allows the
Many bankers, however, choose to work off the books, haunter unparalleled access to Creation, even to the
using their Arcanoi to help other ghosts to evade their point of affecting people and objects in the lands of
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After all, how can you detect a spy who hides deep in to be skilled not only in Craft (Soulforging) but also
the recesses of your own mind? Lore and Occult. Master soulsteel smiths also receive
Soldier: Warfare is as common in the Underworld training in the Noble Craftsman Ways Arcanos (see pp.
as it is among the living. There is always a need for more 136-138), which allows a ghost to manipulate soulsteel
bodies on the field of battle, and for a skilled soldier, more easily and even to reshape non-soulsteel artifacts
the Underworlds various armies provide for more so- and grave goods. The most skilled soulsmiths are also
cial mobility than most other professions. True, there savants and artificers who combine soulforging with
is something of a glass ceiling in the Stygian Army, as Craft (Jadecrafting) to forge sophisticated artifacts.
the highest-ranking positions are generally reserved for
ghosts who were generals in life, and those who died
NECROPOLI
Most ghosts tend to remain near the areas cor-
before reaching such status are rarely promoted into
responding to their burial sites. Since most burial sites
Stygias command structure. Outside of the hidebound
are part of larger cemeteries, the ghosts bound to these
Stygian military, however, most political leaders are
cemeteries by Fetters often develop communal relations
more pragmatic and care less about how many medals
and, eventually, communities. Many large cities in
a general had when he died and more about whether he
Creation have correspondingly large cemeteries, and
can win. The Deathlords, in particular, actively recruit
the ghosts bound to those places form ghost villages or
ghost soldiers whose heroism in battle was squandered
even ghost cities known as necropoli. A necropolis is
by the incompetence of their generals.
in many ways just like a living town but for the obvious
Soulsmith: Much of the Underworlds economy
difference that all of its citizens are dead.
rests on the production of soulsteel, one of the magical
Each necropolis has its own unique character. In
materials, which can only be produced by combining
general, though, necropoli that exist within the domain
shavings from the walls of the Mouth of Oblivion
of a Deathlord find their citizens bent to the will of that
with the melted corpus of a ghost. Forging soulsteel
ancient being. The Grand Necropolis of Stygia is full
is difficult for even the best smiths. Soulforging is, at
of apostate and frequently embittered Immaculate wor-
its base, a thaumaturgic ritual that requires the smith
shipers who dont understand where they went wrong.
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STATES OF BEING
Whether in Creation, a shadowland or the Underworld, the living are always solid. Ghosts, on the
other hand, may be solid or immaterial, as follows:
If you are a ghost you are normally:
in Creation immaterial*
in a shadowland while in daylight immaterial*
in a shadowland at night or out of sunlight solid
in the Underworld solid
* During Calibration, the cost to materialize is reduced by half.
In a shadowland, ghosts regain Essence at only half the to cross the sky every day and allows the progression
normal rate during the day and at their normal rate of the seasons and the functioning of the destiny of the
at night or during Calibration. Ghosts always regain dead. Some of the better known and more universal of
Essence at their normal rate while in the Underworld. the Stygian Rites are as follows:
The living are similarly affected, regaining Essence at The Calibration Rite: Since the Dual Monarchs
half their normal rate while in a shadowland or while made their peace with the spectral invaders who had
in the Underworld during Calibration. Living mortals previously conquered Stygia, the Calibration Rite has
regain Essence at their full rate if in a shadowland been sacrosanct. All but the maddest spectres see the
during Calibration but do not regain Essence in the utility in the daily, monthly and yearly cycles maintained
Underworld at all except during Calibration. by the Calendar of Setesh, and the maddest spectres
Ghosts cannot reproduce among themselves, but are mercifully contained in the Labyrinths bowels. By
ghosts with Essence or higher can breed with living command of the Dual Monarchs (and reinforced by
mortals if the two copulate within a shadowland. The the will of the Deathlords and presumably their mas-
result of a ghost-mortal union is called a Ghost-Blood, ters), no bloodshed is permitted during the five days of
and such beings often develop a powerful rapport with Calibrationno warfare, no street crime, no violence
the ways of the dead. Some can learn Arcanoi and of any kind. It is said that deep in the bowels of the
even necromancy (which is beyond the capacity of Labyrinth, the screams and cries of the Infinite Prison
ghosts to practice). The Deathlords strive to recruit cease for five days, though none have ever been near
Ghost-Blooded mortals into their forces, but many enough to listen and return to tell the tale. Nor is work
Ghost-Bloods fear the enigmatic Deathlords and prefer of any other kind permitted during this festival. In fact,
to seek their own destinies, whether in the Underworld the spectres famously invite the Stygian dead into the
or in Creation. In either realm, Ghost-Bloods often Labyrinth under flag of truce, promising to reveal the
function as agents of their dead parents, serving as wonders of their sunken society without fear of harm.
priests to ancestor cults or as willing servants capable Few ghosts would dare enter the Labyrinth no matter
of operating freely by day. what promises a spectre makes, but every year, a few
ghosts, drunk on rice wine or blood, wander into the
TRADITIONS OF THE DEAD Labyrinth. Surprisingly, most even return unharmed,
For all that its many peoples do to strive against if not necessarily unchanged.
Lethe and Oblivion, the Underworld remains a stag- On the last night of Calibration, at the stroke of
nant place. Every society in the Underworld clings to midnight, every source of fire in the Underworld and
endless cycles of activity, some of which have been in the Labyrinth is magically extinguished. The last hours
place since the death of the Neverborn. Nowhere is of the old year are spent in contemplative darkness.
this compulsion to repetition more obvious than in the As the first dawn of the new year rises in the East, it
Underworlds many rituals and traditions. The oldest is accompanied by a tiny flame that burns in the right
and most important rituals in the Underworld are the hand of every prince, potentate and ruler in the Un-
Stygian Rites, the system of ceremonies and rituals put derworld. From these flames, candles and torches are
in place to support the Cult of the Dual Monarchy, lit, and the light of the new year slowly spreads across
whose beneficence causes the Underworlds dim sun the Underworld.
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Even more important to the dead, the prayers and
rituals performed by the living in the service of ghosts
can provide tangible benefits. Every sacrifice made in a
ghosts memory manifests in the Underworld as a physi-
cal gift that the ghost can use as she wishes. Clothing
ceremonially burned on an honored ancestors birthday
rematerializes in the Underworld, where the ancestors
ghost can wear it or trade it for other goods. Animals
sacrificed during the burial rituals of a dead barbarian
chieftain become part of his herd in the afterlife. Incense
burned in Creation crosses over to please the senses of
the ancestor in whose memory it was sacrificed.
Ghosts refer to such benefits accruing from the
devotion of living descendants as memoriam, and
for many ghosts, memoriam forms the only currency
worth having. Even if living mortals are so poor that
they cannot offer their ancestors more than prayers, a
few scraps of bread and a single burning candle, those
offerings still translate into gifts of Essence, edible
food and a light source to illuminate the Underworlds
dark places. Its not much, but its better than beggars
who die alone in alleyways and are simply tossed into
unmarked paupers graves. Ghosts worshiped by larger
mortal cults gain even more benefits in the form of
extra Willpower and Essence recovery.
GRAVE GOODS
Grave goods are the first and usually most important
form of memoriam a ghost receives. When a ghost mani-
fests in the Underworld for any length of timeeven if
she enters Lethe just hours laterany goods sacrificed
in her memory as part of her burial rites also manifest as
grave goods. To the benefit of ghosts, this manifestation is
idealized rather than literal. Items of paper or cheap wood
translate into gifts of exceptional quality. Objects covered
in gold paint become real gold. Even sacrifices of food have
value. A jug of wine buried with a dead body provides
the ghost with a magical jug that never runs dry, while
a simple basket of bread might become an Underworld
artifact that is perpetually full of nourishing loaves.
All grave goods have unusual properties. Such goods
are almost always of exceptional quality, and all such
goods are generally self-repairing so long as they retain
their connection to the ghost in whose honor they were
sacrificed. In a sense, grave goods form a part of a ghosts
corpus, and so long as the ghost endures and retains
possession of his panoply, those goods will recover from
any damage just as easily as the ghost himself can. Grave
goods can also be given away or sold, and provided that
such a gift was made willingly, grave goods continue
to grant their magical benefits to the new owner. As a
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All sacrificial animals are marked somehow with orphaned children too young to fend for themselves
the symbol of their masters. A bull slain in memoriam during the burial rites for their parents.
of a bride of Ahlat might bear her name as a brand, In such cases, those slain as part of funereal rites
while a Northern barbarians hunting falcon might often find themselves in the Underworld bound to
bear a small collar with his mark on it. Whatever this act as servants to those in whose memory they were
marks form, it invariably glows with an eerie blue light sacrificed. Nor does such slavery arise solely from
to identify the animals master. sacrificial rites. The victims of the Varajtul cannibals
Sacrificial animals do not require food or sleep. They often fall helplessly into the Underworld to await the
will neither age nor succumb to sickness or injury. If de- coming of their devourers in whose service they are
stroyed, the animal will always reform at its masters side now bound. Men and women alike slain by serial kill-
within a day. If the master enters either Lethe or Oblivion, ers knowledgeable of certain proscribed necromantic
his sacrificial animals cease to exist instantly. Sacrificial rituals soon learn to their horror that death is not the
animals cannot breed, and while healthy and clever, end of their suffering when they become bound into
they generally have neither human-level intelligence slavery to their own killers.
nor magical powers. The exception comes in the form of When one mortal is ritually slain for the glory of
ghost familiarsa ghost who possesses the Familiar Back- another, she is considered a sacrificial slave. Upon
ground possesses a ghost animal that may possess superior emerging in the Underworld, she has the same choice as
intellect or unique powers. At least one Deathlord has every other new ghostaccept Lethe or remain behind
been experimenting with breeding ghost Familiars with in the Underworld. Those who choose the latter course
living animals to produce Ghost-Blooded animals, but it are bound into the service of those for whom they died,
is unknown whether this unholy union has borne fruit. and these sacrificial slaves can never again seek Lethe
(Sijan Morticians Order succeeded in doing so decades while that master endures in the Underworld. If the
ago.) Purchasing a familiar as a ghost familiar adds +2 to slaves master himself succumbs to Lethe (or Oblivion),
the Familiar Background cost of the creature. the slave must roll her Willpower against a difficulty of
Sacrificial animals will follow their masters into 3 to resist following in his footsteps. A sacrificial slave
the living world through a shadowland, and in fact, will who endures past her masters dissolution becomes a
generally refuse to remain behind unless bound in some free ghost, although she will still carry the marks of her
way by their masters. They dislike entering Creation, servitude, which will usually prevent others from giving
however, and a sacrificial animal in the land of the living her the respect that a free ghost deserves.
increases its Control Rating by +1 due to skittishness. All sacrificial slaves are marked in some way with
Ghost familiars do not suffer this increase, however. If the symbol of their masters. A favored concubine car-
a sacrificial animal is slain or destroyed in Creation, it ries her lovers symbol on her kimono. A serial killers
will reform as normal, but only if the ghost returns to victim has his name carved into her forehead or on the
the Underworld before the next sunset. Otherwise, the chains around her neck. A mothers young son has her
animal is permanently destroyed. Other than through mark embroidered on the back of his shirt. Whatever
necromancy, this is the only manner in which a sac- the markings form, it is instantly recognizable to any
rificial animal can be permanently destroyed while its ghost in the Underworld as a slave marking.
master endures. As with all grave goods, sacrificial slaves are of ex-
ceptional quality. Each slave gains a point of permanent
SACRIFICIAL SLAVES Essence upon dying, as well as one extra dot in each of
While deliberate human sacrifice is relatively rare
its primary, secondary and tertiary Attribute categories.
in Creation (at least in areas where the Immaculate
A sacrificial slave also acts as a Fetter to his master, with
Order holds sway), needless death accompanies burial
the rating determined according to the relationship that
rites far more often. In many cultures, the spouses or
existed between the two at the time of death. An elderly
concubines of influential personages are expected to hurl
unloved widow hurled onto a bonfire as an afterthought
themselves onto funeral pyres to join their lovers in the
at her husbands funeral might have a Fetter rating of
afterlife. In the more fundamentalist of such societies,
, while a queens most faithful retainer and bodyguard
expectation becomes requirement, and former lovers are
might have a rating of . The slaves master can
forcibly thrown kicking and screaming onto the funeral
drain Essence directly from the slaves Essence pool with
pyres. In many savage lands, barbarian tribes without
a thought. The maximum amount that can be drained is
the resources to feed extra mouths often regretfully slay
equal to the Fetter rating if the slave is out of the masters
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fallen loved one, these offerings have tremendous value one singular advantageghosts enjoy it. For a ghost,
to their ghostly recipients. The impact of a burnt offering the blood of an animal or human being offered in her
varies according to what is actually burnt, but generally, honor not only confers an Essence benefit, it produces
there is a direct correlation between the value of the a narcotic effect. Blood offerings are almost always a
item sacrificed and the benefit (usually in the form of part of thaumaturgic summoning rituals, and they can
Essence or Willpower) that accrues to the ghost. The enhance the effectiveness of necromantic spells designed
vast majority of worshipers in Creation lack the wealth to summon or command ghosts. Mechanically, for
to offer truly valuable things to an ancestor. Instead, every level of lethal damage inflicted on the sacrifice,
such worshipers carefully construct replicas of more the ghost gains a mote of Essence, but his MDV versus
valuable goods out of wood or paper and sacrifice them attempts to control him through the ritual is reduced
instead. This is surprisingly effective, as the sincerity by 1. If the sacrifice was of a human being, double the
and belief of the worshiper is much more important to number of motes the ghost receives and increase the
the ritual than the actual value of the sacrifice. MDV penalty to -2. If the sacrifice was of one of the
Regardless of what sort of sacrifice the mortal makes, ghosts descendants, triple the number of motes and
the benefit to the ghost is the same. No matter what increase the MDV penalty to -4. The number of health
was burned in Creation, it appears in the Underworld levels that can be converted into Essence is equal to six
as a small black jade token with the ghosts name on it for heroic mortals and two for extras. There is no limit
that manifests near where it was sacrificed in Creation. on how many health levels an Exalt can sacrifice.
With but a touch, the ghost who receives the token can While necromancy spells can be enhanced by blood
release the Essence or Willpower bound within it. Only offerings, thaumaturgic rituals designed to affect the dead
the original recipient of a token can tap it for Willpower. almost always require such offerings. It is commonly
Any other ghost who possesses a token can tap it for Es- known across Creation that spilling fresh blood across
sence, but doing so is inefficient for anyone other than a newly dug grave helps ensure that the dead endures
the true owner and causes the token to lose two motes of as a ghost. Another commonly known ritual allows an
Essence per mote taken by the possessor. Nevertheless, exorcist to bind a ghost permanently and helplessly
tokens are easily tradable and valuable to anyone who into his own corpse by wrapping him in a blood-soaked
possesses one. Consequently, these tokens form the chief shroud. When the city of Chiaroscuro sought to seal
currency in much of the Underworld, and both the Dual its dead away behind barriers of salt, they first slashed
Monarchy and several of the Deathlords collect tokens bloody wounds into the bodies of condemned prisoners
as taxes from the ghosts under their jurisdiction. and then chased them into the citys small shadowland.
Drawn like flies to the copious sweet blood, the ghosts
BLOOD OFFERINGS swarmed over the doomed prisoners, giving the city
Not all human sacrifices result in sacrificial slaves,
guard time to lay the salt barriers that keep the dead
and indeed, not all such sacrifices call for the death of
in place to the present day.
the sacrifice. Blood sacrifices are the easiest forms of
The rules governing the summoning and exorcism
sacrifice, and while the reward from a blood offering is
of ghosts are outlined in Exalted, pages 315-316.
less impressive than most other sacrifices, it does have
TOKEN VALUES
Resources Cost of Sacrifice* Benefit Imparted
X 1 mote
3 motes
5 motes
10 motes/1 Willpower**
20 motes/2 Willpower**
30 motes/3 Willpower**
* If the sacrifice is merely a replica of a more valuable item, determine the Resources cost of the item
being imitated and reduce it by **. If the replica is exceptionally well made, reduce the value by only *.
** Each Willpower point tapped drains 10 motes of Essence from the token.
While heroic ghosts are more common in the STEP ONE: CHARACTER CONCEPT
Underworld than in Creation, they still represent a The first step for creating a heroic ghost is the
fraction of all ghosts. Such characters are giants among same as that for creating an Exalt or a heroic mortal:
the sad, hollow spirits who make up the bulk of the finding a character concept. The character should feel
dead, and their power and passions allow them to like a real, three-dimensional person with an interest-
forge their own destinies post mortem. But for all their ing backstory and compelling goals. A heroic ghost
ingenuity and force of will, even the most puissant of should have an appropriate Motivation, usually one
heroic ghosts is no match for the Deathlords and their closely tied to his Passions. Such a Motivation might
Abyssal servants. be: avenge my murder, see to it that my children live
The steps below outline the rules for creating a happy lives, complete and publish my unfinished play.
heroic ghost who is already one of the Underworlds Ghost characters regain Willpower from achieving goals
dead when the series begins. Such a heroic ghost may appropriate to their Motivations. However, if a ghost is
have been a heroic mortal in life or may have been an so successful in pursuing her Motivation that she fulfills
extra who, after her tragic demise, found a new purpose it completely, her player must roll Willpower (plus one
and a second chance for greatness in death. Rules for die for each Fetter point the character has) and get
converting a heroic mortal character who dies into a at least three successes to avoid the character falling
heroic ghost are outlined on page 113. to Lethe. If the roll succeeds, the ghost can alter her
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The Underworld: Where in the Underworld The Living: Do you still have living descendants
do you make your homea Stygian district, a bustling or even immediate family members? What is your view
Threshold necropolis, the lonely wastes inhabited only by toward them? Fondness? Pity? Contempt? Is there any-
outlying barbarian tribes or someplace else? Are you from one among the living that you actually love?
a culture that venerates ghosts as ancestor spirits, or are Fetter and Passions: You know what your Fet-
you a former Immaculate worshiper wondering where you ters and Passions are, but why are they so important
went wrong? What are your views on the Dual Monarchy, that they keep you from Lethe? Do you cling to this
the Deathlords and/or whatever system of government existence because you fear judgment for your past life?
rules your little corner of the Underworld? Do your Fetters represent sources of guilt for things
The Dead: Who are your friends, allies and you did wrong in life, or are they things you care about
enemies among the dead who surround you? How do so much that you sacrifice your own reincarnation to
you feel about the ghostly condition? Do you prefer the watch over them in Creation?
dead to the living?
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GHOST TRAITS CRAFT (MOLIATION)
Trait Description: This Ability represents training
For the most part, creating a ghost character is
in Arcanoi that permit one ghost to alter the corpus
exactly like creating an Exalted or mortal character.
of another. Although superficially indistinguishable
However, ghosts do have access to some special pow-
from mortal flesh, a corpus is actually a matrix of pure
ers unique to the dead, as well as specialized Abilities
Essence shaped by the memories of the ghost herself.
and Backgrounds relevant to a character who resides
Moliation refers to the process whereby a masquer
in the Underworld.
interferes with that matrix, allowing him to alter the
NEW CRAFTS ghosts appearance, turning her into a figure of beauty or
While most Abilities work the same for ghosts of nightmare. Charms that carry the Moliation keyword
as they do for mortals, the dead have access to five require the ghost to use the Craft (Moliation) Ability
specialized Craft Abilities. Two of them, Craft (Ja- for optimal effect.
decrafting) and Craft (Necrosurgery), are rare among The Craft (Moliation) Ability, in and of itself,
the living. Two others, Craft (Moliation) and Craft does not enable one ghost to reshape anothers corpus.
(Pandemonium), are unknown among the living, It simply represents the technical knowledge of how to
as they are useful only in the application of certain do so. Actually reshaping corpus requires appropriate
ghostly Arcanoi. Finally, Craft (Soulforging), while Arcanoi, most commonly those Arcanoi collectively
technically within the capabilities of mortals, is virtu- referred to as the Shifting Ghost-Clay Path. A character
ally unknown among the living save those who serve knowledgeable about Moliation who does not possess
the Deathlords. such Charms cannot alter another ghosts form but can
detect the use of Moliation in another and can advise
CRAFT (JADECRAFTING) another ghost who does possess such Charms in how
Trait Description: This Ability permits a ghost best to deploy them. Mechanically, the player of a ghost
to shape jade in the Underworld. Jade is slightly more who is being advised in his use of Moliation Charms
common in the Underworld than it is in Creation, by someone with a higher Craft (Moliation) rating
since so many grave goods manifest as jade when in- gains a +1 die bonus to his roll. On the other hand,
corporated into a ghosts panoply. Additionally, jade is the player of a ghost who attempts to use a Moliation
found naturally in the Underworld, although it must be Charm without possessing any dots in Craft (Molia-
mined from the Labyrinth along with unalloyed soul- tion) is limited to dice equal to the ghosts Attribute
steel. Ghosts who have studied the art of jadecrafting in making the Moliation roll.
can repair or even reshape jade artifacts and can craft Specialties: Armor, Disguises, Masks, Monstrous
artifacts from jade ore. Jade is too fragile to be manipu- Forms, Weaponry
lated through soulforging but too hard to be moliated. Trait Effects: Someone with Craft (Moliation)
Consequently, only the specialized techniques of the 1 can detect the use of Moliation in others, add or
jadecrafter are useful in reshaping it. The province of remove a feature crudely, or create a lifelike mask.
savants as well as smiths, a jadecrafters rating in Craft Someone with Craft (Moliation) 3 can create a mask
(Jadecrafting) can never exceed either his Occult or that inspires fear, create useful weaponry or craft a ghost
his Lore Ability ratings. into a new shape. Someone with Craft (Moliation) 5
Specialties: Grave Goods, Jewelry, Magical Artifacts, can reshape a ghost into an armored killing machine
Ornamental Weaponry or create masks so lifelike that none may recognize the
Trait Effects: Someone with Craft (Jadecrafting) 1 ghosts true identity.
can take a grave good and render it useful in the Under-
world, carve raw jade into a useful shape or evaluate the CRAFT (NECROSURGERY)
worth of a jade item. Someone with Craft (Jadecrafting) Trait Description: Necrosurgery is the art and
3 can create useful jade implements, devices and chains, science of preparing a corpse for use in necromantic
or incorporate jade into a simple Underworld artifact. rituals. Ghosts themselves, somewhat ironically, cannot
Someone with Craft (Jadecrafting) 5 can create jade use necromancy (although Deathlords and nephwracks
jewelry good enough to please a Deathlord, infuse a jade can, one of many ways in which they violate the natural
item with Essence or incorporate jade into complex order). However, a ghost trained in necrosurgery can
Underworld artifacts. perform all of the preparation work that comes before the
actual casting of a necromancy spell, and many beings
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Trait Effects: Someone with Craft (Soulforging) trade dots in Passions and Fetters for extra bonus points
1 can identify and appraise the workmanship of a soul- that can be used to purchase other traits. However, age
forged object, properly melt a soul, make a basic sword doesnt just reduce the integrity of a ghosts connection
or simple item, or create sturdy construction materials. to Creation, it reduces his capacity to strengthen that
Someone with Craft (Soulforging) 3 can create a unique connection. Typically, a ghost may never have more
weapon, build a device with multiple moving parts from than (Willpower + Essence) dots in Fetters. Each dot
soulforged elements, create a flexible chain or create of Age reduces that cap even further. Thus, although
a soulforged item that can use Essence. Someone with the player can purchase new Fetter dots with the ac-
Craft (Soulforging) 5 can create a functioning automa- quired bonus points to replace those traded away, an
ton, make an artifact weapon, do soulforged filigree aged ghost is still limited in just how many new dots
work, or create and work with soulsteel. he can get.
Because Age has the potential to be game unbalanc-
GHOST BACKGROUNDS ing (especially in games where only one or just a few
Some Backgrounds are not available to the dead, players play ancient ghosts), no character may possess
while others function differently for the dead than the Age Background without Storyteller approval.
they do for the living. The following Backgrounds Trait Effects:
function for the dead essentially the same way they X Like the vast majority of the Underworlds
do for mortals: Allies, Backing, Followers, Influence, citizens, your character is a fairly young ghost
Mentor and Resources. who died less than 50 years ago. Her Fetter
Allies are typically the characters ghost peers, dots are capped at (Willpower + Essence).
but they may be mortal shaman or thaumaturges with She begins with the normal five free dots
whom the ghost has a mutually beneficial relation- in Fetters, and her Passions are equal to the
ship. Backing most commonly comes from the support total of her Virtue dots.
of some Underworld ruler, but it might come from a
Your character died within the last 250 years.
powerful ancestor cult or from a ruler in Creation al-
Gain +5 bonus points. She begins with only
lied with the Deathlords. Followers are usually other
four free dots in Fetters, and she cannot have
less powerful ghosts but may represent particularly
more dots in Fetters than (Willpower + Es-
obedient cultists. Mentors are most often older, more
sence - 1). Her starting Passions are equal to
experienced ghosts, but it is not uncommon for spirits
(sum of all Virtues - 1).
(especially minor death gods), Exalts, Deathlords and
Your character died within the last 500 years.
even more unusual beings to mentor ghosts. Resources
Gain +10 bonus points. She begins with only
in this context represent the currency and trade goods
four free dots in Fetters, and she cannot have
of the Underworld, while Influence represents authority
more dots in Fetters than (Willpower + Es-
within a political, military or economic entity within
sence - 2). Her starting Passions are equal to
the Underworld.
(sum of all Virtues - 2).
New and altered Backgrounds are described below:
Your character died within the last 750 years
AGE and is probably one of the Contagion dead.
The vast majority of ghosts resolve their Passions Gain +15 bonus points plus one free dot in
and Fetters (either willingly or unwillingly) and move Influence (Underworld). She begins with
on to Lethe or to Oblivion fairly quickly. Some ghosts only three free dots in Fetters, and she cannot
do so within a few hours after dying. Most often, a ghost have more dots in Fetters than (Willpower +
will move on after a few years or even decades. A few Essence - 3). Her starting Passions are equal
luminaries, however, are much older, having resisted to (sum of all Virtues - 3).
the insistent pull of Lethe and the twisted temptations Your character is respected and feared by those
of Oblivion for centuries or longer. Few ghosts can do who know of her. She died sometime since
so unscathed, however. Very old ghosts find their Pas- the Usurpation and is most likely one of the
sions dimmed and their Fetters lost to the relentless Shogunate dead. Gain +20 bonus points plus
march of history. two free dots in Influence (Underworld). She
Mechanically, this exchange is represented by the begins with only three free dots in Fetters, and
Age Background, which permits a ghost to essentially she cannot have more dots in Fetters than
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itself is directly translated
lated into a physical
object in the Underworld orld instead of merely
being converted into an Esse ence token.
Essence
Your character is one of the founders of a
mighty clan or tribe, or perhaps the founder
of a small nation or a major city. The h re is a
he
There
im, and his cultt has
public altar set up for him,
xhorts worshipers
a full-time priest who exhorts
eives Resources
to venerate him. He receives
burnt offerings every ery day and
Resources offerings ngs on ma-
jor holidays (or simplyy when
or).
worshipers seek his favor).
Once per season, he mayy
receive a new w
ggrave good with
th
a Resourcesces
gher
cost no higher
than , or once ce per
year, he mmay receive a new grave
good with a Resourcess cost no higher than
. The strength of his cults veneration
ARTIFACT
Ghosts purchase artifacts under the rules
fortifies his willeveryy day at the exact
outlined on page 111 of Exalted. The dead receive
moment he died, he regains one spent
no magical materials bonus when using items made of
temporary Willpower point.
the magical materials, and they pay double the attune-
Your character was the founder of a great ment and activation costs for orichalcum, moonsilver
nation or a hero of millions. Children are and starmetal artifacts. Artifacts in the possession of
regularly named after him, and his temples ghost characters will most likely be the creation of
have entire staffs of full-time priests devoted soulforging, jadecrafting or necromancy, although some
to his worship. He receives burnt offerings characters may have simple Creation-made artifacts
worth Resources every day and Re- such as daiklaves or magical armor. A ghost can never
sources offerings on major holidays. have an artifact rated higher than without special
Every few weeks, a particularly devoted Storyteller approval.
worshiper will make a Resources of-
fering in hopes of gaining your characters CULT
favor. He may receive a new grave good with Theoretically, it is possible for a ghost to have
a Resources cost no higher than once a cult powerful enough to confer the benefits of the
per month, or he may receive a new grave Cult Background as outlined on page 112 of Exalted.
good with a Resources cost no higher than In fact, this is partially figured into the Ancestor Cult
once per season, or he may receive Backgroundghosts with Ancestor Cult auto-
a new grave good with a Resources cost of matically gain the mechanical benefits of Cult , and
once per year. He regains one spent ghosts with Ancestor Cult gain the mechani-
temporary Willpower point every day at the cal benefits of Cult . Thus far, only the Deathlords
moment of his death. Also, he recovers an are known to have gained the benefits of higher cult
additional two motes of Essence per hour, ratings. Characters who acquire such extremely potent
which is added directly to his Essence pool cults retain the benefits of Ancestor Cult as they apply
instead of manifesting in the form of tokens. to burnt offerings but gain the Essence and Willpower
At this level of cult, he is on the verge of benefits of Cult + as appropriate.
godhood. Be advised that actual gods are For example, a ghost character with Ancestor Cult
probably taking notice. who manages to take his cult to the next level
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all the weapons, clothing, armor and food he one in which both the worshipers and the ones being
could ever want. If his was a nautical culture, worshiped are all ghosts. The most famous Underworld
he has a sailing vessel of some kind. He has cult is undoubtedly the Cult of the Dual Monarchy, which
a score of sacrificial animals, up to 100 effi- is worshiped by almost the entirety of the Underworld.
gies and a dozen or so sacrificial slaves taken The Dual Monarchys cult is so strong and far-reaching
from the wives, concubines, servants and that it literally powers the sun across the Underworld
bodyguards who died to commemorate his sky. Less dramatically, most ghosts of any political power
funeral. He has 150 Essence/15 Willpower or influence demand worship from their inferiors. Ghost
in burnt offerings. peasants venerate ghost kings, mortwights worship
Your characters funeral was a national event nephwracks, citizens of Stygia worship the rulers of their
in a country that went spendthrift in his honor. respective districts, and so forth. Also, two Underworld
The Morticians of Sijan still talk about the effort cities, Stygia and Sijan, receive such adulation that many
that went into the spectacle. He is fabulously ghosts gain the lesser benefits of this Background just
wealthy in terms of personal possessions. He by residing there. Unlike the higher levels of Ancestor
drifts along the rivers of the Underworld on Cult, an Underworld cult provides no Willpower benefit,
his personal yacht with its crew of effigy sail- but it does provide huge reserves of Essence to those at
ors. His tomb is a mansion, complete with a the top of a cults pyramid.
stable of horses (both sacrificial and effigy). He Trait Effects:
has entire herds of sheep or cattle, complete X No one in the Underworld worships you.
with dozens of effigy shepherds. He has 1,000 Your characters peers and household offer her
warrior effigies, and his ghostly entourage of small prayers. Regain one additional Essence
sacrificial slaves numbers 30 or more. He has per hour. Long-term residents of Sijan often
250 Essence/25 Willpower in burnt offerings. gain this level of Underworld Cult through
MANSE AND UNDERWORLD MANSE the citys ambient reverence.
In theory, a ghost can attune to a manse just like A hundred or so ghosts call your character their
any other Essence wielder. In practice, there just arent patron and bow down in her honor. Regain
many available for them to attune to. Every known two additional Essence pper hour. Long-term
g
Underworld manse is under the direct control of a
Deathlord. In fact, the vast majority of Underworld
manses were built by Deathlords using unholy necro-
mantic techniques to overcome the fact that there are
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past provide supernatural insight and hunches,
effectively allowing the player to get clues
from the Storyteller on how to put known
information together to address the question
at hand without receiving a straight answer.
Your character has attained communion with
her terrible masters. The characters visions
are incomplete, but often fill in critical details
the character might have missed. These vi-
sions arent enough to answer the question
outright, but they certainly provide a good
foundation to begin an investigation or find a
new lead in the absence of other evidence.
Your character drowns in the omnipresent
nightmares of the Neverborn. Her visions
are mostly complete and either use literal
depictions or obvious symbols. This level of
contact can answer many questions outright,
but it does not provide supplementary informa-
tion to expand the inquiry beyond the actual
wording of the question, nor do these glimpses
explore other points of view or any indirect
connections. Storytellers should feel free to
present incomplete truths to misdirect players
who come to rely on Whispers as a crutch to
avoid or bypass plot rather than expand their
involvement and awareness of the story.
Your character has transcended sanity and
all vestiges of humanity in obeisance to
Oblivion. Visions are agonizingly clear,
revealing subtle contextual details and
tangentially related facts the character
might never have thought to consider, plus
unambiguous awareness of the Neverborns
wishes related to the topic.
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CHAPTER SIX ARCANOI 125
CHAPTER SIX
ARCANOI
Patient, studious ghosts can learn Charms unique to ing a new Arcanos Charm requires a number of days of
their spectral state and Underworld surroundings. Such training equal to the Charms minimum Virtue plus its
Charms are either individual tricks common across the minimum Essence. Creating a new ghostly Charm takes
lands of the dead or theyre building blocks in longer four times as long as learning an established one.
cascades that are taught only in certain places or to It is important to note that ghostly Charms can
certain strata of Underworld society. A longer cascade never be part of a Combo. Ghosts themselves cannot
is known as an Arcanos, and each Arcanos has a name ever use more than one in a given action, and non-
that signifies what its Charms make possible. ghost characters who learn ghost Charms (such as
At character creation, a ghost receives six Charms, Moonshadow Abyssals) cannot include said Charms
which can come from the common list or from any in Combos with their own natural Charms. Also, the
Arcanos the player and Storyteller deem appropriate. Obvious keyword applies only when both the ghost and
Thereafter, the character can learn any common ghostly the supernatural effects of the Charm hes using are si-
Charm independently. Doing so requires a number of multaneously detectable with mundane senses. Finally,
days of training equal to the Charms minimum Virtue ghosts do not have access to Excellencies. Excellencies
rating. For Charms from the Arcanoi, however, a ghost are the purview of the Exalted and the gods, whereas
must have a tutor who can teach them to him. Learn- ghosts are lesser creatures even than mortals.
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COMMON GHOSTLY CHARMS Ghosts who are incorporeal can move through solid
These Charms are available to any ghost with the objects with ease. Ghosts with this Charm, however, can
will and patience to learn them. Theyre among the physically become one with solid objects in the land of
first that all lone scholars develop independently. In the living and hide within them. As the ghost lays his
Underworld regions where knowledge of the Arcanoi is hand on the object, the player rolls (Manipulation +
stamped out by authoritarian bullies or is simply lost in Craft). The Craft Ability he rolls depends on the type
tumultuous political upheaval, these arts are the ones of object. He can hide inside only discrete, mundane
most quickly rediscovered in the aftermath or taught by objects that are not constructed of (and do not incor-
insurgents from beyond the fringes. Most are singular porate) any of the magical materials. Also, the object
tricks, but a handful either build on one another or link must be at least as large as a comb, and no larger than
into short cascades. a yeddims howdah. Once he is safely absorbed into the
object, he remains there for a number of hours equal
ASSASSINS SUBTLE ESCAPE to the activation roll successes.
Cost: 5m, 1wp; Mins: Temperance 2, Essence 2; While hes within the object, the character can-
Type: Simple (Speed 3, DV -1) not be detected by any mundane means, nor can he
y
Keywords: None be harmed. He
Hess vaguely aware of what goes on around
Duration: One the item, but specific information is beyond his reach.
hour per suc- (He could detect people moving around in the room
cess where
h hes
h hiding,
hd andd he
h couldld infer
f from
f their
h move-
Prerequisite ments that they were looking for him, but he wouldnt
Charms: be able to tell who they were unless they spoke and
None he recognized their voices.) If the item within which
hes hiding is damaged, he suffers no damage himself.
If damage resulting from fire, pulverization or magic
affects the item, though,
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A rider can add one die to his Ride dice pools per mote are. The Charm functions just as well in Creation or
of Essence he spends, up to a maximum equal to his a shadowland as it does in the Underworld. In any
Essence rating. location, it functions only at night. The player rolls
This Charm works only on ghostly mounts and (Perception + Conviction) to activate the power,
only in either the Underworld or a shadowland. It has which remains active for a number of nights equal to
no effect whatsoever on living mounts. It has no effect successes on the roll.
on mounts in Creation unless the rider uses the Evoke
the Ancient Clay Charm called Manifest the Dark
OX-BODY TECHNIQUE
Cost: ; Mins: Conviction 1, Essence 1;
Steed to make his ghostly mount appear in Creation.
Type: Permanent
At the Storytellers discretion, this Charm can be
Keywords: Stackable
used as normal when a ghost rides a mount animated
Duration: Permanent
by necromancy (provided controlling the construct
Prerequisite Charms: None
requires a Ride roll).
A ghost can have this Charm a number of times
FORMER LIFE DESTRUCTION TECHNIQUE equal to her Conviction rating. Each time she purchases
Cost: ; Mins: Temperance 4, Essence 4; it, she gains two additional -2 health levels.
Type: Permanent
Keywords: None
POLE THE BLACK DEPTHS
Cost: 1m per die; Mins: Conviction 1, Essence 1; Type:
Duration: Permanent
Supplemental
Prerequisite Charms: None
Keywords: None
Unlike the other common Arcanoi Charms, this
Duration: Instant
one isnt a classic that reiterates spontaneously time
Prerequisite Charms: None
and again. Its a relatively recent trick introduced to
Using this Charm allows a ghost to better perform
dead society by the Deathlords. The tricks widespread
tasks that call for a Sail roll, whether hes working the
popularity among students of the Arcanoi is what makes
tiller of a Stygian canal barge or hes the captain of
it common.
black-sailed trawler dredging the depths of the Sea of
Once she learns this Charm, a ghost strips away her
Shadows. This Charm gives him a one-die bonus per
name and replaces it with a new title or pseudonym.
mote of Essence spent to supplement a Sail roll, up to
Thereafter, she gains a four-die bonus to actively resist
a maximum number equal to his Essence rating.
any sorcery or necromancy effect that relies on her for-
This Charm works only in the Underworld or a
mer name. It also grants her a +2 bonus to her MDVs
shadowland, as the fluid dynamics of clear water of the
when someone tries to use her former name against her
living world are quite different from those of the water-
to influence her behavior.
ways of the dead. If a ghost is a part (or the head) of the
MOONS COLD GLOW crew of a vessel brought into Creation with Conjure the
Cost: 2m; Mins: Conviction 1, Essence 1; Defeated Vessel or Sunken Admiral Technique (from
Type: Simple (Speed 3, DV -0) the Evoke the Ancient Clay Arcanos), the player can
Keywords: None augment his Sail rolls while the character is aboard
Duration: One night per success the vessel.
Prerequisite Charms: None
The Underworld is a bleak, gloomy place. The most
PYRE SMOKE FORM
Cost: 2m; Mins: Temperance 2, Essence 2;
common weather patterns alternate oily rain with omi-
Type: Simple (Speed 6, DV -0)
nous, gray fog with stiff winds that carry minute flecks
Keywords: None
of bone dust. Overhead, the sky is perpetually overcast,
Duration: Six ticks per success
leaving it up to the Calendar of Setesh to divide day
Prerequisite Charms: None
from night. Ghosts caught out in bad weather without
In their natural environs, ghosts are just as materi-
a light source are effectively blind.
ally solid as mortals are in their homes in the living
With this Charm, however, the ghost can see
world. With this Charm, however, a ghost can make
as well in the darkness of the Underworld as any of
herself incorporeal even in locations where she should
the three Full Moon entries on the Sample Visibility
naturally be solid (such as the Underworld). Activating
Conditions table on page 135 of Exalted, regardless of
the Charm requires a (Stamina + Temperance) roll.
however much worse the visibility conditions actually
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only those six ticks it takes for his DV to refresh after equal to the number of successes on the roll. Therefore,
he activates the Charm. While the ghost looks into it behooves one who wants to be able to see and hear
Creation, he cannot see what transpires around him in Creation from the Underworld to activate this Charm
the Underworld, though his other senses still function first, as this Charm lasts longer.
normally there.
CHAINS OF THE ANCIENT MONARCHS
UNCONSCIOUS SPEECH Use of this Arcanos is fairly evenly distributed
Cost: 1m; Mins: Conviction 2, Essence 1; across the Underworld, though those in charge of its
Type: Simple many dominions strictly regulate its use. It is primarily
Keywords: Compulsion a tool of suppression and dominance used by the en-
Duration: One action forcers and peacekeepers of the dead. From the dread
Prerequisite Charms: None arbiters of the Dual Monarchy to the bullyboys of the
This neat little trick allows an incorporeal ghost in weakest Deathlords most rural shadowland outposts,
the living world to speak through a nearby living being. those who know this Arcanos use it to see that their
The ghost must touch the living being, and that being masters will is done.
must be capable of speech. The character spends a mote
of Essence as the player rolls (Dexterity + Performance). SOUL ANCHOR
If the roll succeeds, the target says what the ghost wants Cost: 2m, 1wp; Mins: Temperance 2, Essence 1;
him to say in up to as many words as successes garnered Type: Simple (Speed 4, DV -0)
on the roll. At that point, the targets player is allowed Keywords: None
a reflexive (Intelligence + Occult) roll. If the roll fails, Duration: 10 minutes per success
the target remains unaware (and subsequently unwilling Prerequisite Charms: None
to believe) that he said anything. If the roll succeeds, When a ghost activates this Charm, an oppressive
he realizes whats happening. pall falls over the surrounding area, weighing down
If a character realizes a ghost is trying to speak those who try the hardest to escape. For 10 minutes
through him, he may spend a Willpower point to resist per success on a (Charisma + Temperance) roll, no
each subsequent use of this Charm against him from one within 25 yards of where the ghost activated the
the same ghost. Or he could allow the ghost to speak Charm may use supernatural abilities to move faster
through him. If he does so, the ghosts player need not than they could on an unassisted Dash action.
roll and may communicate one full sentence per mote The ghost who used the Charm and any affected
of Essence spent. The willing target can hear and un- being with a higher Essence rating than that ghost may
derstand the words spoken through his mouth, but he spend a Willpower point to ignore this Charms effects
cannot speak while the ghost speaks through him. for the scene.
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Accuracy bonus equal to her Bureaucracy to a normal AURA-READING TECHNIQUE
Martial Arts attack. If this attack succeedsi.e., is not Cost: 2m; Mins: Temperance 1, Essence 1;
successfully dodged or parriedit inflicts no damage Type: Simple
but instead envelops the target in a shining outline of Keywords: None
white light. This light slows the target down consider- Duration: One scene
ably so he cant get away. Prerequisite Charms: None
For a number of minutes equal to threshold successes When sentient beings such as ghosts, gods, demons or
on the attack roll, the target can move only one-fifth Exalts channel and store Essence within them, it affects
his normal speed, no matter how hes moving. This the color of the aura they emanate. When a ghost learns
Charm doesnt affect Dexterity-based actions that rely this Charm, he trains himself to perceive and interpret a
on hand-eye coordination, just locomotion. beings aura, granting him an idea of how much Essence
ESSENCE LASSO FORM is currently stored within that being. Doing so requires
Cost: 6m; Mins: Conviction 3, Essence 2; a successful (Perception + Larceny) roll.
Type: Simple A ghost using this Charm cannot share his aura-
Keywords: Obvious perception with anyone elseother than just describing
Duration: Five ticks per success what he sees. He can read the aura of any being in his
Prerequisite Charms: Essence Binding presence, regardless of ambient light, as long as he already
This Charm functions in almost every way exactly knows the being is there. The Charms effective range is
the same as its prerequisite. However, it now works at a equal to the characters entire field of vision. If a being is
range of up to 10 yards per dot of Conviction the ghost committing motes to an item or an effect, those commit-
has and cannot be parried. ted motes count toward the total for as long as the being
maintains the commitment. Items do not emit their own
NET auras, however, even if they are innately magical or attuned
Cost: 7m; Mins: Conviction 3, Essence 3; to target beings. The color visible in the aura reveals the
Type: Simple number of motes the being contains, as follows:
Keywords: Obvious Color Motes
Duration: One minute
Black 0
Prerequisite Charms: Snare the Fleeing Thief, Essence
Lasso Form Indigo 15
Shouting the name of the master she serves, the Green 610
ghost casts a net of Essence chains over an area, trapping
Yellow 1120
everyone within it. She selects a target point somewhere
within five yards per dot of Conviction she has, then Orange 2140
spends her Essence as her player rolls (Dexterity + Red 41+
Bureaucracy). If the roll succeeds, everyone within five
yards of that spot must try to leap to safetycomparing DELICIOUS ESSENCE SCENT
their Dodge DVs to the successes on the activation Cost: 3m; Mins: Temperance 1, Essence 1;
rollas black chains suddenly writhe out in all direc- Type: Simple
tions from the target point. Anyone who cant get Keywords: None
out of the way is considered inactive as if trapped in a Duration: One scene
hold for one minute. The ghost who used the Charm Prerequisite Charms: Aura-Reading Technique
is unaffected by it. Anyone in the affected area whose Where Aura-Reading Technique is a passive sense,
Essence is higher than the ghosts can spend a point of this Charm is more active. To use it, the ghost spends
Willpower to shrug out of the chains. three motes of Essence as her player rolls (Perception
+ Awareness). If the roll succeeds, the character can
ESSENCE-MEASURING THIEF ARTS smell when any living source of Essencei.e., any living
The detection, manipulation and theft of the pre- beingcomes within 100 yards of her for the rest of the
cious commodity of Essence are the purview of this scene. When she detects living Essence thus, the ghost
Arcanos. Very little checks the greed of those who can attempt to follow it back to its source.
practice it except the distrust and suspicion of their Following Essence by scent is easier the more potent
neighbor ghosts. the source is. To track the Essence, the ghosts player
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not count as a Charm use.) If the Temperance roll suc- If the recipient is an Essence channeler, he absorbs
ceeds, the character absorbs all the motes her preceding the motes into his pool as normal. If the recipient can-
use of Essence-Devouring Ghost Touch or Ravening not channel Essence, the ghosts Essence augments
Life-Force Hunger stripped away from the victim. She the characters health for a number of days equal to
can absorb only those motes she personally stripped (ghosts Essence x motes transferred). While this benefit
away. As with Feeding the Lampreys Appetite, she lasts, the recipient gains one automatic success on all
cannot exceed her maximum number of motes with (Stamina + Resistance) rolls to resist illness or poison-
stolen Essence. If she uses Ravening Life-Force Hunger ing. This Charm also mitigates any fertility deficiency
on a target who cannot channel Essence, subsequently or reproductive difficulty short of literal sterility that
using this Charms effect grants no benefit. would normally make conception difficult. (For rules
on handling Essence exchange with characters with
BLENDING THE STREAMS OF ESSENCE two Essence pools, see page 155.)
Cost: 6m; Mins: Temperance 2, Essence 2;
Type: Supplemental FERTILE SOUL ENDOWMENT
Keywords: Touch Cost: 10m, 1wp, 1lhl; Mins: Temperance 3, Essence 3;
Duration: Instant Type: Simple
Prerequisite Charms: Essence-Devouring Ghost Keywords: Touch
Touch Duration: One scene
What a ghost with this Charms prerequisite can Prerequisite Charms: Feeding Lifes Fountain
take away, so can he bestow. He must touch another It is thanks to this Charm that the Ghost-Blooded
ghostly character, which requires an unarmed Martial exist, as it allows ghosts to impregnate living women. To
Arts attack if that character resists, and spend six motes use it, the ghost must be corporeal and must be in either
of Essence as the player makes a Temperance roll. If Creation or a shadowland. During the scene in which
successful, the ghost can then force a maximum number the Charm is active, the ghost and the mortal woman
of his remaining motes equal to his Willpower through need not actually copulate (though they certainly can),
the connection. If the recipient is willing to accept but they must share at least a long, passionate kiss.
them, she absorbs the transferred motes, adding them Either a male or female ghost may use this Charm, but
to her own pool. If the recipient is not willing to take the living partner must be female.
them, the motes dissipate from the point of contact as During the embrace, at a moment of the ghosts
a faint steam and are wasted. The same thing happens choosing, the ghosts player makes a reflexive (Tem-
if the ghost attempts to transfer Essence to any non- perance + Essence) roll against a difficulty equal to
ghostly creature, regardless of how willing the recipient the living womans Essence. If the roll fails, nothing
might be to take it. happens. If the roll botches, the woman is stricken
A ghost cannot give more motes than the recipi- sterile unless her player succeeds on a reflexive
ents maximum, and he cannot leave himself with less (Stamina + Resistance) roll, difficulty 2. (Exalted
than one mote. and other supernatural beings do not risk sterility.) If
the activation roll succeeds, the woman conceives a
FEEDING LIFES FOUNTAIN Ghost-Blooded offspring. Regardless of the outcome,
Cost: 7m, 1wp; Mins: Temperance 2, Essence 2;
the scene is considered to be over after the attempt
Type: Simple
at conception.
Keywords: Touch
The mother carries the child of a successful concep-
Duration: Instant
tion to term normally. The Essence spent activating this
Prerequisite Charms: Blending the Streams of
Charm remains committed until the child is born or the
Essence
pregnancy otherwise ends. The ghost cannot willingly
When she is manifest and corporeal, a ghost can
end this commitment. Even the ghosts destruction does
transfer some of her Essence to a living recipient, just
not release the Essence.
as she uses the prerequisite Charm on fellow ghosts.
One sinister implication of this Charms effects is
The roll and limitations of this Charm are the same as
that only the ghost need be cognizant of its use. The
they are for Blending the Streams of Essence, and the
living partner need be neither aware of it, nor willing
ghost much touch her intended recipient. The recipient
to submit to it.
must still be willing, as well.
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to the new item for support or decoration, so long as This Charm is similar to Grave Goods Shaping
he doesnt exceed 10 percent of the original objects Technique in that it lets a ghostly artisan change one
mass. He can also break the original object down into item into another (or into a set of smaller ones). The
smaller individual items, so long as each new item items in question in this case, though, are soulsteel
consists of no more than 90 percent of the original artifacts rather than simply grave goods. The restric-
material. As long as he abides by those restrictions, tions on mass and composition remain the same as
he can fashion a completely new and fully functional for Grave Goods Shaping Technique, and it likewise
item (or set of items) from the originals materials. takes seven days to complete the transformation per
The resulting item(s) retain any magical properties dot of Artifact the original item represents. The new
the original had, though every individual piece in a item retains the magical properties of the original.
matching set made from a single item must be together If the finished product is a set of smaller items, the
for those magical properties to function. originals magical properties function only when all
Changing a single grave goods item into a new the items in the new set are together.
form takes seven days per dot of the Grave Goods The new artifact a ghost creates cannot be of a
Background the original item represents. The ghost higher Artifact value than the original was. A ghost
may spend the required Essence in a lump sum up front cannot use this Charm, for instance, to re-forge a
or spread the cost out day by day. He may pay off the reaver daiklave into a thinner grand daiklave or a
balance at any time. dire chain into a long powerbow. Use the guidelines
on pages 13-18 of The Books of Sorcery, Vol. III
SOULSTEEL REBUILDING TECHNIQUE Oadenols Codex to compare the relative power of
Cost: 3m; Mins: Conviction 3, Essence 4;
a proposed new artifact to the original.
Type: Simple
Keywords: None SOULSTEEL FORGING
Duration: One day Cost: 5m; Mins: Conviction 4, Essence 4;
Prerequisite Charms: Soulsteel Shaper Type: Simple
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(Manipulation + Presence), the ghost throws back her duration lapses, any hungry ghosts who are already
head and lets out a terrible, shrieking howl that can be in pursuit wont necessarily give up the chase. New
heard as far away as the successes on the roll indicate. hungry ghosts wont necessarily join in the chase
Any ghost who has this Charm recognizes the sound, either, though.
as will any character in whose presence the Charm has DIVERSION OF THE SAVAGE HUNTER
been used before. Cost: 12m; Mins: Valor 2, Essence 1; Type: Simple
When this horrible call goes out, every hungry ghost Keywords: Illusion
in range stops what its doing and howls in response Duration: One scene
as a miscellaneous action, when thats relevant. Those Prerequisite Charms: Call the Ravening Hound
nearest the one who sent out the call, up to a maximum For the young ghost or neophyte ghost tamer, Taste
determined by successes on the roll, then turn and make the Demon Wind is the best means of avoiding regret-
all due haste toward the origin of the summons. (If only table entanglements with savage hungry ghosts. If you
one or a small handful of hungry ghosts from a larger know where the hungry ghosts are, you can avoid them
pack bolt, the others might follow as well.) from the start. Those who cant avoid drawing hungry
The number of successes on the activation roll ghosts attention, however, must rely on this Charm.
determine the range over which the call can be heard With it, the wraith makes herself imperceptible to every
and the number of hungry ghosts compelled to respond hungry ghost in the vicinity.
as follows: To use the Charm, the ghost stands perfectly still
Successes Range Hungry Ghosts and spends the required Essence as her player rolls (Per-
1 100 yards 1 ception + Presence), difficulty 2. On a success, hungry
2 250 yards 2 ghosts can no longer see, hear or smell the character.
3 500 yards 4 If she attacks one of them, however, that hungry ghost
4 one mile 8 once more becomes aware of her presence.
5+ five miles 20 Some ghosts who have been marked by Ferocious
Predator Beacon can use this Charm to mitigate its
FEROCIOUS PREDATOR BEACON effects for one scene. The affected ghost must have
Cost: 10m, 1wp (1xp or 2xp to extend); Mins: Valor 4, a higher Essence rating than the one who put the
Essence 3; Type: Simple mark on her had at the time the mark was levied.
Keywords: Compulsion, Obvious, Touch Thereafter, any time the affected ghosts activa-
Duration: One hour tion of this Charm exceeds the successes rolled to
Prerequisite Charms: Call the Ravening Hound inflict the mark, the affected ghost hides the mark
To use this Charm, the ghost touches his target as for one scene.
the player rolls (Manipulation + Presence), difficulty
2. (Touching the target calls for an unarmed Martial TAME THE WICKED APPETITE
Arts attack if the target is wisely unwilling to stand still Cost: 8m; Mins: Valor 2, Essence 2;
for it.) If the roll succeeds, a ghastly white handprint Type: Simple (Speed 3, DV -0)
outlined in red appears on the targets chest and back, Keywords: Emotion
visible through any clothes or armor hes wearing. The Duration: One scene
beacon lasts for one hour. If the player spends one expe- Prerequisite Charms: Diversion of the Savage Hunger
rience point when he activates the Charm, the beacon Using this Charm instantly renders nearby hungry
lasts for a year. If he spends two experience points, it ghosts as docile as lambs, whether theyre stalking prey,
is permanent. The Essence that empowers this Charm guarding their mortal remains or worrying victims bod-
is committed if the ghost uses it for only the standard ies to ribbons at the time. Affected hungry ghosts stop
one-hour duration. If the player spends experience what theyre doing immediately and remain calm for the
points to extend the duration, however, that Essence rest of the scene unless someone tries to do them harm.
is no longer committed. If anyone inflicts damage on a hungry ghost under this
While the beacon exists, all hungry ghosts in Charms effects, said effects end instantly.
line of sight are irresistibly compelled to hunt down Using this Charm requires a (Charisma + Presence)
and devour the target. They give chase until either roll. A successful roll affects hungry ghosts within 10
theyre destroyed or they lose the scent. When the yards per dot of Valor the ghost has, up to a maximum
determined as follows:
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she can afford to affect with this Charm at the begin- simple commands without the new master having to use
ning. Once the hungry ghosts are trained, she can issue Command the Hungry Devil. The hungry ghost will also
simple commands to them without using Command the refrain from attacking its former master unless its new
Hungry Devil. The hungry ghosts remain unwilling to master commands it to do so. It does not follow its former
attack their master for any reason and will even come masters commands, however, unless the former master
to her defense if they know shes in trouble. Unless the uses Command the Hungry Devil or Dust Commands
master trains them otherwise or keeps them tightly in Litany. (Even then, the former master cannot command
check, they treat everyone else the way hungry ghosts the hungry ghost to harm its new master.)
normally would. Only the current master of a hungry ghost can
use this Charm to transfer ownership to a new master.
SPIRIT-HANDLING LEASH The current master need not be the same person who
Cost: 5m, 2wp; Mins: Valor 3, Essence 3;
used Ghostly Harness Exercise on the hungry ghost
Type: Simple
to train it, though. The ghost tamer who most recently
Keywords: Obvious, Touch
used Ghostly Harness Exercise on the hungry ghost is
Duration: Instant
considered to be the hungry ghosts former master for
Prerequisite Charms: Ghostly Harness Exercise
this Charms purposes. Therefore, if one ghost tamer
This Charm allows a trainer of hungry ghosts to
receives a hungry ghost from another trainer, it be-
turn over control of hungry ghosts tamed with the
hooves him to retrain the hungry ghost himself (with
prerequisite Charm to new masters. He must touch
the prerequisite Charm) before he transfers ownership
the hungry ghosts head and the new masters hand
to a new ghost.
at the same time, as an evanescent leash of Essence
extends briefly from one to the other. Thereafter, the SHIFTING GHOST-CLAY PATH
new master commands the hungry ghost as if she were No longer locked in the prison of ever-degrading
the one who had used Ghostly Harness Exercise on the mortal flesh, the ghostly corpus experiences a remarkable
hungry ghost in the first place. degree of freedom post mortem. The most astounding
Thereafter, the hungry ghost will not attack its new expression of that freedom is the newfound malleability
master for any reason, and it follows the new masters a ghosts body takes on, allowing it to be reshaped into
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For as long as the ghost wears that faade, the character Many Charms of this Arcanos allow the ghost to
suffers a -2 penalty to his MDVs to resist doing as the make useful changes in her corpus, but those changes
ghost wants. Hell even take his own initiative to do dont last very long unless the ghost spends massive
what he thinks the ghost would like. amounts of Willpower. This Charm allows a ghost to
A character attempts to resist the Emotion effect extend the effectiveness of Charms that enable her to
of a ghosts use of Nine Terrors Visage once, the first reshape herself. Once the ghost has activated such a
time he sees it in a scene. If he resists successfully, he is Charm, she then activates Steeling the Spirit with the
thereafter immune to that visages Emotion effect. If he proper expenditure of Essence and Willpower. The player
fails, his difficulty to resist that ghosts use of that visage then rolls Willpower. For every success on the Willpower
increases by 1 the next time he sees it after that scene. roll, the effects of the transformation Charm last for one
If the character fails to resist the same visage from the day, rather than the Charms listed duration.
same ghost four consecutive times, he can no longer A ghost can use this Charm only on effects that
even attempt to resist its Emotion effect until his Mo- change her own corpus, but those changes can be ones
tivation changes or he undergoes some other significant either she or someone else imposed on her flesh. A ghost
psychological metamorphosis. If a character is Exalted, cannot extend the duration of the soak-boosting effects
however, he resists the visages special effect at the same of Yielding Spirit Form with this Charm.
base difficulty every time, regardless of how many times
he might consecutively try and fail to do so.
GHOST-DEVIL FORM
Cost: 10m; Mins: Compassion 3, Essence 2;
YIELDING SPIRIT FORM Type: Simple
Cost: 4m; Mins: Compassion 2, Essence 1; Keywords: Moliation, Obvious, Shaping
Type: Reflexive (Step 8) Duration: One scene
Keywords: Moliation, Obvious Prerequisite Charms: Nine Terrors Visage, Steeling
Duration: Instant the Spirit
Prerequisite Charms: Waxen Ghostly Flesh Similar to Nine Terrors Visage, this Charm allows
In combat, the ghost suffuses his corpus with Essence a ghost to design a transformation that he can later
that makes it malleable and slightly fluid, allowing it to adopt instantaneously when circumstances call for it.
soak up a measure of an attacks kinetic energy harm- Rather than just changing his face for the occasion,
lessly. In Step Eight of combat resolution (see Exalted, though, he can reshape his entire corpus, exceeding the
p. 149), the ghost activates this Charm and his player limitations of Waxen Ghostly Flesh. His new form can
rolls (Dexterity + Craft [Moliation]). (See p. 115 for sport natural weapons or armor. It can include extra
a full description of that new Craft Ability.) Every sets of fully functional limbs. It can be up to twice the
success on this roll adds to the characters appropriate ghosts normal size (though it cant be much smaller
soak total against that attack. than the ghosts original size), and it can be completely
Attacking a ghost whos using this Charm is similar inhuman. Special effects such as those made possible
to attacking a wet clay effigy. Fists and weapons deform by Nine Terrors Visage are also available here. Some
the ghosts corpus but dont significantly damage it. of the traits for special features a ghost can create with
Arrows punch through it and come out the other side. this Charm include:
The ghost still feels these injuries, but only abstractly. Special Feature Traits
No matter how badly beaten out of shape the ghosts Additional Eyes +2 on all visual-based Perception
body is, limbs that suffer no actual damage thanks to rolls
this Charm still function as normal. The deforma- Affecting Visage Per the Nine Terrors Visage
tions caused by attacks that inflict no damage flow Charm
back into their original shape in two ticks per level Armored Hide +2L/+2B, stackable with worn
of damage soaked. armor
STEELING THE SPIRIT Claws Speed 5, Accuracy +1, Damage
Cost: 7m, 1wp; Mins: Compassion 2, Essence 3; +3L, Defense +1, Rate 2
Type: Simple Extra Arms Offsets multiple action penalty (see
Keywords: Moliation Exalted, p. 124) by one per extra set
Duration: One day per success of limbs (to a maximum of three)
Prerequisite Charms: Yielding Spirit Form
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The ghost can then interact physically with the Type: Simple
living world, and physical attacks can damage her body. Keywords: Moliation, Obvious, Shaping, Touch
Her injuries bleed when shes wounded, though her Duration: One day
blood vanishes when it is no longer in contact with Prerequisite Charms: Ghost-Devil Form, Stolen Wax
her body. If inflicted damage kills her, her physical Discipline
body collapses then dissipates into the Underworld. Shaping the Obedient Servant allows a masquer
This physical shell lasts for one hour, and the char- to apply the range of changes made possible by Ghost-
acter can extend the duration by an additional hour per Devil Form to a willing ghost. Just as with Ghost-Devil
additional Willpower she spends on the effect. (The Form, the ghost must first design the new form then
Essence remains committed until the duration lapses.) apply it to the target. The rolls and difficulties for each
She is still a ghost during that time, however, so she is are the same as for Ghost-Devil Form. Completing
still susceptible to effects that apply to ghosts. implementation of a new form costs nine motes of
Essence and one Willpower point. Once the artist has
STOLEN WAX DISCIPLINE designed a new form, he can apply it to as many other
Cost: 5m, 1lhl; Mins: Compassion 3, Essence 2;
willing ghosts as he can afford to. The appropriate
Type: Simple
(Dexterity + Craft [Moliation]) rollssee page 115 for
Keywords: Moliation, Obvious, Shaping, Touch
a full description of Craft (Moliation)are required
Duration: One hour per dot of Essence
anew for every subject (as is the activation cost), but
Prerequisite Charms: Waxen Ghostly Flesh
so long as the design doesnt change, the design roll
This Charm allows a masquer to apply the effects
need be made only once.
of Waxen Ghostly Flesh to another ghosts body. The
Once a ghost implements the designed changes
target ghost must be willing to be transformed, and
upon his subject, the new form lasts for one day. The
the artist must mold and reshape the targets body
subject cannot switch her form back unless she has
physically, like a potter working wet clay. The roll
Charms that allow her to reshape her corpus. Also,
for, difficulty of and possible scope of alterations are
the imposed form is not considered to be locked in
the same as for Waxen Ghostly Flesh. All changes
like a ghosts own personal use of Ghost-Devil Form
last for one hour per dot of Essence the masquer
would be. If the subject wishes to take that same
has and cannot be extended by spending Willpower
form again after the duration elapses, she must have
points. Extending the duration requires the target to
someone with this Charm reshape her. If the subject
use Steeling the Spirit or the artist to use Prison of
wants to use Ghost-Devil Form to re-create the shape,
the New Form.
she must design the form herself from scratch. The
BROKEN MOLD STRIKE subject may, however, extend the effects of the Charm
Cost: 7m; Mins: Compassion 3, Essence 3; as the artist completes the transformation. Doing so
Type: Supplemental requires the expenditure of experience points, as well
Keywords: Moliation, Obvious, Touch as a successful Willpower roll. One experience point
Duration: Instant (or one hour) extends the duration to one month. Two points makes
Prerequisite Charms: Stolen Wax Discipline the duration one year, and three points make the ef-
This Charm allows one ghost to inflict hideous fects permanent.
damage to another in combattearing off, boiling The masquer commits the Essence to maintain his
away or knocking apart her victims corpus. Broken transformed creation unless the subject spends experi-
Mold Strike supplements an unarmed Martial Arts at- ence points to increase the duration of the effect.
tack that must successfully connect with the victim. If
the attack does connect, the attackers player makes a
PRISON OF THE NEW FORM
Cost: 12m, 1wp; Mins: Compassion 4, Essence 3;
reflexive (Strength + Compassion) roll. Then, rather
Type: Simple
than the attacks normal raw damage, the supplemented
Keywords: Moliation, Touch
attack inflicts raw damage equal to (Willpower +
Duration: One week per success
[Strength + Compassion] roll successes + attacks
Prerequisite Charms: Broken Mold Strike
threshold successes).
With this Charm, a ghost reminds another ghosts
SHAPING THE OBEDIENT SERVANT flesh of the static nature it had in life. The ghost must
Cost: 9m, 1wp; Mins: Compassion 3, Essence 3; touch her target, which requires an unarmed Martial
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sufficient Compassion have an unaccountable sense and attempt to either break the compartment open or
of being watched. Instead of allowing the ghost to break the item within. Breaking the compartment open
listen in on the targets surface thoughts, however, this requires inflicting at least three unsoaked levels of lethal
Charm lets the ghost sense what most of the targets damage with a specifically targeted attack. Likewise,
own senses observe. either the ghost herself or someone who has the ghost
For the duration of this Charm, which can be in her power can cut the compartment open outside
extended as per Soul-Whispering Empathy Discipline, of combat, though doing so still inflicts three levels of
the ghost can see, hear and even smell what the target unsoakable lethal damage. Broken Mold Strike (see p.
does in addition to what he himself can. These phantom 145) can cause the compartment to rupture with just a
sensations are only vague and suggestive unless the single level of damage, but the attack must still target
ghost concentrates on them to the exclusion of his own the compartment intentionally. Finally, if the ghost is
surroundings. Paying full attention to both the targets willing but lacks the Essence or the time to remove the
senses and his own requires a successful reflexive Wits stored item naturally, she can allow another ghost to
roll every action the ghost takes. Failing the roll means use Stolen Wax Discipline to painlessly pull back the
he loses details from his targets senses as hes forced flesh enclosing the compartment.
to pay closer attention to his own environment. For
this reason, many ghosts who use this Charm regularly
MORTAL-SHADOWING TECHNIQUE
Cost: 7m, 1wp; Mins: Compassion 2, Essence 1;
to spy on their targets retreat to a safe location upon
Type: Simple
establishing contactone either well hidden or pro-
Keywords: Touch
tected by trusted guards.
Duration: One hour
SIX DEMON BAG Prerequisite Charms: Soul-Whispering Empathy
Cost: 5m, 1wp to create, 3m to eject; Mins: Compassion 2, Discipline
Essence 1; Type: Simple This Charm is one step away from outright posses-
Keywords: None sion. With it, a ghost steps directly into a mortals body
Duration: One day and rides around therein, experiencing everything the
Prerequisite Charms: Spirit-Catching Eye Technique, mortal feels. Making entry requires first a touch and
Skin-Riding Prana the expenditure of the activation cost. (The touch
A ghostly smuggler, assassin or courier who uses this could require an unarmed Martial Arts attack if the
Charm makes a part of her body into the eponymous prospective host actively resists.) As the ghost makes
container. Drawing a fingernail along her corpus, she contact, the player rolls (Dexterity + Awareness), at
causes a hollow, nigh-undetectable chamber to open up. a difficulty equal to the hosts Essence. If the roll suc-
This empty space can be up to one cubic foot in area, ceeds, the ghost melds with the target and becomes
and it can open into any part of the ghosts body. (The undetectable except by such Charms as Spirit-Catching
body parts size limits the size of the space, of course.) Eye Technique. A target who is aware of the ghostly
When the ghost puts an item to be hidden into this passenger can spend a Willpower point to try to expel
space and seals her corpus back over it, her flesh looks the uninvited guest. Doing so requires the hosts player
as whole and normal as ever. Storing objects in this to win a contested Willpower roll. If she succeeds, her
ingenious hiding place imposes a +4 external penalty character expels the ghost from her body. If she loses,
on any other characters attempts to locate concealed the character must endure the ghosts presence for the
items on the ghosts person. An observer who uses duration of the Charm.
Spirit-Catching Eye Technique as he searches the While the ghost shadows his host, he experiences
ghosts person will see the hidden object through the all of the hosts sensations as his own, including taste
ghosts corpus. and the sense of touch. He can also share the space with
Removing an object from its hiding spot can be easy other ghosts who use this Charm on the same host, so
or quite painful. At the end of the day, the empty com- long as all the other ghosts are merely passive observ-
partment opens, and the item pops out as the Charms ers like him. If the host is injured, the ghost feels the
duration expires. The ghost may spend three motes of damage and suffers an equal amount of bashing damage
Essence to eject the item herself before then. Other to his own corpus. If the host is killed, the shadowing
methods are less gentle. If an attacker knows where the ghost is ejected from the body automatically. Otherwise,
item is hidden, he can use a stunt to target that area the ghost remains for one hour. He may increase that
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the body, but any attunements or reflexive Charms the Also, when the ghost activates this Charm, he
previous owner of the body might have had in life are no may commit additional Essence to bolster the corpses
longer available. The body has a mortals seven health durability. For every three additional motes he commits
levels (-0/-1/-1/-2/-2/-4/Incapicated). The wounds that when he activates this Charm, he adds one -2 health
ended the bodys former life do not contribute to these level to the corpse vessel. These additional health
wound penalties. Damage inflicted on the possessed levels last as long as the possession, though they may
corpse makes the body harder to control, though, as be added only when the Charm is activated. The levels
does unchecked rot that occurs before possession. are also compatible with those provided by Intangible
In choosing a corpse to possess, the ghost must be Guardian Presence.
aware of the effects of putrescence on a prospective
vessel. In temperate climates, a corpse exposed to the
INSTAURATION OF THE FLESHLY VESSEL
Cost: Varies; Mins: Compassion 3, Essence 4; Type:
elements lasts about seven weeks before it starts to
Reflexive
come apart. A corpse in the frozen North or arid South
Keywords: None
might last months instead. A body left to rot somewhere
Duration: Instant
more humid might last only two or three weeks. After
Prerequisite Charms: The Embalmers Art
that grace period, the body loses two permanent health
Rot is one of those unavoidable inconveniences
levels every day as the flesh and sinew holding the limbs
nemissaries have to deal with on the job. With this
together comes undone. When it has no health levels
Charm, however, they can repair damage caused by
left, it is no longer suitable for possession.
violence or natural decay. Every four motes of Essence
This Charm lasts for one day, which does not contrib-
the ghost spends reverses one days worth of rot. As
ute to the aforementioned natural process of decay. When
described under Nemissarys Ride, an exposed corpse
the day is up, the ghost may pay the activation cost again
degrades day by day after a grace period determined by
to extend the duration to one week. She can do so week
the climate. Four motes spent to empower this Charm
by week for as long as she can afford the cost. Extending
repairs damage caused by one days post-grace-period
the duration in this way even once is very hard on the
decay. It can also roll back that grace-period count-
corpse, though. While it wont decay while shes still in
down. With enough motes, a character can return a
possession of it, the natural process of decay catches up
badly decayed corpse to the pristine condition it was
rapidly once the nemissary has been in possession of the
in the moment after it died. To use this aspect of the
body for more than a week. After that first week of pos-
Charm, the ghost must be possessing the corpse already,
session, the body falls to pieces all at once when the ghost
rebuilding it from within.
finally leaves it. Thereafter, no one else can use this Charm
The second aspect of this Charm allows a ghost to
on that body. The ghosts Essence remains committed to
heal damage the corpse sustains while shes in posses-
this effect until the nemissary leaves the body.
sion of it, though at the painful expense of her corpus.
THE EMBALMERS ART For the cost of only one mote, the ghost can dissolve
Cost: 15m, 2wp; Mins: Compassion 2, Essence 3; one health level of her own body to repair one health
Type: Simple level of damage to her corpse vessel. The damage can
Keywords: None be bashing or lethal; the type she heals is the type she
Duration: Indefinite takes. The ghost cannot use this Charm to heal damage
Prerequisite Charms: Nemissarys Ride from aggravated sources, from fire or from magic that
This Charm refines its prerequisite, making it specifically ruins undead fleshsuch as Blazing Solar
easier to perform and less damaging on the possessed Bolt or the Dazzling Flare effect of Essence Arrow At-
corpse. First, the possession requires no roll, and it tack. (See Exalted, pages 192 and 189 for descriptions
lasts for as long as the ghost commits the Essence. of those Charms.)
Second, while the ghost uses this Charm to possess a
corpse, the natural process of decay is halted. When
DEAD FUR CLOAK METHOD
Cost: 6m, 1wp; Mins: Compassion 3, Essence 2;
the ghost finally leaves the body, decay resumes at its
Type: Simple
natural rate as if the intervening time of possession
Keywords: None
had not occurred. The decay rate does not catch up
Duration: Indefinite
to the body as it does after one week under the effects
Prerequisite Charms: Nemissarys Ride
of Nemissarys Ride.
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Achieving the peace necessary to use this Charm in Ghosts who have no experience using this Arcanos
a disruptive environment requires a successful Willpower must rely on comrades (or entrepreneurs) who know this
roll. When the character is relaxed enough, using the Charm. With it, a ghost lays hands on a fellow wraith
Charm requires a (Wits + Temperance) roll. If that roll and gets a sense of the condition of one of that wraiths
succeeds, the ghost chooses one Fetter and learns about Fetters. This information is comparable to that granted
its current condition. This information is general and by World-Bridging Meditation, though that Charms
vague, and it concerns only one Fetter per activation meditative calm is not required. The ghost need only
of this Charm. touch the wraith for whom hes checking in. He can
even take this information without the others consent
DEATH-AVOIDING MONITOR as long as he can touch him. (Touching an unwilling
Cost: 4m, 1wp, (1xp or 2xp to extend); Mins: Temper-
target requires an unarmed Martial Arts attack.)
ance 1, Essence 1; Type: Simple
Once the ghost has touched a target, his player
Keywords: None
makes a (Wits + Awareness) roll. The difficulty is (5 -
Duration: One week
the Fetters rating), with a minimum difficulty of 1. If
Prerequisite Charms: World-Bridging Meditation
the roll succeeds, the ghost gains insight equal to that
A ghost with more training in this Arcanos can
granted by World-Bridging Meditation. Only the ghost
apply more vigilance to a Fetter than this Charms
who uses this Charm gains this insight. Also, the ghost
prerequisite allows. With Death-Avoiding Monitor,
can look in on a specific Fetter only if his wraith target
the ghost concentrates on the important person or
is willing to have him do so. If the target is unwilling,
object and spends the motes and Willpower to activate
the ghost can look in only on the Fetter with the highest
the Charm. (The Fetter need not be in her presence
rating, no matter how many of the targets Fetters the
at the time.) The player then rolls (Perception +
ghost knows about. The Storyteller chooses between
Temperance). If the roll succeeds, the character gains
Fetters of equal ratings.
an ongoing background awareness of the subjects
condition. She need only think about the Fetter to be VEIL-PIERCING BINDING
informed of its condition. Cost: 5m, 2wp (1xp or 2xp to extend); Mins: Temper-
This awareness lasts for one week. If the Fetter is ance 4, Essence 2; Type: Simple
a physical object, the ghost is aware of whether and Keywords: None
how it is altered, damaged, repaired or destroyed. If Duration: One week
the Fetter is a person, the ghost knows about changes Prerequisite Charms: Extension of the Friendly
in the persons condition including injury, illness, Gaze
death, pregnancy or significant changes in emotional Once a ghost successfully uses Extension of the
makeup. Spending one experience point at the time Friendly Gaze on another ghost, she may use this
of activation extends this Charms duration to one Charm on her immediately following action. Doing
year. Spending two experience points makes the so grants her target of Extension of the Friendly Gaze
effect permanent. The character can activate Death- a continual background awareness of the Fetter on
Avoiding Monitor as many ongoing concurrent times which she just checked. This awareness is identical
as she can afford, but she can check in on only one to the awareness granted by the Death-Avoiding
Fetter at a time. Monitor Charm. Establishing this link requires a suc-
The Essence that empowers this Charm is com- cessful (Perception + Temperance) roll, difficulty 2.
mitted if the ghost uses it for the standard one-week Thereafter, the target need only concentrate a moment
duration. If the player spends experience points to to become aware of the Fetters current condition as
extend the duration, however, that Essence is no if the target had used Death-Avoiding Monitor on
longer committed. his own Fetter.
If the ghost who used this Charm so desires, she
EXTENSION OF THE FRIENDLY GAZE can grant herself the same awareness of a targets Fet-
Cost: 6m; Mins: Temperance 2, Essence 1; ter as she grants the target. Doing so requires an extra
Type: Reflexive threshold success on the activation roll. Thereafter,
Keywords: Touch during the duration of the effect, the ghost may look
Duration: Instant in on her fellow wraiths Fetter at any time by spending
Prerequisite Charms: World-Bridging Meditation one mote of Essence.
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bond is broken, the target becomes catatonic with tion + Occult) roll to identify the source. Using this
despair for a number of days equal to the attackers Charm then calls for a (Wits + Temperance) roll. If it
Temperance rating. succeeds, the ghost inflicts five dice of lethal damage
If a ghost is so inclined, he can use this Charm to on the offender, which the offender can soak only with
break his connections to his own Fetters. his natural, unarmored soak. As a result, the offenders
attempt to monitor or tamper with the Fetter bond
WEAVER GUARDS THE LOOM automatically fails before it takes effect (even if the
Cost: 3m; Mins: Temperance 2, Essence 2;
backlash inflicted no actual damage). Also, blood leaks
Type: Reflexive
from the offenders eyes, ears and nose for one minute
Keywords: None
per level of damage she suffers.
Duration: One day
Prerequisite Charms: Sensing the Delicate Strands TENACIOUS MERCHANTS WAY
Once a ghost learns how to sense the bonds of The economy of the dead is not entirely one of
other ghosts Fetters, she becomes all the more keenly coins and gems. Ghosts also trade in artifacts, relics
aware of her own. If someone else tries to look in on or and grave goods. Most precious to them is Essence, the
manipulate her Fetters with supernatural effects (such focus of this commercial Arcanos.
as Sensing the Delicate Strands), this Charm makes the
intrusion known to her. Weaver Guards the Loom does JANGLING COIN POUCH SENSE
not grant automatic protection or retaliation against Cost: 1m; Mins: Temperance 1, Essence 1;
such effects, but it can grant an idea of where the source Type: Simple
of the trouble is. Keywords: None
Activating this Charm requires a simple (Intelli- Duration: 10 minutes per success
gence + Awareness) roll. It lasts for one day, after which Prerequisite Charms: None
the ghost can reflexively renew it. While its active, The ghost cocks his ear and spends a mote of Essence
the ghosts player is allowed a reflexive (Perception + as his player rolls (Perception + Bureaucracy). If the roll
Temperance) roll any time another character attempts succeeds, the character can hear the faintest clinking
to detect or monitor one of the ghosts Fetters. If that of coins or rustle of scrip around him. That is, he can
roll succeeds in such an instance, the player is allowed automatically detect the presence of nearby money. It
a reflexive (Perception + Occult) roll, difficulty 3. If can be currency from the living world, official money
that roll succeeds, the ghost knows who is looking in on from the Underworld or hell money sacrificed by the
her Fetters and gets a rough idea of where that person living to departed relatives, as well as currency created
is. The person doing the spying remains unaware that by other Charms in this Arcanos. The sense lasts for 10
the ghost is onto him. minutes per success on the roll. The character cannot
automatically tell how much money exists in a given
FARMER DEFENDS THE UNHARVESTED FIELD location, but he can gauge the relative sizes of separate
Cost: 5m; Mins: Temperance 3, Essence 3; amounts of money.
Type: Reflexive
Keywords: None EARNEST CREDITOR TECHNIQUE
Duration: Instant Cost: 3m; Mins: Compassion 1, Essence 1;
Prerequisite Charms: Weaver Guards the Loom Type: Simple
When someone attempts to spy on or tamper with Keywords: Touch
the Fetter bonds of a ghost with this Charm, the ghost Duration: Instant
strikes back viciously. If the ghost has activated Weaver Prerequisite Charms: None
Guards the Loom, and its effect successfully reveals to This Charm simply allows a ghost to transfer motes
him that someone is spying on or tampering with the from her Essence pool to someone else. She need only
bond between himself and one of his Fetters, the ghost touch the target, which might require an unarmed
may reflexively activate this Charm in response. Martial Arts attack if the target resists. Two of the
In order to be eligible to use this Charm, the ghosts three motes spent to activate the Charm transfer to the
player must have succeeded on Weaver Guards the target, who can be a ghost, a mortal, a god or an Exalt.
Looms reflexive (Perception + Temperance) roll to The ghostly creditor can transfer only two motes at a
detect the intrusion, as well as the subsequent (Percep- time per activation of the Charm.
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Duration: Instant
GIVING AND TAKING ESSENCE Prerequisite Charms: Bold Thiefs Way
Since most Essence-using characters have This Charm allows a ghost to steal from a victim
only a single Essence pool, the Charms that allow not Essence or offerings, but that victims very corpus.
for the transfer or theft of Essence between par- The attacker grapples her target and devours as much
ties are fairly straightforward. When a character of his ghostly flesh as possible, replenishing her corpus
involved in such a transfer or theft has both a at her victims expense. For every two health levels
Peripheral and a Personal Essence pool, however, of damage the attacker inflicts on her target with a
an additional level of distinction is necessary. bite, the attacker can heal one level of damage to her
When a ghost gives Essence to a character own corpus.
with two Essence pools, that Essence goes into the Unless the attacker has had her jaw and teeth
recipients Personal Essence pool first, then into reshaped to allow for a reasonable attack, biting a
the recipients Peripheral Essence pool when his victim is not a very effective combat maneuver. A bite
other pool fills up. When a ghost takes Essence attack from a normally shaped human mouth has the
away from a character with two Essence pools, following traits: Speed 6, Accuracy -2, Damage +0L,
he takes it first from the characters Peripheral Defense , Rate 1. Attacking with a bite also reduces the
Essence pool, then from his Personal Essence attackers Dodge DV by two, rather than the standard
pool when the other pool is empty. -1 DV penalty for a normal Attack action.
An attacker must inflict at least two health levels
of damage with a bite before she can activate this
A ghost can still draw Essence (but not Willpower) Charm. (She must inflict damage in multiples of two
from a hell money coin with someone elses name on in order to recoup multiple health levels.) If she inflicts
it, but not as many motes as he could if the coin were only one level of damage, or none at all, she need not
addressed to him. activate the Charm, hence its reflexive nature.
If a ghost knows this Charm, however, he can
SECRET IMPERIAL MINT TECHNIQUE
appropriate another ghosts burnt offerings as they
Cost: (2m per dot), 1wp; Mins: Temperance 3, Essence 3;
appear. To do so, he need only be within five yards
Type: Simple
of the spot in the Underworld where the hell money
Keywords: None
will appear. While the offering burns in the living
Duration: Instant
world, the ghost spends one Willpower point as his
Prerequisite Charms: Bold Thiefs Way
player rolls (Manipulation + Larceny). If the roll
This Charm allows a ghost to crystallize his Es-
succeeds, the hell money appears with his name on
sence into coins of local currency, whether hes in the
it and is his to use to its full potential. The ghost
Underworld or Creation. (He must be fully physically
for whom the hell money was originally intended
manifested to create money in Creation, though.) To
is out of luck.
use this Charm, the ghosts player rolls (Intelligence
If more than one ghost wants to appropriate a
+ Larceny) as the character spends one Willpower
burnt offering as its being made, the hell money
point and a variable amount of Essence. If the roll
goes to whichever characters player achieved more
succeeds, the ghost creates enough money for a single
successes on the activation roll. In the event of a tie,
purchase at a level of Resources equal to one dot per
contesting players should roll again. Characters are not
two motes spent. That is, if the roll succeeds and the
aware when their use of this power is contested, but
ghost spends two motes, he creates money sufficient
that fact is usually self-evident to the loser. If a ghost
for a single Resources purchase. Thats enough for,
with this Charm has reason to suspect that someone
say, a good short sword. The ghost can create only an
else is trying to appropriate his legitimate burnt offer-
effective number of Resources dots equal to or less than
ings, he can use this power himself to try to make sure
his Temperance rating.
his hell money goes where its supposed to.
The money this Charm creates is real, legitimate
CANNIBAL CALL local currency. The ghost can keep it for as long as he
Cost: 1wp; Mins: Temperance 3, Essence 3; pleases. Until he spends it all or otherwise gets rid of
Type: Reflexive (Step 10) it, however, he cannot use this Charm again to create
Keywords: Touch more money.
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creates an image capable of moving at the haunters MESSENGER OF THE GRAVE
command. The haunter can either cause the image to Cost: 4m, 1wp; Mins: Conviction 3, Essence 2;
slide across the landscape in three dimensions just as Type: Simple
if she were lifting and repositioning a model, or she Keywords: Obvious, Pandemonium
can cause it to appear to move under its own power. Duration: One hour
Illusions created with this Charm move as fast as their Prerequisite Charms: The Ichor Cauldron
creators wish. The ghost can program the illusion at With a momentary exercise of will, the haunter
the moment of its creation to take a set of repetitive creates vermin to carry out her will. She can create a
actions, or she can micromanage its movements with scarab, rat, spider, snake or other creature of similar
consecutive miscellaneous actions. size, with all the basic traits and capabilities of a nor-
The illusion lasts for one scene, and the duration mal animal of the same type. The creature follows her
can be extended by spending one Willpower point mental commands to the best of its ability, and while
per hour of extension. While the image exists, it it cant do anything a normal creature couldnt do, it
normally affects only the sense of sight. For every five is smart enough to understand and follow her orders.
additional motes the haunter spends to activate the Vermin created thus can have (and use) fangs, claws
effect, however, she can cause the illusion to affect one or stingers like any other member of their species, but
additional sense. She could, for instance, make it talk they carry no venom and are completely sterile.
or emanate a horrid stench. She could even grant it Creating vermin with this Charm requires a
an illusory solidity and texture, though she could not successful (Wits + Craft [Pandemonium]) roll. (See
cause it to inflict damage. p. 116 for a full description of that new Craft Abil-
As with Painting the Sunset Canvas, the ghost ity.) Creating an insect or other very small creature
can create illusions in the Underworld, a shadowland is difficulty 2. Creating a creature the size of a rat is
or Creation, and she need not be materialized in order difficulty 3 and is the limit of this Charms capability.
to do so. The Essence required to create the illusion The animal lives for one hour, though the creator can
remains committed for as long as the illusion exists. extend this duration by additional hours by expending
THE ICHOR CAULDRON one additional Willpower point per hour. When the
Cost: 6m; Mins: Conviction 3, Essence 2; duration expires, the animal dies on the spot, leaving
Type: Simple a perfectly natural corpse.
Keywords: Obvious, Pandemonium The ghost need not be physically manifested to
Duration: One hour create vermin in the lands of the living. She need only
Prerequisite Charms: Midnight Canvas Unfurled be present there. Essence used to create the vermin
An old standby of ghostly pranksters and special- remains committed until the creature dies.
ists in spreading terror, this Charm allows a haunter to SIX PLAGUE SUMMONS
summon up liquids from nowhere. These liquids can Cost: 20m, 2wp; Mins: Conviction 3, Essence 3;
be any harmless substance from water to blood to ink Type: Simple
to dribbling phlegm. Powerfully deleterious substances Keywords: Obvious, Pandemonium
such as acid, poison or flammable oil are not allowed, Duration: One hour
but less immediately harmful substances such as weak Prerequisite Charms: Messenger of the Grave
wine or slippery grease are fine. While this Charms prerequisite creates only a single
When the ghost activates the power, he can verminous specimen, Six Plague Summons calls forth a
summon up to 10 gallons per dot of Conviction he horde of them. Creatures summoned thus are ravenous
has. The liquid comes from any place in the ghosts and excitable, which makes them less able to follow
line of sight, seemingly out of thin air, and its flow complex or subtle orders. Of course, this power isnt
cannot be blocked. It lasts for one hour, drying, clot- exactly an expression of subtlety in the first place.
ting, evaporating and conforming to the shape of its To activate the Charm, the haunter spends the
container just as is normal for the substance. When required Willpower and motes as the player rolls (Wits
the hour is done, the substance disappears as if it were + Craft [Pandemonium]). (See p. 116 for a full descrip-
never there. Nonetheless, any damage it might have tion of that new Craft Ability.) The ghost chooses the
caused, such as ruining a sand sculpture or making a type of creature before the roll, which sets the diffi-
document illegible, remains. culty. Creating mice or smaller creatures is difficulty 2.
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she could snatch that descendants weapon out of STAGGERED DARK STARS MOVEMENT
the mortals hand and use it to parry a single attack Cost: 5m, 1wp; Mins: Compassion 4, Essence 4;
directed at that mortal. Type: Simple
Actions the ghost takes with this Charm rely on Keywords: Pandemonium
the ghosts normal traits just as if she were corporeal Duration: Instant
and taking the action physically. They also provoke Prerequisite Charms: Flying Time Technique
any reactive traits onlookers possess (such as DVs or Flying Time Technique allows a haunter to com-
reflexive Charms). Any action the haunter takes thus is press indefinable instants of time in such a way that
considered unexpected, however, unless onlookers can he moves faster than everyone else; this Charm allows
somehow accurately sense her while she is intangible him to manipulate the Calendar of Setesh such that
and invisible. he is completely separate from the flow of passing
STRIKE OF DEAD HANDS time. When the ghost activates the Charm, he feels
Cost: +5m, +1wp; Mins: Conviction 2, Essence 2; momentarily lighter than air as the landscape around
Type: Permanent him blurs indescribably. An instant later, the sensation
Keywords: Pandemonium fades. The ghost remains in the same place where he
Duration: Instant activated the Charm, but much more time has passed
Prerequisite Charms: Hand of the Wind than he experienced. To onlookers, the haunter seems
Having this Charm permanently enhances a ghosts to disappear, only to reappear in exactly the same spot
ability to use Hand of the Wind. When a haunter uses much later in exactly the same condition he was in
the prerequisite Charm, he may spend five additional when he left.
motes of Essence and one point of Willpower to activate Using this power requires a successful (Intelligence
this enhancement. In so doing, he doubles his Strength + Occult) roll. For every success the roll garners, the
for purposes of affecting the physical world while he is character may disappear for up to 30 minutes. He
incorporeal and invisible. This increase in power lasts determines up front the entire amount of time hell
for only the single action granted by Hand of the Wind, skip, and he has no knowledge of what happens in the
and he cannot activate it except when hes using Hand intervening time. The ghost cannot use this power
of the Wind. If hes attacking someone with Hand of to move backward in time, only forward. Also, since
the Wind and using this Charms effect, the damage is this Charm relies on the ghosts connection to the
automatically lethal, and the haunter cannot pull his Calendar of Setesh, he cannot use it anywhere but in
punch or otherwise soften the blow in any way. the Underworld.
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This fifth of Exalted
Exalteds five