Beruflich Dokumente
Kultur Dokumente
Table
of
Contents
Introduction
Chapter One : Heralds
4
and
Harlequins
29
59
63
83
of
Night
Table
166
180
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Contents
INTRODUCTION
If the Universe came to an end every time there was some uncertainty about
what had happened in it, it would never have got beyond the first picosecond.
And many of course dont. Its like a human body, you see. A few cuts and
bruises here and there dont hurt it. Not even major surgery if its done properly. Paradoxes are just the scar tissue. Time and space heal themselves up
around them and people simply remember a version of events which makes
as much sense as they require it to make.
Douglas Adams, Dirk Gentlys Holistic Detective Agency
Lost for millennia, abandoned in a forgotten prison, the
Nocturnal Exalted are a possibility waiting to be set free upon
Creation. Or maybe they already have been. Or they might
not yet exist at all. Perhaps they are all these things and more.
The Chosen of Noxthe Incarna of Possibilitiesare forged
in paradox and contradiction. Unraveling that conundrum is
just the beginning of their tale.
Or possibly the end.
H
ow to Use This Book
The Manual of Exalted PowerThe Nocturnals provides the rules and background to run a game that focuses
upon Nocturnal Exalted characters or to design such characters as allies or antagonists for other Exalted games. The
books contents are as follows:
Chapter One: Heralds and Harlequins
This chapter details the all too brief, and occasionally
perplexing, history of the Nocturnal Exalted. It examines
how they fit into and interact with the rest of Creation and
its heroes and villains. Finally, a few notable Nocturnals are
presented as sample characters.
Chapter Two: Nox, the Onyx Youth
In this chapter, the history of Nox, patron of the Nocturnals, is presented from his creation by the Primordials to his
imprisonment by the Incarnae. His panoply and entourage
from the height of his power are detailed, in addition to some
gods and demons who continue to seek the Bound God.
Chapter Three: Character Creation
This chapter supplies the rules for creating a Nocturnal
Exalted character.
Chapter Four: Traits
Unique traits and backgrounds for the Nocturnal Exalted are provided in this Chapter.
Chapter Five: Charms
The Nocturnals are the Chosen of chance and possibilities. They wield a variety of powers that defy the established
order and undermine the dictates of tyrants and Fate alike.
Chapter Six: The Miracles of Night
In addition to Charms, the Nocturnal Exalted may
perform reality-warping Fluctuations to momentarily reshape
Creation. They also employ a unique set of hearthstones,
artifacts, and other wonders.
Chapter Seven: Storytelling
This final chapter describes the special factors one must
consider when storytelling a game about the Nocturnal Exalted.
For that matter, The Manual of Exalted Power
The Nocturnals isnt even an official supplement to
White Wolfs Exalted. In order to play with this book,
youll need to have the Exalted Core, which details the
Solar Exalted, the (mostly) virtuous Chosen of the Sun,
as well as the basic rules for the game. But you probably
knew that already. The Manual of Exalted PowerThe
Sidereals will also be quite useful to you, since many setting elements and unique rules overlap with the Chosen
of the Maidens of Fate. When such overlap exists, those
rules are not included in this book. Instead, alternative
methods are provided. Use whichever you please, or
blend them together. The Manual of Exalted Power
The Sidereals also, briefly, shows the Maidens side of
Noxs story and provided the original inspiration for this
manual.
Lexicon
The majority of terms used in Exalted also apply to the
Nocturnal Exalted. The following terms, however, are particularly relevant to Nocturnal characters.
adamant: The sharp, light-weight magical material that
resonates with the Nocturnal Exalted. A supernatural amalgam of diamond, glass, and various crystals, it usually appears
sky blue or indigo from light scattering through its structure.
Amber Legion: An enormous army of Fair Folk trapped
within the Caverns of the Sky. They are unaware that the
Balorian Crusade ended over 700 years ago.
Bureau of Destiny: the division of the Celestial Bureaucracy headed by the Five Maidens and staffed by Sidereal
Exalted and various gods, which oversees Fate and Destiny.
Caelian City: Equivalent to the Daystar or the Silver
Chair, this enormous city was Noxs personal domain on the
Firmament. It has since fallen to ruins and is fought over by
various tribes of Godblooded, descendants of Noxs entourage.
Calibration: Five days set apart from the rest of the
calendar to mark the end of one year and the beginning of
the next. During this time, the night sky is empty of stars and
the moon never rises. Regarded as an inauspicious time dominated by strange occurances. Many festivals are held during
this time as people attempt to avoid serious activites during
these troubled days. Once part of Noxs domain.
Calibration Court: The collective term for all Heralds
before the majority of Nocturnals became Harlequins.
Carnival Fantastique: The collective term for all Harlequins, equivalent to the Sidereal Five-Score Fellowship.
Caverns of the Sky: An extensive network of caves and
tunnels within the Firmament. A few segments have openings
to the Empyrean Expanse.
Celestial Vaults: The vaults within the Caverns of the
Sky which served as the storehouse for the Primordials excess
wonders. In a fit of anger, the Holy Tyrant sealed it from the
rest of Creation during the Primordial War. It continues to be
guarded and maintained by a large contingent of forbidden
gods.
Celestial Void: The highest, thinnest layer of Creations
atmosphere immediately bordering the Firmament. Here the
stars glow on immense towers anchored in the Firmament.
companion: Either partner in a Nocturnal-Sidereal pair
united by the mystical bond of their Exaltations.
coterie: A small group of Heralds, equivalent to a circle
of Solars. See also troupe.
Convention on Oversight: A mysterious agency that assigns many missions to Sidereals, watches their conduct, and
generally makes everyone nervous in the Bureau of Destiny.
Noxs shattered mind composes at least part of this agency.
Destiny: Specific plans for the future of beings, objects
of locations within Fate created by the Bureau of Destiny. See
also Fate, Samsara.
domain: Similar to the astrological colleges studied by
the Sidereal Exalted, the nine domains are fundamental facets
of reality which the Nocturnals alter to perform fluctuations.
The nine domains are the Stone, the Chisel, the Statue, the
Silk, the Needle, the Cloak, the Clay, the Stylus, and the
Tablet.
Empyrean Expanse: The vast plain of the Firmament
facing Creation. Its near-featureless glassy surface is occasionally interrupted by immense adamant towers that hold the
stars aloft in the Celestial Void or by sinkholes leading down
to the Caverns of the Sky.
Fate: The routine sequence of events and causal relationships within Creation maintained and updated as needed
by the Bureau of Destiny. See also Destiny, Samsara.
Fate, Obscured from: The powers of Nox hides all references to himself, the Nocturnal Exalted, or forbidden gods
from Fate. Those who are obscured from Fate are treated by
all others as being outside of Fate. Beings who are mutually
obscured from Fate instead treat one another as being within
Fate.
Fate, Outside of: Beings not native to Creation are naturally outside of Fate. They do not appear in the records of Fate
and are not accounted for in future plans. After a few days of
monitoring the weakest of such creatureslike the First Circle
Demons and the Rakshathe Bureau of Destiny can usually
account for the influence of these beings and bring them
within Fate.
Fate, Within: Beings native to Creation are generally
within Fate and under the influence of the Bureau of Destiny.
Powerful supernatural beings such as the Exalted can typically ignore Bureaus influence, disturbing Fate in the process.
Some cause more damage than others.
Firmament: The adamant shell that forms the sky over
Creation, originally created by the Primordial Oramus and
ruled over by Nox during the earliest ages of the world.
Fluctuation: A talent unique to the Nocturnal Exalted
that allows them to warp Creation and its history into a new
shape, if only for a moment.
forbidden god: A god that is not part of the Celestial
Bureaucracy, usually a fugitive deity of some unwholesome
concept or a loyalist who supported the Primordials. Many
were executed after the Primordial War. Others remain in
hiding. Imprisoned by the Celestial Bureaucracy, Nox is the
highest ranking forbidden god.
Harlequin: A Nocturnal Exalt potentially under the
influence of the Curse of Subservience. They make up the
majority of Nocturnals.
Herald: A Nocturnal Exalted without the Curse of
Subservience. Only a handful remain.
Kalpa: The hypothetical multiverse composed of all
Manvantara.
Manvantara: Any of a hypothetically infinite number
of possible universes which Nox claimed existed. Manvantara
have been theorized by other beings but not yet proven. An individual Manvantara is composed of all interrelated Realms of
Existence. For example, Creation, the Wyld, the Underworld,
Malfeas and Autochthonia form one Manvantara.
Introduction
Nocturnal Exalted: The Chosen of Nox. One hundred
Exalted designed to reveal and encourage alternate possibilities.
Nox: The Incarna of Possibilities. The Onyx Youth. The
Diamond Prince. The Calibration King. The Bound God. He
was created by the Primordials to oppose the Five Maidens
and ensure they did not overstep their bounds. Later, he was
defeated by a conspiracy of the Five Maidens at the beginning
of the Primordial War.
Paradox: A conflict or error in Fate, typically caused by
Sidereals overwriting Fate with new Destinies, or by a Nocturnal blatantly rejecting Fate by creating a Fluctuation.
The Paradox Liberation: A clandestine organization
apparently dedicated to releasing the Nocturnal Exaltation
from whatever means has trapped them for millennia.
Chapter One
T
he Cascade of Years
In order to understand the Nocturnal Exalted and their place
and
Harlequins
fashioned as the prime agent of free will and the randomness self-determination inserts into any system. The conflict
between the Maidens and Nox soon became inevitable. To
make matters worse, sexual tension among the Maidens and
Nox ran high. To a mortal mind, such a relationship reeks of
incest, but in all truthfulness, the Maidens and Nox were no
more siblings than a set of tools crafted by the same hand. The
Maidens and Nox played their games throughout Prehistory,
sometime out of honest attraction, other times just to relieve
the tedium of their work. As time went on, such dalliances
only generated more ire among the Incarnae that interacted
with the Loom of Fate.
Nox was the last Incarna to be brought into the conspiracy against the Primordials. His close relationship to the Lidless
Eye That Sees and the Black Boar that Twists the Sky made
the other Incarnae skeptical of his loyalties. It was Luna who
vouched for him, and convinced the Maidens that their true
rivalry was not with Nox, but with the Primordials who issued
orders through him. Remove the Primordials, she argued, and
Nox would not interfere with their duties any longer. Perhaps
she swayed their hearts. More likely, the Maidens had planned
further ahead than the other Incarnae realized.
Betrayals
What really happened to Nox on that fateful day?
The world may never know. Only a few forbidden gods,
the Incarnae, and the Primordials now remember that
he ever existed. Of these, only the Incarnae, Gaia and
Autochthon know that he yet lives. Sacheverell likely
knows, but he is no state to speak on the matter either.
Isidoros has guessed, but cannot prove his hypothesis. All
others presume the Onyx Youth to have died as the first
causality of the war.
It is left to each Storyteller to say how accurate
the Maidens narrative is. They certainly have motive
to portray themselves in an overly favorable light, yet, as
they have told no one, for whom could this propaganda
possibly be designed to convince? The Onyx Youths
proclivities in the Time of Glory earned him a host of
sycophants and hangers-on, but among the mightiest of
gods he had few friends and many rivals. Perhaps he truly
deserved all that the Maidens dealt to him. Still, with all
the trauma he has suffered, it is just as likely that Nox
unbound will remember none of his life before regaining
his freedom.
The Massacre
sky, which revealed something more disturbing than the starless sky of Calibration: the Five Planets.
A
hunting
horn sounded, drawing the Nocturnals attention away from
the stars. A young girl emerged from the fog, her face masked
with a violet funerary veil, which did more to confirm her
identity than hide it, and her starmetal daiklave unsheathed.
Where the Maiden of Ending passed, no one was left alive.
The Maiden of Battles ensured the Nocturnals could not devise an effective strategy to escape her sister, while the Maiden
of Journeys ensured they had nowhere to run. The Maiden of
Serenity gathered the fleeing Exaltations so that they would
not trouble them during the coming war, while the Maiden of
Secrets obscured her sisters responsibility.
Though Jupiter had sealed all records of the Maidens involvement in the massacre of the Nocturnals, their sudden
disappearance did not go unnoticed by the other Exalted. The
Chosen soon came to believe that Nox and the Nocturnals,
already a fading memory, had been destroyed as a preemptive
assault by the Primordials. Believing they were now fighting
for their lives, the Exalted made their first strike: killing the
White Ram while the Primordial was sent out to discover
the fate of Nox. It remains unclear how much the Incarnae
encouraged this misconception among the Exalted. Likely the
Exalted came to their own conclusions, and as they coincided
with the plans of the Maiden of Battles and the Maiden of
Endings, there was no need to reprimand them.
While the war raged, the Incarnae thought it best to
keep the Nocturnal Exaltations locked away. The gods feared
what might happen if Noxs Chosen discovered the fate of
their patron and what retribution the Nocturnals might seek.
The Incarnae could not allow the Nocturnals to side with the
Primordials during the war. They instructed Autochthon to
make a few alterations to the Nocturnal Exaltations to ensure,
once they were released after the war to aid their own Chosen
in maintaining Creation, that they would be hampered in
seeking revenge against the gods. Following their instructions,
the Great Maker inserted a Geas of Subservience into the
Nocturnals, to encourage them to follow the orders of the
The Maidens have never observed an error in samsara. The one Twilight who dared question them on this
matter detected no falsehood or misdirection, much to
his surprise. How can this be if Nox has the power, at
least in theory, to defy samsara? Perhaps it is that Nox and
the Maidens can never question samsara regarding the
same topic simultaneously, that the vision of one blinds
the other. Perhaps this is mere coincidence, that Nox and
the Maidens never learned the exact same fact. Perhaps
the Maidens wrote Nox off as a loss. Why struggle forever
against the one being that could fight back? Samsaras
vision is far grander than the life of one god; no sense
losing the war for the sake of one uncertain battle.
What then of that famous night when the Maidens
and Nox finally came to blows? The Maidens wouldnt
dare consult samsara for fear the answer would not be
to their liking. Nox, seeing the Maidens arrayed against
him with Mars as their champion, could only assume that
they would not throw their full might against him without such assurances. He asked samsara what his fate was
to better fight against it. It whispered two words: You
win. In a way, he did. Samsara is always right.
and
Harlequins
10
Unfettered Adolescent was not the only person approached by the Madame. After her exaltation, Autumn
Fox encountered the mysterious woman as well. The
Madame came to her with a risky bargain. Revealing the
location of the Scarlet Empresss summer home near
Juche, the Madame provided Autumn Fox with information needed to bypass the magical security systems there.
In exchange for this information, the Madame expected
Autumn Fox to acquire a single item from those hidden
in the Empresss cache the rest the young Lawgiver
could do with as she pleased. Autumn Fox successfully
infiltrated the mountainside manor, but was killed by
Bronze Faction agents before she could escape. Among
the many sorcerous tomes, jade artifacts, and wonders of
the Mountain Folk Autumn Fox had attempt to steal, it is
impossible to determine which the Madame had desired.
In their original form, Nocturnal Exaltations sought
new Heralds among those mortals destined for greatness but
who were unable to accomplish their destinies due to the
inference of others. Among the first generation of Heralds
were many who had their destinies rendered obsolete by the
fickle whims of the Primordials and their servants. A young
man, destined to unite two warring tribes by marrying the
rival chieftains daughter, received his Second Breath when
his bride-to-be caught the eye of one of the lesser devas of the
Dragons Shadow and was transported to life of luxurious servitude in Yu-Shan. In the Second Age, a mortal commander
might receive her Second Breath when her destiny to defeat a
barbarian invasion is thwarted by the opposition of a Lunar
general. Since every expenditure of Essence risks changing
Fate, any action of a magical being has the potential to cause
a chain reaction resulting in the exaltation of a Herald.
However, since Autochthon altered the original design
and inserted the Geas that transformed the Heralds into Harlequins, another qualification has become equally important.
Exaltations seek out those whose destined greatness stems
not from a desire for personal glory, but for the greater good.
Unfortunately, the greater good is open to interpretation.
Exaltations are incapable of issuing any moral judgment on a
potential host. It detects only what the potential host personally believes about his or her own motivations. A person who
believes that the complete elimination of all Exalted is in the
best interest of Creation is just as likely to receive a Nocturnal
Exaltation as one who struggles to eradicate an epidemic.
Regardless of the specifics, so long as the persons primary
motivation focuses on the betterment of a large number of
other people, that person may become a Harlequin.
When a mortal struggles against a dead-end destiny for
the betterment of others, the Nocturnal Exaltation descends
upon him. His anima erupts fully, and he joins the ranks of
whichever of the five castes bests suits his personality and
history; the Exaltation is not bound to a single caste from
incarnation to incarnation. He receives a flash of insight,
revealing what cannot be.
and
Harlequins
11
In an era of heroic exploits and epic deeds, those
who become Nocturnals often arise even when their
inability to accomplish their Destiny is advantageous to
themselves. Many of the new generation of Nocturnals
have exalted after being rescued from certain death by a
Solar or Lunar hero. In the grand scheme of Fate, even
death serves a vital role. The death of protesters can spark
a nationwide revolution, and without those deaths the
grand revolt will not happen as Fate decries. The gift of
Nocturnal Exaltation grants the would-be martyr the
power to set things right. Heroic suicide is only one option and more often than not the least effective. With the
magic the Exalted yield, entirely new paths can be tread.
Nox is bound physically and spiritually to the Loom
of Fate. Autochthon hammered the gods very Essence into
the workings of the Loom and so long as they remain bound
together, one cannot be destroyed without destroying, or at
least severely damaging, the other. Any form of Essence Sight
reveals Nox and the Loom to be so mingled they are indistinguishable. Indeed, unless one knows Nox is within the Loom,
not even the most potent Charms and Magic may reveal his
presence. So long as Nox abides by Autochthons last command, he masks his presence and the presence of anything
that might reveal himself by proxy.
The process of placing Nox within the Loom was as
unpleasant as it was absolute. Autochthon fractured the
Incarnaes mind during the procedure, preventing Nox from
taking anything but the most basic and involuntary actions.
His broken mind dreams incessantly, shaping conflicting visions, contradictory pasts and paradoxical futures from the
information he can glean from the Loom. If one were to hear
the mind of Nox, one would hear myriad voices chattering
inanely and nonsensically. In their last days, a few of Noxs
favorites did, in fact, hear such murmuring, but the whispers
of Nox have been extinguished with his Chosen until perhaps
the day of their liberation.
Within the Loom, Nox unconsciously performs periodic
maintenance of Fate. Sweeping through the threads, he automatically notices errors and abuses, which are filtered through
his ruined mind into cryptic instructions to the agents of the
Bureau of Destiny, as part of the mysterious Division of Oversight. Aside from the indirect power he wields anonymously
through the mask of Oversight, Nox is unable to influence
the world in any other way that might reveal his presence. The
sole exception with this is in regards to his Chosen. They are
also hidden due to Autochthons last command and Nox is
capable of exerting a small amount of his true power through
them.
Freeing Nox from the Loom of Fate may be impossible,
Autochthon is not known for craftsmanship that is easily
undone. If the possibility exists, however, his Chosen will
find it: perhaps in a brief epic struggle, perhaps in decades
or centuries of tireless pursuit.Since the goal of releasing Nox
from his bounds might bring the Nocturnals into conflict
with their fellow Celestial Exalts, the Nocturnals must be
clever. They must know how to appease the concerns of their
equals and superiors, and know how to provoke a fight they
are forbidden to start should appeasement fail. Through their
service to Nox, the Nocturnals hope to finally and truly be
free of the Geas themselves.
12
Sidereal Exalted
The breaking of the Mask obscured the Sidereal Exalted from Creation. Their Arcane Fate prevents others
from remembering them for long and they have grown
quite accustomed to this. Despite the strength of this
fractured constellation, the bond between Harlequin and
Vizier is stronger. The Nocturnal Exalted bonded to a
particular Sidereal can always see through the Viziers
Resplendencies and remembers her without concern for
Arcane Fate. Once they have met, his player never needs
to roll in order to remember the Sidereal.
Likewise, Autochthons last command to Nox has
caused the Incarna to obscure his Exalted within the
Loom of Fate. Their threads still exist but are masked by
the Incarnas own powerful magic. As such, the Chosen
of Nox are considered Outside of Fate by all who would
care about such a designation, with two exceptions. First,
all Nocturnals treat each other as within Fate for Nox
has no need to hide them from each other. Second, each
Sidereal treats their companion as within Fate. Only that
Sidereal can directly target a Nocturnal with astrological
effects, though others may attempt to do so by casting a
wider net. When a Harlequin performs a Fluctuation she
simultaneous imposes a powerful Illusion which causes
all witnesses to forget the original state in favor of the
altered one. Only her Sidereal companion and other
Nocturnals are automatically immune to this effect.
companions. If commanded by their companion, they accept
such orders out of honest respect and affection rather than a
metaphysical compulsion.
Lunar Exalted
Solar Exalted
Long before the Primordial War was even a dream in the ambitious minds of the gods, Nox and the Unconquered Sun had a
well established rivalry. The two male Incarnae vied often for
authority over the other gods and despite Noxs persistence
any challenge to the God of Perfection is doomed to failure,
though Noxs consistently new and unexpected plans at least
entertained the Sun. In many ways, this rivalry is reflected in
the relationship of their Chosen.
The Nocturnal Exalted can work momentary wonders,
shaping the world in grand detail and sweeping scope, but they
cannot compete with the permanent glories the Solar Exalted
can create. Despite having their reality enforced by the Loom
of Fate, any world-shaping envisioned by a Harlequin will be
remembered only as a novel sort of illusion, a mere parlor
trick compared to the works of the Lawgivers, rather than as
something truly real. When the histories of the Second Age
are written, they will recall the noble endeavors of the Lawgivers and the majesty of their labors, glossing over the inspiring
vision with which the Harlequins guided such efforts. Given
their nature, most Nocturnals who have sculpted any future
know this fact. A few grow embittered by this lack of recognition; others strive all the harder to earn their own place in the
annals of history.
Even the most scholarly of Twilights know no more
about the Harlequins than anyone else. Many over-zealous
and xenophobic Solars suspect the Nocturnals of some dark
purpose. Their fears are not entirely unfounded. The first
appearance of the Harlequins has roughly corresponded with
the advent of the Deathknights and the Green Sun Princes,
and the Harlequins are hardly above making convenient alliances.
Though 300 Lawgivers fought the Primordials
before the Age of Man and ruled Creation throughout
the millennia that followed, in the fallen state of the
Second Age only 150 Solars spread their light across the
world. The other half have been stolen and corrupted by
forces beyond the purview of Fate. This has not stopped
the threads of destiny from offering more candidates for
Solar Exaltation than can receive this boon.
Those that fail to join the ranks of the Solar Exalted
at their appointed time have few options. Many remain
mortal heroes, continuing the natural course of their
lives. Others may find an alternative Exaltation. Those
who have only themselves to blame receive the corrupt
alternative of the Yozi. Those who fail to exalt solely
because their destined Exaltation is currently in the employ of a Deathlord or a Yozi may instead receive their
Second Breath from Nox. Such would-be-Solars-turnedNocturnals are among the most ambitious and most zealous of their kind. Often they realize that their new-found
powers do not feel entirely appropriate, that they were
perhaps meant for something else. This feeling compels
them to use their powers in more grandiose displays than
other Nocturnals, as if they were out to prove they can
make the most of even this lesser Exaltation.
The Dragon-blooded
The Immaculate Order does not know what the Harlequins are either, but they are clearly Exalted and clearly not
Dragon-blooded so they are therefore certainly Anathema. No
attempt has been made by the Immaculate Order to investigate
the Harlequins any more than they have any other Anathema
that they deemed worthy of slaughter. In older days, when the
Scarlet Empress herself rode out with the Wyld Hunt, some
Nocturnals might have been captured as novelties. In her absence, the Wyld Hunt eliminates this new breed of Anathema
with direct and deadly fervor.
Yet the Heralds were made to mediate between the
Celestial Exalted and their lessers. The Harlequins retain this
and
Harlequins
13
charge and some subtle members among their ranks have already begun the process of reconciling the Terrestrial Exalted
with the Celestial Exalted. For those Dragon-blooded willing
to make alliances with Anathema, the Harlequins provide
them with a potent secret weapon. Unfortunately, for those
Dragon-blooded who intend to wield their new allies against
other Anathema, an unpleasant surprise awaits.
For the Nocturnals, the relationship between themselves and the Terrestrial Exalted is often the most rewarding
relationship they may have with a fellow Exalt. In such a
relationship there is no looming Geas and no Great Curse
that can be exploited against them. Their dealings with the
Dragon-blooded can be as honest or as deceptive as the Harlequin pleases. They may forge friendships and alliances with
beings of considerable power and similar station without fear
of sublimating their own will in favor of the Dragon-bloodeds
demands.
Will defines the Nocturnal Exalted. It is from the
free exercise of their will that they gain their power. Even
under the influence of the Geas, the Harlequins are too
strong-willed to give up their freedom to a Yozi without
possessing a great desire to do so. Certain Yozi then will
be more appealing to the Harlequins than others. Above
all others are Isidoros and Sacheverell, the Primordials
that, via their Creation of Nox, most influenced the
nature of the Nocturnals.
14
from the influence of the Loom of Fate, their power to influence the world around them grows weaker until they are fully
in domain of the Raksha and the Unshaped monsters the
dwell beyond.
Within the Bordermarches and Middlemarches, the
powers of the Harlequins and the Raksha overlap. Here
they may engage each other in shaping contests. The Raksha
attempts to impose the mad dream logic of the Wyld upon
the tainted lands of Creation, while the Harlequin seeks to
stabilize the region into a possibility safe for the habitation of
the Creation-born. As they play their games of tug-of-war, the
Harlequins and the Raksha pull Creation and the Wyld farther apart, expanding the marches or causing them to retreat
according to who claims victory.
Gods
Lytek
Among all the gods of Yu-Shan, Lytek certainly possesses the greatest interest in the Harlequins. Upon their
initial release last Calibration, the Exaltation bypassed his
office and flew immediately to new, long-awaited hosts. A
handful have been slain. Though he had overheard curious reports before this, he had not concerned himself
with the matter until the first Exaltation landed in his
cabinet. To Lyteks amazement, the cabinet expanded of
its own accord, revealing a new row of shelves holding the
Nocturnal Exaltations.
He attended to those curious novelties with great
care, examining them in detail and struggling to determine their exact nature. For some time he has assumed
these dark Exaltations belong to the mysterious Abyssal
Exalted that had appeared in Creation and the Underworld, and as yet he has not ruled out this possibility.
He lets the Exaltations come and go as they please, attempting to determine their method of Exaltations and
preferred targets so that he might begin offering them
suggestions as he has done with others. Still, the desires
of the Nocturnal Exaltations remain elusive to him and
immediately upon leaving his office, Lytek is incapable of
detecting their location or destination.
Now and then, Lytek considers that they may not
be the same as the Abyssals, but always seems to forget
this line of reasoning within a few days. Occasionally he
is surprised to find scrolls in his own handwriting with
lengthy notes describing the differences between the
Nocturnal Exaltation and the hypothetical qualities of
the Abyssal Exaltation. This surprise, too, he promptly
forgets.
Mortals
Known Nocturnals
Unfettered Adolescent
The Last of His Kind
and
Harlequins
15
16
Sapphire Lavandra
Indigo Grace
and
Harlequins
17
18
Join Battle: 6
Attacks:
Punch: Speed 5, Accuracy 11, Damage 3B, Parry DV 6, Rate
3, Tags N
Kick: Speed 5, Accuracy 10, Damage 6B, Parry DV 1, Rate 2,
Tags N
Clinch: Speed 6, Accuracy 10, Damage 3B, Parry DV , Rate
1, Tags C, N, P
Soak: 6L/8B (Jade Discrete Essence Armor, +5L/+5B, Hardness: 2L/2B, 3m to activate reflexively)
Health Levels: -0/-1x2/-2x2/-4/Incap
Dodge DV: 5
Willpower: 7
Essence: 2
Personal Essence: 16
Peripheral Essence: 25 (35)
Committed Essence: 10
Other Notes: Indigo Graces artifact is her Discrete Essence
Armor, which typically costs only 5 motes to attune but is
doubled because it is not of the appropriate magical material for her. For more information, see Book of
Sorcery, vol. 1: Wonders of the Lost Age, p. 80.
It was a gift from the White Veil Society, which
is where she has Backing.
Seneca
and
Harlequins
19
Sartor Verdan
Loves Fool
20
Join Battle: 3
Attacks:
Punch: Speed 5, Accuracy 8, Damage 2B, Parry DV 5, Rate 3,
Tags N
Kick: Speed 5, Accuracy 7, Damage 5B, Parry DV 3, Rate 2,
Tags N
Clinch: Speed 6, Accuracy 7, Damage 2B, Parry DV , Rate 1,
Tags C, N, P
Slashing Sword: Speed 4, Accuracy 8, Damage 5L, Parry DV 4,
Rate 1
Soak: 1L/3B
Health Levels: -0/-1x2/-2x2/-4/Incap
Dodge DV: 5
Willpower: 6
Essence: 2
Personal Essence: 14
Peripheral Essence: 31
Committed Essence: 0
Other Notes: Sartor Verdans Cult background represents
the members of the Convention of Water which pray for his
continued enduranceso that they might win the bets theyve
placed. He is a rarity among Harlequins as he possesses the
Past Lives background. His Exaltation was not entirely purged
of its former memories by Autochthon and occasionally those
memories surge and overtake his mind. The background is
fully detail in Manual of Exalted Power, vol. V: Infernals, p.
77-78. For Nocturnals, this would represent their Primordial War incarnations, and no Nocturnal may have Past Lives
greater than 1.
and
Harlequins
21
Aolan Graf-Keszic
Quote: Let all chains break! Let all traitors wail! The Day of Reckoning draws nigh!
Unwittingly Aolan Graf-Keszic life
has been ruled by numerous conspiracies.
Born into the royal family of Gradafes, a
small kingdom located halfway between
the Haslanti League and Halta, he was
indoctrinated into a Yozi-worshiping
cult of Sacheverell from the moment
of conception. Many believed he
would be the one to pave the
way for the two sons of Aolan
fated to open the door between
the living and the dead and
enter the Third Place, in accordance with a prophecy that
the minions of Sacheverell had
delivered to the Yozis cult long
ago. As such, the secretive cult
prepared Graf-Keszic, as they
had all members of the royal
family, to be the Herald of the
Day of Reckoning.
The foremost obstacle to
this prophecy is the Deathlord,
the Lover Clad in the Raiment
of Tears, who rules Gradafes
from her shadowland within the
kingdom. Together with her deathknights, she interferes daily in the
destiny of the nation, constantly
manipulating who will become her next vassal
king. Graf-Keszic is not the first in line to inherit the throne
and he has not earned the Lovers notice. He is a heavy-set
man with a full dark beard and a ruddy face well known for
his stoic integrity, cunning, and sharp wit. Such a man hardly
appeals to the Lover though he might interest her for a
moment while he attempts to resist her seduction, as a mere
mortal he could never resist long enough to make himself a
true challenge. There is no sport in seducing mortals, and so
the Lover prefers to select those who appeal to her standards
of male beauty. To her, the kings of Gradafes are little more
than toys with which to gratify her own desires until she can
find more challenging opportunities deserving of her attention.
Additionally, Cecelyne herself has learned of Sacheverells interference in the region and she will not abide by his
flagrant circumvention of restrictions she and the other Yozi
placed upon him. Sending her own agents into Gradafes,
she began undermining a revolution Sacheverells cult had
22
and
Harlequins
23
Rothel Xul
The Hunter of Men
24
With the wisdom only drunken lechers possess, the merchant and Cynis Matto decided to venture into the shadowlands of the city and call out Crimson Leaves. And who better
to accompany them on their exploit than the merchants
eunuch? The three went lightly armed into the shadowland.
Rothels hand never left the hilt of his ceremonial khopesh,
waiting for the perfect moment to strike Cynis Matto. Perhaps
he would cut the Dragon-blooded down just moments before
he could add Crimson Leaves to his list of sexual exploits.
That would be bitter justice.
Whether Rothel would have actually done what he
swore to do may never be known. He raised his sword just as
Cynis Matto completed his slurred evocation of the dead. A
dozen ravenous ghosts manifested before them. As they torn
into the Dragon-blooded, the ghosts splattered Rothel with
his blood. The ghosts torn his khopesh from his hands and
surely would have devoured him as well. Chance smiled on
Rothel Xul that night. The Second Breath came upon him
and just within reach an arcane device glistened, inviting him
to pull the trigger. Invested with new power and armed with
potent weapon, he fought his way free of the hungry ghosts,
with his former master in tow.
His traumatized master suffered delusions following the
incident, caused by a combination of drunkenness, fear, and
Rothels own mind-subduing anima. The next morning, seeing blood on Rothels clothes, the merchant accused Rothel
of murder. False though the accusation was, Rothel happily
accepted the blame. After all, had it not been for the ghosts,
he would have done it himself.
Of course, Rothel had no intention of suffering the
consequences of the crime and has fled and evaded the local
authorities ever since. He remains within Chiaroscuro or its
immediate environs, learning all he can about the slave traders that pass through the city. Meanwhile, he has let the fear
of his name run wild. Rumors of Rothel the Hunter spread
through the city, tales of a mortal who slew a mighty Dragonblooded. Since Cynis Mattos death several other prominent
figures, mainly visiting Dragon-blooded, have died under
mysterious circumstances. Such deaths are always attributed
to Rothel the Hunter, slayer of the mighty. While some within
think the Hunter of Men is nothing but an urban legend,
many others whisper prayers to Rothel, wishing death upon
those who have offended them.
The truth is Rothel is only partially to blame for these
deaths. He obscures evidence and warps memories to hide
the true cause and make it appear as though he is responsible.
When his name is feared far and wide and he has learned
the name of the man who ruined his life, he will announce
his intent and set out into the desert. Until he is ready, he
carefully cultivates his mythos so that his enemy will quake
with fear the day Rothel the Hunter comes against him.
Motivation: Make the Wicked Fear His Name
Caste: Nebula
Anima Banner: Billowing pillars of crimson smoke that
darken to the color of dried blood.
Attributes: Strength 2, Dexterity 3, Stamina 4, Charisma 2,
Manipulation 5, Appearance 2, Perception 4, Intelligence 4, Wits
4
Virtues: Compassion 1, Conviction 3, Temperance 2, Valor 3
Abilities: Archery 2 (Executing Justice +2), Awareness 2,
Dodge 2, Integrity 2, Investigation 3, Larceny 3, Lore 1, Melee
1, Presence 3, Resistance 1, Ride 1 (Camels +1), Stealth 3,
Survival 2 (Deserts +1)
Backgrounds: Artifact 3, Cult 1, Influence 2, Resources 1,
Tangled Fate 1
[REDACTED]
The Madame
She is never seen arriving. Mysteriously, she appears
upon the path of a hero, either waiting for him in some
unexpected location or suddenly unveiling that she had been
traveling alongside him for quite some time. After a cryptic
explanation, the Madame offers the hero a challenge and a
reward. She provides him with information which aids him
in his endeavors or goads him to pursue a personal desire. In
exchange for this information, she asks for that he find and
deliver some seemingly insignificant article to herone that
can be found as he pursues whatever goal he now seeks to
accomplish.
Many adventurous heroes who took the Madame up on
her offer have met with unfortunate ends. More often than
not, she neglects to mention some potential hazard. With
increasing frequency, her accomplices find themselves on the
wrong end of the Bureau of Destiny. Worst still, this all seems
part of the Madames master plan, whatever it may be.
Fortunately, her loyalties lie with her peers, and she
offers the Nocturnal Exalted the best tasks. Such tasks rarely
involve run-ins with the Bureau of Destiny, unless the Nocturnals themselves prompt such an investigation. Otherwise,
the Madame does her best to ensure minimal chance of interference. She approaches her fellow Nocturnals with tasks to
occur during Calibration, or while arranging for some other
event to distract the Bureau. In one notable incident, she
organized the assassination of a Hundred Kingdoms royal
family at the hands of an Abyssal Exalted merely to cover the
tracks of a pair of Harlequins who were busy in a neighboring
kingdom.
This is the most important lesson one can learn about
the Madame. Behind her demure appearance lurks a patient,
ruthless heart. In order to free the Nocturnals and Nox, she
has no qualms with sacrificing the lives of mortals and Exalts
alike. She rarely takes pleasure in this grim necessity, though
a faint smile crosses her lips when she hears a Sidereal has
fallen to one of her accomplices.
Motivation: Liberate the Nocturnal Exaltations and their
Patron from their Prison
Caste: Nebula
Anima Banner: A billowing, mountainous shape colored
rose and rust
Attributes: Strength 3, Dexterity 4, Stamina 4, Charisma 5,
Manipulation 5 (Illusive +1), Appearance 5 (Fragile Beauty +1),
Perception 5 (Seeing the Hearts Desire +1), Intelligence 5, Wits
4
Virtues: Compassion 2, Conviction 5, Temperance 4,
Valor 3
Abilities: Awareness 3, Bureaucracy 2, Dodge 3, Integrity
5 (Enigmatic +3), Investigation 3, Larceny 3, Linguistics
5, Lore 5 (History of the Second Age +2), Occult 3, Performance 4, Presence 4 (Withholding Details +2), Resistance
2, Ride 1, Sail 1, Socialize 3, Stealth 4 (In a Crowd +2),
Thrown 3 (From Shadows +1, Counterattacks +2),
Backgrounds: Artifact 2, Artifact 4, Companion 2, Tangled
Fate 5, Whispers 5
Domains: The Statue 1, The Silk 3, The Needle 5, The
Cloak 3, The Clay 4, The Stylus 5, The Tablet 2
Charms:
Excellencies: Charisma (2nd), Manipulation (2nd), Appearance (3rd), Perception (1st), Intelligence (1st)
Dexterity: Unhesitating Duelist Parturition
Stamina: Boundless Possibilities Assimilation, Hidden Might Physique, The Crooked Made Straight
Charisma: Courtesan and Artisan Meditation, Darkest Night Hero, Following the Hearts Desires, Interest
Catching Camaraderie
and
Harlequins
25
26
Dodge DV: 6
Willpower: 10
Essence: 5
Personal Essence: 25
Peripheral Essence: 58 (67)
Committed Essence: 9
Other Notes: The Madames Artifact represents her Cloak
of Vanishing Escape (Book of Sorcery, vol. IIIOadenols
Codex, p. 40), which she will use in conjunction with
Unhesitating Duelist Parturition to escape from combat as
quickly as she can. Her lesser Artifact is a strange contraption
wore around one wrist. The device appears to be an adamant
Concealed-Knife Brace (Manual of Exalted Power, vol. VI
Alchemicals, p. 208), which provides her with six constantly
refreshing knives. Where she acquired such a device, who can
say? Regarding her true nature, there are few possibilities. The
most likely is that she is a Herald, in which case she likely has
Shadow Out of Time, in addition to her other Charms, or
has used some other means to survive the long millennia. At
least one Herald believes her to be the unwitting Alter-Ego of
another, though whose he cannot guess. If true, she would
have access to at least a few of Charms of the Alter-Ego. A
stranger possibility exists, at least in a few Manvantara, that
she is an advanced Harlequin who has twisted time and space
to arrive in Creation before her own birth. If this were the
case, she would also possess Walking the Skeins, or some
method of bridging Manvantaras. She six languages appropriate to her actual background, but which six depends on
which background is true.
27
28
Chapter Two
Bound and broken, Nox is the lowliest of the mighty
Incarnae. His long imprisonment has stripped him of his volition and left him an emotionless husk. The threads of Fate
wrap tightly around his essence, trapping him like a fly in the
web of the Maidens design.
This has not always been so. Ages ago, the Onyx Youth
had a privileged place among the Most High. He bore the
air of an entitled prince and the carefree nature of one unaccustomed to heavy duty. As the emissary of the Primordials
he enjoyed their collective favor unlike any other god. For
that, he earned the ire of his overworked peers long before
Ignis Divine first drew up his plans for war.
Had it not been for the words of Luna and the Maidens
slavery to their own vision, Nox might never have been privy to
the other Incarnaes guarded dreams of rebellion. As it were,
the others could not hope to create and train their Exalted in
utter secrecy and to deny the knowledge of Exaltation to one
of their own would raise suspicions among the Primordials.
Thus, with the Great Makers help, the Onyx Youth crafted
the Nocturnal Exaltations, and empowered them to be agents
of unfettered will.
In the early days of Creation, the Dragon Beyond the
World embraced the imperiled world to shield it from the ravages of the chaos beyond. From his seven wings he excreted
the adamant Firmament and placed the wondrous dome atop
the world. Unwittingly, he infused it with essence, the beginning of the nascent Nox, which drifted mindlessly through its
crystal lattice, ignored and ignorant, until the first night of
Creation.
On that night, the Maidens revealed themselves to
the Primordials in order to rejoice at Lunas birth. Isidoros,
insulted by their presumption, and the Lidless Eye That Sees,
horrified at the potential tyranny of samsara, conspired to
oppose these Incarnae. The Black Boar That Twists the Sky
shattered a portion of the Firmament with a single stamp
of his hoof. From the crack erupted the essence trapped
within. The Boar stretched it toward infinity and compressed
it toward singularity. The Lidless Eye burned into it visions
of eternity and realities unrealized. Their toil continued for
centuries, until at last, when the Lidless Eye feared their effort
29
was finally lost and the Boar demanded one last strike upon
the anvil of the Firmament, the essence cried out, Enough!
and would permit no more imposition upon itself. The Lidless Eye blazed with joy, and Isidoros trampled the entire
civilization of Bharanta in elation.
The Primordials revealed their work as Calibration
fell upon the world. With neither sun, nor moon, nor stars
as witnesses, the Onyx Youth appeared at the zenith of the
heavens, a handsome entity with skin of darkest indigo and
long jet black hair. The Primordials draped him with sky-blue
garments and crowned him with adamant. They named him
the Calibration King and proclaimed him the God of the
Firmament and the Lord of Possibilities.
The aspect of the Onyx Youth is that of optimistic aspiration and impetuous rebellion. He is the child who believes
all things are possible and that no yoke can be placed upon
him. To ensure he complied with his makers needs, special
care was taken in framing his duty. His time as the Calibration
King was a privilege, one that grants him complete freedom
to do as he pleased. He was an endless experimenter, always
willing to try anything oncean attitude that has seduced
many a god, deva, or mortal (often several at once) into the
bedchambers of the Crystal Palace. In his role as Calibration
King, Nox ingrained upon reality the barely controlled chaos
that continues to haunt it on those five unique days.
Yet his stubbornness would make him difficult to control were he not the favored youngest child of the Primordials.
Outside of Calibration, his duties included serving as the
emissary of the architects, declaring their desires to the rest
of the divine bureaucracy, and channeling their might into a
single moment of primal revelation, without need to perform
the difficult work himself. When the Lords of Chaos broke
through Creations outer defenses, he took on the aspect of
the Diamond Prince, adorned himself in his adamant armor,
and joined the fray. While the Unconquered Sun saw battle
as a solemn necessity, Nox reveled in the sport of it. In this,
he shared Lunas passion. When their enemies fled in terror
before the Incarnae, he was loath to remain behind to help
the Maidens anchor reality. Once the unspoiled potential of
reality had been evoked, the Diamond Prince departed to sate
his own whims elsewhere.
The first reign of the Calibration King was met with the
rejoicing of the gods. Finally, they were given a reprieve from
their eon-long toil. Nox empowered himself with unbridled
potential and ruled supremefor those few days only the Holy
Tyrant and Ignis Divine could hope to defeat him in a fair
fight. When Calibration ended and the Onyx Youth stepped
down from his regency, the gods soon learned that he was
not created for eternal slavery as they were. Who was this
young upstart to enjoy all the comforts the Primordials could
provide while their labors continued?
Still, many deva and gods were easily seduced by his
charm. The Onyx Youth earned enormous favor for the
yearlong revelries he hosted in the Crystal Palace. His parties
continued day and night, punctuated only by the occasional
necessity to deliver orders on behalf of his patrons. At all other
times, Nox went about the world fulfilling his every desire and,
unwittingly, fulfilling the purpose for his creationeroding
the shackles of predestination and proclaiming the primacy of
free will.
Few desires escaped his grasp, yet one prize eluded him.
Creations scholars called Nox the brother of the Maidens, for
both meddled with the nature of Fate, but his so-called sisters
were as much a mystery to him as he was to the Maidens.
Such mystery was a temptation too great to resist. Opposites
by design, he forever clashed with the Maidens, and each re-
30
T
he Nights Regalia
As befitting a god of his importance, the Onyx Youth
Artifact
Coruscating with green, red, and blue light, these three
ropes were forged by The Lidless Eye That Sees from adamant,
molten stars, and the breath of the Elemental Dragons. They
were once fastened around the Onyx Youths waist, adorning him with the dancing glow of the aurora. Each of these
Artifact
These adamant-soled sandals are laced almost to the
knee with starmetal cords. Clasps of white jade hold the laces
tight. These sandals allow the wearer to reorient which direction is considered down for himself at will, allowing him to
walk up walls or hang from ceilings. The pair costs five motes
to attune.
Artifact
The Onyx Youth most often appeared as a shirtless
young man with only the Lapis Dhoti wrapped around his
waist fastened with the Auroral Kamarbands. Isidoros hammered lapis lazuli and adamant into this fine flexible cloth,
as rich a blue as has ever been seen on a clear day. The Lapis
Dhoti ensures the wearer is unbroken in all his affairs. It adds
half the wearers Socialize to his Hardness and to his Parry
Mental DV. Attuning to the Lapis Dhoti costs six motes.
Artifact
When the mood struck him for more formal attire, the
Onyx Youth donned the Kurta Unrealized. This long shirt
ends just below the knees and is decorated with elaborate
kalamkari artwork depicting a dozen unrealized realities for
the wearers present moment. These images from the Kalpa
flow elegantly, like dreams, constantly updating and altering
as choices are made. Even if the wearer were not able to otherwise, this garment allows him a brief glimpse the Kalpa. Once
per scene, he may spend one willpower to roll (Wits + Occult)
to intuit a comparison between his current situation and that
occurring in other worlds. The difficulty of this roll is the
highest Essence of any being present in the scene, excluding
the wearer. If successful, the wearer determines the outcome
he wishes to occur in the current scene. He lowers the target
number of his rolls which aid in the accomplishment of that
outcome by one, usually to six and to a minimum of four.
Any being who can see the Kurta Unrealized after it has been
activated in this way may also roll (Wits + Occult) at half the
wearers initial difficulty, rounding up. This allows them to
determine what outcome the wearer is hoping to achieve and
also lowers their target numbers to accomplish that outcome.
Unbridled Authority
Artifact
Gifted to the Nox by the Holy Tyrant, this saffron sash
is a nearly identical copy to the one the Holy Tyrant gave to
the Unconquered Sun. A third Unbridled Authority exists,
also in the possession of the Unconquered Sun, though it
did not originally belong to him. Each functions only under
specific conditions. Noxs version functions only during the
five days of Calibration. It imposes a Servitude effect on all
spirits who see him and recognize the authority of Yu-Shan,
forcing them to do as he commands or spend five willpower
to resist. Should a spirit adhere to Noxs orders both Nox and
the spirit regain one willpower at the completion of that task.
Artifact
In times of conflict, Nox took on the aspect of the
Diamond Prince and donned this suit of adamant lamellar
to shield himself against the foes of all realities. From its
shoulders a long cape hangsfor a time this was replaced with
the Cloak of Night. Out of respect, Luna replaced the original
cape when she reclaimed the Cloak. The dazzling crystal of
the armor refracted any attack which struck it. If Noxs soak
is sufficient to reduce the attack to its minimum damage, he
may spend three motes to redirect the attack to another being of his choice within range of the original attack. Against
the new target the attack was unblockable and undodgeable.
Unless stopped by a suitable defense in Step 2, the redirected
attack skipped immediately to Step 7, where it possessed the
same amount of Raw Damage as it did against Nox.
The Onyx Youths first convert was the Fickle Lady,
and an easy convert she was. Willful in her own right, she
accepted his gifts with eager glee. Her orbit unshackled,
the Silver Chair was free to roam through day and night
with equal frequency. At times she could rise at sunset,
revealing her full glory. Other times, she arose with sun,
hiding her face alongside his blinding radiance.
To express her gratitude to Nox, she offered him the
Cloak of Night, which he accepted without hesitation.
He wore it proudly in the Time of Glory, particularly during his time as the Calibration King. With the exchange
of the Cloak of Night, Nox inherited the role of the God
of Night from Lunaa role he adopted on with varying
degrees of interest throughout the millennia. The Onyx
Youth lax attitude only further stoked the ire of the Unconquered Sun, the de facto God of the Day, who never
faltered or shirked his burdensome duties. For countless
centuries the God of the Day and the God of the Night
played out their rivalry.
After the Onyx Youth was imprisoned, Luna took
up the Cloak of Night and once again became the Goddess of Night as she was originally intended to be. She
finds this role uncomfortable. It reminds her of her
ancient slavery and old betrayals. The Argent Madonna
divides her time between the day and night evenly since
the victory over the Primordials, guiding the Silver Chair
on its regular orbit. The night haunts her dreams and she
would gladly give back the Cloak if Nox were revived as
penance for failing to come to his aid when he cried out
to herthe only other Incarnae who truly regarded him
as a friend.
The Sastraratri
Artifact
The divine weapon of Nox is the Sastraratri, an infamous
bow crafted with adamant, entwined with onyx. It is strung
with a single nerve from Urathi, the Devourer of Light, a
behemoth that gorged itself on the light of the Unconquered
Sun and could only be slain by Nox while Luna served as a distraction. This adamant bow requires eight motes to attune and
needs no arrows, unless the archer desires a type other than
the target arrows that manifest whenever the bow is drawn.
When enhanced with motes, the arrow punctures through the
31
The Philopannyx
Artifact
Manse
Part pleasure-barge, part battleship, The Philopannyx ferried the Onyx Youth and his host of courtiers from his temple
district on the Blessed Isle to the Caelian City and carried the
Diamond Prince to war. Nox attunes to it as manse, requiring
no mote commitment, and may permit others to do so as well.
While Nox is not attuned to The Philopannyx, other beings may
attune to it as an artifact, costing twenty motes. While not
as impressive as the Daystar, or even many ships of the High
First Age, it is still a wonder upon the sea or in the sky. One
hundred yards of ebony wood, adamant rivets, and black sails,
the ship was unrivaled in size until the Solars built their own
mighty warships. Its numerous decks provide penalty of room
for guests and troops alike, and its cargo hold could store half
a dozen warstriders or enough wine to last the Endless Revelry
a year.
Speed: 50/100mph
Maneuverability: +0S
Endurance: Requires one hour of festivities held aboard it for
every two hour spent doing anything else. If rediscovered, it
cannot set sail again until this qualification is met.
Crew: 30/10 (1/1, if the captain is attuned to it as a manse)
Cargo: 500 Tons and space to comfortably house 100 guests
Armor: 18L/25B (Hardness 18L/25B)
Health Levels: Ux30/Mx30/Cx30/Ix10/D
Weapons: The Philopannyx effectively has one Medium Implosion Bow affixed wherever the captain feels it is needed at any
given moment. It may be fired from the helm by the captain
or anyone else attuned to the ship.
Other Notes: The Philopannyx may fly or sail, typically maintaining its vertical orientation until it enters the weightless
Celestial Void above Creation and inverting as it approaches
the Empyrean Expanse. During such travels, the vessel
maintained its own localized gravity, ensuring its passengers
remained firmly affixed to its decks. It possesses whatever
simple magical conveniences its captain could desire, and the
ship and all aboard are considered outside of Fate. It produces
no hearthstone, but its helm is fixed with the equivalent of
a Compass of Imminent Strife (Book of Sorcery, Vol. III
Oadenols Codex, p. 34) which may point toward the nearest
conflict as described, or the nearest party. The captain must
hedge his bets before he sets sail.
Artifact N/A
This domed crown is crafted from adamant and bejeweled with amber and orichalcum leaf. Isidoros and the Lidless
Eye collaborated on its creation, spending as much effort with
it as they did creating Nox himself.
It is loathsome to the Maidens and the Pyrian Queen alike,
as it thwarts all Fate and the best laid plans. The Dragons
32
NOX
Even before his mutilation, the Onyx Youth was a god
33
Creation is not alone. Contemplating ancient scars, Luna has guessed this. Alone among the Primordials, Oramus
has an inkling of the truth. Though faint hints are common across Creation and beyond, only the Lord of Possibilities
knows the truth in any great detail. He has seen the multi-faceted structure of reality, the great blossoming of worlds
upon worlds known to him as the Kalpa. The Maidens cannot comprehend it any more than Nox can comprehend
samsara, for the two visions are wholly incompatible.
The Kalpa is subdivided into a host of Manvantara, of which Creation and its environs are but one. The precise
number, not even Nox knows. Some Manvantara differ from Creation in every aspect, others are so similar that they
differ only the timing of a single yeddims sneeze. Some are Ages ahead of Creation, some only seconds behindand
every possible variant thereof.
Early investigations revealed that all Manvantara appear to be branching away from Nox, an ever expanding,
ever divergent pattern of universes, radiating their origins in Creation. Further study revealed that an observer in any
Manvantara would see the same pattern, with themselves at the center. If any Manvantara can claim to be the first, that
status has been lost to the clutter of the entire collection long before Nox began his observations.
In Creation, there are several points at which the local Manvantara connects with its neighbors. There exists a
fragile connection with the flooded Manvantara of the Triple Matriarchy. The Well of Udr serves as another such point,
where beings from the other side tunneled through early in the Time of Glory and were immediately consumed by ceaseless light of the Unconquered Sun. The Saigoth Gate, if it exists at all, is likely a third point of contact. The Sevenfold
Temple of Oramus, the caverns of the deep within the Silver Chair, and Great Mirrored Hall within the Firmament are
also potential points of connectioneither to a Manvantara itself or its fleeting echo resounding off Creations reality.
Finally, and most famously, a great collision of Manvantaras occurred, for reasons unknown, during the Cascading Years.
Creation seethes with lesser points of contact. For example, every use of Essence Resurgent causes a connection to form
and immediately dissipate. Nox finds this endlessly fascinating, as the Charm is possessed by numerous devas but by
none of the Primordialsrendering the architects blind to the Kalpa. Likewise, though he often tried to explain it to
them, the Maidens remain unaware even of their own use of the Kalpa.
Knowing a bit about samsara, Nox has pondered whether each Manvantara has its own unique samsara or whether a
single vision guides the Kalpa. If samsara is universal throughout the Kalpa, does it determine events in each individually
or does it continuous generate new Manvantara to allow all possibilities until nothing is left undone? Nox is incapable
of answering such questions. It remains for an enterprising Twilight or a joint effort between the Chosen of Fate and the
Chosen of Possibilities to discover.
Nox employs the regions of the Kalpa he has explored to his full advantage, finding outcomes he likes and willing
them into Creation. His long imprisonment diminishes his ability to do so considerably and has prohibited him from
discovering and exploring new Manvantaras. Lacking access to these worlds is a crippling blow the Bound Gods power.
It is important for Storytellers to understand that a Manvantara is as all-encompassing as samsara. A Manvantara that
is similar to Creation in which your game is set, includes not only the lands and seas between the five elemental poles,
but also the Demon City, the Underworld, the Wyld, Autochthonia, Elsewhere, etc. A similar Manvantara is perhaps
the setting of a different chronicle you have told, or home of the other players adventures. Samples of more divergent
Manvantaras are included on p. 184. Feel free to populate the Kalpa further as needed.
Typically, this will not be necessary. The Kalpa is a wholly esoteric concept. Only a few beings in any Manvantara
have any idea that it even exists. The one that knows the most is bound and gagged in most Manvantara. Even if you
set your chronicle in a Manvantara where Nox is free, he has little reason to wax philosophical about the topic. Travel
between Manvantara is not impossible, as the doomed cosmonauts of the Well of Udr proved, but any attempt is an epic
quest in itself, a feat worthy of the Exalted and not a journey to be taken lightly. Traveling may be possible, but navigating
is another matter entirely. And of course, as youve certainly noticed in your own games, most chronicles find plenty to
do in their home Manvantara and never have need to venture so far afield.
Or perhaps you prefer to chalk this all up to Noxs own imagination. There is no Kalpa, There is but one Manvantara and it is the Creation of your narrative. Noxs Charms work not by dragging elements across the multiverse, but
by willfully conjuring such items from his own fantasy. This is a simple enough alternation. Only Nox firmly believes
in the Kalpa. Luna and Oramus may consider the possibility in an idle fancy, but they have no solid proof. Alternate
explanations may be provided for the Cascading Years, the Well of Udr and the Great Mirrored Hall. The Kalpa allows
for all possibilities, even its nonexistence.
Cosmic Panoply
of the Calibration King
These Charms are the unique powers of Nox and may be
learned by no other being. Should the need arise, they are all
considered to have a minimum Essence rating of 10.
Defying Samsaras Shadow: As a man might know the
position of the sun without ever turning his eyes to the light,
Nox guessed the nature of samsara by studying the shadow he
cast on reality. By spending (1m), he could guage the unseen
34
ancient days, Nox used this Charm sparingly, fearing that his
curiousity might lead him to stare directly at samsara and thus
become a slave to its narrative.
Best of All Possible Worlds: Noxs every mote is a fluctuating link to the Kalpa. After any roll, Nox may pay (1m) per die
to reroll any dice that did not turn up a success and may continue to do so until all dice are to his liking. For static values,
he may spend (1m) to employ this Charm as a standard Third
Excellency. When spending a willpower to enhance an action,
he ignores all Internal and External penalties to his dice pool
and instead of gaining a single success and he instead treats all
dice as having rolled two successes rather than actually rolling
the dice. If he spends this willpower to enhance a static value,
he doubles its value. If used to enhance a DV, this allows him
to block the unblockable and dodge the undodgeable, even if
it were an unexpected attack.
Uncertain Supremacy: Nox abhors predetermined
results. By spending (30m, 1wp), as a Simple Charm, Nox
may place a zone of chance one mile in radius anywhere he
can perceive. Any being with Essence 9 or lower within that
region suffers from Shaping effect enforcing the uncertainty
of the moment; during Calibration this Charm affects all
beings, even himself. They must pay a (+1wp) surcharge on
any action which is normally rolled but is now guaranteed
to succeed due to use of Charms or other magic. Examples
include the use of Accuracy Without Distance or using the
Second Excellency to gain enough successes to automatically
succeed. Perfect defenses do not suffer from this effect as DVs
are not rolled actions. Additionally, any effect which ensures
automatic failure also suffers the (+1wp) surcharge. Finally all
target numbers of affected beings are set to seven, regardless
of other influences, unless the origin of that other influence
pays the (+1wp) surcharge each action they wish to maintain
the altered target number. This zone dissipates at the end of
the scene, or when Nox releases his commitment. He cannot
use this Charm while in the Loom.
The All-Seeing Eye in the Sky: Nox may naturally perceive
the world as though he used the Charm All-Encompassing
Sorcerers Sight whenever he desires. Focusing his senses
through the lens of the Firmament, he may project his awareness anywhere exposed to open sky. The light of the Daystar
blinds this awareness, limiting his awareness to the western
half of Creation at sunrise and to the eastern half at sunset.
By the time the Daystar reaches its zenith, all Nox can see
with this power is its brilliant radiance. Otherwise, any location that can see any patch of open sky is subject to his view.
Those in windowless rooms, underground, or beneath heavy
cloud cover are beyond his sight. While bound to the Loom,
he instead may project his limited awareness anywhere within
Fate. If freed from the Loom and permitted to take his place
among the Incarnae in Yu-Shan, he may also project his awareness anywhere beneath the sky of the heavenly city while he
leads in the Games of Divinity, during which time the sky of
the celestial city would turn to starless night. He may also cast
his awareness to any location where a being has successfully
prayed to him, though while he is in the Loom, he cannot
receive prayers. Following a successful prayer, he may employ
any of his Charms as though he stood beside the supplicant.
Mapping Manvantaras Shores: As a Dramatic Action, Nox
may spend at least one hour in deep meditation and cast his
awareness far into the Kalpa. A (Wits + Occult) roll, difficulty
10, is required to find any Manvantara Nox has previously discovered. A (Perception + Occult) roll, difficulty 15, is required
to discover a new Manvantara and only one new Manvantara
may be discovered per season. During Calibration, he may
discover one new Manvantara per day, if he decides to put in
35
36
When the Maidens retired from their nigh endless
toil from the Loom, entrusting it to their Chosen and the
Pattern Spiders, they left behind one safeguard to keep
watch: The Convention on Oversight. The system was designed to be fully automated, accepting the information
and warnings that Nox mindlessly gathers and directing
agents accordingly. That Nox unthinkingly performs
these duties is unfortunate for the Nocturnal Exalted
who threatens to thwart the Bound Gods Motivation.
Such an Exalt may find that Oversight itself has signed
his death warrant. If and when the Maidens desire they
may access Oversight and dispense orders anonymously.
Unbeknownst to them, they are not the only beings who
can do so. While the Maidens and Sidereals attention
has been elsewhere, the Pattern Spiders have been secretly
attempting to hack into the Convention on Oversight
and are nearing success. They also speculate that a few
covert Viziers have already done sothough they cannot
say which ones or if they are even still alive. Worse still,
some of the Convention on Oversights more bizarre orders have come from the mad dreams of the Chaos Seers
inadvertly syncing with the Great Makers handiwork.
Skin Like Diamonds: Nox soaks all damage with his full
Stamina and gains Hardness equal to his Soak, which stacks
with that provided by any Adamant armor he wears. By reflexively spending (4m), he is immune to any automatic levels of
damage and effects that deal infinite or arbitrary amounts of
damage, ensuring that chance always plays a part in determining his continued existence. He may commit (10m) reflexively
to render himself immune to all Environmental, Sickness, or
Poison effects indefinitely.
Sky Gods Stride: Gravity influences Nox only as much as he
allows it. As desired, he may move normally, or he may float
weightlessly. While floating, he may move in any direction
at any speed he desires, up to his full Dash. Additionally, he
may spend (25m, 1wp) as a Simple Charm to cause gravity
to fail in an area up to a mile across, centered upon himself.
This Shaping effect is attached to Nox and moves as he moves,
THE FIRMAMENT
The sky is Noxs dominiona vast expanse of adamant
and other minerals larger than Creation itself. From Creations surface it appears as a featureless plain of blue by day
refracting the light of the Daystar; by night, its darkness reveals
enigmatic depth and is punctuated by the occasional star. Yet
it is a vibrant and exotic realm, full of its own wonders and
mysteries. It is well guarded by the Incarnae to this day, but
brave souls willing to risk the wrath of the greatest gods, the
Firmament offers much promise.
Oramus crafted the Firmament in the earliest era of Creation as an adamant pearl separating Creation from the Wyld.
It was the Primordials first attempt to design a mechanism to
contain and define reality. As such, it was vast and inefficient
at the task compared to later mechanisms made for the same
purposethe Daystar, the Silver Chair and the Loom of Fate.
But without this early wall against Chaos the experiment of
Creation would have failed in its infancy.
While often referred to as a dome, this is only partially
true. Certainly, from the point of view of Creation, the material hemisphere of the Firmament sits atop the world like a
crystal dome. In the beginning the crystal dome of the Firmanent was ended precisely one mile over Creations utmost
border, allowing a small enough gap to allow the appropriate
influx of the Wylds creative energies. These energies were
needed, particularly in Creations earliest days, to maintain
the ongoing process of essence regeneration and, later, automated soul generation. Too much, though, would have torn
Creation apart. The Firmament protected Creation from
above; the stabilizing influence of Earth protected it from
below. In the mile-high gap between the two, the River of All
Torments ran her perpetual circuit, devouring anything that
dared cross Creations border.
But the Firmament above Creation is only half the story. The
Firmament rotates above Creation and through Elsewhere as
a continuous whole, carrying the Constellations with it, ever
emerging and departing along ancient boundaries. It moves
at a pace of its own, slightly faster than orbit of the Daystar,
thereby revealing certain constellations in their own season
throughout the year. As the years rolled on, Creations size has
waxed and wane. The rim of the Firmament now wraps into
Elsewhere a mile above the Middlemarches in most places.
The Celestial Void was a later addition to the Firmament. The Fixed Stars of the constellations were anchored to
adamant towers hundreds of miles tall. These stars serve to
refine the reality-stabilizing nature of the Firmament and were
the second prototype for the Loom of Fate. As such, this territory more properly belongs to the dominion of the Maidens
and here their stars drift among the constellations, far above
the sun and moon.
So tall are the greatest adamant towers which bear the
numinous stars, and so great the distances between each and
any other object, that all perception of distance fails. Everything from Creation to the foundations of the Firmament
appear infinitely far away. Indeed this is not far from the
truth, as spatial distortions in higher heavens expand distance
beyond human reasoning. There is no proper sense of up and
down either, except in reference to the nearest star. Otherwise
beings float weightless here, caught between the gravitation
pull of Creation and the Firmament.
The smaller towers, ranging in height from a few
hundred feet to a mile, bear dim stars. These represent the
common, trivial elements of realtythe mortals, the little
gods, and the likeand are quite numerous. They are often
undetectable by the naked eye from the surface of Creation.
37
The space between the stars is vast beyond measure.
Though they appear only a few hundred miles up from
Creations surface, they are in fact much, much further than
that. The very concept of distance stretches in the Celestial
Void and continues to stretch to this day. A stellar explorer
may travel between the stars of the Guardians and record a
distance of several thousand miles on his way. Returning he
discovers that the distance is ever so slightly longer than what
it was before.
This dialation of space begins little over a mile above
Creations surface. Vehicles or beings not specifically designed
for or protected from this stretching of space, can be severely
damaged or randomly ejected from Creation. By six miles up,
serious damage or ejection is almost a certainty. This effect
is less pronounced around the stabilizing influence of the
Imperial Mountain and does not begin until at least ten miles
above its towering summit and a hundred miles away from its
slopes
Higher still, over a thousand miles up as the eye perceives, is the realm of the Daystar and the Silver Chair. More
accurate measurements, taking this distortion into account,
would reveal them to be at least ten times higher and much
larger than suspected. Still, beings climbing Lunas silver
ladder or riding upon Chirmirajen travel this great distance
with incredible speed. Both means of travel are specifically
designed to overcome the distortion of space, at least for these
lower levels.
Once a traveler has reached this height, he no longer
moves with Creation as his frame of reference. Instead he
orbits Creation just as the sun, moon, and entire Firmament
do. With each passing moment, he drifts westward, first rising to his zenith then arcing back to Creation. If he travels
beyond the sun and the moon, when he reaches a mile above
Creations surface he is transported to the Elsewhere along
with the rest of the Firmament and its caravan of stars. There
he may continue his journey skywards, but cannot descend
any lower until he rises in Creation once again.
Beyond the Daystar is the realm of the Five Maidens.
As a traveler passes each planet in turn, she would find the
distortion growing more pronounced. What seems like only
a few miles stretches on and on for thousands. The difference between perceived and actual distance reaches its peak
once one reaches the great stars of the Constellations. Beyond
these, the distortion diminishes rapidly toward the Firmament proper. Within a mile of the Firmament, perceived and
actual distances are the same as upon Creations surface.
To travel in this distorted space, special preparations are
needed. Spirits native to this region, such as the argentim and
tindholes, seemingly move at incredible speeds through the
Void. All their variations of Landscape Travel allow them to
38
Comets
Erupting from the Firmament itself, comets are failed
stars. Formed from unresolved possibilities, they do not solidify properly and never form an adamant tower to anchor
themselves to the Firmament. Instead that rush through the
Celestial Void, disrupting the destinies represented by the
stars they pass, until they eventually burn themselves out. This
process may last only a few days or an entire season.
Comets are composed primarily of starmetal and adamant. As the comet disintegrates, great plumes of dust trail
behind it. Adamant dust is drawn back toward the Firmament, while starmetal continues to follow the motion of the
stars and is held aloft in the Celestial Void until drawn in by
the influence of star. Rarely does this dust ever fall from the
Celestial Void. When it does it illuminates the night sky with
a beautiful display of so-called falling stars.
Fortunately for those who care about the undisturbed
progress of Fate, comets occur infrequently. The last noteworthy comet appeared during the height of Bagrash Kls empire
and lasted three weeks before fading from view and breaking
up. Several hundred years earlier, another great comet rose
from the ruined Mask and slammed into Jupiters personal
star, after the Maiden intentionlly veered onto an intercept
course. The damage to Jupiters star was neglible, all things
considered, but the display of essence and fury unleashed by
the impact would have been a sight to behold. The momentous occasion went unnoticed by Exalted observers, who were
too busy fighting the last battles of the Usurpation. No comet
has unintentionally struck the surface of Creation since the
Time of Glory, but such impacts would cause massive devastation for hundreds of miles and throw an entire Direction into
chaos.
The Primordials were very fond of comets. A few deva
took the form of comets, as others took the form of forests or
rivers. Other Primordials harnessed comets as their own personal chariots or as Deep Wyld probes. Isidoros, in particular,
found endless uses for them. During the Primordial War, his
forces deployed comet-based artillery weapons and mobile
command platforms. Presumably these weapons have been
destroyed. The Exalted may have permitted the Yozi to take
these weapons with him to the Demon Prison since he could
find no ammunition for them there. Even if the weapons
themselves do not exist anywhere, the plans most certainly
do. An interested Defiler would find Isidoros most eager to
recount the glories of his ancient arsenal.
Most comets drift aimlessly through the Celestial Void,
safely separated from the stars by the outstretched emptiness.
Eventually they are blown away by the resolving light of the
Daystar, revealing themselves to be nothing more than a collection of hypothetical particles. A few comets escape into
the Wyld and return to Creation periodically. Once in a great
while, however, a comet veers widly off course and strikes the
Firmament or Creation.
The smallest comets are half a mile in diameter with
tails ten miles long. The largest are six miles in diameter with
tails stretching a hundred miles or more. When such objects
Though the Celestial Void is mostly empty space and collisions are exceptionally rare, travel there is not without its
hazards. Pilots of vessel travelling in this region must make a periodic (Intelligence + Sail) roll once a day or whenever they
enter a new region of the heavens. The difficulty begins at five and increases as the vessel rises with each successive region:
one to six miles up: 5; up to the Daystar and Silver Chair: 10; up to Mercury: 15 (+1 for each additional planet passed);
the Celestial Void: 20. Additionally, the roll suffers an external penalty of -2 for every 100 mph or fraction thereof that the
vessel travels at. If the roll fails, the pilots player rolls one die:
1:
2-3:
Vessels composed primarily of adamant or starmetal decrease the difficulty by five and halve the external penalty.
Beings or objected thrown into the sky always suffer some unusual fate, as their uncontrol flight cannot avoid particularly
distorted regions of space. Typically the magical effect which launched them into the sky will describe the effect, but if
not, continue to roll this die until the object or being is destroyed or finds itself falling from the sky of another world.
impact, the damage they inflict is truly catastrophic. Anything
at the point of impact, whether it be a quarter mile or three
miles in radius, suffers an environmental damage effect that
inflicts L/Tick, Trauma 5L, for five ticks, as the comets mass
converts into raw incandescent essence. In a flash, the whole
of Creation is illuminated as though a second sun were rising
from the site of the impact. In short, anything that cannot
perfectly resist environmental damage is instantly destroyed.
From the point of impact a sphere of environmental
damage expands outward at ten miles per Tick, out to
(comets diameter x 100) miles. In the Firmament, the front
of this explosion inflicts a one time environmental damage
event of 100L, Trauma 5L. On the surface of Creation, the
superheated atmosphere lingers, changing this damage to
100L/minute, Trauma 5L. Every hour, this damage is halved,
rounding down.
A great deal of debris is kicked up from such impacts,
and the comet leaves a crater ten times larger than itself. If it
strkes the Firmament, it can send adamant-enriched material
falling to Creation, but most of the debris will fall back to
the Firmament after drifting through the Celestial Void for
a time. If it strikes Creations surface, it rains burning debris
well outside of the blast radius (typically large and small rocks
inflicting an amount of bashing damage to anything they
strike equal to the Strength + Athletics needed to lift them
and igniting flammable materials where they land). Dust
from an impact on Creation temporarily cools the world if
the Bureau of Seasons does not rush to repair the damage.
Unseasonably cool weather follows a small impact for one
Season; exceptionally large impacts might cool Creation for
up to a decade.
The majority of the Firmaments surface is a vast plain
known as the Empyrean Expanse. From this arise the starbearing towers and mountain ranges thousands of miles long.
The auroral rivers ripple across its surface, changing colors as
they near the Elemental Poles and flooding with luminescent
essences periodically only to drain to faded gullies at other
The exact number of nebulas in the sky at any particular
time varies. Typically there are at least fifty; the vast majority
of which are too faint to be detected by the naked eye from
the surface of Creation. Even most supernatural vision reveals
them to be little more than faintly luminescent smudges upon
the Firmament. In truth they are towering banks of essential
clouds mixed with the debris of Fate. Their edges glow faintly
with crimson or saffron light, though occasionally one might
find other colors tinting the periphery of the cloud. Their
hearts, however, are always a deep red, approaching black.
Nebulas stand as lingering monuments to all that was
and all that is yet to come. When a star dies, it throws off
tremendous amount of debris before casting its starmetal core
to Creation. Before a new star is born it draws essence toward
itself, building it up from the cast-off debris of its predecessors. The nebula may stand for several generations before the
39
For all its beauty, the Firmament is not a place designed for mortal habitation. Its crystalline landscape is
sterile by Creations standards, and its air so rarified it can
hardly be breathed at all. Mortals who find themselves in
this region die as quickly as it takes them to asphyxiate.
Magical beings that require air to live can survive longer.
They must pass a (Stamina + Resistance) roll, difficulty
4, every (Stamina + Resistance) hours. Failure imposes a
cumulative -1 Internal Penalty from shortness of breath.
If this penalty would ever exceed the characters (Stamina
+ Resistance) or he botches the roll, he immediately
begins to asphyxiate. Magical beings suffering from asphyxiation may be stabilized by allies, if the ally succeeds
at a (Stamina + Medicine) roll, difficulty 3, as the ally
personally augments the victims breathing temporarily.
Additionally, there is no food or water suitable for beings
native to Creations surface. Survival rolls to discover
nutriment is as difficult as in the most barren desert, but
these regions do not count as places of desolation. Alien
though they certainly are, they are far from lifeless.
Finally, the adamant-enriched material of the
Firmament prohibits the movement of dematerialized
entities as well as materialized ones. Only the god of the
Firmament and those whom he granted special leave may
pass through its solid barriers while dematerialized.
New Mutation:
Celestial Adaptation (Pox): The mutant is at home
among the stars and may breathe normally in the Firmament. He may consume the crystalline food and drink
from the luminescent rivers of the Firmament. Creatures
that have subsisted off such fare for more than (Stamina)
weeks offer no nutritional value to beings without this
mutation, as their biochemistry has now been completely
retrofitted for this alien ecosystem. Many animals reside
on the Firmament, having contracted this mutation near
the point of contact between Creations surface and the
Firmament itself. Most of the biosphere is composed of
flightless creatures descended from birds and more exotic
aerial creatures. This mutation might also result from
exposure to Sidereal or Nocturnal demesnes.
possibility of the new star is fully realized. When the time is
right, the heart of the nebula swirls, drawing the entire cloud
into a tight sphere. As it approaches sufficient essential mass,
it flares into a brilliant nova. Soon afterward a new star is
born, rising toward the Celestial Void on a spire of adamant.
Each nebula is unique. Without wind on the Firmament to
disappate them, the billowing clouds form persistent shapes
which invite the imagination to see all manner of entities
within them. Nebulas are often named for the whatever shape
catches the eye of the spirit who first happens up it. Most
iconic among the Maidens servants who patrol these heights
are the Rearing Stallion Nebula, the Helm of Ahlat Nebula,
and the Laughing Eagle Nebula.
Though these destinations would certainly attract a traveller seeking impressive natural wonders, they are best viewed
from a distance. Travel within a nebula is extremely hazardous. The dark heart of a nebula is nearly impenetrable to light
(treat as fog on a moonless night). Tindholes are attracted to
this points of unresolved Fate and stalk in the darkness for
unwary intruders who many disrupt the new stars development. And, of course, there is the ever-present possibility that
40
Though from Creations surface, there is little to
distinguish them, those upon the Firmament would recognize two distinct types of aurora. The most common
type is the riperine aurora. These are the streams of luminescent essence that flow across the Firmament, fed by
frequent rains of respired essence rising from Creation.
While they glow brightly in close proximity, most are too
dim to see from Creation until they form enormous,
chaotic rivers near the elemental Poles.
The second type is the more extravagant solar aurora. These occur when the Daystar burns off excess energy, igniting essence mixtures in the Celestial Void and
lower portions of the sky. These are the most dramatic
aurora displays seen in Creation and appear overhead of
ground-dwellers and sky-dwellers alike, uniting them in a
common sense of wonder and amazement.
Spanning the entire Firmament lays the Wadi Everlasting. The vast canyon splits the Firmament into northern and
southern hemispheres, arcing primarily over the South of Creation. The flanks of the gorge descend for nearly eighty miles
into the Firmament and at its widest it is over a thousand miles
across. Though it fractures the Firmament, it exists apart from
it. During Calibration, it does not exist. On the first day of
the year, the ruins of the Cyan Fountain rise in the east. Once
the source of an ancient river of light, the fountain hosted a
cataclysmic battle during the war against the Primordials. It
and its goddess were destroyed. The luminous river drained,
revealing the canyon that cuts the sky. Throughout the year,
the canyon continues along the course of the extinct river,
twisting and turning, broadening and narrowing, until at last,
just before Calibration, it comes to an abrupt end, just where
the mouth of the river would have deposited its light before
41
For the last five thousand years (with a few interruptions
now and then), the Eternal Festival Ward has been the center
of culture in the Caelian City. From here, Boundless Mirth
ruled over the broken city for a time. His descendants, the
Masqueraders, have been the ruling tribe for most of the
subsequent centuries, in one form or another.
The Masqueraders were originally known for their effective mix of intrigue and swift, intense ambushes during the
war to claim the Caelian City. These tactics served them well,
and solidified the rule of the First Masquerade Empire for a
thousand years.
Culturally, the godblooded of the Eternal Festival have
changed considerably since those early barbaric days. Their
empire has risen and fallen five times since they first conquered
the city, and each great revolution has reforged their civilization from the remains of the old. Today, the Masqueraders
are known for their sophistication and subtlety, both in the
arts of politics and in war. Their society is arranged around
important yearly festivals, as it always has been, though the
exact festivals have changed many times over as each generation finds something new to commemorate.
The many of the most important festivals are local affairs, held for the benefit of a particular clan rather than the
tribe as a whole. The most common festivals are the Mask
Day Festivals, held once a year for all the thirteen-year-old
children of a clan as a rite of passage. During this festival
42
The view from the Caelian City is one of the most
spectacular sights in all Creation. Even in its fallen state,
to look up and see the stars and the vast expanse of the
earth spread out above is breathtaking. Throughout the
day, the view changes as the Firmament rotates and the
city warps to new locations to stay above the horizon.
The whole of Creation is visible from the city, as the
Firmament swings toward the distant horizon, and the
lands and seas, obscured only the ever-moving clouds, are
rolled out like a map overhead.
Azure banners still wave over the broken ramparts of
brothel palaces in the Sapphire Evening Ward. Once the devas
gathered here to enjoy all the sexual pleasures the Primordials
world had to offer. Madame Kama, the Purveyor of Bought
Nights and long-deceased goddess of Prostitutes, oversaw this
ward and was one of Noxs earliest and most frequent lovers.
She mothered the tribe of Courtesans before being the first of
the rival gods to leave the fight for the Caelian City. Joining
the Incarnaes rebellion when her mistress Venus called, Madame Kama educated the Exalted in the arts of the bedroom
and more exotic locales and taught them how to seduce the
devas.
The Courtesans forged an early alliance with the
Masquerades after their goddess abandoned them. These
ancient treaties allowed them to retain their independence
throughout the First Empire. When the First Empire went
into decline 1,019 years later, the Courtesans Conclave temporarily became the seat of culture in the Caelian City for the
next five hundred and thirty-two years.
Renowned for their beauty, the Courtesans have consistently proven to be poor warriors in a large scale fight. They
have, however, produced a large number of martial artists
and continue to be the epicenter for such training. Among
their other talents is the ability to sense bloodlines and for
this reason other tribes will typically hire Courtesan advisors
root out foreign spies and suggest ideal matches for the purest
possible offspring.
The New Conclave currently oversees tribal matters for
the Courtesans from the House of Assignation. Originally a
matriarchal assembly, Conclave law was rewritten a hundred
and fifteen years ago to allow men to serve as well. Despite this
change, only five members of the fifty seats in the Conclave
are taken by menthe most that have ever served at once.
Elsewhere in Courtesan society, men continue to struggle for
equal representation.
A serpentine canyon cuts its way through the Drawn
Curtain Ward. The crumbling ruins of theaters slide down
its jagged slopes. Crystal forests surround abandoned odeum.
By all appearances the theater district of the Caelian city is a
wilderness devoid of any sign of civilization.
Indeed the civilization of the Thespians who once
inhabited this region has vanished. Three thousand years
ago, they lead a rebellion that brought down the Second Masquerade Empire. They lead a brief intertribal council which
rapidly decayed along established alliances and devolved into
pointless bickering before finally dissolving completely. After
the collapse of their great alliance, the Thespians isolated
themselves from the larger Caelian society, sealing the gates
between their wards and others.
Not until the Third Masquerade Empire rose three
hundred years later where the gates finally pried open again.
By then, the forests had spread through the ward and the
singularity fountains had cut deep scars in the cityscape. The
Thespians themselves had left no trace.
The disappearance of the Thespians has been a persistent source of legend and conspiracy theories. Among the
various tales told by the Skyborn, there are a few common
themes. Some say the Thespians grew sick of the follies of
the world and ascended en masse. Other say they conducted
The Skyborn, as the people of the Caelian City have
come to call themselves, number in nearly two hundred
thousand today. Nox has obscured the entire Skyborn
population from Fate, for their discovery would lead to
the discovery of his ancient city and to him in turn. The
Bureau of Destiny does not tend to the fates of these
people, and with their magical inheritance, the Skyborn
possess highly tangled fates.
The godblooded Skyborn typical face an early death
as prey for the tindholes. Less commonly, a Skyborn
ascends, transforming herself into a true god. This is a
bittersweet moment for the Skyborn. The newborn god
helps replenish the bloodlines of her tribe. If they stay
with the tribe, they effectively become forbidden gods
and centers of the ancestor worship that is common
among the Skyborn. However, a gnawing edict preys
upon their minds if they ever wander from their tribe. In
time, those who depart to explore the Empyrean Expanse
lose all sense of themselves and wander as nameless gods
with no recollection of their past.
Mortals are uncommon in the Caelian City. The
Firmament was not designed for human habitation.
None can survive without the protection of gods or
without being properly adapted to the local environment.
Strong selective pressures maintain purity in the bloodlines as the majority of those born without divine essence
die only moments after their birth.
heinous acts within their sealed ward and brought down the
wrath of the ancestors. Some say they began to starve within
their walls but their hubris would not allow them to rejoin the
rest of the city; instead they left the City and became lost in
the Empyrean Expanse when it warped to a new location.
A final theory is frequently presented. In some nations
there are whispers that the Thespians still walk among the
other tribes, secretly manipulating history as they see fit. If
one is wealthy enough and knows the right shadowy figures,
one might hire the Black Hands. Always appearing in the dark
clothing of stage hands, these assassins certainly adhere to the
ancient code passed down through surviving Mortality Plays.
Courtesan advisors, however, recognize them as a motley guild
drawing its members from many of the other tribes. True, now
and then, the Courtesans encounters a Black Hand whose
bloodline they cannot recognize, but this can be accounted
for by weak inheritance or mixed parentage. The Courtesans
hold no stock in the conspiracy theories of other tribeswhich
has only encouraged other tribes to assume they are part of
the conspiracy.
Today, the Fifth Empire claims the Drawn Curtain Ward
as part of its domain. The Masqueraders have several colonies
of their own in the ward, each taking up residence in a single
city block. The towers and theaters of each colony provided
enough room to house a thousand or more Masqueraders.
The rest of the Drawn Curtain Wilderness they leave undeveloped, as hunting and harvesting grounds, which help alleviate
the need to import as much food from the Villeins for the
Orchid Maze and Glass Menagerie Wards.
The Villeins themselves have long contested the Empires claim and many of their clans have resided in the Drawn
Curtain wilderness for generations. Masquerader hunting
parties are increasingly assaulted by Villein raiders. FeatherEyed Jholo is currently negotiating a deal with the Cheering
43
44
those who actually created the art, but anyone who says as
much in front of a Restorationist will have to defend such an
accusation in a formal duel.
Of all the inhabited wards, the core region of the Endless Gallery Ward most resembles its ancient condition. The
hinterlands of the ward closest to the unused exterior gate are
a wasteland of cannibalized buildings. Amid these systematic
ruins, peltate crystals grow in vast forests and shelter isolated
Villein clans. The two tribes have a mutually beneficial relationship. The Restorationists permit the Villeins to hunt in
their wilderness and establish posts along the periphery of the
forest to facilitate trade, while the Villeins keep the wilderness
relatively safe for Restorationist salvage parties.
Throughout history, the Restorationists have been
strong allies of the Masqueraders and have continuously
aided the establishment of a new Masquerade whenever a viable imperial candidate came forward. Following the Time of
Fallen Crowns, Restorationist museums became the centers
of learning in the Caelian City. There they teach a conservative view of history, emphasizing long standing traditions and
the value of heritage. Their academics resist any change to the
status quo, and new ideas rarely catch on until a generation or
two has passed.
While the Caelian City was spared the Balorian Crusade, it did not escape the Great Contagion. The diseased
arrived in the city, carried by some flying creature, while the
Raksha tore Creation apart. The divine constitutions of the
godblooded tribes prevent the same catastrophic loss of life,
but the population plummeted from half a million to just over
a hundred thousand all the same. This marked the end of the
Fourth Masquerade Empire.
In its place, the Gourmand Regency arose. The Gourmand tribe is native to the Epicurean Delights Ward, a region
of the city formerly dedicated to fine dining and and intoxicants. Its restaurants, taverns, and drug dens catered to the
exotic tastes of the devas, and to this day one can procure rare
ingredients if one knows where to buy. The Villeins have long
assumed the Gourmands have their own greenhouse manse
serving a nursery for their intoxicating plants, but if so, the
Gourmands have successfully kept its location a secret for five
millennia.
When the Great Contagion struck, the Gourmands
proved more resilient that other tribes, suffering the deaths of
only a quarter of their number. To them, the torch of civilization was passed much to their reluctance. The Gourmands
had been willing vassals of the Masqueraders and allies of the
Restorationists since time immemorial, enjoying the benefits
of their civilization with minimal investment. During the
interregna, they allied with the Courtesans, initially opposed
the Thespians until the Second Masquerade had fallen, they
backed whichever candidate seemed most likely to bring lasting peace to the city during the Years of Fallen Crowns, but
never did they make a bid to rule the city themselves.
The Great Contagion changed that. If civilization were
to continue, it would do so only under their guidance. Placing
regent after regent in the imperial palace within the Eternal
Festival, the Gourmands administrated the long period of
rebuilding after the Masquerade. Collaborating with surviving Courtesans and Restorationists, the Gourmands spent
two hundred and forty-five years reestablishing the imperial
bloodline. When the Masquerader tribe finally recovered its
numbers enough to retake their empire, the Gourmand regent gladly abdicated the throne.
Under the Fifth Masquerade, the Gourmand are still
considered a vassal tribe, but one which is afforded a great
deal of respect by the Masqueraders. The Masqueraders rarely
intrude upon the Epicurean Delights Ward or the sybarite
ways of the Gourmands, so long as they continue to pay their
rather lenient tribute.
Amid crumbling hippodromes and collapsing stadiums,
the Bronze Laurel clan conducts training exercises. They
hold garland wars against less prominent clans of the Laurels
and sell their martial services to neighboring tribes. Despite
their violent acumen, the Bronze Laurels are highly respected
throughout the Fifth Empire.
The Laurel tribe seemed poised to defeat all other claimants to the Caelian City before their patron god abandoned
them to fight in the Primordial War. They continued to fight
in her name, but honor-bound as they were, they fell prey to
the subterfuge and dishonest tactics of the Masqueraders. In
the intervening time, they have become a fractured tribe of
highly competitive rival clans, happily fighting beneath the
banner of whoever was willing to pay them.
The Bronze Laurel clan rose to prominence during the
Year of Six Masks, a little over a century into the Fifth Empires rule. Six potential emperors and empresses each made
a bid for the throne, hiring what mercenaries they could find
to support them. The Bronze Laurels sided with DrunkenSauntering Adro, and within a generation had eliminated
all rival claimants. During the Reunification ceremony that
officially ended the civil war, the emperor granted the Bronze
Laurels dominion over the Cheering Arena Ward.
Though Drunken-Sauntering Adros dynasty has ended
and Feather-Eyed Jholos has begun, the Bronze Laurels
continue to be the strong arm of the Fifth Empireat least
as far as official military matters are concerned. The Laurels
still hold to the ancient warrior code that bound their actions
during the war for the Caelian City, and betraying the code
is a capital offense. Clan members tend to turn a blind eye
to their own members violation of the code so long as the
violation impedes a rival Laurel clan and the violator is sufficiently discrete. If the rival clan can identify the violator, he
or she will find no safe haven anywhere among the Laurels,
including her own clan.
The Gambler tribe of the Rolling Dice Ward is the only
tribe never to fall beneath the banner of the Masquerade
Empires. Few of the other tribes desire long-term relations
with the Gamblers, and the tribe is widely considered to be
fickle and unpredictable. This reputation is well-deserved.
Each year, representatives from each Gambler clan are chosen
randomly, typically by drawing straws or casting lots. Once
selected, the representative travels to the House of Uncertain
Victory at the heart of their ward and joins the tribal council
that convenes there. The tribal council, in turn, poses matters
concerning tribal affairs to ten-sided die whose roll determines
their decision.
Despite their isolation, the Gamblers are a successful
tribe. Along with the Villeins and the Masqueraders, they
are one of the three tribes to colonize the Empyrean Expanse
beyond the citys wall. While the Villeins simply abandoned
their colonies to survive on their own and the Masqueraders rely on outdated artifact transports to move quickly to
and from their colonies whenever the Caelian City appears
nearby, the Gamblers simply appear to always be in the right
45
With Noxs disappearance, his personal sanctum was
sealed off and the Crystal Palace remains relatively untouched
by the wars that have raged around it. Crystal vines scale its
outer walls, and the tindholes prowl its unkempt gardens. But
inside, it is as pristine as the day Nox left it. The palace itself
is as large as the city of Lookshy, and its towers loom over the
rest of the city, standing half a mile tall. Their auroral lighting
still beam vividly at night. Within clean forgotten halls, the
Crystal Palace holds many wonders awaiting Noxs return.
Chief among these are the Universal Ecumene Cartographer
and the Salon of the First and Final Debate.
The Universal Ecumene Cartographer is an immense
room in the lower levels of the palace. Its main hall is circular and decorated with radial geometric patterns. In the
center is a raised dais surrounded by a complicated bank of
controls. The primary switch on these panels activates a threedimensional cladogram of the known Kalpa, manipulation of
which permits the user to access information regarding any
known Manvatara with records stored in the Toponomastic
Archives of the Cosmos. It also projects three dimensional
maps and tangible holographic environments from any such
Manvantara, allowing the user to interact with the location as
though she were really there or move unseen through it if she
prefers.
The Toponomastic Archives reside in wings around the
Universal Ecumene Cartographer and are filled with Noxs
accumulated knowledge of the Kalpa and its Manvantaras.
Whenever Nox uses Mapping Manvantaras Shores while in
the Cartographer, any information he learns is automatically
penned upon the appropriate scrolls in inaccessibly dense
technical terminology and complex mathematical formulae.
One must understand Old Realm and pass a (Intelligence +
Lore, difficult 7) roll to understand any scroll. These scrolls
are potent artifacts (Artifact , 10 motes to attune).
Possession and attunement to such a scroll allows any being
capable of performing Fluctuations to automatically succeed
at any attempt to fluctuate an element of that Manvantara
into Creation and reduces the final Paradox gained by half,
rounding down. Once a scroll has been removed from the
Toponomastic Archives, the Cartographer cannot access any
information about that Manvantara until it is returned. All
the records in the archives are woefully out of date as they
have not been updated since just before the Primordial War.
At the top of the highest tower of the Crystal Palace is the
Salon of the First and Final Debate. There are six entrances
to the room. One is the main lift that leads down to the lower
floors. The other five lead to the domains of the Maiden,
but only when both Maiden and Nox agree to confer. It is a
luxurious room designed to mask its more martial capabili-
46
ties. Hidden within the room are the controls to the defenses
of the Crystal Palace and the Caelian City. From here, Nox
may erect an adamant dome over the city, direct the quantum
cannon batteries, and aim the singularity fountains as true
and proper weapons. More dangerous still, the Salon of the
First and Final Debate allows Nox to evoke novas across the
Empyrean Expanse, direct the motion of comets against his
enemies, and transport the Caelian City to any point in the
Firmament above the horizon. He is free to do as he pleases to
the Firmament, but is incapable of launching attacks from his
high redoubt upon Creation.
The greatest weapon at Noxs disposal is the Cosmic
Catharsis Xiphos. The Xiphos stands like an adamant-andstarmetal armillary sphere upon the peak of the Crystal
Palace. The Onyx Youth has never fired this weapon for to
do so would be an open act of war against the Maidens. It has
accidentally been triggered at least twice, as the cataclysmic
build-up of possibilities and destiny that mark the end of an
Age forces the weapon to discharge before overloading catastrophically. The moment that Cosmic Catharsis Xiphos fires,
destines woven through use of the stars and their constellation
colleges are untangled, unless they specifically relate to the
establishment of the new Age. All knowledge gained through
the Art of Astrology becomes obsolete until new star charts
are compiled and new readings made, which will typically give
different results. The slate of destiny is wiped clean, and the
Maidens and their Chosen must work fervently to recreate
much of what was lost.
The Empyrean Expanse is broken by immense fissures
and scarred with craters. These allow access to the networks
of caves and tunnels beneath the Empyrean Expanse, which
form thousand-mile long mazes through the adamant ceiling
of the world. Navigation is perilous throughout. Up and down
become entirely arbitrary. Through some passages, gravity is
oriented toward Creation. In others it might be oriented away,
or at perpendicular angles, or toward the walls of the cavern
itself, or cease to exist at all. These changes can be abrupt and
a being who loses his grip may find himself falling for days at
a time, thrown about in odd angles. The truly unfortunate
tumble through indefinite gravity loops, never to strike solid
ground again.
Within these caverns dwell things that have not seen
the light of day since the Incarnae usurped their makers and
some that have not breeched the surface since the Primordials themselves banished them beyond the stars. In lightless
regions, vast structures as old as Creation itself punctuate the
seemingly endless tunnels. So enormous is this region that
one could spend decades exploring it and never once encounter anything except beautiful crystal chambers, despite the
innumerable forbidden gods and lost temples that populate
the Caverns of the Sky. There are, however, certain locations
and beings that one will likely wish to find or otherwise might
discover with tireless effort.
The Celestial Vaults
Throughout their eons-long reign the Primordials
built countless wonders and to them the teeming masses of
Creation forged tributes worthy of their station. The toil of a
thousand slave races and the reality-conjuring might of the Titans themselves created more wonders than even the makers
of the world could reasonably use. Their prized possessions
were kept with them in Yu-Shan, and were either claimed by
the victors of the war, destroyed, or permitted to remain with
their owners as a token of mercy.
The vast majority of the Primordials possessions were
stored safely in the Celestial Vaults within the Firmament.
Tegores, the Hiriyabhandari of the Infinite Reliquary, holds
the keys to the Celestial Vaults and knows the location and
proper owner of every item within. A member of the Onyx
Youths extensive entourage, Tegores remained loyal to the
Primordials throughout the war and the Celestial Vaults witnessed frequent sieges and attempted infiltrations. At least
one intrepid Night Caste slipped past the vaults security and
absconded with one of the Holy Tyrants own weapons. Following this humiliation, the Empyreal Chaos unleashed his
rage against the Celestial Vaults, sealing the adamant tunnels
that lead to it and trapping Tegores within the Firmament
along with all the treasures of the Primordials, denying them
to the Exalted and the Titans alike.
Today, Tegores is the leader of a host of forbidden gods
trapped with him. His isolation along with the Celestial Vaults
ultimately proved to be a blessing in disguise as it permitted
his followers to defend Creation from threats from deeper
within the Caverns of the Sky. Astride Kerivoula, Tegores led
the charge against the Amber Legion to preserve Creation
from these invaders. But the general defense of Creation and
the welfare of his followers remain Tegores only solid loyalties.
He has no love for the Primordials (though news of their imprisonment may evoke sympathy) or the Celestial Order. His
long independence from both powers has forced self reliance
upon him and his followers, and they will not give up that
independence easily.
The rim of the world was certainly the easiest point of attack for the Balorian Crusade, but it was not the only point of
entry for the Raksha. The Inaugural Templar, strategos of the
Amber Legion, sought fame and fortune among the followers
of Prince Balor and hatched a daring scheme. Misunderstanding key aspects about the nature of Creation, he sought a way
directly into Yushan from the Wyld by breaking through the
Firmament itself. After much searching he did, at least, find
a fissure in the far side of the Firmament that opened into the
Caverns of the Sky and poured his dream-spun army into this
crack to fill the tunnels.
That was the last the Balorian Crusade ever heard of
the Inaugural Templar and his legion. Cut off from the Wyld
by a cave-in early during their march, they had no means of
retreat and only thousands upon thousands of miles of crystal
caverns before them. In these lifeless chambers, they found
no easy prey and no glorious battle. The strategos dream
threatened to evaporate until, by sheer chance, he stumbled
Far beneath the crooked celestial lampposts marking the constellation of the Mask, colossal tectonic forces
have fractured and twisted the Firmament. Tindholes
swarm here, gorging upon the ambient paradox of the
crippled constellation. This is, perhaps, the second
greatest alteration to the cosmos the Sidereal Exalted
ever wrought and the extent of their alteration pierce
through the Firmament completely. Should one be
brave or foolish enough to pass through this region of
mangled destiny, the caverns beneath are as nightmarish and inauspicious as the Labyrinth itself. This is not
coincidental, for after the perilous journey through the
Firmament, the traveler would find himself suspended
in the sky over the Underworld, with that bleak expanse
stretched out beneath him.
47
ENTOURAGE
As the chosen emissary and entertainer of the Primordi-
In the ages before humanity, the Incarnae each defeated
their share of monstrous behemoths. Among the mightiest
to fall before Noxs might is Kerivoula of the Ten-Thousand
48
Wings. As the beast lay broken before him, the Onyx Prince
took pity and nursed it back to health. So enamored with the
god was the behemoth that it chose to become his personal
mount and faithful companion.
From a distance, the behemoth recalls the general form
of a gigantic squid, though one that prowls the sky rather
than the seas. Upon closer inspection, one realizes that each
of its long tentacles is formed from dense clouds of bats
which comprise the bulk of its body. The head, however, is a
solid mass. Its face is squat and marked with twisted flanges,
wrinkled skin, atrophied eyes, and rows upon rows of needlelike teeth. Where ears would be upon the head of normal bat,
the behemoth possesses immense leathery wings. So large is
Kerivoula that as he flies through the Celestial Void he blots
out the sun below for miles, bringing a false night to all in his
wake.
Kerivoula is fanatically loyal to Nox, and has not forgotten his former master. It moves freely through the Caverns of
the Sky thanks to a blessing placed on it by the Onyx Youth,
passing through solid adamant that can imprison even gods.
One can only imagine what devastation it might wreak upon
the Celestial Void should it learn of the Maidens involvement
in Noxs disappearance. Fortunately for Creation, the behemoth shuns the light of the sun and does not dare fly too
closely. So long as the sun rises, the behemoth cannot rage
upon its surface.
Motivation: Defend the dominion of Nox until his return.
Attributes: Strength 20, Dexterity 10, Stamina 10, Charisma
7, Manipulation 2, Appearance 1, Perception 8, Intelligence
4, Wits 6
Virtues: Compassion 2, Conviction 4, Temperance 2, Valor 4
Abilities: Athletics 8, Awareness 6 (The Sound of Fear +3),
Dodge 6, Integrity 4 (Loyalty to Nox +1), Investigation 2,
Martial Arts 8, Presence 8 (Invoking Horror +1), Occult 1,
Resistance 6, Stealth 3 (At Night +3), War 2
Powers:
Kraken of the Celestial Sea: Kerivoula may pass through solid
adamant as easily as he flies through thin air of the Firmament.
When he chooses he may squeeze his entire body through any
space small enough to fit a single average-sized bat, pouring
himself through piece by piece. With a dash, the behemoth
jets across the sky, moving 100 yards in a single tick.
Ravages of the Unending Flock: Where Kerivoula flies,
death follows. Anything caught within his mile-long body suffers from continuous environmental damage of 10L/action
and Trauma 2. He may clinch targets to keep them within
this area and carry them off. He may be damaged only by
attacks which inflict damage over an area of effect, rather than
a single point. He cannot crush beings he clinches, but may
throw or hold them as normal.
The Blind Eye Sees: The chattering and chirping of the
behemoths flock body can be heard well in advance of
his arrival. This is merely the portion of Kerivoulas alien
aria which the human ear can detect. Those who can hear
higher frequencies are overwhelmed with the approaching cacophony. This imposes a -2 External Penalty on all Awareness
rolls involving hearing within one mile of the behemoth, and
allows Kerivoula to perceive objects and beings within that
range even while in utter darkness. He is truly blind only to
that which reflects no echo.
Fear of Night: As an Emotion effect, Kerivoula spreads
fear far and wide. By spending five motes, he may make a
(Charisma + Presence) social attack against any being caught
within his flock or a shadow he casts, employing his Essence in
place of Appearance. If successful, the target is overwhelmed
with abject horror. Mortals can do little more than cower
Tegores
the
Most of the forbidden gods have been driven to hideous
acts of desperation by their exile. Tegores is one of the few to
have maintained his nobility despite millennia of isolation.
His constant war against the Amber Legion has demanded no
less of him.
When relaxing, something he has little time for these
days, he appears a studious curator bedecked in fine robes.
When at war, he dons the fierce armor and weapons of the
Primordials themselves and becomes a horror to all beings.
What manner of horror depends largely on what threats the
Amber Legions have launched on any given day.
Long ago, he discovered among the Primordials possession a means of breaking the Holy Tyrants curse upon the
Celestial Vaults and unraveling the maze that separates his
dominion from Creation. Immediately, he had the artifact
scrapped for parts, though he keeps accurate, if cryptic, records of the current locations of each part should he ever have
need of it.
His host of lesser gods are comprised mostly of the
gods of particular branches of Primordial technology, each
well versed in their unique areas of expertise and form guilds
among themselves, arranged by which Primordials technology they represent. In total, only 1,187 gods stand between
the nigh-infinite armies of the Amber Legion and the arsenal
of the Primordials. Morale among the gods has waxed and
waned over time, as one might expect, and recent victories
by the Amber Legion have disheartened many. There are
whispers among the Hegran Dreamcatchers Guild that
defection would be preferable to defeat. Tegores struggles to
root out potential traitors without further eroding morale.
Fortunately, the memory of what became of the treacherous
Oramic Critical Existence Engines Guild keeps most of other
guilds in line.
Sanctum: The doorway to Tegores sanctum is an ornate
archway near the entrance of the Celestial Vaults. Within,
in addition to the comforts of his home, he stores the vast
catalogue of wonders under his authority. The various guilds
under his command maintain communal sanctums in the
wings of vault dedicated to their purview.
Motivation: Maintain his independence from the gods and
Titans alike
Attributes: Strength 3, Dexterity 5, Stamina 4, Charisma 6,
Manipulation 3, Appearance 4, Perception 4, Intelligence 6,
Wits 4
Virtues: Compassion 2, Conviction 3, Temperance 3, Valor 4
Abilities: Athletics 2, Awareness 2, Bureaucracy 4 (Working
With the Guilds +2), Craft 5 (Repair +2), Dodge 3, Integrity
3, Lore 4 (Time of Glory +2), Occult 2, Performance 2 (Boosting Morale +1), Survival 3 (Caverns of the Sky +1), War 3
(Against the Amber Legion +3)
Backgrounds: Allies 4 (Kerivoula), Artifacts N/A, Followers
5 (The Guilds), Backing 5 (The Celestial Vaults), Sanctum 4
Charms:
Amethyst Awareness
Animating ManagementMay possess any item noted within his
catalogue
BenedictionTegores may grant any being +1 die to operate or
repair one of the artifacts stored within the Celestial Vaults.
Bane WeaponThose who have stolen from him
BanishExpels intruders from the Celestial Vaults
CommandeerRemoves spirits from items he cares for
Divine PrerogativeTegores cannot betray the security of the
Celestial Vaults or the guild members within it
Essence Plethorax3
Hand of DestinyDetermine the fate of artifacts within the
vaults
Hurry HomeThe Celestial Vaults
Materialize85 motes
Measure the Wind
Ox-Body Techniquex3
PortalOpens to the Celestial Vaults or his sanctum
Regalia of AuthorityAdvocates how to use and maintain items
entrusted to his care
Reserve of Willx3
Sense DomainItems stored within the vaults
Signet of AuthorityMay issue orders through Guild members
Spice of Custodial Delectation
49
50
Among the Pattern Spiders, Abiskoa is infamous. While
attempting to untangle a knotted Paradox, Abiskoa and his
broodmates were caught in an eruption of pent up causality.
Such accidents are increasingly commonAbiskoas survival,
though, is exceptional. So fortunate was his survival, that the
Division of Endings investigated the incident and interrogated
the Pattern Spider thoroughly. The investigation determined
that the pattern spider was thoroughly mad, but his survival
was not fate-defying. After a seasons isolation he was allowed
to return to work, though under careful scrutiny of the August
Weavers.
Since his return, he has proven to be a nuisance to his
fellow Pattern Spiders. He claims to have tended to the strand
of a young courtesan in Lookshy; but the next day her strand
was gone and no record of her remains in the Loom of Fate.
With increase regularity, his madness calls his attention to
other vanishing strands. He fears the Loom itself is disappearing before eyes, strand by strand, and only he can see it. He
skitters about the Loom now, foretelling doom. With each
day, fewer spiders are drawn to the novelty of his ranting.
With utmost conviction, he knows the truth of his
words. He has seen the monster devouring Fate, the broken
child within the Loom of Fate itself. He does not speak of
this. He has tried, but finds the words caught in his throat
and sees the blazing seal of the Maiden of Secrets and the
Great Maker burning in his mind. He pursues this mystery in
frantic solitude, having wholly abandoned his proper duties.
Between his fellows and the Division of Endings, there is talk
to recues him of his duties and removing him from the Loom
of Fate before he can cause any permanent damage.
Sanctum: Abiskoa shares a Sanctum with the rest of its kind
much to their frustration.
Motivation: Unravel the Looms Secrets
Attributes: Strength 4, Dexterity 5, Stamina 4, Charisma 3,
Manipulation 1, Appearance 2, Perception 4, Intelligence 5,
Wits 3
Virtues: Compassion 1, Conviction 4, Temperance 2, Valor 3
Abilities: Athletics 2 (Balance +2), Awareness 3, Bureaucracy
3, Craft (Fate) 5, Dodge 2, Integrity 3, Investigation 4, Lore 4,
Martial Arts 3, Occult 4
Backgrounds: Backing 1, Connections 1, Sanctum 4
Charms:
Amethyst Awareness
CallOther Pattern Spiders
Foretell the Future All-Encompassing while attending the
Loom
Hurry HomeThe Loom of Fate
Intrusion-Sensing MethodAll-Encompassing while attending
the Loom
Landscape TravelParticularly swift upon the Strands of Fate
Measure the Wind
Natural Prognostication All-Encompassing while attending the
Loom
Ox-Body Techniquex1
Spice of Custodial Delectation
First (Ability) ExcellencyCraft, Investigation
Second (Ability) ExcellencyCraft, Investigation
Third (Ability) ExcellencyCraft, Investigation
Divine (Ability) SubordinationCraft (While working the Loom)
Panoply: These Charms are unique to the Pattern Spiders
and may not be learned by any other being. The August Weavers have Charms in addition to those listed here.
51
Tindholes
As the Firmament was the precursor of the Loom of
Fate, the tindholes were the precursor to the Pattern Spiders.
Designed by the Primordials to prowl the stars for the detritus
of Fate, the tindholes feast upon paradox. Whenever errors
occurred in Fate, the tindholes descended upon the offending
party and devoured the hapless soul. Ultimately, these beings
proved too destructive for their intended purposes and were
banish to the Caverns of the Sky.
These forbidden gods have long, serpentine bodies
covered in segmented chitin. Their tails end in rigid, vertical
52
Sibarthan
The Tiger That Stalks in Dreams is a lithe being who
hunts upon six slender legs. She wields two fangs like those
of a great cat. Her coat is short and deep red. Black stripes
flow along her lean body as she prowls. When she desires,
she sprouts enormous owl-like wings to fly through the barren
dreamscapes between sleeping minds.
Though dreaming, the Yozi Sacheverell has not forgotten Nox and is well aware of his favorite gods imprisonment,
having seen all that is. The sleeping Yozi has dispatched Sibarthan into the dreams of Creation, to prowl for clues regarding
how to release Nox from bondage. For centuries, the demons
search has been in vain. Only the Incarnae are likely to know
how to rescue Nox, and their dreams are barred against her
hunt.
She has found better prey in the dreams of the forbidden
gods, but that motley pantheon is too concerned with its own
survival to attempt the rescue of the greatest among them.
Tegores himself has flatly refused even an audience with the
demon, so great is his hatred for both sides of that ancient
war. So year after year, she slips from dream to dream, always
lurking in the background for some hint that might gain the
freedom of Nox.
The advent of the Nocturnal Exalted has provided Sibarthan with fresh hunting grounds and more willing ears.
Many of the Harlequins are naturally distrusting of demons,
but a few have heeded her advice and are now aware of their
patrons plight. Of course, Sibarthan does not seek Noxs
liberation purely for the sake of old alliances. If handled properly, the turmoil in the Celestial Order that a free Nox would
cause would awaken Sacheverell himself, and the demon
desires nothing less than that.
Summoning: (Obscurity 5/7) The demons of Sacheverell are poorly known even among expert demonologists.
Those who have learned of Sibarthan call upon her skills to
interpret dreams or to steal into the minds of their enemies,
either to rob them of a closely guarded secret or impart some
meme of their own devising. She gladly performs such tasks
if granted one day to ravish the dreams of her summoner in
search of esoteric knowledge that will aid her ultimate objective.
Sibarthan sometimes leaves the Demon City and enters
directly into the minds of those who dream of tigers on moonless nights. She dwells in their dreams until they wake and
cannot leave them under circumstances until then.
Motivation: Drag the Dream of Liberation into the Waking
World
Attributes: Strength 5, Dexterity 6, Stamina 5, Charisma 4,
Manipulation 5, Appearance 4, Perception 3, Intelligence 5,
Wits 4
Virtues: Compassion 2, Conviction 3, Temperance 5, Valor 3
Abilities: Athletics 3 (Feline Grace +3), Awareness 4, Craft
(Glamour) 5, Dodge 5, Integrity 4, Investigation 4 (Of Dreams
+3), Larceny 3 (Stealing Dreams +2), Linguistics 3 (Native:
Old Realm; High Holy Speech, Pelagial, Tribal Languages),
Martial Arts 5 (Claws +2), Occult 5, Presence 4, Resistance 2,
Stealth 4 (While in Dreams +3), Survival 2
Backgrounds: Allies 4, Sanctum 5
Charms:
Amethyst Awareness
Bane WeaponAgainst Lucid Dreamers
CaptureDraws beings into the dreamscape she creates
Divine PrerogativeLeaving a dream is an unaccepted order
DreamscapeAll-Encompassing
Domain Manipulation ScenarioAlters the course of dreams
EndowmentAllows target to be a lucid dreamer
Essence Plethorax3
Hollow Out the Soul
Host of Spirits
Impromptu MessengerCauses beings whose dreams she haunts
to talk in their sleep
Landscape TravelExceptionally fast in dreams
Materialize70 motes
Measure the Wind
Mirror of the Infinite WardrobeDisguises herself as other elements in the dream
Ox-Body Techniquex2
ParalyzeInduces sleepy lethargy as a Crippling effect
PossessionThose asleep
Principles of MotionKeeps 8 actions banked
Reserve of Willx3
Subtle WhispersConveys social attacks through the narrative
of a dream
Terrestrial Circle SorceryMists of Eventide, Silent Words of
Dreams and Nightmares
Wine of Infinite HeartbreakDreamers hate to wake up from
her dreams
First (Ability) ExcellencyMartial Arts, Occult, Stealth,
Second (Ability) ExcellencyMartial Arts, Occult, Stealth
Third (Ability) ExcellencyMartial Arts, Occult, Stealth
Infinite (Ability) MasteryMartial Arts
Divine (Ability) SubordinationMartial Arts (while in dreams)
Join Battle: 8
Attacks:
53
OBSERVANCES
The God of the Sky, the God of Possibilities, the God
54
When the moon and stars vanished from the sky, beings
across Creation knew that the Calibration King had come
again. The whims of the Calibration King brought boons and
curses arbitrarily to all Creation. Prayers went up to him, begging him to stay his mad experiments or to grant a long sought
after wish. Nox delighted to see others live out their dreams
and frequently granted such requests. A mortal boy touched
Noxs heart with a desire to fly; the following Calibration, Nox
gifted mortals with that power. One year, prayer after prayer
rose above the waves as the Pelagials hoped for a few spare days
to move freely upon the land and mingle with beings there.
This too Nox granted, to his dismay. The Pelagials abused his
gift and ambushed many Lintha towns. Not until ever living
Pelagial of that generation had died did the Calibration King
attend their prayers.
Noxs inheritance of the godhood of night proved highly
controversial. Among nocturnal beings, the validity of Noxs
claim was matter of violent theological dispute. Numerous
crusades were waged between those who revered Nox and
those who still clung to Luna. Each side dedicated their
battles to their chosen patron and fought to the bitter end for
their gods honor. After centuries of periodic conflict, several
inter-species communities could be found across Creation,
bound by their mutual adherence to this volatile religious
question. Nox frequently accused Luna of encouraging this
schism. With a smile, she denied any involvement.
In addition to prayers received from the battlefield, Nox
received prayers from those seeking safety in the dark of night,
and from those hoping to commit some nefarious act best
kept hidden from the light of the Unconquered Sun. The
adulterers tryst, the thiefs escape, the murderers approach,
so long as they happened under the cover of darkness, they
fell to Nox. Rarely would he answer such prayers without
introducing some new element of chance to the situation.
The lovers met, but their maiden tea proves inert. The thief
bypasses the guards, but encounters a greater but riskier prize
along the way. The murderer ambushes his victim, but lost
his weapon along the way. Likewise for those calling upon
Noxs aid. The caravan encampment avoids midnight raiders, but their beasts slip free of their reigns in the night. The
hunter stalks his prey without error and finds himself with a
perfect opportunity to slay a tyrant lizard which has plagued
his tribe for years. The spy escapes the guards by ducking into
the rival generals war room and discovers his battle plans.
Such uncertain consequences made Nox a favored god of the
brave, foolhardy, or just plain lucky; more prudent individuals
learned to avoid such risks and pray to more reliable godslike
the Fickle Lady.
The endless string of prayers has long since dried up.
The Bound God receives no adoration, nor could he if anyone
A successful prayer to Nox is always a risky gambit.
Unless the Storyteller has reason for Nox to answer in
a specific fashion or refuse the prayer entirely, she may
instead roll one die to determine the general results of
the prayer, in addition to the minimum requirements of
fulfilling the prayer. The supplicant is given an Unlucky
pool of 5 if the Storyteller rolls a 1 through an Unlucky
pool of 1 if she rolls a 5; he instead gains a Lucky of 1 if
she rolls a 6 through a Lucky pool of 5 if he rolls a 10.
See Scroll of Heroes, p. 60 and 74 for more information.
These pools are not permanent, cannot be refreshed, and
dissipate after 25 hours.
SACRED RITES
55
56
Versions of this ritual exist in the Arts of the Dead and
of Demon Summoning. In particular, Blood-Soaked Crusaders of Octavian is a common practice in the Demon City.
Chapter Three
Character Creation
Released from their mysterious prison by unknown
means, the Nocturnal Exalted find themselves thrust back
into a Creation that has no recollection of their former greatness. Elder Nocturnals, if such things are more than mere
legend, might be counted upon a single hand and are isolated
and well hidden. This provides the young Harlequins with
unique challenges and opportunities to forge their own agendas in this blind world they find themselves in.
To the Chosen of Possibilities the Second Breath comes
at a moment of absolute necessity. The hero finds himself
thwarted at every turn, beset by enemies on every side, oppressed by limitations beyond his mortal skills to overcome,
and finally abandoned by Destiny. In that hopeless moment
the Exaltation finds him and elevates him to a new level of
potential. So exceptional is such an event, that the crippled
mind of the Bound God takes note and, for the briefest of
moments, rejoices.
In that rush of potential, the Harlequin is treated to a
wondrous and heartbreaking vision of all possible realities.
For an instant, the whole of Creation revolves around him
Historically, the Nocturnal Exalted come in two varieties. First, the Heralds of Primordial War filled their ranks
with visionaries and revolutionaries. These discontents were
hampered by the flawed and incomplete world the Primordials had wrought, and sought above all else to tear down the
stumbling blocks the universe had put between them and the
dream they wished to externalize. Second, following the purge
of the Heralds, the Nocturnals were recreated as the Harlequins. These maintained the revolutionary spirit of their
forebearers, but like their patron, are bound to perpetual servitudenot that they havent discovered ways to skirt around
such impositions. For the Harlequin, the Second Breath now
comes to those whose own desire is to elevate others, those
59
who find satisfaction through service and through the betterment of his fellow man.
Therefore, every Nocturnal character begins with a
suitable character concept. For Heralds, such concepts may
include Heretical Priest, Rebel Leader, or Scientific
Innovator. For Harlequins, appropriate concepts might include Passionate Abolitionist Pamphleteer, Wealthy Guild
Philanthropist, Charsimatic Anticolonial Militiaman, or
Disillusioned Prince Turned Ascetic Philosopher.
Caste
The caste of the new Nocturnal Exalt crystallizes around
the hosts adamantine personality. There is no set number
of each caste and a single Exaltation carries with it all the
instructions necessary to be whatever its host demands of it.
The Exaltation initially surveys the hosts natural aptitudes
and inclinations and locks into the form best suited. From
there, it influences the young Exalts future development. The
player should determine his characters caste as appropriate
hree
bilities
for the concept and do so early. The nature of the five castes tep
The
new
Exalt
retains
numerous
skills from his mortal
will be discussed fully in Chapter IV.
days, which are enhanced by insights from other possible
worlds. He retains one Favored Ability from his time as heotivation
As with all Exalts, the Second Breath is a transition from roic mortal, chosen by his player. The Exalt gains 25 dots to
the heroic to the epic. Heralds and Harlequins must possess distribute among his Abilities, and at least one dot must be
epic Motivations fitting of their station among the greatest of placed in his Favored Ability. The Exalt is blessed for the task
Creations legendary heroes and villains. The Harlequins, in ahead of him; the characters concept and Motivation should
particular, will have Motivations appropriate to their altered help guide this process. For example, the boy who dreams of
naturethey perform epic feats not solely for their own self- discovering new lands for his impoverished village to settle
aggrandizement, but for the improvement of the world at on might take his Second Breath and gain several dots of Sail
large. There is no guarantee that the Exaltation of any par- even if hes never been aboard a boat in his life. No Ability
ticular Nocturnal will be a blessing to Creation, but rare is may be rated higher than five.
the misguided Herald or Harlequin who believes he means
ill to the world. For every troupe of Harlequins who seek to pecialties
Whether insights from previous experience or gifts of
eradicate poverty or build a new society free of modern vices, his Exaltation,
the Nocturnal begins with four Specialties of
there is one who desires to subjugate the world beneath his his players choice,
to be spread among his Abilities as desired.
mightnot for wealth or power, but for its own good. Even if Remember, no single
Ability may benefit from more than
he seeks to slay the Maidens themselves, he does so with the three Specialties.
intent that such deicide is best for the world.
See Exalted, p. 88, for more information about Motitep our
dvantages
vations, then choose one suitably epic and attuned to your
Beyond
their
natural
talents
and skills, the Nocturnal
character concept.
Exalted employ potent magical effects and wield the panoply
of heroes. Such advantages are what truly allow the Herald or
tep wo
ttributes
The source of power for the Nocturnals is in their own Harlequin to transcend the mortal limitations of his heroism.
raw potential, not individual training. As such Attributes play
ackgrounds
a more important role in the development of a Herald or
Backgrounds are a representation of the characters
Harlequin than such Traits do for the Solar Exalted. Upon wealth and social ties, including magical possessions and
drawing their Second Breath, the hero finds his natural po- supernatural connections. Like the Solar Exalted, the Noctential greatly expanded by the Essence welling up inside his turnals are reborn into a world without an infrastructure to
soul. Set free of his limitations, the mortal truly becomes the accommodate them. The Harlequin gains seven points of
epic hero he always desired to be.
Backgrounds for his player to spread as he pleases. None may
The Nocturnal Exalted possesses both Caste and Fa- be higher than three without spending Bonus Points. The
vored Attributes, which function in a manner similar to the Nocturnals may obtain a few unique Backgrounds, as detailed
Caste and Favored Abilities of Solars. The Harlequin may in Chapter IV.
master these Attributes with comparatively little effort.
harms
Nova Attributes demonstrate the sheer force of their per
The mystical powers of the Nocturnals are codified in
sonality and vision: Strength, Charisma, and Perception.
Comet Attributes allow the Exalt to strike swift and true to their Charms as with all Exalted. The Charms of the Heralds
and Harlequins tap into the infinite possibilities of their
deliver the fatal blow: Strength, Dexterity, and Wits
Aurora Attributes epitomize grace and alluring beauty: own potential rather than being extensions of more specialized might. They are divided into categories based on the
Dexterity, Charisma, and Appearance
Empyrean Attributes represent the Exalts unflagging will associated Attribute, not Ability as with the Solar Exalted.
and the sharpness of his tongue: Stamina, Manipulation, and The Harlequins player selects eight Charms for which his
character meets the minimum requirements. These need not
Wits
:A
:A
60
:A
be associated with his Caste or Favored Attributes, but those and uncertainties. Always in flux, the Exalt depends on few
Charms will likely prove the most useful to him.
defining characteristics to maintain his identity. Consider for
a moment what those core elements are for your Herald or
omains
Harlequin.
Unique to the Nocturnal Exalted is the ability to ma-
What is your characters story? Though agents of chance
nipulate the substrate of existence and conjure alternate reali- themselves, the Nocturnals are not chosen by random lottery.
ties as desired. By harnessing a Domain to his will, the Exalt They are exalted for a reason. Why was yours? What was the
crafts reality in a manner more pleasing to him, if only for a seemingly impossible obstacle that blocked your character
moment. Each Domain is associated with one Attribute. The from achieve more mundane heroism and necessitated the
Exalts Caste Domains are the ones that correspond to his gifts of Nox? Once invested with those gifts, how did he overCaste Attributes, and begin at the same rating as the associat- come that obstacleor how does he plan to overcome if it still
ed Attribute. His Favored Domains are those that correspond stands in his way?
to his Favored Attributes, and begin at half the rating of the
What does your character look like? This is a tricky quesassociated Attribute, rounded down. All other Domains begin tion for the Nocturnals. While not as adept at transformations
at zero. For more information about Domains, see Chapter as the Lunar Exalted, their fundamental nature is beyond the
VI.
scope of a single mortal form. Still, as mortals they begin, and
that body image leaves an indelible mark upon his soul. How
irtues
Virtues are the characters guiding ethos, influencing does your character present himself to the world? Does he see
how the character acts and perceives the world. All Virtues this image as something to preserve or to overcome?
Where is your character from? Creation is vast and dibegin with one free dot, and the characters player may dis-
verse.
Where your character grew up and where he now lives
tribute five additional dots among the Virtues as he pleases
to define his characters personality. None may be higher will have a great influence upon his nature. Was he born into
than three without spending Bonus Points. Unlike the Solar poverty or wealth? Did he spend his days among the trees of
Exalted, the Nocturnals never suffered from the Great Curse Halta or the waves of the Western isles? What did he find
unsatisfying about his circumstances that fueled his revoluand do not need to select a Virtue Flaw.
tionary desire?
How did your character encounter his fellow heroes?
tep ive inishing ouches Whether
he travels in a troupe of Harlequins or in the mixed
Lastly, determine the characters static values and apply company of other Exalts, your character is unlikely to be alone
Bonus Points to flesh out the character further.
in the world. How did your character team up with those of
the other players? Was it a recent chance meeting or a long
illpower
The will to act is of vital importance to the Nocturnal standing relationship? Do you hide your mysterious nature or
Exalted. The Herald or Harlequin begins with Willpower 5. are you open about the unknown source of your power?
How does your character feel about his Exaltation? Your
See Exalted, p. 115, for more information about Willpower.
character is the inheritor of a strange birthright. Creation
ntimacies
lacks any record of the Nocturnal Exalted and the Exaltation
Intimacies are expressions of the Exalts passions and itself is encoded with only basic information of your new
his desires. He may select up to (Willpower + Compassion) status. He is one of the Exalted, Chosen of a powerful god
Intimacies. See Exalted, p. 90, for more information about whose name he do not recognize. Your character finds himself
Intimacies.
in possession of great power. With a thought he may twist the
past and future around the present and alter reality before his
ssence
eyes. Demented murmuring might haunt the silent corners of
The Exaltation that fuels the Nocturnals transforma- his mind and, most disturbingly, seem comforting to hear. An
tion into a legendary hero elevates him above the ranks of oddly familiar longing might call to him from across Creation.
mortals. He begins at Essence 2. This may be raised up to Es- The days following his Exaltation are a confusing and dangersence 3 with Bonus Points, but no further without Storyteller ous time in your characters life. Certainly he has learned to
approval.
cope with such upheaval, but how?
The Exalts Personal Essence pool is equal to his permanent Essence plus twice his Willpower.
His Peripheral Essence pool is equal to her permanent
Essence times four, her Willpower times three, and the sum
of her highest and lowest Virtues.
:F
W
I
Health Levels
The Exalt possesses the usual health levels (-0, -1x2, -2x2,
-4, I), plus any health levels gained from Charms.
Bonus Points
Spend 18 bonus points as desired to improve Traits or to
purchase new ones. See the Character Creation Summary for
a full listing of Bonus Point costs.
S
park of Life
The Nocturnal Exalted is more than dots on a page. He
is a mighty hero empowered by the quantum foam of a magical cosmos. The life ahead of him is one full of possibilities
61
Select Backgrounds (10, none may be higher than 3 without spending Bonus Points). Select Charms (8). Caste Domains begin at same rating as your Caste Attributes; Favored
Domains begin at half the rating of your Favored Attributes,
rounding down. All other Domains begin at 0. Assign dots to
Virtues (5, none may be higher than three without spending
Bonus Points).
Virtues
Backgrounds
62
Trait
Cost
Attribute
4 (3 if Caste or Favored)
Ability
2 (1 if Favored Ability)
Background
Speciality
Virtue
Willpower
Essence
10
Charms
Domain
Chapter Four
Traits
The Chosen of Nox possess many of the same Traits as
those discussed in Exalted, beginning on page 88. Consult
that Chapter for details on Attributes, Abilities, Virtues,
Willpower, Essence, and the like. In addition to the standard
Traits, the Harlequins also possess several variants of common Traits and a few Traits unique to themselves.
A
STheoul
With A Hundred Lives
physiology of the Nocturnal Exalted is unique to
Renewal
When his old body seems on the verge of surrendering
his soul to Lethe, usually sometime between the Exalts 75th to
80th year of life, his anima erupts to its full splendor. Within
63
Because of this potential, the Nocturnal Exaltation is
not as selective when choosing a host as other Exaltations.
Others may be directed toward the hale and youthful heroes
of the world, Nox could not bear to deny so great a second
chance as an Exaltation to those who needed it most. Heroes
denied their destiny by infirmity, injury, or old age may still
receive the Second Breath. When they do, they immediately
undergo a Renewal and are given young, healthy bodies if they
desire such a transformation.
E
xpanded Backgrounds
The Harlequins return to Creation alone and isolated.
Altered Backgrounds
The Harlequins are Exalted from humble heroes, and
only rarely do the wealthy and well-connected find themselves
among the Chosen of Nox. As such, no combination of these
Backgrounds may be higher than four without spending
bonus points. Similarly broad social Backgrounds, such as
Command from Manual of Exalted Power: Dragon-blooded,
also apply toward this total. More limited social Backgrounds
such as Allies and Mentor are unaffected.
Familiar
As creatures of the night themselves, the Harlequins
have a special affinity for animals which share their nocturnal
The Nocturnal Exalted resonate with the rarely utilized habits. Such creatures reduce their Familiar rating by one and
magical material adamant. Adamant is the primary compo- so long as his familiars are nocturnal, he may possess up to
nent of the Firmament, both in Creation and in Yu-Shan. (Essence) animal companions.
This supernal diamond is actually clear, though as it catches
and refracts light it often frequently appears sky-blue in direct Manse
If any Nocturnal-aspected manses still exist they are
light, red or orange if the light strikes it at an oblique angle
or indigo in darkness. Today, adamant artifacts are among found only in the depths of the earth, well within the terthe rarest in existence. In Creation, only the Mountain Folk ritories of the Darkbrood, or upon or within the Firmament
commonly employ them. To obtain their natural material, itself. With memory of the Nocturnal Exalted and their patron lost during the Primordial War, those Nocturnal manses
which were known to have survived to the First Age were
destroyed in early pogroms, suspected of being temples to the
Paradox Artifacts
some unknown Primordial. Autochtons feigned ignorance
During preparations for the Great War, several Herof their construction unsettled the Exalted.Surely they saw
alds possessed Paradox Artifacts. Their cousins preferred
through his lies, but they could not fathom why he would
to consider these potent tools to be forged by the Heralds
keep such knowledge secret from them. The Great Makers
bizarre Charms, yet the Heralds themselves insisted that
secrecy only bolstered those who perceived them to be the
Paradox Artifacts were not made, but received. These
shrine of some unspeakable blasphemy.The knowledge of the
objects exist outside of time and space, and can remain
architectural styles necessary to cap Nocturnal demesne may
in Creation only while attuned by a Nocturnal. To attune
have been retained by First Age archaeologist, but even that
to such objects, the Exalt must also commit a number
has been lost in this Age of Sorrows.
of points of Permanent Paradox equal to the Artifacts
Without the knowledge necessary to cap them properly,
rating, which is always one higher than normal. A NocNocturnal demesnes are notoriously unstable. They fleetingly
turnal may only attune to one Paradox Artifact at a time.
form only in sunless regions: under the earth, beneath impenIn addition to the regular adamant bonus, these Artifacts
etrable forest canopies, at the bottom of the sea, on the evergain the following benefits:
shadowed slopes of mountains in the remotest areas of the
Any attempt to steal the artifact suffers from an
North and South. Due to these positions, they often convert
external penalty equal to the Exalts current Paradox.
to elemental-aspect demesne at the slight provocation, ranked
Against effects that automatically steal or disarm items,
one higher than the Nocturnal demesne itself. Frequent expothis always triggers an Essence roll-off and the Nocturnal
sure to moonlight or starlight causes the demesne to convert
gains a number of automatic successes equal to the Artiinto a Lunar or Sidereal demesne after a week. Any contact
facts rating.
with sunlight immediately burns away the demesne, leaving a
The artifact gains one unique power which the Nocturnal
Solar demesne ranked one lower than the original.
must gain one Paradox to use. Storytellers and players
As such, Harlequins are not able to claim Nocturnal
should work together to design these powers. See Chapmanses during Character Creation unless the principles of
ter VI for examples.
Nocturnal architecture have been rediscovered. Demesnes
If the artifact is ever de-attuned, it immediately vanishes.
should be claimed with caution. For more information on
It may only be removed from Elsewhere when a NocturNocturnal demesnes and manses, see p. 64.
nal Exaltation finds a new host, who may elect to attune
to one of Paradox Artifacts currently in Elsewhere.
ew ackgrounds
Artifact
64
Companion
According to legend, when Venus seduced Nox before
his defeat, the two Incarnae consummated the union between
the Heralds and the Viziers. It is a fascinating tale, but perhaps
it is only that. The bond between Herald and Vizier is etched
deep into the Exaltation of each, as though the two were
created to complement each other from the beginning. This
relationship is more egalitarian that that which exists between
Lawgiver and Steward as the Chosen of the Possibility and
of Destiny are thoroughly peers. As such, this Background is
available to both Nocturnal and Sidereal Exalted. The Harlequin will typically have a higher Companion rating than the
Vizier, as the connection has been less eroded by subsequent
incarnations. In the absence of the Harlequins, the Five-Score
Fellowship has been unaware of this connection. As the companions return, many Sidereals will feel a sense of longing as
the bond asserts itself.
The bond between Nocturnal and Sidereal may be used
in a few ways. First, either partner may add their Companion
rating in dice to any attempt to find the other and may roll
(Companion + companions Essence) to detect the companion across large distances. A single success lets the Exalt know
if her companion is in the same plane of Existence. Two
successes reveal which Direction her companion is in. Three
successes would narrow down the companions location to
within 1000 miles; each additional success refining that estimation by a factor of ten. This ability fails if either companion
is outside of Fate.
Additionally, either Exalt may add their Companion
rating in dice to any action which aids the other. This may
be done a number of times per story equal to the Exalts
Companion rating. If both Exalts work together on a simultaneous action, such as a coordinated attack or some form of
teamwork, both may add (their own Companion rating +1)
in dice to the action. This counts as one use of the solo dice
bonus ability for only one of the Exalts.
Finally, regardless of rating, this Background grants
both Exalts an unbreakable positive Intimacy. The Herald
may always see through his companions Resplendencies and
never suffers from the effects of Arcane Fate with regards to
his companion. Likewise, the Vizier immediately perceives
her companions Fluctuations without spending Willpower
to do so and ignores Noxs attempts to obscure her companion from Fate. If her companion knows the Charm Destiny
Adopting Humility, she may weave Ascending or Descending
Destinies for him by touching him directly rather than sending her request through the Pattern Spiders (who would be
unable to locate his Strand, anyhow).
x
You are estranged from your companion. Perhaps his Exaltation has not yet enlightened its
next host, or perhaps you are deliberately suppressing your true feelings.
No matter your differences, you and your companion are irresistibly drawn to one another.
The stars will fall from the sky before you and
your companion are separated again.
Tangled Fate
Nox hides his Chosen from the Pattern Spiders. As a
result, their strands of Fate are passed over during the spiders
maintenance of the Loom. In time, these strands become
knotted and difficult to work. This condition worsens so long
as it persists and provides the Exalt with a mix of benefits and
detriments. Primarily, each dot of this Background increases
the difficulty of any attempt to manipulate or perceive his
Fate. This includes mortal astrology, Sidereal Astrology, and
Fluctuations, including his own. Additional effects are noted
below and are cumulative.
Tangled Fate is both a help and a hindrance. The Exalts
rating may ebb and flow over time. Any event that causes the
Exalt to gain Paradox is a valid reason to raise his Tangled
Fate background to a maximum of half the Paradox gained
in the incident. Likewise, any event that causes him to lose
Paradox may be used as an excuse to lower his Tangled Fate,
to a minimum of his remain Paradox. Other events may raise
or lower this Background with Storyteller approval, and any
Strand that is not properly maintained will begin to tangle.
x
65
Your Strand is a tightly wrapped bundle, pulling in other strands around it. You may select
one being with whom you interact frequently,
whether it is an ally or an enemy. That being
is also drawn under Noxs obscuring influence.
Sidereals and beings outside of Fate are immune, as are beings who are already obscured in
this manner. However, so ill-maintained is your
Strand that you gain one additional Paradox die
whenever you gain Paradox. Beings obscured
by this effect may also gain the Tangled Fate
background.
Whispers
While Harlequins who journey to mausoleum-bodies of
the Neverborn may return with haunting susurration of the
dead Primordials as much as anyone else, more commonly
the Chosen of Nox hear the gibbering madness of their own
crippled patron. While broadly similar to the Background
described in Manual of Exalted Power, vol. IVAbyssals, there
are several important differences between the two versions of
Whispers. The Whispers of Nox should be noted as a distinct
background from the Whispers of the Neverborn, but it
provides largely the same benefits. Once per scene, the Exalt
may reflexively spend one Willpower and glean from Noxs
ramblings some useful information within Fate, which may be
applied in one of the following ways.
The Exalt may substitute his Ability for one roll with his
Whispers rating.
Mentally crippled though he is, Nox still perceives all
that occurs within Fate thanks to his connection to the Loom.
The fraction of his consciousness that remains whole is barely
enough to assist his Chosen in some small way. The Exalt may
roll (Perception + Whispers) to probe his patrons ramblings
for information relevant to his cause. The more successes,
the more detailed the results. For example, if the Exalts
asks, What sort of army will the Bull of the North attack
with? one success would reveal One thousand men, three
successes would reveal Two wings of infantry, two talons of
archers, and two scales of siege weapons and attendants, and
five successes would detail the precise nature of each units
equipment, their overall quality, and the identity of their
commander. All successes in excess of his Whispers rating
are wasted. Failure results in nothing but insane mutterings,
while a botch causes the Exalt to misapprehend those mutterings as vital clues. Seeking information outside of fate always
results in failure. As a character robbed of his own personal
agency, Nox is incapable of plotting or planning beyond his
Motivation (see p. 33) and cannot provide his Chosen with
any guidance that is not specifically request. As such, questions such as What should I do next? result only in answers
which further Noxs Motivation.
The Exalt may recognize any other Nocturnal, forbidden
god, or other beings and objects which Nox is deliberately
hiding for what they truly are.
The Exalt becomes aware of the nearest and most recent
error in Fate, which may be the result of a Suspicious Charm,
the influences of beings outside of Fate, or naturally occurring mistake in the Loom itself.
Only beings actively hidden by Nox are capable of gaining his Whispers and they may do so at any time. If a being
with these Whispers is ever outside of Fate, he temporarily
loses access the voice of Nox. Should Nox be liberated from
the Loom, this background loses its efficacy. As a unique
benefit, Nocturnal Exalted who possesses Whispers 2+ may
learn the nature of their shattered destiny if desired.
66
Nox frequently presents you with a broken, incoherent riddle, which you somehow decipher.
You might worry his madness is beginning to
rub off on you.
For the Harlequin, the Second Breath does not come
without an air of tragedy. Their Exaltation frees them from
the chains that reality had designed for them, whether those
be the slaves shackles or a gilded cage. In a sudden rush of
power, the young Harlequin finds himself thrust among the
mightiest beings in the world. But when he encounters his
peers, he begins to learn that he has exchanged one yoke for
another. A more glorious yoke, to be sure, but a yoke all the
same.
Some might say that the Harlequins were spared the
Great Curse. Secreted away before the opening shots of the
war, their Exaltations never fell prey to the blasphemous last
words of the Neverborn. But Autochthons hammer did not
fall lightly upon the Nocturnal Exaltations either. If the Harlequins were aware of the Great Curse, they might look upon
the tragic hamartia of their peers with a hint of envy. At least
the Great Curse is an expression of the Exalts desirestwisted
and exaggerated as they might be.
The Curse of Subservience exploits the same venting
mechanism as the Great Curse, but does so in a way that so
thoroughly subjugates the Exalts will that only the original
maker of the Exalted could have devised it. Since both the
Harlequins curse and the Great Curse function on similar
principles, those who suffer from the Curse of Subservience
cannot be afflicted by the Great Curse, or vice versa (if the
Great Maker ever hoped to punish the other Exalted in similar fashion).
Unlike the Great Curse, the Curse of Subservience is
not an esoteric secret. That it is not known to the Celestial
Exats as a whole is only due to the absence of the Nocturnals. The Incarnae certainly know if it, for it was designed by
their request. Once Harlequins begin interacting with other
types of Celestial Exalted, the Curse of Subservience could
be detected with sufficient study. The Maidens may choose
to inform their Chosen of Nocturnals Curse as a method
of containing the Harlequins. In either case, this revelation
would also likely provide an avenue to discover the Great
Curse hidden in other Exalts.
Gaining Subservience
Had the Nocturnals fought alongside the other Exalts during the Primordial War, they would have met the same fate
as their peers when the Primordials spoke their blasphemous final words. They would gain Limit they first time they spend
willpower to resist an unnatural mental influence in a scene and when they suppress a 3+ Virtue. Also, whenever another
being employs its Destiny background in dice to oppose the Herald, the Exalt rolls that many dice and gains one Limit per
success. When her Limit reaches 10, she suffers one of the following Limit Break effects based on the characters primary
Virtue, decided at character creation. If needed, others may be created with Storyteller approval. An uncontrolled Limit
Break grants the Herald temporary willpower equal to his primary Virtue, even if this would exceed her normal maximum.
Cage The World (Compassion): The Exalt treasures her own freedom, of course, for she has the wisdom to use
it properly. Few in this unruly world do. For one day, she spends her time using any method in her power to limit the
freedom of others in order to protect them from dangerous choices, intervening with force when necessary. Partial Control:
The Exalt is not obligated to use force or Charms, but must still advocate against any choice she perceives not being in the
other characters best interests.
Adamant Desire (Conviction): The Exalt sets her mind to a task and nothing can shake her from it. For one day,
once the Exalt has decided on a course of action, all attempts to convince her otherwise are treated as unacceptable orders.
She cares not for consequences, only expedience, and will employ violence to achieve her goals if anyone stands in way.
Partial Control: She may restrain herself long enough to debate her point with others or find some other way to avoid
violence, but will still pursue her own agenda fervently.
Infinite Discourse (Temperance): For any problem set before the Exalt many possible paths exist. How can she
decide upon just one? For one day, whenever the Herald must make a decision, she must either debate the pros and cons
of all options ad nauseum or attempt to divide her resources between multiple options. Partial Control: The Herald may
commit to a single option, so long as one other possibility was considered and rejected.
Blood Diamond (Valor): The treasures of this world are meant for those with the will and courage to claim them.
By this right, the Herald claims whatever she desires as her own. For one day, the Exalt ruthlessly pursues the acquisition
of something she desires. The object of her desire must be tangible rather than abstract. She may seek to claim the Guilds
fortune, but she could not seek simply to be wealthy; she may attempt to bed the Perfect, but not gain his affection. She
pursues this goal without concern for the morality of her actions, and is not above killing to claim her prize. Partial Control:
The Exalt does not need to resort to violence, and may scheme and plot as necessary to obtain her desire.
Every Harlequin possesses a Subservience track, similar
to the Limit or Resonance tracks of other Exalted. Points of
Subservience can be gained in several ways.
Defiance: Whenever the Harlequin spends willpower to resist
a direct order or personal request from a Celestial Exalt, he
gains one subservience, to a maximum of that Exalts Essence
per scene.
Sublimation of Virtue: Even when following orders or fulfilling requests the Harlequin is not entirely safe from Subservience. He gains one point whenever he must suppress a Virtue
rated 3+ in order to accomplish the other Celestial Exalts
goal.
Limit: The Exalt also gains Subservience in some situations
in which other Exalts would usually gain Limit. If successfully afflicted with a Charm, Artifact, Spell, or other effect
which would cause an Exalt to gain Limit, the Harlequin gains
Subservience instead. Additionally, the first time each scene
he spends willpower to resist an unnatural mental influence
raises his Subservience by oneunles the first unnatural mental influence would also cause her to gain Subservience for
Defiance. In such situations she gains only one Subservience,
rather than two.
Losing Subservience
However, the Harlequins have one advantage that their
Exalted peers do not. They have several ways of reducing their
Subservience.
Deference: Whenever the Harlequin obeys a direct
order or fulfils a personal request issued by a Celestial Exalt,
he lowers his Subservience by one when he accomplishes the
task. He can only lose one Subservience once a scene per
Celestial Exalt. However, long term tasks also allow him to
continuously lower his Subservience. Such tasks allow the
Harlequin to lower his Subservience by one whenever he
completes a major facet of the task, similar to the manner
Effects of Subservience
Through this curse, the Harlequins are bound to their
fellow Celestial Exalted in servitude. This extends to all
Celestial Exalts, save the Nocturnal Exalted themselves, of
course, and their individual companions; even the corrupted
Exaltations of the deathknights and the Green Sun Princes
may inflict this curse upon the Harlequins. The curse begins
simply enough, first eroding the Harlequins ability to resist
the mental influences of their superiors. In time, however,
they simply cannot refuse any longer. The effects of the curse
vary in severity depending upon the amount of Subservience
accumulated. Such effects a cumulatively, but in the case of
MDV penalties, only the greatest applies.
Points of
Subservience
Effects
0-2
No effect.
3-4
67
5-7
8-9
The Exalts MDV suffers a [Celestials Essence] penalty; such social attacks cannot
be dodged.
10
The next appropriate social attack cannot be parried, and negates perfect social
defenses as though it exploited a Charms
Flaw or Imperfection of Invulnerability,
even if the Charm does not normally possess such weaknesses. The Nocturnal cannot spend willpower to resist the order or
request. Additionally, upon completing
this task, his Subservience immediately is
set to zero.
Paradox
Creation does not take kindly to the constant tampering
of the Heralds and Harlequins. Such interference attracts the
ire of the Maidens and the pattern spiders alike. Were it not
for the obscuring influence of Nox himself, the Nocturnal Exalted would quickly find themselves at the mercy of the Fates
caretakers. Thank the Maidens, then, for the small favor of
imprisoning Nox in the Loom and offering the Chosen of
Possibilities greater opportunities to avoid punishment from
the likes of the Maidens and their servants.
The degree of distress the Exalt causes those who work
the Loom of Fate is measured in points of Paradox. The Nocturnal may gain Paradox in several ways and it is marked in in the most extreme cases will a Maiden personally pursue a
one of two tracks. First is Temporary Paradox, which denotes Nocturnal Exalt.
the amount of Paradox that Nox can personally hide from The Maidens Revenge
the attention of others. The Exalt can reduce his Temporary
Paradox by having Nox excise his troublesome Strand of Fate 1-2 Mercury: Grasping tightly to the offending Strand of
completely from the Loom and untangles it. This is often an
Fate while she can, Mercury quickly weaves a disasunpleasant experience for the Exalt, but not nearly as bad as
trous journey into the Exalts future. He might be
the alternatives
lost at sea with all his possessions sent to the depths,
Should the Exalt allow his Temporary Paradox to reach
or his most potent foe will pursue him wherever he
10, all additional Paradox cycles into Permanent Paradox.
hides. This destiny haunts the Exalt until it comes
So long as the Exalt remains outside of the authority of the
to fruition, even if he appears to have escaped it, for
Bureau of Destiny, he is incapable of removing Permanent
one month. If he earns Mercurys ire again while still
Paradox. If he submits to the Bureau, they might teach him
under the influence of one of her previous curses,
methods of dissipating Permanent Paradox, such as Wrapped
she may instead instantly teleport the offending
Fly or Wrapped Diamond rituals (Manual of Exalted Power,
Nocturnal to anywhere within Fate, including imvol. IIISidereals, p. 209-210). However, Permanent Paradox
mediately before her.
gained from Charms and Paradox artifacts cannot be removed
3-4 Venus: The Maiden of Serenity ensures there is no
without losing the source of the Paradox itself.
rest for the mischievous soul who ruins her vision of
Once the Exalts Permanent Paradox reaches 10, he sufFate. The Exalt is haunted by nightmares that impose
fers the effects of the Pattern Bite (Manual of Exalted Power,
a -1 External Penalty on all attempts to regain Willvol. IIISidereals, p. 209) or worse. Unlike the Viziers, the
power from sleep for the next month. For this time,
Nocturnal Exalted do not tamper with Fate with the permisno being within Fate may gain a positive Intimacy
sion of the Maidens who guard it. Nocturnals who reach
toward the Exalt unless forced to do so by Charms
Permanent Paradox 10 may find that one of the Maidens has
or other magic. Beings within Fate only require one
declared a personal vendetta against him. In either case, the
scene to gain a negative Intimacy toward the Exalt.
Exalts Permanent Paradox drops to zero, plus any remaining
If the Exalt draws Venus attention again while
from Charms and Artifacts. The Storyteller then rolls one die
under her influences, she may convert all positive
to determine the outcome, either from the Pattern Bite or for
Intimacies toward the Exalt into negative Intimacies.
the justice of the Maidens. In the case of the Maidens, if the
Only inviolable Intimacies such as those preserved
Exalt reaches Permanent Paradox 10 while under the influence
by Righteous Lion Defense or the Exalts connection
of a Maidens curse and attracts that same Maidens attention,
to his companion remain unmarred.
that Maiden may either extend her curse for another month,
perform a different curse as described, or dispatch one of her
most loyal Chosen to hunt down the troublesome Exalt. Only
68
5-6
7-8
With diligence and luck, the Harlequin will never have
to feel the vengeful touch of the Pattern Spiders or Maidens.
For younger Chosen, Nox dissipates Temporary Paradox on
his ownthough whether this is simply an automatic response
to errors in the Loom only he can see or deliberate caring for
his new Chosen is hard to tell. The Exalt may also request
such attention from Nox at any time, if she desires to purge
herself of accumulated Paradox, by performing one of ten
known rituals.
Nox automatically causes one of these rituals to affect
his Chosen at random whenever her (Temporary Paradox
+ Whispers) is greater than her (Permanent Willpower +
Essence). The Nocturnal may voluntarily engage in one of
these rituals by rolling Essence with a difficulty of the amount
of Temporary Paradox the ritual dissipates, if she meets the
minimum requirements. Alongside the name of each of these
rituals is listed the minimum Whispers and Essence required
for each, as well as the Paradox the ritual alleviates. The Exalt
must possess at least as much Temporary Paradox as he hopes
to dissipate. These ten rituals are the ones Nox applies to his
Chosen, without regard to minimum requirements, and are
innately known to all Nocturnals. The Chosen of Possibilities
may invent new rituals as though they were favored Charms,
with the same training times and experience costs. They may
teach any known ritual for which she meets all the minimum
requirements to another Nocturnal, or to her Companion,
who learns them as though there were non-favored Sidereal
Charms, and who replaces the Whispers requirement with an
equivalent Companion background. Without a Temporary
Paradox track, however, the Viziers have little use for such
rituals at the moment.
Only one ritual may be attempted per day. All such rituals last twenty-five hours and once begun cannot be ended
until that duration expires. For this time, the supplicant is
considered completely outside of Fate while the Bound God
mechanically untangles a bit of the Exalts strand. Freed
completely from the Looms guiding influence, the Exalt
experiences this process as particular errors in how cause and
effect play out, how her history appears to have played out, or
in the flickering existence of certain important aspects of her
life which are no longer backed up by the Looms definition
of reality. These rituals tend of have a mix of positive and
negative effects on the Exalt.
Courtesans Backward Glances (Whispers 0, Essence 2,
Paradox 1): This ritual produces many minor cosmetic errors
in causality. Mud on the Harlequins garments might fall away
without leaving a mark or dry immediate as though it were
there for days. Cuts and other wounds close smoothly behind
the offending weapon as though it never touched herany
damage inflicted, remains, however. While it provides no
consistent mechanical benefit for the Exalt, it does allow for
some stunting opportunity as her player describes how these
cosmetic effects take shape in her everyday life. On the downside, anyone who witnesses such errors instantly recognizes
the Exalt as a supernatural being.
Skipping Authors Amnesia (Whispers 1, Essence 2, Paradox 2): This ritual severs ties between the Exalt and her past.
Once it takes hold she forgets all that occurred before the
ritual until its conclusion. Additionally at the beginning of
each new scene for the duration of the ritual, she forgets what
has occurred earlier that day. While this leads to some very
confused moments for the Exalt, it also makes all attempts
to force her to reveal forgotten information into impossible
69
orders (Exalted, p. 180), and causes all attempts for the Exalt
to recall such information to automatically fail.
Lost Loves Forgotten (Whispers 1, Essence 3, Paradox 2):
This ritual is the inverse of the Skipping Authors Amnesia.
For its duration the world forgets the Exalt. Unless rendered
inviolable by another effect, any Intimacy toward the Exalt
possessed by another being within Fate is removed. Any
records of Exalt and her deeds within Fate are also unable
to be tied back to her for the duration. This can easily obscure wanted posters and the like, but also removes her from
employee rosters, dinner reservations, and other records she
might wish to remain on.
Bartering Beyond Reality (Whispers 2, Essence 2, Paradox 2): The Exalt temporarily sacrifices a treasured artifact
when performing this ritual. The artifact ceases to be for
the duration. In exchange the Exalt receives a common, but
random, artifact, chosen by the Storyteller, that is rated one
dot less than the sacrificed artifact. The received artifact is
not guaranteed to be immediately useful to the Exalts current situation, but a savvy Nocturnal knows how to make the
most of a bad situation. One-dot artifacts sacrificed in this
way are traded for mundane items costing Resources 2-3. At
the end of the ritual the acquired item transforms back into
the Exalts original artifact. If any damage befell the acquired
item, the artifact returns in a similar state of disrepair.
Crimes of the Natural Philosopher (Whispers 3, Essence 3,
Paradox 3): The Loom of Fate maintains many of Creations
most fundamental laws. Freed from such constraints, the
Exalt who performs this ritual becomes an outlaw of physics.
One of the following physical properties of Creation fail when
the Exalt attempts to interact with them. Friction: the Exalt
treats all surfaces as smooth ice (Exalted, p. 155), and suffers
a +3 difficulty on all actions to maintain her grip, including
clinches and disarm attempts. She also adds 3 automatic successes to any attempt to escape or avoid a clinch and adds
3 to her Dexterity for the purposes of determining movement speed. Gravity: The Exalt becomes exceptionally light,
allowing her to ignore falling damage and to move without
applying any weight to the objects on which she stands. She
also suffers a +3 difficulty to resist knockback and adds three
yards to how far she is thrust. Additionally, everything else
seems exceptionally heavy to the Exalt. She adds +2 to weapons minimum strength, doubles the (Strength + Athletics)
required to lift or throw and object and doubles the mobility
and fatigue penalties of any armor she wears. Elemental: The
essence binding objects together falter around the Exalt. The
Storyteller chooses two Element from Creation, Autochthonia, or elsewhere. For the duration, the Exalt treats one of the
chosen elements as the other, as the Storyteller decides. Fire
may feel as hard as stone. She may swim up trees as though
they were water (though in this case, if she wears clothing
made of natural fibers, she would find them as substantial as
clothing made of water as well). Licking a stone might quench
her thirst, and she might burn water like kindling. Air, though
it may be made as thick as water, always remains breathable
and may never be made impermeable or lethal like fire. Other
Effects: The Storyteller may assign other creative effects from
this ritual as desired.
Over Before It Begins (Whispers 4, Essence 2, Paradox
3): The Exalt who performs this ritual fights all his battles in
hindsight. Whenever she engages in Join Debate, she immediately loses two willpower. When she engages in Join Battle,
she immediately suffers two levels of unsoakable lethal damage. Whenever she engages in Join War, any unit she leads
immediately loses on Magnitude. However, having already
suffered these effects, she does not suffer them in their proper
70
time. Whenever she desires during the scene, she may cancel
up to two points of willpower expenditure to resist a mental
influence, up to two of levels of damage as that gained by this
effect, or one effect that would cause her unit to lose further
Magnitude. Once she has evoked these benefits she may not
do so again until she engages in Join Battle, Debate or War
again and incurs these penalties anew. If she does not make
use of them this scene, she may store them up for later scenes
but these advantages are lost if not used before the ritual ends.
Surgeons Delicate Blade (Whispers 5, Essence 2, Paradox
4): When the Exalt performs this ritual, the ill-handled blade
undoes all its wielders hard work. For every non-success rolled
in Step 10, the target of her attacks heals one level of damage,
to a maximum of the targets Essence. This also applies in
the Exalts benefit to any attack directed at the Exalt unless
her attacker is immune to Shaping. Either the Exalt or her
attacker may sacrifice any number of Post-soak damage dice to
mitigate this potential situation.
Absent Hero Sabbatical (Whispers 5, Essence 3, Paradox
4): For the duration of this ritual the Exalt completely ceases
to be. She is utterly removed from existence for a full day,
unable to act or be acted upon by any force. At the end of the
ritual, she returns to reality at the point she left as though no
time at all had passed.
Turning Back the Makers Hand (Whispers 5, Essence 4,
Paradox 5): Anything that can be done can be undone by the
Exalt who practices this ritual. Any object she spends more
than an action handling converts back to its base components. A sword breaks down into pommel and blade. The
blade converts from steel to iron and from iron into raw ore.
Her clothing becomes spools of thread, and thread becomes
bundles of raw wool, silkworm cocoons, or other materials.
Only items to which a being is attuned remains unchanged
by her touch, as are those objects which are require a feat of
strength to break greater than ([Strength + Athletics] x 5) or
are otherwise immune to Shaping effects. In all other cases,
this effect is mandatory.
Cosmic Sailor Explorations (Whispers 5, Essence 5,
Paradox 5): To the outside observer, this ritual is identical to
Absent Hero Sabbatical. The Exalt disappears from Creation
completely and Nox sets the Exalt aside in a world generated from his own broken memories while he tends to her
tangled fate. This allows the Exalt to explore a randomly
chosen Manvantara simulation for twenty-five hours. The
Exalt who elects to perform this ritual personally may only
choose the Manvantara she visits if she possesses a scroll from
Trapped within the Loom of Fate, Nox has not
accessed the Kalpa in many thousands of years. He therefore is limited in the number and types of Manvantaras
he may recreate for his Chosen. He produces only those
Manvantaras which contain a Loom of Fate, and all his
Manvantaras are woefully out of date. The Nocturnal
arrives in that Manvantara on the eve of the Primordial
War or the equivalent time period. Even bound, Nox
will update his repertoire of Manvantaras if Nocturnal
performs Cosmic Sailor Exploration while possessing an
up-to-date scroll from the Toponomastic Archives. This
allows him to offer that world to other Nocturnals for
further exploration in the future, though his knowledge
of that Manvantara will not advance beyond what information was originally provided to him unless supplied by
a Nocturnal.
13
47
810
11+
Castes
Just as their starry-eyed cousins possess five Castes, the
Harlequins are also divided into five Castes of their own.
Each has its own role and purpose to fulfill. All Exalted are
first and foremost warriorsweapons designed to slay the
architects of the world. But not all necessarily pursue this
purpose in the most literal sense. Nox designed his Chosen
to serve a function similar to his own: to announce the will of
his superiors. So the Heralds took up the cause of the Exalted
host and spread it across all Creation through diplomacy and
the sword.
But what role will the orphaned Harlequins fill in this
fallen Age? Only time will tell.
Anima Effects
In addition to an anima power unique to each Caste,
all Nocturnal Exalted possess a few common anima abilities.
These may be activated by spending a single mote.
The Exalt may cause her Caste mark to appear as a dark etching on her brow and have dramatic shadows fall upon her as
though she spent 4-7 motes of peripheral essence.
The Exalt may surround herself in an indigo halo, as though
she spent 8-10 motes of peripheral essence. This allows her to
see as well in darkness as she would in full sunlight.
If the Exalt is in a region within Fate, she may detect the presence of things outside of Fate within (Essence x 100) yards;
If she is a region outside of Fate, she detects the presence of
things within Fate instead. While the Exalt will know that
such a thing is nearby, he does not learn its precise location.
The Exalt may reveal a current Fluctuation to any and all beings she wishes.
71
Nova Caste
Very rarely something truly new happens, something unprecedented in all
of history. The night sky announces such rare occurrences with a brilliant display
called a nova. The nova erupts brilliantly from the collapsed potential of the
event, flaring vividly for weeks until it fades into a star. The nova burns with
the total intensity of the stars future life, allowing sage astrologers a chance to
gauge the destined greatness of this wondrous novelty. A similar event occurs
after a concept has been utterly removed from the purview of Creation, as it star
goes through its brilliant death throws. Immediately following the Three-Spheres
Cataclysm, the nights burned with a fierce white light that rivaled the brilliance
of the Unconquered Sun.
Those Exalted to the Nova Caste, the vanguards, are truest to the name
Herald. It is their duty to escort and announce. Wherever they go, greatness follows and new truths are revealed. In a military capacity, they excel at delivering
orders and ensuring maneuvers are executed properly. While they are no strangers to personal combat, theyre better known for their military prowess. When
a vanguard determines a new power will rise, he preserves morale and fitness of
that power until it has ascended to its proper place. Bolstered by the vanguards
power, his charge can only be toppled from within. In order to preserve their
responsibilities against such internal threats, the vanguards have the power to root
out all manner of deception and subterfuge. Their shaping talents specialize in
conjuring the new and dismissing the old.
A visionary goal drives members of the Nova Caste. They have some great
task they seek to fulfill, though not for their own benefit. Vanguards possess all
the hallmarks of great leaders, yet they rarely have the desire to truly rule. For
them, leadership is but a means to an end, not an end in itself. The vanguard
seeks to ensure his vision is fulfilled, whether it is to guide a small nations ascent
into imperial dominion or make a revolutionary discovery in some field of study;
it makes no difference to him whether he or someone else actually accomplishes
this task.
Anima Banner: The Novas caste mark is a solid diamond of darkest indigo
inside the outline of a larger diamond, with the corners of either connected by
thin bars. His anima erupts with a blinding flash of white light, followed by ever
expanding rings, waves, and arcs of brilliantly colored essence.
Anima Effect: The Nova Caste reveals new possibilities, including the possibility
of betrayal. The vanguard may spend 5 motes and 1 Temporary Willpower to
flare his anima out to (Essence x 5) yards. Within this radius, all mundane attempts at Stealth, Larceny, and deception fail, as the culprit is illuminated in by
a white halo. Objects deliberately hidden or sabotaged through mundane means
are similarily outlined. Any expenditure of essence (or application of a Permanent
Charm) trumps this detection. This power activates automatically over (Essence)
yards once the Exalt has spent 11+ motes of Peripheral Essence, expanding by an
additional (Essence) yards every Action, to a maximum of (Essence x 5) yards.
Caste Attributes and Domains: Creation does not always welcome change. In
order to bring about something new, the vanguards must be forceful in all aspects
of their life. They are naturally adept at Strength, Charisma, and Perception. In
their Fluctuations, they can create alliances as easily as they conjure a sword or
dismiss old hatred as readily as a thought. Their Caste Domains are the Stone,
the Silk, and the Clay.
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The Troubadours
The Curse of Subservience often means the
troubadour must sacrifice his own dreams to reveal
the glory of another. At the behest of Celestial patrons, troubadours focus their driving passion into
art. They create symphonies to honor the triumphs
of the Exalted. They sculpt beautiful memorials so
that the populace will never forget the nobility of
their lords. They regale their benefactors with epic
poetry recounting their heroic deeds. They are sent
from court to court, to entertain the entourage of the
Lawgivers, to let others marvel at something theyve
never seen before.
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Comet Caste
74
The Gladiators
The Curse of Subservience means many gladiators
fight not for their own cause but at the whim of others.
When commanded they fight and kill to satisfy the bloodlust of spectators or to line the treasuries of their masters.
The greatest gladiators are highly prized commodities, to
be bought and traded at the pleasure of their managers.
Gladiators rarely make lasting friendships. Not because
they do not seek companions, but because they know
that someday they may be forced to face that friends on
the sands of the arena.
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Aurora Caste
The living essence of Creation courses through the air, to be inhaled and
exhaled by all living things. High in the Firmament it pools and flows in
luminescent rivers, which ripple and twist their way toward the Elemental
Poles where they are drawn down to Creation once more. At night, the
regions of Creation nearest the Poles are treated to a vivid display of flowing essence projected onto the sky. The aurora, as these manifestations
are collectively known, is where the terrestrial mingles with the celestial.
Myriad colors illuminate the night near the Poles, always dominated by
the color of the Pole itself and the viridian glow of living essence.
As the auroras bridge the heavens and the earth, so too do the Ambassadors form a crucial link between the mighty Celestial Exalted and the
people they rule. Beautiful, charming, and graceful, the ambassadors are
a welcomed addition to almost any social setting. Though predominately
focused on assisting the Crowned Suns in their negotiations, the ambassadors also excel at being secret weapons in the event that diplomacy fails.
Their shaping abilities allow them to be adept social engineers. They forge
social bonds, create pleasant environments, and model social experiments
with detailed accuracy. Such talents are often used to tantalize prospective
allies. The allure of the ambassadors is legendary, and those who linger
in her presence come to desire her and seek her favor, as far as they are
capable of such passion.
The gift of the Nocturnal Exaltation comes to ambassadors as they
dream of a glamorous life of wealth and fame, though not necessarily
for themselves. While some seek personal fame and fortune and a life of
luxury, others seek to reshape their society, to topple oppressive regimes
or abolish economic depressions. Though the ambassadors first solution
tends to be peaceful, she is perfectly capable of fighting for her cause. She
is a master of words and of swords.
Anima Banner: The ambassadors caste mark is an indigo diamond with
its lower half filled; three short bars rise from its top, left and right corners. Her anima blinds with curtains of multi-colored essence, dominated
by green, which later form great dancing ribbons and loops of light.
Anima Effect: Everything about the ambassador is beguiling: her words,
her movements, her beauty. For 5 motes and 1 Temporary Willpower, the
ambassador may flare her anima out to (Essence x 5) yards. All within
this radius subtract their own Compassion from their Mental DVs when
opposing the ambassador, her Motivation, or any of her Intimacies, even
if the social attack does not originate from the ambassador herself. This
power activates automatically over (Essence) yards once the Exalt has
spent 11+ motes of Peripheral Essence, expanding by an additional (Essence) yards every Action, to a maximum of (Essence x 5) yards.
Caste Attributes and Domains: Through her charm and will, societies
bend to the ambassador. She is naturally skilled at Dexterity, Charisma,
and Appearance. Her Fluctuations focus on molding societies and perfecting their environment. Her Caste Domains are the Chisel, the Silk,
and the Cloak.
Associations: The Maiden of Serenity, the element water, the gibbous
moon, the season of summer, the color green
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The Concubines
The concubines are a great treasure. Their beauty
adorns the courts of the Mighty. Their grace can inspire
the lusts of all but the most stoic observers. The Curse of
Subservience often encourages the concubines to satisfy
the carnal desires of those they serve. Such sexual dalliances are not unheard of among the Celestial Exalted,
and only rarely is the experience unpleasant for the
concubine. Far more frustrating are the frequent periods
during which the concubine is expected to be seen and
not heard. When the concubine is treated as a mere ornament, she must either reluctantly accept her position or
learn more subtle ways to manipulate her surroundings.
Luckily, such skills are common among the concubines.
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Empyrean Caste
When the stars go out during Calibration, only the stark empyrean field
remains. The Empyrean Expanse is the foundation of the Firmament itself, the solid barrier that separates Creation from the vastness of Chaos.
As the stars delineate the predetermined pathways of Fate, the empyrean
field serves as the foundation of possibilitiesinfinite, but not unlimited.
Out of this blank slate, anything that is possible can emerge and nothing
that is not. In this way, the Firmament protects Creation from both the
chaotic realm of impossibilities beyond it and the rigid definition of Fate
within it.
Aligned with the foundation of the Firmament rather than anything that adorns it, the members of the Empyrean Caste are closest to
the mind of Nox. They serve as his priests, though they are quite unlike
the priests of other Incarnae. His priests are more cunning businessmen
than shining paragons. The Barristers, as they are also known, seek to
maintain order without hindering freedom. Their task verges on contradiction, and they rely on being quick and clever, knowing how to shift
sentiments for individual circumstances, and consider the outcome of
every decision fully before implementing it. They are wandering enforcers, rarely staying in any place for long to prevent their own will from
becoming the law of the land.
The barristers have a chaotic streak in their personality. Many are
out-right anarachists. Those who join the Empyrean Caste dream of leaving behind their current circumstances in the world. They worry about
the destination only so much as to ensure it is an actual change rather
than simply more of the same. Where they go, they undermine the status
quo and break down barriers only to erect replacements in their wake.
They see the potential folly in a society before it has a chance to manifest
and subtly nudge others onto better paths.
Anima Banner: The caste mark of the barristers is an outline of an indigo diamond containing three vertical bars, a horizontal bar connecting
them, and a small hollow diamond in its lower corner. Their anima is
pitch black at first, but as eye adjusts to it, it is seen to be a field of darkest
indigo, occasionally adorned with the faintest hints of a field of stars or
strange distortions. By spending 5 motes and 1 Temporary Willpower,
the barrister casts his anima on an area with a radius of (Essence x 5)
yards. Within this darkened field, vision is penalized as though it were
a moonless night (Exalted, p. 135), and all Nocturnal Charms with the
Calibration-OK keyword may be activated as though it were Calibration.
This power activates automatically over (Essence) yards once the Exalt
has spent 11+ motes of Peripheral Essence, expanding by an additional
(Essence) yards every Action, to a maximum of (Essence x 5) yards.
Caste Attributes and Domains: The barristers are tireless in their pursuits, subtle in their method of swaying society to their way of thinking,
and quick to think of new courses of action. Their Caste Attributes are
Stamina, Manipulation, and Wits. With their Fluctuations, they reveal
the foolishness of others, exposing the consequences of their action
before they have a chance to become reality as well as maneuvering social
78
norms more to his liking. Their Caste Domains are the Statue,
the Needle, and the Tablet.
Associations: The Maiden of Journeys, the element earth, the
new moon, Calibration, the color black
Sobriquets: Barristers, Jesters, the Ebony Bells
Concepts: mad prophet, the man behind the curtain, wandering magistrate, conniving merchant, political pamphleteer,
renegade officer of the law
The Jesters
The jesters cut to the heart of any social setting.
They find flaws and hold them up for public derision.
The Curse of Subservience has made them useful tools
of state, focusing their skill on undermining the social
standing of their masters political enemies. The jester
has only one prayer and it is answered in abundance:
Gods, make my enemies ridiculous. A wise jester rarely
makes a joke at his masters experience, but a brilliant
one knows how to do so and get away with it.
There is a fine line between the sublime and the absurd; I will walk it as
far as it will take me.
Chapter Four Traits
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Nebula Caste
Scattered throughout the night sky are small pockets of diffuse, oddly
tinted light. Lacking the definition of stars, these nebulas present spots
where Fate refuses to settle. In time, they may collapse into novas, or a
dying star might leave a nebula behind as it falls from the Firmament. Always mysterious, the presence of a nebula within or near a constellation
disrupts the calculations of astrologers. The Chosen of Destiny disagree
as to whether the nebulas represent an error in Fate or are a necessary
step in the process of congealing Fate from chaos; for the Chosen of
Possibilities, it matters not. The nebulas confound those who seek to
divine the future, and that is enough for them.
The Sophists, as the Nebula Caste came to be called, are designed
to work closest with their Sidereal cousins. While the Oracles shield the
minds of their allies, the sophists take their counter-espionage duties
further still, reaching into the minds of their enemies to discover what
they have learned and to prevent them from forging memories. The
sophists excel at being spies themselves and are masters of subterfuge,
deception, and misdirection. They move through unfamiliar and hostile
regions, bending laws and regulations out of their path, faking whatever
documentation might be needed, and creating false memories in the
minds of those they meet.
Those with a love of mystery become members of the Nebula
Caste. Most often they have a secret they wish to protect or one they
wish to discover. Perhaps it is some embarrassing or threatening piece
of information that may have already been discovered by someone else.
Their Exaltation gives the power to retrieve that secret and keep it hidden. Or at least so confound the world that it cannot discern the truth
of the matter. This is the primary difference between the sophists and
Jupiters oracles. While the oracles seek to gather secrets and use them
when appropriate, the sophists exist to obscure. While the oracles are
masters of extortion and blackmail, the sophists know that people are
more easily manipulated when their own imaginations are left to fill in
the mystery. Secrets are a powerful weapon, but the unknown threat is a
terrifying tool.
Anima Banner: The sophists Caste Mark is a solid indigo diamond, save
for a diamond-shaped hole in its center. Their anima billows up from the
ground around them into tall columns of dense, colored smoke. Typically these are a dull red, but orange and pinks are also common. As the
anima grows, it darkens until it is nearly black with only fringes of color.
Anima Effect: The sophist distracts and fogs the mind. By spending 5
motes and 1 Temporary Willpower, the sophist causes his anima to rise
up around him within a radius of (Essence x 5) yards. Within the pillars
of his essence, his enemies suffer a -1 External Penalty on all actions
involving their Mental Attributes. This penalty increases by one for each
action the opponent remains within the anima banner, to a maximum of
the Nebulas (Essence +1), and decreases by one for each action the opponent remains outside of the anima.This power activates automatically
over (Essence) yards once the Exalt has spent 11+ motes of Peripheral
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The Charlatans
The charlatans perform petty tricks for the amusement of the court. They guess secrets from the crowd,
stage shows of chicanery and distractions, discern a
persons history from the lines on a palm. They are magicians, adept at sleight-of-hand trickery, and when their
masters allow, perhaps even true sorcery. Which miracles
are true and which are lies is all part of the mystique of
the charlatans.
Dont ask questions if youre not willing to have me change the answers.
Chapter Four Traits
81
Singularity Caste
Inherent within the design of the Nocturnal Exalted is the possibility for the existence of a sixth Caste. This Singularity Caste is not native to the basic Exalted Manvantara, but does exist in others. In some, it replaces one of the other five
Castes, usually one which shares a Caste Attribute with it. Elsewhere it exists alongside them. In all, the Singularities are
known for their enduring beauty and wisdom. They have a captivating presence and educate others with ease. When they
warp reality, they conjure lost kingdoms and future societies, adjusting the history and predictions of both to prove her
point.
Caste Attributes: Stamina, Appearance, Intelligence
Caste Domains: The Statute, The Cloak, The Stylus
Anima Banner: The Singularitys caste mark is a small solid indigo diamond within the outline of a larger one. A
dark line protrudes from the top and bottom of the outer diamond. At the 11+ mote level her anima forms a sphere of
absolute darkness (Essence) yards in radius, much like the Empyreans anima However, this sphere never expands. Instead,
a vortex of white and violet essence swirls around the black heart of the Singularitys anima banner. A jet of violet and
indigo essence shoots skyward as well.
Anima Effect: The Singularity demands the company of all who approach her so that they might learn what she has
to teach them. By spending 5 motes and 1 Temporary Willpower, she spreads her anima banner over (Essence x 5) yards.
Whenever a being within this radius attempts to move away from the Singularity he must engage in a contested roll as
though prevented by a Blockade Movement Action, for which the Singularity does not roll but applies (Essence) successes
automatically. The Exalt may selectively render any number of allies immune to this effect. Additionally, if she flares her
anima at the beginning of a Dramatic Action to train another being, she doubles the effective time spent educating her
studentthis effect is not compatible with other effects which speeds Training times. These powers activate automatically
over (Essence) yards once the Exalt has spent 11+ motes of Peripheral Essence, and expands by (Essence) yards each Action
to a maximum radius of (Essence x 5) yards.
Limitless Cosmos Expansion: The Exalt adds two additional automatic successes to the contested roll to prevent
other beings from moving away and she halves the cost of her Training Charms while her anima is flared.
Sobriquets: Philosophers, Nurses, the Violet Chior
Concepts: traveling showman, a Dynasts au pair, boarding school headmaster, counter-historian, hero with a thousand faces.
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Chapter Five
Charms
R
equirements
The Charms of the Heralds and Harlequins are derived
Limits
The Harlequin pushes herself to express her full potential, allowing her to achieve great bursts of power. However,
overcoming her natural limits is a taxing process. No combination of Nocturnal Charms may add more dice to a roll
than the Exalts current Temporary Willpower. However, if
the character adds more dice than her rating in the relevant
Attribute, she must also spend one Temporary Willpower.
This expenditure comes after determining her maximum
number of dice. For example, if a Harlequin with eight Temporary Willpower and Strength 4 decides to add four dice to
a Strength-based action with her First Strength Excellency,
she pays only four motes. However, if she wished to add the
maximum eight dice allowed to her, she would need to spend
eight motes and one Temporary Willpower in total, reducing her maximum number of dice to seven for any following
actions. If a Charm adds dice for a duration longer than an
Instant, the Nocturnal need only pay the willpower surcharge
on the initial activation of the Charm.
Static values are subject to the same limitation, and are
increased at the same rate as they are for Solars (Exalted, p.
185).
Combos
Like other Exalts, the Nocturnals use Combos to augment the power of individual Charms or to maintain both defense and offensive options during combat. While Nocturnal
Charms are still limited by the Charms Type when it comes
to building a Combo, a Nocturnal is free to mix and match
Charms from various Attributes.
83
Charm Conflict
When two Charms conflict, the Nocturnal rolls (Attribute + Essence) if the relevant Ability is unclear. Otherwise,
they resolve such conflicts with a standard (Attribute + Ability) contest.
N
ew Keywords
Calibration-(OK): The Nocturnals are the Chosen of the
84
General Charms
A second purchase of this Charm at Essence 5+ allows
the Harlequin to reflexively spend four motes to regain one
Willpower whenever a reroll granted by her Third (Attribute)
Excellency results in more successes for herself or her allies, or
fewer successes for her foes, than the original roll.
STRENGTH
85
2-3:
4-5:
6-7:
8-9:
10:
Shields to Rust
86
2-3:
4-5:
6-7:
8-9:
10:
Many Nocturnal Charms require Any (Attribute)
Charm as their prerequisite. Also, several introductory Charms are Merged with other Attributes, such
as Thousand-Faceted Mercenary Armaments. Being
Merged, the Exalted can acquire this Charm as either a
Strength Charm or a Stamina Charm. However for the
purposes of satisfying the prerequisites of other Charms,
it counts only for the Attribute it was purchased through,
not both. Therefore, if the Exalt purchased this Charm as
a Strength Charm, he must acquire a different Stamina
Charm to satisfy the Any Stamina Charm requirement.
A Cut In Time
87
88
At Essence 5+, this Charm allows the Nocturnal to
spend an additional two motes to inflict an Illusion effect on
the victim and all who witness the attack. The Illusion imposes the false history the Nocturnal concocted to justify the
injury upon the memories of those affected. The target suffers
this automatically, but may resist by spending willpower equal
to the damage inflicted by the attack, to a maximum of 5. Witnesses whose Mental Dodge DV is less than the Nocturnals
([Strength or Stone Domain] + current temporary willpower)
also gain this Illusion but may resist by immediately spending two willpower. If they do not spend this willpower immediately, the victim cannot do so later until contradictory
evidence is presented.
Imitations of Strength
2-3:
The attack becomes Piercing or subtracts an additional -2 from the targets armor if already Piercing,
to the usual minimum.
4-5:
6-7:
8-9:
10:
The target takes the Nocturnals Essence in unsoakable levels of lethal damage rather than the usual
dice of damage.
89
further. If the attack is successful or if it is dodged, it is resolved as normal then carries on to the next potential target
along a straight line. This continues until the attack is parried
or it reaches its maximum range, whichever occurs first. Such
attacks automatically smash through any objects which the
Exalt possesses the necessary (Strength + Athletics) to break as
a Feat of Strength.
90
Fitness Charms
91
92
The strands of fate twist and coil around the overwhelming might of the Harlequin. This Charm upgrades its
prerequisite. Each mote spent lowers the doubling threshold
of the Nocturnals dice by one. For example, one mote spent
on this Charm makes all 9s count as two successes in addition
to 10s and three motes make all successes count twice. The
Nocturnal gains one die of Paradox each Action. Even though
this Charm affects the Nocturnal personally, if she fights beings within Fate it still is considered Suspicious.
Merged: Broken Destiny Majestic (Charisma, prerequisite: Entrancing Aurora Novelty; Intelligence, prerequisite:
Ingenious Singularity Advancement)
Movement Charms
maximum distance allowed for close combat attacks would be Cost: 4m; Mins: Strength 5, Essence 3;
greater than that for his ranged attack, the Exalt may default Type: Simple
to the longer distance for his ranged attacks.
Keywords: Touch, Shaping, Stackable
Duration: Indefinite
Battlefield Leaping Maneuvers
Prerequisite Charms: Wilderness Vaulting Journey
Cost: 8m, 1wp; Mins: Strength 4, Essence 2;
Harlequins keep their friends close. Even when Mercury
Type: Reflexive
or Mars drive them apart, the Nocturnal knows of some posKeywords: Combo-OK, Obvious, Shaping, War
sible world where Venus held sway over their destiny and
Duration: Instant
kept them close. Breaking through the isolation of reality,
Prerequisite Charms: Arena Hopping Advance
the Nocturnal reaches across time and space transport his
As masters of war games and training exercises, the ally to himself. When activating this Charm, the Nocturnal
Heralds knew how to quickly place troops on a battlefield and touches a willing partner and commits four motes. For the
untangle units from conflict before they harmed themselves duration of this Charm, the Nocturnal may use Wilderness
too greatly. While attached to a unit, the Nocturnal may use Vaulting Journey to draw that person to himself. Effectively,
this Charm to augment its Move or Dash action and multiply the ally obeys all the rules associated with Wilderness Vaulting
the units movement distance by his own Essence. Travel Journey and her player makes all the necessary rolls to arrive
supplemented with this Charm is instantaneous, as the unit at her destination. The distance she travels counts toward the
flashes brilliantly and streaks across the battlefield as streams total distance that Wilderness Vaulting Journey may cover in
of essence the same color as the Exalts anima. These stream- a single day. The Nocturnal may use this Charm on up to
ers of essence move along the same path as the unit naturally (Essence) individuals simultaneously and must reapply to any
would and is slowed and blocked by obstacles in the same person he successfully transports. Any person touched by this
fashion. The Exalt may use this on any unit with an Magni- Charm may reflexively break the bonds of essence by spendtude no greater than (Essence) if he leads it or (Essence +2) if ing two willpower at any time up to and including the very
he serves as a special character within the unit.
moment of transportion.
Additionally, if the Nocturnals unit is currently engaged
with another unit and is attempting to disengage, the Noc- Intimate Interests Relocation
turnal may use this Charm to move his unit up to its aug- Cost: (+2m); Mins: Strength 5, Essence 4;
mented Dashing distance away, provide he first succeeds at a Type: Permanent
Willpower roll with a difficulty of the opposing commanders Keywords: Nox
Essence.
Duration: Instant
Prerequisite Charms: Wilderness Vaulting Journey
Wilderness Vaulting Journey
The Harlequin is drawn to the things she cares about.
Cost: 10m, 1wp; Mins: Strength 5, Essence 3;
They call to her and she comes as quickly as she can. This
Type: Simple (Speed 5, DV -2)
Charm permanently enhances its prerequisite. Whenever an
Keywords: Obvious, Calibration-OK
Intimacy is within one mile, she becomes superficially aware
Duration: Instant
of its existence. She knows neither its location nor nature. For
Prerequisite Charms: Arena Hopping Advance
two additional motes, she may activate Wilderness Vaulting
Time does not hinder the Nocturnals travelhe simply Journey to transport herself to a safe location in the vicinity
taps into a possible world where he has already arrived at his of that Intimacy. For example, if a Nocturnal had both an
destination. With this Charm the Nocturnal disappears in a Intimacy for Free Drinks and an Intimacy for Bar Fights, this
flash of his anima and a streamer of anima-colored essence, Charm would give her a sense that somewhere within one
invisible to the mortal eye, streaks along his most probable mile one of the two was currently occurring. She could then
path. Obstacles along this path may still stop the Nocturnal elect to transport herself there, either to find a new father has
before arriving where he intends. The Nocturnal and the just bought a round of drinks for everyone or that a brawl has
source of the obstacle engage in a contested Essence roll to just broken out. If the Intimacy is within Fate and Nox is in
determine if the Exalts progress is halted. If the Nocturnal the Loom, she is aware of the nature of the Intimacy if she
is victorious, he continues along unheeded. If the Nocturnal gains at least three successes on a (Whispers + Compassion)
fails, he must confront the obstacle or escape it normally roll.
before moving on. Truly natural occurrences do not roll Essence but are considered to have one automatic success on the
roll. The Nocturnal may travel no further than (Essence x 5)
miles in twenty-five hour period with this Charm, but may use
efensive harms
multiple evocations to make numerous shorter trips, up to the
Empty Handed Innocence
maximum
During Calibration, the Nocturnal may extend this Cost: 2m+; Mins: Dexterity 2, Essence 2;
benefit to a large number of surrounding travelers, such as a Type: Reflexive
naval fleet or a desert caravan, so long as the total Magnitude Keywords: Combo-OK
of such a makeshift unit does not exceed his Essence. If it is Duration: Instant
not actually Calibration, only those within the radius of the Prerequisite Charms: None
It is often hard to tell when the Harlequin has acted
Empyreans Anima Banner are teleported.
A second purchase of this Charm at Essence 5+ increases and when she hasnteven she might be deceived into believthe maximum distance that can be traveled in a 25 hour pe- ing events played out differently than she imagined. Every
riod to (Essence x 10) miles. A third purchase at Essence 6+ two motes spent on this Charm reduce the penalties to her
increases this limit to (Essence x 50) miles. A final purchase at physical DV by 1, to a minimum of zero. This Charm cannot
remove environmental penalties or wounds. At Dexterity 4+,
Essence 8+ increases this to (Essence x 100) miles.
DEXTERITY
D
93
this Charm upgrades automatically to Duration: Until Next Untouchable Quantum Stance
Action.
Cost: (+4m or +4m, 1wp); Mins: Dexterity 5, Essence 3;
Type: Permanent
Improbable Response
Keywords: Obvious
Cost: 2m; Mins: Dexterity 3, Essence 2;
Duration: Permanent
Type: Reflexive (Step 2)
Prerequisite Charms: Improbable Response
Keywords: Chance, Combo-OK, Nox, Obvious
In a sparkling whirlwind of adamant blades and elegant
Duration: Instant
twists of her own body, the Harlequin becomes an unassailPrerequisite Charms: Any Dexterity Charm
able point of defense. This Charm upgrades its prerequisite,
The Harlequin always finds a possible defense, no mat- increasing its Duration to One Tick for four additional motes.
ter how unlikely. When purchasing this Charm, the player At Essence 6+, this Charm may be repurchased to extends
assigns its effects to either the Parry or Dodge Defense Value. this Duration to One Action at the additional cost of one
This Charm may be purchased twice. Charms which directly willpower. In any case, this additional cost must be paid up
upgrade this Charm need only be purchased once. When front, before any Chance die is rolled or willed.
activating this Charm for the chosen Defense Value, the
If the Exalt also knows Harmony and Equilibrium EvaNocturnals player rolls a Chance die.
sion, at Essence 4+, this Charm may be repurchased to extend
1:
Though his opponent hopes for a killing blow, the the duration of that Charm as well.
Herald thwarts that desire and finds a more surviv- Position of Uncertainty Defense
able path. The chosen defense becomes applicable, if Cost: 3m; Mins: Dexterity 4, Essence 2;
otherwise not, including against unexpected attacks. Type: Reflexive (Step 9)
While Nox is in the Loom this option also imposes a Keywords: Chance, Combo-OK, Counterattack, Obvious
-(Whispers/2) External Penalty on the attacks origi- Duration: Instant
nating from beings within Fate, as the Bound God Prerequisite Charms: Any Dexterity Charm
subtly advises his Chosen.
If an attack does not strike the Harlequin, one cannot
2-3: Nimble and surefooted, the Exalt never finds him- be certain she was ever there to strike. If the Nocturnals DV
self in a disadvantageous position. The Harlequin successfully defends against a physical attack, she may activate
ignores all penalties to his DV that do not originate this Charm and disappear from her current location. The
from himself. This includes onslaught and coordi- Nocturnal reappears instantly anywhere within (Dexterity x
nated attack penalties but excludes wound penalties [one die]) yards of her original position. This Charm can be
used to escape flurries if the attacker cannot keep up with the
or penalties resulting from his own actions.
Nocturnal.
4-5: The fabric of reality thins and echoes of other worlds
briefly emerge, increasing the Exalts cover by 25%, Harmony and Equilibrium Evasion
Cost: 10m; Mins: Dexterity 4, Essence 3;
to a maximum of 90% (Exalted, p. 147).
Type: Reflexive (Step 2)
6-7: Leaving a trail of afterimages to distract and deflect, Keywords: Chance, Combo-OK, Illusion, Obvious
the Exalt forces a blow to smash through a thousand Duration: Instant
possibilities before it can reach him. If the attack Prerequisite Charms: Position of Uncertainty Defense
succeeds, the opponent subtracts the Exalts current
The Herald may not know much for certain, but he
Temporary Willpower from her extra successes for knows this: somewhere there is a sword or arrow or ax thirstthe purposes of calculating damage. Even if the at- ing for his life. Should their paths cross, the Exalt must meet
tack is reduced to zero extra successes or lower, it is this doom with an equal and opposite desire and evade not
still considered successful.
only the attack but the conflict itself. Activated in response
to a physical threat against the Exalt, this Charm shunts the
8-9: A swirling blue and indigo vortex opens between the attack into a hypothetical world and allows peace to dwell in
Exalt and his attacker, from which a hypothetical fu- this one.
ture version of the Nocturnal emerges to defend his
He perfectly dodges the attack and rolls a Chance die.
younger self. The Exalt is effectively protected by a If his Dodge DV would have been sufficient to overcome this
Defend Other action with a DV equal to his current attack without the use of this Charm, he adds his Dodge DV
Temporary Willpower, even against unblockable to the number rolled. This number is then compared to the
attacks. The future Nocturnal immediately dives Mental Dodge DV of all witnesses including the original atback into the original vortex or into a new one. If tacker. If it exceeds their defenses, they suffer an unnatural
the attacker has any remaining successes, he must Illusion causing them to forget the attack (and any potential
continue on to attack the younger Nocturnal. If the counterattack the Nocturnal might make in response). This
Nocturnal currently benefits from a Defend Other Charm possesses one of the four Flaws of Nocturnal InvulnerAction with a higher DV, this option adds +(Noctur- ability.
nals Essence/2) rather than the usual +1 to the lead
defenders DV, to a maximum of the Exalts current Bending Destiny Maneuver
temporary willpower.
Cost: (+3m); Mins: Dexterity 4, Essence 3;
Type: Permanent
10:
Multiple defensive strategies are superposed upon Keywords: Merged
one another, magnifying their results. The Exalt may Duration: Permanent
choose (Essence/2) of the previous options to apply Prerequisite Charms: None
simultaneously to his defense. Willpower may never
Dodging the odds and parrying probabilities, the Harbe spent to select this option.
lequin dances around her own destiny and gracefully, rather
94
Perfection does not come easily to the Nocturnal as
it does to the Solar. His soul balks at the imposition of
such absolute certainty, preventing the easy use of such
perfect defenses unless the Exalts action serves to precipitate some greater change. In all cases, these defenses
apply against attacks from beings who seek to prevent the
Nocturnal from performing the specified actions or who
attack him in retribution for previously acting in such a
way. When the Nocturnal has not acted in accordance
with his Flaw, he may still activate the Charm with a
+1wp surcharge.
Compassion: A defense with this flaw can only be
used when the Exalt fights to improve the lot of the oppressed or beleaguered populace of an area, whether it be
a large empire or a small tribal village. This act of kindness
must align with known desires rather than merely being
whatever the Exalt thinks is best. If, for some reason, the
locals do not wish to be rid of the monster that terrorizes their countryside, the Nocturnal cannot employ this
defense while fighting it.
Conviction: A defense with this flaw can only be
used when the Exalts actions knowingly undermine an
established regime. For example, he may use this defend
himself against the Emissary of Nexus after he attracted
its ire, but not to defend himself from random muggers
in a back alley. However, if he learns that those muggers
were hired to attack him by the Council of Entities, this
defense becomes viable again.
Temperance: A defense with this flaw can only
be used when the Exalts actions seek to elevate another
being to a station at least equal with his own, so that
she may enjoy all the freedoms, if not more, that he
enjoys. For example, he may use this Charm to defend
himself while fighting a robber barons guards to acquire
treasures for a poor family or when fighting to place a
usurper upon a throne. However, he could not use this
defense while fighting for personal gain. Those he fights
for need not know about his actionsin fact, its often
better if they dont.
Valor: A defense with this flaw can only be used
when the Exalts employs extravagant methods for social
change. While he may work in the shadows and keep his
identity hidden, the results of his actions must be intended to have a highly visible impact on society. For example,
he may be attempting to blow up the Deliberative with a
basement full of firedust or arrange the assassination of a
prominent public figure during a victory speech. Quietly
killing a political opponent in her sleep and making it
look like an accident would not qualify.
than forcefully, finds a more preferable future. This Charm
enhances one Chance-Keyworded Charm the Exalt knows.
Instead of spending willpower to select an option, she may
instead spend three motes. This Charm may be learned (Essence) times to enhance a different Chance-keyworded Charm
with each purchase.
Merged: Bending Destiny Maneuvers (Stamina, Perception)
Duration: Permanent
Prerequisite Charms: None
The Harlequin abhors certainty. Who would not rebel against
her guaranteed demise? Against those who are so certain of
her doom, the Exalt is not above the hypocrisy of ensuring
their failure. When faced with an attack which succeeds regardless of its number of successes, such as Accuracy Without
Distance, and the Exalt activates a Charm with a Flaw of
Invulnerability against it, she may either reduce the cost of
that Charm by three motes or regain one point of Temporary
Willpower.
Merged: Cheaters Never Prosper (Stamina, Perception)
Shield of Chance
95
96
The Loom of Fate dictates that all objects fall toward the
element of earth with a speed ingrained upon the founding
of Creation. Such natural constants are not beyond the Harlequins chicanery. With this Charm the Nocturnal alters the
way gravity interacts with the character. Divide the distance
the character falls by his Essence for the purposes of calculating falling damage and multiply the time it takes to fall by the
same amount. The Nocturnals Strength is also multiplied by
his Essence in order to calculate jumping distance. Finally the
characters weight is divided by his Essence for the purposes
of determining if an object could support him.
Movement Charms
Nothing stands in the way of a determined Herald when
it could be elsewhere. The Nocturnal may pay the additional
cost when activating Surpassing the Breeze. As he moves, all
obstacles are warped out of his path, bending and flowing
around a bubble of unobstructed space (Essence) yards in
diameter. Unless her opponent is immune to Shaping, the
Exalt cannot be hindered by Blockade Movement actions and
any obstacle less than (Essence) yards across is moved aside,
providing her with a clear path and removing (Essence) penalties to her movement.
97
Like a falling meteor, the Herald flashes into action and
is gone in a moment. This Charm may supplement any action
and reduces the Speed of that action by one tick for every two
motes spent, to a minimum of three, after persistent effects.
Heartbeat Accomplishments
98
Duration: Permanent
Prerequisite Charms: Diamond Fist Atemi
The jeweler has an array of tools, for her work requires
precise instruments for various tasks. So too, the Harlequin
might employ a variety of weapons to enhance her talents
on the field of battle. This Charm may be purchased up to
(Essence) times. Each purchase may add one of the following to the list of Nocturnal Hero Styles form weapons: hand
and throwing needles and throwing knives, spears and lances,
straight swords and rapiers, or bows. Other weapons may be
acquired with Storyteller approval. In general, anything that
can attack with a single, fine point might be permissible while
bulky two-handed weapons or flame and energy based weapons are not. If the Exalt also knows Falling Hammer Mastery
she may also add staves or one-handed hammers to her list
of Form weaponsthe jeweler needs her hammer as much as
she needs her chisel. In all cases the artifact equivalents also
become form weapons.
Any target the Exalt hurls away from herself using Falling
Hammer Mastery, may be returned to the edge of her Move
radius by spending one mote at the end of his journey.
99
STAMINA
D
R
100
S
C
Type: Simple
Keywords: Combo-Basic, Shaping
Duration: One Scene
Prerequisite Charms: None
Through force of will, the Herald claims ground for the
lords of Creation. Upon activating this Charm, the Nocturnal
immediately crystallizes the metaphysics of the Wyld, Labyrinth, Malfeas or similar realms within his (Essence) yards of
him. This region immediately begins obeying the laws of
Creation (meaning, that if the Nocturnal were imprisoned by
a Fair Folk in a heatless bonfire, activating this Charm might
not be such a good idea unless the Nocturnal can also resist
damage of the fire once it begins burning as normal). The
region is protected from further Shaping-effects that could
not be performed in Creation, and within this small area,
the Nocturnal may perform Fluctuations as if he were in Creation. Those within the region must still resist further shaping
effects normally. A second purchase of this Charm at Essence
4+ extends the radius of the protected region to (Essence x 5)
yards; a third purchase at Essence 5+ extends this to (Essence
x 10) yards.
As an additional benefit, a Sidereal using Mending
Warp Designs (Manual of Exalted PowerSidereals, p. 142)
within this Charms area of effect adds the Nocturnals Essence to her roll. Companions also add the higher of their two
Companion ratings.
Ox-Body Technique
Duration: Permanent
Prerequisite Charms: None
Like all Exalts, the Nocturnals body is bolstered against
damage. This Charm may be purchased once per dot of
Stamina the Harlequin possesses. Each odd-number purchase
provides her with one -0 and one -4 health level. Each evennumber purchase provides her with one -1 and one -2 health
level.
101
Road-Smoothing Attitude
102
For example the barrister Swift Gull is attempting to
escort a large band of refugees across a border between two
warring states. He decides to take the refugees along well established roads and risk the checkpoints along the way. With
his Stamina 2 and Bureaucracy 2, he may spend eight motes
with this Charm. Doing so he cancels out the usual -1/4 speed
modifier for Large Group (4m) and the -1/8 penalty for Political Upheaval (2m); the -1/4 penalty from Warzone he reduces
to a -1/8 penalty (2m). In all cases, the changes wrought by
this Charm are subtle; the hazards are not removed, but the
Exalt does find (or creates as necessary) a path around them.
During Calibration, the Nocturnal may use this Charm
as if she had spent (Essence x 2) motes, without needing
actually spend any motes, though these do count toward the
maximum number of motes the Nocturnal may spend. This
benefit only applies if the Nocturnal can reach his destination
during Calibration.
With a second purchase of this Charm at Essence 4+,
the Exalt may spend five motes and one willpower in lieu of
the usual cost of the Charm, to cancel external penalties or
speed modifiers as though he had spent the maximum number of motes allowed by this Charm for his current situation.
103
upon activating the Charm, but will be found within a day of natives of Creation. Instead of alerting the Bureau of Destiny,
continuous exploration.
the suspicious nature of the Charm alerts the nearest Essence
10 being to the Exalts activities. Whatever the Charm creates
1:
Something hostile to the Nocturnal or his goals, adheres to the metaphysical laws of the realm that birthed it
such as an active volcano or an aggressive barbarian and always bears the mark of that regions unique aesthetics.
tribe.
This Charm may be purchased (Essence) times.
2-3: An impressive landmark, suitable to the surround- Horizons Captured and Conquered
ing landscape. Such features are notable for their Cost: ; Mins: Stamina 4, Essence 3;
aesthetic beauty and possibly provide shelter or Type: Permanent
defensible positions for settlements, but have no Keywords: None
immediate practical value.
Duration: Permanent
4-5: Something that expands an arena of knowledge, such Prerequisite Charms: The Open Road Softly Calls
The Heralds are wanderers and explorers, but they are
as a new species of plant or animal, the overgrown
not
rulers.
Venturing into new territory, the Nocturnal claims
ruins of a lost civilization, or a previously unknown
mineral. The benefit, if any exists, of the discovery it only to aid in future colonization before moving on to do
will not be fully known until a full investigation is the same in other regions. When the Nocturnal travels as
made. Discovering more samples in the region re- compelled by The Open Road Softly Calls and arrives in an
quires a (Perception or Intelligence) + (Investigation area (Essence) miles in radius where he has never before been,
or Survival) roll, difficulty 5, which may be made he temporarily claims metaphysical ownership of the areaso
long as the area is not currently owned by another Essence
once per (Essence) square miles.
user. He maintains this ownership until he leaves the area or
6-7: A landscape rich in natural resources, such as trees until he must spend willpower to remain.
suitable for timber, wildlife suitable for hunting, While he maintains this ownership, he gain access to one
medicinal herbs, or veins of metal ores. The total of the following actions of his choice. Once per day, he may
value per (Essence) square miles is equal to half the change which action he can perform within the claimed land.
Nocturnals highest Physical Domain, minimum The bonuses provided by this Charm last after the Exalts
owner lapses. They remain until the map or structure is deResources 1.
stroyed or the designated resource is depleted.
8-9: A settlement of mortals long isolated from the out- Cartographers Precise Hand: The Exalt spends one hour craftside world, with a Mandate of Heaven Magnitude ing a highly detailed and accurate map of his region. This
equal to half the Exalts highest Social Domain, map grants its owner (Nocturnals Essence/2) successes on all
minimum Magnitude 1.
attempts to navigate through the area.
10:
A landscape rich in magical resources, such as Local Resource Exploitation: The Exalt spends a day surveying
magical materials, exotic ingredients, or auspicious the region for natural resources and after finding a suitable
geomancy. This landscape produces enough exotic supply of a single resource, he designates it for future harvest.
ingredients, magical materials or a demense strong Subsequently, those who gather the specified resources gain
enough to build an (Artifact or Manse) with a maxi- (Nocturnals Essence/2) successes on any action where failure
mum rating of half the Nocturnals highest Mental would indicate the loss of any portion of the resource or seriDomain, minimum (Artifact or Manse) 1. This ous harm to the gatherer during her relevant labors.
option cannot be selected with willpower unless Traders Lucrative Outpost: The Exalt spends a day constructing
the Nocturnal created the land with Weaving the or designating a structure for trade. Thereafter, any being who
engages in commerce within the structure gains (Nocturnals
Tapestry.
Essence/2) successes on all attempts to ensure fair and equitable trade between the native populace and outsiders.
Exotic Universe Navigator
Holy Fellowship Mission: The Exalt spends a day constructing
Cost: ; Mins: Stamina 5, Essence 5;
or consecrating a structure as a site of worship. The object
Type: Permanent
of this worship may be any Incarnae, any forbidden god, or
Keywords: None
any other type of Celestial Exalt toward whom the Nocturnal
Duration: Permanent
possesses a positive Intimacy. Akuma may also designate their
Prerequisite Charms: Undiscovered Country Pioneer
When the Herald has exhausted Creations horizons patron or any member of its soul hierarchy.Thereafter anyone
he must search farther afield for new lands. Prior to the within this structure gains (Nocturnals Essence/2) successes
Primordial War, the Wyld alone offered a limitless source of on all appropriate prayer rolls and to any attempt to convince
adventure. The death, imprisonment and willing exile of the another being to join the cult.
Primordials has offered the Nocturnals ever more diverse pos- Insurrectionists Hidden Camp: The Exalt spends a day constructsibilities for exploration. When purchasing this Charm, the ing or designating an area to train troops. Any native of the
Exalt choses another Realm of Existence, such as the Demon region who trains within this area for at least one week gains
City, the Underworld (including the Labyrinth), or the Wyld. (Nocturnals Essence/2) successes or an equivalent MDV boIf the Exalt were to discover some lost realm created by the nus to keep the location of the training a secret. Additionally,
Primordials, such as the remnants of Cenumians sun-blasted they also gain an equivalent number of successes to establish
Cajerron or the Font of Horizons museum-planet Mysejot, surprise and ambushes against the local authorities.
those Realms become possible options for this Charm as well.
Within the chosen realm, the Nocturnal may now employ Un- Stirring Travelogue Epic
discovered Country Pioneer as though he were in Creation. Cost: 5m, 1wp; Mins: Stamina 4, Essence 3;
For the purposes of this Charm, beings who have ancestors Type: Supplemental
native to Creation, no matter how remote, are considered Keywords: Combo-OK, Compulsion, Emotion, Merged, Nox
104
Duration: Instant
Prerequisite Charms: The Open Road Softly Calls
Traveling into the wilderness, seeing sights no human
eye has ever witnessed, beholding wonders long thought lost:
such is the average day for the wandering Herald. If only
she had traveling companions to share her experiences.The
Charm supplements any spoken or written social attack to
encourage travel to a location the Nocturnal has previously
visited. This may be as blatant and elaborate as a lengthy travelogue or as subtle as a return address stamped on a gift mailed
to a distant friend. The attack gains a number of automatic
successes equal to the higher of the Nocturnals (Ride, Sail or
Survival). If the attack succeeds, the target suffers a Compulsion to travel to the described destination costing willpower to
resist equal to the higher of their own (Ride, Sail, or Survival),
maximum 5, which can be paid at any time but must be paid
all at once.
Alternatively, the target may spend one willpower immediately
to convert the Compulsion into a Positive Intimacy toward
the location as an Emotion effect, which reestablishes itself
whenever the target is reminded of the location, until the
target spends the same amount of willpower he would have
needed to resist the Compulsion.
Additionally, this attack cannot be dodged by any being who
possesses The Open Road Softly Calls, orwhile Nox is in the
Loomany Chosen of Mercury if the target has never been to
the designated location.
Merged: Stirring Travelogue Epic (Charisma, prerequisites: Interest Catching Camaraderie)
Nova: The vanguard scouts ahead and prepares the way
for a larger army. A pillar of pure white light guides their way
and draws others to their cause. Any unit with a Magnitude
3+, led by a being the Exalt considers an ally, gains the Exalts
Essence in automatic successes on any attempt to recruit or
otherwise bolster their numbers.
Comet: The armiger prepares others for battle and
proclaims an area ripe for conquest. A column of diffuse
blue light signals the attack. Any being or military unit that
is considered an ally by the Exalt gains the Exalts Essence
automatic successes on all Join Battle or War rolls. Likewise,
beings increase their minimum damage to half the Exalts
Essence if it would otherwise be lower, and military units
increase their Might to a minimum of 2, or a minimum of 3
if the Exalt has Essence 5+.
Aurora: The ambassador travels between cultures to facilitate unity and ensure peace (through any means necessary,
they often add quietly). A pinnacle of twisting green light is
the banner of their peace. Any beings that the Exalt regards
as an ally enjoys the hospitality of the region as a default. As
a result of this hospitality, such beings suffer no social penalty
for being strangers or foreigners and will be treated kindly
and fairly by all, so long as he has given the locals no reason
to distrust or antagonize him personally. This is a Compulsion effect, and the exceptionally hard-hearted or xenophobic
among the locals may spend three willpower to act as they
please for the duration of this Charm. Additionally, the being benefiting from this Charm understands the basics of
the most common of the regions social customs, though he
remains ignorant of particularly obscure or esoteric customs
at the Storytellers discretion.
Empyrean: The barrister wanderssettling disputes or
sowing them. He cares not which so long as he leaves no land
unchanged. None know quite what to expect when the black
tower rises over their region, outlined by a distinct indigo glow
so that it remains visible even at night. Upon activating this
Charm, the Exalt chooses whether he wishes his ally to be a
peacemaker or a rabble-rouser. As a peacemakers, the Exalts
allies gain his Essence in automatic successes on any social
attack to peacefully settle a dispute. Those convinced by the
social attack gain a positive Intimacy toward the allys solution, considering it either a suitable settlement to the problem
or at least a step in the right direction, if the Storyteller feels
the dispute is too large to settle on one issue. As rabblerousers, his allies gain a like number of successes on any social
attack to convince others that they have been unfairly treated,
exploited, or otherwise wronged. Those who are successfully
convinced gain a negative Intimacy toward those perceived to
be at fault, each choosing the specific context of the Intimacy
based on their own experiences. In either case, the social attack is considered an Emotion effect and costs two willpower
to resist and renders the target immune to further influences
from this Charm for one week.
Nebula: The sophist obscures and misdirects. Beneath
her dim red light, her allies move unseen. All beings she
considers an ally gain her Essence in automatic successes on
all Stealth rolls and any attempt to track her allies by others
suffers an external penalty equal to her Essence. Failing an
attempt to track her allies renders the tracker hopelessly lost
until the next sunrise or sunset, whichever comes first, as an
Illusion effect. This Illusion costs four willpower if the tracker
has never been in the region before, two if he has, and one
if he has lived in the region for at least a year. Botching the
roll adds one to the willpower needed to spend to resist the
Illusion.
Merged: Beckoning Nocturnal Lighthouse (Charisma)
105
106
Elsewhere Mutations
Elsewhere mutations function like Wyld Mutation, except that their variety is far more limited. These mutations
may only tamper with the way Time and Space influences a beings body and mind. They do not, however, interfere with
a beings ability to live in Creation. Some common examples from Exalted (p. 288) include Large, if applied to children
who rapidly grow to physical adulthood, Small and Atrophy, if applied to adults as they either revert to physical childhood
or succumb to the ravages of old age. From Compass of Celestial Directions, vol. IIThe Wyld (pg. 144), Longevity,
Wolfs Pace and its associated mutations (which, while they do not alter the mutants body are still impossible to hide if
the mutant moves at all), Exalted Healing, Short Gestation, Slow Healing, Short Life, and Amnesia. Some new examples
follow and are equally available through Wyld Mutations.
Weathering Touch: This Deficiency causes the mutant to be an unwitting agent of the inexorable force of entropy.
He doubles effective amount of time he spends using objects, causing them to break down sooner. Food he prepares spoils
faster and plants he tends blossom, wither, and die at a much faster pace (which may provide a small benefit in accelerating
harvestoffset by rapid spoiling). Mortals and natural animals with whom he interacts also age more quickly, though the
acceleration only becomes noticeable on long timescales with near-constant interaction. Mortals who spend time in the
Labyrinth or the Blighted Zones of Autochthonia may acquire this mutation from exposure to the entropic nature of
those locations.
Telekinesis: Space does not quite align properly for the mutant. As a Pox, this adds one yard to the mutants reach.
It may be purchased as an Affliction or a Blight, which double or quadruple the bonus, respectively. Unless the mutant
is making use of this bonus, this mutation is not immediately obviously. However, the mutant must go through the
appropriate motions to control things at this extend range and he suffers an internal penalty equal to the mutation points
of Telekenesis on all actions involving use of his actual hands.
Neotony: This Affliction halts any overt signs of physical aging. The mutant will still die of old age eventually, but
will continue to look the same age throughout the remainder of her life. If the mutant gains this Affliction before reaching
sexual maturity, the reproductive system continues to development normally. Some with this mutation enjoy the benefits
of remaining in the prime of their lifeothers suffer the curse of forever being trapped in the body of a child.
Phase Shift: The mutant may become slightly out of sync with time and space with this Affliction. By spending one
willpower, the mutant and his possessions become dematerialized for one action. This may be activated reflexively only
on a Tick during which the mutant acts.
Oracle: This Affliction disconnects the mutants mind from time and space for a brief moment. Once per day,
as a Miscellaneous Action costing one willpower, the mutant may perform a Divination (Exalted, p. 138)though the
mutants player rolls (Perception + Awareness) instead of (Intelligence + Occult). This action is Obvious to anyone who
can see the mutant and it cannot be flurried. As a Debility, these visions come unbidden and often reveal future horrors
rather than useful insights. Once per day, the Storyteller may inflict this vision upon the mutant as a reflexive action. In
addition to the roll to determine the accuracy of the vision, the mutants player also must succeed at a Valor or Conviction
roll (his choice) or lose one willpower.
Slow Metabolism: This Affliction doubles the mutants Stamina for the purposes of determining how long he
may go without requiring food and doubles the interval of Poisons. This mutation is often received in association with
Longevity. As the Rapid Metabolism Debility, the mutant halves his Stamina for the purposes of determining how long
he can go without food. This mutation is often received in association with Short Lived or Wolfs Pace and its variants.
Mercurys Pace: This Abomination is the final variant of Wolfs Pace. This mutation adds eight to the mutants Dexterity
for the purposes of calculating movement in combat and eight to his Strength for the purposes of calculating his Jumping
Distance. He also doubles any mobility penalties that apply to him. For long distance travel he moves at the pace of a
tireless horse, so long as he suffers from no mobility penalty or as a simple horse relay otherwise. Additionally, while he
has no mobility penalty, he may spend one willpower to Move at his full Dash speed in combat. So fast is the mutant when
evoking this ability he appears to teleportin fact, that is precisely what some mutants with this power do.
the Nocturnal and the new recipient. If the Sidereal currently
has access of the Loom, the Fates of either participant not
only provide a suitable substitute, but gives the Sidereal an
extra success on the roll. As appropriate, the Sidereal may attach Destinies to things created by a Solar with Wyld-Shaping
Technique, granting them permanence. Additionally the Nocturnals companion may now craft Destinies specifically for
him and grant them with a touch rather than going through
the Loom of Fate.
If Nox is removed from the Loom, the Nocturnal gains
a number of Paradox dice equal to either the Destiny Background. A Nocturnal under the influences of this Charm
is no longer obscured by the Loom, but will appear as the
original carrier of the Destiny. Despite only affecting the Nocturnal, this Charm becomes Suspicious when the Nocturnal
possesses Destinies from multiple people.
Type: Permanent
Keywords: Suspicious
Duration: Permanent
Prerequisite Charms: Destiny Adopting Humility
In dark days, heroes fall, cities are raized, and wonders
demolished. This Charm enhances its prerequisite, allowing
the Nocturnal to salvage uncompleted Destinies of regions
and objects upon their untimely destruction. For example, if
the Mask of Winters burns Lookshy to the ground before it
can complete the epic destiny that Mars had prepared for the
city, the Nocturnal could preserve that destiny until such time
as her Sidereal companion could find a new military power
to assume the role of Lookshy. Possessing even one Destiny
belonging to a region or object is Suspicious.
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108
Sustenance Charms
At Essence 3+ this Charm allows the Harlequin to recall
any meal he has consumed and how it was prepared, allowing
him to replicate any exotic menu from memory, so long as she
can collect the proper ingredients.
Retroactive Prevention
109
CHARISMA
110
Willpower roll. The owner gains a number of automatic successes equal to his Familiar rating, while the Nocturnal may
supplement this roll with his Charisma Excellency if placed
in a combo with this Charm. If successful, the Nocturnal
robs the other person of her familiar for the sceneand
may permanently reduce the targets familiar rating by one
by spending 3xp. Permanently reducing the targets Familiar
rating makes this Charm Suspicious.
With natural social poise, the Harlequin ingratiates
himself among the mighty. The Nocturnal spends a scene in
social interaction with another person and attempts tangle
their futures together on positive terms. So long as the scene
does not end on sour terms, the Nocturnal rolls (Charisma
+ Socialize) against the targets Mental DV. If successful, the
target gains a positive Intimacy toward the Nocturnal, appropriately flavored by their recent encounter. This Intimacy
may be resisted for a scene by spending one willpower and is
completely dismissed once the target has spent (Nocturnals
Charisma) willpower. So long as the Intimacy remains, the
Exalt gains an appropriate Ally background to represent the
target and interacts with that character accordingly. At the
Storytellers discretion, this may be replaced with a Mentor
background if the target is substantially more powerful than
the Nocturnal himself.
Implacable Foundations
111
112
Fascination Charms
remainder of the scene so long as she does not change the Essence mutation as a Training effect. Since he receives this as
topic or fail to activate this Charm at least once each action. he completes his Motivation, he may also increase his Essence
by one immediately, as usual.
Entrancing Aurora Novelty
Cost: 7m, 1wp; Mins: Charisma 5, Essence 3;
Continued Discussion Addiction
Type: Simple (Speed 4, DV -2)
Cost: 8m, 1wp; Mins: Charisma 5, Essence 3;
Keywords: Calibration, Combo-Basic, Obvious
Type: Simple (Dramatic Action)
Duration: (Charisma) Actions
Keywords: Combo-OK, Compulsion, Social
Prerequisite Charms: Interest Catching Camaraderie
Duration: (Extra Successes) Days
With a smile and a pleasant word, the Harlequin en- Prerequisite Charms: Artful Conversationalists Allure, Intersnares the world. For him, Fate itself would unravel if he est Catching Camaraderie
would only ask. His forceful presence wins many hearts and
Nocturnal courtiers are highly prized additions to any
breaks as many minds. For the duration of this Charm, he social setting. Their very presence is intoxicating. This Charm
increases the willpower necessary to resist his natural mental requires a scene of interaction between the Harlequin and
influences by one and treats his Appearance as being one another being. At the end of the interaction, the Exalts player
higher. He may gain one Paradox rather than spend the will- makes a (Charisma + relevant ability) roll against the targets
power cost of any First, Second, or Third Excellency. During Mental DVs. In addition to typically Presence or PerformanceCalibration, he adds one success to all his social attacks, one based rolls, this social attack may take some rather unorthodox
to his mental DVs, and gains one Paradox die instead of one forms. For example, after a scene of sparing the Nocturnals
Paradox.
player might roll (Charisma + Martial Arts), or (Charisma +
A second purchase of this Charm at Essence 4+ makes Craft [Water]) after the target has enjoyed a meal prepared by
this Charm Calibration-OK.
the Nocturnal.
If the social attack is successful, the target gains a ComFollowing the Hearts Desire
pulsion to reengage the Exalt in similar interaction. The tarCost: 5m, 1wp; Mins: Charisma 4, Essence 3;
get is not obligated to pursue this Compulsion until the next
Type: Simple (Dramatic Action)
day and may resist it for one day by spending one willpower,
Keywords: Combo-OK, Compulsion, Social
or completely by spending half the Nocturnals Charisma,
Duration: Instant
rounding up, in willpower at one time. If the Nocturnal is not
Prerequisite Charms: Interest Catching Camaraderie
available, the target seeks other means to gratify the Compul
A conversation with the Harlequin is an eye-opening sion, but is never quite satisfied by the experience.
experience. Like a night of contemplative consideration,
those who speak with the Nocturnal leave her presence with nteraction harms
new resolve and a sense of purpose. The Exalt spends a scene
conversing with the target of this Charm about a topic that Courtesan and Artisan Meditation
relates favorably to the targets Motivation, Policy, or one of Cost: ; Mins: Charisma 4, Essence 3;
his Intimacies. At the end of the conversation, her player rolls Type: Permanent
a Charisma-based social attack against the target. If success- Keywords: Merged, Native
ful, the target is unnaturally compelled to pursue the most Duration: Permanent
expedient course of action that will advance his Motivation, Prerequisite Charms: None
Through her service to others the Harlequin finds
Policy, or chosen Intimacy. For example, if the target has an
Intimacy to see justice executed, the Exalt might convince him fulfillment and is, in turn, empowered. This Charm allows
to take the law into his own hands and pursue vigilantism. the Nocturnal to recover additional motes while entertaining,
physically or emotionally healing others, or aiding another
This unnatural Compulsion costs two willpower to resist.
in accomplishing his Motivation. For every hour the Exalt
Darkest Night Hero
spends doing such activities, she recovers a number of motes
Cost: (+5m); Mins: Charisma 5, Essence 3;
equal either to the Magnitude of the group affected, or the
Type: Permanent
highest Essence of any member of that group, whichever is
Keywords: Nox, Suspicious, Training
higher. If the Exalt also knows The Open Road Softly Calls
Duration: Permanent
each hour spent traveling at the request of another being or
Prerequisite Charms: Following the Hearts Desire
group likewise allows the Exalt to regain motes.
Desperation and desire forge champions, if only for
Additionally, each purchase of this Charm provides the
a night. Come morning, an unlikely hero may wonder why Nocturnal with an additional 10 motes for her peripheral eshe ever acted so boldly or took such foolish risks. By paying sence pool, which may only be refilled through Charms that
the surcharge of this Charm when activating Following the recover motes of Essence. This Charm may be purchased once
Hearts Desire, the Nocturnal elevates an extra to Heroic per dot of Permanent Essence.
Mortal status while they pursue the Compulsion, exaggerat- Merged: Courtesan and Artisan Meditation (Intelligence,
ing the mortals Motivation into something suitably heroic. Wits)
When this Charm is used, the threads of Fate representing Exaltations quiver and Lyteks cabinet rattles as the Exaltations Bought Mercenarys Oath
consider this new hero. Additionally, the new hero gains a Cost: (1xp); Mins: Charisma 4, Essence 3;
Willpower rating of at least 6, as a training effect, and restores Type: Permanent
all temporary willpower. This reverts to his natural rating, if Keywords: Compulsion, Merged, Native
Duration: Permanent
lower, once he loses his Heroic status.
If the mortal fails to achieve this empowered Motivation Prerequisite Charms: Courtesan and Artisan Meditation
The Harlequin spends his days fulfilling the requests of
or spends willpower to resist the Compulsion of Following
the Hearts Desire, he reverts back to insignificant extra. If he others and through his service steels his will against further
succeeds, however, he may choose to receive the Enlightend demands. When the Harlequin receives an order from a
113
114
Brothers In Arms
From the point of view of non-targets, no time passes.
When the Charm ends, all targets rejoin the scene exactly
as they were before the Nocturnal activated the Charm,
excluding any consequences of social combat that occurred.
Those unaffected hear only the rapid high-pitched hum of the
accelerated conversation, which is indecipherable to anyone
without Perception 6+. Even such superhuman hearing requires a (Perception + Awareness) roll, with a difficulty equal
to the number of Paradox dice the Nocturnal received from
this Charm.
While Nox is in the Loom the Nocturnal may pay an additional (+2m) surcharge to have this Charm affect Creatures
Defense in Silence
outside of Fate. Otherwise, only such beings with Essence less
Cost: 2m+; Mins: Charisma 4, Essence 2;
than the Nocturnals are affected by this Charm. Creatures
Type: Reflexive (Step 2)
beyond Fate with equal or greater Essence may completely
Keywords: Combo-OK, Social
ignore this Charm. They may move freely while time is frozen,
Duration: Until Next Action
and the Charm terminates instantly if the being attempts any
Prerequisite Charms: Any Charisma Charm
action other than engaging in social combat with those the
No matter how boldly the Harlequin argues her point, Exalted targeted with this Charm. Beings who are immune to
the possibility remains that she sat quietly. The same applies Shaping behave similarly.
to her opponent. Every two motes spent on this Charm
cancels out one point of penalty to her Mental DVs from
edicinal harms
social attacks and social onslaught, to a minimum of 0. The
Nocturnal may not spend more motes on this Charm than Bedside Manner Acceleration
Cost: 5m, 1wp; Mins: Charisma 3, Essence 2;
twice her Charisma.
Type: Supplemental
Simultaneous Signal Technique
Keywords: Combo-OK, Emotion, Merged
Cost: 3m+, 1wp; Mins: Charisma 4, Essence 3;
Duration: Instant
Type: Extra-Action
Prerequisite Charms: Any Charisma Charm
Keywords: Combo-OK, Obvious, Social
Even the greatest medicines cannot heal a patient who
Duration: Instant
has given up the will to live. The Harlequin inspires hope in
Prerequisite Charms: Defense in Silence
her patient and encourages the patient to continue struggling
The Harlequin may be silent, or she may speak volumes. against whatever adversity afflicts him. This Charm suppleThe Nocturnal argues several points at once, making up to ments an attempt to tend to a wounded, diseased, or poisoned
(Charisma) social attacks at cost of three motes each. She does person. In addition to the standard roll to tend to such things,
not make rapid-fire points. Each attack takes up the usual the Nocturnal rolls (Charisma + Medicine), with a difficulty
amount of time, but each occupies the same position in time. of the targets current wound penalty, the poisons Toxicity,
The target hears each individually and only realizes that the or the diseases Virulence, as appropriate. The Storyteller may
Exalt fractured reality to deliver them all in a single instant determine other difficulties for more exotic ailments.
once the last word leaves the Nocturnals mouth. This magical
If successful, the target maintains a positive attitude
flurry has a speed and DV penalty equal to the highest among regarding his condition, gaining a positive Intimacy of hope
any of the individual social attacks, and all attacks suffer no toward his current condition. The patient heals damage
flurry penalties.
(Nocturnals Charisma) times faster than normal, and adds
the Nocturnals Charisma in dice to (Stamina + Resistance)
Extemporal Message Delivery
rolls to resist the poison or disease. This effect lasts for the
Cost: 8m, 1wp; Mins: Charisma 5, Essence 4;
Nocturnals Charisma in days, or until some other factor
Type: Simple
negates the Intimacy the Nocturnal has created.
Keywords: Combo-OK, Flux, Nox, Obvious, Social
Merged: Bedside Manner Acceleration (Appearance)
Duration: Special
Prerequisite Charms: Echoing Polyglot Discourse, Simultane- Laughing Pharmacist Placebo
ous Signal Technique
Cost: 1m+, 1wp; Mins: Charisma 4, Essence 3;
The prudent Herald knows not to discuss disagreements Type: Simple (Dramatic Action)
within earshot of his enemies. Upon activating this Charm, Keywords: Combo-OK, Merged
the Exalt selects no more than (Essence) individuals and rolls Duration: Instant
a Charisma-based social attack against them as appropriate. Prerequisite Charms: Bedside Manner Acceleration
From the perspective of the Exalt and any target whose mental
Laughter, it is said, is the best medicinethough many
DV he successfully overcame, all other beings freeze in place concubines disagree on that point. The Harlequin knows
and the world loses its color, save for those under the influ- many unorthodox ways of healing injured patient, and masence of the Charm. As time freezes, the Nocturnal and his ters alternative and improbable forms of medicine. Regardless
targets make an immediate Join Debate roll. Thereafter they of the method employed, after providing the patient with
may only engage in social combat with each other. They may some unlikely doctoring, the Nocturnal rolls a (Charisma
not move or interact in any way with anyone not included in + [Presence or Performance]), adding her Medicine in autothis Charms effects. They become segregated in a scene onto matic successes. The difficulty of this action is the higher of
itself, which lasts as long as the Nocturnal wills or until one of the targets wounded health levels or base Mental Dodge DV.
the targets spend willpower equal to half the Nocturnals Cha- Every extra success allows the Exalt to heal one Bashing or
risma, rounding up. The Nocturnal gains one die of Paradox one Lethal health level, at the cost of 1 mote for Bashing and
for every Action he takes well this Charm is in effect.
115
2 motes for Lethal. The Exalt may only use this Charm once Cost: 2m; Mins: Charisma 2, Essence 2;
per patient per day.
Type: Reflexive
Merged: Laughing Pharmacist Placebo (Appearance)
Keywords: Combo-OK, War
Duration: Instant
Sugar and Wishes Remedy
Prerequisite Charms: None
Cost: 10m, 1wp; Mins: Charisma 4, Essence 3;
In warfare, the pawns move first, and it is the Herald
Type: Simple (Dramatic Action)
who drives them forward. Instead of rolling Join War, the
Keywords: Combo-OK, Flux, Merged
Nocturnals unit acts on Tick 0. With Charisma 4+, this
Duration: Instant
Charm may be used to ensure that the units action is resolved
Prerequisite Charms: Laughing Pharmacist Placebo
before another unit that acts on the same Tick.
The Harlequin is no mere swindler (well, not always, at
least). Though she offers nothing but hope; that is enough. Many Messengers Relay
Upon activating this Charm, the Exalt spends a scene con- Cost: ; Mins: Charisma 5, Essence 3;
cocting a remedy for a specific disease or poison. She rolls Type: Permanent
(Charisma + [Medicine or Craft: Water]), with a difficulty Keywords: Obvious, Suspicious
equal to the the diseases Difficulty to Treat or the poisons Duration: Permanent
Toxicity. The concoction may take the form of anything the Prerequisite Charms: Any Charisma Charm
Exalt desires, from candy to foul tasting medicines. Whatever
The Herald is well suited to her role as messenger of the
form the remedy takes, it has no true power to heal beyond Chosen, particularly in times of war. In the heat of battle, she
what the Nocturnals essence invests in it.
appears to be just where she needs to beperhaps even in two
If successful, she creates (Essence) doses of the remedy, plus places at the same time. While the Herald serves as a relay for
one dose per extra success. She may not create remedies in a mass combat unit, he counts as (Charisma) additional relays
this way for diseases that cannot be healed without magic within that unit. The Herald is not obligated to enjoy this
unless she also knows Cheaters Never Prosper. Any being benefit, but doing so is Suspicious.
who ingests the a number of doses of the remedy equal to the
A second purchase of this Charm at Essence 6+ allows
diseases untreated Morbidity or the Poisons Toxicity +2 is the Nocturnal serve as relays for multiple units with (Essence)
immediately healed. Remaining doses may be saved for future miles of one anotherthough she still cannot serve as more
use for up to one month before they lose their power.
than a total of (Charisma) relays. While doing so, she may
If the healed being suffers the same disease or poison again facilitate near-instant communication between the units.
in the future, the Exalt cannot use this Charm to heal them Should a general attempt a Coordinate Units action involving
again. Another Nocturnal with the same Charm may attempt only the units the Exalt has simultaneously placed herself in,
to do so, but must choose a different sort of concoction as the that general uses the Exalts Charisma rather than the lowest
vehicle for his healing power. Knowing her own remedies to Drill among the units to reduce the difficulty of the action. At
be nothing but a ruse, she cannot use them to heal herself.
the end of the battle, the Nocturnal may move herself to any
Merged: Sugar and Wishes Remedy (Appearance)
unit that benefited from her service as a relay, even one miles
away from the unit in which she began the battle.
Careful Surgeon Instructions
Cost: 5m; Mins: Charisma 2, Essence 2;
Hold the Line
Type: Supplemental
Cost: 2-3m; Mins: Charisma 2, Essence 2;
Keywords: Combo-OK, Compulsion, Emotion, Merged
Type: Reflexive (Step 2)
Duration: Instant
Keywords: Combo-OK, War
Prerequisite Charms: Any Charisma Charm
Duration: Instant
Healers cannot stand beside all their patients every day. Prerequisite Charms: Any Charisma Charm
The Harlequin knows the value of communicating effectively
A strong presence can inspire in the face of overwhelmwith patients so that they can continue to care for themselves ing danger. When serving either as the units commander
while shes away. This Charm supplements spoken or written or relay, the Herald may activate this Charm in response to
instructions, usually in the form of a social attack, given to a an attack and cancel up to (Charisma) points of penalties to
person who benefitted from one of the Nocturnals success- units DV. This Charm costs two motes if the Exalt serves as a
ful medicine rolls or Medicinal Charms. The attack becomes relay, or three motes as the commander.
undodgeable, and should it succeed, the target must spend
the (the Nocturnals Charisma) willpower to resist its effects, Evoke the War Gods Blessing
maximum 5. The Charm generates an Intimacy of gratitude Cost: 6m; Mins: Charisma 4, Essence 3;
toward the Exalt and a Compulsion to follow the Nocturnals Type: Simple (Speed 4, DV -1)
instructions as they relate to his continued recovery. Addition- Keywords: Combo-OK, Chance
ally, the target suffers no internal penalties when executing Duration: Until the end of the battle
Prerequisite Charms: Hold the Line
those instructions.
The gods of war are a diverse group of beings, and often
With a second purchase at Charisma 5+, Essence 4+,
disagree
on the nature of warfare. With this Charm, however,
this Charm gains the Calibration-OK keyword. The Exalt is
no longer limited to instructions dealing directly with the the Nocturnal appeals the universal qualities of War and atpatients continued care, if the healing and the order is given tracts the attention of an individual war god. The Heralds
during Calibration. Used in this way, the influence of this player rolls (Charisma + [Performance or War]) with a difficulty equal to the Magnitude of the unit to which she is atCharm lasts only until the next sunrise.
tached. If successful, the Nocturnal rolls one die to determine
Merged: Careful Surgeon Instructions (Intelligence)
the blessing.
116
1:
2-3:
4-5:
6-7:
8-9:
10:
Rank-and-File Reformation
and the rank and file soldier. Such humble leadership encourages greater cooperation in the society and army. The Nocturnal rolls (Charisma + [Socialize or War]), with the difficulty of
equal to the Magnitude of any Dominion, social or military
unit she leads. If successful, the Magnitude is doubled for any
purpose that the leader considers beneficial. This Magnitude
bonus cannot exceed the Nocturnals Essence. If she also
knows Many Messengers Relay, she may employ this Charm
while serving in some other official role within the organization.
117
MANIPULATION
organization, except during Calibration, when only applicability trumping defenses will reveal the Nocturnals true nature.
In all cases, Bureaucracy Transcending Transfer now
grants the Nocturnal all the trappings of her new station, such
as official documents, uniforms, or unique tattoos. While
these are accurate enough to fool any inspection, they do not
provide any magical benefits that the true version might.
118
The fox eats the mouse; the eagle eats the fox; and in
time, the eagle falls from the sky and becomes food for scavengers. All life is part of an unbroken web, intertwined and
inextricably tangled. The Harlequin takes hold of a natural
animal and shakes that web until something new falls out.
This transforms the animal into another animal of equal or
lesser Familiar rating. If the target is currently the familiar
of an uncooperative being, the Nocturnal and the targets
owner make a contested roll, following rules similar to that of
Snaring the Chains, p. XX, allowing the Exalt to employ her
Manipulation Excellency to enhance the roll.
A second purchase of this Charm at Essence 4+ makes
the Duration of this Charm instant and renders the effects
permanent and Suspicious. The animal remains transformed
until the Exalt intentionally transforms it back, or until the
shaping effect is terminated by some other means. Also at
Essence 4+ this Charm automatically upgrades to allow the
Nocturnal to affect unnatural animals with Essence less than
her own. If the animal is sentient, its mind is unaffected by
this Charmonly its physical form changes.
A third purchase, also at Essence 4+, allows the Herald
to manipulate the mind as well as the body. When the Exalt
transforms an animal, she may grant it a new Motivation.
Sentient animals may receive heroic Motivations, but in all
cases, the Motivation must be suitable to the animals species.
For example, a horse transformed into a mastiff may be given
the Motivation of Protect the Harlequin, while an ata-spider
might receive the Motivation Uncover the Fair Folk Plot
Against Halta.
119
Deception of Self
Truth in Humor
120
2-3:
4-5:
6-7:
She hears dull and vulgar conversation, demonstrating that those involved in it are low-born commoners beneath her concern.
8-9:
10:
The Nocturnal becomes aware of that person eavesdropping and may reflexively choose what she hears.
Undeniable Performance
Thousandfold Chattering
The Nocturnal may spend a point of willpower upon
activating this Charm to select one option that applies to all
who overhear the conversation. He may only choose the last
option if he has Essence 4+.
A Night To Remember
121
122
preserve the vitality of reality against forces that seek to impose their will upon it. This Charm allows the Nocturnal to
ward off undue influences and prevent them from controlling
society. For the duration of this Charm, add the Nocturnals
Manipulation to the difficulty of any Charm or supernatural
effect that would harm a society or social unit in which the
Nocturnal currently resides. While Nox is in the Loom, effects that would harm the Nocturnals social standing or her
agenda are similarly affected, even if those effects would ultimately help the society. Individuals within the society gain no
protection from this Charm, and this Charm has no impact
on physical harm.
A second purchase of this Charm at Manipulation 6+,
Essence 6+ allows the Nocturnal to activate this Charm as an
Instant-duration defense which perfectly negates undue social
influences upon an entire society or social unit. In either use
of this Charm, if the Exalt is not leader of the society, the
actual Leader may activating her own Shaping-countering
magic to allow the effect to go through despite the Harlequins
protests.
Idolatry Charms
Messiah On Demand
123
in extra successes on attempts to envelope opposing units. original opinion, or cause it to completely support the NocturThe opposing commander may spend (Exalts Manipulation) nals arguments. The target may immediately pay 2 willpower
willpower to see through this Illusion.
or 2 Loyalty to reassert the original Intimacy or Policy.
A second purchase of this Charm at Essence 4+ grants
Queen Summons Drones
the Calibration-OK and Training keywords. During this time
Cost: 1m or 3m; Mins: Manipulation 3, Essence 1;
the Harlequin may permanently shift one of her targets
Type: Reflexive
Virtue dots to another one of his Virtues, so long as the shift
Keywords: Combo-OK, War
justifies lack of DV bonus on the attack. The dot she moves is
Duration: Instant
immediately converted into experience to pay for the increase
Prerequisite Charms: Any Manipulation Charm
of the othe Virtue, placing her in experience debt if it is not
The Herald quickly and efficiently redefines the chain sufficient to pay for the increase in full. If there is excess Expeof command. By spending a mote when a unit to which she rience, she may use it to pay toward any additional experience
is attached attempts to promote new relays or other special debt she has or hold it in reserve to pay for additional Virtue
characters, she may use this Charm to cause that Rally action increases later. It cannot be used in any other fashion. This
to automatically succeeds. Should the commander be slain, cannot cause a Virtue associated with the Great Curse to fall
this Charm ensures that the units hero or sorcerer (whoever below 3.
has the higher War rating) assumes command immediately,
or, if no other candidate is available, promotes the Herald to Courting the Ambitious
commander.
Cost: 6m; Mins: Manipulation 4, Essence 2;
A second purchase of this Charm allows the Herald to Type: Supplemental
ensure that successful Rally action to promote new relays al- Keywords: Combo-OK, Mandate, Social
lows the unit to gain its full requirement of relays. Doing so Duration: Instant
cost three motes if the Herald is not also serving as a relay for Prerequisite Charms: Blameless in Abandon
the unit.
The more who follow a leader, the greater the possibility
for betrayal. The Harlequin speaks past the leader of a social
Swarm Shelters Queen
unit or Dominion, and encourages dissent from within. This
Cost: 5m, 1lhl; Mins: Manipulation 5, Essence 3;
Charm supplements a social attack. The social unit gains no
Type: Reflexive (Step 2)
benefits to its DV from its Magnitude, and should the attack
Keywords: Combo-OK, Shaping, Suspicious, War
overcome its leaders Mental DV, the Exalt inspires internal
Duration: Instant
conflict. The leader must spend Loyalty equal to the units
Prerequisite Charms: Spider Lures Fly, Queen Summons Magnitude or the unit immediately splits and loses a point of
Drones
Magnitude.
Not even the sharpest eye can see everything in the
In Mandate of Heaven rules, this Charms adds the Nocchaos of battle, and discerning leadership among the throng turnals Manipulation to the difficulty of one internal action
becomes an exercise in futility. While the Exalt serves as relay the targeted Dominion takes, unless the leader suppresses the
or commander, she may use this Charm to perfectly defend opposition by allowing the Dominion to gain (Magnitude)
against any attack that targets a special character within her Limit.
unit, including a champion in the middle of a duel. The
attacker strikes blindly into the united mass of troops, and Praising the Princes
the unit (rather than the Exalt) takes the damage cost of this Cost: 8m; Mins: Manipulation 5, Essence 3;
Charm. This Charm has no affect on attackers who are im- Type: Supplemental
mune to Shaping effects.
Keywords: Chance, Combo-OK, Compulsion, Mandate,
A second purchase at Essence 4+ extends the duration Social
to (Manipulation) Actions, but the unit takes one level of Duration: (Manipulation) Days
damage each time the benefit of this Charm are evoked.
Prerequisite Charms: Courting the Ambitious
The Harlequin is still a Herald at heart and it falls to
ocial nit harms
him to inspire support for the Exalted and their rule. This
Charm supplements a Manipulation-based social attack to
Blameless in Abandon
convince a social unit or a Dominion that either their current
Cost: 1m (+3m, 1wp); Mins: Manipulation 3 Essence 2;
leadership is unfit to continue in their role or that an Exalt
Type: Supplemental
would be better suited to lead them. Against a social unit that
Keywords: Combo-OK, Obvious, Shaping, Social
broke off due to Courting the Ambitious, this attack cannot
Duration: Instant
be dodged or parried.
Prerequisite Charms: Any Manipulation Charm
If successful, the unit or dominion clamors for Exalted
All ideals are temporary and mutable, and the Har-
lequin taps into possible worlds in which her opponents leadership, as determined by a Chance die roll in Step 10.
opinion has swayed another way. This Charm supplements a 1:
One of the Harlequins enemies. As the archetypal
Manipulation-based social attack. For a moment, the targets
Sun Princes always count, even if they are allied with
Virtues, Intimacies, or Policy shift ever so slightly to avoid
the Harlequin.
resisting the Harlequins words. His attack ignores any DV
bonus provided by the targets Virtues, Intimacies, or Policy, 2-3: Any Terrestrial Exalted.
provided no other effect has rendered those inviolable, such
as Righteous Lion Defense or Epic Zeal of (Virtue). If the 4-5: Any Celestial Exalted, not otherwise on this list.
attack succeeds, he may pay an additional three motes and 6-7: Any Lunar Exalted.
a willpower to change the Intimacy or Policy permanently as
a Shaping Effect, so long as his Essence exceeds the targets 8-9: Any Solar Exalted.
or unit leaders Essence. The change cannot fully reverse the
124
APPEARANCE
D
125
126
In the false past, the Exalt is remembered for committing some terrible offense.
2-3:
The Exalt and her target had an insignificant meeting that is now barely remembered. Perhaps they
exchanged greetings in the market yesterday, or they
remember each other from an alcohol-fogged party
last year.
4-5:
6-7:
The Exalt and her target had a brief tryst and split
on terms that, while not necessarily friendly, are
unlikely to cause the target to react poorly to the
Harlequins return.
8-9:
10:
Once the die determines the general theme of the false
past, the Exalt may tailor the specifics appropriately. Both the
Harlequin and her target gain the false memories, woven into
their own respective histories wherever they might fit. Since
this causes differences between the two memories, discrepancies may eventually arise. The target may remember meeting
the Exalt a Calibration party last year, while she remembers
that party being two years ago. Whenever such conflicts arise,
the Nocturnal gains one Paradox die. Once she has received
more levels of Paradox than her Essence, the Shaping effect
ends. During Calibration, she gains no Paradox from this
Charm.
Initially this Charm has no affect on beings outside of
Fate, but once the Exalt as Essence 4+ he may elect to replace
the Shaping-keyword with an Illusion-keyword and affect such
beings accordingly. As a shaping effect this Charm cannot be
resisted without specialized magic to do so; the social attack
successful imparts an Illusion, however, this Charm may be resisted by spending one willpower per scene, or four willpower
all at once to completely break it.
127
10:
The changes made by this Charm are real, but purely
physical. Close examination of the changes cannot discern
that they are just a disguise, but if the target is questioned on
how he received a certain scar, he better be prepared to back
up these changes with a clever story.
For particularly dramatic shifts, those going back more
than one year, the Nocturnal may commit two additional
motes to grant the target a bonus of +1 die to an Attribute or
Ability as appropriate for every five years of history, or fraction
thereof, altered. Alternatively, he can distribute a like number
of -1 Internal Penalties to an Attribute or Ability to grant the
bonus for only one mote. He is free to mix and match these
alternatives as he pleases. These are considered bonuses from
Charms and the Exalt may not commit more than (Essence +
[higher of The Cloak or The Tablet]) motes in this way.
Unreliable Witness
128
Keywords: None
Duration: Permanent
Prerequisite Charms: Unreliable Witness
A thousands lives leave their mark on the world in a thousand ways. This Charm enhances its prerequisite. By spending
an additional mote, the Exalt causes each being who perceives
an alternate form to discover evidence that aligns only with
their perceptions. If they saw the Exalt as an unarmed monk,
the aftermath of the Exalts attack as appropriate for unarmed
attacks, rather than the stab wounds that truly exist. Such
misperceptions may impose external penalties on characters
actions as appropriate. Overcoming the Illusion of Unreliable
Witness also allows the being to perceive evidence normally.
minds of his Chosen. While he is in the Loom, the Nocturnal thoughts and interactions. For the duration of this Charm,
needs no permission to activate this Charm for any reason.
the Exalt may replace her Appearance with the Virtue and
she gains one automatic success whenever she rolls the Virtue,
Birthing the (Caste)
including channeling it in support of other actions. Spending
Cost: (1wp); Mins: Appearance 5, Essence 4;
a willpower to resist the influence of the Virtue causes the
Type: Permanent
Exalt to gain Paradox dice equal to the Virtue. Additionally,
Keywords: Kalpa
each version of this Charm has the following benefits:
Duration: Permanent
Compassion: The Exalt attunes herself to hearts and
Prerequisite Charms: Masking the Divine, Alternate Visage minds of others and against a number of automatic successes
Within each Nocturnal Exaltation is the information neces- equal to her Compassion to all Investigation, Medicine, and
sary for the new Exalt to become any Caste, as suits his own Socialize rolls to discern a persons current state or intent.
personality. Even after his Caste has settled, this information
Conviction: The Exalt adopts an air of unwavering devoremains. Tapping into a different vision of himself, the Exalt tion and gains her (Conviction/2), rounding up, in automatic
convert his Essence, temporarily, into that of another Caste. successes for all attempts to defend or promote her Intimacies.
This Charm may be purchased multiple times, with each
Temperance: The Exalt takes her time and ensures she
purchase representing a different Nocturnal Caste. Each does not leave herself vulnerable. The Speed of her actions
purchase of this Charm must be for a Caste which possesses are increased by one and the total DV penalty she suffers from
on Caste Attribute in common with his own, either through her own actions is decreased by her Temperance.
his own Caste or one acquired through a previous purchase of
Valor: The Exalt steps forward and takes charge, inspirthis Charm. For example, with his first purchase, a Nova may ing others in her wake. She adds a number of automatic sucacquire Birthing the Aurora but not Birthing the Empyrean, cesses equal to her Valor to all Coordinate Attack and Rally
since the Nova and Empyrean Caste share no Caste Attributes. action she takes.
The first time the Exalts anima reaches the 11+ mote
display during a scene (whether through the slow expenditure Empathetic Advisor Foresight
of peripheral motes or the payment of five motes and will- Cost: 5m; Mins: Appearance 2, Essence 3;
power), he may pay a willpower to convert his anima display Type: Simple
and power to that of the chosen Caste for the remainder of Keywords: Combo-OK, Compulsion, Social, War
the scene. His Caste Mark remains the same. He may pay this Duration: Instant
willpower again to convert his anima back to its natural state. Prerequisite Charms: Personified Mask of Compassion, Per
Kalpa: Also inherent in the design of the Nocturnal Ex- sonified Mask of Temperance
alted is the possibility of a sixth caste, the Singularities (see p.
By putting herself in the place of another, the Herald
82 for full description). While they exist in some Manvantara, knows what any person will possibly do in a given situation.
they are absent from many. In some Manvantara lacking the The Nocturnal targets an individual within (Essence x 10) yards
Singularity Caste (or in those possessing the Singularities but and rolls (Perception + [Compassion or Temperance]), with
lacking one of the other Castes), this Charm may be acquired a difficulty equal to the targets Manipulation. If successful,
in a dramatically different fashion.
the targets player must name (Nocturnals Essence) actions he
In such Manvantaras, this Charm allows the Exalt to might take on his next action. The Exalts player selects one,
fully awaken a Caste within himself. This Charm gains the fol- and the target must adhere. If situation changes such that the
lowing Keywords: Calibration, Merged, and Training. It also chosen action is impossible or blatantly ill-advised, the target
requires any one Charm for each of the Castes Attributes. For must spend one willpower to choice a new action and delays
the Singularities, this would be Any Appearance Charm, Any his action by one tick. Otherwise, the target must spend four
Intelligence Charm, and Any Stamina Charm.
willpower to act against the choice. If he follows through with
During Calibration, the Exalt may spend a willpower to the Exalts suggestion, however, he gains the higher of the
become a member of the designated Caste. His Caste and Fa- Exalts Compassion or Temperance in automatic successes on
vored Attributes and Domains change as necessary and he can the action.
convert any number of dots from one Trait into experience
to immediately raise another equivalent Trait (Attribute for Meddlesome Monk Hindsight
Attribute, Domain for Domain, etc.) He gains two experience Cost: 8m+, (1wp); Mins: Appearance 3, Essence 3;
for every Charm that has been made Caste or Favored by this Type: Simple (Speed 6)
process and loses two experience for every Charm that was Keywords: Combo-OK, Illusion, Touch
formerly Caste or Favored but has no lost that status. In short, Duration: Instant
the Exalts player may completely redesign his character as the Prerequisite Charms: Empathetic Advisor Foresight
Meditating upon the plight of others, the Nocturnal
new Caste, keeping in mind that it is the characters Caste
that is changing, with only minor alterations to the character regrets not being able to advise them at some crucial moment
in their life. Having learned of some painful experience in
otherwise.
another beings life, the Exalt attempts to set things right, or
ersona harms
at least create the appearance that it has been. Touching the
being the Exalt pays eight motes to rewrite the story of their
Personified Mask of (Virtue)
life for the better, erasing all memory of a single personal
Cost: 5m; Mins: Appearance 1, (Virtue) 3, Essence 2;
tragedy and replacing it with a happier oneor at least one
Type: Simple
the Exalt honestly believes the target would have enjoyed
Keywords: Combo-Basic, Obvious
more. The Exalt rolls a social attack against the target, adding
Duration: One Scene
his Appearance (or appropriate Virtue if he currently has a
Prerequisite Charms: None
Personified Mask of [Virtue] Charm active) in automatic suc
An individuals personality is shaped by the Virtues to cesses. If successful, the target experiences false memories of
which she adheres. The Exalt uses this set of four Charm to
shape a new personality and allow a Virtue to dominate her
129
130
she has made the right choose. If the attack is successful, the
target gains a Compulsion effect to follow her example in the
current matter. Resisting this Compulsion costs (6 targets
rating in ignored Virtue) willpower. So long as the Compulsion remains, the target likewise ignores the designated Virtue
while performing the dictated action.
The Solar Exalted possess a similar Charm called Wearing the Heavy Crown, which requires Integrity 5, Essence 3,
and Epic Zeal of (Virtue). It is a Permanent Charm which
allows the Exalt to ignore the influence of any Virtue which
conflicts an action dictated by Epic Zeal of (Virtue) even if
that Virtue is also backed by its own Epic Zeal. The Lawgivers
social attacks add the Virtue to which his action adheres,
rather than the one he ignores, and cost (6 opposing Virtue)
willpower to ignore.
2-3:
4-5:
6-7:
8-9:
10:
131
2-3:
4-5:
6-7:
8-9:
Perception
132
chips and dust would form into single block of marble, ready
for additional work.
6-7:
Having seen her finished work, completing it becomes a simple matter of following a path she hasnt
yet trod. Though it is not truly Repeat Business,
the Exalt may treat it as though it were, including
benefiting from Parallel Mirrors Repetition (p. 143)
for the project if she possesses that Charm.
8-9:
10:
2-3:
4-5:
Motes spent on this Charm remain committed until
the project is complete. This Charm can only be used on set
of plans once, and cannot be used at all on plans made by
another being.
133
Detection Charms
134
Whither You Go
Known Unknowns
1:
This Charm functions as though it were Calibration, allowing the Exalt to find her target even if it is
deliberately hidden.
2-3:
4-5:
6-7:
8-9:
10:
The Exalt finds something that may or may not qualify for any of the previous categories of the Charm.
If it does not fit in one of the other categories, the
being, object, or location appears otherwise irrelevant yet still holds the Exalts interest. Its purpose
or value is not immediately recognizable, but in due
time, whatever the Exalt discovered will be of the
utmost importance to solving a major obstacle of
which he is currently unaware. This option cannot
be selected unless the Exalt possesses Perception 6+.
135
the damage. Therefore, the Nocturnal doubles his raw damage if the target currently has a -2 Health Level damaged, and
quadruples raw damage if the target has a -4 Health Level,
Incapacitated Health Level, or Dying Health Level damaged.
A second purchase of this Charm at Essence 4+ adds
the Calibration-OK keyword. This allows the Exalt to convert
(Perception) dice of post-soak damage into levels of damage,
to a maximum of current severity of the targets wounds. During Calibration, the Exalt convert more dice, up to a total
maximum of (Perception + Essence), into levels of damage by
spending 3 motes per die.
Merged: These Walls Would Crack (Intelligence)
136
and if successful, the Exalt learns information about the creator at the time the target created the object or prescribed the
course of action.
Heart-Halting Accusation
tick from Position Troop actions, as well as the maximum dice ordinators, and overseers. They see the greatest strengths in
his units attacks may add from such actions.
others and ensure that those strengths are put to their greatest
use. With this Charm, the Exalt serves as a linchpin of coordiBreaking the Dragons Fangs
nation across the whole Exalted Host. When purchasing this
Cost: 4m (+1wp); Mins: Perception 4, Essence 3;
Charm, the Exalt chooses one of the effects listed below. For
Type: Supplemental
the purposes of this Charm, the benefits provided are based
Keywords: Calibration, Combo-OK, War
on the Magnitude of a hypothetical unit comprised solely of
Duration: Instant
the type of being mentioned it is effects that currently serve in
Prerequisite Charms: Any Perception Charm
the Exalts own unit.
After thoughtful consideration, the Herald determine
Conquering Hero Triumphant: For each dot of Magnitude
every possible position from which the enemys leadership provided by Solar Exalted, the unit gains +1 Might and the
might command their forces. Which is the true location? It units Commander gains +1 dice to all Dawn Caste Abilities.
does not matter. The Herald guides his units attack to all pos-
Driven Before the Storm: For each dot of Magnitude
sible locations, leaving their enemies no place to hide. This provided by Lunar Exalted, the unit gains +1 Magnitude
Charm supplements a Call Shot against a special character in whenever the commander wishes, and the units Heroes gains
an opposing unit, allowing the attack to ignore the opposing +1 dice to all Full Moon Caste Attributes.
units Magnitude and Drill for this attack. The blow lands as
Preordained Declaration of Victory: For each dot of Magnian unassuming lucky shot
tude provided by Sidereal Exalted, the unit reduces damage
With a second purchase at Perception 5+, Essence 4+, successes against it by one and the units Commander reduces
the Exalt may spend one Willpower for this attack to strike up the target number of all Chosen of Battle Abilities by one, to
to (Essence) special characters in the opposing unit simultane- a minimum of four.
ously. Doing so makes this Charm Suspicious. Fate trembles
Shadow of War Concealment: For each dot of Magnitude
to account for some many coincidences and lucky shots. provided by Nocturnal Exalted, the unit may reduce its MagDuring Calibration, this effect may be applied against all the nitude by one whenever the Commander wishes, and all of
units special characters.
the units special characters gain +1 DV against Called Shots.
Swing the Sword: For each dot of Magnitude provided by
Weighing the Scales
Abyssal
Exalted, the units minimum damage is increased by
Cost: 5m; Mins: Perception 4, Essence 2;
one and individuals in opposing units which lose Magnitude
Type: Supplemental
from the attacks of the enhanced unit add +1 to the difficulty
Keywords: Combo-OK, War
of the (Wits + Willpower) roll to remain alive.
Duration: Instant
Dragon-Soldier Solidarity: For each dot of Magnitude
Prerequisite Charms: Any Perception Charm
Through careful observation, the Herald discerns all provided by Terrestrial Exalted, the unit gains two additional
possible strategies his opponent may adopt and prepares for health levels (both -1, should it matter), and the units Comall accordingly. This Charm enhances a Read Strategy action. mander gains one temporary War Specialty, chosen when the
If successful, in addition to the usual information provided, commander rolls Join War. This may cause him to exceed
the Nocturnal learns (extra successes) alternative strategy the three Specialties, though only three may be applied to a single
opposing commander may attempt if his current strategy fails. roll.
These were the original six modes of this Charm. It it
curious that the Heralds had an option that interacts with
Talons Strike as One
Abyssal Exalted even in ancient days, long before the DeathCost: 6m; Mins: Perception 4, Essence 3;
lords claimed Solar Exaltations for their own purposes. UnType: Reflexive
fortunately, none of the surviving Heralds can recall what sort
Keywords: Combo-OK, War
of beings this effect might have originally applied to. Other
Duration: Instant
modes may be developed for fighting alongside other beings
Prerequisite Charms: Any Perception Charm
When commanded, the Herald obeys and echoes his including gods, demons, Mountain Folk, Dragon Kings, or
commanders orders throughout the ranks. This Charm Tiger Warriors. Each additional technique after the first costs
supplements a Coordinate Attack action performed by the Exalt two experience points to learn.
The Exalt himself cannot serve as the units Comanother being which would include the Exalt in the attack,
or a Coordinate Units action performed by another being so mander while enjoying these benefits, but if the Commander
long as the Exalts unit would be included in the attack. If all is an Exalt (or another appropriate being, if the Herald knows
participates are Nocturnals, or if all units have at least one more exotic techniques) the Commander counts as at least a
Nocturnal serving in their ranks, the coordination succeeds Magnitude 1 unit of his type, ensuring that his unit gains at
least the basic bonus this Charm provides.
automatically.
Additionally, if the coordination is successful, the Exalt
erception nhancing harms
or his unit doubles the penalty to the targets DV for their
own attacks.
Unhindered (Sense) Acuity
Cost: 3m or 6m, 1wp; Mins: Perception 3, Essence 1;
Legion of Heaven and Earth
Type: Reflexive
Cost: ; Mins: Perception 5, Essence 4;
Keywords: Combo-OK
Type: Permanent
Duration: One Scene
Keywords: War
Prerequisite Charms: Any Perception Charm
Duration: Permanent
As beings of the night, the Harlequins come into their
Prerequisite Charms: Breaking the Dragons Fangs, Weigh-
own
when
senses of others would be dulled. This is a set of
ing the Scales, Talons Strike as One
Though they do not lack in personal heroics, the proper three Charms, divided as the Solar Charm Keen (Sense) Techplace of the Nocturnal Exalted is to serve as messengers, co- nique (Exalted, p. 225). When active each Charm removes
-E
137
This Charm supplements a physical attack and allows
the Exalt to disrupt sorcery, necromancy and Sorcerouskeyworded Charms, hereafter refered to as spells. The spell or
Charm must be obvious to the Exalts senses to be a valid
target of this attack. The attack must strike the caster or incoming spell (for offensive spells) or the beneficiary of the
spell (for enhancing spells). If the spell creates or summons
an automaton or spirit, the Heralds attack must target that
being. If the spell is a free-standing effect, such as Rain of
Doom, then the attack must be generally aimed at the center
of the spells area of effect. Incoming spells and free-standing
spells are considered to have a DV of (Circle x 3) or (Charms
minimum Essence +2), as appropriate. During Calibration,
this Charm may be activated reflexively and creates a single
reflexive attack against a sorcerous target.
If the attack is successfully, the infusion of Nocturnal
essence randomly warps the spell. The Exalts player rolls one
die to determine the effect.
1:
2-3:
4-5:
The spell is dirupted, but its energy explosively dissipates into the surrounding area. Disrupting a spell
in this manner follows the rules for shattering spells
(Exalted, p. 253 and 256). The effect of the shattering is at the Storytellers discretion, but should
always inflict less overall damage or mayhem than a
hostile spell of the appropriate Circle (or Charm of
the appropriate minimum Essence).
6-7:
Witchery-Withering Waveform
138
8-9:
10:
139
One being within (Essence x 10) yards of the Harlequin who is seeking her in any subsequent context
knows that she is within that range. The Harlequin
learns nothing.
2-3:
4-5:
6-7:
140
8-9:
10:
This Charm may also be used on behalf of the Exalts
companion if he is within (combined Companion) yards of
the Harlequin. This Charm upgrades automatically at Essence
3 to inform the precise distance and location, as applicable.
At Essence 4+, this Charm may be purchased again to increase
the radius to (Essence x 100) yards with a subsequent upgrade
to (Essence) miles at Essence 6.
The Chosen of Nox are heroes ascended from anonymity, but a few find need to maintain their own obscure identities. While this Charm is active, the Exalt severs his identity
from proper flow of information. He is seen, as normal, but
nothing about his appearance registers to the eye as information worth remembering. His effective Appearance is two,
after all other modifiers. Nothing distinguishes him from
any other being; any attempt to pick him specifically from a
crowd is impossible. Finally, while his words and actions are
remembered, he himself is not; attempts to recall his specific
presence automatically fail.
A Crowd of Faces
141
142
Workshops
Many charms of the Exalted replicate the effects of
various workshops as described in The Books of Sorcery,
vol. IIIOadenols Codex, p. 27-28. For the Nocturnal
Exalted, however, Basic Necessities Provision does not
provide a constant workshop equivalent as it is dependent on Resource ratings of the objects it produces. The
ability to create 1-3 Resources dots of crafting objects
allows the Exalt to function as though she had a Rudimentary Workshop. A Basic Workshop can be replicated
with the ability to generate 4-5 Resources items. Instead
of selecting a specific artifact toaid in crafting, the Exalt
may choose a generic set of tools and materials to qualify
for a Master Workshop.
Prerequisite Charms: Basic Necessities Provision, Adamant
Mirror Technology
The simple things in life have their purpose, but at times
the Exalt demands great wonders. This Charm enhances
all purchases of Basic Necessities Provisions and it can be
purchased up (Essence-2) times. Each purchase grants one
version of Basic Necessities Provisions an additional Artifact
option, suitable for its particular scenario. When the final
option is rolled or chosen, the Exalt may choose which of
the available artifacts she receives. Additionally, as universal
enhancement of all versions of Basic Necessities Provisions,
if she also knows Currency Calucating Conversions and has
any Resources stored in Elsewhere, she may sacrifice her Resources as though purchasing a mundane item created with
Basic Necessities Provisions, enhancing that items reality. It
does not vanish at the end of the Charm.
Insight Charms
143
Strategy
1:
3:
5:
144
Accidental Discoveries
or How can I get to Nexus by tomorrow night? would only 8-9: As an Illusion effect, whenever the target makes an
require one success. Why did this merchant die? or How
attempt to discover the truth about the subject and
can I eliminate slavery in Great Forks? would require three
fails, she instead believes that she has uncovered the
successes. Where is the Scarlet Empress? or How do I
truth. She gains a number of automatic successes
eliminate the Mask of Winters? require at least five successes,
equal the Nocturnals Essence on any attempt to
if not more, depending on what information the character
convince others of her truth. Actually discovering
already knows.
conflicting information allows the target to spend
Success on the roll does not actually answer the Nocturtwo willpower to overcome this Illusion.
nals question. Instead, if the roll is successful, the Nocturnal
gains a single vital clue that will ultimately lead to the answer 10:
The Harlequin presents superficial details regarding
he seeks. Every additional success provides one additional
the subject and the target finds it either too trivial
clue. For example, attempting to discover why the merchant
to consider or thinks the matter is already in good
died, might first cause the Exalt to think of an angry wife.
hands, as the Exalt chooses. Regardless, since they
Is it the merchants wife? Did she commit the murder? The
think they already know about the subject, the target
Nocturnal cannot say yet, but finding the angry wife will be
will not investigate further as a Servitude effect costthe first step, ultimately, in unraveling the secret. Additional
ing 3 willpower to resist.
successes might reveal an issue of money, a broken-hearted
Theories Vast and Intricate
mistress, and a knife in the sewer.
If the Exalt performs her entire contemplation during Cost: (+2m); Mins: Intelligence 4, Essence 3;
any night of Calibration, she automatically gains (Willpower Type: Permanent
Keywords: None
+ Highest Virtue) dice.
Duration: Permanent
Black Veil Conspiracy
Prerequisite Charms: Black Veil Conspiracy
Cost: 8m; Mins: Intelligence 4, Essence 3;
A single voice in the darkness may distract a few from
Type: Supplemental
the truth, but to truly hide the truth, the Harlequin must sway
Keywords: Chance, Combo-OK, Social, Stackable, Suspicious the minds of many to his conspiracy. This Charm enhances
Duration: Instant
its prerequisite, allowing the Exalt to spend two additional
Prerequisite Charms: Any Intelligence Charm
motes to target a large group of mortals. Leaders of Social
For mortals Creation is a vast and terrifying place, and units replace the Charms willpower costs to resist with the
its usually best for them to forget their troubles and let the units Loyalty. With a second purchase of this Charm at EsExalted handle the truly frightening matters. This Charm is sence 5+, this Charm gains the Mandate-keyword and may afsupplements a social attack against a mortal, allowing the Har- fect Dominions with a Magnitude no greater than the Exalts
lequin to obscure information about a chosen subject. The Essence. Leaders of Dominions replace the willpower cost to
social attack must make some reference to the chosen topic, at resist this Charms effects with the Dominions Limit.
least in passing, and if successful, the Exalts player rolls one
Blinding Heavens Eye
die.
Cost: ; Mins: Intelligence 5, Essence 3;
1:
The target of this Charm gains a powerful interest in Type: Permanent
the topic. This adds the Compulsion-keyword to the Keywords: None
Charm and forces the target to investigate the matter Duration: Permanent
more closely, investing at least (Nocturnals Essence) Prerequisite Charms: Black Veil Conspiracy
hours a day to his investigations. He may spend one
Even before the War, the oracles and the sophists were
willpower to resist this Compulsion for a day, and hiding the true potential of the Exalted from the Primordials
is completely immune after spending (Nocturnals more attentive servants. This Charm permanently upgrades
Essence) willpower in this way. However, should he its prerequisite, allowing it to affect spirits with Essence no
give in to the Compulsion, all rolls to learn more greater than the Nocturnals. Untethered as they are from an
about the subject gain one automatic success.
external reference to reality, beings Outside of Fate must pay
one additional willpower to resist its effects. With a second
2-3: As a Shaping effect, whenever the target of this purchase at Essence 4+, this Charm may be used against any
Charm attempts to uncover the truth regarding the being whose Essence does not exceed the Exalts.
chosen subject suffer an internal penalty equal to the
Nocturnals Intelligence.
Parting the Veil
Cost: 5m, 1wp; Mins: Intelligence 4, Essence 3;
4-5: As a Shaping effect, those targets who already know Type: Simple (Dramatic Action)
the truth suffer an external penalty equal to the Keywords: Calibration, Combo-Basic
Exalts Essence when attempting to convince others Duration: Varies
of that truth.
Prerequisite Charms: Any Intelligence Charm
History leaves its mark on the world. Anyone insightful
6-7: As a Shaping effect, all records and evidence of
the subject are lost, stolen, or destroyed, causing enough to perceive the significance of events may trace the
the targets mundane attempts using Lore, Occult, chain of cause and effect into the past or the future. The Exalt
or Investigation to discover further information to marks a path around a region no greater in diameter than
(Essence x 10) yards, studying it intently as he goes. Upon
automatically fail.
completing his circuit, his player rolls (Intelligence + [Lore or
Investigation]) and divides his successes as he pleases.
This Charm recreates an important scene from the past
which occurred within the boundaries of the Exalts path, or
145
146
What a Nocturnal does when performing Walking
the Skeins is not, technically, time travel. The Charm
creates a replica of Creations past rather than actually
transporting the character into the past.
That said, its still effectively time travel. The differences are purely academic and exist mainly to justify
the various safeguards that prevent this Charm from completely undermining the setting. Time travel is, traditionally, one of the few impossible feats in Exalted, but time
travel provides excellent fodder for adventures. How you
handle it in your game is entirely up to you. In a game
with minimal allowance for time travel, all this Charm
might do is grant the character access to information
and experiences he would have missed otherwise with
no chance to alter history. Learn what really became of
Bagrash Kls empire by witnessing its final days, or put
Ma-Ha-Suchi to shame and bed every Celestial Exalt, ever.
At the end of Calibration, Creation remains unchanged
by the characters trip into the past, but the character is
wiser or worldlier for it.
Alternatively, you may wish to run wild with time
travel. In which case, see Chapter VII for more suggestions. Either way, be sure Storytellers and players know
what theyre getting into from the beginning.
If your game exists in a Manvantara which allows for the
characters to alter the past, potential is opened up for
Charms which further enhance the Exalts time travel
capabilities. As an example:
Difficulty
Time
0:
one month
1:
one season
2:
one year
3:
ten years
4:
twenty years
5+:
Having successfully rolled the appropriate number of
successes to reach the time period desired, the Exalt bids the
Bound God to access the Looms records and create a replica
of Creation at the time in question. This version of Creation
is obviously flawed, as it neglects to include beings outside of
Fate, save for notable interactions with beings within Fate,
and any connection to a Realm outside of Fate is sealed by
invisible walls which prevent passage. If the Exalt rolled no
extra successes, the replica lasts for one scene. One extra success allows it to persist for one day; two extra successes allow
it to persist for a week. With three or more extra successes it
persists for an amount of time following the same progression
as the original Difficulty table for the Charm (meaning that
three extra successes allows it to persist for one month, and so
on).
The Nocturnal may explore and interact with this replica
of the past as she chooses for as long as it lasts. No matter how
much time she experiences within her replica of Creation,
only five days actually pass for the purposes of training. This
Charm is useful for gathering information and experiencing a
world of opportunities lost to time, but in the end it is nothing but an artificial world crafted for her amusement. Any
alterations she made in the past have no influence on the
present.
Up to four other Nocturnals may join her in this crafted
past, if they know Parting the Veil and meditate along with
her. If they also know this Charm, each adds his Essence to her
roll, if they activate the Charm in communion with her. Her
Companion, meditating in her company, can likewise join her
without needing any Charms of his own. The events, however,
are real enough to affect her on a personal level, and for the
purposes of Charms that require her to have participated in
some past event, such as Shipwrecked Corsair Memento.
Kalpa: One of the simplest and most common variants
of this Charm is one that causes the bodies of those meditating to vanish for the duration of this Charm, preventing
others from interrupting the Nocturnals exploration of the
past. In such cases, the usual safety features of this Charm
are occasionally deactivated. If the Exalt dies within the past,
instead of being returned in an Incapacitated state to the
present, she is truly dead. A more dramatic variant exists in a
few Manvantaras, which allows the Bound God to attempt to
weave the Nocturnals altered Creation into the Loom of Fate
while the Pattern Spiders complete the annual Calibration.
Depending on the Manvantara, this attempted upload fails if
one or more of the following conditions occur. These restrictions apply to her traveling companions as well as herself.
While in the past, the Exalt publicly revealed herself as a
Nocturnal, including a display of peripheral essence at the
8m+ level. In Manvantara where Nox is deliberately hiding
147
2-3:
4-5:
6-7:
8-9:
10:
148
True wisdom comes only from experience, and the
Harlequin ensures that no one gains wisdom they are not prepared for. This Charm permanently enhances its prerequisite.
Instead of choosing and rolling various Traits as described, the
Exalt may instead select a task. The task may be as arbitrary
and unrelated as the Exalt likes, but it must be something
that would require a mortal at least one scene of continuous
activity to complete. Once the task is complete, the being who
completed it immediately becomes aware of the Nocturnals
message. As with the riddles before, revealing the information
in any other fashion once the task has been set becomes an
Unacceptable Order.
149
entire cost of a ritual into motes, she reduces the final cost by
(Intelligence) motes.
The Lunar Exalted possesses an identical Charm called
Crones Hidden Wisdom, which is popular among the Crossroad Society.
8-9:
10:
The chosen Ability is immediately raised to its maximum value. If the Exalt did not spend willpower to
select this option, he also converts (Intelligence) dice
into automatic successes.
Training Charms
150
1:
2-3:
4-5:
6-7:
Once the effect has been determined, the roll proceeds
as normal.
By Darkness Inspired
Alternative Curriculum
Instruction of Self
to the even stranger being that awaits her in the future. When
the Exalt learns this Charm, her player should determine a
Storyteller-approved Motivation appropriate for an elder
Nocturnal, one seasoned by many Renewals and centuries
accustomed to a life of quantum paradoxes, philosophical
contradictions, and alternative realties, as well as a number of
associated Intimacies equal to her own Essence. These represent the future echo of herself as she might be, and whenever
the Exalt undergoes a Renewal, so too does her future self,
though only her Motivation and Intimacies may be changed.
More importantly, the future self serves as a Mentor to
her younger self. She is always regarded as having a mentor
for any Trait she wishes to train and gains a Sifu rating equal
to the higher of her own current Martial Arts or Face. As with
other Mentors, as the Storyteller permits, the Exalts future
might provide advice or material support (by informing Exalt
where a useful item might be acquired, rather than directly
providing them). Whenever the Harlequin seeks to benefit
from her future self, she gains one Paradox die.
Of course, her future self, like other mentors, is often
demanding. The future self may issue automatically successful
social attacks against the Exalt during Calibration, though no
more frequently than once a day. Such demands cause the
Harlequin to gain one point of Subservience if she refuses,
and she may never immunize herself from such demands
except by achieving Essence 10.
A second purchase of this Charm at Essence 4+ allows the Exalt to halve all training times for all Traits. This
strengthens the connection between the Exalt and her future,
causing her to gain two Subservience for denying the orders of
her future self.
WITS
Anachronism Charms
Night Prepares At Dawn
151
152
Armory of One
8-9:
10:
2-3:
Any weapon without the N-tag wielded by an otherwise rendered not ready, as appropriate for the
weapon.
4-5:
6-7:
153
Regression of Epicycles
154
A second purchase of this Charm at Wits 5+ allows the
Exalt to activate this Charm as a Reflexive action to create a
flurry for an ally currently benefiting from Tomorrows Feats
Today during their action tick. The allys player decides the
nature of the actions granted to him by this Charm, but he
must follow the same restrictions as the Nocturnal.
2-3:
For each non-Permanent Charm the being has active, he loses one mote of Essence, beginning with
Peripheral motes.
4-5:
If that being had suffered any Compulsion or Servitude effect in the last 25 hours, one of those effects
is restored, beginning with the least recent.
6-7:
If that being had suffered from any Illusion or Emotion effects in the last 25 hours, one of those effects
is restored, beginning with the least recent.
8-9:
10:
Calendar-Cracking Pugilist
Concealment Charms
155
2-3:
All members of the unit gain innate awareness of another beings membership within the group so that
there may be no question regarding who belongs
and who is a spyunless one of their own is seduced
to their enemys camp.
4-5:
The unit adds the Exalts Wits to its Loyalty or Endurance as appropriate; each individual in the unit
adds one to their Conviction and Integrity so long
as their actions are beneficial to the unit as a whole,
as determined by the Storyteller.
6-7:
8-9:
10:
The unit itself becomes Outside of Fate. The collective activities and movements of the unit cannot
be discerned through investigation of the Loom of
Fate, nor can it be affected by any sort of Astrology
or Fluctuation. Individual members remain within
Fate, but any gathering appears as a random accumulation of people, such as one might expect to see
gathered on a market day, rather than as a cohesive
body with unified intent.
156
The effects of this Charm last as long as the Exalt remains a member of the unit or until the unit is reduced to
Magnitude 0 for any reason. Splinter units do not gain the
benefits of this Charm. A second purchase of this Charm at
Wits 5+ allows its effects to continue even after the Exalt has
left the ranks of the organization.
157
manent Willpower as automatic successes during the day and (Nocturnals Essence [x2, during Calibration] enemys Esallows the Charm to automatically succeed at night as well as sence, minimum one) miles, determined by the Storyteller.
Calibration.
The inferior arrives prepared for the encounter with the
Nocturnal as appropriate for the characters backgrounds. If,
This Days Madness
for example, the Nocturnal employed this Charm successfully
Cost: 10m, 1wp; Mins: Wits 5, Essence 3;
against a Deathlord (who, for its own inscrutable reasons deType: Reflexive
clined to resist its effectsperhaps the Deathlord has more
Keywords: Combo-OK, Flux, Merged
important business elsewhere), and the attacker is replaced
Duration: Until sunrise
with a Abyssal with the Abyssal Command background, the
Prerequisite Charms: All Your Peity and Wit
deathknight may arrive, if he chooses, with a contingent of
No matter her crimes in the name of a greater cause, war ghosts.
the Harlequin is never without excuse to mask her blame.
As an Illusion effect, anyone with a Mental Dodge DV
When the Exalt activates this Charm she names an action less than the Nocturnals Willpower (plus Essence, during
she committed which she does not wish others to discover, Calibration) recalls the scene as though the inferior had
be it a social faux pas, a heinous crime, or an anonymous always been present and the original enemy had been absent.
act of charity. Until the next sunrise, evidence is generated to This includes the enemy and his inferior. This Illusion effect
demonstrate that the Exalt could not have possibly done the may be resisted at the cost of 4 willpower.
act, as she was clearly doing something else at the time. This
If the enemy is transported away, the attack ends immeCharm alters physical evidence and memories according to diately. As a Counterattack this Charm imposes a DV penalty
the needs of the Exalt as a Shaping effect, but only as much as equal to the enemys Essence.
needed to create the alibi. For example, she might escape the
allegations of theft by claiming to have spent the night with
reachery harms
innkeepers daughter. While the daughter will recall their
night together (assuming she does not possess the ability to Smiling Traitor Opportunity
resist Shaping effects), her sexuality is not altered to suit the Cost: 6m; Mins: Wits 3, Essence 2;
Exalts needs, which might raise more problems for the Exalt Type: Supplemental
than it solves. A second purchase of this Charm at Essence Keywords: Combo-OK, Emotion
4+ extends its Duration to One Week; a third purchase at Duration: Instant
Essence 5+ reduces the cost to 5m, 1wp and extends the Dura- Prerequisite Charms: None
What drives a hero to betray his friends? What causes
tion to Indefinite.
Merged: Midnight Taboo Alibi (Manipulation, prereq- him to join the ranks of his enemies? Some might say cowardice; others that the Exalt is no hero at all. The Herald,
uisite: Relativistic Truth Discovery).
however, recognizes that some loyalties must be sacrificed to
Tomorrows Triumph or Despair
achieve a greater goal and to set a foe up for a greater fall. This
Cost: 15m, 1wp; Mins: Wits 5, Essence 5;
Charm supplements any action the Exalt takes in the presType: Reflexive (Step 2)
ence of an enemy and which causes him to betray his allies.
Keywords: Calibration-OK, Combo-Basic, Counterattack, His previous loyalties must be known to those involved, but
Flux, Illusion, Obvious
the action may take nearly any form. He might divulge the loDuration: Instant
cation of his Solar ally to the Wyld Hunt, publicly denounce
Prerequisite Charms: This Days Madness
his political allies within earshot of a rival faction, attack his
There is a time for heroism and a time for prudent general in sight of the opposing army, or any similar action.
consideration of ones circumstances. In the case of the latter,
In addition to whatever roll might be necessary for the
the Herald discerns when a foe is too powerful to confront action, the Exalt may make a reflexive (Manipulation or Wits)directly. The Nocturnal may employ this Charm in response based social attack against all enemies who witness the action,
to an attack from an enemy. For the purposes of this Charm adding his Wits in automatic successes. If successful, the opan enemy is another sentient being who is actively and inten- ponent gains a positive Intimacy toward the Exalt, recognizing
tionally causing harm to the Nocturnal and toward whom the him as a useful ally. As such, those affected by this Charm
Nocturnal does not possess a positive Intimacy. The Noctur- suffer a -3 internal penalty on any action which continues to
nals player rolls Willpower, adding her Essence in automatic treat the Exalt as an enemy or a -1internal penalty on actions
successes during Calibration, with a difficulty of the enemys which fail to regard him at least on friendly terms until the
Essence. If successful, the enemy is dismissed from his cur- end of the scene. This unnatural emotion costs two willpower
rent location as a Shaping effect and another being whom to resist, but may be resisted freely if the Exalt takes any action
that enemy regards as his inferior yet is also bound to the which would inflict harm on those affected.
enemy by Ally, Henchmen, Patron, Liege, Backing, or similar
backgrounds is teleported into the situation in his stead, so Loyal Mercenary Infiltration
Cost: ; Mins: Wits 4, Essence 3;
long as that inferior is within the same realm of existence.
The enemys player may select the appropriate inferior Type: Permanent
or resist this effect with appropriate defenses. If the inferior Keywords: None
can defend against shaping effects and does so, the enemys Duration: Permanent
player may continue to reselect inferiors until one is found Prerequisite Charms: Smiling Traitor Opportunity
Having won the favor of his enemies, the Herald has
that either does not or cannot resist. Demons descended from
prepared
the way for fatal blow. This Charm allows the Exalt
the enemy may never resist the enemys call, such an enemy
may choose to banish himself back to Malfeas to call an un- to commit the cost of its prerequisite, making its duration
derling from there. If all resist, this Charm has no effect. The Indefinite. Resisting the unnatural mental influence now
enemy is transported to some place distant and safe, within costs willpower equal to the Exalts Wits, to a maximum of
five. Additionally, the Exalts first attack against any being who
possesses a positive Intimacy toward him due to Smiling Trai-
158
tor Opportunity is automatically considered unexpected but this Charm protects the Exalt from any harm that might result
causes the immediate termination of that Intimacy as well.
from a being native to the same realm of existence, so long as
that action is not enhanced with magic. Additionally, against
Devil Reigning Hypothesis
such attacks, the Exalt adds his Wits to the appropriate DV.
Cost: 10m; Mins: Wits 4, Essence 3;
A second purchase of this Charm at Essence 4+ allows
Type: Simple
the Exalt to spend an additional willpower to extend this benKeywords: Combo-Basic, Kalpa, Shaping,
efit to (Essence) allies. A third purchase at Essence 5+ allows
Duration: Indefinite
the Exalt to provide this defense to an entire complimentary
Prerequisite Charms: Smiling Traitor Opportunity
unit with a magnitude no greater than his Essence for a total
During the Great War, the Incarnae suspected Nox of eight motes and a willpower.
would turn traitor and side with the Primordial host and they
acted accordingly to prevent that risk. The Chosen of Possibili- Inquisitors Vain Questions
ties, however, remain free to choose their alliances and betray Cost: 4m; Mins: Wits 4, Essence 2;
them as they please, precisely as the Maidens feared. Some Type: Reflexive
use this Charm to spy on the enemies of Creation; others to Keywords: Combo-OK
better conspire with dark allies. In either case, this Charm Duration: Instant
warps the Exalts own internal essence pattern, aligning him- Prerequisite Charms: Smiling Traitor Opportunity
self to an alternate reality where he serves other masters. This
Once entrenched in his new position, the Herald is
Charm may be purchased multiple times, with each purchase adept at maintaining the ruse. If questioned concerning his
providing one of the following effects. In all three cases, the loyalties, this Charm may be used to either impose an external
Exalt is considered fully Outside of Fate while in his new na- penalty on a social attack to force him to reveal the truth of
tive Realm. He reintegrates with Fate (remaining obscured if a particular subject, or to impose an external penalty on anNox is in the Loom) while visiting Creation unless he achieves other beings MDV when the Herald lies concerning his true
Essence 6+.
loyalties. In either case, the penalty is equal to his Wits.
The Exalt is considered a native of Malfeas and a Creature of Darkness. If scrutinized by spirits, he will appear as an Friendship of Heretics
akuma, though one of uncertain patronage, and all demons Cost: 1m; Mins: Wits 3, Essence 2;
of lower Essence ratings will defer to him as though he were Type: Reflexive
in their superior in accordance to the law of Cecelyne. He Keywords: Combo-OK, Stackable
must pay double motes to commit to adamant artifacts, but Duration: Indefinite
all vitriol-tainted artifacts may be attuned for their base cost. Prerequisite Charms: Smiling Traitor Opportunity
Though he lives among them, shares their meals, feigns
The Exalt is considered a native of the Underworld and a crea-
ture of Death as well as Darkness. He may only respire motes love and passion, the Herald never truly forms any attachment
in the Underworld or in shadowlands. He must pay double to those he prepares to betray. Upon activating this Charm,
the motes to commit to adamant artifacts, but all soulsteel the Exalt names a being, object, ideal, etc., toward which he
does not currently possess an Intimacy. So long as the mote
artifacts may be attuned for their base cost.
The Exalt is considered a native and creature of the remains committed, the Exalt is incapable of obtaining any
Wyld. He may perform Fluctuations in the Wyld, but they are Intimacy directed at the designated target.
no more substantial than the fantasies of the Raksha. For the
purposes of resisting Wyld mutations and addiction, he treats
Unlike other heroes, the Nocturnal Exalt need not regret
any area of the Wyld as one step closer to Creation than they
that they have only one life to give in the service of Creation.
would otherwise be.
Kalpa: In some Manvantara, Nox and the Nocturnals Indeed, to live only a single life would be far too limiting for
truly did side with the foes of Creation. In some of those re- the Chosen of Possibilities. Through the esoteric Charms of
alities, one of the previous options becomes the base state of the Alter-Ego, the Harlequins can become more than single
the Nocturnals. An altered Nocturnal may learn a Creation- person and begin their own unique path toward the grand
oriented version of this Charm which allows him to be con- transhumant experiment all Exalted pursue.
Obtaining this level of enlightenment requires extensive
sidered a native of Creation within Fate (though he may still
be obscured from Fate, if Nox is in the Loom) and attune to study and a wide pool of natural talent. The core of this path
adamant normally. If he were considered a creature of Death, is detailed here, containing one Charm for each of the nine
that classification is suspended for the duration of this Charm Attributes. Additional Charms may be created by individual
and he may respire motes as normal. If he were a Creature Nocturnals, but only after he has mastered all nine of these
of Darkness, that condition still applies if an appropriately Charms.
These Charms are unique to the Nocturnal Exalted and
holy authority exists to enforce that designation. Additional
variants of this Charm for more exotic realms may also exist under no circumstances can they be acquired by any other
being. Even Black Mirror Shintai treats the Nocturnal and
with Storyteller approval.
his alter-ego as two separate entities and does not acquire this
Iron and Salt Excommunication
overlapping Charm set if the Infernal copies either of the pair.
Cost: 5m (+1wp or +3m, 1wp); Mins: Wits 4, Essence 3;
Alliance of the Alter-Ego
Type: Simple
Cost: ; Mins: Appearance 1, Essence 2;
Keywords: Flux, Obvious
Type: Permanent
Duration: One Scene
Keywords: Native, Nox, Training
Prerequisite Charms: Devil Reigning Hypothesis
The Herald is at peace with those to whom he appears Duration: Permanent
loyal. Should his allies seek to harm him, he simply revokes Prerequisite Charms: None
their status in the chain of cause and effect. When activated
ALTER-EGO
159
Nox presents the gift of Exaltation to liberate his
Chosen from the rigid dictates of their prior destinies. The
Heralds are empowered to explore alternate realities and turn
counterfactuals into fact. With this Charm, the Exalt turns
this power upon himself, shattering his Fate into fragments
and forging a fresh start from its remains. Upon learning
this Charm, the Exalts player creates a secondary character,
known as the alter-ego, following standard character creation
rules for a Nocturnal Exalted. The alter-ego gains additional
experience equal to half the Exalts current total, to be spent
however the player chooses. Since the caste of the Nocturnal
Exaltation is determined by the personality of its bearer, the
alter-egos caste may be different from the Exalts. For the rest
of the game, the alter-ego gains experience at half the rate
of the original, and the player may transfer up to a quarter,
rounding down, of the experience earned by the Exalt each
session to the alter-ego.
The alter-ego possesses its own Traits, except Willpower
and Essence, which must be equal to the Exalts. Likewise, the
alter-egos (highest Virtue + lowest Virtue) must equal that
of Exalt. Should any of these Traits be changed by either the
Exalt or the alter-ego, the Trait is altered as a Training effect
for the other as well. The two share Temporary Willpower
and both personal and peripheral Essence pools, except for
Temporary Willpower or motes gained by Charms and other
effects unique to either the Exalt or his alter-ego. The alter-ego
begins with a positive Intimacy corresponding to the Nocturnals Motivation, and its own Motivation cannot conflict
with that. The alter-ego may purchase its own Charms, as any
Nocturnal couldthough it automatically gains the benefits of
all charms ultimately derived from Alliance of the Alter-Ego as
though it also knew them. It may never learn Alliance of the
Alter-Ego itself.
While the alter-ego is active, it generates a phantom strand
of Fate, wholly separate from the Exalts and it ignores any
lingering effects placed upon the Exalt which do not directly
work upon the Exaltation itself. The flickering stand of Fate
attracts the attention of the Pattern Spiders in a way that not
even Nox may hide. Both the Exalt and the alter-ego permanently gain one Paradox that cannot be removed while the
Exalt knows this Charm.
Upon first learning this Charm, the Exalt is unaware
of the alter-ego. The two cross paths only through the consequences of their actions. Whenever the Exalt fails a Conviction roll to recover Willpower while sleeping, the alter-ego
awakens in his place, subtly, but thoroughly, changing shape
into a new person. During such transformations, Ownership
of all the Exalts items pass to the alter-ego. The Exalts player
may choose to play the alter-ego at this time, or turn control
over to the Storyteller, but in either case it is important to
remember that the alter-ego is explicitly a new character with
its own desires and objectives and should be played as such. At
this point in mastery of these techniques, the alter-ego exists
solely to explore possibilities and take actions that the Exalt
couldnt have done himself, not to further the Exalts own
agenda. This is not to say that the alter-egos objectives cannot
have significant overlap with the Exaltsjust that they must
have distinct motives. The Exalt returns once the alter-ego
falls asleep, but not if the alter-ego is rendered unconscious
by other means. The alter-ego possesses his own health levels
and if he dies by any means, the Exalt immediately manifests
wherever she last fell asleep, jolted suddenly awake as if experience the death in a dream. He loses this Charm and fills up to
his last -2 health level with bashing damage. If he relearns this
Charm later, his player must create a new alter-ego rather than
reviving the previous one.
160
Only Heralds with the necessary Whispers background
may intentionally learn this Charm as a Nox effect. In all
other cases, and occasionally even among those who could
learn this Charm intentionally, Charm imposes itself on the
unwitting Exalts sleep as a Training effect (with the players
approval, of course). This occurs infrequently and only to
those who appear particularly dissatisfied or frustrated by
their current position.
161
from the face of Creation, their native martial arts style is still
practiced. Known as the Flawless Jewel Style in Creation and
Autochthonia, Nocturnal Hero Style condenses the precision
and expert timing of the Heralds and the Harlequins. The
movements of the Flawless Jewel are sharp and sudden. It is a
minimalist style that derives increasing complexity from building upon and combining relatively simple katas.
Nocturnal Exalted may learn this style as natural
Charms, and may create and learn new Charms to expand
upon the basic principles of the core style presented here (see
p. 98). Others who can learn Celestial Martial Arts may learn
this style as well, substituting the Dexterity requirement for
an equivalent Martial Arts requirement. As an exception to
this general rule, the Lunar Exalted may learn this style using
only their natural Dexterity and the Nocturnals may learn
Lunar Hero Style in the same fashion. However, neither may
learn the expansion Charms of the other, except in situation
mimicking the Eclipse anima power.
Weapons and Armor: Nocturnal Hero Style requires
unhindered movement, and may only be practiced in armor
with a Mobility Penalty of -0. As form weapons it employs the
cestus, the iron boot, knives, and their artifact equivalents.
Complimentary Abilities: The precision necessary to
practice this style demands expert hand-eye coordination. Beings who do not learn this style with a Dexterity requirement
also require at least Awareness 2 in addition the Martial Arts
minimum.
The Nocturnal Exalted may also learn the Charm
Swallowing the Lotus Root, as per the description of the
Charm in Scroll of Errata. Among the Nocturnals, it
is called Faceted-Lotus Enlightenment. This Charm
requires Martial Arts 5, Essence 2 and permanently reduces the cost of Terrestrial Martial Arts Charms to 5xp
(4xp if Martial Arts if favored). It has no prerequisite
Charms.
SUPERNATURAL
MARTIAL
ARTS
The Nocturnal Exalted does not possess any Martial
162
N
octurnal Hero Style
Though the Nocturnal Exalted have long been banished
Among some players, a popular alternative to learning native Martial Arts Charms in lengthy trees is to allow
Exalts of the appropriate type to learn them in short clusters. With Storyteller approval the following Charms possess
different prerequisite Charms as an Enhanced effect. If Storytellers allow for this option, they should be sure to permit
similar Hero Style restructuring for all Exalts. Even if the Exalt possesses Fivefold Faceted Strike through these altered
prerequisites, she is still required to learn all nine Charms of Nocturnal Hero Style before she is considered to have
mastered it as a Celestial Martial Arts style.
Jewelers Expert Defense:
Prerequisite Charms: Crystallized Kata Insights
Diamond Cuts Topaz:
Prerequisite Charms: Diamond Fist Atemi
Chisel Removes Flaws:
Prerequisite Charms: Crystallized Kata Insights
Tumbling Gemstone Counter:
Prerequisite Charms: Jewelers Expert Defense
Fivefold Faceted Strike:
Prerequisite Charms: Diamond Cuts Topaz
Enhancement: The Nocturnal increases the duration
of this Charm to One Action and allows her to parry lethal
damage barehanded for its duration. This Charm may also be
activated defensively in Step 2.
163
164
Vivid Escapism
165
Chapter Six
As they return from their long absence, the Harlequins
quickly make a name for themselves as twisters of reality.
Those in Creation marvel at these Nocturnal miracles, while
the Bureau of Destiny is shaken by the dramatic nature of the
Harlequins art. What unknown magic could possibly cause
such tangles in Fate?
FLUCTUATIONS
What Fluctuations Are
Nox and the Great Maker granted the Nocturnal Exalted the
power to enact Fluctuations on reality. This power resembles
that formerly possessed by the Onyx Youth to reveal the
will of the Primordials, but differs in the particulars of its
application. The methods by which this is accomplished is
the manipulation of Loom of Fate through nine metaphysical
Domains underlying the nature of reality. Just as the twentyfive Colleges of Astrology are tied to specific areas of study,
the nine Domains are associated with the nine primal skills
possessed by all beings. As such they are divided into Physical,
Social, and Mental Domains. To Nocturnal scholars, these
divisions are known as the Three Columns.
These scholars also refer to three Tiers, which contain one
Domain from each Column. These are known as the Tiers of
Material, Method, and Product. While Columns determine
in which medium of the Fluctuation may be worked, the Tiers
govern the particular manner in which the Fluctuation takes
shape. The precise nature of each Domain will be discussed
shortly.
166
Fluctuations tamper with and overwrite the usual functionality of Fate and the record of causality it keeps. As such
they only work where the Loom of Fate governs the nature of
reality. Performing a Fluctuation is a simple process compared
to Astrology. The Harlequin need not plot or plan, pray or
petition. She simply wills reality to be other than it is. She
determines what manner of the Fluctuation she wishes to
achieve, spends a temporary Willpower, and rolls (Willpower
+ Domain) as a Simple Action (Speed 6, DV -1). During Calibration, the Nocturnal adds her Essence to the roll.
All Fluctuations are Shaping effects and may be defended against as such. They are also Suspicious if successful.
However, they are always noticeable. When the Storyteller
rolls a die for the Suspicious effect, treat all 10s as 1s. Fluctuations may only target a Nocturnal or mundane beings,
objects, and locations within Fate (though it can produce
loyalty to a god, plans for artifacts, maps to manses, etc.), and
have a base difficulty of three. Additional levels of difficulty
are determined by the nature of the desired Fluctuation.
The effects of a Fluctuation lasts until the end of the
scene, and the Harlequin may perform only one successful
Fluctuation or Flux-keyword Charm per scene, excluding
the use of specialized Charms to perform others. When the
Fluctuation succeeds, it exerts an Illusion upon all witnesses
whose Dodge MDV is less than the Harlequins (Temporary
Willpower + Domain). This Illusion causes affected beings to
accept the new reality as though it had always been so, filling
What They Do
Each Domain belongs to both a Column and Tier,
which together determine the nature of the Domain itself and
what manipulation of that Domain can accomplish. Physical
Domains alter the physical elements of a scene, such as the
scenery, the bodies of beings, or the tools and weapons they
carry.Social Domains alter the social paradigms governing the
scene, frequently imitating Emotion effects by altering Intimacies. Mental Domains alter the information causing or caused
by the scene, often resembling Illusion effects by altering how
a being perceives reality or by effectively adding or subtracting
dice from rolls to represent new or lost knowledge. The Material Domains add and subtract whatever the Domain alters;
the Method Domains vary the subject by degrees without
creating or eliminating it; the Product Domains explore the
long-term consequences of such alterations, extrapolating
futures and speculating upon alternate pasts and presents.
The Exalt manipulates only one Domain at a time, but
often multiple Domains actually participate in the results of
the Fluctuation. For example, if the Exalt wishes to use a Fluctuation to add a book to a particular scene, he may determine
its physical characteristics using the Stone or its informational
content using the Clay as his primary focus, which determines
the difficulty of the action. Whichever is not the focus of the
action is left to the Storyteller to determine, though the Exalt
may influence that decision with a 2+ die stunt defining the
remaining qualities.
To those affected by the Illusion side-effect, a Fluctuation simply is and always has been. Those who see through
the initial Illusion recognize the Fluctuation as an artificial
imposition upon reality and can observe it taking shape.
Reality appears to flicker as the Nocturnal performs the Fluctuation, successful or not. Threads of Fate become visible for
an instant the Nocturnal attempts to weave them into a new
shape. Should he fail, this momentary error is all anyone will
see.
However, if the Nocturnal succeeds, the reality of the
scene unravels. From the perspective of each observer, Creation fades away beginning with distant objects and sweeping
rapidly toward the witness. After an instant in a blank void,
the observer beholds the Nocturnals new reality sweep out
from them. Building seems to unfold from their lower floors,
trees sprout fully formed from intertwining Fate, and rivers
seem to race along their newly woven banks toward the horizon. Though it may appear to take several seconds, the actual
transformation occurs instantly.
To those tending the Loom of Fate, a Fluctuation
appears quite differently than it does to those on the
ground. Potentially, an observer in the Loom could see
any Fluctuation occurring anywhere in Creation, not
just ones occurring in a particular scene. However, for
practical purposes, the sheer size of the Loom makes this
unlikely. Trivial Fluctuations manifest as slight tremors
in the Loom. They might shake a Pattern Spider who
happens to be standing near it, but a disruption of Fate
on that magnitude can barely be detected above the background noise. An Average Fluctuation shakes the Loom
with such force that it might knock numerous Pattern
Spiders off their feet. Such an event does not go without notice, but by the time they figure out exactly what
has happened, the Fluctuation usually have ended and
reality has conducted the necessary self-repairs. Anyone
in contact with the Loom of Fate will feel the powerful
tremors and aftershocks of a Dominant Fluctuation.
The boundary of such an event will almost certainly be
a tangled mass of Paradox. During a Total Fluctuation,
the Threads of Fate convulse and twist. The entire Most
Perfect Lotus of Heavenly Design trembles with enough
force to topple bookcases and bureaucrats alike. Events of
this magnitude always leave the Bureau of Destiny with a
considerable mess.
This dramatic display occurs only with the first successful Fluctuation in a given scene. Each subsequent Fluctuation
builds off the false reality already created. A single sword
flickers, unravels, and is rewoven into a hammer. A mortal
does likewise as her memories are twisted to the Nocturnals
desires.
While the Fluctuation itself is Obvious to those who
see through its initial Illusion, its nature is not necessary apparent. Creating a city were once stood a small forest village
will be immediately detected by all but the least observant.
Making a loving husband hate his wife, however, will not be
detected until the husband acts upon his new emotions.
At the end of the scene, all Fluctuations simultaneously
unravel and the true nature of reality reascerts itself. All observers witness this event in the same manner as the original
Fluctuation took shape.
The Difficulty of Fluctuations ranges on a scale from
Trivial to Total. Numerically, this begins at Difficulty 3 for
a Trivial Fluctuation and increases by three each step until
Difficulty 21 for a Total Fluctuation. What can be performed
at each level of difficulty varies depending upon the dominant
Domain being used. For examples of each Domain, see the
associated sidebars. If the Nocturnal attempts to directly affect
a heroic character, replace the difficulty of the Fluctuation
with the characters dodge MDV if higher than the normal
difficulty of the action.
Repeating a Fluctuation also increases its Difficulty by
+3, cumulatively, until the beginning of the next Calibration.
For example, the Harlequin may create a simple knife as a
Trivial Fluctuation, but recreating that same knife in a later
scene would increase the difficulty to a Minor Fluctuation.
Creating it for a third scene would increase it again to an
Average Fluctuation, and so on. A 2-dice stunt describing the
differences between the knives would bypass this increased
difficulty.
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Of course, there are some things that Fluctuations simply cannot do. The Nocturnal cannot create what currently exists, nor can he create what could never exist by the basic laws
of Creation. He can create a city in wilderness, but he cannot
create a duplicate of Nexus. He can, however, turn Nexus into
an alternate version of itself, if he performs his Fluctuation
within the city, or recreate a lost city from its ruins. Anything
lost to Oblivion is forever beyond the reach of the Nocturnals.
Likewise, the Harlequin must obey the fundamental laws of
physics. He can create rivers, but he cannot make them fly.
He can give insight into the construction of a mystical artifact,
but he cannot bottle the laughter of the innocent or freeze
heartache. Such whimsical things are the dominion of the
Fair Folk.
Finally, Fluctuations are never immediately fatal. The
Harlequin can make a sword and slay his enemy with it, but
he cannot make swords sprout instantly from his enemys
chest. He can swell a puddle into an ocean, but any prominent feature of the landscape, such as a city or manse will
appear as islands in that ocean rather than risk drowning their
inhabitants. He may reveal heartbreaking information, but he
can never compel someone to suicide. There is a strange loophole to this rule. The Harlequin can shape life from death
and death from life, but since this is the Fluctuation itself,
whatever he resurrected or killed in this manner returns
to its original state at the end of the scene.
The Stone
The Stone is the Physical, Material Domain. Manipulation of the Stone allows the Harlequin to create and eliminate
aspects of the scene determined purely by the qualities of their
physical existence. With this Domain, the Exalt may carve
canyons, erect buildings, generate bodies, and create objects.
She may create villages in the wilderness complete with villagers, and though she can eat their food for sustenance, if she
were to sell items to those people their money vanishes along
with them at the end of the scene and items sold to them are
left behind. Conversely, the wounds and infection caused by
a rabid dog created with the Stone remain even after the dog
has vanished as those are consequences rather than an aspect
of what was created by the Fluctuation.
Dominant (18):
Total (21):
The Chisel
The Chisel is the Physical, Method Domain. Manipulation of the Chisel allows the Harlequin to delicately or dramatically alter the characteristics of physical elements already
present in the scene. A light drizzle might become a heavy
downpour, a mountain could be shrunk to a hill, a tankard
of beer could be transformed into a goblet of wine. Additionally, this Domain may grant or remove physical mutations at
a minimum difficulty of three times the required mutation
points.
Chisel Difficulty
Trivial (3):
Minor (6):
Water to cheap beer, hay to wheat, sandstone to sand, oak timber to balsa wood,
mare to stallion, cotton to hardened
leather, knife to sword, rain to snow,
unlocking a chest.
Average (9):
Major (12):
Stone Difficulty
Trivial (3):
Minor (6):
Average (9):
Major (12):
168
Total (21):
The Statue
The Statue is the Physical, Product Domain. Manipulation of the Statue allows the Harlequin to explore the consequences of altering physical elements of the scene. She could
reveal a ruined fortress in its prime, demonstrate how the
Statue Difficulty
Trivial (3):
Minor (6):
Average (9):
Major (12):
Total (21):
The Silk
The Silk is the Social, Material Domain. Manipulation
of the Silk allows the Harlequin to add favorable social conditions and excise unwanted elements of society. Strangers
might become friends or enemies, laws may disappear, or
cities might spring up in the wilderness.
Silk Difficulty
Trivial (3):
Minor (6):
Average (9):
Major (12):
Total (21):
The Needle
The Needle is the Social, Method Domain. Manipulation of the Needle allows the Harlequin to refine society to
her vision. She might alter the punishment for breaking laws
enforcing draconian measures or offering clemency as suits
her needsor might shift the balance of power by promoting
the prefects council to prominence.
Needle Difficulty
Trivial (3):
Minor (6):
Average (9):
Major (12):
Prominent (15): Personal fear to societys prejudice, Under penalty of death to Under penalty
of a small fine, tavern to local seat of
government, unsung hero to national
icon.
Dominant (18):
Total (21):
The Cloak
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The Cloak is the Social, Product Domain. Manipulation
of the Cloak allows the Harlequin to demonstrate the consequences of social change. She may show what society would be
like today if the governor had freed the slaves two generations
ago, or how the nation would fare in three years if it went to
war today.
Cloak Difficulty
Trivial (3):
Minor (6):
Average (9):
Major (12):
Minor (6):
Average (9):
Major (12):
Prominent (15): The knowledge of a well-educated tradesman, the memory of a traumatic event,
an observation of immediate danger, the
solution to a scientific or mathematical
problem as yet unsolved by anyone.
Dominant (18):
Dominant (18):
Total (21):
Total (21):
The Clay
The Clay is the Mental, Material Domain. Manipulation
of the Clay allows the Harlequin to grant wisdom or ignorance
as she pleases. She may rob a mind of its memories or inspire
another with brilliance. Like all Mental Domains, this affects
only knowledge of subjectsnot the subjects themselves. The
Exalt may cause a being to forget that there are differences
between men and women, but men and women are still physically different. Fluctuations of this Domain almost always
affect minds directly, but can also be used to create manifestations of information, such as books. Finally, it is important
to note that information known to one person is consider
different from information known to another person, even
if the information is otherwise the same, for the purposes
of determining whether the Exalt is creating something that
already exists. In other words, a Harlequin can cause a new
apprentice to gain knowledge equivalent to his master, even
though his master already has that knowledge as well. The
Harlequin may add or remove such knowledge by adding
or removing one Specialty as an Average Fluctuationeach
additional dot of Specialty added or removed increases the
difficulty by +3.
Clay Difficulty
170
Trivial (3):
The Stylus
The Stylus is the Mental, Method Domain. Manipulation of the Stylus allows the Harlequin to confound her
enemies and nudge her allies on the appropriate path. She
might alter the details of a memory or refine elements of a
theory.
Stylus Difficulty
Trivial (3):
Minor (6):
Average (9):
Major (12):
Confusing details of mundane but otherwise easily remembered events, switching the names of small towns or city
districts, mixing up the names of friends
and family members, misidentifying related but dissimilar things such as a strix
and a sparrow, rewriting a chapter of a
history text so that events occurred in
different places or with different people
involved, mildly impairing* a single
sense.
Confusing details of prominent events
in a beings life such as a wedding or the
birth of a child, changing the name of a
city, mixing up the name of friend and
enemies, misidentifying things that are
only trivially related such as a shrike for
the Five Metal Shrike, turning a zoology
text into a botany text, mildly impairing
all senses or severely impairing** one.
Confusing details of prominent motivating memories in a beings life such as the
name of her fathers murderer, changing
the name of nation, augmenting a sense
to a superhuman version of it such as
hearing to Sonar, changing the language
a person speaks, causing warnings to
be misheard as welcomed news such as
Bear loose in the menagerie! to Free
beer in the menagerie!
Total (21):
The Tablet is the Mental, Product Domain. Manipulation of the Tablet allows the Harlequin to make the consequences of information manifest. She may reveal the path of
the future if a young inventors discovery is made public, what
the present might be like if the wisdom of the ancients had
not be lost, or show a king precisely what his actions had been
had he known then what he knows now.
Tablet Difficulty
Trivial (3):
Minor (6):
How would the general fare in tomorrows battle if he studies this chapter
from The Thousand Correct Actions
tonight? Would the patient have been
saved if she were correctly diagnosed
yesterday?
Average (9):
If the people had known what their prefect was up to last month, would he still
be power? How much will we learn from
a month-long census of the city?
Major (12):
Total (21):
While if the mortal inspectors of Hollow had solved their final murder case
before the Usurpation? Will reading this
cursed text help me protect Creation for
the entirety of my Exalted lifespan?
F
luctuation Charms
The Nocturnals have developed various Charms to aug-
*Imposing a -1 Internal Penalty, may be increased by one Infinite Rejuvenating Possibilities
Cost: ; Mins: (Any Domain) 4, Essence 3;
for each +3 difficulty increase
**Imposing a -1 External Penalty, may be increased by Type: Permanent
Keywords: Native, Overdrive
one for each +3 difficulty increase
Duration: Permanent
Prerequisite Charms: Any (Attribute) and (Domain) Unity
he ablet
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The Harlequin revels in possibility and delights in seeing the old cast aside for new realities. This Charm grants the
Exalt an Overdrive pool capable of holding ten motes. When
the Nocturnal performs a successful Fluctuation, she gains a
number of motes equal to base difficulty of the Fluctuation.
She may now also employ her offensive motes to fuel Charms
which enhance her Fluctuations.
With a second purchase at (any Domain) 5+, Essence
4+, the Harlequin also gains offensive motes equal to her
own rating in the relevant Domain whenever she witnesses
another Nocturnal perform a successful Fluctuation.
172
As an exception to the general rule about not affecting
magical beings, the Nocturnals can use their Fluctuations in
Bordermarches and Middlemarches to engage the Raksha in
Shaping Combat. These Fluctuations must still interact with
beings, objects, and locations within Fate, and uses those elements of Creation against the Wyld narrative of the Raksha.
The Nocturnals Shaping attack is equal to (Domain + Temporary Willpower + [Essence/2]). Any Domain might be used for
any type of Shaping combat, so long as the Nocturnal employs
it within the theme of the combats dominant Grace. For
example, when engaging in Cup combat, she might use the
Needle to alter the emotional context of scene or the Clay to
grant answers to the Fair Folks riddles. She treats her MDV
as her Shaping Defense, adding +4 to her DV as her Celestial
birthright.
For damage, she employs (Domain + associated Attribute) to calculate the raw damage of her attacks, and she soaks
with her (Domain + Willpower). However, she does not have
Shaping Health Levels like the Raksha unless she has acquired
them through Charms. If she is defeated she suffers the same
fate as any Creationborn (see Graceful Wicked Masques, p.
126)
However, if she inflicts Shaping damage on the Fair
Folk she may chose to afflict damage to his Shaping Health
Levels or to his physical Health Levels. Filling all the Fair
Folks Shaping Health Levels allows the Harlequin to ravish,
incumber, snare, or vex the Fair Folk as appropriate for the
style of Shaping Combat. Physically killing a Fair Folk with
Shaping Combat causes it to immediately calcify. The Nocturnal decides which to affect in Step 1 of the attack.
NOCTURNAL GEOMANCY
Demesnes
Nocturnal demesnes are inherently unstable. The
Bound Gods essence does not permeate Creation as strong
as that of the other Incarnae. It pools into sunless regions to
form weak, temporary demesnes where the slightest geomantic alteration causes it to transform into a more stable form.
Most frequently, Nocturnal demesnes form in deep caverns,
beneath dense forest canopies, at the bottom of the sea or on
the ever-shadowed slopes of the extreme North and South.
In all these locations, elemental influences soon become
dominant. Only in the Firmament will Nocturnal demesnes
remain stable for more than year. Additionally, if a being attunes to the demesne without possessing a Nocturnal aspect,
his own essence trumps that of the Bound God, transforming
it accordingly. Should the Chosen of Nox rediscover their
Manses
The techniques necessary to cap Nocturnal demesnes
has been lost to Creation. Other architectural principles may
be applied to accelerate the transformation of these wild
card demesnes into an aspect appropriate for the manse. Few
Nocturnal manses managed to survive the Primordial War.
Manse Powers
Nocturnal Manses favor the following powers from
Oadenals CodexOutside of Fate (4), Wyld Revocation
(4), Alternative Locations (5)and Dynamic Architecture
(3) from Dreams of the First Age: Lords of Creation.
Even without acquiring the Outside of Fate power, Nocturnal manses are obscured from Fate so long as Nox is
in the Loom. This protection does not necessarily extend
to the contents and occupants of such manses.
Additionally, Nocturnal manses can also acquire
new four-point power.
Principality of Uncertainty
(Nocturnal Only)
Infused with Nocturnal essence, the manse banishes predestination. To live within its walls is a calculated
risk, for the geomancy of chance reigns. As a Shaping
effect, beings within the manse cannot employ Charms
and other powers that ensure automatic success or cause
automatic failures, unless there is an element of chance to
that powerfor example, a Chance-keyword Charm when
the player chooses to roll the Chance die). If a character
is able to use such powers within the manse (by having
Shaping Immunity), the power is rendered Obvious as
the rejected magic recoils. Only defensive powers, such
as Charms with a Flaw of Invulnerability, are immune
to this influence. If the manse is also Outside of Fate,
the influences of Sidereal Astrology and the Destiny
background are temporarily suspended inside the manse.
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174
T
reasures of the Heralds
The young Nocturnals in the last days of the Time
(Artifact )
These ornate crystal wash basins were common accessories in the tents of Exalted generals and their officers during
the Primordial War. So long as the basin had a supply of clean
water and was attuned for two motes, any being could splash
a handful of water on his or her face. Doing so met all the
beings hygienic needs for the day. Hair and skin would be
freshly bathed and clothes well washed. A days worth of hair
growth was also removed, keeping beards well-trimmed or
cheeks smoothly shaved, if desired. Additionally, those who
used this basin ignored any penalties imposed by lack of sleep
for twenty-five hours. The water in basin would need to be
replaced each morning or once all the water has been splashed
out by careless users.
(Artifact )
Usually taking the form of a beautiful belt buckle, a
decorative hair pin, or an ornate broach, these adamant
trinkets are always highly complex pieces of jewelry. Their
purpose is more than just ornamentation. When the wearer
performs any feat of physical dexterity requiring a complex
series of precise motions, she gains two extra dice. Examples
include a lenthy dance, cracking a well-built safe, or cutting a
fine jewel. Attuning to a Precise Dancers Bauble costs three
motes.
Illusionists Baton
(Artifact )
Whether a short baton or a long staff, the Illusionists
Baton is among the favored tools of stage conjurers and
street magicians even today. Crafted from one of the Magical
Materials, they serve as modest weapons, gaining the traits
of a mundane baton or staff with the appropriate material
bonus when attuned for four motes. However, they are far
more useful in augmenting the performers sleight of hand.
How an Illusionists Baton does this varies depending upon
the Magical Material that went into its construction. Gaining
the benefits of these effects costs one willpower. The effects
produced by these batons may be prematurely terminated by
the performer.
Orichalcum: The performer waves the baton as a salute
to his audience and makes a Performance-based Social attack
against them. Anyone whose MDV is insufficient to overcome
the attack suffers an Illusion effect which causes everything
he sees to be more impressive and spectacular than it truly
is. Puffs of smoke become towering infernos, a tame beast
becomes a fierce man-eater, and performers assistances are
among the most attractive women the audience has ever seen.
Though this Illusion might give them a thrill, it never causes
the audience to be truly terrified or slavishly awestruck. It will,
however, hold their attention as well as Respect Commanding Attitude (Exalted, p. 202) and remember the experience
appropriately. This Illusion costs one willpower to resists and
lasts for up to (Essence) actions in Long Ticks and cannot be
used in normal combat time.
Moonsilver: The performer taps an object or being
with the baton and makes a Performance-based Social attack
against his audience. Anyone whose MDV is insufficient to
overcome the attack sees the object or being transform into
another object as the performer desires. This is an Illusion-
Exalted Finery
(Artifact -)
Though primitive by artifact standards, these magical
outfits are as varied and stately as any courtly attire worn
today. They were made in a host of styles, each interwoven
with threads of a single magical material. With such as a suit
or dress, the earliest Exalted impressed the courts of mortal
nations and the alien empires of the various Primordial Races.
Once attuned from two motes, Exalted Finery adjusts itself
to fit perfectly (for the Moonsilver variant, this includes shifting to fit a Lunars Beastman form) and is as durable as any
artifact. In all cases, these outfits add two dice to Socialize
rolls.
Additionally, each outfit adds one automatic success
to Presence and Performance rolls in specific circumstances,
based on the Magical Material woven into it:
Orichalcum: When negotiating treaties and debating or
announcing laws.
Moonsilver: When speaking in defense of a person or a
people.
Jade: When speaking to a lower-ranked member of the
same command or other organization.
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Starmetal: When advising a person in a position of
authority on a particular course of action.
Soulsteel: When decrying another person or a people as
foolish or dangerous.
Adamant: When attempting to attract the attention of
others.
A two-dot artifact version also exists, which incorporate
more Magical Material threads into their weave. These add
+1L/+1B Soak, which does not count as armor and can be
worn under most other armor. Attuning to these costs an
additional mote, for a total of three. Exalted Finery fell out
of fashion during the First Age once more elaborate magical
clothing was developed, such as the Infinite Resplendence
Amulets.
Healers Scalpel
(Artifact )
Attuned, this appears as little more than an expertly
chiseled diamond knife and it may be wielded as a mundane
knife even without attunement. Once attuned for four motes,
however, it reveals its true value in the hands of a skilled
surgeon. It may be wielded as a weapon using Medicine as its
associated ability, though it does not gain the usual Adamant
bonus. It excels against flesh, not metal. Any wound caused
by this artifact heals at the end of the scene. If the target is
dead, all wounds sustained from this weapon neatly close,
leaving no trace. Though intended for medical use and often
found in Resplendent Satchels of Healing (Book Sorcery, vol.
I: Wonders of the Lost Age, p. 69), these blades were also
popular among morticians and assassins.
(Artifact )
A small and easily carried instrument, a Dutiful Messengers Fife is favored by relays in times of war. Crafted from
a tube of ebony and adorned with keys of a Magical Material,
the fife can be heard over the cacophony of battle and its
piercing notes carry great distances. A relay playing such an
instrument, requiring a (Charisma + Performance) roll with
a Difficulty equal to the units Magnitude, provides his unit
with a certain bonus depending on the materials used in its
construction. Bonuses from the same material do no stack.
Instead, for each additional relay in the same unit playing a
Dutiful Messengers Fife of the same material, the bonus is
extend to all allied units within half a mile if the relays are
stationed in the largest of the allied units. Attuning to a Dutiful Messengers Fife requires four motes.
Orichalcum: Affected units increase their Morale by
one.
Moonsilver: Affected units increase their Close Combat
Damage by one.
Jade: Affected units gain one automatic success to avoid
losing Endurance.
Starmetal: Affected units increase their Close Combat
Accuracy by one.
Soulsteel: Enemy units engaged with an affected unit
suffer a +1 Difficulty on all Route checks.
Adamant: Affected units increase their Drill by one.
Micromegas Spyglass
(Artifact )
Micromegas Spyglasses are made of expertly polished
Adamant lenses contained within collapsible, modular
brass tubes.Once attuned for five motes, a single set may be
configured either to serve as a microscope or telescope as a
Miscellaneous Action. The spyglass replicates the effects of
the Solar Charms Keen Sight Technique and Unsurpassed
176
(Artifact )
A hefty tome with exquisite leather binding, an Adamant
latch, and a thousand blank pages, the Efficient Magisterial Encyclopedia is required reading for anyone moving into
unfamiliar nations. When attuned for four motes, the latch
opens and the reader finds its pages filled with all the laws
and customs of region in which he currently resides, complete
with highly precise index for easy referencing. As he moves
about the world, the tome updates accordingly. This grants the
character two extra dice for rolls involving knowledge of laws
or customs, usually Bureaucracy or Socialize, respectively, but
Lore might also be enhanced when appropriate. Additionally,
when the reader is about to perform some action that violates
a listed law or custom, the book attempts to alert the character
of his potential wrong doing. With a (Wits + [Bureaucracy or
Socialize, as appropriate]) roll, Difficulty 3, the character may
stop himself before he commits a social faux pas or criminal
act.
(Artifact )
Prior the the creation of the first Solars, one of the
greatest mortal thieves preyed upon the great cosmopolitian
city of Amphion, the crown jewel of the ancient West. Surely
Lady Remorafor she was known only by that aliaswould
have joined the ranks of the Night Caste had Fate been kinder
to her. She was captured by the Mosok and imprisoned, and
there languished in a cell awaiting the festival season and the
human sacrifices that came with it. But when the day finally
arrived and the Dragon Kings came for her, they found her
cell empty. Nox had arrived first.
Accepting the gift of the Nocturnal Exaltation, Remora
received new shackles as a reminder of those she left behind.
Functioning as a pair of adamant Hearthstone Bracers (providing +1 Accuracy, +2 Rate in addition to the usual Hearthstone
Bracer effects), Remoras Broken Shackles gain an additional
benefit as a Paradoxed artifact. By gaining a point of Paradox,
the wearer may unlock any mundane locks she touches for
the rest of the scene. Locks sealed by magical means may be
unlocked as well if the lock was sealed by a beings whose Essence is less than the wearers. Locks sealed by beings with
greater or equal Essence must be unlocked individually, at the
price of one paradox per lock.
(Artifact )
This Paradoxed weapon resembles a Spear Thrower of
Exalted Prowess (Book of Sorcery, vol 1: Wonders of the Lost
Age, p. 75) and is functionally identically except the usual
effects associated with its paradoxical existence and its lack
of a repair rating. It was owned by Procrastinating Huitzil,
who once served the Raptok until he Exalted as an Aurora
and joined the nascent rebellion against the Primordials. His
Atlalt is a powerful weapon, capable of hurtling javelins with
tremendous armor-peircing force. Additionally, by gaining a
point of Paradox, this arfifact may throw a javelin with such
force that it pierces the veil of time and space itself. It emerges
a few seconds earlier to strike one foe with an unblockable,
undodgeable attack as a Shaping effect (in combat resolution,
treat as though it occurred on the wielders action-tick). Even
if this attack kills the target before he would have taken some who speaks or performs in an official capacity, including a recother action, the targets actions remain unchanged.
ognized member of the audience who might have a question
of the lecturer, gains the benefits of Stentorian Amplification
Baying Hound Horn
Practice (p. 114).
(Artifact )
A delicate twisting horn carved from a single piece of Roaring Comet Banner
Adamant, the Baying Hound Horn resonates with a single (Artifact )
sonorous tone when blown. A blast from his horn calls the
This Adamant Direlance trails two streaming pennants,
attention of all beings within (Essence x 10) yards of the user, like the twin tails of a comet. In combat, they always blow
directing them to one object or being which the user can away from the most likely victor (as determined by the Storyperceive. All mundane attempts by the target to hide from teller). This may change mid-combat as fortunes shift. If the
the groups attention automatically fail as long as it remains bearer coordinates an attack against the combatant indicated
within the horns radius of effect. The user rolls (Perception by the banners, the coordinated attack penalty is increased
+ Performance) when blowing the horn. All beings whose at- by two. Additionally, if the bearer participates in the attack
tention has been called by this horn add his successes in extra and successfully inflicts damage on the target, he may regain
dice to attempts to detect or follow the target for the next five one Valor channel. If the banners ever indicate that the
minutes, even after it has left the initial range of the horn. bearer himself is most likely victor, he also regains a Valor
Attuning to the Baying Hound Horn costs six motes.
channel whenever he successfully fends off an entire wave of
a Coordinated Attack. In mass combat, if the Roaring Comet
Shears of Yazhan
Banner is wielded by a relay, the units effective Magnitude is
(Artifact )
increased by one for all purposes the commander desires and
This pair of glittering interlocking Adamant blades was the maximum bonus and penality the unit inflicts upon units
crafted by the Nebula Yazhan, later known as the Weaver of with lesser Magnitude is likewise increased by one, usually to
Gold Threads. Once an old tailor of seemingly little impor- four. Attuning to the Roaring Comet Banner costs ten motes.
tance, the Maiden of Endings had place on Yazhan a great
destiny. He was to weave from golden takin wool a cloak for Victorious Mythos Quill
the youngest son of his chief, a gift so impressive it would (Artifact )
stir his older brothers to fratricide and ultimately tear the
Despite its name, this artifact is not an actual writing
tribe apart. But before he could, the takin caught the eyes of implement. It pens its legend, true enough, but its ink is the
the Primordial Qaf. The Titan transformed it into a majestic blood of fools and its scrawls is glory upon the pages of the
behemoth with wool spun of true gold. For Qaf, this was an battlefield. This Paradoxed Grand Daiklave came to the Nova,
act of meditation, but ultimately trivial, like a monk raking known only as Mirror of the Horizon, from that place the
designs into his rock garden. For Yazhan, it was moment of Sidereals fear. She had long since discarded her true name,
utter transformation. The gift of Nox came upon him and even before Nox presented his gift to her. What her original
he set out to find a new path in life. He chiseled his famous destiny was no one seems to know. She had gone off her
sheers and with them slew the behemoth, carrying its metallic fated path many years before, and fell into disgracethough
wool as a trophy to his last Cereus Festival.
whether one caused the other is equally mysterious. All that is
The Shears of Yazhan may appear large and cumber- really known is that Mirror of the Horizon was not in the right
some for a pair of scissors, but once attuned for eight motes, place at the right time when destiny demanded her presence.
they are surprisingly nimble and exceedingly sharp. They cut Disgraced, she shed her name to protect the honor of her
through mundane metals as easily as the thinnest fabric. In family.
combat, the two halves of the shears may be separated to
Victorious Mythos Quill has the appearance of an enorserve as Adamant Short Daiklaves, which ignore soak from mous stylized crystal feather, and once attuned for ten motes,
mundane armor completely. Outside of combat, they serve is just as light as one, too. The weilder may gain one Paradox
as a Masters Workshop for all attempts to craft or repair at anytime. Sometime over the next twenty-five hours, she
mundane armor or clothing. In addition to cutting fabrics finds her self engaged with a fearsome foe worthy of the conand metals, the Shears continuously produce small fragments tinuing legend Victorious Mythos Quill wishes to write. She
that serve as needles, which in turn extrude a golden thread arrives at her destination driven by an assortment of bizarre
spun from the wool of the behemoth it first slew. The needle coincidences and contrived encounters, but ultimately the
and thread can stitch together metals as well as fabrics.
encounter only serves to further her renownif she can defeat
the foe the blade as chosen. In mass combat, the wielder can
Chautauqau Pavillion
gain one Paradox to intercept all attempts to duel a special
(Artifact )
character in her unit, provide she is not the leader of the unit
Properly folded and binded, a Chautauqua Pavillion herself.
resembles a large, closed parasol about as tall as a person.
Unfolding the Pavillion reveals it to be much larger than it Harks Ranging Bow
first appeared. Adamant poles extend to great heights and the (Artifact )
cloth stretches and expands to for an immense billowing tent.
Born in the primeval forest, Hark grew up in a small
These portable structures are always exactly as large as they tribe under the protection of the Raptok. Receiving the gift of
need to be, allowing the owner to entertain as many guests as Exaltation from Nox, he gained another from across time and
he can attract, while always ensuring the venue looks properly space. His ranging bow (he knew it was his, for his name was
well-attended. Those who enter the tent are captivated by the chiseled into its adamant along with a cryptic note: Enjoy it
performances within, even if they are just lectures or debates while it lasts) is a Paradoxed Long Powerbow. A deadly weapon
instead of the music or dance. Any being who enters the in its own right, it earned fame for the trickery the Herald
pavilion as part of the audience are automatically under the could perform with it. If the bow would inflict damage on a
influence the Charms Maintaining Manners and Herald De- target in Step 10, Hark could instead negate the damage and
mands Respect (p. 125) as though they were mortals. Anyone gain one Paradox. Doing so allowed him to swap places with
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Night
177
Other Notes: Dancing Sky Shields ignore the spatial distortions of the sky, causing them to appear to accelerate at
increasingly bewildering speeds at higher altitudes. These
vessels are capable of exceptional maneuverabilitythe pilots
reaction speed, rather than the vessels, becomes the limiting
Oathbound
factor. These are relatively fragile vessels and typically rely on
(Artifact )
speed, agility, and stealth to avoid and evade conflict rather
Once owned by the armiger Chalcedony Pauraque, than engage a foe directly. Their small size and nearly silent
Oathbound is a glittering set of Paradoxed Articulated Plate, operations grants them a +3 situational bonus to avoid deteccomplete with matching helm. Encased entirely in Adamant, tion.
Chalcedony Pauraque was a fearsome warrior, but his greatest
strength was his compassion and loyalty to his allies. By gain- Mothuo Uowo, The Prodigal Twin
ing a Paradox, he could extend the protection of Oathbound (Artifact )
to one willing character within (Essence) yards to whom
Under Mosok patronage, the tribe of islanders known as
he had a positive Intimacy. Oathbound would materialize the Than Muono rose into a great merchant nation before the
around the protected ally, functionally being in two places at outbreak of the Primordial War. Their trading vessels plied
the same time. While the other person enjoyed the Soak and the dangerous waters of the Western Ocean. The wealth of
Hardness of the armor, she was unhindered by its Mobility the region flowed through their ports and into the coffers of
Penalty, Fatigue value or attunement cost. She did, however, their noble housesminus the tribute due to their reptilian
count as wearing the armor for the purposes of her Charms. patrons, of course. Greatest of these houses was Dou Galu,
Oathbound could sustain its dual location for one scene. whose mighty warship Ewo Uralo, or The Heir of Uralo, comOathbounds protection does not stack with armor the benefi- manded the respect and fear of all other maritime powers,
ciary may be wearing; if the beneficiary accepts Oathbounds except the Lintha. Fortunately the sea god Uralo approved of
protection, she forfeits the benefits of any armor she is cur- Dou Galus dedication of their warship in his honor and used
rently wearing until the end of the scene.
his position of as a yomi loyal to Kimbery to calm the Lintha.
For centuries the Ewo Uralo sailed the waters of the
The Dancing Sky Shield
Than Muono. Year after year, pieces were replaced. A mast
(Artifact )
here, new sails there. Plank by plank the Ewo Uralo was slowly
Before the Great Maker devoured their race, the rebuilt again and again. In time, not a single peg remained
Eretaeen built fleets of these sleek discoid vessels from unchanged, yet the venerable Ewo Uralo remained a national
starmetal and adamant. Exceptionally fast and nimble, the icon to the Than Mouno and brought house Dou Galu much
world would not see their like again until the Twilights of prestige.
the First Age built their own flying craft. What the Eretaeen
That is, until the young Ola Tharu exalted with the
called them in their native language, no one remembers. Hu- indigo banner of the nights sky. Fated to undermine the
mans called them Dancing Sky Shields, for that is how they authority of Dou Galu, his destiny was thwarted when the
appeared from the ground in those remote and ignorant days. Unconquered Sun chose the rising scion of the house to be
The small cockpit sits motionlessly in the center of a spinning among his Eclipses. Instead, gifted the improbable power that
disk, which emits a faint eerie whir that can only be heard on comes with the Nocturnal Exaltation, Tharu set out to undera close approach. Within the cockpit, the pilot, co-pilot and mine the icon of merchant empire. He scoured the islands of
up to four passengers can barely feel the movement of the the Than Muono for the scattered pieces of the Ewo Uralo, for
vessel as it accelerates or changes direction instantaneously. it was his peoples practice not to waste a scarce resource like
When landing three narrow legs extrude from the base of the wood on their small islands. He capablized door frames, floorvessel, leaving behind small patches of irradiated soil upon its boards, barstools, festival poles, and the many other items that
departure.
the pieces of the Ewo Uralo had been recycled into.
Only a few of these vessels survived the destruction of their
Bit by bit, the vessel took shape again. Soon, Tharu had
builders. The remains of one came into the possession of an exact replica of the Ewo Oralu or was his the original and
Ikida Shau, a Nova inventor and explorer. He repaired the the other the copy? It is a riddle that shook the confidence
vessel and launched the first Exalted expedition to the Firma- of the Than Muono and resonated well with the essence of
ment, for vessels such as these are one of the few that could the Nocturnal Exaltation. Through his labor Tharu created
make the long journey skyward.
something more than a mere warship. He crafted a vessel
Repair: 4
worth to bear an Exalt: the Muthuo Uowo, The Prodigal Twin.
Speed: 50/100mph
Speed: 7(15)/15(30) mph
Maneuverability: +(pilots Wits)S
Maneuverability: -4(+0)S
Endurance: Requires a 2+ dot hearthstone plugged Endurance: Wind and current
into the control panel to operate. A 3+ Sidereal or Nocturnal Crew: 22/6
heartstone is required to fly higher than six miles above the Cargo: 2,000 tons, or room for 125 passengers and their supsurface of Creation.
plies
Crew: 2/1 (Wits 3, Sail 2)
Armor: 6(12)L/12(24)B
Cargo: 500 pounds and room for four passengers.
Health Levels: Ux12/Mx6(12)/Cx5/I/D
Armor: 10L/20B
Weapons: None permanently equipped
Health Levels: Ux5/Mx10/Cx5/I/D
Other Notes: The Prodigal Twin is 35 yards long and 8 yards
Weapons: None standard. May integrate various wide. While still a large vessel by mortal standards, it was
magitech weaponry, such as fire lances and implosion bows, much more impressive in ancient times when ships of this size
that can then be fired from the cockpit by the co-pilot. Such were a rare sight. It may be sailed without attuning, but once
weaponry must be acquired separately.
it has been attuned for 10 motes it gains the Traits listed in parentheses. Additionally once attuned, the ship self-repairs one
his target, regardless of distance. For example, firing upon a
bird high above, he might launch himself skyward; turning
rapidly, he fires upon an enemy on the ground, swapping
places with her and letting her fall rather than him.
178
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Night
179
Chapter Seven
Storytelling
Just as the Exalted storytelling chapter provides guidance for running a game with the recently returned Solar
Exalted, this chapter offers the same for games involving the
returning Nocturnal Exalted. The Chosen of Nox are a different breed of hero. Arising from servants, they transcend their
former mortal superiors. Taking their rightful place alongside
the other Celestial Exalted, the Harlequins will soon learn
their liberation is not all it appeared. They have merely traded
one master for another more splendid one. But Heralds and
Harlequins alike are never likely to accept the burden of fate
in silence. How they respond to such obstacleswhether they
will themselves through it or shatter themselves sideways to
go around itwill demonstrate to all that they are more than
glorified serfs. They are heroes worthy of the name Exalted.
Players, Too
Though written with the storyteller in mind, the information contained in this chapter is suitable for players as
well. There are secrets here, of course, and many of them,
but which apply to the Manvantara of your game and which
apply to another universe completely is matter best left to the
cunning plans of a Storyteller and the adventurous discoveries of players. In the meantime, these secrets are presented
here to guide you down the many paths of game involving the
Nocturnal Exaltedor to inspire the Storyteller to invent yet
more secrets of her own.
180
G
etting Started
As always, the first step is to decide exactly what sort of
game you want to run now that you have this manual. The
newborn Harlequins have many options to explore before
the shackles of Subservience begin to tightenwhich, in
turn, opens up the possibility for a different sort of story. Or
perhaps your game will center on the last coterie of Heralds,
refugees from ancient days thrust into unfamiliar modern
times. Either way, once you have struck upon an option that
interests both you and the players, youll be able to begin.
Heralds or Harlequins
Deciding whether the players will be portraying Heralds
or Harlequins is an important early step. Harlequins are the
default option. The Nocturnal Exaltations have only recently
begun choosing heroic mortals of the appropriate qualities to
become Harlequins, and there are a great deal more of them
than Heralds. They are mortal heroes suddenly invested with
great Celestial power and set free upon the world to explore
their new-found gifts. In this way, they are much like the
reborn Solarsunfettered and unguided.
This has its advantages. The Harlequins may set their
own course and use their power to advance their own desires
without concern for other obligations. This has its disadvantages as well. The Harlequins have no support structure and
no access to mentors. They will be targeted by the Wyld Hunt
To better represent their increased power, you may wish to use this alternative character creation method for Heralds. Heralds begin with 11/9/8 Attributes, plus two dots to spend in Caste or Favored Attributes. They gain one dot in
Bureaucracy, Presence, or Socialize; two dots in Lore; two dots in Occult; a dot in Ride or Sail; and two dots to send in
Archery, Martial Arts, Melee or Thrown. Additionally, each Herald gains dots based on specialized training each Caste
received.
Nova: (Awarness or Investigation) 2, Presence 1, War 1
Comet: Athletics 1, (Archery, Martial Arts, Melee, or Thrown) 2, Dodge 1
Aurora: Linguistics 1, (Performance or Presence) 2, Socialize 1
Empyrean: Bureaucracy 1, Resistance 1, (Ride, Sail, or Survival) 2 Nebula: Larceny 1, (Lore or Occult) 2, Stealth 1
Beyond standard training, the Heralds also gain 38 additional Ability dots, 15 Background dots, 30 Charms, 5 dots
of Vitures, Essence 4, and 35 bonus points. This makes them roughly equivalent to an Established Celestial Exalt of the
First Age (see Dreams of the First Age: Lords of Creation, Chapter One) and such a Herald would count as Mentor 2 for
a new Harlequin.
and, worse still, the agents of Destiny. Fortunate, indeed, is
the Harlequin whose own companion is the one sent to slay
himhe will find no mercy elsewhere.
The days of such dangerous freedom may be short-lived. As
the Harlequin grows in power and prestige, he will inevitably
encounter other types of Celestial Exalted. It is only a matter
of time before the Harlequin feels the Curse of Subservience
eroding his free will. Then his story shifts. First, he make seek
a lonely life, but one free of obligation. Second, he may seek
to coexist with his Celestial peers, finding subtle ways to skirt
around direct conflict. Third, he may seek to resist, steeling
his will against the constant erosion of Subservience and bracing himself for the 699 tasks that will free him of his curse
completely.
Heralds are better suited for experienced players or as
storyteller-controlled characters. They were trained to fight
in the Primordial War and had the skills necessary to escape
the Cereus Blossom Massacre. Since then, they have passed
through time as a stone skips across the surface of a flowing
river. When they have appeared, the distinct trail of paradox
any Nocturnal create has attracted the eyes of the Maidens
upon them. These fugitives have fled from one Age to the
next, never lingering long and disappearing for centuries at a
time, always trying to stay one step ahead of the Maidens and
their assassins.
Now the Maidens have grown complacent, and their
greatest tools have been dulled by overuse. The Bureau of
Destiny is overworked and the sudden appearance of Solars,
Abyssals, and the Green Sun Princes provides plenty of distractions to keep the Sidereals busy while the Heralds move
about the world.
The Heralds are now free to explore the Age of Sorrows
they find themselves in. Indeed, some have been doing so
clandestinely for several years now. For some this might be a
grim adventure, for others it is a woeful exile. The Heralds are
not at home in Creation today. Their true home existed thousands of years ago, long since destroyed by the Three Spheres
Cataclysm, the Usurpation, or the Balorian Crusade. History
has not been kind to Creation. When the Herald walks the
world, she sees only diminished unfamiliar ruins.
Why did the characters Exalt as Nocturnals? If the players are portraying Harlequins, what was their great altruistic
callings? How were they thwarted by the powers that disrupt
Fate? Are they even aware that the Bureau of Destiny once had
plans for them that are now moot? If the players are portraying surviving Heralds, why were they chosen by Nox? What
obsolete act of heroism did the Lord of Possibilities offer the
Herald a second chance to claim?
How does the character feel about her thwarted Destiny? Does she even care? Does she seek to set her life back on
its proper path or does she strike out into unfamiliar territory? In general, how much does the character know about the
machinations of Fate and Destiny? Does she recognize them
as necessary for the function of Creation or are they merely
impositions placed on the world by the Powers That Be?
What are the characters current altruistic motivations? The Nocturnals are agents of revolutionary changenot
of their own glory but because they believe they making a
better world for everyone. Do the players characters share a
common goal? Who or what will oppose their revolution? If
they do not share a goal, why are they working or traveling
together?
How much do the characters really know about their
Exaltations? While all Exalts know intuitively what they are,
on a basic level, many mysteries surround the Nocturnal
Exalts, even to themselves. The Harlequins will know they
are Chosen of a powerful Incarna and they they possess the
power to warp reality. But do they know the ultimate source of
their power? Do they know whose mad voice whispers in their
minds? Do they know what mysterious beings call to them by
the bonds of their Exaltations? If they have encountered their
Sidereal companions, how strong is their relationship? How
large a role will the Chosen of the Maidens play in the series?
How much time do the characters spend with other
Celestials? Are they already serving a Solar general or a Lunars shadow government? Do they only know what Immaculate propaganda has taught them about their peers? If they
are not already in contact with other Celestials, are they likely
to encounter some early in the game? Are they more likely to
gain Celestial allies than enemies?
Before being a series involving the Nocturnals its best to
get a few questions out of the way. Exalted, p. 260, has a few
questions that are are important to address for any series. For
the Nocturnals, there are a few other questions that will help
guide the initial preparations of the game. Your players dont
need to have answers for all them immediately, but the more
detailed the response the stronger the players characterization will be.
The Nocturnals are a new superpower in the world of
Creation, but a superpower nonetheless. They wield power
equal to the other Celestial Exalted and warp reality with a
whim. There is little they cannot do if they apply themselves
toward a certain goal. Yet there are still limits to their cosmic
power. Perhaps those limits are not to your liking.
In Exalted, the first rule is Have Fun. If there is
something ill-suited to the series you wish to run, feel free to
Intial Questions
181
talk it over with your players and make the necessary changes.
The Chosen of Nox are particularly predisposed to such rule
alternations. After all, it is simply a matter of discovering the
right Manvantara where the Nocturnals are precisely as you
desire them to be.
Example One: Raphael is a Storyteller who dislikes that Fluctuations increase in Difficulty when duplicating a previous Fluctuation. Instead, he changes the rules so that Trivial Fluctuations may
be related as often as Nocturnal desires; Minor Fluctuations may be
repeated once a day; Average Fluctuations may be repeated once a
week, and so on. This allows his players to make basic Fluctuations
readily, while still making more extravagant Fluctuations unique.
Example Two: Brandon is a Storyteller who dislikes that the
Charm Walking the Skeins only creates a simulation of the past. He
tweaks the Charms mechanics and fluff to allow his players to literally travel backwards through timebracing himself for the temporal
shenanigans his players will no doubt get up to.
Keeping Characters Unique
It is occasionally challenging to keep characters of the
same caste distinct, especially starting out. Exalted (p. 261)
discusses this issue as well, but here are some particular suggestions for Chosen of Possibilities. The key, as always, is to
aim for a clear characterization and to allow the personality
and preferences of that character to guide early (and later, of
course) development.
Example: Brians character Meticulous Surgeon is a Nova
Caste who has begun to master the Art of Victorious Concession.
As a mortal, he earned a living as a physician in the city of Cherak
and has learned the grim realities of war firsthand from tending the
wounds of the Realms legionnaires. A pacifist to the core, he seeks
peaceful resolution to conflicts and appeals to the better natures of
those he encounters.
Kaleens character Lightning Rhapsody is also member of
the Nova Caste. She excels in both the mundane art of music and
the magical art of Weather Workingoccasionally mixing the two
in impressive meteorological symphonies. These extravagant entertainments are more than mere shows, however, as they are also her
primary tools adjust the economic fortunes of region as she sees fit.
This is a tale of personal paradox and will likely crop
up in any Nocturnal series that goes on long enough. What
makes a person someone and not someone else? The Nocturnal is forced to confront this philosophical riddle head on.
Over time, all identifying features of the Exalt may be replaced
and altered. Motivations and Intimacy shift on their own, but
for the Nocturnals this may occur at a much more rapid and
fickle pace. Some Charms allow them cannabilize other Traits
to learn new ones. Renewals may transform a Nocturnal body
and soul. At what point does the character stop being who
he once was and start being a new character entirely? Is the
transformation ever that complete?
Possessing an Alter-Ego exaggerates this identity crisis.
Like the Narrator and Tyler Durden from Chuck Palahniuks
Fight Club, are the Nocturnal and the Alter-Ego the same character or two characters who happen to share a body? Thats a
question Nocturnal philosophers (and your players) will have
to decide on their own.
are heroes. While the Nocturnals were intended to be champions of change and progress, they can also be harbingers of
chaos. Which way the Harlequins are perceived is largely up
to the direction you choose for your series and the actions the
players take to achieve their goals.
Fate Crash
Nocturnals as Antagonists
Now and then, the Loom convulses and reweaves itself.
Yes, it restores itself shortly thereafter, but not without a
cascade of Paradox following it its wake. Worst still, one by
one, the strands of Fate that comprise the Loom are vanishing. The pattern spiders never notice the exact moment the
strand disappears, nor do they know precisely how many have
already vanished. The Bureau of Destiny grows increasingly
concerned. While Sidereal agents have been dispatched, sudden cryptic reassignemnts from the Convention of Oversight
frequently stymie their investigations.
Left unchecked, the Nocturnal Exalted pose a major
threat to the Bureau of Destiny. Fluctuations cause all manner
of Paradoxes. When a desert nomad drowns in flash flood
that should not have existed, when next week overlaps with
today, when the dead feign life, the Bureau is left to clean up
the Harlequins mess.
Then there is the matter of the Nocturnals own Tangled
Fate. Twisting through the Loom without the attention of its
caretakers, it ensares others and drags those strands into its
own obscured nature. A Tangled Fate spreads like a virus,
potentially infecting the Loom at an alarming pace. While
not immediately dangerous, as more fall through the cracks of
Fate, the Bureaus ability to maintain the continued existence
of Creation is made increasingly difficult. If not dealt with
swiftly, the nature of reality itself is threatened, torn apart not
by the ravenous Neverborn or the maddening Raksha but by
a disease from within.
On more mundane level, the Harlequins are well-suited
to be seeds around which a rebellion or revolution crystallizes
(though they do not necessarily lead the rebellion themselves).
A Dragon-blooded satrap or a Solar conquerer may find his
realm undermined by the sedition of the Nocturnals. A sufficiently subtle Harlequin may even avoid her Curse long
enough to allow her revolution to succeed. Alternatively,
perhaps the Nocturnals revolution is not as beneficial as she
believes. Perhaps the better world she seeks to craft must be
opposed by more sensible heroes.
Finally, should the Heralds and Harlequins decipher the
final fate of Nox, the internecine conflict that the Incarnae
feared may indeed come to pass. Will the players rally to the
aid of their patron? How far will they go to pull him from his
prisonthe very machine that stabilizes reality? The Sidereals,
certainly, will resist any attempt to undermine the Loom of
Fate. The Solars and Lunars, too, are not likely to support
such an action if it threatens all of Creation. For allies, the
Nocturnals may be forced to join known enemies of the
worldthe Abyssal Exalted or the Fair Folk.
Viva la Revolucin
Nocturnals as Protagonists
The people cry out. They live beneath the bootheel of
a tyrant. They suffer from merciless, amoral plague.They are
threatened by barbarians or by the intrusion of those who
vainly call themselves civilized. They need a hero. Some heros
This may be a welcomed change around which the Harlequins are golden, some silver. Still others are diamonds in the rough,
will gather many alliesor the might attract the ire of the most glittering beacons of hope hidden behind a dark exterior.
powerful beings in the land. All Exalts are heroic, but not all
182
The heroic journey of the Nocturnal Exalt differs from
that of their Solar and Lunar equivalents. In fact, it has more
in common with that of the Alchemical Exalted. Their tale is
bound up in their service to others. This may be overtsuch
as tending to the sick a disease-ravaged land. It may be more
abstractsuch as becoming a paragon of glory to serve as an
example to others. It may be sweepingsuch as leading a rebellion so that a better ruler may claim legitimate rule over an
oppressed nation. It may be personalsuch as helping a single
person find the courage to follow his ambitions.
However, while the Champions of Autochthonia exist
mainly to preserve the ideals of their society and maintain stability of their nation, the Harlequins rarely support the status
quo. Even the Empyrean Caste, who most closely approach
the concepts of order and stability, are better suited to empower
new order and shift society into a more stable form than they
are to maintain established trends indefinitely.
As radicals and revolutionaries, the Harlequins may
indeed be the harbingers of a new glorious age. Even if they
must defer to the leadership of a Lawgiver or Steward, the
Nocturnals will certainly be a powerful motivating force behind any major improvement to Creation to come. Through
their powers, the Harlequins expose the folly of Creations
current trajectory and sound the warning.
Free from the baggage of history, the Harlequins are
uniquely positioned to guide their fellow Exalts onto a new
path. The Usurpation never drove them to betrayal. They
remained innocent of the brutalities of the Primordial War,
being among that conflicts first victims themselves. As a
neutral party, the Harlequins may seek to mend these ancient
and bitter rivalries. With so many threats circling around
Creation today, the world will need such arbiters to pull its
heroes together toward a common goal.
Perhaps when the dust has settled and the coalition
bound by the Harlequins has saved the world, the Nocturnals
will even find time to reconcile the gods and earn Nox a pardon.
Game Styles
Exalted presents a number of play styles already (p.
262-263), but some of these are more appropriate for the
Solar Exalted than they are for the Nocturnals. This sections
provides a few adjustments to the basic play styles as well as
some new ones specifically for the Chosen of Nox.
Styles Remix
Vanilla Exalted, for the Harlequins, is quite similar
the basic tale of the Solars. They are independent heroes,
establishing their own legend while avoiding the wrath of
the Bureau of Destiny. This is a tale of grand adventure and
epic conflict. However, unlike a reborn Lawgiver seeking to
restore the ancient Solar Deliberative, the Harlequins have
little interest in rebuilding the past. Their eyes are firmly set
on the future and the creation of something new.
A Land Once Divided Must Unite is close to the revolutionary heart of the Nocturnals. Though they can assume
positions of leadership, in the presence of other Celestials
they rarely assume the role George Washington. Instead the
Nocturnals fill the role of Thomas Paine, Benjamin Franklin,
or occasionally Benedict Arnold. The Comet and Aurora
Castes, in particular, would prove useful in such a scenario.
And Ill Form the Head is a difficult style to pull off
for the Nocturnals given their initial starting conditions. They
could reclaim lost wonders of the First Age, but unlike the
Solars or Lunars they have no ancient tombs to provide them
with the treasures of their previous Incarnations. To achieve
this style you may wish to alter the setting slightly. Perhaps
Star-Crossed Lovers
The bond between the Harlequins and the Viziers is as
strong as that between the Stewards and the Lawgivers. But a
tale that centers around such a connection will have more in
common with Romeo and Juliet than the romance of Rama
and Sita in the Ramayana. This applies to platonic relationships as well as romantic ones.
In such a tale, the Harlequin and the Vizier must
contend with their undeniable bond. Opposing their happy
ending is the conflict between the Nocturnals and the Bureau
of Destiny. The Sidereal may seek to shelter his companion
from the inevitable purge while advocating for the less drastic
course of action, or he may run off with her and go ronin.
Either option is unlikely to go well for the pair.
Ghosts of Calibration Future
This game style focuses on the Nocturnals abilty to
perform Fluctuations in order to reveal the possible course of
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This game style is designed for the exiled Heralds. Like
Rip Van Winkle or H.G. Wells anonymousTime Traveller,
the Heralds find themselves in an unfamiliar time after a long
absence. The world has changed much since the Primordial
War and the Heralds are largely ignorant of the intervening
5,000 years of history. In that time empires have risen and
collapsed. Great wonders have been built up and torn down.
Creation has shrunk and grown and shrunk again.
Adjusting to this unfamiliar setting will be challenging
for the Heralds. Coming to terms with the fact that they can
never go home again, that all they knew and all they loved is
now an irrelevant footnote in a dusty history book, will be
even harder. Once that angst has been cleared up, the real
work of the Herald begins. Creation is broken. Someone has
to fix it. Might as well be them.
Set Right What Once Went Wrong
This game style embraces the Nocturnals ability to
dabble in time travel. Instead of merely manipulating a
simulation of the past and hoping the Loom uploads some
slight modifications to mundane reality, the Nocturnals may
actually travel freely into the past. This is not a tale without
consequences. True, the Nocturnals may seek to correct an
event they perceive as a tragedy, but those corrections will
themselves have consequences. The Nocturnal manages to
save her husand, but at what cost? Her personal journey will
continue to affect her and she will bear the memories of all
her attempts, both successful and failed.
Not only does the past exist for todays Nocturnals to
journey to, the present may be visited by Nocturnals from
the future as well.They may come to deliver a warning of a
doomed universe, giving todays Nocturnals and other Exalts
just enough information to attempt to steer Creation away
from such a dire fate. Or they might come back to cut down
some foe before he becomes a true threatonly later to come
back again to stop himself from creating an even worse enemy.
If the Nocturnals are permited to travel through time
in this fashion, perhaps they are not alone. Of the many
Primordials, one might have possessed a similar power. Like
the Heralds, it also sought refugee in the future. Now it turns
its power to altering the past. Your players must pursue it and
its demons across time and space; thwarting its every move
before (or after, depending on your point of view) it can free
its fellow Primordials from their prison.
You probably notice that up until now, the exact means
by which the Nocturnals returned to Creation have not been
discussed. Where were the Nocturnal Exaltations stored?
Who released them and how? These are questions for you to
decide, and your players may play a role in the liberation of
their kind.
As a first option, perhaps the Paradox Liberation is a
cooperative effort of the remaining Heralds organized by the
Madame. The Heralds certainly have the motivation to free
the other Nocturnals.This may even have been a conspiracy
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Other Yesterdays
The Kalpa is open to the Nocturnals. In this game style,
the Chosen of Nox can either venture from one Manvantara
to another or play completely within a Manvantara radically
different from the standard Exalted setting.
In the first option, travel may be freely available,
extremely limited, or any variation in between as suits your
needs. Like the ancient cosmonauts of the Well of Udr, your
players may have found or made a stable link to another Manvantara. Alternatively, they may be castaways in the Kalpa,
dashing from world to world as connections open and close
between them at seemingly random intervals. This could be
combined with a Set Right What Once Went Wrong game, in
which the Nocturnals are responsible for creating branching
Manvantara by altering the past.
In the second option, the characters are native to another
Manvantara completely. Their history is not the history of the
default setting and their world may be drastically different,
diverging from the main Exalted setting thousands of years
ago. Here are some examples of alternate Manvantara, which
may be used, altered, or ignored as your game demands.
Manvantara
It has been more than five millennia since Nox escaped
his treacherous sisters and warned The Lidless Eye That Sees
of their plot against the Primordials. Five thousand years since
the Exalted Host, under the leadership of Regent G-R-L, put
down the rebellious gods. Five thousand years since the Holy
Tyrant placed His own heart in the Daystar, since he installed
Nox as the head of the Celestial Bureaucracy and G-R-L as
His earthly regent.
Nox alone among the Incarnae survived the war unscathed. He now tends to the affairs of Celestial Bureaucracy
with the aid of his Calibration Court, his Heralds. The Unconquered Sun, in time, was vanquished. Foolhardy he was
not to retreat when so vastly outnumbered. Now an emerald
sun shines upon Creation. Luna, too, fell as she desperately
bought her lover time to escape. Noxs skies host a blood-red
moon who calls the tides with great force and periodical
sweeps the coastlines clean.
The Maidens suffered a worse fate. Their bodies are
whole, but their minds are broken. This seemed a fitting
punishment for them at first, for Nox knows that had the situation been reversed they would have treated him no better.
The Primordials gave the shattered goddesses to Nox as his
reward for loyalty. While he once delighted in his harem, he
finds no joy in their condition now.
The Primordials who aided the Incarnae also suffered
for their betrayal. Autochthon was captured and exiled to
realm of his own twisted devising. Within this sanatorium
his disease festers, but rarely does it threaten his kin. From
time to time, however he dispatches one of his Apostates into
Creation, who seeks to spread the sickness of the Void, or an
Exalt might employ sorcery to summon and bind a gremlin to
perform some some esoteric task.
Gaia felled for the Wyld, safe within Gnosis. She uprooted her souls which guarded the edge of the world and
began what history would later call the Five Poles Cataclysm.
The Wyld swallowed vast swaths of Creation before other Primordials could stabilize the world by replacing the Elemental
Dragons with their own souls. In his infinite wisdom, the
Holy Tyrant divided Creation among five of his most loyal
Primordials so that no one Titan might threaten Creation
with annihilation as Gaia did.
To Kimbery was given the West and all the seas. Hunanura, the Heart-Frost Unending, received the North into
his frigid embrace. Metagaos planted his forest soul into
the Eastern Pole, while Cecelyne anchored the South to her
own desert nature. Finally, Qaf once again received the title
of omphalos as he grafted one of his souls into the Sacred
Mountain.
The influence of these five Primordials have shifted
and twisted Creation as well as restored it. Qaf has seen fit
to elevate what was once the Blessed Isle until it has become
a towering plateau separated from the Threshold not by the
Narrow Sea but by deep canyons and steep cliffs. The eastern
forests are full of swamps and bogs, illuminated at night by
giant glowing fungi, and its creatures are preyed upon by
enormous pitcher plants and sundews. Cecelyne has cooled
the burning volcanoes of the south, eroded its mountains to
isolated mesas, and dotted the desert with vast, barren salt
seas to taunt those who desire a soothing drink of water while
sojourning across her wasteland. In the West, Kimbery has
nurtured Lintha Ng Oroo back to health and has spread its
offspring and her own Lintha descendents throughout the
Westmany of the Western Islands have sunk beneath the
waves only to be replaced with living islands born of Kimberys great behemoth and populated by her chosen people.
Unsurprisingly, Hunanura has invested little effort in North.
Every Immaculate Monks knows of the Anathema and
their divisions. There is the gold Anathema: the Forsaken, the
Blasphemous, the Unclean, the Wretched, and the Decievers.
There is the silver Anathema: the Frenzied, the Tricksters, the
Ogres, and the Moon-Mad. And, of course, there is the onyx
Anathema: the Dissident, the Assassin, the Harlot, the Heretic, and the Traitor. These last tempt mortals with fantasies
and delusions and spread chaos and anarchy in their wake.
Such is the philosophy of Creation today. The Primordial War is ancient history, and the Harlequins joined their
Celestial peers at the victory celebration. The First Age rose
and fell. As the Sidereals convened for their Great Prophecy,
the Nocturnals were forced to choose sides as well. Many
were appalled that the Sidereals would even consider such an
all-encompassing look into the future, though most were com-
185
Through the shapeless Wyld a vast comet roars. Around
it twists the Elemental Dragons, coiling protectively around
the abode of their mother Gaia. The Daystar, the Silver Chair
and the planets of the Five Maidens, too, orbit the comet
Gnosis, warding away the influence of Pure Chaos. Within
it, some of the last survivors of Creation flee from a relentless
enemy. The survivors are led by the Exalted, nurtured by the
essence of the Emerald Mother.
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Three-thousand seven-hudred and eight four years ago, the titan Ramethus shattered Creation. Many of the greatest Exalts
fought boldly but in vain to preserve their homeland. In the
end their numbers were not enough, for many of the Solar
had remained at the worlds edge protecting their own lands
rather than coming to Creations aid. When Ramethus stood
victorious upon the Imperial Mountain and tore the world
to pieces, the Solars on the fringe held their island of reality together through their own majesty. Wyld and waypoints
flooded into the lands that had once been Creation and drove
all that remained apart.
Gaia felt the pains of the world and returned in vibrant glory.
Like Autochthon before her, she raptured as much life as she
could into her personal realm. With Lunas aid, the Maidens
smuggled the Loom of Fate from Yu-Shan to Gnosis. Trailing
vivid azure and ivory essence, Gnosis blasted into the Wyld
with its precious cargo.
Since then Gnosis has sailed the Wyld, occasionally finding
an isolated Solar or Lunar lead colony, offering them a place
among their refugee ranks. Those that died before contact
with Gnosis have had their Exaltations find new hosts in
A Gilded Age
The time surrounding the Usurpation is a major
diverging point in the Kalpa. From here worlds branch
off into those in which the Bronze Faction won (of which
the basic Exalted Manvantara is but one) and those in
which the Gold Faction won, as well as smaller minority
of those in which the Silver Faction or some other exotic
option proved to be the dark horse candidate and win
the day. In those with a victorious Gold Faction, there
is yet another split. In some, a Usurpation of sorts still
occurred. The Solars were executed and their reincarnations indoctrinated by Gold Faction mentors.
In others, the Gold Faction allowed the Solars
to proceed as they desired. Storytellers should read
through Dreams of the First AgeLands of Creation
to get a feel for the various mad plots the Solars had in
play before the Usurpation and run them out to their
logical conclusions. Manvantaras of this group will have
worlds in which Salina invested mortals with Adamant
Circle Sorcery, or worlds in which the Magnus and
his cohorts forged the Neverborn into a great howling
soulsteel wall around Creation, trapping the world
within a horrific mausoleum. There will be worlds where
the Solars released the Yozi, just for the chance to fight
them again, and worlds where they broke Creation into
300 lesser worlds. There will be worlds in which Sorraza Dalon perfected her legion of remorseless, ruthless
soldiers, worlds where Queen Ktulas cephalod children
have overtaken much of the West, and worlds where the
whole of Creations mortal population are subdued with
radiolari. The will be worlds in which the Solars united
their fellow Exalted and wrestled the Games of Divinity
from their patrons, and worlds where Lytek took hold
of the sublime tools which first created the Exaltations,
hammering and altering beyond recognition in a vain
attempt to control their might. Worst still, there will be
worlds where several of these mad experiments coexist.
And perhaps there is some small group of hopeful worlds
were the Gold Faction successfully redeemed the Solars
and preserved Creation in all its glory.
Mix and match as you please.
The Incarnae recline in leisure within their Jade Pleasure
Dome, content, for once, that affairs in Creation are moving
smoothly. The Great Maker labors endlessly in the glorious
Centropolis of Anaxis upon the banks of the Dawn River.
From here, he guards the miles-high spire of the Orichalcum
Shrine and coordinates the efforts of Exalted across two
worlds. Creation and Autochthonia enjoy an Age of Brilliance.
The reunion of Creation and Autochthonia has not always proceeded so peacefully. Eight-hundred and thirty three
years ago, a desperate nation broke through the Seal of Eight
Divinities and stepped foot under the sunlight and sky for
the first time since their ancestors were raptured away to the
Realm of Brass and Shadows. When word of the vast treasures
and pleasant climate of Creation reached the other nations of
Autochthonia, the race to claim its land began.
Soon the nations of Autochthonia clashed with the
might of the Shogunate. The initial confrontations were
evenly matched. Both sides brought to bear technological
marvels against their enemy. The Shogunate had superior
numbers, both of mortals and Exalted, but the Champions of
the Autochthonians were individually more powerful. Ostensibly the Shogunate was better organized to resist the invasion,
but political in-fighting amongst the daimyos hindered the
war effort. Additionally, as each of the Eight Nations joined
the crusade, they sprung from the ground across Creation,
seemingly at random, catching the Shoguns forces off-guard
and opening multiple fronts.
While the Eight Nations and the Shogunate tore one another apart, other forces conspired to exploit the conflict. The
Dowager released the Great Contagion upon the Creation.
Its virulence spread throughout the world, felling nine out of
every ten mortals. It spread slowly into Autochthonia, where
the medicinal powers of the Alchemical Exalted successful
hampered its lethality; only half the population of that world
perished. Still, despite the casualties (or perhaps because of
them), the fighting continued, with the Autochthonians gaining considerable ground.
Another Deathlord sought to strike at Creation while it
was weakened. The First and Forsaken Lion threw open the
doors to the Wyld and graciously invited the horde of the
Ishvara Balor. As the Raksha armies poured into Creation,
the beleaguered Shogunate and Autochthonians put aside
their differences and turned their well-sharpened military
might against their common foe. For his foolhardiness, the
Neverborn brutally humbled the First and Forsaken Lion.
Still, the war against the Raksha seemed tilting swiftly in
Balors favor as more and more of Creations periphery fell
to the Wyld. Until, at last, two Exalts, Annealed Praxis and
Chinua of Whispers breached the Pole of Crystal and woke
the Great Maker himself. With his help, the Jade and Changing Moon activated the Sword of Creation from its control
room in the Orichalcum Shrine and drove the Raksha back
into Chaos.
Following their victory, one of Autochthons jouten departed the Realm of Brass and Shadows and joined the effort
to heal Creations wounds. Annealed Praxis became the first
Alchemical to place his foundation in Creation, becoming
the Centropolis of Anaxis around the Orichalcum Spire, a
new home for the Great Makers jouten. As for Chinua of
Whispers, she aided the Great Maker in the restoration of the
Lunar Castes and has become one of the most prominent and
respected members of the Silver Pact. Autochthon would later
use knowledge gained from his experiments with Chinua to
restore the People of Adamant to their former glory.
The Eight Nations spearheaded the effort to rebuild
and resettle the Threshold. Their colonies provided a steady
stream of resources back to Autochthonia, but after threehundred years of colonial rule, one by one, the colonies shook
off their foreign rulers and gained their independence. Some
rebellions soaked Creation in blood; others in the ink of a
thousand mind-swaying pamphlets. In time the Twelve Nations of Creation took shape and gained equal status to the
Eight of Autochthonia.
The Twelve Nations, like those of their forebearers, have
a mighty Alchemical serving as their capitals and most of their
major cities, typically resting upon ancient ruins.
In the East, the Metropolis of Eroz, famous for its blue-lantern
district and black markets, built herself upon the ruins of
Hollow. She serves as the capital of Raehar, which rules the
riverways. South of Raehar is the Nation of Caprona, with
is starmetal capital, the Patropolis of Peluc, intermingling
amid the ziggurats of ancient Rathess. Travelling east from
Eroz, one would encounter the nation of Madris. Nestled in
a scenic landscape of winding rivers and rolling, forested hills
and low mountains, the nation funnels its vast natural riches
to its capital, the Metropolis of Selras, which spans the Lesser
Rock River and draws power from its great falls. Elsewhere in
the East are the Theopolis of Belgar, one of five theopolises
found beyond the Blessed Isle, grows up in a lonely forest hidden in the Lunar nation of Halta. Denandsora city named
sacred to Autochthonhas been restored to its original state
in his honor.
In the South, the soulsteel and adamant towers of the
Patropolis of Etdi rise among the remnants of Chiaroscuro.
From here, the nation of Yarren rules the southern coastline
of the Inner Sea, from the Penitent to old Deheleshen. Yarren has strong ties to its sister nation Sardosh which roams
the great southern desert. Sardoshs capital, the Metropolis
of Kashir, rumbles across the dunes on enormous treads,
piercing the desert sky with her smoking towers. Further west,
where once stood the City of Flowers, the Patropolis of Petres
187
rises as a shining beacon of modernity amid lush, tropical forest. The heart of the city is the living monument of Perpetual
Restless Servitor, posing triumphantly as a commemoration of
his victory in the Lintha Invasion of Reunion Year 183, just
before the Colossus settled down to become the capital of the
nation of Echsat.
In the West, Admiral Leviathan proudly serves the
Nation of Luthe, which took its name from the citadel the
ancient Lunar lost during the early wars against the ancestors
of the very people he now protects. His beastmen now mingle
with the Autochthonians aboard the roving submersible
Metropolis of Moya, who was once (and if rumors are to be
believed, still is) Leviathans lover. Under Leviathans leadership, Luthe has made vassals of the other two Western nations:
Denisova and Vostok, with their capitals on the Wavecrest
and Coral Archipelagos respectively. Denisova at first resisted
Luthes growing influence, but soon succumbed to its naval
blockade. Vostok voluntarily joined the Luthe Protectorate
one hundred and sixty-three years ago, after the Metropolis of
Utaxal, the Wests principle exporter of soulsteel, defected to
the Silver Prince. The Silver Prince has now made Utaxal his
base of operations and attempts to weaken the great Western
alliance.
In the far North, a geodesic dome of jade and frosted
crystal rises from the endless tundra. Vivid flashes, like prismatic lightning illuminate the long, silent arctic night. Far
below, the Patropolis of Wimesht shelters the population of
the nation of Denerid from the bitter cold with its numerous
Municipal Charms. Built upon the ruins of Crystal, Wimesht
is Denerids only city and hosts lavish festivals to entertain its
entire population during the frigid months of Air and Water.
When the weather warms, the city empties all but essential
personnel, while mortal and Exalt alike comb the vast frozen
landscape for all available resources. To the south, the golden
arcades and temples of the Patropolis of Orison has restored
the sacred geomancy of Ondar Shambal. Profiting from a
continuous stream of pilgrims to its holy capital, the nation
of Jarse rivals the wealth of Raehar. It funds numerous largescale engineering projections across the Northmost recently,
it has begun to reconstruct the Spidersilk Dam, replacing the
original delicate construction with a new metropolis. The
final nation of the Twelve is Tautog, the northern counterpart to Yarren. Its capital, the Metropolis of Idaltu, weaves
moonsilver conveyor walkways and shimmering skyscrapers
through old Cherak. Ships that launch from Idaltus harbor
patrol the northern coast of the Inner Sea from Amber Shores
to Wallport, trading with the Blessed Isle, Raeharians and the
Yarrish alike.
Unlike the Eight Nations, the Twelve are each ruled by
an Exalted. In most cases, it is a Solar (one whose Exaltation
was never imprisoned), appointed by the Machine God himself. In two, such as the Luthe Protectorate states, it is a Lunar
who rules.
Thus far, the Solars and Lunars have ruled justly. The
Great Curse that plagued their previous incarnations has been
tamed by the presence of the Alchemical Exalted. Autochthon
still seeks a way to cure the Curse completely, but the success
of Alchemical interactions with the other Exalted has proven
highly encouraging.
The Great Maker felt confident enough to begin releasing the Solar Exalted. Intending to send out a first wave of
forty additional Solars, he opened the Jade Prison five years
ago. To his dismay, all the trapped Exaltations fled immediately and newborn Exalt spring up across Creation into a
system ill-prepared to handle such numbers.
188
The Scarlet Throne is empty. The squabbling children
of the absent Empress threaten to tear her dynasty apart like
wolves at a warm corpse. The Jade Prison is open. The golden
Exaltations descend upon Creation like crows drawn by the
scent of fresh blood. And from the cracks in the world, a
hundred green suns dawn.
The hour grows late, and the time Heralds only tumult.
The heroes and villains of the world send countless legions
marching to their deaths. When their souls awake on the
other side, they find themselves the strange gray utopia of the
deathless Jade Emperor.
While the Scarlet Empress and her cohorts battled their
way to seize the reigns of the Sword of Creation, the Jade
Emperor sought the aid of the long-neglected Neverborn. He
broke open their nightmare mausoleums (with the aid of the
Iron Faction, if heavenly rumors are to be believed), and parleyed with the mad titanic ghosts. They offered him dominion
over the armies of the dead. In exchange, his seed would
be forever twisted to the deathly reflections of Creations
Elements, to live as Creatures of Death, and to serve their
tortured will until the End of Days. The Jade Emperor swore
the oath easily. How could he not? The End of Days would be
upon him sooner rather than later if he refused.
From shadowlands across Creation, the horrors of the
Underworld burst forth. The countless ghosts slain by the
Balorian Crusade, the mad nemissaries who had approached
too close to the whispers of the Neverborn, and the monstrous hekatonkhires rampaged through the ranks of the Fair
Folk. For the first time, the dread powers of Necromancy were
unleashed against an unsuspecting foe. The Jade Emperors
legions marched upon Creation for the first three days of Calibration with victory after victory only serving to encourage
those who fought under his banner, attracting even the living
to his cause.
On the fourth day of Calibration, the skies burned
with fires of the Sword of Creation. First the Raksha were
incinerated, and the Jade Emperor rejoiced. Then the Scarlet
Empress turned the worlds greatest weapon upon the Jade
Emperors own armies, driving him back to the Underworld.
Since then, the Jade Emperor and the Scarlet Empress have
had an uneasy truce (though had she the resources for such
an expedition, she likely would have declared war upon him
when he accepted the recently-deceased Seven Tigers with
open arms). Her influence spread throughout Creation;
his, through the Underworld. She slew the Seven Tigers; he
usurped the Dual Monarchy. She cowed the nations of the
world; he garnered support from the Shogunate survivors, for
he descended from the Shogun himself. She nursed the Great
Houses; he sired the gens of the Pallid Jade Empire.
These gens are not Terrestrial Exalted in the traditional
sense. Scholars of Exaltations, namely Lytek and Parad, have
named them Erebean Exaltedthe Voidblooded. In terms of
power, they show their kinship with the Terrestrials of Creation. Their Elemental Aspects, however, have become those
after the Empress backed a failed coup several years agofortunately the incompetence of her stooge may have saved the
city from far grizzlier fate. Had the coup succeeded, no doubt
the city-state would have been embroiled in a costly civil war,
leaving it unable to defend itself from the Mask of Winters
assault. Indeed the deathlords have grown more active in
recent years; scores of their Abyssal Exalted spread death and
destruction in all corners of the world.
These scenarios are not meant to represent a single
Manvantara (but they might). They are examples of a variety
of Manvantara which diverged from the main Exalted setting
only recently or which differ by ways only recently apparent.
There are many possible examples of such worlds, but here the
focus will be on those that weigh most heavily on an Empress
who never vanishes.
Centuries ago, when Prince Balor seemed poised to
destroy Creation once and for all, the Sidereals convened to
elevate a young unassuming Dragon-blooded warrior to the
ranks of Creations greatest heroes. She would be given access
to the Sword of Creation, so she might wield its apocalyptic
power to save the world. But to gain entry, someone had to pay
a grim toll. Chejop Kejak accepted this burden upon himself,
allowing the Scarlet Empress to rule unmolested by the dark
forces that forced open the gates of the Orichalcum Shrine
to her. Seven-hundred and sixty-three years later, the Yozi
have collected their prize, spiriting the leader of the Bronze
Faction away to Malfeas for purposes unknown. Perhaps they
did so only to allow Anys Syn to assume control of the Bronze
Faction, the better to exploit the favor she owes them as well.
Perhaps, as Chejop Kejak nears the end of his life, the Yozi
have been force to act now rather than risk his death Such
reasoning seems to obvious for the Yozi. Surely, they must
have some convoluted and nefarious scheme prepared. But
what that might be, only the greatest Chosen of Secrets knows
now.
Four years ago, House Tepets legions fell or defected
to the Bull of the North. Following his victory in the Battle
of Futile Blood, the Dawn marched on undefended Cherak,
driving House Ferem into exile on the Blessed Isle. His war
against the Haslanti lasted two years, slowed only be a harsh
Season of Water. The most of the League now recognizes his
authority, except for pockets of resist in distant Diamond
Hearth and Crystal. Whitewall capitulated immediately to his
envoy; Gethemane surrendered peacefully after a six-month
siege. With the North beneath his banner, the Bull at last
turns his attention eastward, to the embattled Haltans and
their oft-repeated pleas for aid against the Linowans. With
negotiations between Halta and the Bull wrapping up, the
Linowans have become desperate for allies. As yet they have
found none willing to support them against the might of
Yurgen Kaneko.
Seeing the weakness of the Realm, Reshoom Keshara,
the Leopard of Harborhead conspired treasonous acts against
his Dragon-blooded satrap. Fearing open rebellion, the satrap
attempted to have the Leopard assassinated. The attempt
failed. Those who know the way of such things whisper fearfully that the satrap failed only because the Leopard received
the Black Exaltation upon the brink of death. If the Leopard
is a deathknight he has never revealed his necrotic power
openly. Regardless, he lived to begin his rebellion, uniting the
Five Tribes against the Realm occupation. House Cathak was
Ten-Thousand Yesterdays
temporarily driven from Harborhead, but recently returned
The Scarlet Empress sits upon a troubled throne with in greater numbers. The capital of Kirighast has been razed.
no shadow behind it. Cherak, Whitewall, Gethemane and the Cathaks legions entrench themselves along the coast, preparHaslanti have fallen beneath the banner of the Bull. Kirighast ing for an offensive inland. The Leopard has fled into the
is burning. Thorns has severed all relations with the Realm
189
190
They may find unlikely allies among the Yozi and their Green
Sun Princes. Perhaps in Creations darkest hour, the Seal of
Eight Divinities will be flung open and the Champions will
march forth in solidarity against the Void. Or perhaps this
world, too, will witness the return of Nocturnal Exalt, given
a second chance to defeat the Primordials who fell to the
Exalted once before.
This is but a tiny fraction of available Manvantara.
There are innumerable others. Amid that vast diversity
of worlds, there will be some common recurring themes.
In some Manvantara, Creation was spared the Three
Sphere Cataclysm when the Unconquered Sun accepted
She Who Lives in Her Name into his new Celestial Order. There are Manvantara in which the Dragon Kings
were never pushed to the brink of extinction, where the
Unconquered Sun still wears his Tyrant Lizard shape
in Yu-Shan. Elsewhere, the Great Maker never betrayed
the People of Adamant. Among these, there are Manvantaras in which the Solars saw the folly of their ways
and relented, and ones where they went to war against
Autochthon and his people (and in a further subdivision,
there are Manvantara where he fled Creation and others were he became the Engine of Extinction, haunting
Creation ever since). The Dawn Caste known as the Sun
Dragon still rules vast regions of the Demon City in
some Manvantara, and in others, her disruption of the
Descending Heirarchy woke the slumbering Prophet Abhorent and doomed the world to the tyranny of samsara.
Filial Wisdom has conquered or slaughtered most of the
South and East in some Manvantarain others, his war
was ended by a Lunar or Sidereal hero or the martyrs of
a Sworn Brotherhood. Where Filial Wisdom was slain,
he sometimes rises again as that Manvantaras fourteenth
Deathlord.
And on and on the variations go.
Nocturnal Experience
Except as noted, the Nocturnal Exalted gain experience, spend it, and train Traits at the same rate as Solar Exalted
(Exalted, p. 272-275). For values the differ from those listed for Solars, consult the Nocturnal Experience Cost Table below.
Trait
Cost
Training Time
Attribute
current rating x 4
(Rating) Months
Caste/Favored Attribute
current rating x 3
(Rating x 2) Weeks
Caste/Favored Charm
10
Out-of-Caste Charm
12
Caste/Favored Domain
current rating x 2
(Rating x 2) Days
Out-of-Caste Domain
current rating x 3
(Rating x 4) Days
New Spell
10* or 12
Essence
current rating x 9
(Rating) Month
Cost
Caste Domain
Free
Favored Domain
Out-of-Caste Domain
10
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192