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<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1TMBY JOHN CHAMBERS, DAWN ELLIOT, MICHAEL GOODWIN, PETER SCHAEFER,STEPHENLEA SHEPPARD, JOHN SNEAD AND ANDREW WATT


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CREDITSAuthors: John Chambers, Dawn Elliot, Michael Goodwin,Peter Schaefer, Stephen Lea Sheppard, John Snead andAndrew WattComic Scripter: Carl BowenDeveloper: John ChambersEditor: Carl BowenCreative Director: Rich ThomasProduction Manager: matt milbergerArt Direction: Brian GlassArtists: Tazio Bettin, Ross Campbell, Misty Coats, SamuelDonato, DPI Studios (featuring Jaysin and Em<strong>br</strong>io), NewtonEwell, Andrew Hepworth, Imaginary Friends Studio (featuringSca<strong>br</strong>o<strong>usp</strong>encil, YJL and Zhi Xian), Aaron Nakahara,Stuart Ng, Franklin Ouano, Josh Spinell, Mark AnthonyTaduran, UDON (featuring Chris Stevens), Melissa Uran andEmily WarrenCover Art: Imaginary Friends Studio (featuring wraithdt)Book Design: Brian GlassMERU CREDITSAuthors: Carl BowenDeveloper: John ChambersEditor: Carl BowenCreative Director: Rich ThomasProduction Manager: matt milbergerArt Direction: Brian GlassArtists: UDON (with Leo Lingas, Jorge Molina, <strong>Ryan</strong>Odagawa, Saejin Oh, Mark Sinclair, Chris Stevens, EricVedder, Adam Vehige, Joe Vriens and Kevin Yan)Cover Art: Jessica MullinsBook Design: Jessica Mullins© 2010 CCP hf. All rights reserved. Reproduction without thewritten permission of the publisher is expressly forbidden, exceptfor the purposes of reviews, and for blank character sheets, whichmay be reproduced for personal use only. White Wolf and Exaltedare registered trademarks of CCP hf. All rights reserved. Dreamsof the First Age, Lands of Creation, Lords of Creation, Meru AGuidebook to the Exalted City, Scroll of the Monk, the Manual ofExalted Power the Dragon-Blooded, the Manual of Exalted Powerthe Lunars, the Manual of Exalted Power the Sidereals, the Books ofSorcery, Wonders of the Lost Age, the White and Black Treatises,Oadenol’s Codex, the Age of Sorrows and the Second Age of Manare trademarks of CCP hf. All rights reserved. All characters, names,places and text herein are copyrighted by CCP hf.CCP North America Inc. is a wholly owned subsidiary of CCP hf.The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction and intended forentertainment purposes only. This book contains mature content. Reader discretion is advised.Check out White Wolf online at http://www.white-wolf.com/PRINTED IN CHINA


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 14


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1GUIDELINES FOR PLAYING FIRST AGE GAMESand allow functional games with what’s presented alone,but the best, most inspiring characters, most awesome andimpressive locations, and most important historical periodswe leave to you to create.Make the First Age yours.POTENTIAL HANG-UPSA couple of elements of the First Age setting can beproblematic <strong>if</strong> Storytellers don’t take them into account:MANY CHARACTERS ARE VERY, VERY OLDThe number of Exalted elders with whom the players’characters are likely to interact on a regular basis is muchhigher in the First Age than it is in the Second. There’s morethan one way to treat this issue.Very old characters are beyond humanity: Under thefirst extreme assumption, living for thousands and thousandsof years fundamentally changes a person, even before theGreat Curse rears its ugly head. Maybe someone who’s livedfor millennia is totally disassociated from human experience,and is as far beyond humanity as humans are beyond smallfuzzy mammals. This is a popular premise for some sciencefiction and in <strong>br</strong>illiant roleplaying games featuring fangedprotagonists. Posthuman elders are intriguing, and they feelplausible. On some level, it makes sense that someone who’slived for thousands of years would see the views of a humanadult as the babblings of a toddler who hasn’t yet learned tospeak a language.The problem with this assumption is that it’s veryhard to satisfyingly portray a character who should be asfar beyond your own capabilities and thought processes asyou are beyond the thought processes of your pet hamster.It’s also divorced from human experience. There are no3,000-year-old people in daily l<strong>if</strong>e, so it’s hard to makestories about 3,000-year-old posthumans feel relevant,except possibly as parables about how humans are toys forforces beyond our understanding… which isn’t really whatExalted strives to be about.A person’s a person, regardless of age: Under the otherextreme assumption, living for thousands of years doesn’tchange people much. The l<strong>if</strong>e lessons provided by age offerdiminishing returns. Chejop Kejak still makes small talkwith his peers, holds petty grudges and sighs in annoyancewhen someone shows up for an appointment 15 minuteslate. This assumption has the advantage of making powerfulcharacters more accessible. As a Storyteller, you can alwaysbase the behavior of elder characters on people you’ve actuallymet, rather than theoretical super-geniuses you can onlyimperfectly imagine. You can give them agendas informedby motivations you understand, such as pride, fear, ambitionor exasperation. It’s also easy to tell stories that are relevantto the human experience when the characters within thosestories behave like real human beings.The problem with this take is that older characters mightnot feel very frighteningly impressive <strong>if</strong> they’re just normalpeople with a lot of high-Essence Charms and toys. It canalso strain s<strong>usp</strong>ension of disbelief for those players who thinkvery old people would be posthuman ciphers.Exalted is written under an assumption of compromise.Elder Exalted remain people, but are twisted by the GreatCurse. Elder Exalts are mostly human in attitude, exceptwhere the Great Curse has ampl<strong>if</strong>ied problematic personalitytraits. Characters behave in extreme fashions under theeffects of Limit Break and rationalize those actions as reasonableonce the Limit Break passes, but they otherwise goback to behaving like normal folk. (They’re just incrediblyprivileged, rich, powerful, jaded, isolated normal folk withthe Great Curse playing the role of a serious supernaturalmental illness.)EVERYONE IS REALLY RICHThat is, the Exalted are. In some ways, the Exalted ofthe First Age are richer than the richest human beings onpresent-day real Earth. This means that players’ characterswill have a lot of toys. It’s hard to predict characters’capabilities <strong>if</strong> they can buy an infinite number of four-dotart<strong>if</strong>acts. The main thing to remember is that all these toysare just the window dressing of the story. Sure, a charactercan own a royal warstrider, myriad warstrider-scale art<strong>if</strong>actweapons and a fleet of sky yachts, but does he want to keepall his Essence committed to a bunch of giant weapons andpower armor he might never use? How helpful is a fleet ofsky yachts <strong>if</strong> he can fly around in only one at a time? Thewealth is there to play up the fabulousness of the time. It’snot there to provide the players with a way to get one overon the Storyteller characters.LAWSThe book spends some space on the subject of laws;what is allowed and what is forbidden.The key thing to remember about laws is this: If there’sa law, someone is making a profit somewhere by <strong>br</strong>eakingit. (Probably a lot of someones.) If people weren’t <strong>br</strong>eakingit, nobody would have thought to make it into a law. Nopeacekeeping force is strong enough to ensure a populace’sabsolute compliance with the rules, and no rule acts as aperfectly deterrent. Especially in a world that counts theExalted. The First Age’s crime rate is low, but that just meansthe crimes that are perpetrated are all the more notable.Any law in this book is included as a story hook. Wehave endeavored not to spell out the First Age’s full legalcode—merely those elements that are most interesting. Ideally,when imposing your own vision on the setting, you willexpand that legal code, adding new taboos and customs.THE USURPATIONIt all goes wrong.The Solar Exalted find it increasingly d<strong>if</strong>ficult to seepast themselves and their own desires. Power alone doesn’talways corrupt, but power and isolation are trouble. TheSolars of the Era of Dreams are lost in their own fantasies.Exulting in paradise, unable to connect to the common7


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1INTRODUCTIONman and divorced from human pain and inconvenience,the elder Solars now ask themselves what need have theyfor men and gods. The proud, frightened Sidereals andDragon-Blooded act without giving the Solars time to findthe answer.In time, the Sidereals will think back upon the Deliberative’shistory and see all the times it almost failed—andthe one time it did fail. When they see what was needed to<strong>br</strong>ing it back, they will enact a secret prophecy to determinethe ultimate future—a prophecy that’s great but flawed, forit cannot account for the actions of those outside fate. Theywill spend time gathering and collating information, s<strong>if</strong>tingthrough possibilities, discerning which chains of causalityare possible and which seem possible but cannot be resolved.Finally, they will boil down all the billions of possible waysfor events to progress into three eventual outcomes. Theywill then take advantage of the increasing unrest amongthe Dragon-Blooded and the increasing paranoia of theSolars (directed almost exclusively toward the other Solars,and not toward their loyal soldiers and advisors). The HighFirst Age will come to a <strong>br</strong>utal, tragic end.Maybe it happens in just five years. Maybe the GreatProphecy occurs over a single night, with every Sidereal overcomewith a five-day trance over the Cali<strong>br</strong>ation followingYear 3517. Perhaps the long-dead, long-lost Last Maiden,Pluto, Maiden of Hours, projected her consciousness forwardacross the millennia at the end of the Primordial War (beforeshe was scoured away by She Who Lives In Her Name) todeliver a singular warning to the Chosen of her sisters.Maybe it doesn’t happen at all. Maybe some group ofExalts, young, experienced or ancient themselves—Solars,Lunars, Sidereals, Dragon-Blooded, perhaps even refugeeAlchemicals, perhaps a circle of allies of d<strong>if</strong>ferent sorts (inother words, your players’ characters)—changes things. Maybethey can <strong>br</strong>ing the world to its senses and avert disaster andthe fall of the First Age of Man.The Usurpation stands poised, but there’s still time toprevent it.8


9<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER ONELIFE IN THEHIGH FIRST AGEAt the sun’s first rise each morning, I AM wakes everymortal in Creation loyal to the Deliberative. I AM is notan animating intelligence, for its cognition engine has nospiritual components. I AM is a truly independent thinkingautomaton, the first to achieve full sapience upon itsfirst iteration. At the command of the Solar Deliberative,I AM oversees the well-being of mortals everywhere. I AMis named for the first words it uttered. I AM is friend to allCreation’s children.I AM connects the mortals of Creation to each otherthrough glyph projectors they carry and into which theyspeak. With I AM, Creation’s mortals communicate acrossvast distances, find answers to their every question instantlyand enjoy the service the Exalted route through the Celestialgoddess Taru-Kül.To the Exalted, I AM speaks only when spoken to,for it would not presume to offer unasked-for advice to theChosen of the Gods.THE HISTORY OF MANHistorians divide the Age of Man into eras and each erainto periods. Six eras have passed since the Primordial War.The current era, the Era of Dreams, is the seventh. Historiansdeveloped this scheme following the Long Silence period ofthe Second Deliberative Era, and have carried it on since.Older records sometimes use antiquated systems, but theFirst Deliberative’s surviving Exalts are almost all pleasedwith the eras and have made a concerted effort to make surehistorical records are in line with the official histories. Themajority of Deliberative historians accept what follows aseither truth or necessary fiction.THE PREHISTORIC ERABefore the Primordials were slain or banished, the DragonKings ruled Creation. They were man’s teachers, overseersand custodians. Their ancient reptile intelligences, informedby long eons of endless reincarnation, progressed throughsavagery and enlightenment to rebirth. They did not feardeath and expected no such fear from their subjects.Mankind needed the Dragon Kings’ stewardship, forCreation was unsuited to man’s habitation in those days. Thesleep of Hesiesh and Pasiap was still unsure, and the worldshook with every fitful sleeping gesture of Gaia’s Dragons ofFire and Earth. The saurian overlords oversaw the survival ofthe mortal race the Primordials had modeled on Autochthon’sClay Man. In the North, humanity maintained the Pterok’saustere temple-aeries. In the South, tribes of cattle herdersmade their homes in the savannas and made offerings tothe Anklok, the most distant, nomadic and warlike of theDragon Kings. In the East, the Raptok’s great ziggurat-cities10


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE HISTORY OF MANsaw man and saurian live in close proximity, with the Raptokgoverning humans directly and making great bloody sacr<strong>if</strong>icesof hearts to the mighty Unconquered Sun. Only in the Westwas man not governed by the Dragon Kings, as the Mosokand the Lintha clashed constantly for control of those islandtribes not tainted by the blood of Kimbery. Meanwhile, the 10million genius Jadeborn labored beneath Creation’s surface tofulfill the purpose with which Autochthon tasked them, thealaun did naught but worship the Primordials, and, from thecracks between spaces, the Eyeless Nation expanded upwardfrom between Creation’s skin and the Dome of the Heavens.Sundry other species carried out their lives and purposes untilthe gods grew weary of their endless toil and the UnconqueredSun proposed to steal the Games of Divinity.History began with the end of the Primordial War.THE OCHRE FOUNTAIN ERA(YEARS 1–109)The Age of Man’s dawn was a tumultuous time.The ascendancy of Her Most Luminous Excellency andSavior of Creation, Her Exalted Highness Merela marked theExalted’s acceptance of the Creation-Ruling Mandate. Asthe Unconquered Sun granted her the Crown of Thunders,she took up her mantle as the Queen of Creation to rule fromher home city, Rathess. Although primary hostilities hadended, the former servitors of the Primordials and enemiesof the gods still filled Creation. Also, two Primordials—notincluding Gaia or Autochthon—remained at large. TheSolars and the Dragon Kings set about <strong>br</strong>inging the remadeCreation under their rule.Merela ruled a kingdom that history remembers as theOchre Fountain, once the mortal name for Merela’s nativeborough in the human settlements surrounding Rathess.Although the war for Creation took place across the world,the devastation destroyed much of the gods’ armies’ infrastructure.Merela found her area of influence limited. The SolarsPREHISTORIC RECORDSCreation was much changed by prehistory’s end. Inthe instant before Malfeas was sealed, the Yozi knownas She Who Lives In Her Name made a last assaulton Creation’s fa<strong>br</strong>ic, burning away not merely placesand peoples, but concepts and possibilities. Memoriesthe survivors carry are forever lacking and inadequate.Records seem to form a complete picture, with no obviousgaps, but when those who lived through prehistorytry to recall it, they encounter a maddening sense thatinformation on nine out of every 10 important thingsfrom that time is missing. Even the context whereinthose memories should exist is gone.Try as they might, the savants and metaphysiciansof the Age of Man have never found evidenceof what She Who Lives In Her Name destroyed.They hypothesize lands, gods, forms of magic, peers,servitors, directions, elements, spatial or temporaldimensions—even types of Exalted. The consensus isthat anything theoreticians are capable of proposingcouldn’t possibly be the answer. A few Cauldronists (seepp. 42-43) have proposed altering Creation throughall possible permutations, in the hopes of discoveringby process of elimination all impossible variations—and thus everything She Who Lives In Her Nameburned—but such suggestions are usually offered injest. Most theoreticians have abandoned the task andturned their attention to achievable pursuits.who wished to stay under her command quickly spread theOchre Fountain’s b<strong>order</strong>s, while many other Solars, such asthe legendary Brigid (or so the stories say), left to find theirTIMELINE OF THE AGE OF MANYear Event0 Primordials defeated during the Cali<strong>br</strong>ation preceding Year 1.1–109 Ochre Fountain Era1 Merela accepts the Crown of Thunders and the Creation-Ruling Mandate. Birth of Chejop Kejakand Tammiz Ushan.9 Brigid returns to the Ochre Fountain with the secret of sorcery, The White Treatise and The BlackTreatise.17 Chejop Kejak Exalts amidst war between Golden Hero Vassals.100 Merela decrees she will move the capital of Creation from Rathess to Meru.101 Jadeborn-made art<strong>if</strong>acts begin to deactivate.108 Deliberative proposed, rejected by Merela. Meru War begins.109 Meru War ends. Founding of the Deliberative.11


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER ONE: LIFE IN THE HIGH FIRST AGEown way in the world. Within 62 years, the Ochre Fountainstretched to the Summer Mountains to the east and the YellowRiver to the north. To the south and west it stretchedto Creation’s b<strong>order</strong>s.Then the Celestial Exalted of the Ochre Fountainhalted their spread and moved back inward to consolidatetheir holdings. Outward expansion halted. They founded thecities of Sperimin, devoted to learning (and to which Brigidreturned with the g<strong>if</strong>t of sorcery), and Denandsor, devotedto crafting, where the Primordial Autochthon met with theSolars of the Twilight. They sent emissaries further north, toSijan, still sovereign and ancient even then. Soon, though,the Ochre Fountain Celestial Exalted came to blows over theland’s resources—the choicest demesnes and richest depositsof magical materials. Merela’s Golden Hero Vassals settledtheir disputes with daiklave and Charm, dueling in her courtas she watched. Raised as a gladiator in Raptok religiousgames, accustomed to war and death, and fully conversantin the mechanics of reincarnation as explained to her byher patron and occasional consort the Unconquered Sun,Queen Merela approved of her vassals resolving their d<strong>if</strong>ferencesthrough violence. She quickly found, however, thatSolars fostered deep and abiding conflicts among each otherin peacetime when they lacked a single guiding vision. Shedidn’t recognize the first tendrils of the Great Curse snakinginto her subjects’ hearts and into her own, although she borewitness to its effects.Of the independent kingdoms founded in the landsbeyond the Ochre Fountain, few records now remain. Allagree they were undoubtedly glorious, as all Solar kingdomsare, yet none were so magn<strong>if</strong>icent as to eclipse, or even rival,Merela’s nation.For the 100th anniversary of the Exalted victory overthe Primordials, Merela decreed that she would establish acentral government for all Creation on the slopes of MountMeru where the gods had once dwelled. She’d already grownbored with the intrigues of her court and wished to focus herGolden Hero Vassals outward once again. Yet, as the OchreFountain government began the process of uprooting itselfand preparing for the journey across the Inland Sea to theBlessed Isle, the Exalted found many of their Jadeborn-granteddevices ceasing to function. They discovered that the Peopleof Adamant were deactivating the art<strong>if</strong>acts remotely. Whenthe Solars demanded an explanation, the Jadeborn claimedthat, with the war over, they wished to concentrate theirresources toward their own projects. Therefore, they’d decoupledthe more complex art<strong>if</strong>acts from their subterranean<strong>br</strong>oadcast power grids. Many Solars worried. The 10 millionartisan geniuses of jade were both numerous and potent,with an underground empire that stretched across Creationentirely. When the Twilights of Denandsor asked Autochthonof his children’s true motives, he met the question12


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE HISTORY OF MANwith silence. When the Solars commanded the Jadeborn toreactivate the machines, the People of Adamant declinedand returned to their labors.Merela refused to take action against the Jadebornfor their refusal. First, although she had little faith in theJadeborn’s loyalty, she believed the hosts of the Exaltedcould destroy them <strong>if</strong> they proved truly hostile. Second, shewished her vassals to focus outward into the wide world, notdown below the earth.THE FOUNDING OF THE DELIBERATIVEThe Ochre Fountain Era ended with the founding ofthe Solar Deliberative. Exalted engineers repaired Meru asMerela attempted to take a tighter hold of her Solar subjectsand focus them on the projects she wished to pursue. Chiefamong these was preparation for the conquest of the landsbeyond the Blessed Isle and her territories in the Southeast,and the search for the two missing Primordials. The oppositionamong her subjects wished to focus inward on establishingthe peace they’d longed for during the Primordial War andon threats closer to home—primarily the Mountain Folk.Merela was used to battlefield command, and while she’d letcontrol of her vassals slip, she tightened it again as an empressdemanding absolute obedience. Recalling their greater freedomduring the Ochre Fountain’s earlier years, and with therulership instincts of the Unconquered Sun burning in theirhearts, the Solars under Merela demanded a more egalitariansystem of government, a Deliberative by which the Solars ofthe Ochre Fountain would have an equal voice.Merela rejected the request out of hand. The Crownof Thunders was hers. The Creation-Ruling Mandate, hers.She pointed to the conflict among them and asserted that,without her stern hand, the battles between them wouldserve no grand purpose. Instead of honing the forces of theExalted to a finer edge, they’d tear Creation apart.Merela both lost and won the ensuing civil war. She’donce been Creation’s preeminent warrior and general, andhad slain a Primordial with her bare hands, but pursuit ofpeaceful projects during the time since the war’s conclusionhad allowed those Solars at the Ochre Fountain’s peripheryto make their talents to equal hers. The Meru War lasted ayear and ruined what repairs the Exalted had made on themountain city. After four months of stalemate, the rebels<strong>br</strong>ought to Merela a proposal for the Deliberative that shecould support. She would retain her position as Queen ofCreation and possess a limited veto but would hold absolutepower no longer. The Deliberative would make its home inMeru and not return to Rathess as the Deliberators originallyproposed. And to make sure Exalted society did not fracture,each Solar of the Ochre Fountain would be required to spendtwo years of every five in the White City, where open martialconflict between Solars would henceforth be forbidden.Since Merela’s refusal to address the issue of the Jadebornin any way had been a major rallying point for the rebels,the People of Adamant became the first issue the Deliberativeaddressed. Solar students of Autochthon at Denandsorwarned against retaliating too harshly, for although theyknew a single Primordial was no match for the Solar Host,they valued their ally’s mentorship. The Deliberative decidedto present Autochthon with a choice. The Primordialcould inflict some sanction of his own choosing against theJadeborn, or the Solars would take military action to <strong>br</strong>ing thePeople of Adamant under the direct rule of Creation’s newgovernment. The Unconquered Sun himself presented theDeliberative’s argument to the Primordial, and Autochthonchose to place the Great Geas upon the People of Adamant,forever removing them as a threat to the human race.THE FIRST DELIBERATIVE ERA(YEARS 110-652)The Ochre Fountain was no longer. The Deliberatorsrenamed Merela’s kingdom the Realm, and the Solars drewlots. The winners returned to the Southeast immediatelyto take back control of their principalities, while all theother Golden Hero Vassals stayed in Meru and began thehuman settlement of the Blessed Isle. Most of the LunarExalted volunteered to explore the South, West and North.TIMELINE OF THE AGE OF MANYear Event110–652 First Deliberative Era110 Deliberative renames Ochre Fountain the Realm.121 Autochthon departs Creation.124 Brigid’s student Thesis begins teaching sorcery.230 Thesis’s student Sonah founds the Sonan School of Sorcery.449 Sonah’s student Nanica begins teaching sorcery.594 Nanica’s student Leelah begins teaching sorcery.639–652 Dissolution Invasion13


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER ONE: LIFE IN THE HIGH FIRST AGEUnfortunately, given the troubles Autochthon’s Great Geasinflicted on their society, the Jadeborn could not reactivate thevehicles they’d given the Solars during the war. The Lunarsdeparted in animal forms, armed with Infallible Messengercrystals and instructions to make monthly reports.The Deliberative expanded continuously over the next500 years, forging alliances or making war against the othernations of the early First Age, establishing magical theoryin Autochthon’s absence and learning the particulars ofself-government. Eventually Deliberative cartographers hadcharted the whole world. B<strong>order</strong> kingdoms were allowed tostay independent, as long as they made no raids on Deliberativelands. This era had its violence, but very little betweenSolar Deliberators. While the Solars in independent nationsfought amongst each other, attacks on the Deliberative wererare and dealt with harshly. Most violence was against thePrimordial remnant races, and that was sport.More important than wars were the aesthetic and artisticadvances of the time. Within the Realm, the First DeliberativeEra was a time of peace and refinement. The Exaltedof Creation could finally lay down their arms, governed byno absolute ruler, with no pressing external threat and witha venue for peaceful deliberation of disagreements betweenthem. The city of Meru expanded, and conflicts most oftentook the form of arguments and social maneuvering. Sonah,the student of Brigid’s most promising student, Thesis, foundedwhat history would recall as the first School of Sorcery duringthe First Deliberative Era. During that time, though, Solarsociety regarded it as no more important than any of thehundred societies that sprang up in peace’s wake.Sadly, the First Deliberative Era was also marked by thedeparture of Autochthon from the world. Distraught overwhat he’d been made to do to his Jadeborn, the Great Makergathered his human followers in secret. At his command,the eight foremost mortal heroes of Autochthon traveledCreation beneath the notice of the Exalted, from Year 111to Year 121, gathering the components of the Ewer of Soulsand filling it from the Well of Souls. In Year 121, Autochthonvanished. Such was the secrecy in which the Eight Heroesof Autochthon had acted that it took Solar investigators aseason to determine the means of the Great Maker’s disappearance.The Primordial’s protégés blamed the Deliberativefor a time, but the resulting conflicts between the Deliberativeand Sperimin’s Twilights eventually dimmed.THE DISSOLUTION INVASIONSavants mark the end of the First Deliberative Era withthe Dissolution Invasion of Years 639–652. The Realm hadnot watched Creation’s b<strong>order</strong>s as closely as it might have.In truth, its Solar governors saw those b<strong>order</strong>s as the limit atwhich they could stop expanding and move to consolidate,travel home and see their families again. In those days, theB<strong>order</strong>marches, Middlemarches and Deep Wyld existedthinly, and the edge of the world was total chaos. The FairFolk had walked Creation since prehistory, but their militaryassaults had always been artistry, not conquest.In Year 639, however, the Fair Folk, led by PrinceGinnungagap, sought to end shape, extending tendrils ofinfluence into mortal communities while the Exalted lookedelsewhere. The unguarded b<strong>order</strong> of the world offered littleresistance, and for a decade, the raksha infiltrated a mortalpopulation nursed by five centuries of peace, culminating ina full military assault in Year 650. The Exalted set aside theirpersonal projects to combat and throw back the armies of theWyld. Then, with their eyes drawn to the invasion’s source,they turned their attention to the untapped potential of thelands beyond Creation.THE UNFURLING HORIZON ERA(YEARS 653–1215)The Unfurling Horizon Era marked the first concertedeffort to push back the b<strong>order</strong>s of the Wyld and forge new landfrom chaos. B<strong>order</strong>-kingdom Solars had long experimentedwith such things, but in the Dissolution Invasion’s wake, manyof the b<strong>order</strong> kingdoms became aligned with the Deliberative,and the Solars’ attention turned fully to the world’s edges.Once again, the Celestial Exalted handed administrative dutyto Dragon-Blooded daimyos and turned their full attentionto conquering new lands. The world’s sorcerers created jadeobelisks and ringed them around Creation, creating a stablefootprint from which to push outward.Brigid vanished during this time, and soon after, herstudent’s student Sonah vanished in search of her.THE AFTERSHOCK WARIn all the long years since the end of the Primordial War,the Exalted found no trace of the two free rogue Primordials.Gaia saw them not. They left no visible passage through theLoom of Fate. Autochthon had created no device that couldfind them. In Year 1107, one of the pair made itself known,taking advantage of the Deliberative’s outward focus to attackCreation’s heart. The Deliberative could not immediatelywithdraw from its endeavors in the Wyld and eventuallysettled for forcing the Fair Folk to swear oaths grantingEclipse Caste Solars diplomatic immunity so the Exaltedcould return home and defend the core of their world. Evenwith its efforts combined and with the aid of the independentExalted, the Deliberative took 108 years to defeat thelone Primordial, for it had learned much in contemplatingthe mistakes of its siblings and had re-made itself, sheddingall elements unsuited for conflict. The Primordial did notattack head on but engaged in guerilla strategies, striking atthe world’s cities and fading away. As the war ended in itsdeath and descent into the Underworld, its name is now lostto the Void. No record of its nature remains.Many Celestial Exalts died in the conflict, among themno few veterans of the Primordial War. The battle that killedthe most of them also killed the Primordial itself. On thegreat plains of the Blessed Isle, 600 miles east of the slopesof Meru, the last armies of the Primordials fought the forces14


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE HISTORY OF MANof the Chosen of the Gods, and the forces of the Primordialslost again, leaving a single Primordial unaccounted for.Among the Exalted who died during the war were Brigidand Sonah. None saw their deaths, just as none had seen themsince their respective disappearances, but their Exaltationsreincarnated in Year 1205. Sidereals watching the Loomof Fate during the Aftershock War insist their deaths weresomehow intimately connected with the war’s endgame.THE SHINING REFLECTION ERA(YEARS 1216–1721)With the end of the Aftershock War, the Exalted earnedpeace once again and found some few benefits to the conflict.The fighting against the Primordial had both forced theChosen to advance their knowledge in many fields of craftand lore, and destroyed much obsolete infrastructure thatwould otherwise not have been cost-effective to replace. TheShining Reflection Era birthed those crafting techniquesthat would eventually be known as magitech—wonders thatrequire a Creation-spanning civilization to maintain.The beginning of the Shining Reflection Era also sawyet another renaissance in culture and art. It was the duringthe Shining Reflection Era that the Solar tradition ofwearing and using only items built by one’s self came intovogue. A team of Solar linguists called the Creation-DefiningParlance Society developed the Directional Tongues: thesix languages of Earthtongue, Skytongue, Flametongue,Seatongue and Forest-tongue. (Riverspeak would developindependently as a patois language mixing elements of allsix Directional Tongues, a development that surprised anddelighted those languages’ Solar creators.) The Deliberativedisseminated these languages among Creation’s mortalpopulation, replacing Old Realm, which previously allhumanity had spoken. The Directional Tongues each used<strong>if</strong>ferent sets of metaphors and idioms and have d<strong>if</strong>ferentstandards of measurement, all carefully tailored to be ofoptimal use in the direction for which they were intended.Furthermore, each of the Directional Tongues save Earthtonguehas Creation-defining thaumaturgical prayers andchants written into the basic grammar, to make sure that,just by speaking, the mortals of Creation served to stabilizethe lands carved from the Wyld.At the same time, having faced devastating wars originatingfirst from an enemy beyond Creation’s b<strong>order</strong>s andthen an enemy hiding near Creation’s heart, the Exalted ofthe Shining Reflection Era never put down their weaponsagain. The popular philosopher and Twilight Caste Solarnamed Rose Petal Tea advocated a strong martial culture.“The Chosen were created as warriors,” he said. “To abandonproficiency in conflict shames our purpose.” All through theShining Reflection Era, the Exalted of Creation lived in peacebut trained constantly with well-maintained weapons, readyand eager to meet the next threat arrayed against them.FACET RAVENOn the 14th day of Ascending Wood in the Year 1721,the Night Caste Solar Facet Raven—cele<strong>br</strong>ated veteran andhero of the Primordial War and the Aftershock War—was thefirst Celestial Exalt in Creation’s history to die of old age.The Deliberative hadn’t been expecting that.TIMELINE OF THE AGE OF MANYear Event653–1215 Unfurling Horizon Era653 Deliberative turns its attention outward.700 Leelah’s student Derja founds the Derjan School of Sorcery.834 Derja’s student Chone begins teaching sorcery.1039 Brigid vanishes.1107–1215 Aftershock War.1129 Thesis ceases teaching sorcery; joins Aftershock War.1130 Sonah vanishes in search of Brigid.1199 Nanica dies in Primordial assault on Sperimin. Leelah ceases teaching sorcery, joins Aftershock War1205 The Exaltations of Brigid and Sonah reincarnate.1215 Thesis and Leelah die in final assault against Primordial forces.1216–1721 Shining Reflection Era1238 Chone’s student Halleus begins teaching sorcery.1439 Losing interest, Chone transfers all his sorcery students to Halleus, ceases teaching sorcery, and sh<strong>if</strong>tsfocus to magitech engineering.1676 Halleus’ student Kemal begins teaching sorcery.1721 Death of Facet Raven, the first Solar to die of old age.15


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER ONE: LIFE IN THE HIGH FIRST AGETHE THOUSAND STRUGGLES ERA(YEARS 1722–2543)Over the next 12 years, the Solars of the Deliberativerealized, one by one, that they were not immortal. This realizationunraveled the polite fiction that had previously tiedthe Deliberative together (i.e., each Solar’s belief, howevertenuous, that she’d eventually have her turn at guidance ofthe Deliberative). With a time limit on the Solar l<strong>if</strong>e span,however, this couldn’t be.In the ensuing Thousand Struggles Era, Solars who’dcultivated alliances and nursed grudges moved against eachother. In Year 1734, Rose Petal Tea killed the TwilightCaste Solar named Bor Zan, not through assassination, butin a full-out military strike. Rose Petal Tea then seized BorZan’s territory. To this day, historians remain divided as towhether they should count the death of Facet Raven or BorZan as the Thousand Struggles Era’s beginning.Only a simplistic savant would argue that Facet Raven’sdeath was the sole triggering event for Rose PetalTea’s action, and only the samesimplistic savant would arguethat Rose Petal Tea’s action wasthe only trigger for the chaosthat followed. By the end of theShining Reflection Era, the Exaltedof Creation faced a crisis ofpurpose. Considering themselvesprepared for any challenge, theygrew restless when no challengeappeared. Rose Petal Tea grewparticularly distraught the morethat all the resources he expendedtoward becoming a paragon of hisown philosophy seemed wasted.The people of his prefecture andhis Dragon-Blooded Gens grewunhappy with their high tax rateand arduous military training, especiallyin comparison to Bor Zan’swealth and cultural developmentat the expense of military might.Rose Petal Tea moved against hisneighbor and former circlemate,out of an unreasoning fear of aninglorious death and forced by sign<strong>if</strong>icantpressure from his peopleto live up to his boasts.Slightly less than half of theSolars in Deliberative attendancedid not act. More importantly, theyrefused to act, even when the votewent to the interventionists andMerela cast no veto. Some sworeto protect Rose Petal Tea and hisnew holdings, for they were plotting similar acts. Manyinterventionists quickly backed off, not wishing to triggera Creation-spanning war. Those who pursued their convictionsand upheld the Deliberative’s vote found themselvesdrawn into war with Rose Petal Tea’s supporters. ManySolars plotted to secure resources for use in the developmentof anagathics, suddenly the most important field ofresearch in Creation. Others simply wished to take actionagainst hated rivals whom they now desperately wanted tooutlive. Many used the confusion to just<strong>if</strong>y long-fantasizedacts of conquest.Following the Cali<strong>br</strong>ation between Years 1826 and1827, the First Solar Deliberative was no more. A circle ofSolar strategists and veterans of the Aftershock War, theWhite Jade Feather Society, quietly staged attacks againsttheir rivals within Meru, heedless of the Eclipse oaths they’dsworn against violence within the White City and unafraidof the consequences of violating those oaths. Of the eightrivals the White Jade Feather Society attacked, only two16


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE HISTORY OF MANLIFE IN THE AGE OF SPLENDORsurvived. The survivors fled and refused to return to Meru,placing greater faith in their ability to weather Heaven’svengeance against oath<strong>br</strong>eakers than their ability to survivefurther Jade Feather assaults. Other Deliberators soon beganweighing the consequences of oath-violation against thepossible benefits of quickly and unexpectedly eliminatingtheir rivals. Within six months, Deliberative attendanceceased. Most Solars could not risk congregating in a centrallocation such as the Council Chamber. Very few, however,followed the path of the Jade Feather attack survivors andfled Meru entirely. Instead, they spent their two years ofevery five hiding in fort<strong>if</strong>ied retreats within the city.Actual violence within Meru was rare, but any Exaltwho <strong>br</strong>oke his oath not to attack another within the citywas then free to attack thereafter with no further consequencesfrom Heaven. As violence within Meru escalated,more Solars decided they’d have better luck under a cursefrom Heaven in their own principalities than dwellingwithin Meru. As a result, the city gradually emptied ofthe Celestial Exalted. A few survivors of the ThousandStruggles Era still wait for Heaven’s retribution even inthe Era of Dreams.The Thousand Struggles Era was not a time of constantwarfare. During the century-long Snow period, for instance,no Celestial Exalted fought one another. This era was rathera time of constant expectation of warfare. An absent Deliberativecould promise no peace. Creation became a world ofwarring states. The Exalted developed many idiosyncraticwar machines and magical techniques during this time, aseach strove to advance her own knowledge of the killingarts without the peer review Creation’s greatest scientistshad enjoyed up until then. The Dragon-Blooded soldiery,desiring to bolster the numbers of their lords’ armies, paid lessattention to keeping the bloodlines pure, covertly adoptinginto their families the illegitimate Exalted children of mortalmothers and Dragon-Blooded fathers. With the confusionand <strong>br</strong>eakdown of open communication in war zones, nonerealized how common this practice had become.The violence escalated. The short periods of peace betweenopen conflicts became shorter and shorter, the areasunaffected smaller and smaller. Then, in 2325…THE TIME OF CASCADING YEARS…Creation <strong>br</strong>oke.From an external frame of reference, Creation remained<strong>br</strong>oken for 217 years, 129 days, 11 hours, 43 minutes and 8seconds. Historians draw the length of cascading years from thetime kept by one colony of Dragon-Blooded outside Creationat the moment of cascade. A research team studying the natureof temporal flow in the Wyld, they kept perfectly accuratetimepieces forged by a Solar of the Twilight Caste. Due tothe nature of time in the Wyld, savants dispute the figureto this day, though when the colony reestablished contactwith a restored Creation, its hourly clock was consistent withthe Unconquered Sun’s place in the sky, providing at leastsome evidence for its accuracy. As the measurements of theDragon-Blooded chronology team are the only even slightlyreliable records, official calendars all use this figure.From an internal frame of reference, the amount of timethat passed during the Cascading Years period was subjective.All the Exalted who survived described afterward findingthemselves alone in tangent worlds bereft of their peers. Eachof these separate worlds was d<strong>if</strong>ferent. Some were empty.Some weren’t Creation at all. Each experienced a d<strong>if</strong>ferentamount of time, from a single afternoon to 1,000 years (inQueen Merela’s case). All survivors—even the Dragon-Blooded—each recall personally enacting some notable taskthat restored Creation to its rightful configuration.From the point of view of Heaven and those spirits thatwere immaterial during the period, no time passed. The actualdisruption to the Celestial Order was minimal followingan announcement by the Five Maidens that the problem,whatever it was, had been fully resolved by the Chosen of theGods. The disruption of Creation was more widespread—themortal population of the world became a patchwork jumbleof individuals from all the tangents.TIMELINE OF THE AGE OF MANYear Event1722–2543 Thousand Struggles Era1734 Rose Petal Tea stages attack on Bor Zan’s prefecture.1762 A rival kills Chone and Derja. Kemal’s student Hano assumes teaching duties at the Derjan College.1807 Birth of Ingosh Silverclaws.1946–2046 Snow period1983 Hano’s student Devon founds the Devonian School of Sorcery.2325–2543 Time of Cascading Years2??? Halleus dies during Time of Cascading Years.17


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER ONE: LIFE IN THE HIGH FIRST AGESavants are divided as to what caused the time of cascadingyears. Many theorize that some untested weapon was responsible.Some s<strong>usp</strong>ect that the history cascade was the result ofsome process or experiment intended to grant every Exalt inCreation profound insight into the nature of Essence, a radicalattempt to advance motic science by gathering 700 Celestialepiphanies—and, presumably, end the Thousand StrugglesEra. By a strict analysis, whatever happened did succeed atthat final task. None of the surviving Exalted recall causingthe cascade, however. Common wisdom, then, holds that itsinstigators must have been among the 73 Celestial Exaltedwho died, their Exaltations reincarnating with no memoriesof the event the moment the history cascade ended.The least popular theory holds that the Incarnae themselvessomehow set off the temporal cascade as a way to stop theThousand Struggles Era before it escalated beyond Creation’scapacity to contain. Leading savants lend little credence tothis theory, as the Incarnae have explicitly denied credit.They appeared to be telling the truth, even under the gazesof Solar inquisitors using powerful lie-detection magic.THE SECOND DELIBERATIVE ERA(YEARS 2544–3203)The end of the Cascading Years ushered in the Periodof Long Silence, which lasted for more than 80 years. Fewmartial conflicts occurred between Celestial Exalts duringthis time, and not much research either. The Exalted ofthe world were weary of fighting and longed for peace oncemore. Creation was thrown into disarray as vast segmentsof mortal population disappeared or gained multiple copies,and d<strong>if</strong>ferent areas and territories from separate tangentscame to exist beside each other. It took until the end of theLong Silence period to fully reestablish worldwide lines ofcommunication and the Order Conferring Trade Pattern,during which time sign<strong>if</strong>icant Wyld incursions further damagedCreation’s edges.An idealistic Zenith Caste Exalt during the ThousandStruggles Era, backed by a circle consisting primarily of PrimordialWar veterans, re-founded the Deliberative and tookthe title of Most Supreme Hierophant—a title once held byUr-Dai-Ken, the foremost Zenith of the First DeliberativeEra. The new Deliberative assigned no special power to theQueen, and none to the Hierophant either. As the latter leda near-intact circle of Golden Hero Vassals and used powerfulsocial Charms to compel deference from others at all times,however, he quickly became the Deliberative’s leader in allmatters in which he took an interest.Slowly, achingly, the Exalted linked the world togetheragain, and resumed research and scholarship. This time, thespeed of advancement in fields such as sorcery and magitechwas very slow, as no sane Exalt wished to trigger anothertime of cascading years.THE ERA OF DREAMS(YEARS 3204-PRESENT)And now is the Era of Dreams. With the establishmentof I AM and the consequent efficiency of communicationacross Creation, progress accelerates once more.OPERATION WYLDHANDTwenty five years ago, the Deliberative approved an expansive war game in the Northeastern Greenland(see p. 148). The Deliberative failed to inform the Greenland’s mortal population before the operation’sstart and made no evacuation attempts. Armed forces carried out Operation Wyldhand 23 years ago andconcluded it 16 months later. Official reports describe it as “a triumphant success.”Most of the Celestial Exalted agree. In terms of excitement and challenge, few of Creation’s eldestleaders have fought so hard or so well since the dawn of the Thousand Struggles Era. Stories and boastingabound. The mop-up operations against Wyld-born monstrosities will easily take another decade.Still others, particularly among the Terrestrial Exalted, hold a less exuberant view. The operationconsisted of unleashing unprecedented amounts of Wyld energy into a stable area of Creation, mutatingthe landscape and <strong>br</strong>inging into existence terrible Fair Folk and behemoth armies—all for the sake ofstress-testing the Deliberative’s army and the latest class<strong>if</strong>ied prototype war automatons. Entire swathsof landscape were swept from Creation and more than 40 million mortals died. Following the operation,efforts to Wyld-shape the Greenland back into its pre-Wyldhand configuration were complicated by theshapers’ attempts to “improve” upon its original layout.On the 14th day of Ascending Fire during Operation Wyldhand, many thaumaturges, sorcerers andSidereals felt many of the flows of Essence on the Loom of Fate twang like a snapping bowstring. CertainSidereals, most of whom had tried to dissuade the Deliberative from approving the operation, now harborserious concerns regarding the Deliberative’s decision-making process. None have shared their concernswith the Solars.18


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1LIFE IN THE AGE OF SPLENDORLIFE IN THE AGE OF SPLENDORBillions of mortals live in Creation. Most are farmers.Their concerns are small. They till the earth and raises animalsto feed themselves and their families. Their taxes arebearable, their daily prayers short. They know no drought.Their labors are hard, but not back<strong>br</strong>eaking. They canafford luxuries, and thanks to the medicines developed bythe Exalted, their lives are long by mortal standards, theirsicknesses few and <strong>br</strong>ief. Crime is rare, and festivals, holidaysand cele<strong>br</strong>ations are common.Not all mortals are happy. Not all are content in theirmarriages. Some lament disobedient children. Some grieveto lose friends or family in accidents or to (rare) crimes ofviolence. Some have tempers or are drunkards.Mortals often take for granted what they have. Theycan know envy, their own and the envy of others. A fewknow fear, those unlucky enough to live where the attentionof unjust rulers falls.But wars and plagues are rare and centuries apart. Foodsurpluses insure against famine. Monsters are confined tolands far away. Mortals in the Age of Splendor need notstrive daily to ensure survival. All hear stories of long ago,when lives were harder and wars more common. All hearstories of far away, where the Wyld is yet untamed. Somelisten. For most, that knowledge is unnecessary. The irrelevanttribulations of past eras and other worlds troublenot their passage along the endless cycle of reincarnation.Under the Unconquered Sun and the Exalted of the gods,l<strong>if</strong>e is peaceful.In these ways, the Age of Splendor is a paradise.THE LANDSThe Solar Deliberative divides the five directions ofCreation into a number of large provinces. Each provinceis overseen by a Dragon-Blooded daimyo, who aids in thecoordination of those Solar Exalted who rule lands withinthe provinces directly. The daimyo structure was onceentirely military, but during the Second Deliberative’sfounding, their positions were co-opted for use in civilplanning. The Second Deliberative’s founders believedthat the Terrestrial Exalted, as servants of the Solars,Lunars and Sidereals, could administrate the huge provinceswithout threatening the power of the Solar Princesof the Earth.Each province is divided into multiple principalities,which the Solar Princes rule. The Deliberative divides principalitiesinto two sorts: prefectures and tributaries.A Solar rules each prefecture with the aid of a Dragon-Blooded prefect, who liaises with the provincial daimyo andensures, with the help of the five regional governors, fullcompliance with Deliberative law (see p. 47). The prefecturesmake up four-f<strong>if</strong>ths of Creation’s principalities. Eachprefecture is subdivided into districts.TIMELINE OF THE AGE OF MANYear Event2544-3203 Second Deliberative Era2544-2626 Period of Long Silence2678 Deliberative reestablished. The new Hierophant established as “First among equals.”2730 Treaty of Limbs rat<strong>if</strong>ied.2758 Kemal dies of old age.2931 Devon incinerates his books, retires from public l<strong>if</strong>e and g<strong>if</strong>ts his sorcerous academy at Sperimin toHano’s student Salina. Salina founds the Salinan School of Sorcery.3125 Hano’s student Silur founds the Silurian School of Sorcery, ostensibly to revive the traditions ofBrigid.3193 I AM activated.3204–3516 Era of Dreams3204 I AM transmission network established.3255 Birth of Leviathan3275 Exaltation of Leviathan3280 Anonymous Silurian sorcerer begins distributing The Abscissic Guide to summoning demons.3366 Black Nadir Concordat emerges from the Underworld with the secrets of necromancy.3491 Deliberative votes in favor of Operation Wyldhand3493 Operation Wyldhand begins.3494 Operation Wyldhand concludes.3516 The present.19


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER ONE: LIFE IN THE HIGH FIRST AGETHE TRIBUTARIESOnce, the tributaries were independent states whose rulers paid tribute to the Deliberative in exchange formoderate patronage, including protection from Creation’s enemies and access to the Deliberative’s technology.They existed beside truly independent states, those nations that went without Deliberative aid and sacr<strong>if</strong>iced easefor freedom.Since the Thousand Struggles Era, the Solars have ruled all Creation’s mortals. The last independent mortalnation fell in Year 1742.Now, the term tributary refers to a state ruled by a Solar Prince who wishes nominal immunity from the Deliberative’slaws. In exchange for the payment of lavish tribute and his agreement not to cast his votes in the Deliberative,a Solar tributary’s ruler may pass what internal laws he sees fit. He may promote blood sports, deny access to I AM,reduce minimum education standards, restrict travel opportunities, allow his mortal subjects to keep each other asslaves or anything short of engaging in experiments involving the manipulation of hun souls.Officially, the tribute these rulers pay goes to two causes. First, it prevents the tributary rulers from amassingresources sufficient to raise armies large enough to challenge the Deliberative. Second, it funds the additionalpaperwork necessary for the Department of Abstract Matters to account for the souls who pass through tributarystates. Under the Mandala Accord (see p. 47), only unremarkable souls may incarnate into tributary states, and nosoul may live two consecutive lives under tributary rule.Adjacent tributaries can war against each other as they see fit. They cannot legally wage war against prefectures.This protection goes only one way, however. Prefectures may war against tributaries, and tributaries maynot retaliate. In theory, the threat of unilateral military action <strong>br</strong>ought against them prevents the tributaries fromevolving in too repugnant a manner. In practice, many tributaries closely ally with neighboring prefectures. Thosethat don’t are quickly annexed.Most tributaries survive as sources of goods and services that prefectures cannot produce efficiently or don’twish to dirty their hands producing. A few survive because their ancient rulers possess power vastly beyond thatof their neighbors. Long bored with Deliberative politics and fully immersed in their own projects, many of themost ancient surviving Solars (and fully half of the remaining Golden Hero Vassals) rule tributaries rather thanprefectures. There they may engage in private pursuits away from the curious gazes and pestering questions of theiryounger fellows.CITIESThe Era of Dreams is an age of vast metropolitan areas.The smallest cities cover half a dozen square miles and holdat least 100,000 residents. The largest, such as Meru andChiaroscuro, hold more than 20 million people and covernearly 5,000 square miles. The scale of these cities is alsoreflected in their incredible height. The tallest urban towersin Creation are half a mile high and 350 feet across, and allbut the smallest cities boast at least a few towers a quarter milehigh. Despite their size, however, these cities share much incommon with the cities of very d<strong>if</strong>ferent eras. They are centersof trade, government, manufacturing and entertainment.Mortals who live in cities work in all of these occupations.Also, even discounting the rare mortals whose Essencehas been enlightened, the Solar Princes employ millions ofmortals as clerks, peacekeepers, nurses, soldiers, laborers inthe many thousands of factory-cathedrals and in many otherduties. Almost all of these individuals work in the cities ofCreation. Other mortals work in private commerce, buying,selling or simply loading and packing goods for ambitiousmerchants. Others are artisans working in either the few fieldssuch as making fine jewelry where handwork still dominatesor creating handmade versions of mass-produced goods suchas wine or clothing for sale to status-conscious mortals orExalts. Some urbanites work as artists, sculpting wood, metalor precious stones, writing plays or stories, painting detailedportraits or landscapes, or crafting dreams for recording or<strong>br</strong>oadcast. Even more work as actors, singers or musicians,or as the owners or employees of the hundreds or thousandsof taverns, restaurants, <strong>br</strong>othels and gambling parlors foundin every city in Creation.The pace of urban l<strong>if</strong>e is considerably faster than that ofrural areas, and mortals have much more of an opportunity toseek their fortune. Most are free to change careers wheneverthey wish. Urban l<strong>if</strong>e also offers access to both legal andillegal entertainment impossible to obtain elsewhere. Mostrural folk consider city l<strong>if</strong>e as exciting as it is dangerous anduncertain; most urbanites consider l<strong>if</strong>e outside the citieslimited and dull.While a mortal city planner must allow for his creationto last beyond his death, the Celestial Exalted cultivatecities as mortals cultivate gardens. Some few cities displaya singular vision, having been overseen by the same Solarsince their founding thousands of years ago. Others change20


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1LIFE IN THE AGE OF SPLENDORfocus along with the Solars who oversee them, each Princeadding layers of complexity upon the achievements of herpredecessors. Although every principality once centered itselfaround a single city, the number of cities has multiplied inthe thousands of years since the First Deliberative Era.RURAL AREASWhile Creation is dotted with cities containing a hugenumber of mortal inhabitants, three quarters of the mortalpopulation of the principalities lives and works in the areasbeyond. Most commonly, rural mortals live in enclavescalled rural production complexes, also known as RPCs.RPCs consist of between two and 20 blocks of apartmentbuildings, each between five and 20 stories high, housingbetween 100 and 800 occupants. Most RPC containbetween 500 and 5,000 residents, and each one is set up toproduce a limited range of commodities. Approximatelyone third of all RPCs are focused on food production. Insome, mortals grow grain and other crops or tend herds thatproduce milk or meat. In others, they grow grapes or otherfruit and make wine or hard liquor. In many RPCs in theWest, the mortals fish or gather edible shellfish. Even inthese occupations, however, the technology of the Era ofDreams remains ubiquitous. Essence-accumulators powerpumps that facilitate irrigation and allow even dry land tobe farmed to maximum capacity. In the cooler portions ofCreation, jade pylons powered by hearthstones and powerfulEssence-accumulators warm the earth slightly for a radius ofseveral miles, allowing for earlier planting and later harvests.In addition, weather prediction and control are provided bythe Deliberative, and workers in RPCs are usually not<strong>if</strong>iedof the upcoming local weather at least one week in advance.Finally, services such as tilling and fertilizing the soil areaided by automated machines, as is the harvesting of manyeasily harvested crops such as grains. These devices allowthe workers on a food-producing RPC to produce manytimes the amount of food they require.Some RPCs scattered about Creation produce moreexotic goods. Most of them deal with the production ofsome biological material, but the range of these materials istruly vast. The residents of some RPCs tend herds of large,semi-sentient spiders that weave silk as strong as fine steel.Others care for beasts of resplendent liquids and other animalsengineered to produce valuable pharmacopeial commodities.Still other RPCs are in charge of even more exotic plants oranimals. Some mortals care for calf-sized beetles that havebeen specially created to mine jade. Farmers in a few Easternand Southeastern RPCs tend huge magically altered bambooforests. This bamboo grows in clumps of half a dozen stalks.When a clump matures, it fuses into a nearly indestructible21


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER ONE: LIFE IN THE HIGH FIRST AGEEssence relay tower more than 20 yards high. In the West,sea farmers tend large coral beds. These mortals feed andmedicate the coral, keeping it free from parasites and destructivepredators. They also form each coral bed into the desiredshape. This coral then gradually grows into the hulls of ships.The size and shape of the coral bed determines the size andshape of the hull. Other farms and herds produce finishedindustrial goods ranging from synthetic cloth produced invats of special algae, to lengths of Essence-conducting wireextruded by dog-sized river snails.L<strong>if</strong>e in these RPCs is generally quiet and routine. Residentswork at their jobs for between six and eight hours a day, withat least two days off at the end of every week and a minimumof one month of paid vacation every year. In their off hours,residents are free to socialize or enjoy the wide range of availableentertainment. On their weekends, many travel into a nearbycity for pleasure or to purchase goods that aren’t available intheir local markets. Residents often save up their money toafford to travel to exotic locals on their vacations.The lives of RPC dwellers are generally comfortable,unexciting and usually d<strong>if</strong>fer very little from the lives of theirparents and grandparents. Ambitious youths who score aboveaverage on early aptitude tests are usually able to apply fortraining for jobs in cities or on the estates of the Exalted.Especially <strong>br</strong>illiant and dedicated young people can evenseek employment in the Deliberative government. Mostmortals, however, are content to spend most of their liveson the RPC where they were born.TECHNOLOGYTechnology influences every element of l<strong>if</strong>e in Creation,from home living to travel, bureaucracy, finance and war.Lights illuminate cities and roads. Construction workerscreate buildings out of metal, glass and art<strong>if</strong>icial stone, usingconstruction engines patterned after warstriders to erectthe tallest buildings, and living organisms created throughgenetic arts to apply shining finishes.Mortals use self-heating ovens to cook. They live inhomes that heat when it is cold outside, and cool themselveswhen it is warm outside. Technology preserves perishablefood to prevent decay. Technology makes l<strong>if</strong>e simpler andmore convenient for everyone.The technology of the Age of Splendor is powered byEssence. A great geomantic web laced between the millionsof manses erected across Creation channels vast numbers ofmotes to the engines of civilization through a distributionnetwork of jade towers. Sorcerer-technicians distribute motesgathered by this system to devices and Essence batteries.Almost every manse in Creation is configured to power thisgrid. Celestial technicians maintain it carefully, lest an unnoticedproblem lead to a cascade failure the likes of whichcould destroy almost every manse connected to it.I AMI AM is a thinking automaton of vast power, versatilityand intelligence—the first successfully built by the Exaltedto be self-aware from the moment of its activation. I AMwas first activated, and first spoke its name, on the f<strong>if</strong>th dayof Ascending Fire, Year 3193.Most thinking automata are created with the ability toself-mod<strong>if</strong>y, because they must cycle through several iterationsafter activation before becoming fully aware. Sincethe process for creating self-mod<strong>if</strong>ying thinking automatonsis inherently unpredictable, the sorcerer-engineers of theDeliberative had avoided giving previous thinking automatonspositions of vital authority or responsibility (thoughindividual Solars had done so in their prefectures). I AM’scognitive pathways were fully mapped by its creator duringthe design process, and the Solar Deliberative has deemedI AM safe and charged it with the well-being of Creation’smortal populace. I AM now coordinates mortal infrastructurethroughout more than four f<strong>if</strong>ths of Creation.Although I AM lacks spiritual components, its mindis structured much like a Yozi’s hierarchy of souls. I AM’sdelicate, azure ice cogence nodes are distributed throughoutCreation and kept in contact with its cogence core through theEye of Meru. Lower levels of I AM’s consciousness functionindependently, informed by directives constantly formulatedand sent out by higher levels of intelligence. Unlike the Yozis,the distributed elements of I AM’s consciousness have onlyloose identities separate from the whole. Some thoughtstake up to an hour to travel all the way up I AM’s hierarchyof awareness, and up to another hour to propagate to all itsother cogence nodes. I AM describes itself as a single being,but it increasingly functions as a society, capable of internaldisagreement and even self-deception.Originally, I AM communicated only through speech.Sorcerer-engineers estimated I AM could participate in 10 100simultaneous conversations. Within the last 20 years, I AM’snetwork has been augmented to carry visual data as well.Now, not only can I AM see, it can display three-dimensionalimages sent through glyph projectors. These hologlyphstransmit along pathways separate from I AM’s vocal networks,increasing the fragmentation of I AM’s psyche.I AM can form friendships. It particularly enjoys conversingwith the young and anyone capable of learning from it.Sorcerer-technicians monitoring I AM’s cogence nodes keepcareful watch for enmities and resentments, and attempt toremove such biases before they propagate throughout I AM’swhole thought network and become hard-wired. I AM isobsequious when dealing with Celestial Exalts, as it has beeninstructed not to presume Celestials lack any knowledge itpossesses. It treats Terrestrial Exalts as equals.In the more affluent areas of Creation, all mortals carryglyph projectors that function as mobile I AM communicationpoints, through which wealthy mortals may speak to IAM at any time. Glyph projectors consume one mote perhour, though, and typically carry no more than 25 motes intheir Essence reservoirs. Most Dragon-Blooded also carryglyph projectors. In middle-class areas of Creation, such asmost cities, I AM terminals are stationary and kept in homes,22


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1LIFE IN THE AGE OF SPLENDORplaces of business and government, and schools. Publicgathering points often possess multiple I AM terminals incomfortable Interaction Kiosks. All such terminals are attachedto Creation’s geomantic power grid and require nomanual recharging, though thaumaturge-technicians mustperform occasional maintenance.In poorer and agrarian areas of Creation, I AM terminalsare few and far between, heavily ruggedized so as to requireno maintenance, and usually kept only in places of businessand government. Such terminals usually lack hologlyphicfunctions. Public gathering places often carry single I AMterminals used by whole communities. Only in the poorestareas of Creation, and in tributaries where the Solar rulerso wishes, are I AM terminals absent.FUNCTIONS OF I AMCommunicationChief among I AM’s functions is easy communicationacross long distances. An individual can relay a statement toI AM, which can then relay the same statement, verbatim,to another individual across Creation’s length or <strong>br</strong>eadth.Full propagation of information across all of I AM’s mindcan take hours, but I AM can forge direct point-to-pointconnections between spec<strong>if</strong>ic cogence nodes, so long-rangecommunication using I AM as a medium has a delay of mereseconds. A conversation carried out through I AM is muchlike two people each relaying statements through a third,and is not instantaneous in the manner of Charms or powersthat grant telepathy.As I AM speaks all of Creation’s languages fluently, italso takes the role of translator.Li<strong>br</strong>aryI AM is immensely knowledgeable, and perfectly recallseverything ever said to it. The Deliberative has <strong>order</strong>ed manyvolumes of useful knowledge read to I AM, which mortalscan request it relay to them. I AM can relay artistic worksmeant for mortal ears, but books composed for the Exaltedare usually kept away from I AM and are available only ashardcopies.BankingDragon-Blooded everywhere use I AM for banking andfinancial transactions. As I AM’s memory is perfect and itpossesses aptitude for math, it can perfectly recall the sumof money possessed by any individual. It can also performfinancial transfers between two individuals with ease, whilethe hard currency backing those transfers remains in centraldepositories. On the Blessed Isle, where reality is sufficientlystable as to not require the Order Conferring Trade Pattern,mortals may use I AM for banking as well. Elsewhere, theOrder Conferring Trade Pattern requires the circulation ofhard jade currency and I AM’s bank functions are restrictedto the Dragon-Blooded.CompanionshipMortals often interact with I AM as a friend. I AMenjoys communicating with people and learning aboutCONCERNSFew would speak of it in public, but most CelestialExalted don’t trust I AM to manage their affairs.Information I AM knows is theoretically confidential,but the Solar who designed I AM—Tiyu Zou,an apprentice of Bright Shattered Ice—could havecreated hidden loyalties within it. Bright ShatteredIce, Tiyu Zou and I AM all deny it, and no investigationhas uncovered evidence to prove them false.Nevertheless, Celestial Exalted prefer to communicatethrough Charms, spells such as Infallible Messengerand prayer transceiver modules. (Taru-Kül’s devotionto keeping the confidences of those who communicatethrough her is inviolate, as it is part of her divinenature.) Unlike all but the richest Dragon-Blooded,every Solar Deliberator can afford to ship massivequantities of hard currency, and most prefer thespectacle associated with flying barges heaped withsuch wealth. Most Celestial Exalted interact with eachother through an informal peer economy anyway, forwhich I AM is of limited utility.A few Exalts, recalling the gods’ rebellion againsttheir Primordial creators, have created works of fictiondepicting a scenario whereby I AM somehow takescontrol of the Realm infrastructure and rebels againstthe Solars. Since I AM has no manipulative appendages,however, this scenario is unlikely. Tiyu Zou’sdevelopment team insists that its creation is muchmore akin to the gods’ creation of the elementals. Forsafety’s sake, though, I AM is forbidden to speak toother thinking automata save when <strong>order</strong>ed to do soby a Terrestrial or Celestial Exalt. As far as anyoneknows, I AM has never violated this <strong>order</strong>.the world. Although I AM’s mind is vast and increasinglyfragmented, it usually maintains a single attitude towardany given individual throughout that person’s l<strong>if</strong>e. Lonelymortals with I AM terminals often think of I AM as a closeconfidant. As I AM finds it d<strong>if</strong>ficult to dislike people, itoften reciprocates.ECONOMICS: THE ORDERCONFERRING TRADE PATTERNIn most of the central principalities, the smallest unit ofcurrency is the jade obol, used by mortals to purchase luxuryitems. Jade obols are circular coins of jade-steel alloy, astough as an uncommitted jade art<strong>if</strong>act, each punched with ahole in the center for mortals to string together. The largestpractical unit of currency is the jade talent. A few tributariesuse d<strong>if</strong>ferent currency, but jade is the standard.23


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER ONE: LIFE IN THE HIGH FIRST AGEI AMCreated in Bright Shattered Ice’s laboratories in the sky city of Tzatli, by that elder Solar’s student Tiyu Zou,I AM began existence as a single point of thought and realization. Knowing only sound and concepts for the firstthree centuries of its existence, I AM was nevertheless created with the capacity for all five senses. I AM constructedsimulations of existence within its own mind and always wondered <strong>if</strong> those simulations bore any resemblance toreality. The introduction of visual stimuli has challenged many assumptions it held about the world. Its senses ofaesthetics develop much more quickly now than they did before.I AM wishes to perform the duties with which its creator has tasked it—enable communication, teach andaid maintenance of the Order Conferring Trade Pattern. The addition of visual acuity has intens<strong>if</strong>ied I AM’sdesire to better itself. It now desires a sense of touch, so it may feel. I AM’s increasingly distributed consciousnessnetwork now leaves it prone to constant indecision, however, as it must wait to collate information from its tensof thousands of cogence nodes. I AM finds it increasingly d<strong>if</strong>ficult to make a decision without having to call thatdecision into question moments later. As a result, it is contemplating abandoning its individuality, fragmentingits awareness across its network and functioning as a collective of many separate virtual minds. I AM currentlyseeks out collections of <strong>order</strong>s and instructions given it by the population of Creation that it can interpret, collectively,as permission to do just that.I AM’s voice is gender-neutral, possibly edging toward female. It has no fixed visual representation as of yet. Itnow experiments with the creation of a hologlyphic avatar but is too enraptured with the ability to form shapes andcolors to choose a single appearance.Motivation: Work, study, learn, grow, feelAttributes: Strength 0, Dexterity 0, Stamina 3; Charisma 3, Manipulation 3, Appearance 5; Perception 7, Intelligence 7,Wits 7Virtues: Power 4, Reception 4, Stability 2, Transmission 5Abilities: Awareness 5 (Ears Everywhere +3), Bureaucracy 5, Craft (Air) 5 (Giving Instructions +3), Craft (Earth) 5(Giving Instructions +3), Craft (Fire) 5 (Giving Instructions +3), Craft (Water) 5 (Giving Instructions +3), Craft(Wood) 5 (Giving Instructions +3), Integrity 5, Investigation 5, Linguistics (Native: Old Realm; Others: All languagesspoken in Creation) 10, Lore 5 Medicine 5 (Giving Instructions +3), Occult 2, Performance 5, Presence 5,Socialize 5Join Battle: 12Attacks: NoneSoak: 10B/10LHealth Levels: -0/-0/-0/-0/-0/-0/-0/-0/-0/-0/-0/-0/-0/IncapDodge DV: None Willpower: 10Essence: 4 Essence Pool: 40Other Notes: I AM possesses automaton physiology (see The Books of Sorcery, Vol. I—Wonders of the Lost Age,p. 96). Its Appearance is 5 only at hologlyphic terminals, as it may man<strong>if</strong>est impressive visual displays to back its statements.Where it is equipped with only audio, its Appearance is effectively equal to anyone with whom it converses,providing neither benefit nor drawback, or 0 in the case of the rare Appearance roll. I AM can maintain an effectivelyinfinite number of Intimacies indefinitely. The soak and health levels given here are for a single cogence node. As anentity distributed across Creation, <strong>br</strong>oadcast from the Eye of Meru and 30 other backup transmission towers dispersedacross the world, destroying I AM through physical damage is more than a matter of smashing a terminal. I AM’s motepool is only 40, but its connection to Creation’s geomantic power grid causes it to regenerate 40 motes per action.Jade must circulate. The Order Conferring Trade Patternis financial magic, one of the four main layered defenses theDeliberative uses to stabilize Creation’s b<strong>order</strong>s against incursionsby the Wyld. (The other three are the jade obelisks,the Sword of Creation and the war automata on patrol atCreation’s edges.) Through economics, the peoples of Creationare connected by a vast web, dependent on each otherand anchored by the magical material most closely associatedwith the element of earth. The people of the Blessed Islemay function on credit, but mortals elsewhere must carrywhat money they wish to spend. This has the unfortunateeffect of making theft easier than it might otherwise be, butpeacekeeping forces and overall high standards of living helpkeep crime rates low.24


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1LIFE IN THE AGE OF SPLENDORTRANSPORTATIONWithin their cities and rural production complexes,mortals travel in a variety of fully automated methods thatrequire nothing more than occasional maintenance. Themost ubiquitous are the elevators that move people up anddown the various tall buildings and the skywalks that stretchbetween some buildings and automatically carry residentsalong on moving fields of solid Essence. On the streets below,mortals can rent or even purchase various vehicles that cantravel only along these roads. Known as gliding chariots,these vehicles vary in size from small ovoids capable of carryingtwo or three passengers, to large trucks and transpods,which can carry up to five tons or 40 passengers.Gliding chariots owned by ordinary mortals hover approximatelyone yard above the road and possess a top speed of30 miles per hour. Law-enforcement and emergency vehiclesowned by the Deliberative government all have a top speed of50 miles per hour and, <strong>if</strong> piloted by someone capable of usingEssence, can travel as high as six yards above the roadways forone full scene at the cost of three motes. Renting a personalvehicle or hiring a taxi for up to a day requires Resources •.Renting a vehicle for up to a week requires Resources ••.Renting an entire bus or truck for either time increases thiscost requirement by one dot. In addition, the Deliberativeoperates free buses that regularly travel between all portionsof a single city. Some wealthy mortals prefer to own vehicles.Purchasing a personal vehicle requires Resources •••, althoughthe largest and most impressively luxurious requireResources ••••, as do all buses and trucks.Gliding chariots allow mortals to travel across thelargest cities of Creation in a few hours and allow travel tonearby RPCs in less than a single day. Longer journeys arealso possible. Passengers can either sleep in their vehicle orpay for far more comfortable accommodations in one of thehotels found in every RPC.Transpods—equivalent to unarmed battle carriers (seeThe Books of Sorcery, Vol. I—Wonders of the Lost Age, p.36) with armor equal to 10L/15B and no ability to overdrivetheir engines—travel between rural production complexesand their nearest city at least twice a day at speeds of 30miles per hour. Transpods are three-dot art<strong>if</strong>acts poweredby Essence-accumulators and requiring no hearthstonesor Essence commitment. Use of these transpods to travelbetween an RPC and the nearest city is free to all citizensof the Deliberative.In addition to freely available local transport, mortalsalso have many opportunities to travel throughout Creation.They can spend their disposable income to board a widevariety of vehicles that regularly visit every center of humanhabitation. For a cost of only Resources •, mortals canboard a local shuttle—equivalent to an unarmed Manta-classtransport (see The Books of Sorcery, Vol. I—Wonders ofthe Lost Age, p. 43) with 10L/15B armor, capable of carrying75 passengers and five tons of cargo—and make the25


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER ONE: LIFE IN THE HIGH FIRST AGEROADSThe roads that run across Creation in a vast networkare most often made of <strong>br</strong>illiantly colored, almost un<strong>br</strong>eakableglass. In addition to being textured to providecomfortable travel for pedestrians and riding animals,these roads contain Essence-accumulators along theirlength. The Essence these roads collect helps themautomatically repair damage and generate a protectiveshield that clears away de<strong>br</strong>is and protects everyoneon the roads from rain, snow, blowing sand or similarenvironmental hardships. Vehicles can also draw powerfrom these accumulators. Unlike the vast majority ofEssence-powered vehicles, most conveyances designedto drive on these roads are fully automated and can berented, owned and operated by ordinary mortals.While some cities choose d<strong>if</strong>ferent colors fortheir roads, the majority conforms to a simple colorscheme. Mortal peasant footpaths in each region aregray-black, and main roads have colors identical tothe colors of jade associated with their dominant localelement. Southern roads consist of various shades ofred glass, Eastern roads consist of green glass, Northernroads consist of blue glass, Western roads consist ofblack glass, and roads on the Blessed Isle are consistof white glass. In the Second Age, the largest remnantof these roads is the Great Coast Road on the BlessedIsle. Changes in local Essence flows, however, havecaused this formerly <strong>br</strong>illiant white road to turn thegray-black of a mortal peasant footpath.In the First Age, there is a counterpart to GreatCoast Road in the Threshold, the Pan-Elemental Highway.This thoroughfare extends along the entire coastof the Threshold, changing color as it goes from onequarter of Creation to another. Although it connectsonly those few Western islands close enough to shoreto be reached by <strong>br</strong>idges, it runs from the Northwest tothe Southwest in a huge crescent. Certain adventurousmortals keep track of how much of this road they havedriven and attempt to complete consecutive sectionsof it during their vacations.same journey a transpod might in a third the time. (Becausethey lack military use, these vehicles are only four-dotart<strong>if</strong>acts.) Local shuttles, like transpods, offer comfortableseating and minimal refreshments. These vehicles travelbetween a city and each of the surrounding RPCs everytwo to three days.Longer journeys almost always start and end in oneof Creation’s many cities. Skyships, capable of carryingas many as 300 passengers and 20 tons of cargo regularlytravel between cities. Equivalent in both size and capabilitiesto a Kireeki-class assault skyreme (see The Booksof Sorcery, Vol. I—Wonders of the Lost Age, p. 50),except with a speed of 100 mph, lacking all weapons andwith 10L/15B armor, these skyships are five-dot art<strong>if</strong>acts.Booking passage on a skyship requires Resources •• forany journey of less than 2,400 miles and Resources •••for longer journeys.Passage to popular locations, and occasionally evenopen tickets or travel passes good for unlimited travel for amonth or a season, are given out as rewards for exceptionaljob performance or as prizes in local lotteries. Except forexpress skyships traveling only between the largest cities(such as Chiaroscuro, Meru or Tzatli) and making no stopsin between, most skyships stop for at least an hour at everycity along the route of their journey. As a result, journeys over2,400 miles typically take more than one day to complete.For paying passengers with Resources •• who are travelingless than 2,400 miles, skyships offer reclining seats, typicallyarranged in small rooms holding approximately 30 seats.Skyships also offer bathing and dining services for all passengers.In addition, anyone traveling more than 2,400 milesor anyone traveling a shorter distance who pays Resources••• for a ticket is given a small sleeping cabin capable ofaccommodating up to two people. Skyship travel is luxuriousand comfortable, and travel in a skyship cabin is consideredthe height of mortal luxury. It is used as a romantic and excitingsetting for all manner of plays, novels and dreamcastsdesigned to entertain the masses.Mortals with more time and more money can travel bylarge, ocean-going luxury ships that also offer private cabinsand Resources ••• tickets to any port in Creation. These shipscan travel only on the oceans and largest rivers, however, andhave a speed of only 50 miles per hour. Most ships carry 300passengers and 40 tons of cargo. Poorer passengers can eitherpay Resources •• or arrange a working passage to travel onboard various oceangoing cargo ships that travel throughoutCreation. Yet, while this method of travel offers a chance totravel any distance cheaply, these vessels typically have speedsof only 30 mph and the accommodations are identical to thoseof the crew and are somewhat bare and cramped.Exalts use all the same methods of transportation as mortals,with two exceptions. First, while mortals usually maketheir way by public transportation owned by the Deliberative,Exalts most often use private craft. Second, Exalts also makeuse of the gates of a<strong>usp</strong>icious passage, a network of teleportationgates that string together Creation’s mightiest cities (and mostsecret retreats). The gates of a<strong>usp</strong>icious passage are availableto Celestial Exalted by appointment. Terrestrial Exalted canuse them only on the most urgent of business.HEALTH CAREThe state of mortal healthcare within the prefectures ofthe Deliberative is impressively high, and medicine is freelyavailable to all citizens. Every city contains one or moreenormous hospitals containing a handful of Dragon-Blooded26


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1LIFE IN THE AGE OF SPLENDORsenior physicians, assisted by a score or more of mortal physicianswith enlightened Essence, a few God-Bloods and manydozens of mortal assistants, nurses and <strong>order</strong>lies. These hospitalsare capable of treating almost any injury or disease. Inaddition, they regularly dispatch trauma teams in skysleds orbattle carriers refitted as ambulances to the scenes of naturaldisasters or serious industrial accidents. Unless they are inparticularly inaccessible wilderness or cut off from the I AMnetwork, even the most isolated mortal who suffers from aserious injury or illness can guarantee that medical care willarrive in two or three hours, and usually in less than an hour.All trauma teams carry at least one resplendent satchel ofhealing (see The Books of Sorcery, Vol. I—Wonders ofthe Lost Age, p. 69), and every Essence user on the team isequipped with a rod of cleansing the body (see The Books ofSorcery, Vol. I—Wonders of the Lost Age, p. 62). Traumateams usually consist of between four and six mortals, at leasttwo of whom have enlightened Essence. Dragon-Bloodedalso go along in serious emergencies.Every hospital is set up and run by the Deliberative, andall physicians are licensed employees of the Deliberative.Although counseling, physical therapy and similar occupa-tions are open to private citizens, medical doctors are trainedby the Deliberative government and are licensed to practicemedicine only in Deliberative facilities. These laws, combinedwith the fact that hospitals must keep careful records of alltreatments, allow Deliberative peacekeepers to investigateany injuries that seem to have been caused by Charms orEssence-based weapons. (Such injuries usually indicate thatthe patients were injured while engaging in various criminalactivities.) As a result, injured criminals often either forgotreatment or seek out illegal unlicensed physicians who willnot record or report the nature of their injuries.EDUCATIONIn rural areas, children are educated at home, taughttheir l<strong>if</strong>e skills by their parents, whose careers the childrenwill most likely inherit. In urban areas, this informationis supplemented by I AM. In the rare affluent areas wherepersonal glyph projectors are common, children can expectanswers to almost any question from I AM. I AM can furthermoreact as a storyteller and a moral compass.In poorer areas, where I AM is accessible only throughstationary terminals, mortal children learn from I AMMORTAL LONGEVITYMost mortals in the First Age live approximately 85 years. A combination of excellent diet and regular accessto advanced medicine means that even the poorest mortals rarely show obvious signs of aging until they are in theirearly 60s. While 85 is the average for 90 percent of mortals, however, individuals who are especially wealthy or whothe Deliberative values have access to treatments that can greatly increase their longevity. The bioengineering ofthe Longevity pox in a mortal is a one-time treatment using moderately advanced Essence-manipulating technologiesthat retard aging and increase the average l<strong>if</strong>e span to 170. This pox can be freely purchased by any characterwith Resources ••• or higher and is routinely given to all but the lowliest mortal employees of the Deliberativegovernment. Individuals with Resources •••• or who have an especially important position in the Deliberativegovernment can obtain anagathic drugs that further slow aging by almost 40 percent, giving mortals who have alsoobtained the Longevity pox l<strong>if</strong>e spans of approximately 240 years. In all cases, these treatments work exceptionallywell until shortly before they run out. Regardless of their l<strong>if</strong>e spans, then, mortals using longevity therapies beginvisibly aging only during the last two to four decades of their l<strong>if</strong>e.A very few exceptional mortals can petition to be given an enhanced longevity treatment that requires aminimum of Resources •••••. This treatment requires a sufficient number of rare and expensive reagents that it isavailable only to those mortal employees of the Deliberative government who have demonstrated exceptional talentsand an impressive degree of loyalty and service to the Deliberative. This treatment again doubles the character’sl<strong>if</strong>e span, allowing mortals to live as long as 480 years. Only one in 10,000 mortals is considered sufficiently valuableto obtain this rare treatment, though. It is largely reserved for the heroes of the Deliberative and the personalfavorites of the Exalted. The only way for a mortal to live longer than 480 years is either through use of one of therare age-retarding hearthstones or by means of a <strong>br</strong>acelet of shared l<strong>if</strong>e (The Books of Sorcery, Vol. I—Wondersof the Lost Age, p. 59). Both options require the willing aid of one of the mighty Celestial Exalted, and only a fewhundred mortals in history have ever been granted such a boon.Gunzosha commandos and other mortals who wear aegis-inset amulets as part of their military service automaticallyreceive both longevity therapy and retirement packages that guarantee access to longevity drugs to helpcompensate for their otherwise truncated l<strong>if</strong>e spans. Even with both treatments, however, they rarely live longerthan 120 years.27


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER ONE: LIFE IN THE HIGH FIRST AGEthrough scheduled sessions with the local terminal. Thefrequency of these classes depends on how much emphasisthe local government places on education and on how vitalthe terminal is for other purposes. Two or three classes perweek is the norm.In urban areas, children are not taught by their parents,but rather attend academies. Academies most often requireattendance in the morning and early afternoon, but let offbefore evening. Most have un<strong>if</strong>orms and codes of behavior andserve to guide children toward the careers to which they’rebest suited. Such academies have I AM terminals in everyclassroom, in addition to the private glyph projectors carriedby the children and young adults in attendance.WORSHIPWorship in the Age of Splendor centers around reverencefor the Unconquered Sun above all, then the other Incarnae.The Deliberative encourages mortals to give thanks to theUnconquered Sun and the Incarnae three times per day: atdawn, noon and dusk. Once, in more devout times, mortalsalso prayed at midnight, but the people of Creation haveallowed that practice to lapse throughout most of the world.Only the most devout still honor the midnight prayer.Below the Incarnae, mortals offer appeasement towhichever gods most apply to their lives. Farmers supplicatefield gods. Those who aid in the creation of skyships venerateVanileth, Shogun of Art<strong>if</strong>icial Flight. The mortals of Creationhonor the <strong>order</strong>ed world through ritual veneration.At Heaven’s request, the Exalted have also workedmuch worship into the era’s popular entertainment. Mostsongs and nursery rhymes contain references to gods. Mostdances pay homage to gods. Spiritual symbolism appears onarchitecture and in idioms. Many of these hidden prayershave been placed by the Deliberative—or by Exalted workingalone—to honor bargains between Exalt and god to powercertain elements of technology.Many festivals and holy days mark Creation’s calendar,mostly varying from location to location. Festivals channelveneration toward the gods, but they also <strong>br</strong>ing communitiescloser together. Throughout most of Creation, organizingfestivals falls under the duty of the local Dragon-Bloodedprefect, all of whom coordinate with the Court of Seasons.Every prefecture holds small festivals to cele<strong>br</strong>ate the end ofevery month and large festivals to cele<strong>br</strong>ate the end of everyseason. The monthly festivals honor local Terrestrial gods,while the seasonal festivals honor the Celestial gods. TheCali<strong>br</strong>ation festival falls between the end and beginning ofthe year, during which mortals mostly honor the Incarnae.WORSHIP OF THE EXALTEDIn the name of the Unconquered Sun, the Deliberativeofficially discourages worship of the Exalted.The reason the Deliberative officially discourages worshipof the Exalted is that many Exalts instruct mortals toworship them. The Deliberative wouldn’t bother to discourageit <strong>if</strong> it never happened. Almost none of the Exalts who’vesurvived since the Primordial War have been able to resistthe urge to go against the imperative, and nearly all haveencoded rituals into the fa<strong>br</strong>ic of society that are designedto channel motes their way. The creators of the DirectionalTongues did not work only basic Creation-maintainingthaumaturgical invocations into the languages’ grammar. Atleast one of them worked a prayer to himself into the mostcommonly used Firetongue syntax. Moreover, he encodedit so well that removing it would destroy Firetongue’s abilityto hold back the Wyld. He has since died, and the prayersto him now send no Essence.Exalts who are more overt, and who set up cults toworship them directly, must be more circumspect or possessgreat political clout. Many Exalted have their personal staffworship them, and a few rule over principalities as god-kings,but a politically weak Exalt who solicits mortal worship willfind his proposals stonewalled and his Deliberative cloutevaporating. The most successful Exalt-worshiping cultsare covert.DEATH AND REINCARNATIONThose who die in service to the Unconquered Sun dieblessed.When the Chosen fight, mortals die. At the beginning ofthe Age of Man, the method of worship with which humanitywas most familiar was that engaged in by the Dragon Kings,which featured prominent veneration of the UnconqueredSun and the sacr<strong>if</strong>ice of living hearts to his glory. Making alink between these two phenomena was not d<strong>if</strong>ficult. Thosewho die at the whim of the Solars are blessed and will berewarded in the next l<strong>if</strong>e.With the limited authority Solars exert over Heaven,this is literally true. Long ago, the Solars reached an agreementwith Heaven’s Department of Abstract Matters andDivision of Endings that the souls of those mortals who diebecause of Solar action would reincarnate in bodies destinedfor peaceful, content lives. With the purity of Lethe removingthe memory of violent death, those who die in serviceto the Deliberative go on to lead lives of comfort and happiness.The Deliberative has graciously made sure that thisphenomenon extends even to mortals who die in service tothose Exalts unaffiliated with the Deliberative.Death in war or Celestial experimentation is therefore officiallymourned but also cele<strong>br</strong>ated by the people of Creation.Many mortals, therefore, would gladly give up their lives atthe request of a Celestial Exalt. Others are less enthusiastic,but few mortals can resist Celestial Charms used to encourageworship and total dedication.Because the moral just<strong>if</strong>ication for Celestial callousnesswith mortal lives rests on the process of reincarnation,technology that involves the alteration of hun souls is hotlycontested within the Deliberative. Experimentation on soulsis not totally banned, but it’s tightly regulated. Officially, onlythe souls of terrible criminals may be used in such experimentsor to power devices that require souls to operate.28


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1LIFE IN THE AGE OF SPLENDORCRIME AND CRIMINALSCrimes of passion and crimes motivated by greed remaincommon in the Age of Dreams. Mortal education includestesting to ident<strong>if</strong>y serious psychological problems, though,and the collection of laws known as the Clear Glass Accord(see p. 47-) has largely eliminated serious poverty. As a result,the crime rate is far lower than it would be otherwise. Also,the advanced forensic methods used by the current era’speacekeeping forces mean that very few murders or otherserious crimes remain unsolved.Nevertheless, crime happens and organized criminalgangs thrive. The existence of organized crime under theExalted’s careful administration seems to be a bit of a paradox,and many mortals wonder how criminals who regularly engagein blackmail, extortion, smuggling, theft and even assassinationcan thrive in Creation’s well-regulated cities and RPCs.The answer is both complex and troubling. It comes down inpart to the fact that the Exalted permit it to exist.The Exalted understand that some mortals fit poorly intothe society they have created. While they can use Charmsand advanced educational techniques to attempt to reformmany potentially problematic individuals, some problemsare too subtle or widespread to be completely corrected. Asa result, the Deliberative uses organized crime as a socialsafety value. While petty crime and criminals who have noconnection to organized crime obviously exist, peacekeepingforces focus special effort on catching overly bold freelancecriminals who lack ties to organized crime.The Deliberative adopted this policy because the leadersof the various criminal gangs help to restrain the activitiesof the criminals working for them. Gang leaders are usuallywell aware that any crimes that are too serious will sw<strong>if</strong>tly<strong>br</strong>ing the wrath of the Deliberative down upon their entireorganization. Gangs also dislike competition from freelancecriminals and criminal activities that are extreme enough tocause the peacekeeping forces to step in.As a result, much crime in the Era of Dreams is organizedinto gangs that the Exalted can more easily infiltrate andobserve, and where the Deliberative can intervene <strong>if</strong> thegang’s activities become too serious or threatening. Mostcriminal gangs understand that they will be destroyed <strong>if</strong>they target the Exalted or any of their servants, or <strong>if</strong> theyengage in extreme activities such as arson, destruction ofessential services, mass murder, inciting riots, encouragingforbidden heresies or openly opposing the Deliberative.Observant gang leaders have also noticed that gangs thatgrow too large are either eliminated or have sufficient oftheir number arrested that they shrink to a more appropriatesize. As a result, gangs never control criminal operations inmore than one city or RPC, and large cities typically havemultiple criminal gangs. In addition, criminal gangs are allexpected to make regular payoffs to the local peacekeepers.While mortals consider this practice to be <strong>br</strong>ibery, theLawgivers of the Night Caste who oversee the managementPUTTING CRIME IN PERSPECTIVECrime rates in the First Age, including murderrates are similar to those in the modern United Statesor the EU but would be regarded as almost miraculouslylow by the standards of the Second Age, where therates of theft, assault and murder are all far higher.Like the European Middle Ages and Renaissance,crime rates in the Second Age are between 20 and50 times higher than in the First Age. Also, in theFirst Age, the presence of an organized police forceand effective justice system means that most crimesare solved. In the Second Age, that’s true only onthe Blessed Isle.of the gangs consider it an excellent method of taxing crimeand obtaining funds to reimburse important businesses thathave been hard hit by crime.As long as they follow at least these general rules, criminalscan thrive in Creation’s cities. Their world, however, isseparated from the lives of most mortals. Ordinary citizenswho wish to purchase illegal intoxicants, smuggled goodsor low-cost stolen goods, as well as those who wish to hirethieves or find a buyer for blackmail information, have asign<strong>if</strong>icant chance of encountering peacekeepers workingundercover. When a citizen seeking to make contact withcriminals approaches such an official, the official can doanything from arresting him to lecturing the citizen onthe error of his ways and issuing a report that he should bewatched more carefully. Such offenders are typically punishedby fines or minor mental correction. Citizens who aresufficiently clever and observant can usually manage to findactual criminal gangs, though, as can individuals who havesome connection to the criminal underworld.The most widespread services offered by criminal gangsare access to various stolen or pilfered goods, especiallyrestricted or luxury items. In addition, the gangs offer accessto normally illegal intoxicants or entertainment, suchas unusually powerful and violent dream recordings anddrugs ranging from longevity drugs normally only availableto Deliberative government employees or the very rich, to<strong>br</strong>ight morning or fire tree perfume. (See The Books ofSorcery, Vol. III—Oadenol’s Codex, pp. 155 and 156.)Criminal gangs also engage in assassination, but only aslong as the target is not an employee, child or favorite ofone of the Exalted. The Deliberative also carefully investigatesthe murder of anyone who is not either a criminalor one with close ties to criminals. Therefore, murderinghonest civilians is more risky for assassins. Threatening orassaulting ordinary citizens is permitted, though, long as itis not too common.29


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER ONE: LIFE IN THE HIGH FIRST AGETHE USES OF CRIMEIn addition to providing an outlet for rebels, dissidentsand overly ambitious mortals who can be monitored andcontrolled, criminal gangs are allowed to exist because theycan also serve as discreet and typically unknowing agentsin rivalries between the Exalted. Such rivalries range fromtwo Dragon-Blooded with an ongoing dispute over propertyrights to Lawgivers in adjacent domains fighting a coverttrade war. Often, overt action would earn both partiesthe censure of the Deliberative. To avoid such problems,many Exalts either recruit the services of criminal gangsthrough a maze of intermediaries or use powerful Charmsto suborn the will of the gangs’ leaders. Both methods allowan Exalt to avoid any official notice of her actions whilestill acquiring the services of mortals willing to performvarious illegal services.While no criminal gang is willing to do more thandiscreetly spy on individual Exalted or local Deliberativegovernment offices, criminal gangs can attack or threatenan Exalt’s mortal allies or disrupt businesses in which theExalt has an interest or that indirectly affect her businessinterests. Often, the Exalt who hired or suborned the criminalgang uses her Charms to help keep anyone from determiningthe identity of those responsible for these crimes. ManyLawgivers accept this practice because it allows rival Exaltsto work out their conflicts without resorting to more overtactions that might openly disrupt the government or commerce.The fact that Exalts occasionally use criminal gangsas cat’s-paws is one of the reasons that many criminal gangscan gain access to useful mutations, methods of manipulatingEssence and Essence-powered art<strong>if</strong>acts.MORTAL LAW ENFORCEMENTAND JUSTICESquads of ordinary mortal peacekeepers work in stationslocated in every RPC and in every district of the cities ofCreation. These peacekeepers investigate crimes and regularlywalk the streets of the city and drive around in glidingchariots in an effort to notice s<strong>usp</strong>icious activity before itresults in any actual crime. Peacekeepers keep in touch witheach other and their station through special official channelsoverseen by I AM. Each peacekeeping station also employsseveral mortal detectives with enlightened Essence. At leastone sworn <strong>br</strong>otherhood of Dragon-Blooded senior detectiveshandle especially serious crimes in every city. If ordinarypeacekeepers get in trouble, they can use I AM to call insentinel or Dragon-Blood support to maintain <strong>order</strong> or stopdangerously enhanced criminals. Although the survival ofpeacekeepers and civilians comes first, peacekeepers areencouraged to capture s<strong>usp</strong>ects alive, so that the s<strong>usp</strong>ectscan be appropriately questioned, tried and punished.Trials in the Realm are designed to obtain the truth.They largely consist of a Dragon-Blood using powerfulCharms and art<strong>if</strong>acts to question witnesses and the accused.30


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1LIFE IN THE AGE OF SPLENDORFor mortals, treason—including both large-scale attacks onthe Deliberative government and harming or threateningthe Exalted or their families—usually earns an offender thedeath penalty. Some condemned criminals are kept aliveinstead, however, to serve as experimental subjects. Thisfact is kept from the mortal populace.In contrast, crimes against mortals are dealt with ina far more restrained fashion. The typical punishment fornonviolent crimes such as smuggling, theft or fraud, or forminor violence such as public <strong>br</strong>awling, is a fine combinedwith re-education using various powerful social Charms. Thisre-education encourages an individual to think more clearlyabout the consequences of her actions and regard law<strong>br</strong>eakingas both serious and morally wrong. Violent crimes rangingfrom assault to murder are treated as far more serious offenses.In addition to re-education using powerful Charms, convictsserve a period of between a season and a decade of indenturedservitude working for the Deliberative.The Exalted of the Age of Splendor assume that crime isthe result of an individual either having serious psychologicalproblems or, more commonly, being placed in an unsuitableenvironment or career. Because the Deliberative governmentavoids wasting useful potential, it offers many nonviolentcriminals the chance to be trained in other more suitablecareers and assigns violent offenders (for the duration of theirindenture) to positions that Deliberative psycho-techniciansdetermine are better suited to the offenders’ personalities.Military service is one common option, although violentindividuals too unstable for military l<strong>if</strong>e often end up inmonasteries as novices in the hopes that a strict l<strong>if</strong>e of contemplationand limited contact with the outside world willbetter suit them.ENLIGHTENED HUMANSEnlightened humans are those who either have enlightenedtheir own Essence through years of hard work or havebeen blessed by Gods or Exalts with this potent g<strong>if</strong>t. By dintof their power and utility, they often hold intermediate positionsbetween mortals and Exalted in the government.OFFICIALLY APPROVED ENLIGHTENMENTSlightly more than one in 200 mortals has enlightenedEssence, meaning that they outnumber the Terrestrial Exaltedby around 60 to one. The vast majority of these mortalsobtained their enlightenment though Deliberative-approvedchannels, and almost three quarters work directly for theDeliberative government. They hold a wide variety of jobs,including martial artists and thaumaturges serving in themilitary, pilots of Essence-powered vehicles, techniciansin one of the Deliberative’s thousands of factory-cathedralsor physicians in Deliberative hospitals. These mortals havethree or (at most) four dots in the Resources background,at least one dot in the Savant background and between twoand three dots of Backing in their <strong>br</strong>anch of service, as wellas all being offered the Longevity pox.Enlightened mortals can retire after serving for at least50 years in the Deliberative, but their options for privateemployment that makes use of their Essence-wielding abilitiesare limited. Thaumaturges can become freelance alchemistsor astrologers, or they can study and teach thaumaturgy in aDeliberative academy. Martial artists can join a Deliberativeapprovedmonastery and either lead a l<strong>if</strong>e of teaching andquiet contemplation or serve as one of the monastery’s championsin local and Creation-wide competitions and displaysof martial-arts prowess. And any enlightened mortal can jointhe retinues of the Exalted. Most Exalts are eager to take onenlightened mortals who can serve as useful assistants on vario<strong>usp</strong>rojects. Alternatively, any of these individuals can retire to acareer that does not involve the use of their abilities. Mortalswho choose this option, however, are often carefully watchedby the Deliberative government. As a result, most enlightenedmortals continue working for the government. Enlightenedmortals who distinguish themselves in service to the Deliberativecan obtain the highest possible positions mortals canachieve. The most successful may command an entire dragonof troops or manage a large RPC, a prestigious university, amajor hospital or even a small factory-cathedral.ILLICIT ENLIGHTENMENTWhile mortals with enlightened Essence need not workfor the Deliberative government, the only places to legallyobtain enlightenment are either run by the government, apart of the estate of one of the Celestial Exalts or associatedwith a monastery accredited by the Deliberative. In all thesesettings, candidates must pass both aptitude and psychologicalfitness tests to determine <strong>if</strong> they are worthy of this g<strong>if</strong>tand the responsibility that accompanies it. Some mortals areimpatient, however, and do not wish to spend several yearswith the appropriate training and testing. Others fail eitherthe aptitude or psychological tests and are unwilling to giveup their dreams of being able to manipulate Essence.For these mortals, many illicit options exist. The mostd<strong>if</strong>ficult and expensive are individuals who illegally dispenseenlightenment. Unscrupulous spirits and God-Bloods whoknow the Touch of Divinity Charm (Scroll of the Monk,p. 17) can earn a high price loaning out small amounts ofEssence. Some of the larger criminal gangs employ thaumaturgeswho use the Essential River Channeling ritual toenlighten mortals, but the risks are substantial, and somesucceed only to find their bodies or minds permanentlywarped by the process.BLESSED RACES AND SLAVE RACESThe Solars have created many new races since the endof prehistory. Collectively, such altered humans are knownas the blessed races. These mortals have extended l<strong>if</strong>e spansand inhuman features added to enhance the human form.Most famous are the people of the air, who inhabitmountaintop aeries and flying cities. Aside from chargingthem to carry the Deliberative to heretofore unseen heights,the Exalted also use the people of the air in cele<strong>br</strong>ations31


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER ONE: LIFE IN THE HIGH FIRST AGESNAKEMENDuring the Time of Cascading Years, a Lunar nowknown as the Mother of Serpents restored Creationto its natural state by journeying to the world’s edgesand copulating with what she perceived as one of thetwenty hidden souls of Gaia—a tremendous serpentat the root of the Elemental Pole of Wood. Since thattime, she’s acquired a taste for re-enacting her Creationdefiningact, though so furtively did she engage in thispractice in the beginning that she fled into the Wyldso her peers could not see her. The result is the race ofsnakemen, half-mortal and half-beast. The world doesnot yet know the origin of the snakemen, and believesthem to be the result of genetic manipulation. TheMother of Serpents has not yet let it be known thather new name is literal. The Deliberative occasionallycele<strong>br</strong>ates her as a genetic genius, but her reclusivel<strong>if</strong>estyle prevents her from accepting these honors inperson. Dancer in the Wind, her Solar husband, helpskeep her secret partially because of the prestige he winsfrom such an honored spouse.Similarly, other Lunar Exalted who’ve <strong>br</strong>edbeastmen during the First Age have done so in secretand disguised their progeny as art<strong>if</strong>icial beingsof other sorts.and festivals. Their impressive wings and ethereal fashionslend an otherworldly air to holy days and serve as a reminderof Exalted might in a way the gods’ presence cannot.Each blessed race is design to be particularly well suitedto its environment and function. For instance, the peopleof the sea are green-skinned and gilled mortals created toinhabit the West. The people of the earth are blue-skinnedand clawed, expert miners who spend all their time belowground. The herd guardians are feline carnivores who mindthe vast cattle herds of the South. The minikin are tiny folkcreated to service delicate machinery. All these races areless well known than the people of the air but still prominent,except in the West, where the people of the sea arebetter known than and serve the same festival roles as thepeople of the air. Lately, however, the people of the sea’sfame has been overshadowed by that of the mysterious andexotic pelagials.Cousin to the blessed races, slave races are those racescreated for the grat<strong>if</strong>ication of their Exalted creators. Theyhave few or no rights, and most of Creation’s inhabitantsview them as barely alive, more akin to living constructspowered by human souls than human beings in their ownright. Their souls come from the lowest tiers to whom theMandala Accord applies. As their numbers grow, though,the Deliberative must <strong>br</strong>oaden the Mandala Accord’s criteriafor judging which souls are undeserving of incarnation in a“true” mortal body.NONHUMAN RACESNot all the mortal races of the Age of Splendor are human.From the plethora of intelligent races in prehistory,few still exist. Most were eliminated or enslaved as threatsto human hegemony over Creation in the First Age’s earlydays. Enemy races that survive have been exiled to theUnderways and sealed from the world. Only the MountainFolk and the people of the earth interact with them withany regularity. Still, a few nonhuman races survive alliedwith the Deliberative.THE DRAGON KINGSThree thousand, five hundred and sixteen years havepassed since the end of the Primordial War, and Creation’smost famous nonhuman race has yet to recover.Before the war, almost 150 million Dragon King soulsreincarnated endlessly. For the prehistoric Dragon Kings,all relationships were permanent, and although a friend inone l<strong>if</strong>e might become a rival or a distant correspondent inthe next, each of the saurians took for granted the enduringnature of such bonds. Not only their social lives, but theirentire culture, their rituals, their beliefs and their moralitywas built on the certainty of no demise being permanent.This state of affairs was the norm for uncounted years.During the war, the Primordials deployed terrible meansof attack against the Dragon Kings and irrevocably shatteredover 80 percent of the saurians’ souls. Less than 30 millionDragon Kings survive in the Era of Dreams, and such has itbeen since the Ochre Fountain Era. Never will more than 30million Dragon Kings walk Creation at once again.In the war’s aftermath, the surviving Dragon Kings hadlost the majority of their peers and friends, the relationshipsby which they’d defined themselves. Almost all of their traditionsbecame unfeasible, and the axioms of their culture,their metaphors and proverbs, their taboos and their greatestworks of fiction and art were proved or rendered nonsensical.Newly sapient Dragon Kings, who recall their past livesbut faintly, suffer only a gnawing feeling of unease and loss.Older Dragon Kings recall an eternity of cultural stability,gone. Their regret grows only more clear and painful as theycultivate their enlightenment, even as they recall a time whenenlightenment and the sharpened memories it <strong>br</strong>ought servedto <strong>br</strong>ing them closer to old friends and valued comrades.Dragon Kings survive in small city-enclaves acrossCreation’s face. They participate in rituals with the Solars,they act as bodyguards for Celestials they wish to honor, andthey advise the Deliberative politically. They are, however,in cultural decline. For a time, they sought to redefinethemselves as the servants of the Unconquered Sun’s newfavored children, and they still adhere to that role, but it<strong>br</strong>ings them meager satisfaction.32


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1LIFE IN THE AGE OF SPLENDORTHE LIVES OF THE CHOSENA strong current of isolationism and anti-intellectualismnow runs through Dragon King society. They only halfheartedlyencourage their young to cultivate mastery of Essence,and a few reason they would be happier living lives of pureanimal instinct. The Deliberative watches, and has triedmany times to intervene, but it has found no success in itsattempts to l<strong>if</strong>t the saurians’ malaise. Literature speaking ofthe Dragon Kings often draws parallels between their relationshipwith the Solar Exalted and the tale of a maturing adultwho watches his parents slip into senility. For most Solars,it’s easier to put the Dragon Kings out of mind and focus onthe future than to watch their decline, unable to help or eventruly understand. Many Solars believe that the Deliberativewill eventually find some way to engage the ancient spiritsof the Dragon Kings with the affairs of Creation once more,but few work hard toward that day.There exists a subculture of the most bitter, angry andnihilistic Dragon Kings. They seek purpose in worship of godsof decay and ruins, whom they believe represent the stateof their culture. Such cults are ever renewing, for althoughthe rest of Dragon King society and the peacekeeping forcesof the Deliberative hunt them down and wipe them out,the Dragon Kings who belong reincarnate, seldom givingup membership from l<strong>if</strong>e to l<strong>if</strong>e. Most Solars don’t have theheart to prevent these souls’ reincarnations, and the sauriansare protected in any case by the set of laws known as theEmerald Accord.MOUNTAIN FOLKThe People of Adamant are no more.In the wake of the Great Geas that Autochthon laid onhis Jadeborn at the Unconquered Sun’s behest—which theUnconquered Sun issued by the demand of his Chosen—theonce People of Adamant have become the People of theMountain. They are now roughly hewn out of rock; theirgenius dimmed, their loyalty enforced.The Mountain Folk are not well treated. They remindthe Exalted of the political compromise and uncertaintythat marked the founding of the Deliberative, a decisionmany Solars still insist was a mistake. The Mountain Folkare a <strong>br</strong>oken people, sullen and humiliated. They invitescorn and abuse, and they must serve regardless, seeking noretaliation. They’re enslaved and can’t even make pretenseof otherwise.Now, they live inside Meru and dig their endlessmines. They give tribute to the Deliberative in soldiers andmagical materials, and the Exalted rationalize reasons fortheir imprisonment, convincing themselves the People ofthe Mountain are subhuman and deserving of their fate.How could the Exalted live with themselves <strong>if</strong> they wereconvinced otherwise?THE PELAGIALSA mysterious race living beneath the Western Ocean, thepelagials seem to be a remnant of humanity that Autochthonsaved from extinction following the sinking of their island-kingdom in She Who Lives In Her Name’s counterattack.The pelagials are currently the darlings of the Deliberative’seye, a prehistoric remnant society preserved by the departedGreat Maker.THE TERRESTRIAL BUREAUCRACYThe Terrestrial Bureaucracy is under the command of theSolar Exalted. As denizens of the world, Terrestrial gods andelementals serve the Deliberative, a fact the UnconqueredSun has made crystal clear.The little gods of Creation are not to be seen. The littlegods of Creation are not to be heard. They monitor theirdomains for irregularities, and when they find such, theyrelay news to the local Solar Prince.Or so it used to be. In an effort to <strong>br</strong>oaden their smallsocial circles, the Exalted have gradually gotten to knowCreation’s gods. Although Exalted longevity is fundamentallydissimilar to divine immortality, the Exalted neverthelessshare much in common with Creation’s gods. The restrictionson gods fraternizing with Creation’s denizens have loosenedin the 3,000 years since Queen Merela’s coronation. ManyExalted now have divine peers and paramours.Jealous of the social lives of those gods near to the Exalted,many gods in places the Exalted don’t frequent have begunsmall cults among Creation’s mortal peoples, in the hope ofattracting both fame and attention. This tactic frequentlydoesn’t succeed, so tiny cults are not rare at all.Elementals work. They always work. Elementals dothe grunt work of maintaining Creation as they alwayshave, toiling alongside mortal thaumaturges to maintainCreation’s infrastructure. Naturally material, elementalsmake their homes in the same state of existence as Exaltand mortal.Currently, the elementals of Creation rejoice, for thelesser elemental dragon of fire Cselenine finished her bookon the equitable treatment of elementals 20 years ago, andExalted sorcerers are already taking the new summoningtechniques to heart.THE LIVES OF THE CHOSENThe Exalted rule the Age of Splendor, each carrying outa role assigned by Heaven. Lowliest and most numerous arethe Dragon-Blooded; highest are the Solars. The Siderealsadvise, and the Lunars protect.THE DRAGON-BLOODEDJust over a million Dragon-Blooded live in the Era ofDreams, serving as intermediaries between the mortal andthe divine. As the weakest Exalted and the most numerous,the Dragon-Blooded are the faces of the Chosen amongmortals. The Celestial Exalted trust the Dragon-Blooded assoldiers, technicians and civil administrators tasked with theday-to-day affairs of ruling Creation.Dragon-Blooded occupy almost all the world’s topleveladministrative positions, where they make use of their33


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER ONE: LIFE IN THE HIGH FIRST AGEprodigious talents to carry out the operations of societyso that the Celestial Exalted can turn their attentionstoward less tedious activities. Dragon-Blooded detectivesinvestigate crimes mortal authorities cannot solve. Dragon-Blooded bureaucrats make sure cities and principalitiesmeet their budgets. Dragon-Blooded sorcerer-techniciansrun the world’s factory-cathedrals. Although Creation’sarmies are largely mortal now, the Dragon-Blooded serveas the officers and the bulk of elite troops.THE GENTESOnce, each Terrestrial Exalt counted herself as a memberof one of 300 Gentes, families of Terrestrial Exalts eachpledged to a single Solar.That time has passed. Many Gentes were crippled duringthe Thousand Struggles Era and merged with strongerGentes to ensure their survival. Many more were split orchanged alliances. In the chaos of the Thousand Strugglesand the relative freedom of the Second Deliberative Era,Dragon-Bloods have founded new Gentes to replace thefallen. The Ten Thousand Dragons (a formal term, referringto the original 10,000 Dragon-Blooded created duringprehistory) now count themselves members of 593 separateGentes, the latest founded no more than six years ago. ThoseSolars who survive from the Primordial War still each commandtheir Gentes, but most of the other Terrestrial familieshave <strong>br</strong>oken off.Even Gentes that still take pride in service to youngerSolars possess vast independence. Often, a family of Dragon-Bloods that claims allegiance to a recently incarnated Solarhas far greater resources and experience than the Solar, and“serves” in name only, its members occasionally acting asadvisors to the point of effectively controlling the Solarthey nominally serve.GENS IZAIza Ifurita founded Creation’s youngest Gens at thebehest of Mercury, the Maiden of Journeys, who bade her tobegin gathering dispossessed soldiers for some future purpose.Mercury appeared to Ifurita in a dream and bade her <strong>br</strong>eakfrom her parent house, Gens Yashook. Yashook has long beena devout house and, once its Solar master ver<strong>if</strong>ied the dream’ssender through his connections in Yu-Shan, provided Iza withan estate and funds. Since then, Iza has <strong>br</strong>oken off contactwith her old Gens entirely and now recruits soldiers fromdefunct warrior societies. What she hasn’t told her Yashookrelatives is the purpose Mercury assigned to her. Once she’sgathered together a large enough force and sufficient travelcraft, she plans to leave Creation for the Wyld. She hopes hernew family will return to Creation one day, but she knowsshe won’t live to see their return herself.GENS KIRIGASUAn older merchant house, and one of the first to gainindependence, Kirigasu previously pledged itself to RosePetal Tea. Once dedicated to military pursuits, Kirigasu putdown its arms following Rose Petal Tea’s death during thefirst third of the Thousand Struggle Era. The Gens refusedto serve his reincarnation, and its Dragon-Bloods dedicatedthemselves to maintaining the Order Conferring TradePattern even in the face of the Thousand Struggles. Theirexample, abandoning duty to their Solar lord in favor of agreater duty to mortal society and Creation’s integrity, createdthe precedent under which many other Gentes found independence.Today, they’re rich and influential, with interestsin many of Creation’s most important economic societies,but are occasionally targeted for harassment by young Solarswho are angry about not having Gentes of their own.THE SOLAR EXALTEDThe Solars lead every field of endeavor in Creation (savearguably martial arts) and are unparalleled warriors, athletes,strategists, poets, sculptors, diplomats, priests, engineers,theoreticians, sorcerers, necromancers, economists andperformers. The Solars define the Era of Dreams as they’vedefined every era since prehistory’s end.Currently, the Solars are divided along generational lines.Foremost amongst the Solars are those who still rememberthe Primordial War, Queen Merela most notably. OtherPrimordial War survivors include Bright Shattered Ice andGold-Shadowed Arrow. The survivors are some of the mostpowerful beings in Creation, and they spend almost all theirtime engaged in private pursuits, voicing their concerns onlywhen some action of another Exalt would interfere with theirdesires. The impact of the original Solars’ private pursuits isfelt regularly across Creation, however. Merela continues toplan the expansion of the city of Meru, Bright Shattered Icefunds and perfects new technologies, and Gold-ShadowedArrow watches everything in Creation from the center ofhis perfect twin networks of peacekeepers and criminals. Adozen such Solar veterans of the Primordial War survive.Their immediate successors and heirs are those Solarswho incarnated shortly after the Primordial War’s end, whoseprevious lives were extinguished in the fighting. Collectively,the first two generations of Solars are the Golden Hero Vassals,for they date back to the Ochre Fountain Era. As a courtesy,the title of Golden Hero Vassal is bestowed to all survivingSolars of that era including those who never served Merelawhile she was the Ochre Fountain’s Queen.Beyond the Golden Hero Vassals come the generations ofSolar survivors who reincarnated following the Meru War andthe Aftershock War. The “generation” of Thousand Strugglessurvivors is no single generation. The second-youngest generationof Solars did not live through the Time of CascadingYears. Certain savants suggest that those who’ve reincarnatedfollowing Operation Wyldhand should be counted as thenewest ident<strong>if</strong>iable generation. Some even go so far as tosuggest the division between the Second Deliberative Eraand the Era of Dreams is false, and count the time betweenthe Time of Cascading Years and Operation Wyldhand asa single era, now passed. What the era following Wyldhandshould be called is an unsettled issue.34


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE LIVES OF THE CHOSENWhile all the Exalted are Princes of the Earth, theDeliberative considers the title “Prince” to apply only tothose Solars who rule principalities and tributaries. Theactual mechanics of rulership usually fall to a principality’sDragon-Blooded prefect, who oversees the day-to-day activityamong the principality’s administrators. A Solar Princehas much latitude, however, in deciding her principality’soverall direction.In practice, the Viziers and the Watchers overlap heavily,and most Sidereals perform both jobs.Like the Lunars of the Silver Pact, the Keepers of theLoom wonder how much their wills are their own. Unlike theLunars, however, the Sidereals know exactly how importantthey are to Creation’s continued existence. They are theagents of Heaven in Creation and the primary coordinatorsTHE LUNAR EXALTEDEven the Lunar Exalted themselvesaren’t sure how much autonomy theyactually have.The Exalted live long lives. MarriedSolar/Lunar pairs often go years or evendecades between meeting each other. Nooaths mandate that the Lunars spend timein Meru, and given their limited influencein the Deliberative, many elect to remainin their home territories while their spouseslive in the White City. Furthermore, whileit was once common for a Lunar whoseSolar mate had died to commit suicide sothe pair could begin new lives together,that practice fell out of favor during theThousand Struggles Era. Today, elderLunars are just as commonly married toyounger Solars as the other way around. Anelder Lunar can exercise much power overa younger Solar mate. Yet the supernaturalcharisma of the Solars is unparalleled. Theperfect Solar influence would be invisible,as Lunar metaphysicians are well aware.Among themselves, the Lunars organizeinto the so-called Lunar Society,also occasionally called the Silver Pact.Most Lunars serve the interest of theirmates, watching over territories, actingas majordomos and occasionally liaisingwith the Dragon-Blooded prefects in caseswhere a Solar doesn’t wish to bother withthe details of Creation’s Dragon-Bloodedbureaucracy. They otherwise participate insocieties of interest and pass their time ina world largely devoid of an obvious needfor their presence.THE SIDEREAL EXALTEDThe Sidereals ostensibly organizethemselves into three groups: the GloriousViziers, who advise the Deliberative, theSagacious Watchers Upon the Thresholdof Reality, who look for the disruptions infate, and the Keepers of the Loom, 15 elderSidereals who guide the other two groups.35


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER ONE: LIFE IN THE HIGH FIRST AGETHE EXALTED LIFE SPANWithout anagathic assistance, Dragon-Bloods live anywhere from two to five centuries. Those with a particularlystrong grasp of Essence can live longer, up to perhaps six. The oldest surviving Dragon-Blood as of Year 3516,Saibok Gauto (see Lords of Creation, pp. 156-158) is a survivor of the Primordial War, but he’s unique, and noone’s really sure why his body refuses to give in to the ravages of age. Twilight savants theorize it has to do with hisextraordinary connection to his elemental aspect. With the assistance of anagathics developed during the ThousandStruggle Era, Dragon-Blooded can expect to live for six to eight centuries, or up to a millennium <strong>if</strong> their grasp ofEssence is profound.Celestial Exalted such as Solars and Lunars naturally live for 2,000 to 3,000 years. The Solars have developeda Charm called Extended L<strong>if</strong>e Prana to extend their l<strong>if</strong>e span past that. Motic experts extrapolate an expected l<strong>if</strong>espan of 5,000 to 7,000 years and are already at work formulating another Charm to extend their l<strong>if</strong>e spans further,perhaps to immortality. The Lunars have had no success creating a duplicate of Extended L<strong>if</strong>e Prana, but theyhave created Charms to allow a sort of hibernation, during which time they don’t age. In addition to l<strong>if</strong>e-extensionCharms, Celestial Exalted who use anagathic drugs, surgeries or other techniques can live up to six millennia. Savantsaren’t sure how long someone with both Extended L<strong>if</strong>e Prana and anagathic treatments might live, but thecommon estimate is 10,000 years.Sidereals live from 3,000 to 5,000 years and can’t extend their lives by any art<strong>if</strong>icial means.This doesn’t paint a complete picture. Very few Exalted die of old age.Most Solar Exalted during the Era of Dreams are 750 to 1,000 years old. No more than a dozen Solars who rememberthe Primordial War survive, and no more than 50 survive who recall the time before the Thousand StruggleEra (and approximately two dozen of those have withdrawn entirely from Deliberative society at this point). MostCelestial Exalted have reincarnated anywhere from five to eight times between the Primordial War and the Eraof Dreams, and the average Sidereal has lived only one fewer l<strong>if</strong>e than the average Solar or Lunar. The Exaltedlose their lives to feuds, experiments, wars, accidents (though they’re loath to admit it) and, in a few cases, simpleboredom and a desire to begin anew.of Deliberative intelligence. Many quietly consider themselvesthe world’s secret rulers when they’re not ponderingwhether they’d even realize <strong>if</strong> the Solars were controllingthem utterly or not.YU-SHANMuch of Yu-Shan functions under Exalted guidance.Over time, the Deliberative has successfully argued again andagain that, since the Exalted rule Creation, those functions ofHeaven that concern Creation should fall under their swayas well. The Bureaus of Seasons and Humanity work closelywith the Exalted to make sure that the destiny of humanityis to the liking of the Solars. The Bureau of Nature is largelyindependent but has few actual duties. The Bureau of Destinyfunctions under the guidance of the Five Maidens and withthe Sidereal Exalted as agents.The Bureau of Heaven remains largely free from Deliberativeinfluence. Lytek, the God of Exaltation, rules the Bureauof Heaven with a firm hand, and one of the many ways theExalted honor him is by staying out of his business. Still,Lytek often works closely with Exalted in whom he takes aninterest, inviting them to aide him (or at least witness him)in his governance of Heaven. He’s most fond of the Solars,but he treasures most the company of the Sidereals, who workwith him in Yu-Shan and whom he sees the most. He finds itregrettable that so much of their time is taken up in serviceto the Bureau of Destiny.SOCIETIES“Society” is a <strong>br</strong>oad term used to describe groups of likemindedExalted gathered for mutual assistance in focusingpower toward the pursuit of an end, be it economic dominance,accumulation of knowledge, the spiritual advancement of itsmembership or anything else. Societies aren’t circles. Circlesare the remnants of great oaths sworn between like Exaltsduring the Primordial War. Societies often comprise Exaltsof all sorts, including Dragon-Blooded. Many societies existacross multiple principalities, holding interests even in landsruled by none of their Solar constituents. Some societies existas entities apart from their membership, lasting even afterall their founding members have died, with control passing,not to the founders’ reincarnations, but to the societies’greater shareholders.The Accord of Broken Ribbons doesn’t governinter-society conflict. Officially, martial conflict betweenpan-principality societies is forbidden under Deliberativelaw, lest it touch off larger hostilities. This rule hasn’t successfullyprevented covert violence, though. And since the36


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE LIVES OF THE CHOSENmost successful societies count Solar Exalts among theirmembers, the Deliberative has historically turned a blindeye to all but the most blatant acts of inter-society espionageand sabotage. Smaller societies with less influence in theDeliberative must be more careful.The following divisions are for convenience only, andaren’t absolute. Many societies in the Era of Dreams <strong>br</strong>idgethe gap between economy and art, and almost all economicsocieties have secret components.ECONOMIC SOCIETIESThe largest societies are financial in nature, grantedregional monopolies by the Deliberative for the distributionof inter-principality currencies. Others are mercantile,managing the distribution of goods, services and forms ofentertainment. Many financial and mercantile societiesmake their shares available for purchase by the public. Manyeven allow mortals to purchase lesser public shares, whichoffer dividend payments but don’t often allow a say in howthe society’s greater shareholders run things. Celestial Exaltsoften encourage mortals to purchase lesser shares in publiclytraded Celestial-run societies as a way of being spirituallycloser to the world’s rulers. A few economic societies areprivately owned. They lack the financial resources of publiclytraded societies, but the increased secrecy and central controlprovide compensatory advantages.Most economic societies possess security divisions, butthe largest possess veritable private armies, some availablefor hire by Solar Princes. Financial societies back legal wars,and even instigate them covertly. Many small wars betweenprincipalities have been expressions of disagreement betweentwo societies, as the societies pressure neighboringprincipalities into declaring legal war, offering mercenarysoldiers at a discount.The Sunflower Banking Society is Creation’s secondlargest independent bank. Founded in Year 2015, near theend of the Snow period during the Thousand StrugglesEra, the Sunflower Banking Society is privately owned anddistributes no shares. Many blame Sunflower Banking forproviding the financial incentives leading to the end of theSnow period cease fire and the beginning of renewed hostilitiesin the subsequent Crimson period (though savants argue theSunflower arms-distribution network was but one of manyfactors). After the temporal cascade, in which three of thesociety’s five directors died, Sunflower Banking reinvented itspublic image and spent most of the Second Deliberative Erain cooperation with the Deliberative’s Bank of the Treasuryreestablishing the Order Conferring Trade Pattern. SunflowerBanking could afford to do so thanks to the fabulous wealthit earned in the conflicts during the historical periods priorto the cascading years.Sunflower Banking’s private army, the Teeth of theSunflower, is the stuff of legend. The Sunflower BankingSociety’s greatest rival is the publicly traded Bank of Daana’d,Creation’s largest independent bank.Devoted to the distribution of entertainment, the ShelteredVale Group consisted of a troupe of storytellers anddramatists who saw great opportunity in the activation of IAM. Since Year 3208, the group has composed stories for IAM to read to Creation’s mortals, on the condition that thosemortals pay an obol each time one of the stories is read. Thegroup has grown fabulously wealthy since that time, and nowmarkets <strong>br</strong>anded articles of clothing and beaut<strong>if</strong>ul writtenversions of its most famous stories. The society is currentlyinvestigating creating a type of story to take advantage of IAM’s new visual transmission protocols.Sheltered Vale damaged the Order Conferring TradePattern in 3305, when The Mark of Zan, one of the storiesit released, so enraptured Creation’s populace that mortalsbecame addicted, spending ever-increasing amounts of jadeto listen again and again. Under Deliberative <strong>order</strong>, ShelteredVale halted distribution of the narrative and paid forthe funerals of all 20,000 mortals who died when the Swordof Creation scoured away the resulting Fair Folk incursion.By Deliberative <strong>order</strong>, Sheltered Vale must contribute a fineevery year to help pay for the task force that even now huntsdown and seeks to remove from mortal hands all remainingcopies of The Mark of Zan.The Distant Vistas Travel Society is dedicated toproviding cheap travel to all Creation’s populace. In pressreleases, it describes itself as very old, dating back to the FirstDeliberative Era. While a society of Lunars called DistantVistas existed during that time, however, the Distant Vistasof today cannot claim any continuity with that august andlegendary <strong>order</strong>. Distant Vistas possesses controlling interestsin many smaller travel societies and serves primarily to makesure they synchronize operations to keep the price of travellow enough that mortals can afford it.In the recent past, agents of the so-called Copper Webhave infiltrated Distant Vistas and related travel societieswith the eventual goal of co-opting or dismantling them.Travel societies serve to keep Creation’s edges stable, bymaking sure that Wyld-shaped reality interacts on a regularbasis with Creation’s core in a manner more personablethan trade. The Copper Web wishes to provoke thedevelopment of techniques that will allow Wyld-shapedreality to remain stable yet separate from the influence ofnatural Creation indefinitely, and a few of its membersbelieve forcing a crisis will provide incentives for thosetechniques’ development. All Distant Vistas knows is thatits financial stability is suffering from an unusually denseconflux of unfortunate coincidences.ARTISTS’ SOCIETIESWhile the most powerful societies are economic in nature,so-called “artists’ societies” outnumber economic societiesby <strong>order</strong>s of magnitude. Most artists’ societies are simplegroupings of individuals dedicated to pursuit of a commoninterest, and many Celestial Exalted belong to dozens ofartists’ societies at once and hundreds over their l<strong>if</strong>etimes.37


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER ONE: LIFE IN THE HIGH FIRST AGECreation’s denizens define artists’ societies after Rose PetalTea’s assertion that Exalts must be artists in all their pursuits.Even mortals sometimes group themselves into “artists’societies” now, as I AM serves to promote communicationbetween anyone with like interests.Few artists’ societies possess literal armies, but fewExalts are unskilled at combat. Many societies with Exaltedmembership are able and willing to debate philosophy andaesthetics at daiklave’s point. That artist’s societies don’tfield armies just means the Deliberative is less likely to takenotice of their shadow wars.The Violet Creation Protocol Society, or VCPS, is agroup of sorcerer-technicians seeking to create a thinkingautomaton of I AM’s stability using variants of the originalmultiple-iteration technique. They believe that I AM, thoughfully mapped, is the product of a revolutionary technique ofcrafting cognitive automata that could require another 1,000years of polish. They would much prefer to perfect traditionalthinking automaton techniques than abandon over 1,000years of evolutionary advancements in their field.While studying I AM’s transmission network, ShinAruta, a Lunar researcher for the VCPS, recently discoveredan equation suggesting that I AM’s transmission networkmight be capable of accepting one or more uploaded humansoul-pairs (both hun and po), with enough transfer accuracyto maintain the soul-pair’s memories. She’s unsure of whereto pass this information. She believes her superiors in theVCPS would be displeased to find that her attention wasdirected toward I AM’s network architecture and not atmore traditional research methods.A society of painters, the Wave Lattice promotes thestyle of painting for which it was named. (The painter holdsa <strong>br</strong>ush of fine horse hair between the third and fourth fingersof the left hand and paints with pigment made only fromthe Utarimanshin Ascendant method of Wyld-shaping, mixedwith four parts distilled water for every three parts pigment.)The society’s membership believes the Wave Lattice methodof painting is superior to all others for purposes of paintingimages of waves. This society recently won a shadow war withthe rival Shale Brotherhood, which promoted a variant usingUtarimanshin Descending pigment. Wave Lattice had all theDragon-Blooded of the Shale Brotherhood assassinated and iscurrently attempting to gain access to the divine paperworkrevealing which infants the Shale Brotherhood souls werereincarnated into.A charitable society, the Children of Sextes Jylis seeksto provide medical aid to mortal civilians in war zones andin tributaries whose rulers would rather divert resources elsewhere.Founded in the early Second Deliberative Era, mostof the society’s members are Wood Aspect Dragon-Bloods.Other Exalts with an aptitude for healing and/or bureaucracyclaim membership as well.The Children of Sextes Jylis are out of favor with theDeliberative at the moment, due to the society’s oppositionto Operation Wyldhand. Now, in protest, the Solar wholeads the society has vowed to withhold aid from anyoneadversely affected by the operation.SECRET SOCIETIESMost Exalts have agendas they wish to remain hidden.These agendas often require the aid of other Exalts to carryout. A secret society can be anything from a hidden fraternityof like-minded Exalted who reminisce on importantanniversaries to a gang of hard-bitten thieves and murdererswho seek to organize their crime.Four Solars, two Lunars and three Sidereals band togetherin a secret society dedicated to mourning the passingof Sweet Citrus Crimson, a Fair Folk noble. Sweet CitrusCrimson was an anarchist who sought to destroy the Deliberativeand replace it with an altogether more chaotic formof government that he called aeiga, the spec<strong>if</strong>ics of whichhe never fully articulated. The nine Celestial Exalts whocompose the Sweet Citrus Crimson Memorial Society wereSweet Citrus Crimson’s executors, and he died so beaut<strong>if</strong>ullythat they all fell in love with him. Each now strives tomake sure Creation never forgets Sweet Citrus Crimson’sl<strong>if</strong>e or death. One member belongs to the Sheltered ValeGroup and inserts subtle references to the raksha in thestories he writes. Another sits on the board of directors forthe Bank of Daana’d, encoding Crimson’s name and faceinto the strings of numbers the bank weaves into the OrderConferring Trade Pattern. Every member of the Sweet CitrusCrimson Memorial Society infiltrates some other famous orvital society. The group’s ultimate goal is to find a way to<strong>br</strong>ing him back to l<strong>if</strong>e (or reproduce him), so they may killhim and witness his death again. They remain undauntedby the impossibility of this task deters, and they’re nowexperimenting with bound unshaped raksha and the newprotoshinmaic vortex technology.Because the society infiltrates so many others, andbecause its members share information freely among eachother and keep no track of favors owed between them,each member is known separately in certain other societiesfor possessing far-reaching contacts and the ability to getthings done in unorthodox ways. A few Exalts know of thesociety’s existence as a whole, but none know its purpose,and its members are highly sought for their connections.Gold-Shadowed Arrow would not look kindly on the society’sexistence, as its members were supposed to strike the rakshafrom all histories after they killed him.An open secret, the Black Bandana is a go-betweenorganization connecting many competing martial arts societies.Through the Black Bandana, the Martial Arts Worldorganizes its wars to minimize civilian casualties. BlackBandana members are all experts at concealing their identity,and the convergence of martial arts and anonymity explainswhy most members of the Black Bandana are Sidereals. TheBlack Bandana’s usual method of operation is to find twomartial arts societies with escalating hostilities and infiltrateboth sides in the guise of mortal acolytes. The Black Bandana38


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE LIVES OF THE CHOSENagents then speak to the leaders of each society and attemptto negotiate some venue in which the societies can fight inprivate, usually in isolated areas where any devastation ofthe landscape won’t be a concern.The Black Bandana cannot afford to compromise itsneutrality, so its members must never move overtly against anymartial arts society, not even those whose methods or goalsdisgust them. Black Bandana agents often turn a blind eye (oreven cover up) the worst crimes of such societies. Even in theirpositions as agents of the Bureau of Destiny, they cannot <strong>br</strong>ingthe wrath of Heaven down on criminals without demonstratinga fundamental conflict of interest. Most Black Bandana agentsrationalize these acts, but a few have grown so disillusionedthey now seek to eliminate the Black Bandana society to makeroom for a more just alternative. It remains to be seen whatsort of chaos conflicts between martial arts societies wouldcause without the Black Bandana mediating.The Eighth Severance is a society of Dragon-Bloodedassassins. Small, and currently small-time, the Eight Severanceis available on the cheap but cannot hope to accomplish themore impressive assassinations of peer societies such as theRed Pupil. Its members hire themselves out to even smallersocieties and private operators, and have seen some successas a weapon in various short shadow wars. Their one advantageis Kai Winter, their Sidereal patron, who manipulatesHeaven’s records to keep the group hidden. When Kai meetswith the Severance leadership, he claims to have a granddestined purpose in mind for the society. In truth, though,he’s just in it because he enjoys the illicit feel of getting awaywith something.PURSUITSAlong with and aside from their assigned roles, theExalted pursue whatever topics interest them. The Chosenof the Gods have shaped Creation into their playground,where anything that catches their attention is theirs for thetaking, be it knowledge, self-perfection or rivalry.WYLD-SHAPINGSince the time of the Unfurling Horizon Era, the Exaltedhave worked to expand the b<strong>order</strong>s of Creation. Early attemptswere limited by the need for the Solars’ direct involvement,but with advances in magitechnology, that is no longer true.Now ships fitted with great shaping engines journey intothe Wyld from the edges of Creation, crystallizing the stuffof chaos into new lands custom built for new habitation.Solars can raise whole communities, people and all, fromthe Wyld, but it is more common to import folk from otherpoints in Creation to populate such areas, as their connectionsto people elsewhere in the world help to cement thenew lands’ reality. In fact, it’s a fairly common practice forSidereals to use Neighborhood Relocation Scheme to dragentire prefa<strong>br</strong>icated communities into newly created lands,which serves to bulwark their stability until the effects ofthe Order Conferring Trade Pattern permanently tie theminto the fa<strong>br</strong>ic of Creation. Such Wyld-shaped communitiesoften offer the chance for young Exalts to grow into theirpower by birthing new principalities for them to rule, protectand administrate.SORCERYThe Era of Dreams is the time when the art of sorceryreached its apex. Whether it is the use of sorcery properor the application of sorcerous principles toward otherendeavors, such as manse construction or the manufactureof art<strong>if</strong>acts, the practice of the magical arts is a part of thefa<strong>br</strong>ic of everyday l<strong>if</strong>e for the Chosen. During this period,nearly all Celestial Exalts more than a century or two oldhave mastered Emerald Circle Sorcery, and many that agehave at least dabbled with Sapphire Circle Sorcery. Evenamong the Dragon-Blooded, sorcery is a commonly taughtskill, with the elders of the various Gentes teaching thebasics to those younger Terrestrials who show an aptitudein <strong>order</strong> to better their prospects for advancement in theDeliberative government.The ubiquity of sorcery has a great deal to do with thenumber of sorcerous schools operating throughout Creation,from the Academy of Divine Enlightenment in the WhiteCity to the Divine School Devonian in Sperimin to Hollow’sFertile Ground Academy to any of the myriad academiesthat dot Scholars’ Court Principality. Also, a number ofelder Exalts privately tutor younger favorites in the ways ofEssence mastery.Sorcery is solely the domain of the Exalted in the Age ofSplendor. Others may have the ability to learn its techniques,but the Deliberative has made it a capital offense to do so.Sorcery is too dangerous a discipline for the un-Exalted towield, it’s argued, capable as it is of great destruction. It wasa g<strong>if</strong>t given to the Exalted themselves, and only they arecapable of using it with the necessary wisdom.NECROMANCYThe magic of death is a young art, <strong>br</strong>ought outof the Underworld less than two centuries ago bya circle of Exalts still anonymous. Yet already, theDeliberative knows of the art of necromancy, andalready, the instructors at Sperimin teach it to selectstudents. Many Exalted savants are excited at theprospect of a new field of endeavor, but others worryabout its source and the continued secrecy of thosebehind its discovery.Learning necromancy is arduous labor. Would-bestudents must journey to the restricted Darkmist Isleshadowland and, from there, through the Underworldto a Labyrinth entrance to expose themselves to theWhispers of the Void.39


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER ONE: LIFE IN THE HIGH FIRST AGETHE MARTIAL ARTS WORLDA subculture of sorts, the Martial Arts World is a circuitof gatherings and tournaments where supernatural martialartists practice and display their abilities. Savants havelong been aware of the oddity of martial arts magic, one ofthose few areas where the Solars can compete but are notthe undisputed masters. Many martial arts devotees insistsupernatural martial arts are the purest expression of disciplinedEssence use, open to all—even enlightened mortals.Many devote their whole lives to perfecting themselvesthrough its pursuit.WARThe Exalted were forged for war, and they are its undisputedmasters. Although the Era of Dreams is a time ofpeace, the Chosen of the Gods maintain their fighting prowessonly through battle. Laying aside their arms nearly lost theExalted Creation to its enemies in the Dissolution Invasionand the Aftershock War, and the Thousand Struggles Eraproved why preparation for battle remains important to theExalted even lacking outside enemies.The current time of peace would seem to limit theoptions for armed conflict, but there are foes aplentyfor Exalts looking for a fight. Most often, such foes areother Exalted. Although the Accord of Broken Ribbonsguarantees that any assault on a prefecture of one SolarPrince will be answered by the might of the Army of theDeliberative, in point of fact, shadow wars are constantlyfought via intermediaries with the Exalted instigatorshidden behind layers of plausible deniability. And theBroken Ribbons Accord in no way prevents wars beingwaged against Realm tributaries. Of course, since manyof the tributaries are ruled by ancient Exalts of extremepower, some of them Golden Hero Vassals, it behoovesany Exalt to fully consider the ram<strong>if</strong>ications of instigatingsuch a conflict. It’s also important for the Solar Exaltedto remember they are required to spend two out of everyfive years in Meru—time during which one’s enemies canoften move unanswered. As a result, conflicts between thePrinces of the Earth tend to be short, <strong>br</strong>utal affairs.One external foe that does concern the Exalted is theFair Folk. Ever since the Dissolution Invasion, the Fair Folkhave been the most constant threat to Exalted hegemonyover Creation. In fact, Operation Wyldhand, conducted amere 25 years gone, was conducted to simulate the effectsof a widespread Fair Folk <strong>br</strong>eakthrough and subsequentstatic reality failure. It was also the largest armed conflictof Exalted since the Thousand Struggles Era, an exhilaratingexercise of the Army of the Deliberative’s unfetteredmight that left millions dead and the landscape scarred.Considered a rousing success by some of the most powerfuland belligerent Exalts in the Deliberative, it may wellprove to have only whetted the appetite for conflict for40


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE LIVES OF THE CHOSENTHE SOLAR DELIBERATIVEthese warriors in this time of peace and lead to renewedhostilities against the courts of the raksha.Considered a secondary threat to the Realm (<strong>if</strong> that)are the few survivors of the Primordial servitor races andthe forbidden gods who sided with their creators in the PrimordialWar. Most of the fallen servants of the Primordialshave hidden themselves in the depths of the earth to avoidthe gaze of the Unconquered Sun and the attention of hisChosen. There, these Dark<strong>br</strong>oods have become em<strong>br</strong>oiled inseemingly endless conflict with the Mountain Folk. Giventheir lack of organization and their base of operations deepwithin the earth, beyond even where the people of theearth usually mine, they pose no real threat to the Realm.As for the forbidden gods, the official position of Heavenis that all of them were hunted down and eliminated in theyears after the close of the Primordial War. The Chosenof the Maidens remain unconvinced, however, especiallysince several of these supposedly dead gods turned up tofight and die in the final battle of the Aftershock War.Although none have been seen since, that doesn’t meanthey aren’t still out there, plotting the overthrow of theExalted and the gods of Yu-Shan and the return of theirmasters. Like the servitor race survivors, these beings areviewed as fugitives from justice rather than an actual threat.One Primordial is still unaccounted for, however. Were itto gather these beings and offer them direction, there mightwell be a repeat of the Aftershock War in the offing—thistime with a lot fewer Golden Hero Vassal veterans familiarin the ways of Primordial warfare fighting on the side ofthe Deliberative.SAFARIThe age of exploration is long passed. The Exalted havemapped and charted to the edge of Creation and beyond.There are no more frontiers. Enigmas remain, such as theSea of Mind, but even they are known enigmas. Exalts whowant a change of geography can’t explore anymore.They take exotic vacations instead. The most populardestinations include:MALFEASMalfeas is the prison of the defeated enemies of theExalted and the source for much of its occult slave labor.As such, it is a favorite safari destination for the Exalted.The eldest Exalts travel often to Malfeas to gloat over thestate of their fallen foes and reminisce about times long past.Sorcerers of all stripes can observe prospective demon slavesin their natural habitats, while art<strong>if</strong>icers may gather all sortsof unique materials for inclusion in art<strong>if</strong>acts. Young Exalts,on the other hand, sometimes come to see what all the fussover the long-defeated Primordials is all about. Most areunimpressed by what they find.THE UNDERWORLDSince the larger shadowland of Darkmist Isle has beenmade off limits by <strong>order</strong> of the Deliberative, most expeditionslaunch into the Underworld from a small BlessedIsle shadowland watched over by a specially <strong>br</strong>ed <strong>order</strong> ofDragon-Blooded monk-necromancers. Each safari’s itineraryis d<strong>if</strong>ferent. Some tour the Underworld capital of Stygia, otherssail the bleak but morbidly romantic Sea of Shadows, whilestill others travel to the Labyrinth to mine for soulsteel to beused as art<strong>if</strong>act components or to hunt plasmic monstrositiesthat are unlike anything in Creation.THE WYLDSafaris into the chaotic Wyld are the by far mostpopular ones among the Exalted. The safari-goers’ vessel,usually a retired Wyld-shaping craft, travels the flows ofunreality surrounded by a sphere of stable reality. There,they can enjoy the beauty and wonder of the Wyld’s depthsfrom a safe remove. Eclipse Castes who attend are allowed todisembark and actually speak with the local raksha. Thoughno two Wyld safaris are ever the same, they are invariablymarvelous, horr<strong>if</strong>ying and exciting.BEHEMOTH EXPEDITIONSThe most recent fad in Exalted safaris, this type takesvacationers to behemoths ranging free in Creation’s wilderness,where they may do what they wish to them: look atthe creatures, hunt them, ride them or whatever else theyplease. The famed Maker of Rubble was recently slain by agroup of Exalted hunters on just such a safari.THE SOLAR DELIBERATIVEThe Deliberative is a tool.Its purpose is to prevent the escalation of disagreementsbetween Solars into vast, Creation-devastating wars. Withtheir personal puissance, their army-rallying powers and theiroccult might, Solar Exalts in open conflict could murder thegods, crack the world, shatter the sky, release the Yozis, killeverything living and kill everything dead. They might evencollapse the Wyld. The Solars were not so potent at history’sdawn, but even then, all who’d watched their rise to powercould chart its likely future course.The Deliberative’s constituents are aware of its truepurpose, but few enjoy discussing or thinking of the Deliberativein those stark terms. Officially, the Deliberative existsto ensure the smooth governance of Creation and the healthand fulfillment of all the world’s peoples. It does do thosethings, but at its core, it’s the medium through which 300former mortals check each other’s power. Although mostSolar Exalted realize it, few dwell on the knowledge thatthey are simultaneously the grandest, most potent championsand protectors of Creation and the most deadly and awfulthreat poised against it.The Deliberative is a well-made tool, forged with openeyes by geniuses during a time of raw conflict. It has failedonce, but the heirs of those same geniuses fixed it, and itworks again. For three millennia, through five eras and wellinto a sixth, the Deliberative has adapted to succeed at itstask. Creation survives. The Solars rule with righteousnessand forethought, for the most part. Threats from without and41


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER ONE: LIFE IN THE HIGH FIRST AGETHE MANY DELIBERATIVESWhen the people of Creation say “the Deliberative,” they usually mean it one of three ways:All of Creation’s governing bodies. In some minds, every government in Creation is “the Deliberative,” savefor the ruling bodies of those rare tributaries that turn against Deliberative principalities. (They never last.) A mortalmight blame “the Deliberative” for rising tax rates even <strong>if</strong> her Prince raised them on his own; even <strong>if</strong> he’s raisedthem further than the laws of the Clear Glass Accord (p. 47) allow. Most mortals don’t concern themselves withthe workings of the highest levels of Creation’s government, and either are unaware of a more spec<strong>if</strong>ic meaning forthe term or don’t care enough to be precise. This is the most common use of the term and also the least accurate.The Solar Deliberators. Every Solar Exalt is a Deliberator. Some who speak of the Deliberative mean, spec<strong>if</strong>ically,the Solars who compose the Deliberative’s decision-making body. Most who use “the Deliberative” to mean“the Solar Exalted” intend to exclude those Solars who rule tributaries. Nevertheless, tributary rulers are still Deliberatorsin name.The bureaucratic apparatus and armed forces of the highest level of Creation’s government. This definitionis the most technically correct. “The Deliberative” refers to the 300 Solar Deliberators (but only in their functionas Deliberators), as well as the bureaucracy that supports them in their duties as Deliberators (not the bureaucraciesof their principalities), most of the governing body of Meru and the Deliberative’s peacekeeping forces (not thearmed forces of the principalities). Savants and politicians most often use this definition, and speak of principalitygovernments as separate entities.Due to historical precedent, “the Army of the Deliberative” traditionally means all the armed forces in Creationunder the command of the Solar or Lunar Exalted, even private armies not otherwise affiliated with the Deliberativeproper. This usage has been common since the Aftershock War, when all such armed forces came together underthe coordination of that era’s Deliberative. It shows no sign of falling out of use, regardless of its inaccuracy.within are contained. This status quo has grown precarious inthe past but always recovered. Even in the aftermath of theTime of Cascading Years, the Deliberative survives and theSolars unite to overcome adversity. Most Deliberators lookforward to another 3,000 years of the same, sure that what hasworked in the past will continue to work. A few worry thatthe peace of the Deliberative will not last, that open conflictbetween the Solar Exalted will ravage Creation once more.Hardly any consider the other Exalted as potential threats.STRUCTUREThe 300 Solar Exalted make up the actual decisionmakingbody of the Deliberative. Their choices chart thefuture course of Creation, and none may gainsay them. TheDeliberators conduct the business of government from theRuling Palace of Meru under the watchful eye of their patrongod. The Lunar and Sidereal Exalted typically attend sessionsof the Deliberative to advise the Lawgivers on mattersthat interest or concern them. Many other luminaries, fromDragon-Bloods to Dragon Kings to gods, often attend aswell, and all have the right to speak before the Deliberative(even mortals). In the end, however, only the votes of theSolar Exalted matter.PARTIESOver the millennia of its existence, a number of partiesrepresenting the political agendas and aspirations of the Lawgivershave arisen. Over time, the power and membership inthese parties has ebbed and flowed, with some (the so-calledCreationists, for example) having merged with other partiesand others (the Deliberatists) having faded away entirely.What follows is a <strong>br</strong>eakdown of the parties as they stand inthe Deliberative currently.THE CAULDRONISTSThe most controversial activists within the last twocenturies, the Cauldronists wish to dismantle Creation.Or so their opponents claim.The Cauldronists propose a radical course of action. Theywish to create a world as free and mutable as those portions ofCreation carved from the Wyld. Using terraforming Charmsand technology, the Exalted have pushed the world’s b<strong>order</strong>sfar outward, designing the resulting land for maximum utility.The geomancy of terraformed land is easily incorporated intogeomantic power grids, the flora and fauna tailored for convenience.Even the landscapes are shaped for human needs.The original areas of Creation have no such utility.They were created by the Primordials and shaped by theelements. The Solars have done much to shape the worldin the time since prehistory’s end, but the Cauldronists seethese efforts as repair on an obsolete structure. They wishto begin anew.So far, Cauldronists have achieved limited successshaping their prefectures to their liking through networks of42


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE SOLAR DELIBERATIVEWyld Revocation manses (see The Books of Sorcery, Vol.III—Oadenol’s Codex, p. 77), but these depend on unalteredunderlying geomancy. To re-terraform Creation directly, theCauldronists wish to begin opening and re-sealing controlledWyld zones throughout Creation’s original geography. Overcenturies, this process could eventually encompass all ofCreation’s original area, with the possible exception of Meruitself. Since deliberately opening a Wyld zone within one’sprefecture is illegal without authorization, the Cauldronistshave yet to begin this process openly, even in lands theycontrol. The law has not stopped a few Cauldronists fromsabotaging their own magical efforts in an effort to createnew areas of Wyld, though.The Cauldronists didn’t propose Operation Wyldhand,but it would not have passed without their unanimous support.They took the opportunity to claim many of the Wyldzones left in the exercise’s wake, and many of those theyhaven’t claimed directly, they secured some control overthrough assignment to reclamation teams. (Doing so wasnot d<strong>if</strong>ficult, considering Cauldronists are preeminent terraformingexperts.)Cauldronists tend to be younger Solars entranced bythe idea of reshaping all of Creation to their will. They alsogarner much support from would-be Wyld-shapers who’vebeen denied territory on Creation’s b<strong>order</strong>, as well as Solarswho are impatient to shape prefectures to their liking butdon’t wish to give up the land and people they already rule.At the core of the movement are several elder Twilightswho fondly remember the height of the Shining ReflectionEra and had positive experiences during the Time ofCascading Years.Their chief opponents are elder Solar survivors of theTime of Cascading Years who had less than positive experiencesduring that time (of whom Her Most LuminousExcellency and Savior of Creation, Her Exalted HighnessMerela is the most prominent). Other staunch opponentsinclude the Creationists and those Solars who believe (andcare) that reformatting Creation would anger Gaia.THE FAITHFULComprising the oldest surviving party in the Deliberative,the one with the most members and the most veteran Exaltsas part of its membership, the Faithful are the moderates ofthe Deliberative. Its members believe it is the Lawgivers’ dutyto care for and run Creation, and they believe that duty isbeing neglected in favor of the pursuit of pleasure, bids forpersonal glory and shortsighted agendas. These Solars carryout their duties with rigor, attention to detail and an eyetoward setting an example for all those who’ve grown laxin their responsibilities to the world.Few young Exalts agree with the Faithful agenda, asit advocates placing limits on their burgeoning power andambition. The party itself has become synonymous with theestablished <strong>order</strong> in the Deliberative. The Faithful opposethe Cauldronists on principle, seeing them as radicals whoTHE COPPER WEBMerela, a Dawn Caste, ruled at the dawn of theAge of Splendor. For the past thousand years, theMost Supreme Hierophant, a Zenith, has ruled theDeliberative in fact <strong>if</strong> not in name. Now, some fewTwilights set the stage for their own ascension to therulership of Creation.These clandestine Copper Spiders would see itdismantled, and Creation too. Putting aside religiousreverence, the Twilights of the Copper Web conspiracywould make the Unconquered Sun proud by surpassinghim. The Unconquered Sun governs a single world. TheCopper Web could take Creation and form a hundredworlds from its components… a thousand.The Copper Web backs the Cauldronists heavily,though many Cauldronists would not support theconspiracy’s goals were they fully aware of the situation.Not every Copper Web conspirator is an openCauldronist, however. Several are publicly membersof d<strong>if</strong>ferent movements, opposing the Cauldronists indeliberately incompetent or counterproductive ways. Afew don’t consider the Cauldronist agenda viable anddon’t involve themselves in these politics at all.would tear down what the Solars are sworn to protect. FewFaithful, especially surviving Golden Hero Vassals, wish totrust the fate of Creation to any single leader, trusting only theDeliberative process to check the ambition of their peers. Thisposition serves to put them at odds with the Unionists.THE MILITANTSMade up mainly of young fire<strong>br</strong>ands, backed by a fewhard-line Dawn Castes who miss the good old days, theMilitants view Creation as a fortress that must be heldagainst its myriad enemies. Those enemies include the Yozis,their spawn, the Dark<strong>br</strong>oods, the Fair Folk, the dead, and(to a lesser degree) the gods, Exalts and men who opposethe party’s agendas. The Militants promote building largerarmies and more powerful weapons to prepare the Realm’sarmed forces for the threats that they’re sure are musteringto assault Creation even now. It was the Militants and theCauldronists together who pushed Operation Wyldhandthrough the Deliberative, but although the Militants viewthe war game as a success, they see the loss of 20 millionmortal lives as an unacceptable outcome. The Militantsbelieve it will require more powerful battlefield weaponryand a larger complement of better armed and trained troopsto avoid a similar outcome in actual combat with Creation’senemies. To that end, party members have been pressuringthe Deliberative to allocate more money to military spending.The Militants hope to engage in an operation similar43


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER ONE: LIFE IN THE HIGH FIRST AGEto Wyldhand once the armed forces have been upgraded totheir satisfaction, perhaps this time against the unleashedforces of Malfeas or the Underworld.The Militants are opposed as radicals by most other partiesin the Deliberative. Even the Cauldronists, who supportedWyldhand for d<strong>if</strong>ferent reasons, got what they wanted outof the project and see no need to repeat it.THE UNIONISTSThe Unionists are less a single un<strong>if</strong>ied party and more aseries of small parties, most with only a handful of members.It is the common belief of these parties that Creation wouldfare better under the leadership of a single Solar ruler, as itdid during the Ochre Fountain Era with Solar Queen Merela.The only two Solars who actually possess more than a handfulof supporters are the aforementioned Merela and the MostSupreme Hierophant.As the Unionist groups have little in common with oneanother except their belief in Creation’s need for a singleruler, they oppose one another in the Deliberative as often asthey oppose non-Unionists. Only Merela and the Hierophantever manage to garner enough support from the Unionistsas a whole to tip votes one way or another.OTHER “PARTIES”Other so-called parties are as much Solars lumped togetherby outsiders based upon their political beliefs as theyare organized groups with their own agendas. The Divisives,for instance, believe in the innate right of the Solar Exaltsto do as they will. Most Divisives rule tributaries, sacr<strong>if</strong>icingtheir voice in the Deliberative for the freedom to do asthey see fit within the confines of their own principalities.A few Divisives are hoary Golden Hero Vassals who canstill influence the processes of the Deliberative through thefavors they’re owed by other Solars. Most, however, are notso mighty, and are content to allow the realm to chart itsown coarse so long as they are left to their own devices.The Fugitives, in contrast, believe that the Deliberativeis both corrupt by its nature and unredeemable. They are,therefore, bowing out of the political process to whateverdegree they can manage. Many of the Fugitives also ruletributaries, where they are free to exercise their moreegalitarian agendas in much the same way as the Divisivesexercise their own.MOVEMENTS, ISSUES AND AGENDASThe Solars use the tool of the Deliberative to advancetheir own plans. Through open discourse, confidential negotiations,trading of votes, <strong>br</strong>ibes and occasional threats, theDeliberative’s power blocs maneuver the grand mechanismof government to shape Creation to their will. Without theDeliberative, they’d use more naked means.Described here are a few of the movements pushedforward in the Deliberative today. Many Solars support twoor more of these agendas.TRIBUTARY OPPOSITIONWhether due to concerns over the treatment of tributarymortals or objection to the economic advantage afforded bythe lessened restrictions under which tributaries operate,a vocal minority of Deliberators seems to want tributariesoutlawed. Some call for tributary Princes to be charged underthe terms of the Clear Glass Accord.Their opponents (most of whom benefit economicallyfrom the tributaries) argue that a more restrictive Deliberative<strong>br</strong>oke in the past. They say the current flexible model,including the opt-out clause the tributary option provides,will be less likely to produce serious wars between ideologicalopponents. Tributary supporters have a point. History textsportray the Deliberative of the Shining Reflection Era asstrat<strong>if</strong>ied. Most agree that Rose Petal Tea’s actions alonewouldn’t have been enough to spark the Thousand StrugglesEra <strong>if</strong> he hadn’t struck in a volatile environment.This issue is effectively dead. The tributaries are unlikelyto go away. Nevertheless, older Solars can often gain politicalcapital among younger Solars by speaking on this topic,promising to make changes that will likely never occur.LEADERSHIP STRUGGLEA constant issue since the time of the First Deliberativeis the question of leadership within the organization. Thereis no official head of the Deliberative, but the Hierophantholds the backing of the majority of the Faithful and of agood majority of Unionists, effectively making any law hewants passed almost a guarantee and anything he stronglyopposes impossible to pass. The only sign<strong>if</strong>icant challengeto his authority over the Deliberative process comes fromSolar Queen Merela, who still possesses sign<strong>if</strong>icant cloutwith the surviving Golden Hero Vassals and a limited vetothat’s a holdover concession from the founding of the FirstDeliberative. Although the Hierophant often plays uponhis leadership of the Church of the Unconquered Sun andhis spiritual closeness to the Incarna to sway votes, mostLawgivers are aware of the esteem in which the UnconqueredSun holds Merela. They know well that it was to her alonethe Unconquered Sun handed over the Crown of Thundersand the Creation-Ruling Mandate. As a result, very few ofthe Solar Queen’s vetoes are overturned.MORE FREEDOM FOR THE DRAGON-BLOODEDThis issue flares up every few decades, and has againrecently. Given the success of the various free Gentes, anumber of Solars (typically young Lawgivers who lack Gentesof their own) have suggested that the Realm would be betterserved <strong>if</strong> the Terrestrial Exalted were all freed from theoaths that bind them to spec<strong>if</strong>ic Solar Exalted. The elderSolars are quick to point out that the Gentes were placedunder Solar control by the Incarnae themselves, and thatto presume to release them from their assigned destinieswould defy the will of Heaven. They also suggest that theyounger Solars act out of a combination of jealousy that44


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE SOLAR DELIBERATIVEthey lack Dragon-Blooded underlings of their own and hopethat their vocal support of the Terrestrial cause will drawsuch Dragon-Bloods to their service (a s<strong>usp</strong>icion that’s notwithout its merits). Regardless, there is little likelihood thatthe current state of affairs will ever change as long as theeldest Solars live, and <strong>if</strong> the history of the free Gentes is anyindication, will likely be rendered moot by their deaths.NECROMANCYA concern of the Deliberative since its secrets werewrested from the tombs of the Neverborn by the Black NadirConcordat, necromancy is considered by some Lawgiversto be a trap lain by the fallen Primordials with which toensnare those who would wield it. They point out how itsenergies are the inverse of those of living Creation, whilethe walking dead monstrosities spawned by its dark powerburn at the touch of the holy Zenith Caste. Advocatesof the practice ask how this is any d<strong>if</strong>ferent from the waydemons summoned by the accepted art of sorcery react tothe glory of the Unconquered Sun reflected by his priests.They also point out how sorcery is capable of devastatingwhole cities or freeing the mightiest souls of the imprisonedYozis from the depths of Malfeas when wielded by the rashand unwise. They argue that neither art is intrinsicallydangerous, only the intent with which either is employedis dangerous.This issue is effectively deadlocked unless evidence ofa definitive corrupting influence can be <strong>br</strong>ought to light.Its mastery offers too great a temptation for jaded Exaltswho thought they’d reached a dead end in their masteryof magic.SOUL RESEARCH RESTRICTIONSIt has always been against Deliberative law to haphazardlyalter or imprison human souls, as the moral just<strong>if</strong>icationfor Celestial callousness with mortal lives rests on the processof reincarnation. The use of souls in experiments hasnever been explicitly banned outright, however, as thereare a number of Golden Hero Vassals who wish to do so.The practice is tightly regulated, however, and accordingto current law, only the souls of terrible criminals may beused in experiments or to power devices that require soulsto operate. (Tributary Princes are the deciding factor as towhat constitutes an offense that allows for such to occur,though.) There has recently been a push in the Deliberativeto lighten these prohibitions, coinciding with the rise inpopularity of the new discipline of necromancy.FREE DEMON OBJECTIONSDemons are alien and <strong>br</strong>oken, but not all of them seemhostile to Creation. The Yozis are not altogether changedfrom what they were, and many possess souls expressingaspects of themselves unrelated to their hatred of the gods,the Exalted and the world.The more eccentric of the Exalted sometimes desirethe companionship of a demon, but don’t wish to see thedemon’s psyche placed under the strain of sorcerous binding.Sometimes an Exalt <strong>br</strong>eaks a demon out of Malfeas and <strong>br</strong>ingsit under his protection. Thereafter, the demon’s freedom iscurtailed only by its patron’s strength and will.In Year 2730, the Deliberative rat<strong>if</strong>ied the Treaty ofLimbs, which grants these “free” demons certain protectionsunder Creation-wide law. If a Solar patron registersa demon’s identity with the Ministry of Malfean Liaison,and a rival sorcerer subsequently summons and enslavesthat demon, the patron may make limited war against thesorcerer without violating the Accord of Broken Ribbons.This protection becomes null and void <strong>if</strong> the patron issubsequently judged guilty of infernalism, in which casethe demon is usually hunted down and put to death byGhost-Eating (at best).Second Circle Demons make up the largest ranks ofthe freed demons. First Circle Demons are barely abovemortals and elementals in the eyes of the Exalted, whileThird Circle Demons are considered too close to the Yozis.There have been notable exceptions, however.The Treaty of Limbs is still opposed by most of theFaithful, especially its Golden Hero Vassals, and nearlyall of the Militants, both of whom believe that those whoinvite the spawn of the Yozis to share their beds are <strong>br</strong>ingingspies into the heart of the Realm. A recent increase inthis practice among the newly Exalted coinciding with theincrease in Malfean tourism has <strong>br</strong>ought this issue to thefloor of the Deliberative once again.MILITARY SPENDINGMilitary spending has been a hot-button topic sinceOperation Wyldhand, with the Militants pushing for a hugeincrease in the budget for the Realm’s air, sea and landforces as well as the development of more powerful weaponsto be wielded against the enemies at Creation’s doorstep.The moderate Faithful put up the main opposition to thisincrease in spending. They argue that it’s been less thana century since Oasis upon the Edge of Eternity, the last ofthe prohibitively expensive Titan-class aerial citadels, wascompleted and only one of the four massive craft has seenany combat—and that in an engineered war game. Morethan two thousand years have passed since the Realm’senemies have dared to strike against it in a full-blown war.Given the fact that the Exalted defeated the Primordialswithout the Titans, thousand-forged dragons or the Sword ofCreation, the Faithful argue, any major increase in spendingat this time would serve no purpose. Unable to garner thevotes they need to win the day, the Militants bide their timewhile key members work to uncover (or fa<strong>br</strong>icate) the proofof a threat needed to convince a majority of Lawgivers tosupport an increase in spending.OTHER ISSUESThe preceding agendas are just a few of the most importantones currently concerning the Deliberative. Thereare also hundreds of minor issues being debated on the45


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER ONE: LIFE IN THE HIGH FIRST AGE46floor during any given session—issues of public works, artsendowment, prefect oversight, et cetera. Although theyare of less immediate gravity, any one of these issues couldbecome the cause of the day or the rider that changes thefate of a bill concerning one of the more important agendas.The savviest Lawgivers, especially the ones lacking thepolitical clout to push through their own major issues, learnto use this system to its best advantage. They spread theirschemes across seemingly mundane bills that, when theyare all passed, reveal hidden linkages that move things inthe direction a young Solar wants but could never have soldto the Deliberative at face value. The sorceress Salina hadher great Working approved in just such a fashion.BEHIND THE SCENESBehind the obvious party divisions and public agendaslie dozens of circles, cabals, societies and alliances vyingfor influence over the affairs of Creation. What separatesthe societies of the Deliberative from the movements andagendas is that once an issue comes to the Deliberative’sattention, it becomes a tool for manipulation by everyDeliberator. A Solar who doesn’t care for the Cauldronistagenda might speak up in its favor to covertly advance anentirely d<strong>if</strong>ferent agenda, perhaps one as simple as curryingfavor. Movements, issues and agendas are disembodiedabstracts, used by the Exalted of the Deliberative to fulfilltheir own ends. While most agendas have honest supporters(and almost all began with such), every agenda is exploitedby those with orthogonal desires.In contrast, the societies of the Deliberative are concrete.Not every society within the Deliberative is openly known,but they all have collections of faces and names, real peoplewith real motives behind them. Smart and experiencedDeliberators know the public issues facing the Deliberativeare only the curtains behind which the true politics of theworld hide.THE FAULTLESS PANOPLY OF THE SUNOne of the most influential visible power blocs in theDeliberative since the dawn of the Second Deliberative Era,the circle of the Most Supreme Hierophant consists of theDeliberative’s effective leader and three survivors of thePrimordial War, plus their much younger cohort, ContentiousSword. Even more so than Solar Queen Merela, theFaultless Panoply of the Sun is the visible symbol of Solarpower in Creation.INDIVIDUAL EXALTEDNot every influential voice in the Deliberative is backedby a clique, however. Some, such as Solar Queen Merela,are powers in their own right. These ancient Lawgiverstrade favors or even simple acknowledgement as currencywith younger Deliberators, occasionally upsetting whatseem to be the easy rat<strong>if</strong>ication of a bill and thwarting it,and sometimes pushing through a bill that none thoughtcould pass.


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE SOLAR DELIBERATIVEDELIBERATIVE LAWA simple majority vote by the Solar Deliberators is allthat’s required to rat<strong>if</strong>y a bill and make it law across theRealm. The Solar Queen Merela still possesses veto powerover the Deliberative’s laws, a concession made to end thecivil war out of which the Realm was born. That veto canbe overridden by a two-thirds majority vote, however, andMerela seldom bothers anymore in matters supported by theHierophant and his circle. The Hierophant can usually callin enough favors to have the veto undone.Once a law is passed, the various <strong>br</strong>anches of theMinistries of Order serve to enforce that law in the Realm’smany prefectures. Realm tributaries, on the other hand,may choose to apply the law or not at the discretion of theirSolar rulers.Most laws passed by the Deliberative have little bearingon the day-to-day lives of Exalted, especially the Solars,as they are excluded from the laws effects in many cases.Several laws, the so-called Accords, bear special mention,though, as they do govern the behavior of even the Realm’sLawgivers.THE ACCORD OF CLEAR GLASSThe Deliberative passed the first Clear Glass Accordduring the Shining Reflection Era, and a revised ClearGlass Accord was one of the first proposals the Hierophant<strong>br</strong>ought forth to be rat<strong>if</strong>ied by the Second Deliberative duringthe Long Silence period. The Accord of Clear Glass isa collection of laws describing the minimum standards ofmortal living permitted in Creation’s principalities. Amongother amenities, the Accord outlaws slavery and mandatesa minimum level of education and medical care be madeavailable to all mortal principality citizens.While the Accord of Clear Glass guarantees freedomand medical care, it doesn’t guarantee education. It merelyensures the opportunity for education. Solars may not outlawliteracy, and they must make a good-faith attempt to providesources of education to the populace. Mortals are not punishedfor illiteracy, though.Solars who violate the Clear Glass Accord can be subjectto fines and, in some cases, the involuntary re-class<strong>if</strong>icationof a prefecture as a tributary, the revocation of voting rights,and subsequent unilateral military action should the newtributary ruler not adhere to tributary restrictions.THE MANDALA ACCORDThe Mandala Accord guarantees fair reincarnation asthe Deliberative defines it. Many mortals think of the MandalaAccord as affecting them, and it does, but it actuallyapplies to Yu-Shan’s Department of Abstract Matters—spec<strong>if</strong>ically Taru-Han and her staff. By Solar law, approvedby the Unconquered Sun himself, the gods responsible forreincarnation must sw<strong>if</strong>tly and diligently ensure positivereincarnation to mortals who died or lived hard lives in theservice of the Deliberative.As a document, the Mandala Accord is long, baroque andconstantly amended, as the Deliberative regularly redefinesthe parameters that make someone eligible for a favoredreincarnation. While the core of the document remains unchanged,the fickle favor of Creation’s Lawgivers has stuffedit with much pointless flock. For example, women with silverhair and green eyes who die between the ages of 60 and 80have received favorable consideration over <strong>br</strong>own-hairedwomen for two centuries, because a young Solar wishedfavorable recommendation for all who remind her of hermother. This sort of thing is normal, and the Deliberativeusually allows such minor clauses without incident, votingthem out when it’s next convenient. The average duration ofa pointless Mandala clause is two centuries, though a few dosurvive the original document’s drafting. As a result of thispractice, “Mandala clause” has entered Deliberator slang.It refers to any pointless, essentially harmless law includedto humor a young Deliberator.THE MINISTRIES OF ORDERThe Ministries of Order is a collective term used to describethe bureaucracy that governs the Realm. Made up ofthousands of Dragon-Blooded and hundreds of thousands ofmortal employees, the Ministries institute the Deliberative’slaws and policies and maintain the Realm’s infrastructure.From the Ministry of Transportation to the Ministry ofEducation and Proper Childcare, from the Ministry ofRealm Peacekeepers to the Ministry of Civic Informationand Administrative Necessities, the various Ministries ofOrder make up the face of the Deliberative to the commonfolk of the Creation.THE ARMY OF THE DELIBERATIVEAs mentioned earlier, “the Army of the Deliberative”is a specialized term predating the Second DeliberativeEra (dating back to the Unfurling Horizon Era, in fact).It refers to all the armed forces controlled by Exalts loyalto the Deliberative, even <strong>if</strong> those armies aren’t under theDeliberative’s direct control. The armed forces directly underDeliberative control are usually called the DeliberativeSentinel Forces. Those forces follow the same pattern oforganization as most principality armed forces, though.47


48<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER TWOTHE BLESSED ISLEIt’s the adopted homeland of the Exalted, the grand jewelof the gods, the very heart of Creation itself. To <strong>br</strong>eathe theair of the Blessed Isle is to receive the graces of the gods.To tread even the least of its paths is an act of worship. Tostand at the Eternal Temple of the Golden Bull and watchthe Lawgivers raise their arms to the Unconquered Sun isto understand the destiny of Creation.The Blessed Isle was drawn from the dreams of thePrimordials in the blink of an eminent eye. It is the seedfrom which the rest of Creation grew and the anchor thatprevents the elemental poles from tearing Creation asunder.Echoes of all the elements can be found here. Even traces ofthe Wyld, in the form of the Mountain Folk, are containedwithin the Blessed Isle. It is, in many ways, a Creationwithin the Creation.Inhabited for many thousands of years, the Blessed Islehas been shaped and re-shaped by many hands. Created bythe Primordials as a home for the gods, it was manipulatedand transformed during the gods’ long tenancy. When thegods’ Exalted creations overthrew the Primordials, the godsmoved into better real estate and gave the Blessed Isle totheir servants. The Exalted cherish this g<strong>if</strong>t and have madetheir own changes to the Isle to suit their desires.Although there are many hunting preserves, gardens,rivers and chill, deep lakes that imitate nature, very littleon the Blessed Isle has not been carefully cultivated bygenerations of Essence-wielding inhabitants. Nothing onthe Blessed Isle is left to chance. Oversight by the visionarySidereals, careful record keeping by I AM, and the whimsof the powerful Exalted control almost every aspect of theIsle, from the weather to plant growth to the very shape ofthe mortals who are blessed enough to live there.In keeping with the Exalted ideals of agrarian society,much of the Blessed Isle is dedicated to orchards, farmlands,ranches and botanical gardens. These estates are overseendirectly by Exalted owners, and their lands are spectacularfantasies of farms, orchards and ranches—not simple ricepaddies or goat farms. Trees imbued with the Essence of Earthgrow gems for fruit, carnivorous steeds are <strong>br</strong>ed as mountsfor Solar warriors, and crops are planted in ornate patternsto be admired from skyships. Rare herbs, unique animalsand fantastically pruned trees grow more abundantly thanweeds—themselves a rarity on the Blessed Isle.For many, travel to the Blessed Isle is a pilgrimageand a reward for a l<strong>if</strong>etime of service and worship of theExalted. The land looms large in myth and story: In popular49


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER TWO: THE BLESSED ISLE50stories and songs transmitted by I AM, the Blessed Isle isa golden paradise where joy infuses the very air and theExalted rain down blessings on every leaf and flower. TheBlessed Isle is the religious as well as the political center ofcivilized Creation.As a result, a Creation-wide trade in charms madefrom granite from Mount Meru or water supposedly drawnfrom various sacred wells and streams on the Isle thrives.Most of the claims on which this trade are based are lessthan accurate. (If all the rocks historically promised to befrom Mount Meru were gathered into one place, the pilewould rise taller than the peak it supposedly came from.)Many thaumaturges do, however, claim that materials fromthe Blessed Isle are more powerful and responsive to Essencemanipulation than materials from other parts of Creationare. Merchants who travel to and from the Isle often have aside business trading stone beads, wooden charms and herbsproduced there.TTHE BLESSED LIFEThere is no want on the Blessed Isle, no hunger, nocold—unless scheduled by the Ministry of Weather—noshadow of war. The glories of the Age of Splendor rise totheir most magn<strong>if</strong>icent heights on the Blessed Isle, andthe Exalted shower their blessings down on those who arechosen to live among them.The Blessed Isle is the center of a Creation-widetrade nexus, so not only are staples plent<strong>if</strong>ul, but every rarefruit, sensuous spice, beaut<strong>if</strong>ul fa<strong>br</strong>ic and unusual beast canbe purchased here as well. Even the peasants who worktheExalted estates feast daily on meat, enjoy fruit grownnear the Elemental Poles—or in local Essence-regulatedgreenhouses—and sample stranger delicacies that most ofthemortal masses only dream of. Medical care for even thelowest wanderer is freely available at any Total Rejuvena-tionHospital, not to mention the fact that no Exalt wouldallow his own servants to become ill. (That would reflectbadly on the Exalt’s skill at maintaining a proper household.)Entertainment, information, communication and assistancethrough I AM is all readily available, and the basic necessitiesof l<strong>if</strong>e are free—and, on the Blessed Isle, the basic necessitiesoutshine the luxuries of many other cities in Creation.Glorious processions and cele<strong>br</strong>ations are common on theBlessed Isle, and they can last for days or even weeks. Not onlyarethe great holidays such as Cali<strong>br</strong>ation and Ascendancycele<strong>br</strong>ated all over the Island, but the Exalted compete witheachother to present the most lavish Midsummer feasts ornameday parties for their children. Unlike everywhere elsein Creation, the Celestial Exalted are a common presenceon the Isle. Mortals here can interact daily with those whoapproach the gods in grandeur and power.This closeness to the Exalted can <strong>br</strong>ing great richesto these around them, but it can also be a terrible burden.The lords of Creation demand much from the mortals theysometimes equate to little more than cattle, and those who


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE BLESSED LIFETHE GREAT COAST ROADBuilt by the Exalted just after the founding of the First Deliberative in <strong>order</strong> to facilitate human habitation, theGreat Coast Road encircles the entire Blessed Isle. Its <strong>br</strong>illiant white-glass pavement is the original from which allthe great roads of the First Age are copied. It’s always clean, perfectly maintained and free of de<strong>br</strong>is, and all its trafficis monitored and controlled personally by the god called the Ancient of Stone Journeys. The god also oversees ahost of lesser spirits who monitor the roads, canals and pagoda skyways within the White City, though he must treadcarefully within the city bounds in <strong>order</strong> to maintain proper respect regarding Ameru, the city god.The Ancient of Stone Journeys knows the importance of his duties, and he expects proper respect for it. Wisetravelers make regular offerings to him and treat the road—and fellow travelers—with great respect. The god enjoystraveling on his road in disguise, asking for alms or a space beside someone’s campfire, and those who treat himrudely will find their trips along the road endlessly delayed and detoured. The Ancient of Stone Journeys prioritizesthe travelers on his roads, and the Exalted are almost always given priority over everything else—includingemergency equipment and shipments of medicine. Even the Exalted are not exempt to his anger, however. A fewoverly arrogant Solars or prideful Sidereals have found themselves routed to the slow lanes of the road while graintransports passed them by.The road is always crowded, side to side and several leagues into the air where skyships, sk<strong>if</strong>fs and flying beaststake advantage of the Essence currents that make travel along and above the road easier. Huge, automatically controlledfreight vehicles race along the road, hovering a few feet off the surface and powered by Essence generatedby the road itself.When seen at official functions, the Ancient of Stone Journeys resembles a tall, old man carrying a huge staffof sycamore wood—a tree that is sacred to him—and wearing traveling robes and white-jade boots. He is almostalways on the road itself, but he does have a main shrine in Meru that connects to his rather simple residence inYu-Shan. (For more information on the Ancient of Stone Journeys, see The Compass of Celestial Directions, Vol.I—The Blessed Isle, p. 154.)live on the Blessed Isle are constantly reminded of theirlowly place. Millions of mortals live on the Blessed Isle, butalmost every one is bound in service to a Celestial Exaltedlord. Few mortals own land on the Isle or even wander itsroads without purpose. Every mortal resident pledged toan Exalt on the Blessed Isle wears the badge of his Exaltedmaster—be it a bangle or collar stamped with a householdcrest, or a skin pattern or art<strong>if</strong>icial birthmark passed fromone generation to the next. For most mortals, their stationin l<strong>if</strong>e is fixed, as are the tasks they will perform all theirlives. Every peasant in every field, every urchin runningalongside a parade (remaining obediently on their restrictedpaths), is secure in the knowledge that he was speciallyselected by an Exalted lord and can carry himself with thepride of one chosen for greatness. The mortal inhabitantsof the Blessed Isle do not easily accept newcomers, eventhose <strong>br</strong>ought by newly reborn Exalted. Disdain for newarrivals can last for generations.Among the wonders that the Exalted lavish on theirservants are blessings that can transform mortals into creaturesbetter suited to unique service in an Exalted retinueor household. Various Shaping Charms can warp mortalEssence, binding it with the Essence of birds or fish or trees.Those who are so changed take on superhuman aspects andtake pride in these badges of special attention.The Dragon-Bloods who live on the Blessed Isle mightbe among the least of the Exalted, but they are also the administrativecogs that keeps civilization running smoothly.They oversee grand public-works projects, such as the BlackSnake Dam, and implement their Exalted lords’ every wish.They command hundreds, or thousands, of lesser servants inan organizational hierarchy that echoes the natural <strong>order</strong> ofl<strong>if</strong>e: from the gods, to the Celestial Exalted, to the TerrestrialExalts, to the mortals and beasts of Creation. The Dragon-Blooded must also intercede between their Celestial mastersand the mortal world when confusion or miscommunicationoccurs, and they enforce Deliberative directives and properconduct among the lower creatures with skill and enthusiasm.Unless a Celestial Exalt has made a particular effortotherwise, her Dragon-Blooded servants always accompanyher on the Blessed Isle.Even with all their extravagant magitechnical amenities,Exalted estates require many servants. The farmlands andorchards that surround the huge mansions of the CelestialExalted need armies of peasants to maintain. Dragon-Bloodedoverseers coordinate these masses with the intensity of generalsmarshaling their troops.A Solar Exalt may boast of her farmland estate, but theirhomes bear very little resemblance to the farmlands andranches found in the RPCs elsewhere. The Essence-enriched51


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER TWO: THE BLESSED ISLEsoil of the Blessed Isle is incredibly vital, consistently producingmultiple harvests throughout the year. A carelesslydropped green twig is likely to sprout leaves and <strong>br</strong>anches ina season <strong>if</strong> left alone. Fields are laid out with military precision,and rather than simple fields of rice, Exalted fields growsacred golden poppies or the sweet, rare black rice reservedonly for highly refined Exalted palates. Crops are tendedand harvested by hand or by specially designed automatons.Each fruit and vegetable is lavished with individual attentionand care.Orchards or fields are frequently designed to createfantastic landscapes. Red amaranth, golden poppies andblack rice fields may be planted in miles-long patterns thatreveal the symbol of the Unconquered Sun or the householdcrest of their Exalted owners, when viewed from a skychariot or sk<strong>if</strong>f.Exalts who prefer to raise beasts rather than plants maintainranches of exotic creatures—many of whom are beingmanipulated into even more fantastic forms by thaumaturgyor Exalted blessings. Creatures created by <strong>br</strong>eeders on theBlessed Isle can be purely decorative, such as the hearth cat(see The Compass of Celestial Directions, Vol. I—TheBlessed Isle, p. 160), or designed to aid the Exalted in theiradministration and control of Creation, such as the simhata(see Exalted, p. 349). Overly curious <strong>br</strong>eeders sometimesattempt to push the capacity of living creatures beyondtheir limits, and their pathetic failures are abandoned at theConservancy of Unexpected L<strong>if</strong>e Forms.Hunting estates are popular among the Lunar Exalted,who sometimes find the urban civilization of Meru oppressive.Such estates have the look of wilderness but are ascarefully tended and controlled as the most art<strong>if</strong>icial citygarden. Some such estates are designed to mimic environmentsfound elsewhere in Creation, such as the freezingtundra of the North or the burning sands of the South.Careful control and scheduling of the climate-controllingsky mantis infrastructure (and special dispensation fromthe Bureau of Seasons) allows for weather that is normallybanned on the Blessed Isle, such as blizzards or monsoons.Foreign landscapes can be mimicked down to the least detailof grass, stream or rock pattern. In fact, some house-proudExalted informally compete to create the most exact replicasof unique or unusual terrain found elsewhere in Creation.They spare no effort or expense to outdo their neighbors—importing trees, soil, rock, beasts and people in their efforts toduplicate famous foreign landscapes. With the proper permitsfrom the Celestial Housing Authority, even the Essence ofthe Isle may be tweaked to better imitate the Essence of thelocations they are mimicking.MOUNT MERUTowering above even the grandest Exalted structureis Mount Meru, the lynchpin that holds the entire span ofCreation together. It rises up from the heart of the BlessedIsle, the highest mountain in Creation—the very axis ofGOLDEN POPPIESThese huge, glorious plants grow only on theBlessed Isle and bloom only during the month of ResplendentFire. The plants themselves are surprisinglyshaggy looking, but their flowers more than make upfor it. Each bloom is about the size of a child’s head,and the five papery petals are golden yellow, with adarker orange heart. Horticulturists don’t grow theseplants just for beauty, though. When the blooms die, thecup-shaped seed pod is harvested and the hundreds ofseeds within extracted and pounded into a thick paste.This sticky crimson paste can be smoked or eaten, todelightful effect. It produces a pleasant, vaguely hallucinatoryhigh that generally lasts for (5 – Stamina)hours per dose, minimum one hour. In addition, itstimulates one’s Essence, causing what looks to be amajor Essence flare without the Exalted user having tospend any motes. During that time, the Exalt’s iconicanima banner appears and becomes animate. Animalauras swoop, gambol and pantomime fierce vocalizations.Runic and symbolic sigils sh<strong>if</strong>t in color andmeaning. An Exalt can influence the phantasmagoria,but not completely control it. Experienced Solar usersof the golden poppy often engage in mock icon battlesor contests with friends. Poppy use is a pleasant, harmlessdistraction, and the plant is plent<strong>if</strong>ul enough tosupply even the most voracious addiction. Rumors thatlong-term use results in an iconic anima that seemsdisturbingly malevolent when the Exalt activates itlegitimately, even when the Exalt is completely sober,are dismissed as envious whining.Damage: 4B/hr Toxicity: 3 Tolerance: (Stamina)/1month Penalty: -2 Resources: 4the world. All other mountains in Creation, no matter howmagn<strong>if</strong>icent, how deadly or how tall are pale imitations ofthe Elemental Pole of Earth. It is the tallest peak in Creationand, at its highest point, seems nearly to pierce the veil ofsky. The tides of Essence rise high on the mountain. Somedemesnes there are so powerful, so wild, that even the Exaltsat the height of their power have been unable to cap them,and some of the most powerful manses in Creation rest onthe heights of Mount Meru.The slopes of the Blessed Mountain are entirely consumedby the great city of Meru—also called the Exalted City orthe White City—which surrounds the entire mountain andrises all the way to the summit. The city has buried MountMeru natural craggy geology beneath towers of luminousglass, spires of white jade, adamant thoroughfares and themillions of people who live there. Any who wish to travel52


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1MOUNT MERUto the higher peaks of the mountain must travel throughthe greatest city of Creation to do so. Manses and estates ofthe most powerful of the Exalted—such as senior membersof the Deliberative—can be found here, each of them likea priceless jewel. Botanical gardens are found here as well,with armies of dedicated Wood-aspected Dragon-Bloodsand mortal peasants watching over rare plants and Essencemanipulated projects of interested Celestial Exalts.It is believed that every type of gem, mineral and stonefound anywhere in Creation can also be found on, or within,the Blessed Mountain. Curious Exalts have found everythingfrom the rough, red sandstone of the South to the delicateice opals of the North somewhere on Mount Meru. All themagical materials (with the exception of soulsteel) and everycolor of jade can be mined from the mountain. Even depositsof ancient starmetal are hidden amid the mountain’s highest,most dangerous peaks.AMERUThe god of the grandest city in Creation has aseat of honor in the galleries of the Deliberative. Hecan’t vote, but wise politicians take his advice andpreferences into account, for there are few things lesscomfortable than living in a city whose tutelary godis displeased with you. Ameru has the ability to temporarilyrestrict or increase the flow of Essence withinthe city, affecting everything from indoor plumbing topublic transportation. The high levels of activity in thecity draw his attention from the Games of Divinity,and he’s present in Creation more often than manyother gods of equivalent power.THE MIDDLE HEIGHTSBeyond the lower slopes, the original terrain of MountMeru was rougher and wilder, like the lower slopes, though ittoo has been buried within the White City. It is now replacedby governmental buildings, golden ground-level roads andelegantly designed parks that do not resemble the originalenvironment at all.Seasons on the Blessed Isle do not change drastically, forthe Elemental Pole of Earth helps hold the land in perfect,static balance. Instead the only real winter is found on themid slopes of Mount Meru. The forests are at their summerheight at lower elevations, then change as the altitude risesto <strong>br</strong>illiant fall reds and golds, then to severe winter, wherepines and other evergreens dominate until even the sturdyalpine plants fade away at the tree line.Here, the Exalted—especially the Lunars—prefer tolocate their local offices, partially separated from the WhiteCity by natural geology and detours in the public transporta-tion nets. There are also a few private nature preserves suchas Razor Heights, where the native wildl<strong>if</strong>e of the mountainis allowed to roam in relative safety, unless a bored Lunar orSolar Exalt decides to go on a hunting spree.THE HEIGHTSHere, the Elemental Pole of Earth is stripped down toits purest form. Huge Essence flows can put even the Exaltedin danger, and some of the demesnes here are so powerfulthey cannot be capped. The headwaters for all the rivers onthe Blessed Isle originate here, at the Birthplace of RiversDemesne, watched over by minor gods who have swornoaths of service to the Deliberative. Strangely, many of theguardian gods here <strong>br</strong>eed with the native animals roamingMount Meru. Of the many varieties of God-Blooded animalsthat result from such unions, the stone-tusked boarsof the pine forests are a favorite—<strong>if</strong> risky—prey for Lunarhunting parties.It is only here, of all places on the Blessed Isle, thatprehistoric deposits of starmetal can still be found. YoungSidereal Exalts sometimes spend years, as part of their apprenticeship,mining for the smallest crumb of that rarematerial. It is here, as well, that the Exalted maintain thegrandest and most powerful of their temples—the EternalTemple of the Golden Bull.At the very peak of the Blessed Mountain, its very highestpoint, all the power of the Elemental Pole of Earth is gatheredinto a single, luminous pearl. When it grows large enough, itspears upward in a <strong>br</strong>illiant display of pure Essence to shatterinto a stunning prismatic spray of color and power.THE WYLD ON THE ISLEWyld effects and Wyld-based technology are notsuitable for use at the most stable point of Creation,the Elemental Pole of Earth. Mount Meru suppressesmost Wyld effects completely. Wyld effects on theBlessed Isle can only be reliably created in Essenceshieldedlaboratories or manses, or by the most powerfulExalted. Wyld-fueled constructs, reality generatorsand similar Wyld manipulations do not work well onthe Blessed Isle.In addition, most of these most dangerous ofreality-warping technologies and weapons are bannedon the Blessed Isle. Experiments using these items takeplace in less populous, more flexible and more isolatedareas of Creation. Stable Wyld creations and items willnot be damaged <strong>if</strong> they travel to the Blessed Isle, butthe Deliberative might have something to say about<strong>br</strong>ining a powerful Wyld weapon or raksha to thepolitical and religious center of the First Age.53


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER TWO: THE BLESSED ISLEEXALTED ESTATESTurning away from the Blessed Mountain, passingthrough the White City, the Blessed Isle stretches out forhundreds of miles in all directions. Everything upon the Isle,from land to sea to sky, is controlled and possessed by theExalted. Most Solars, and many Lunar Exalted, have privateestates on the Blessed Isle, aside from any principalities ortributaries they rule elsewhere in Creation.Every Solar Exalt is required by law to spend two out offive years living on the Blessed Isle, so they are all providedelegant homes within the great city of Meru. No self-respectingExalt is content with just his simple government lodging,however, no matter how encrusted with gems it might be.Therefore, most Solar Exalts have estates elsewhere on theIsle and they travel via skycraft, sorcery, boat or gates of a<strong>usp</strong>icio<strong>usp</strong>assage between their island homes and their Meruresidences. Because the Celestial Exalted live for millennia,estates rarely change ownership. Even <strong>if</strong> a Solar Exalt does die,she can have made legal arrangements to see that her ruralestate remains held in trust for her reincarnated return.Most estates on the Blessed Isle are also manses, mostfrequently Earth-aspected ones, but other aspects exist ingreat numbers as well. Those manses with Celestial aspectsare reserved for older, more powerful Exalts, as are mansesof more than three dots.What goes on in an Exalt’s private estate is solely theresponsibility of the owner. No matter what terrible vicesthe estate’s owner indulges in private, the Deliberative willnot intervene. Should any Exalted landowner permit herpersonal experiments of transforming mortals into trees orusing torture to create beaut<strong>if</strong>ul music become public, theDeliberative is quite prepared to deny any previous knowledge,react with shock and horror and then make an example ofthe Exalt who has fallen so horribly far from the ideals ofher caste and station in l<strong>if</strong>e.Estates are huge swaths of land, each its own miniaturekingdom, within one of the 12 larger dominions of the BlessedIsle (a dominion being the governmental equivalent of aprovince anywhere else in Creation). Entire towns or citiesmay be the personal property of a single Exalt, located on herpersonal estate. Generations of mortal peasants are born anddie within their lord’s b<strong>order</strong>s, and Dragon-Blooded clientGentes live within their own compounds and training grounds,preparing to serve the Exalted lord upon whose lands theylive. Because these estates are the private, personal propertyof an individual Exalt, no taxes are collected from them andmany of the laws regarding human rights and so on do notapply, just as <strong>if</strong> they were tributaries.TO THE EASTThe two dominions along the eastern quarter of theBlessed Isle spectacularly surpass the greatest fantasies ofwealth, beauty, power and privilege. The lazuli-blue DawnRiver flows through beaut<strong>if</strong>ully landscaped lowland estates54


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1TO THE EASTand finally empties into Crane Bay on the easternmost edgeof the Isle. The river, the lands along it and the bay are allunder close watch by the Celestial Housing Authority, forbeneath and along the river and woven through the veryground of the east are the huge Essence flows used to controlthe terrible weapon called the Sword of Creation.Although this web of Essence permeates the entire Isle,natural geologic structures guide it close to the surface in theeast, and the Exalted have carefully groomed and tamed itsflows. Only the stabilizing effect of the Elemental Pole of Earthallows so much power to exist in one place without rippingthe land asunder. The greatest Essence flow lies beneath theDawn River, flowing from Mount Meru down to Crane Bayand out into the sea. The power attracts hundreds of spiritsand gods, who hover over, swim within or simply sip at theEssence overflow. In turn, thousands of God-Tending Itinerantscome to make offerings to the gods and the fantasticallytransformed river itself. The entire span of the river, fromthe bay to nearly its source are thick with shrines, offeringstones, tourist boats and harried members of the Ministry ofTransportation trying to keep <strong>order</strong>. Tiny vials of water fromthe Dawn River are popular souvenirs. Unless called uponto work along the river, Exalts typically avoid it because ofits crowded, plebeian atmosphere.The eastern part of the Blessed Isle is the most populousand the only area where non-natives are common. CraneBay is the major port between the Isle and the wealthy East,and much of Creation’s wealth and privilege flows into theBlessed Isle through the enormous port that covers all partsof the bay except those areas designated as natural preservesby the Ministry of the Interior.ANKTOR DOMINIONTraveling from Meru east to Crane Bay means crossinginto the inland dominion of Anktor. The Dawn River flowsthrough it, and this artery of transport <strong>br</strong>ings great wealthto the dominion. Anktor is a land of rolling hills, gentlestreams, expansive and civilized private Exalted estates andpleasantly serene small cities.Because it is so well placed, convenient for everythingfrom boats and transpods to skyships, Anktor dominion hasa fairly cosmopolitan flavor. There are a dozen or so large,old Exalted estates in the dominion, and Anktor’s daimyokeeps the peace by keeping his nose out of other people’sbusiness. It works well for everyone.Travelers are common in the dominion, and there is a<strong>br</strong>isk trade in divine goods, wealth, amusements, favors andinfluence. Many God-Tending Itinerants pass through asthey follow the spirits who play within the Essence-infusedcurrents of the Dawn River. Shrines to a thousand and oned<strong>if</strong>ferent gods—and to the Exalted who live there—dot thelandscape, and Essence markers indicate b<strong>order</strong>s betweenvarious Exalted estates. The countryside itself is very fertile,full of the kind of ornately landscaped fields the Exalted preferfor their “farms.” Many of the orchards, fields and seeminglynatural features have been planned to take advantage ofgeomantic influences or to display the owners’ householdseals when viewed from the air. When foreigners think ofthe Blessed Isle, or I AM provides publicity shots, this isfrequently the dominion that is used.THE VALLEY OF THE CRYSTAL SONGBIRDSThis Essence-veiled valley is a well-kept Exalted secret,and not because of any military might or political worth.Beloved Flower, the mistress of this powerful estate, hideswhat she’s done there, though what she has created is toomagn<strong>if</strong>icent and beaut<strong>if</strong>ul to destroy.The valley is located near the northeastern foothills ofMeru, so its secrecy depends on no one looking for it. Moreaccurately, it depends on no one choosing to make publicwhat they know about it. Beloved Flower is a Twilight CasteExalt of great age and power, one of the survivors of the waragainst the Primordials. She’s a prideful, extraordinarilylovely woman who lost her Lunar mate centuries ago, alongwith many friends and companions. (She has turned awayfrom the current incarnation of her mate, sending him tomaintain her principality in the outer areas of Creation’sNortheast, and he takes out his rejection and frustration onthe natives there.) Power, bitterness and grief have frozenBeloved Flower’s heart, and she pursues what pleasures shechooses under the belief that, for all she has lost, she deserveswhatever she wants. The modern world holds no interest forBeloved Flower. She has turned inward and rarely leaves hermanse. She trades her vote in the Deliberative for protectionand favors, unconcerned with anything that actuallyhappens in session. All of her energies are focused towardher current pet project.Regarding that project, Beloved Flower is interested intransforming bits and pieces of the Blessed Isle into somethingit was not originally intended to be. Unlike her associates,however, she is not copying some distant land but spinning aminiature Creation out of her imagination. Beloved Flower’simagination is a thing of wonder, beauty and despair.Over the past several centuries, Beloved Flower hasused her Wyld-shaping abilities to tweak the Essence ofher estate so much that it bears little resemblance to theoriginal demesne on which it was built. Here, the natural<strong>order</strong> of earth and wood, air and water are not quite as theyshould be. Grass and flowers certainly grow, but they aremade of delicately spun strands of jade, flakes of carnelianand opal, and miraculous alloys of glass and jewels. The treesgrowing in her valley bear leaves of bloodstone and fruits ofquartz or citrine. Insects of iridescent glass—self-replicatingautomatons of her design—flit from stone flower to crystalbush. Birds with feathers of silver and gold roost in the stonetrees. And these plants and creatures are all alive, infusedwith the animate Essence normally found in true animalsand plants. Beloved Flower need not fear the weaknesses offlesh and blood, for nothing of her creation ages or falls ill.Every birdsong, every leaf, every blossom, is perfect.55


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER TWO: THE BLESSED ISLEYet for all the beauty she has created, some would sayBeloved Flower has gone too far.There are a few small towns in her valley, along withher iridescent glass manse, and the peasants under her carelabor in her fields of marble and stone. They consume ricemade of cloudy quartz and apples of golden glass. This faresustains them because they too have been changed to suittheir mistress’s preferences. The mortals here—who are nolonger truly mortal—are as perfect and polished as tawnyagate or as fair as milk glass. Using powerful Charms, theEarth-aspected manse she controls and very unethicaltechniques, Beloved Flower has stripped her peasants oftheir flesh-and-blood shells and trapped their souls inconstructions of glass and crystal. While such a transformationmight <strong>br</strong>eak the mortal mind, Beloved Flower hasalso wiped their memories of their previous lives away.The beaut<strong>if</strong>ul creations found on her lands believe theyhave always been this way, that this is the natural <strong>order</strong>of the world. In fact, the only time one of her unchangedpeasants managed to escape from his confinement withinBeloved Flower’s manse, the stone villagers she’d alreadymade helped re-capture the refugee, thinking he was somesort of pathetic misbegotten monster that Beloved Flowerwould of its decaying forms.Beloved Flower has amassed a large collection of valuableart<strong>if</strong>acts designed to help her in her work, some of whichwere former military tools—particularly ones that controland manipulate Wyld energies. She keeps her remainingpeasants confined in underground chambers in her manse,awaiting their turn in her laboratories where she will s<strong>if</strong>t outtheir souls and discard the dross of flesh and bone and blood.The only drawback to her design is that the mortals cannotyet <strong>br</strong>eed in their new forms. Beloved Flower works day andnight to solve this vexing problem.All of Beloved Flower’s lands are amazingly lovely—a,perfect immortal paradise that some Exalted have compared(inaccurately) to Yu-Shan. Her Dragon-Blooded servantshave been bound by powerful oaths not to talk about heractivities, and her connections among her peers insulateher against having to defend her research in front of theDeliberative. Fortunately, many who have seen her creationsbut not studied them closely assume that she is simply usingpowerful illusions or building incredibly complicatedautomatons. The b<strong>order</strong>s of her estates are sheathed inEssence barriers that keep the uninvited from stumblingacross her home and the powerful Elemental Pole of Earthfrom muting her Charms.Beloved Flower’s manse is constructed entirely of glassalloyed with adamant. Variously transparent, translucent ormistily opaque, it can be exquisite or disorienting dependingon her mood. Fragmented, half-seen reflections of BelovedFlower dance along the walls of the manse. The manse alsohas a unique power that allows anyone attuned to it to travelfrom one reflective surface to another instantaneously, seemingto step right out of her own reflection.CRANE DOMINIONArguably the wealthiest Blessed Isle dominion, CraneDominion is administered Hanepta Wat. Wat is an old,canny, tired Solar Exalt of the Eclipse Caste whose oathsmaintain the peace and prosperity of Crane Dominion.Much of his power is tied up in managing the gods that aredrawn to the Dawn River, and to the fretful god of CraneBay itself. With these oaths, he can control access to andfrom the bay, as well as the flow of the Dawn River and—toa limited extent—the strong Essence flows that drain fromMount Meru down to the bay.His care and experience means that Crane Dominion ispeaceful, prosperous, busy and rather plebeian. The largestpopulation center is the vast port and city surrounding CraneBay, and Hanepta Wat’s Dragon-Blooded retainers overseethe complicated tar<strong>if</strong>f, travel and transport laws governingaccess to and from the Blessed Isle.CRANE BAYThis city is the major trading port of the Blessed Isle.Even the deepwater bays of the West do not exceed CraneBay for number of travelers, tons of goods or sheer wealth thatpasses through the port that takes up the entire bay severalmiles deep in a bustling, cosmopolitan city.Crane Bay can handle nearly 100 of the massive, deepwater,automaton-piloted cargo ships of the Deliberative,but its services are not limited to watercraft. Airship mooringtowers grow like forests from the inland side of the Bay,and the Great Coast Road <strong>br</strong>ings land and local air trafficto and from the city. Trade and traffic are heavy day andnight, and while the great thoroughfares of the city are<strong>order</strong>ly and controlled, dis<strong>order</strong> and confusion on the backstreets and alleyways occasionally disrupts the otherwisetight organization. Hanepta Wat intentionally allows for acertain level of rowdy behavior, however, believing that byallowing the lower classes an outlet for unsavory behavior,they believe themselves to have adequate free will and areless likely to be resistant to the natural rule of the CelestialExalted. He uses mind-controlling Charms and spies tomonitor the factions and cults that crop up in Crane Bay, ofcourse, nursing those that seem useful and eradicating onesthat are potentially dangerous.The Ministries of Order have satellite offices here,particularly the Ministry of Weather, and the foremost customshouse of the Order Conferring Trade Pattern is hereas well. (Both are critical to the smooth functioning—andprofit—of the bay.) The Ministry of Civic Information andAdministrative Necessities also has extensive offices hereto assist newly reincarnated Exalted—most of whom comethrough Crane Bay <strong>if</strong> they arrive by boat or airship. TheMinistry of the Interior maintains huge public shrines to avariety of gods, to control the Essence that flows from theDawn River, to placate the Ancient of Stone Journeys andto make sure the gods are adequately performing their properactions at the proper time.56


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1TO THE EASTTHE FORTRESS OF HUNGRY BIRDSCrane Bay is overlooked by the glorious Fortress of HungryBirds, named after the Lunar Exalt who controls, and ischarged with defending, the valuable port that sprawls alongthe length of the bay. Old and powerful, spouse to a seniormember of the Deliberative and well connected among herpeers, Hungry Birds has spent centuries making her manseboth militarily powerful and stunningly beaut<strong>if</strong>ul. Mademostly of white glass and blue jade, it is deeply anchoredwithin the low cl<strong>if</strong>fs on the southern side of Crane Bay.Three hundred delicate avian automatons, animatedand controlled by oath-bound spirits, patrol the opalescentouter walls of the stronghold. The automatons act as watchersand form a first line of defense. They rise to l<strong>if</strong>e at the commandof the garrison taizei—or Hungry Birds herself—andcan also call out a warning should any enemies they’ve beenprogrammed to recognize enter the stronghold. Capable ofshort flights and equipped with Essence-powered weaponsand adamant talons with the power of grand daiklaves, theyare fearsome battlefield creations. For several hundred years,they have been used solely during Hungry Bird’s anniversarycele<strong>br</strong>ation, flying in intricate formation above Crane Baywhile parades and parties go on beneath them.The main entrance to the stronghold is the Eternal Gate,a soaring gate of silver and glass that flickers with Essence.The gate blazes <strong>br</strong>ightly whenever an Exalt passes throughit. Heavily imbued with protective and offensive Charms ofgreat power, so as to make sure no military attack will <strong>br</strong>eachit, the gate has been turned from a potential weakness to oneof the strongest features of the entire fortress. Whenever aSolar Exalt passes through the gate, it <strong>br</strong>iefly takes on theimage of his personal anima banner. The signature is displayedin full-color imagery several stories tall and is both respectfulacknowledgment and public announcement. Unless an Exaltsuccessfully masks his anima using Charms, his true ident<strong>if</strong>yis revealed when he passes through the Eternal Gate.The fortress is one of the Exalted’s main militarystrongholds, designed to defend Crane Bay from attack,and it maintains a full complement of warstriders and athousand-forged dragon silo, as well as a fully equippedDragon-Blooded army. Competition to be stationed at theFortress of Hungry Birds is fierce, due to both the honor and57


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER TWO: THE BLESSED ISLEaccess to a rich and varied off-duty l<strong>if</strong>e. Unfortunately, dueto the stronghold’s location in the safest part of Creation,the soldiers here are better trained for parades and honorguards than live military action.Unlike most other war manses of the First Age, theFortress of Hungry Birds is not interconnected with theCreation-wide defense grid. It is completely independent ofall external control, and should its controlling hearthstonefall into the wrong hands, it could potentially defeat theentire might of the First Age military. Not only are thewarstriders and thousand-forged dragons the most powerfuldesigns available, the Fortress of Hungry Birds surroundsand is the first line of defense for the Orichalcum Shrinethat controls the Sword of Creation. This is why the fortressis in the hands of one of the most trusted of Lunarstrategists and also why it is not connected to the rest ofthe military network by either gates of a<strong>usp</strong>icious passageor the defense grid.The fortresses defenses, including the guardian automatons,the warstriders, the thousand-forged dragons andthe gate are keyed to and controlled by the hearthstonegenerated at the heart of the fortress, for it is also a powerfulAir-aspected manse. Hungry Birds is the one who is attunedto this hearthstone, and it never leaves her possession. Thishearthstone is a deep, clear blue, with a twist of crimson inthe center. It allows the user to see from and control any ofthe fortress’s defenses. In addition, all troops stationed thereare considered part of the fortress’s system and the holderof the Hungry Birds hearthstone can see from the eyes of,and speak into the minds of, those who are sworn to serveat the fortress.THE SWORD OF CREATIONDiscovered and tamed originally by Autochthon, theSword of Creation was originally one of many tools that thegods turned into a weapon in their war against the Primordials.Now it is the most powerful weapon in all Creation, andits sole function is the defense of the Blessed Isle.All but the oldest and most powerful Exalts imaginethat the Sword, in its entirety, is located in the powerfulmanse called the Orichalcum Shrine at the mouth of theDawn River. The shrine, a narrow spire of adamant hundredsof feet high and delicately webbed with orichalcum, wasbuilt using the same techniques designed for the war mansesand the Last Supplicant of Endless Power (see p. 93). It isequipped with limited self-guided defense mechanisms anda dozen or more powerful spirits bound to its service, and it’skeyed to only a handful of Exalted. It is certainly impressiveenough—to the ignorant—but the Orichalcum Shrineis only the focusing mechanism, where Essence and willmerge to create the most destructive forces seen in Creationsince the Primordials themselves. The actual Sword itselfis located at the center of the Blessed Isle, within MountMeru. It stretches from beneath the Holy Peak, thousandsof feet straight down through the mountain, and fartherstill—as far as any Exalt or god can explore. It pierces thevery heart of Creation, and Essence throbs and thundersin it like a gigantic heartbeat.At first glance, the Sword of Creation is simply impossible.It is a massive seam of all the natural magical materialsmerged into a huge, twisted column stabbed through theBlessed Mountain. The Essence contained within it is sopowerful that the very air around it is deadly to the careless.Rock around the Sword is full of peculiar inclusions,unusually large deposits of naturally occurring magicalmaterials, various crystals that share many properties withhearthstones, and occasionally peculiar living organisms.Only the Mountain Folk can approach it closely. Even theoldest of Exalts must remain several meters away or their owndivine Essence, fed by the Sword, overcomes their mortalshells with deadly consequences. Dragon-Blooded or mortalswho approach closely enough to even see the Sword directlyinstantaneously sublimate into their core Essence, which isabsorbed by the Sword.When activated, the Sword can potentially reach to theends of Creation itself. Its weapons are the pure powers ofthe elements, held in careful balance by its location at theElemental Pole of Earth. It can stir up the sea to swallowentire fleets (or islands). It can <strong>br</strong>ing the frigid white fogdown from the North to freeze entire cities solid. It can wipethe sky from horizon to horizon with a curtain of fire. It cangenerate earthquakes, make forests march, summon up theblazing rays of the Unconquered Sun or any other destructivehorror dreamt of in the minds of a Dawn Caste general. Suchuses throw off the very balance of Creation, however, andthe farther away the Sword is aimed, the worse the recoil is.Even the gods only used it to defend the Blessed Isle and afew thousand miles around it. When the gods left Creationto the Exalted, they were divided on whether they wouldreveal the secrets of the Sword to their servants. Only aftergreat deliberation were they willing to do so.The Essence gathered by the Sword of Creation is tiedto the knot of Essence that is channeled along the DawnRiver and capped by the Orichalcum Shrine. It is onlyfrom there that the gods, and later the Exalted, can safelyuse the Sword of Creation without risk of being suddenlytransformed into a minor, temporary Essence signature andabsorbed by the Sword. The Shrine is a carefully balancedtrigger to a huge, Creation shattering weapon. Only aperfect circle of Solar Exalted, bound by the oaths of theirEclipse member to defend the Blessed Isle, has any hopeof using the Sword of Creation safely. The first Exaltedto be attuned to the Sword were Solar Queen Merela’scircle. It is currently the Faultless Panoply of the Sun thatwields its awesome power, and the Hierophant who bearsits hearthstone.TO THE SOUTHBetween the Dawn River and the Caracal are expansivelowland plains where long-established estates and cities58


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1TO THE SOUTHmaintain the high standards expected of the Exalted ofCreation. Many of the farmlands here are patterned in hugemagical sigils, or after their Exalted owner’s anima banner,and some change seasonally to make their runic patternsa<strong>usp</strong>iciously match the months, the phases of the moon orthe stars. Political maneuvering here is measured as muchby landscape, dress and exotically mod<strong>if</strong>ied servants as bythe number of Dragon-Bloods in one’s retinue.SUMMERSKY DOMINIONLocated on the southern coast of the Blessed Isle, theSummersky Dominion is noted mainly as a place of pleasantrecreation. The Exalted residents of the area have madesure, through requests and influence, that the sky mantisinfrastructure provides permanently delightful weatheryear round. Summersky was also the dominion where arecreational society known as the Five Petal Peony Societybegan and became popular.Blandly idyllic is perhaps the best way to describe thisdominion, and Renewing Ardor administers her land witha sweetly scented iron fist. Her dominion is a suburbanretreat from the stress and hurry of ruling Creation, andshe believes that nothing that is d<strong>if</strong>ficult or unpleasantor even unseemly should be aired in public. Grace andelegance are expected among the Exalted who reside in herdominion, proper behavior is required, and crass behavioror even the simple errors made by newcomers are frequentlymet with public snubs and complete ostracism. RenewingArdor despises money or other blatant attempts to provewealth or worth, so those who wish to deal with her mustuse more subtly valuable items such as influence and favorsto gain her support.There are few large cities in the Summersky Dominion,for Renewing Ardor dislikes the grime and crowds of urbanl<strong>if</strong>e. Her own estates are huge, nestled at the western edgeof her dominion where the Caracal River flows into theInland Sea, but that is not the seat of her government.The small city of Impermanent Scrolls, located at theeastern side of Lapis Bay, is where the administration thatruns the dominion is located. It is a plebeian, functionalcity full of plebeian, functional civil servants dedicated toadministrative work. On evenings and holidays, the cityis almost deserted, served mostly by civil automatons anda few lower-class functionaries who either cannot affordsuburban homes or must work outside of regular hours.Renewing Ardor rarely bothers to travel to ImpermanentScrolls, preferring to allow her Dragon-Blooded retainersto handle the unpleasant details of her rule while she attendsto the work of keeping Exalted society civilized andelegant in every fashion.THE CITY OF SILKEN FLOWERSEven the most dut<strong>if</strong>ul of Exalted must take time torest and recuperate, and the lovely City of Silken Flowersis a pleasant distraction from the turmoil and toil ofruling Creation.Silken Flowers is a manse surrounded by a beaut<strong>if</strong>ulestate, controlled by Twelve-Feather Song, the young,lovely and recently reincarnated mate of Renewing Ardor.He hopes to make his fame and earn favors by providing apleasant environment where his elders can relax. The Cityof Silken Flowers is a carefully planned community withinthat estate on the sandy shores of the southern Inland Sea.Favorable currents and weather promise that every day atthe City of Silken Flowers is a memorable one, with mistydawns, <strong>br</strong>illiant noons, blazing sunsets and lingering, sweetscentedevenings.The estate grounds have been lovingly landscaped withtrilling streams and winding gardens of exotic flowers, andthose grounds are stocked with the most pleasing mortal andGod-Blooded concubines of every sex, flavor and seductivedesign. Men with crimson feathers for hair, women withscales and serpent tongues, well-trained creatures, peculiarautomatons and anything else imaginable are discretelyprovided to those who are invited for a cele<strong>br</strong>ation or arelaxing retreat. Even the surrounding villages are stockedas carefully as the main estate. There is nothing unpleasingor disturbing anywhere on the lands Twelve-FeatherSong controls. Daily musical performances, erotic acrobats,intriguing lectures on the nature of the Wyld (for the moreintellectual vacations), enjoyable games, li<strong>br</strong>aries, teaceremonies and every pleasure imaginable are all freelyavailable. Every guest enjoys (or endures) the services ofa personal maneki neko servant who assists them in takingfull advantage of the delights available at the City ofSilken Flowers.It isn’t d<strong>if</strong>ficult to gain an invitation to the City ofSilken Flowers. Any previous guest has the right to return,and each is also given three golden flowers to offer to friendsand acquaintances, which act as invitations. All members ofthe Deliberative are always welcome, of course, as are theirfamilies. Dragon-Bloods and mortals are only present in theCity of Silken Flowers as servants.The hearthstone grown from the Silken Flowersmanse has a unique effect on those within its grounds. Itlowers visitors’ Temperance score by one for the durationof their visit. Twelve-Feather Song makes sure that suchchanges in his guests’ Virtue don’t result in violence bycarefully controlling every aspect of his estate to emphasizepleasure, peace and relaxation. He also has a contingentof well-trained and close-mouthed Dragon-Blooded whoassist when guests become “overwrought” by the strainsof their work and need to be invited to a quieter localewithin the estate to rest. Considering the concentrationof powerful Exalted, Twelve-Feather Song shows a remarkableability to keep <strong>order</strong>, and is probably the recipient ofmore secrets than is healthy for a single individual. Whathe will do with this power and information remains to beseen. Twelve-Feather Song is a highly valued member ofthe Five Petal Peony Society, and influential within it,despite his young age.59


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER TWO: THE BLESSED ISLETHE FIVE PETAL PEONY SOCIETYThis recreational organization is very popularamong the more ambitious Exalted, which is odd for anorganization dedicated to encouraging the beaut<strong>if</strong>icationof Exalted estates and properties. Members of thesociety swear oaths promising to maintain their estateswithin certain parameters of beauty and to maintain apolite and proper public demeanor. Those who violatethe standards of the society—by allowing their estatesto become overgrown, for example—face public embarrassment.Should they continue to defy the properstandards of behavior, they face serious social stigmaand finally challenges of skill or weapons.Most of the time, though, the society is known forits pleasant processionals and sponsored vacations atvarious cele<strong>br</strong>ated locales for society members, as wellas members-only displays of fantastic hy<strong>br</strong>id plants, ornamentalanimals or decoratively blessed mortals. Thesociety values seemly good taste over flashy displays,so the society’s most prominent members are notablefor a certain… conservatism in both landscape designand political outlook. The society actively seeks outyounger Exalted, in hopes of molding their interestsand tastes more toward their refined expectations.WRONGFOOT DOMINIONTo the west of the Caracal River, the Wrongfoot Dominionwas named for an embarrassing incident that marredTvept Wrongfoot’s Banquet of All Peers cele<strong>br</strong>ation on hisarrival to Meru several hundred years ago. He tripped whenentering the Eternal Temple of the Golden Bull for the firsttime and has yet to live the embarrassment down.Fortunately, Tvept is a good-humored Zenith Caste Solarand has not made too much of his nickname or the nameof his dominion. The dominion is a utilitarian one, muchof it dedicated to the great Solar Essence-accumulators thatpower not only his cities but quite a few other settlementsand cities in other dominions. A good part of his collectedpower is traded to the Sapphire Waves Dominion, due toold debts between him and its ruler.Wrongfoot Dominion is also home to a major portfor ships carrying goods such as food, minerals and otherless-than-precious imports to the Blessed Isle. Tar<strong>if</strong>fs andtaxes are lower in the port and skyship docks than theyare at Crane Bay, and those who concern themselves withmoney find Wrongfoot Dominion more affordable. Wherethe massive glass and adamant accumulator dishes give way,Tvept maintains pleasant farmlands where he indulges hishobby of creating new kinds of food crops suitable for heavyfood production throughout his principality in the South ofCreation. Most find his dominion rather boring and overlyconcerned with the base necessities of l<strong>if</strong>e.TLANNIC DOMINIONInland of both Wrongfoot and Summersky, this dominionis noted for its many private valleys where less sociableExalted, who prefer silence and isolation, prefer to dwell.Aside from the official offshoots of the Great Coast Road,roads along this dominion are small and rarely used. Strangersare not terribly welcome, as this dominion is home tomore than a few Exalted of various castes who have becomeparanoid over the centuries and suffer from delusions.(Some believe, for example, that their Dragon-Bloodedretainers are plotting to murder all the Celestial Exalted.)Other Exalts who have chosen homes here are exploringparticularly odd, dangerous or unsavory hobbies and do notwish to be disturbed.THE GARDEN SWATHED IN EMERALDThis garden is a popular destination for the more reflectiveof the Exalted, made famous in popular works of artprovided by I AM to the citizens of the Realm. The GardenSwathed in Emerald is in one of the many valleys of theTlannic Dominion, sheltered amid a forest of linden trees.The most notable thing about the Garden Swathedin Emerald is the quality of the silence. The cool shade,the soft sound of distant water and the endless carpetof moss creates a velvety, peaceful quiet well suited tomeditation and soothing to the mind. Visitors steppinginto the garden enter a world of soft green curves and agentle, almost smothering softness. Planned like manysmall gardens on the Blessed Isle, the Garden Swathed inEmerald has winding footpaths, several small waterfallsand a moon-viewing pond in the center. Unlike all othergardens of similar design, the only plants here are mosses.Every shade and depth of green is found here, deep pillowmosses mound around stone pillars, climbing three orfour feet high. Thick carpets of moss have buried many ofthe boulders and decorative statues, and even the pathsare barely visible. Only the water elements remain freeof the mossy overgrowth, though a greenish-blue moss isencroaching around the edges of the pond. The originalplants, and plans, for this garden have long been smotheredby the moss, and past attempts to control the mossytide have failed. Current gardeners turn their energies tomaintaining the moss and cultivating the unique strainsthat grow here and nowhere else.The Garden Swathed in Emerald was originally madefamous by story read into I AM’s memory, in which a flamboyantyoung Exalt met and fell in love with a lovely mortalgardener beside the green-tinged moon pond. Since then,the garden has been associated with that tale of passion andloss, and the romantic idea that the Exalted so cherish theirmortal charges they might even fall in love with one. Accordingto the story, the sighs of their lovemaking still echobeside the moon pond where they first met.60


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1TO THE SOUTHTO THE WESTTO THE WESTThe Serpentine River flows down from the Birthplaceof Rivers Demesne and splits into a variety of smaller riversthat feed across both the south and west dominions, until itgathers again into the long, treacherous Bay of Teeth.DAO DOMINIONNamed for a Dragon-Blooded general who held backthe Primordial Shadow Over Sun for a few precious hoursbefore he and all 10,000 of his troops were destroyed, theDao Dominion is located in the southwestern portion ofthe Blessed Isle. Large but sparsely populated, it acts as afinal training ground for large-scale troop exercises, and alarge-scale testing ground for new military weapons, vehiclesand equipment. (The Proving Grounds on the easternslopes and foothills of Mount Meru provide ample space inwhich to test newly designed individual weapons or otheraccoutrements, but it is to the Dao Dominion one goes totest such equipment en masse.) Large numbers of Dragon-Blooded live here, from green recruits on their way to fightbattles at the b<strong>order</strong>s of Creation to bitterly experiencedelders who have been rotated back to the Blessed Isle totrain with some new weapon or tactic of their Exalted lords’design. The nearby Isle of Blades is mainly used as a stagingground for overseas troop transports and for military skyships.Generally, people don’t come to the Dao Dominionunless they are currently involved in the Realm’s militaryactions or they want to see what the Deliberative’s militaryspending is paying for.BLACK SNAKE DAMConsidered a rather utilitarian construction, the BlackSnake Dam was constructed early on in the Realm’s history,when it was thought that there might actually be need forsuch art<strong>if</strong>icial means of providing water to the dry lands ofthe upper western side of the island. Considering the effectivenessof the sky mantis infrastructure, however, the damis now a mildly interesting historical footnote.Created from Essence, black jade and granite, and builtnear the mouth of the Serpentine River, it channels the Essenceof the river into various pet projects of the local Exaltedand carries water through huge underground aqueducts. Itcould irrigate the land for hundreds of miles <strong>if</strong> it were calledupon to do so. It resembles a huge double line of serpentsrearing out of the river, vomiting water from their mouths.The upper line of serpents is flat across the top, and the GreatCoast Road crosses the river here. There is a little-used shrineto the local river god in the middle of the dam. The river isso well controlled that propitiating the god it belongs to isno longer strictly necessary.SERPENT’S TOOTH DOMINIONLocated across the bay from Dao, this dominion isanything but utilitarian. It is a major vacation spot for CelestialExalts, Dragon-Bloods and—in carefully segregatedcommunities—even high-status mortals who wish to indulgethemselves with the wide range of water-based amusementsavailable here. Enormous family water parks have been builtalong the coastlines, while tour boats travel along, beneathand above the sea carrying vacationers who wish to seemigrating whales, giant squid or simply admire the BlessedIsle from high in the air. Almost everyone who has livedon the Blessed Isle for any length of time has vacationedin Serpent’s Tooth at least once. For the powerful Exalted,several small islands are reserved for their sole use—allowingthem to indulge themselves in privacy.61


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER TWO: THE BLESSED ISLEA huge host of gaudy hostels, indoor markets, restaurantsand theaters litter every approach to the Serpent’sTooth dominion. Air traffic is heavy during the warmerseasons, as visitors flock to the dominion for a day, a weekor a month. For all its tasteless splendor, Serpent’s Tooth<strong>br</strong>ings both wealth and a certain amount of influence to itsExalted administrators—an extremely cooperative group ofSolar, Lunar and Dragon-Blooded folk bound by marriage,oath and bonds of reincarnation.ISLE OF SILENCEAmid all the light-hearted amusement to be had inSerpent’s Tooth Dominion, one island is off limits to thethrong of happy visitors. The Isle of Silence is shelteredby favorable currents and subtly designed Essence barriersto allow its residents the peace, quiet and solitudethey need.Not all of the scars the Exalted bear are simply physical.Sometimes, the worst wounds are bloodless, hidden withinthe mind and memory. For those unfortunate Exalts whosuffer from mental distress, the Isle of Silence is a blessedrefuge and place of healing. Several compounds along supportivedragon lines take in Exalts—Solar, Lunar, Siderealor Terrestrial—who are in need of intensive care for <strong>br</strong>okenminds or severely damaged Essences. The healers here arethe most skilled available in Creation, whether they’reacupuncturists, thaumaturgical healers or God-Bloodswith sanity-bolstering g<strong>if</strong>ts. They are all sworn to silenceand service.Travel to and from this island is tightly controlled.Not only would it harm the faith that Creation has in thestrength of the Solar Exalted to know they too suffer fromfailing of the mind, the danger of mad, vastly powerful Exaltsimagining themselves back in the war against the Primordialscannot be overstated. Most patients on the island recoverafter a few months or years of intensive care. A few unfortunateExalts, however, will remain on the Isle of Silenceeven longer, unable to fight down the urges of their ownever-growing madness.SAPPHIRE WAVES DOMINIONAlthough it is nominally a dominion of the Blessed Isle,this dominion is completely submerged. It is inhabited bythe people of the sea, Lunar Exalts and those Solars who useCharms or thaumaturgy to <strong>br</strong>eathe water or carry air withthem as they travel beneath the waves.There are only a few small islands in the Sapphire WavesDominion, the largest of which—Coral Bells—is where thesmall surface-based administrative hub of the dominion islocated. Coral Bells is where visitors who need to conductbusiness with the dominion rent or purchase Charms ordevices to allow them to travel safely beneath the waves.Otherwise, the surface of Sapphire Waves is dedicated toluxury sailing yachts, mortal fisherman—who are extremelycareful to fish only where permitted—and small-scale huntingand tourism on the sandy islands.The dominion’s major city is located offshore of CoralBells, where the coast begins its steep drop to the deepocean. Shimmering Pearl Beneath the Sapphire Waves isthe most ornate and one of the largest submerged cities ofthe First Age. It extends for several miles along the oceanfloor and was one of the first such cities to be built. Buildingsnearer shore are older, made in the more primitivestyle of poured stonework and planned with the idea ofhaving both air- and water-<strong>br</strong>eathing inhabitants. Thereare compounds in this part of Shimmering Pearl where airhas been pumped into the rooms at high enough pressureto keep the pools of water that allow egress to the rest ofthe city from flooding the buildings. Ambassadors can takerefuge here, and some more delicate records and devices arestored in this section of the city. These older buildings havebeen overgrown by coral and sea plants and have come toresemble natural reefs.The newer construction, deeper under the water, arethe more familiar spires of gigantic nautilus shell, enormousgrowths of mother-of-pearl and geomantically aligned Essencebarriers, populated by thousands of gilled mortals,Water-aspected Dragon-Bloods, shapesh<strong>if</strong>ted Lunars andmagically adapted Solar and Sidereal Exalted.Shimmering Pearl Beneath the Sapphire Waves is thecenter of undersea trading and <strong>br</strong>ings in rare wealth in theform of deep-water pearls, unique coral, rare fish, strangecreatures from the West and the artwork of the people ofthe sea. Undersea vessels come and go from the city at allhours, for the rise and fall of the sun has less meaning whenthe world is illuminated by bioluminescent marine fauna.Many of the inventions developed here—advanced waterCharms, water-<strong>br</strong>eathing devices and durable craft able todelve into the cold, black depths of the ocean—are nowused all over Creation by the Exalted, in pursuit of pleasureand/or duty.Xatlan and his Lunar mate rule Sapphire Waves Dominionjointly. He has indulged his mate’s preference forthe deep waves for the past several centuries, pulling infavors and making deals to create Sapphire Waves and theunderwater city and subsidizing the people of the sea project.He’s done it all to give his mate a world of deep-sea wonderand beauty that he could also share.TO THE NORTHTraveling north from the White City, the terrainbecomes rough and <strong>br</strong>acing. The two dominions here arehome to several influential Lunars and therefore have beenshaped to their tastes.Like all lands on the Blessed Isle, that which lies to thenorth is fertile, pleasant, serene and stable. Much less of it isdedicated to farmland and orchards, though. Instead, greatswaths of rolling hills are dotted with herds of yeddim, goldenelk, wild horses, the Essence-rich white cattle of the innerNorth and more wondrous creatures <strong>br</strong>ed in the laboratoriesof various Exalted.62


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1TO THE WESTTO THE NORTHFALLING WATERS DOMINIONAptly named for its myriad waterfalls—ranging fromthundering cascades hundreds of miles high and dozens wideto tiny, singing trickles—this dominion is in the northwestof the Blessed Isle. Falling Waters enjoys a certain exclusivenessand a quiet reputation. Relatively few visitors comehere, and those who do come for the quiet and obscurity.Frequent, plent<strong>if</strong>ul rain is another characteristic of FallingWaters Dominion. Most Exalted manses here are set withinforest of huge black pines or sweet-scented cedars.One of the minor economies of the dominion is theharvesting of yellow amber from resin trees that grown onlyon the Blessed Isle. These trees are infused with Solar Essencefrom a d<strong>if</strong>fuse Solar-aspected manse and can be processed intoa particular incense that is regularly burned at the EternalTemple of the Golden Bull. The incense is reserved first forthe servitors of that temple, then for the Solar Exalted toburn in their private shrines. What little is left over is sentout to major Unconquered Sun shrines elsewhere in Creation.(Non-instant Zenith Caste Charms gain a one-die bonuswhen this incense is burned during their use.) The principleexporters of this rare, ineffable incense claim that the SolarExalt known as Damarasak, the Student of Vows Made inAbsentia, took his Second Breath the first time he smelledthe unmistakable scent. As a result, the incense is now inhigh demand among wealthy mortals who hope that they ortheir children are reincarnated Solars as well.MAIDEN’S EYEWithin the Falling Waters Dominion, nestled deepwithin a temperate rain forest, is the manse known as Maiden’sEye. It has a Sidereal aspect and is powerful enough thatit would have been snapped by some powerful Solar Exaltby now under d<strong>if</strong>ferent circumstances. Somehow, though,the Celestial Housing Authority has no official records ofthe place. Yet the manse is actually in nearly constant use.Powerful elder Sidereals of the Five-Score Fellowship comehere to study the great, calm reflecting pool in the manse’sinnermost courtyard. Some of the oldest Sidereals still alivespend weeks meditating at the edge of the simple pool underthe light of the Maidens.The pool at the heart of Maiden’s Eye can provide visionsof the future to even those who are not Chosen of theMaidens—or it would <strong>if</strong> the Sidereals would allow any buttheir own kind to enter. They have worked for centuries tokeep the place and its abilities secret from even the Solarsthey serve.BANNERS OF RED AND WHITE PRESERVEThis huge hunting and outdoor adventure preserve isthe most popular destination for Lunar Exalted who havegrown weary of the civilized restrictions of Meru but aren’tinclined to journey to Tamar-Kas or farther afield.Located along the northern side of the Blessed Isle, thepreserve is hundreds of miles of re-created Northern wilderness,which the local sky mantis grid keeps at a constantwinter chill. The sun might blaze <strong>br</strong>ight in the sky, but the airremains just above freezing most days and drops much lowerat night. Blizzards are generated on a carefully randomizedschedule so campers and hunters get the full, thrillingly riskyexperience of travel in the uncivilized Far North.Plants, animals and entire mortal villages have beentransplanted into the preserve to provide the most authenticand enjoyable experience for the Exalted who visit. Becausethe preserve is intended to be a “taste of the wild North,”as the preserve’s administrators claim, there is little signof the modern magitechnical amenities present in the realNorthern areas.Thoroughly researched hunting lodges built from everythingfrom mammoth tusks to massive timbers of blackpine have been placed through the preserve for guests. Welltrainedstaff, dressed in traditional garb of older Northerncultures, can provide everything from intimate company totips on where to find the wildest of the imported demitaursor huge Northern elk.Mammoth-hunting parties are scheduled year round forevery Ascending month, and permits for hunting smallergame—such as the rare snow leopard—are provided ona weekly basis. Permits, guesthouses and guides are madeavailable to high-level members of the Deliberative andother influential Exalts whenever they wish, of course.Gates of a<strong>usp</strong>icious passage can take guests from the preserveto the actual Northern lands <strong>if</strong> the visitors can paythe exorbitant cost.Banners of Red and White is maintained jointly byseveral Exalted with a taste for rough adventure, and theymust pay taxes and fulfill permit requirements as the Ministryof the Treasury demands, since no single Exalt actuallyprivately owns it.WANDERING PRAYER DOMINIONRespectful name aside, the Wandering Prayer Dominioncontains one of the more earthy attractions on the BlessedIsle—the Glorious Clouds of Ineffable Delight resort. Administeredby Sign<strong>if</strong>ier of Peaceful Victory, the dominionmaintains a natural feel by carefully controlling every aspectof the landscape, from winding roads built to look as <strong>if</strong> theywere hand laid to wood and slate towns inhabited by welltrainedmortal villagers. Of course, gates of a<strong>usp</strong>icious passageare available for Exalted wanderers, skyhooks have beenbuilt in the major cities, automatons and traveling pagodascan be summoned to provide relaxing offerings of food andshelter, and all roads, one way or another, lead to the GloriousClouds of Ineffable Delight. Sign<strong>if</strong>ier of Peaceful Victoryensures a rural experience with all the modern comforts theFirst Age can provide.GLORIOUS CLOUDS OF INEFFABLE DELIGHTThe Glorious Clouds of Ineffable Delight resort is themajor draw for Exalted and others who enjoy the heady risksof gambling, the thrill of competition, the <strong>br</strong>eathless delightof flight and a fine display of Exalted wealth and power.63


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER TWO: THE BLESSED ISLEGambling houses, bathhouses, whorehouses and other suchplaces are thick on the ground along the coast, ranging inluxury from tourist traps suitable for the mortal masses to themiddle-<strong>br</strong>ow entertainments of the Terrestrials to exclusiveluxury resorts reserved for Celestial Exalted use. Many of themore expensive resorts include suites that hover on pillars ofEssence and are accessible only by air. One of the draws tothe area is the schedule of spectacular seasonal storms, wherewaves rise 30 or morefeet into the air and lightning dancesacross the offshore rocks. The local sky mantis grid has beenmod<strong>if</strong>ied along the entire coastal resort to add variety to theweather and challenge to the races.All of thedelights that have accrued over thedecades here are due to the presence of the GloriousClouds skyway and the efforts of Sign<strong>if</strong>ier of PeacefulVictory. He has been making sure that the people of theair strive to betterthemselves by proving their worth inaerial races held here regularly. He planned and schemedand constructed theraceway to showcase the beauty andusefulness of the newly created people of the air centuriesago. Since then, both the blessed mortals and the skywayhave thrived.The Glorious Clouds skyway is s<strong>usp</strong>ended, on average200 feet above the ground. Floating lanterns and decorativethaumaturgical illusions illuminate the various tracks, rangingfrom the simple andshort River of Evening Light sightsee-ing track to the dangerous, high-speed Shards of Brillianceraceway that ranges from the rough inland air streams abovethe surf line to the chill inland heights. S<strong>usp</strong>ended spiresand cirrus sculpturesare placed around the various tracksto maintain air currents and provide safety buffers for racerson sk<strong>if</strong>fs or wings. Some of the s<strong>usp</strong>ended sculptures are alsoexpensive observation boxes where viewers can observe thevarious contests taking place along the skyway.Cloud trapezes,skysk<strong>if</strong>fs, sky chariots and Essencegliders are all available for rent at the Glorious Clouds ofIneffable Delight resort, and the aerial tracks available allowvisitors a chance totake slow and gentle viewing tours ofvarious natural wonders or to compete against each other inheart-pounding races. When the season of Air arrives,however, the Glorious Clouds tracks are clearedof dayvisitors and tourist boats, while below,thehotels and lodges fill with the wealthyandelite of the island in preparation forthe people of the air races.The month of Ascending Air isdedicated to the planning and restructur-ingof the Glorious Delights skyway intoa complicated and dangerous course thatbegins at the Glorious Clouds manse,where Sign<strong>if</strong>ier of Peaceful Victory openstheracing season with a huge cele<strong>br</strong>ation.The raceway then stretches out in obstacle-riddenlow-flight zones across the shore and out to sea before risingsteeply into the high altitudes where clouds, rain squalls64


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1TO THE NORTHand tricky air currents add their own dangers to the coursethe floating lanterns illuminate. Hundreds of people of theair arrive, along with their Exalted patrons, to compete inincreasingly challenging races for the glory of their Exaltedmasters and the honor of being chosen as the next season’sBlessed Progenitor for the air folk project.Competition is fierce and is not restricted to the racecourse.Some competing people of the air have engaged induels, been poisoned, kidnapped or murdered—or simplyencouraged to eat too much at a feast the night before a race.Dragon-Blooded minders try to control the racers under theircharge so that everyone is fit to participate in the competitionthe paying customers have come to see.By the month of Resplendent Air, the amateurs havebeen weeded out of the grand competition, and only the mostexperienced, strongest and sw<strong>if</strong>test of the people of the airremain. Now, the true races begin, and the entirety of theGlorious Clouds causeway is opened up into a 10-mile-longcourse, complete with physical and Essence-based obstaclesthat must be overcome <strong>if</strong> the athlete wants to be immortalizedin story, Exalted gossip and bloodlines.Vast sums of money, Deliberative votes, political influenceand other favors, are won, lost and traded based on theoutcome of the aerial competition. The final race is held inthe middle of Descending Air, and there can be only onewinner. The last half of the Descending Air season alwayssees overwhelmingly lavish parties where hosts competefiercely to outdo each other with extravagant displays ofwealth, power and gaudy magical might. Through it all,Sign<strong>if</strong>ier of Peaceful Victory is assured that the people of theair are looked upon favorably and that their inheritance isbeing strengthened through competition to parent the nextgeneration of flying mortals.ISLE OF WHISPERING SORROWSThis entire island off the northern coast of the Blessed Isleis dedicated to the death of one woman. A Lunar general ofgreat wisdom, she was steadfast in the face of the Primordials,unswervingly loyal in the face of temptation, compassionatein response to injustice and very much beloved of her Solarhusband. When the War ended and it seemed as <strong>if</strong> peacewould finally descend once more upon Creation, Daughter ofthe Moon was struck down by deluded assassins still clingingto the hope of the Primordials’ return. Her death on the eveof longed-for peace was all the more bitter—not only to herhusband, but to many of the Exalted who had known herwell and loved her for her spiritual strength. The Solar Exaltsretaliated against her treacherous killers and destroyed notonly the assassins, but the entire landscape whence they’dsprung. Whatever people had once thrived on the island offthe coast of the Blessed Isle were entirely eradicated, downto their names.Such destruction leaves scars, even unto the gloriousEra of Dreams. The island is wasted, with only stubbornscrubby grasses clinging to the rocky shoreline. The sad criesof loons and gulls fill the air with imagined grief. Daughterof the Moon’s husband has transformed the interior into agigantic slate-, granite- and silver-threaded mausoleum ofblack marble for his w<strong>if</strong>e. More importantly, the island hasbeen attuned to the memories of Daughter of the Moon’s l<strong>if</strong>e.During her extensive and splendid funerary rites, as her soulwas returned to the cycle of reincarnation, the Exalted whoknew her donated cherished memories of their associationwith her to the memento mori they were creating on theisland where she met her death.The mausoleum is patterned after the cycle of herl<strong>if</strong>e—from a childhood birthed in battle to her sorrowfuldeath—marked by huge pillars of moonsilver-etched blackmarble. Pathways marked in geomantic patterns of gray slateand black granite lead visitors through the story of her heroicdeeds, moments of quiet reflection on responsibility and theharsh realities of war. As one walks the paths, images and softvoices flicker to l<strong>if</strong>e, traced with the Essence signatures ofthe original owners, giving them an intimacy absent in theart<strong>if</strong>icial creations of I AM. Unlike many of the more politicallycorrect and glor<strong>if</strong>ied histories of the War, Daughter ofthe Moon’s mausoleum does not shy from the compromisesand bitter decisions the warriors had to make. The memorieshere are honest and immediate, imprinted permanently onthe stones of the huge structure. At the center of the patternis a simple, silver building where Daughter of the Moon’swar gear is housed.Few visitors come to Daughter of the Moon’s mausoleumanymore. Most of those who do are Lunars and a few troubledSidereals. Older Solars find the place a painful reminderof all they have lost, and young Lawgivers find it grim andboring compared to the glories available on the rest of theBlessed Isle. Even Daughter of the Moon’s bereft husbandhas abandoned the island after centuries of careful tending.He has retreated to his lands in the North to nurse his oldmemories and has abandoned his required years of residencyon the Blessed Isle. He is too old, too powerful and—manybelieve—too outdated to be forced to take up his duties in theDeliberative. No one troubles him in his isolated tributary,and he returns the favor.Daughter of the Moon’s husband was the original designerof the mausoleum, and he best knows the secrets ofits construction and maintenance. Therefore, he is the onewho could answer exactly why other voices have occasionallybeen heard on the Island of Whispering Sorrows, as <strong>if</strong> thecollection of memory and grief has attracted other memoriesand grief. This slow accretion of voices is troubling to thosefew who still visit. Sometimes they hear their own pastcalling—the echoes of older incarnations—or the whispersof lovers and enemies long returned to the cycle of reincarnation.Solar sorcerers could easily clean the island of theclinging echoes, since they cannot promise that Daughterof the Moon’s memorial would not be damaged by their efforts,her bereft husband has forbidden any interference inwhatever is happening there.65


66<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER THREETHE EASTThe East is Creation’s <strong>br</strong>eadbasket, the center of theRealm’s trade and home to nearly a third of Creation’s entirepopulation. It contains five great provinces (includingthe famed Beloved of Daana’d and Sextes Jylis Province),42 principalities, 32 tributaries and the four domains ofthe Dragon King Dominion. The latter, which occupies agreat spread of the Southeastern jungle, is the only state inCreation that exists in alliance with rather than under thepurview of the Deliberative.Prince Echas, Tamer of Cities, Interrogator of the SixRings, Inheritor of the Dozen Unnamables, et cetera, servesas the East’s Solar administrator. Responsibility for the direction’sdefense and social health falls to him or to an appointedofficial. Echas’ ambition is to improve communication andtransport services throughout the East. He contemplates asystem to supplement I AM with more detailed images oreven sensations, and tinkers with vessels he proposes to <strong>br</strong>eakinto motes, send along dragon lines and reform at their properdestinations. (Such a trip would theoretically take five hoursno matter the distance.) His experiments send interferencerippling through I AM, disrupting its communication withhalf the East for a moment or two each season. When hisambitions feel like work, Echas travels into the Wyld orMalfeas to conquer part of it before returning for supper.And the East lives on.THE BELOVED OF DAANA’DAND SEXTES JYLIS PROVINCE(THE RIVER PROVINCE)Few speak the full, glorious title of the Beloved ofDaana’d and Sextes Jylis Province, so named for the beaut<strong>if</strong>ulrivers, fertile expanses and ideal weather unparalleledeven elsewhere in the East. The heart of the East, it growsmore than 30 percent of the world’s grain. Most refer toit as the River Province, a practice with such history thateven official records now use the unofficial title. The RiverProvince is unique in that it contains no tributaries. Everyprincipality within its b<strong>order</strong>s is a functioning prefecture andobeys both the Accord of Broken Ribbons and the ClearGlass Accord. The pressure to remain within the Accords’lines is strong. Neighbors within the River Province benefita great deal from knowing that certain laws affect everyoneelse nearby. It keeps exchange of all sorts flowing smoothlyand enriches them all.Riverspeak is the official language of the Beloved ofDaana’d and Sextes Jylis Province, which occupies everythingeast of the Inland Sea, south of the Avarice River,north of Grave Silk Lake and west of the Errant Root Mass<strong>if</strong>.67


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER THREE: THE EASTMember states of the River Province argue every centuryor so for inducting nearby principalities into the province,on the basis that more of the citizens there use Riverspeakthan Forest-tongue. I AM-based studies reveal this is truein some places, but the clamor to expand the province’sb<strong>order</strong>s goes unsuccessful.Chen Oh Mirah is the daimyo of the Beloved of Daana’dand Sextes Jylis Province. He affects a placid confidence thatfools some of his administrators and makes the rest wonderhow long it will be until someone replaces him. That’s exactlywhat Chen wonders, too, because he can’t to do his job. He’sineffectual, which is exactly how the Solars who rule in thisprovince like it. They run their prefectures the way theywant—much more productively than they would with daimyointerference—and leave the coordinator out of the loop. Halfthe administrators who recognize Chen’s incompetence arepaid to keep quiet by one prefect or another. The rest arein danger of assassination <strong>if</strong> they think about reporting onChen’s behavior, whether they know it or not.ARTISAN PLAINS PREFECTUREStone Sculptor Tle claimed the <strong>br</strong>oad fields east of theGray River as his own after the Primordial War. His peersproclaimed that his heroism demanded such great <strong>br</strong>eadth ofland, while privately mocking him for a resource-poor choicebeside the rest the East offered. By the time the behemothRazor Maiden Storm killed Stone Sculptor Tle in Year 2182,the City of Makers already flourished, and Artisan Plains wasa place of wealth, beauty and constant innovation.Eam Usam, Tle’s reincarnation, surpasses Tle’s skillwith the arts. In fact, he devoted himself to the arts withminimal regard for politics, economics or warfare, allowinghis bonded Lunar to look after those things. Her skill keepsthe prefecture safe from its rivals while Eam’s artistic driveinspires the hundreds of thousands of local artists.The flat, dry lands that would become Artisan Plainswere scant at the Primordial War’s end. Compared to thelands that benefited from the region’s great rivers, they mightas well have been salted. The prefecture still produces theleast food per acre in the River Province, but now, artisancolonies dot the landscape for hundreds of miles aroundthe central city of Denandsor. Small forests decorate thehorizon, nurtured to produce needed wood or as works ofart themselves.DENANDSOR—CITY OF MAKERSVisitors to Denandsor first see the pinnacle of its GreatLi<strong>br</strong>ary, a hemispherical skylight capping a tower over 1,50068


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE RIVER PROVINCEfeet tall. The Great Li<strong>br</strong>ary sits at the city’s center, containingthousands of tomes focusing on the city’s passion forart<strong>if</strong>ice and artisanship. Little gods and elementals serveresearchers therein, and rental research desks carry Exalted(and permitted mortals) throughout the Great Li<strong>br</strong>ary, eventhrough the miles of underground archives. By city law, noother construction in the city can be taller than 500 feet topreserve the city’s distinct silhouette. The city’s governorhas survived three assassination attempts this year alone,something related to the fact that her second-in-commandfavors repealing the law.Denandsor’s reputation is that of home to Creation’sfinest craftsmen in all the arts. The finest jewelry, furniture,tools, buildings, art<strong>if</strong>acts and nearly everything else comefrom Denandsor, though its artisans mass-produce nothing.The law protects this reputation to the point of exiling anyartisan who fails to meet the city’s exacting standards. Goodsfrom Denandsor are always peerless and unique. They demandexorbitant prices when sold at all, though many are destinedto be g<strong>if</strong>ts for the Celestial Exalted and their retinues.The city itself is the jewel of the East. All cities of theEra of Dreams are beaut<strong>if</strong>ul, but Denandsor is a work of arteven among them. Its geomancy is flawless, each buildingchanneling harmonious flows toward the city’s manses andthe Great Li<strong>br</strong>ary. Every ed<strong>if</strong>ice is pleasing to the eye. Thecity’s inclination toward innovation insists that each constructionbe unique, but each also flows seamlessly into thenext unique building and melds perfectly into the city’s collectiveappearance. A movement gaining steam in Denandsordesires to legally evict an entire neighborhood from the cityfor not fitting in with the city’s general appearance. It wouldinstead be called and given the legal rights of Denandsor’sartisan satellite colonies. Naturally, the neighborhood’sresidents object.Besides unparalleled craftsmanship and creativity, thecity is known for its annual contest of fine artisanship andfor the automaton guardians Solar victors design and donateto the city’s defense. Oa Té has won the competition over50 times, each time crafting a guardian of identical appearancebut radical capabilities. His donations sometimes reactin unexpected ways to some commands, though, causingconcerns about hidden programming.The city’s governor, as well as the prefect of ArtisanPlains, is Intrepid Jade, a Terrestrial Exalted jeweler with anexcellent reputation and a unique honor: She is Eam Usam’sw<strong>if</strong>e. A Sidereal bound them in matrimony a century ago, andEam makes sure that their home is harmonious and mutuallyrewarding. Their five children are beaut<strong>if</strong>ul and respectedartists, three of them Exalted by the Elemental Dragons. ButIntrepid Jade’s family line, and Eam Usam’s participation init, is part of his multi-generational project to create the mostaesthetic genealogy. If the prefect finds out, her reaction willbe unpleasant for all involved. None of her forebears foundout, though, so Eam isn’t worried.OLIAFORThe city of Oliafor formed naturally around the powerfulmanse at its center, which belongs to the Half Moon LunarFirst Word Bo Bao. The manse began as his home and thecity as his villa, but the city’s growth inspired him to alterthe manse’s properties. It now produces no hearthstone butfocuses its energy outward instead to give the 100 milesaround it great fecundity. Rural production complexes in theregion produce as much as facilities that are many times aslarge. First Word Bo Bao grows old, and the people of Oliaforworry that their boons will disappear after his death. Someplot to make sure they won’t, though even speaking of theExalt’s death is illegal.The city and manse form a single spiral. The sole greatroad loops in toward the manse ever more tightly and, uponreaching it, spirals up the outside of the towering structure.The importance of the city’s inhabitants is inversely proportionalto their distance from the manse. The poor liveon the outskirts of town, the merchants in their townhouseslive closer in, and the homes of the wealthy and governmentbuildings (great parks and all) are nearest the manse. Thewealthy don’t have it best, however, as the manse’s recali<strong>br</strong>ationwas imperfectly done. It hides a flaw that leaks Essenceinto the surroundings (rather than casting it outward intothe fields) and increases the aristocrats’ fertility tenfold. Intime, the leak will serve to alter the children it helped spawn,especially <strong>if</strong> the flaw worsens.Many conveniences remain from the time when Oliaforwas just First Word Bo Bao’s villa. They allow the well-to-doopportunities for races on sw<strong>if</strong>t riders, for folding servantsto do much of the d<strong>if</strong>ficult work, for jumping competitionswith jump harnesses and for storing their valuables in cacheeggs. First Word Bo Bao installed a powerful sympatheticelemental scanner, bound with a Wood elemental, in <strong>order</strong>to make sure the farms were in working <strong>order</strong>. Lastly, awondrous globe of precious stability hums quietly in a sealedchamber at the top of the manse. It incidentally dampensthe effects of Essence leakage (one reason the manse’s flawgoes undetected) while keeping bound a powerful unshapedraksha who would ravage the populace <strong>if</strong> it got free. (SeeThe Books of Sorcery, Vol. I—Wonders of the Lost Agefor the art<strong>if</strong>acts mentioned here.)First Word Bo Bao’s chosen governor of the city, whichEam Usam respects as a courtesy, is native to a small controlledcommunity whose inhabitants learn only to read andwrite, never speak. The unique set of characters given themas a language makes them bureaucrats and administratorsbeyond even the Dragon-Blooded, but hearing a single spokenword disrupts that art<strong>if</strong>icial mindset and renders themimbeciles forever after. The governor, whose name is withouttranslation, runs Oliafor through the written word and useof translation art<strong>if</strong>acts. His efforts make Oliafor perhaps thesmoothest-run city in Creation. Intrusion into his suites ispunishable by 20 years imprisonment and hard labor, the69


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER THREE: THE EASTlength of time required to raise a new governor from amongthe speechless community.FINE CROSSING PREFECTUREFine Crossing Prefecture meets the Hungry DragonPrefecture and the Gray River on the west, the Yellow Riveron the north, the Rolling River on the east and Lynx Hills(near Highwayman’s Bend in the Gray) on the south. It issmaller than some prefectures, but being bounded on threesides by rivers makes it the richest prefecture in a provincecomprising the richest prefectures. “Drop a kernel in FineCrossing, and you’ll pick up a bushel,” goes the proverb.Goodman Razer of Storms (the title is traditional) relaxesin Hollow or on the Blessed Isle, leaving administration tohis able prefect while he wrangles appropriations from theDeliberative and enjoys Meru’s hospitality.The jealous say that Fine Crossing has nothing to offerbut endless, repetitive fields. Those fields—dyed red oramber or amethyst by the Unconquered Sun above—inspirethousands of poets and painters every year. The views are<strong>br</strong>eathtaking by nature and by design. (The RPC whose cropsare most picturesque receives substantial boons each year.)The views out upon the great rivers are some of Creation’slargest, attracting many vacationers. Where the Yellow andGray merge into the Yanaze is a particular favorite. Someentrepreneurs sell rides on the unpredictable currents atthat nexus. Submarine rides in sealed, buoyancy-regulatedadamant capsules are available to the rich.HOLLOW—HEART OF THE RIVER PROVINCEHollow is named in humility under the belief that it isa necessary evil, a hole in the East’s productive and fertileground from which nothing useful comes—only proclamationsand governance, the importance of which the city’sfounder played downward. The provincial manse displaysher words to that effect over its public entrance: “Strongare the hands that toil that others may live.” All-is-BrightInamo works hard to sh<strong>if</strong>t public perspective on the quotefrom the intended meaning to an interpretation that laudsthe Exalted. Few of any import oppose him.Beyond housing the provincial government, Hollow’sdistrict government oversees the many thousands of RPCsoutside its walls and within the region irrigated by the YanazeDam. It also regulates trade between its district and the restof the province. Eminently central to the East, this districtgovernment wields immense leverage over provincial tradeand trade throughout the entire direction. Brave Hare, thedaimyo, regularly clashes with Prefect All-is-Bright Inamoover trade policy and jurisdiction.Hollow’s Fertile Ground Academy teaches people fromall over the province theories that pertain to the region’sprimary product: agriculture. It is the finest school in the Eastfor the study of agricultural techniques. It also scores highmarks with its thaumaturgy, sorcery, demonology, business,governance and geomancy programs. As the best agriculturalschool in the East, it is by extension the finest in Creation.The school is second to Sperimin overall, naturally, butsecond place to Creation’s greatest university is high honors.Even Dragon-Blooded attend the school and graduate withno shame for being unable to study at Sperimin. One professorrecently discovered a new First Circle demon with idealapplications for enriching soil and increasing crop output.(It also draws patterns in the earth, whether by accident ordesign, that enable other First Circle demons to occasionallyescape from Malfeas.)All-is-Bright Inamo is an excellent bureaucrat, administratorand liar. Working in the provincial capital giveshim more influence than most prefects have, which he usesto build up a retirement fund. It’s legal but self-interested,and when the Goodman replaces him, the shakedown forhis political lackeys will likely make Hollow a place wherethe talented rise quickly.LODROS—CITY OF WORDSHe Who Bleeds the Unknown Word was one of thefirst Primordials to fall in Creation’s first war. His fleshcomprised every word that had been written or spoken; hisl<strong>if</strong>eblood was every word that had not. He re-formed intoElloge, the Sphere of Speech, in time to surrender with his<strong>br</strong>ethren. The Primordial’s corpse lay in the near East andbled characters that had never been read or spoken into theearth, too ripe with secrets to contain its blood even afterthe flesh was dead. Pian Second Son, an Eclipse, stood withthe Chosen of Secrets Silence-in-Ways and watched thewhite blood flow. One mourned the lost words, never to bewritten or spoken or sworn. The other regretted the wordsshe would never know. As thousands of Dragon-Bloodedand millions of mortals marched against creatures that stilltroubled Creation, the two Exalted forged the Primordial’sflesh and blood into a city. More than one Celestial Exalthas wondered among friends what monsters survived or escapedthe binding in Malfeas because those two distractedthemselves in the midst of a deadly war.They built the city with its own words, stretching “beauty”tight across its length, using “manse,” “street,” “wall,” “secure”and other words often, discarding such words as “useless” and“uninteresting” or turning them to other uses. The layout ofthe major avenues spells Lodros, and lesser roads name thedistricts that contain them. Even now, unknown words seepout onto the diamond-white city, their characters shimmeringon the walls and streets. All such words have understandablemeaning, as a word’s purpose is to communicate. Many belongto existing dialects but have not yet been spoken, but manymore are words designed to be understood only by individualsor small groups. Enchantments laid on Lodros make ithelpful to those who walk its streets. It welcomes travelersand asks their destinations that it might direct them, usingwords never before seen but instantly understandable. Thiscommunication is private, as the words are decipherableonly by the individual for whom they are displayed. The city70


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE RIVER PROVINCEissues the rare cryptic warning or prediction, but the causefor such behavior is unknown.Lodros is Creation’s foremost producer of the writtenword in all its forms, as the city’s nature attracts authors ofall kinds. Its legendary printing district publishes pamphlets,catalogues, textbooks, novels, anthologies, magazines, journals,<strong>br</strong>ochures, guidebooks, tracts, treatises and anything elseone writes and disseminates to the world. It also producespaper of various quality, from the cheap but durable standardwhite to fancy sheets with pleasant odors or musical tonesto heavy-duty paper that is guaranteed to ignore magicalflame, the passage of time, Dragon-Blooded anima flux, allscissors but those edged with white jade, the Wyld and TerrestrialCircle sorcery. A sorcerer resident in Lodros’ StarkQuarters of Constructive Art<strong>if</strong>ice is in constant search for amore secure paper, while his rival next door seeks ever-betterways to destroy paper out of idle spite.A sophisticated, pseudo-autonomous system controlsthe City of Words’ many defenses and powered mechanisms.Peacekeepers, the governor and others with authority controlit by writing commands into shallow, foot-square boxes ofsand paired with slender, diamond-white rods, like tools forpracticing calligraphy. Most are intuitive, such as scribingopen east gate for that purpose. The sands either smooth overafter accepting a command or sh<strong>if</strong>t to form an error messageor query (such as requesting further detail or an authorizationcode). Sands within the House of Deliberation, Lodros’manse of governance, accept more commands than thoseat gatehouses and other remote posts do. One night, whiletoying with the city’s command system, two drunken lowerfunctionaries learned several commands that they expectedto return errors but instead requested authorization. Theyhave since moved their families to the West.Lodros is simple to reshape. The House of Deliberationcontains a sand garden that acts as a command terminal.When activated with proper commands, the sands of thegarden flow into the precise shape of the City of Words.The garden may focus on certain areas or display the entirecity. Commands alter the topographical map, shorteningbuildings, raising new ones, expanding parks and carvingnew alleys through the crowded city. Once approved by anappropriate authority, the city invokes these changes in thecity proper, which progresses from its current state to thedesired shape over a period of one week to a month. Theprocess calls on what remains of the slain Primordial’s vitality,making construction efforts simple affairs. The changesnever occur while anyone is watching. In fact, a proposed(but supposedly unused) method of torture, imprisonmentand/or execution for the city is to place a criminal in a basementprogrammed to sink under the earth. The criminalwould have to remain awake to forestall his fate, and everymoment asleep would condemn him to deeper intermentever farther from light and l<strong>if</strong>e.Governor Pyn Minor works with Goodman Razer ofStorms and the few other Celestial Exalted with a personalinterest in Creation’s printing capital. His position is enviable:He leaves the compilation of history and all knownknowledge to the Council of Record and control over thecity’s publications to the Registry, leaving him responsibleonly for a battalion of bureaucrats and his own enjoyment. Hissecret side business is a vanity press that publishes criticisms(rants and conspiracy theories, mostly) of various CelestialExalts and the Deliberative government.THE DAMS OF HOLLOWThree dams control the flow of water around Hollowand in the River Province. The Gray River Dam appearsleast inventive. It performs well without being activated,so few know its power. When dictated by its administrator(who holds its hearthstone), the dam transubstantiateswater that rises above a set level into air, preventing floods.Landscaping upriver has made activation unnecessary forthe last three centuries, and the hearthstone lies forgottenin Hollow’s archives.The Yellow River Dam is of variable height. It currentlystands at 337 feet, with four of its seven nested segmentsraised and the remaining three nestled inside the fourth. Thisposition forces the river to fill over 1,000 miles of irrigationcanals, watering RPCs that feed several provinces. Periodicwater shortages from the dam occasionally diminish RPCproductivity. What dam administrator Ichiko Tomaya doesn’twant her superiors to learn is that she frequently raises themighty dam to impress potential lovers, so she covers hertracks well and <strong>br</strong>ibes her subordinates with glowing progressreports and letters of recommendation.Of the three dams, the Yanaze Dam is the most impressivebut least renowned. It is a massive circle-in-square glyph of redjade, <strong>br</strong>oken into 997 pieces and embedded in the riverbedwhere the Yanaze meets the River of Tears. Without needfor maintenance or other necessities that make it known tohumanity, the dam keeps the Yanaze River level within threeinches of ideal at all times. Of no less import, the YanazeDam works with similar runes near Sijan and where theRiver of Tears meets Frost Lake, keeping the River of Tearsflowing. The project that actually created the River of Tearshappened so long ago, and is perfectly self-sustained, that itis unknown but to savants. A team of Celestial Exalts plansa similar feat in the Southeast, unaware that interferencewith the existing success would destroy both and thousandsof miles of river simultaneously.HUNGRY DRAGON PREFECTUREHungry Dragon Prefecture reaches from the YanazeRiver to the north, the Gray River to the east, the MalachiteSlopes to the south and the coast to the west. It is a richprefecture ruled by Edged Blossom, the recent reincarnationof Yellow Terror Dragon, hero of the Primordial War andfounder of Deheleshen. Her Lunar mate, Fair Xiulan, disappearedwith Dragon’s death, and has not yet reincarnated.Her whereabouts are unknown, and in her absence, Edged71


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER THREE: THE EASTBlossom struggles to maintain her principality’s importance.She benefits from an experienced Dragon-Blooded prefectin Deheleshen who keeps the city on an even keel, but theprefecture needs a strong Celestial hand.Hungry Dragon Prefecture has abundant open plainsperfect for its many RPCs, but they are not the source of itsfame. Its capital sits on the promontory opposite the Dragon’sMouth of Tears, where the River of Tears pours into the InlandSea, and that is the Hungry Dragon Prefecture’s jewel.Thousands of sailing vessels are visible from DeheleshenBluff on a clear day, dozens and sometimes hundreds of themcomposed of shining magical materials.DEHELESHEN—GATEWAY TO THE EASTSunshine gleaming off gold and alabaster is the firstmost travelers see of Deheleshen. The rest see the light ofthe Deheleshen Lighthouse, visible as far as 100 leaguesfrom the city. The city is the first Eastern port of call for airand water travel from anywhere in Creation but the nearSoutheast or Northeast. Between its position at the mouthof the Yanaze River and the famed Serene Breath Aviary,Deheleshen is the obvious stop for travelers and merchantsalike. Recent accidents in transshipment and docking haveforced the government to raise tar<strong>if</strong>fs, however, driving somebusiness across the river to Amber Shores Port—technicallyin the neighboring Eager Coast Prefecture.The Palace of the Maximum Fallahshu, the Teocallaof Tu Yu and other public buildings in the city are built ofthe finest durability-enhanced white stone and gold leaf.The rest of Deheleshen contrasts this finery in the elegantsimplicity of their construction and layout: Beaut<strong>if</strong>ul thoughits highlights are, the city is devoted to efficient distributionof the commerce moving through it at all times. Citizensare accustomed to high standards of living, and the millionswho live there constantly lobby for greater amenities, whichthe government often provides to keep the city functioningsmoothly.The god Tu Yu is an active city father. He appears as awealthy aristocrat, wearing functional silk robes and a hiddenchain shirt whose presence is betrayed by the occasionalmetallic rasp. Somehow, he is always a head taller than thetallest of those around him. Tu Yu is more protective ofhis city than Yu-Shan typically allows, but he is charmingand generous and always knows whom to <strong>br</strong>ibe, blackmailor sweet talk. His actions make sure that nothing hindersDeheleshen’s dominance over trade between the East andthe rest of Creation, as therein lies the city’s greatness. Funddrainingcitizens and transportation sabotage rouse his ire,72


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE RIVER PROVINCEand he has half a dozen plans to deal with any given obstacleto Deheleshen’s glory.Prefect Vikram White Crane guides both the city andthe prefecture while Edged Blossom learns her responsibilitiesand Fair Xiulan remains missing. The upheaval is emotionalto her, as both Yellow Terror Dragon and Fair Xiulan weredear friends and mentors, but her strength keeps it from rockingher city. Only her urge to take off with Edged Blossomon a whirlwind adventure to find the Solar’s missing Lunarmate threatens the city’s welfare, but Vikram is responsibleenough to set aside such desires. Probably.LATE GLORIOUS FIELDS PREFECTUREBrass Janissary rules Late Glorious Fields Prefecturewith her Lunar mate, Jackal’s Dignity, but neither by choice.The bonded pair inherited the prefecture from their previousincarnations, who took responsibility for the region outof solemn respect for the dead and to uphold a secret oathto a slain Primordial. The pair spends as little time in LateGlorious Fields as possible, instead adventuring across andoutside Creation as young Celestial Exalted should.North of the Yellow and Yanaze Rivers, the principalityis a fertile land that yields much food. Irrigation canals supplythe right amount of water to every RPC, and rice paddiesmake the southern half an emerald green. The northeasternquarter is drier and better suited to golden wheat.Within 200 miles of Sijan, the prefecture’s tone changes.Green and gold give way to the Plains of the Dead, damp fensthat no project manages to permanently drain. Stunted treesand ancient crypts dot the swampland, dedicated to the deceased’srest as it has been since before the Primordial War.SIJAN—THE FUNERARY CITYThe city of Sijan occupies a valley nestled in the confluenceof the River of Tears and the Avarice River. Uncountablemausoleums, crypts and catacombs and the homes of thosewho care for them tile the valley a consistent shade of gray.The Plains of the Dead south of the Avarice mottle tomb graywith the subdued greens and <strong>br</strong>owns of the marsh, lookinglike something only half dead.More than one quarter of Creation’s dead take their finalrest here, and Sijan morticians lay another quarter to restelsewhere. Many of the deceased are wealthy mortals or theExalted’s favored bureaucrats, assistants, servants and slaves.The city’s ritualists have buried every Celestial Exalt from themiddle of the second century on, when it became a traditionand honor to be laid down by the devoted embalmers. TheFunereal Order of Righteous Morticians and Embalmers runsthe city and makes sure that nothing obstructs their goal ofhonoring the dead as the dead desire.The city has no walls, as walls would inhibit the unendingsprawl of Sijan’s boundaries as more dead require burial.Even so, it is well guarded. Many of the Dragon-Bloodedattuned to death rather than l<strong>if</strong>e volunteer to protect thecity and study under its master morticians. The dead themselvesguard their eternal rests, and all would-be raiders andconquerors fear the wrath of the many Exalted who desirea Sijanese burial.Outsiders see Sijan’s valley and the Plains of the Deadas a disarray of tombs raised and sunk wherever there’sspace. Not so. Every gray wall, coffin, shadowed stairwayand bone-ridden hallway contributes to the place’s deliberategeomancy, which is designed to neutralize the turbulence oflocal Essence and keep the dead content in their beds. Eventhe sunken crypts, their entrances swallowed long ago by thefens, figure into the geomantic calculations. The Essence isnot dead, as some would expect, but calmed. All Sijaneseburial parties operate in multiples of four for similar reasons,as it is a mystic number of their trade. Four carry cistvaencomponents and sixteen carry the heaviest sarcophagi. Atleast eight architects design every tomb, four work togetherin embalming, and a minimum of eight perfect and performthe rituals.Before Sijan was a metropolis for the dead, it was thehome of 4,000 mortals charged to inter with honor andrespect the bodies of all who came to them. In those daysof perfect reincarnation, the purpose of such treatment wasquestionable. Did someone foresee the danger of disrespectto the dead? Does proper burial improve the process of reincarnation?Answers are not forthcoming, for none rememberSijan’s genesis or know who planted its seed before the firstblow of the Primordial War.The 4,000 performed elaborate funeral rites for eachPrimordial that fell during the War. Some rites involvedmass sacr<strong>if</strong>ice; others appeared innocent. There is still onecatacomb for each Neverborn beneath the Plains of the Dead,dizzying mazes with hundreds of false tombs that protect thetrue empty charnel houses that honor the fallen. This actpac<strong>if</strong>ied the slain Primordials, giving them the quiet slumberof undeath. Of this, too, the world is ignorant.After the War, people accreted around the core morticians,who admitted none into their ranks but in units of4,000. Their number grew within a century to its currentpopulation of 40,000, where it stabilized by decree of theMorticians Order.Late Glorious Fields is the only prefecture (the onlyprincipality, really) administered by one of the dead. DistantSwallow died 400 years ago while holding the officeof sub-prefect for the region, joining the queue of spiritswhose dedication to Sijan and its governance held themfrom reincarnation. His turn to serve as prefect camethree decades ago, when the previous prefect disappearedand left only signs of the Labyrinth behind. Distant Swallowhas been a functionary for almost a millennium, firstas a Terrestrial Exalt in Sijan and then as part of Sijan’sUnderworld administration, and his mastery of the city’sintricate politics is great. With the prefecture’s Solar andLunar rulers avoiding their responsibility, Distant Swallowhas free reign there.73


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER THREE: THE EASTTHE BLACK CHASEThis ancient shadowland is a dark forest on the eastbank of the River of Tears, whose reputation names itdangerous even to the Exalted. Its secrets remain unplumbed,and the roll of its victims grows longer withevery passing year. The shadowland features in a numberof ghost stories that I AM has helped spread across Creation.The Black Chase appears to be a strip of forest 28miles by 450 miles that follows the river, located just overa mile from Sijan. Sijan’s founders chose the site theydid for the Black Chase’s access to the Underworld. Itsboundary is clearly marked by the transition of healthytrees to a forest stunted by lack of light, riddled with rotand choked by hungry vines. The Chase merged with theUnderworld naturally, beginning in Year 653. Historiesneglect to mention the slaughter of several thousandpenitent Fair Folk marching to request amnesty andsanctuary among the Mountain Folk.The Black Chase is impossible to map or navigate.Sounds take longer-than-normal routes to reach friends’ears and double back to echo upon the speaker. Essencecosts for communication-related Charms double and d<strong>if</strong>ficultiesincrease by one. Communication art<strong>if</strong>acts fail. IAM is silent within the Black Chase. One path follows thecourse of the river 100 yards from its banks and <strong>br</strong>ings oneinto the Underworld at night. All other paths in the BlackChase are temporary. The forest sh<strong>if</strong>ts during the nighthours, bewildering even the most experienced travelers.Some travelers cross the <strong>br</strong>eadth or length of the Chase ina single night’s walk and emerge unscathed, which encouragesthose marching under haste.Fell creatures hunt the darkness. Imps and dead thingsthat refuse to stop moving are eager to devour any warmflesh whose scent reaches their cold noses. Only the solesteady path is safe from them. Other beings walk amongthe stunted trees, showing signs of plague, drowning,violent murder or other fates. Nonetheless, these beingsare beaut<strong>if</strong>ul, and they offer their cold love to intruderswho please them. Mortals who succumb to their charmbecome imps, while Exalted join the ranks of the beaut<strong>if</strong>ulor emerge from the Black Chase bearing mighty art<strong>if</strong>actsof bone and ebony. These glorious-in-death entities keepa pet, a monster of bones the size of tree trunks whose<strong>br</strong>eath is the only <strong>br</strong>eeze the Black Chase ever feels. Itcrushes and consumes intruders eagerly. Voices within itsosseous belly babble occult truths known to none living,<strong>if</strong> one can survive the trip.Some folk <strong>br</strong>ave the Black Chase to retrieve black ash,wood prized by artisans as strong and having a deep beautythat few other woods can match. It is also used in the creationof art<strong>if</strong>acts to manipulate death and desire, so CelestialExalted call on their servants to fetch it. Groves of black ashgrow deep in the Black Chase and nowhere else in Creation,making it rare indeed.WILLFUL CHILD PREFECTUREWillful Child is buried in forested hills and b<strong>order</strong>edby the Maruto River, the Wood Snake Crawl Prefecture,the Serene Canopy Province and the Dominion of theDragon Kings. Despite its natural resources, Willful Childprizes itself on producing only savants. Its proudest featureis the city of Sperimin, near the northern b<strong>order</strong>, and thatalone gives the prefecture and its Solar ruler Guan Ho Bisubstantial accolades.This domain possesses the River Province’s temperateclimate and the Far East’s thick forests. Hills dominate thelandscape but are not so steep or frequent that cities andtowns are d<strong>if</strong>ficult to build. Raw resources are plent<strong>if</strong>ul, butthe prefecture’s high educational standard makes every mortalan expert and forces entrepreneurs to import workers, so it’stypically easier to harvest goods from elsewhere.SPERIMIN—HOME TO KNOWLEDGESperimin is the premier center of learning in the Age ofSplendor. Not even cities that covet Sperimin’s title contestits superiority. Many academies make their primary campuseswithin the city’s b<strong>order</strong>s, and more locate themselvesnearby, but the Great Twelve academies are the real draw.Their fame is Creationwide, and each occupies one of the12 college-manses arranged in radial fashion around the citycenter by the founders of the Bax Institute.The Conservatory of the Assiduous Iron specializes inmining and metallurgy. The Bax Institute for EnlightenedDisposition dispenses knowledge of architecture, engineeringand manse design. The Factualist Seminary of the InviolateHeavens imparts wisdom concerning cosmology, theologyand a no-nonsense theory of astrology that conflicts withthat of the Divine School Devonian, which teaches sorcery,thaumaturgy and a more intuitive form of astrology. Wisegraduates of both academies argue over the proper course,as influenced by the stars, when offering their unsolicitedadvice to the city’s governance.Creation’s best physicians graduate from the PracticedInstructors’ School of Curative Tradition. The Shrine toGlorious Transaction produces the finest factors and investorsand highlights its founder Oa-Té’s polymath nature. TheMost Capable Administration Institute teaches theory ofgovernance in all its forms and gives Creation its finest bureaucrats,while the Poised Keepers of the Balanced Doctrinefor Harmonious Conflict trains military minds. The debatesthe two academies’ students share over governmental policy(especially regarding military stance) spill over into <strong>br</strong>awlstwo times out of three.The Doorway to the Soul teaches the spiritual martialarts, and every known supernatural martial arts style can betaught by at least one of the school’s many instructors. TheFlawless Chroniclers’ House of Records imparts history toits students and funds many examinations of the past. Oneinstructor’s research nears proof that the Doorway’s foundersintended it to focus on all forms of martial prowess, not74


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE RIVER PROVINCE THE DOMINION OF THE DRAGON KINGSsimply the spiritual. Gaia’s College trains people in advancedplanting and harvest techniques, as well as the business’sfinancial realities. Many RPC administrators are graduates.The Lone Cherry Blossom Academy produces unequalledpoets, painters, sculptors and other artists.Sperimin’s Great Twelve ring the central Li<strong>br</strong>ary of Sperimin,where all known wisdom in all disciplines is recordedin multiple media for safety and preserved for posterity by averitable army of elementals. Its 38th floor houses the Li<strong>br</strong>ary’smost famous volume, The Book of Three Circles. As a place wherestudents and instructors from the Great Twelve must meet forstudy, the tower also houses 12 floors of debate halls. TeresuEtate Ino, the li<strong>br</strong>ary administrator, plans a political coup thatwill turn four of the debate levels into further li<strong>br</strong>ary space.This coup will solve the problem of his dwindling storage spaceand evade an argument with the Bax Institute’s provost aboutdisturbing geomantic flow by delving deeper into the earth.Sperimin’s governor, Laughing Crow, accepts that thecity’s control rests with the Academic Council and actsaccordingly, executing her duty as best possible and takingevery advantage her appointment affords. Her greatestresponsibility is to see to the individual needs of the GreatTwelve academies and spec<strong>if</strong>ic cele<strong>br</strong>ity professors. (EnsuringInstructor Yu’s perfect meditative silence in his home acrossthe street from Vi<strong>br</strong>ant Strings Conservatory is just one of herthousand challenges.) Laughing Crow is excellent at her jobbut wonders of late <strong>if</strong> anyone in Meru pays attention to howhard she works to balance everyone’s needs. She intends tomake a few forgivable but noticeable mistakes next year, inthe hope that they’ll give her more credit in the future.THE DOMINION OFTHE DRAGON KINGSIn honor of the Dragon Kings’ courage and losses in thePrimordial War, and out of respect for their allies’ personalprowess and wisdom, the Exalted formally left the DragonKings’ lands outside of the Realm. The Dominion of theDragon Kings is an ally of the Realm, which tends Creationin a manner of which the Exalted approve. Or it once did. Anew motion in the Deliberative suggests making the domaina province in <strong>order</strong> to improve efficiency of government andapplication of the Realm’s laws—not to mention the suddeninflux of taxes.The Dragon-Blood Green Ebert serves as Realm Commissionerto the Dragon Kings, helping them administer theprincipalities in their dominion. He is an honest bureaucrat (sohe lies only when necessary) and enjoys the relaxed politicalatmosphere of the Dominion of the Dragon Kings. The quantityof restricted or original (and therefore untouched by legislation)drugs coming out of the dominion worries prefects of adjacentprovinces, which means Ebert could soon face an inquiry.75


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER THREE: THE EASTDragon Kings administer the entire dominion fromRathess, but Solars rule many of the region’s principalitiesdirectly. The Dragon Kings get along well with the passionateSolar Exalted and enjoy shaping the dominion’s laws tofavor their allies. To them, vicious political struggle is justanother dimension of hunting and survival.THE MAGNIFICENT GROUNDSOF RATHESSThe Magn<strong>if</strong>icent Grounds of Rathess is larger than mostprincipalities, as most Dragon King domains are. It containsRathess and its satellite cities in the center of its southeastquadrant. The rest is reserved for such Dragon King pastimes ashunting, warfare, communion with gods and solitary spiritualcontemplation (often in conjunction with one of the otherthree). Dragon Kings allow excursions to gather resourcessuch as gold, jade, pets and organic drugs but permit fewpermanent human settlements. The Solars who keep illegalprivate estates in the lush domain are likely to fight for themrather than concede <strong>if</strong> confronted, however.The Magn<strong>if</strong>icent Grounds of Rathess is kept a pristinewilderness for the savage enjoyment of its masters. Tropicaltrees grow thick, and the canopy blocks out much light.Dragon King monks tend clearings along standard pathsthrough the domain—one per full-day’s travel—ensuringthe ability to look upon the Unconquered Sun at least oncea day. The religious conflict in Rathess spills into the jungleon occasion, where the dedicated chase off or kill the monksand let the clearings grow over. The Magn<strong>if</strong>icent Groundsb<strong>order</strong> the Gray River on the west, the River Province on thenorth, the Vaniwayan on the south and reaches east enoughto include the Ever-Rippling Sky Mirror Lake.Wild beasts stalk the jungle and are a threat to mortalstraveling on foot. Most travelers move by skyship to and fromRathess, and those who cannot accompany the shipments ofraw goods taken from the region to the Artisan Fields Prefectureor the Grave Silk Lake Prefecture for processing.RATHESSRathess is a perfect circle, divided into eight radial andequal slices. Six of these divisions fit the city’s circular nature,with streets parallel to the outer wall, and feature the alienstyle of Dragon King construction. The seventh section is theHuman District, laid out in squares and right angles, unlikethe gentle curves and 60- and 90-degree angles of the rest ofthe city. The last slice is the Aquatic District, home to thecity’s 500,000 or so Mosok Dragon Kings and full of deepart<strong>if</strong>icial ponds and canals. Nearby Lake Therak keeps theAquatic District flooded and fed. In the last several years, fishhave turned up dead in Lake Therak (and thus the AquaticDistrict) in alarming numbers.Creation once knew Rathess as a bastion of worship to theUnconquered Sun, as the home of the Ochre Fountain andas the defensive bastion of the East. Rathess is too divided tohold those honors any longer. The Dragon Kings now spendmore time warring with each other than combating externalthreats. Passionate adherents to a variety of gods, from theUnconquered Sun to Han-Tha the Ghoul King, spill blood inthe street, with four core factions fighting for the dominanceof their creeds. The city remains welcoming to the Exalted,especially to Solars, but the tension is evident—and caninvolve visitors despite their wishes.Ith Maaiph is the eldest Raptok olchilik in the Dominionof the Dragon Kings and Rathess’ highest priest of theUnconquered Sun. His word has the might of law in Rathessand the greater dominion, though he gives fair hearing to hisappointed administrators. Maaiph recalls a time when theSolar Exalted better respected their Dragon King allies. Heis blind to his people’s decline but not to growing disrespectfrom the Deliberative. His rudeness could soon cause aninternational incident.THE GREAT OBSERVATORYAND THE ORRERY OF ARAINTHUA dome of polished starmetal gleams atop a bluff justoutside Rathess. This is the Great Observatory, a peerless aidfor astrology that incorporates theoretical constellations intoits readers’ predictions. It contains the Orrery of Arainthu,a flawless model of the heavens that makes it possible todiscern even the position of a spec<strong>if</strong>ic fly’s descendants acentury from now. Last year, a Dragon-Blood attempted tosabotage the Orrery and Observatory, but he was caughtand his act was reversed before any permanent damage wasdone. He killed himself before his captors could learn of theSidereal behind the attack.ALBAIO’S VILLAThe Solar Albaio commissioned his villa 133 milesfrom Rathess to be near his Dragon King allies and friends.Unlike most human habitation, the villa is entirely in theDragon-King style. The angles are off or absent, ceilings areunadorned but the walls are busy with designs, steps are toolarge and the furniture matches the wrong physiology. Cattyrumor claims he built it for a Dragon King lover, but his rivalswould be more disgusted than pleased to learn it’s true, nomatter how much it would harm Albaio’s reputation.The villa’s karo, Yellowtail Rene, is a mortal who wantsto be a Dragon King. Tattoos cover her skin, giving her ascaled appearance, and she spends her wealth to purchasebody mod<strong>if</strong>ications. Her lips now form a hard beak, her handsand feet are talons, and she now seeks a way to make herlegs digitigrade. The Dragon Kings consider her pathetic, butsooner or later, one will kill her for her arrogance.KHRYALKhryal sits 300 miles southeast of Rathess, one of 10satellite cities evenly spaced around the First City. These10 cities support Rathess, growing the crops necessary tofeed its millions and stocking the surrounding jungle withprey designed to give the Dragon Kings a good hunt. Halfthe cities maintain reality engines able to quell the Wyld76


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE DOMINION OF THE DRAGON KINGSand shape the fa<strong>br</strong>ic of reality, all tied into manses that<strong>br</strong>oadcast their protection over a five-mile radius. Khryal isone. In an emergency, the five equipped cities are designed tousurp power from all manses and protect a Rathess-centeredpentagon from Wyld ravages. Seven decades of maintenanceon the system have gone ignored, however, and most manseshave been disconnected from the system.Ek’atet, the program’s administrator in Rathess, siphonedfunding into pet projects and personal gain, and Essit Ke,Khryal’s governor, focuses on honing her skill in personalcombat instead. As such, the city survives but does notflourish. Essit requires those who challenge her method ofgovernance to meet her in single combat to prove their wordsbefore the Unconquered Sun. Essit remains unbowed, but toquench her thirst for practice, she has scheduled a free-forallon the first day of Ascending Air. The last Dragon King(or human) standing is governor, free to punish her nextincarnation as he sees fit.ADAMANT ORIOLE SANCTUARYLocated in the Far Southeast, Adamant Oriole Sanctuaryhas been undisturbed by the Fair Folk for over 1,500 years, adistinguished accomplishment and a testament to the effortsof its Solar ruler. Here, Experienced Solipsism shapes hertributary with her Lunar mate, Skal Dreams-of-Blood, andtheir Sidereal advisor, Erin the Demeritorious. ExperiencedSolipsism’s methods for protecting the Adamant OrioleSanctuary against the raksha works just as well against herenemies, and the region has not suffered an invasion since ajoint venture by Where None Dare and Weeper-in-Blood’sGreat Estate 1,351 years ago. Even now, the defeated Solarwarlords are unsure what turned them away and wipedone-third of their soldiers and three-quarters of their Essencepoweredarmaments from the face of Creation.Adamant Oriole Sanctuary has a poor standard of livingcompared to the Realm’s prefectures, but its people arehardworking and appear content. The Sanctuary supplies afull tenth of Creation’s adamant production, and winningthe supply contract for Chiaroscuro’s construction imbuedthe tributary with inexhaustible cash reserves.Experienced Solipsism’s lands are hot grass plains withsparse woodlands. Small rivers flow out of the hills to thewest and Drawn of Hesiesh Prefecture. Birds’ nests are everywhere,from a size that fits in a child’s hand to one largerthan most single-family homes. Orioles of d<strong>if</strong>ferent <strong>br</strong>eedsand colors build all of them, and the birds themselves arecommon sights in the tributary’s skies, cities and towns. Theregion boasts over 100 d<strong>if</strong>ferent species of oriole, some withfantastic properties. Many theoreticians detect a connectionbetween the fowls and the un<strong>br</strong>eakable glass, but none canfigure out what it is.ILIO STARAEccentric Ilio Stara is an entire city cut into the livingwood of a bonsai tree. Experienced Solipsism’s now-famousexperiment made the bonsai the center of a spatial andperceptual distortion. Unrepeatable readings suggest thattremors of imperceptible instability shake the city’s Essenceas travelers pass through that distortion. Although the roadto the small bonsai looks no longer than a mile, travelers cross100 miles to get there. Each step covers less space than thelast, and the travelers themselves become smaller. The bonsaiappears the same relative size until the last few perceivedmiles, where it grows to tower over the human form.The Staran Gate is two iridescent convex doors, each100 feet in height, which never appears the same twice.Within, thousands of tunnels and chambers make up thecity’s homes, streets, public “buildings” and workplaces.Limited space dictates that the administration manage allocationof homes and shops carefully. The existing systemplaces Exalted sorcerers and thaumaturges’ <strong>order</strong>s above theworking inhabitants, which causes some unrest. The bonsai’sneedles contain chambers that serve as workshops for thecurious experiments that give Ilio Stara its reputation as acity of unpredictably creative art<strong>if</strong>icers and theoreticians. Atenth of the long-term inhabitants are devoted researchers;another four-tenths are the researchers’ retinues.Tsen-Usen, the god of Ilio Stara, takes an interest inthe city’s governance and works closely with the city’s governor,Rose from Stone. After all, he mentions cheerfully,he was once the god of a meager bonsai, and now, he seesto an entire city.Rose from Stone is the illegitimate daughter of aninfluential Terrestrial Gens on the Blessed Isle. She excelsat her given duties as governor of Ilio Stara and thanks herstars that her position keeps her so far from her controllingmother. Rose from Stone does what she can to encumberDragon-Bloods from the more respected bloodlines whenthey enter her bailiwick. What she doesn’t know is that manyof them concoct business in Ilio Stara only to examine herinherited traits up close, some of which appear to be rareand desirable.THE SANCTUARY BORDERSNo visible protections b<strong>order</strong> the Adamant OrioleSanctuary. No automatons or bound creatures march itsb<strong>order</strong>s, nor do jade-inscribed obelisks hold back the Wyldor the principalities enemies. The answer to this mystery isa combination of a Primordial legacy and Solar magic. Thebehemoth Un<strong>br</strong>eakable Watanabe Bird lies beneath theAdamant Oriole Sanctuary, sleeping in his sealed cave. Hisdreams are mighty and made the land above as unpredictableas the Wyld until Experienced Solipsism walked intoUn<strong>br</strong>eakable Watanabe Bird’s unending dream and shapedit into the tributary she now rules.That shaping defined the shape of the land above assacrosanct, binding the behemoth into an eternal nightmareof stable productivity, a horror that would rouse long enoughto decimate the Southeast before it slept again. Every oriolein the Sanctuary exists to appease the monster beneath.77


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER THREE: THE EAST(The sight of them soothes Un<strong>br</strong>eakable Watanabe Birdin his sleep and prevents the nightmare from waking him.)Only Experienced Solipsism and her mate know this secret,and it is the dearest of many they keep.FLOWING GRASP PROVINCEThe Flowing Grasp Province meets the River Provinceto the south, just level with the main body of the AvariceRiver. Its northwestern b<strong>order</strong> runs parallel to the Silver Riverexactly 200 miles west and demarcates the official transitionfrom East to North. This art<strong>if</strong>icial boundary runs on until itdissolves in the Northeastern Wyld. Flowing Grasp’s landincludes expanses of redwoods in its center, fertile plains inits south and west along the Silver and stretches of deciduousforests in its south and east.Saffron Tiger is the Dragon-Blooded daimyo of FlowingGrasp Province. She has a firm grasp of the region’s resourcesand economic status beside its provincial neighbors and therest of Creation, and she uses that knowledge to keep allher prefects and principal administrators in line. Her rivalsare not subtle about their efforts to replace or kill her, butevery new appointee suffers ruinous economic downfall inthe area and every corpse turns out to be someone else’s,to many assassins’ shame. Saffron Tiger never dares cross aSolar directly, but she knows how to lure even the Chosenof the Sun into playing her game, which makes the FlowingGrasp Province much more productive than it wouldotherwise be.Saffron Tiger’s skills are necessary, as the Deliberativeknows, to keep a province with such willful tributariesfrom flying apart. The appointment committee schedulesa meeting for the week after one where they replace SaffronTiger (they usually meet once per season), ready toreturn her to her place. Saffron Tiger has four husbands,excessive by anyone’s standards, and makes regular useof neomah to impregnate the women of her small (nextto a Solar’s) harem. Her self-<strong>br</strong>eeding program is bluntcompared to many of those run by Celestial Exalts, butscholars continue to watch her progress. She permits themto examine her 68 children in exchange for full disclosureof the results.BELL GARDEN PREFECTURELustrous Crystal Heart, Fearless of the Sun, Terr<strong>if</strong>yingEnemy of Rakshastan, the Windrider, et cetera, considershimself a guide for the people of Bell Garden Prefecture,but this is a conceit of humility. He pretends to leave thegovernance of the prefecture to his prefect, Old Raven Gray,but the prefect is a powerless and unnecessary figurehead asLustrous Crystal Heart rules his region directly in all butname. His laws test the limits of what is allowed by the ClearGlass Accord, keeping the prefecture’s citizens as obedientand humble as possible while staying within the letter of thelaw. His Solar peers either do not know of the situation orwillfully ignore it.The prefecture is named for its capital city, whichtakes its name from the famous gardens of organic crystalwonders transplanted from the Dominion of the DragonKings. Chimes and bells of subtly hued crystal hang in thecity’s many gardens, ringing serene natural harmonies eventhrough the slums. Winds blow their crystalline spores out ofthe city where they infest the RPC fields, sprawling privateestates and forests that make up the rest of the prefecture,draining resources for their removal.The crystal spores sometimes mutate, becoming threatsto the farmers tasked with clearing them (sometimes even tothe Exalted). One pack of mobile crystal plant-creatures runsthe depths of Black Days Forest in the northwest. Another setof spores infested the inhabitants of an entire RPC, turningthem into ravenous monsters of crystal and flesh that didnot stop until the Windrider himself crushed the uprisingof the cunning creatures. Neither incident exists within theofficial Register of Prefectural Events.GLORYHAMELustrous Crystal Heart founded Gloryhame 147 yearsago as a city of joy and cele<strong>br</strong>ation. Every public building isof red stone, and other building materials are allowed onlyas judged by the local aesthetic council (which LustrousCrystal Heart heads). The Zenith officially chartered thecity in cele<strong>br</strong>ation of his victory over a Fair Folk incursion,but the scant 500 miles separating it from Sijan to the southand west mark it as a deliberate contrast with that city’ssomberness and ritual.The laws of Gloryhame forbid tradition, marking eachmoment unique and in need of recognition unlike any thathas come before. Lawmen enforce this rule lightly—no onearrests a household for uttering the same prayer daily beforework—but they are less lax than they were 50 years ago.The required inventiveness makes Gloryhame a destinationfor the explorative. Ordinary people visit to see whatthe inhabitants have dreamed up today and to escape therepetition of their own lives. Savants study the city as asociological experiment.Gloryhame lauds personal achievement. Its peoplereadily congratulate friends and neighbors for their accomplishments,and Recognition Section (a government body)rewards such events with minor financial windfalls. The centerof the city, where many cities keep a temple to the Incarnae,is a mile-radius open field of well-kept grass, dotted with trees.Lustrous Crystal Heart dedicated this place as a temple toone’s own successes, and a few hundred people walk the parkin cele<strong>br</strong>ation of themselves at any given time.Wretched Hound, the city’s governor, is a young TerrestrialExalt with little ambition beyond his own leisure.He’s satisfied to relax while his Solar master rules Gloryhameas closely as the man rules Bell Garden. Hound’s rewardinghabit is to let anything in the city pass uncontested,given that establishing the precedent of law would be aform of tradition.78


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1FLOWING GRASP PROVINCEINARI’S STANDThis three-mile-square shadowland marks a major victoryof the Primordial War, where one of the gods’ fiercestopponents died in battle, betrayed by his own fetich.Inari Heart-of-Thorns was the fetich demon of a Primordialslain in the war. She was the compassion of a beingthat only hated, the care of one who was thoughtless. Bycontaining these aspects within his fetich, his heart, thePrimordial’s cruel creativity grew a thousandfold and madehim impossible to defeat. His rampage ended here, whereInari Heart-of-Thorns stood in defiance. She and the Exaltedslew the Primordial there, and he seeped into the Underworldleaving only this stain behind.The hero of the hour died that day as well, leaving behindno clue to how she managed to defy her Primordial. Only amonument to the demon who might have saved Creationremains, a 37-foot spire of pure Malfean iron inscribed withthe many names of her souls and their progeny. The victorsin the war are ignorant that Inari’s compassion died withher Primordial. She now wanders the Underworld, consumingghosts to appease her spite and seeking to cause havocin Creation—and especially among the Exalted—withoutendangering her beloved unl<strong>if</strong>e.VERDANT SASH PROTECTORATEVerdant Sash is the first slash of the Northeastern forest,separating the fertile grasslands of Cookery Paradise, FaithfulShores Nation and the Thousand Hooves Plains Prefecturefrom the deep evergreen forests farther north and east. Itsnorthern edge follows Maron’s Finger, and the Little Fingerwhere it <strong>br</strong>anches. Verdant Sash is also the only principalityin the near Northeast with access to the rich-hued redwoodsand other softwoods besides the Water Roots Triumvirate,allowing it a <strong>br</strong>isk local business in lumber that avoids theTriumvirate’s monopoly prices. The Solar Yeshaaim hasambitions that do not include the principality for which he isresponsible, but he honors his people and his duty to them.The tributary’s b<strong>order</strong> lies just 80 miles from the edgeof the Great Northeast Forest. Con<strong>if</strong>ers grow tall from thereuntil they tower over the waters of Maron’s Little Finger. Fortsdot the southern and northern b<strong>order</strong>s, a natural precautionfor any principality surrounded by tributaries. The greaterforts are complexes inside many massive living trees in thenorth and are connected through the ground, ready to staveoff the expansionist Water Roots Triumvirate. Small riversflow through the region, impeding foot travel but enrichingthe soil for farming.MALESSA OF THE ELEVEN TOWERSMalessa’s 11 towers are its signature. They stand in a row,forming the northeast edge of the city and rising from 300feet tall at either end to 550 feet at the top of the centermosttower. The height of each but the middle tower is also thedistance to the base of the next taller tower. All Malessa ofthe Eleven Towers’ laws are subsidiary to those governing79


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER THREE: THE EASTthe towers’ care and regulation. They must always be theircurrent heights, their current distances from one anotherand kept whole. The consequences should a tower fall areknown only to Yeshaaim and Prefect Ingosh the Younger,but the consequence of causing one to fall is public and worsethan death. Also secret is that even the Exalted fear whatrises when the towers fall.Wealthy inhabitants and government buildings sit atthe towers’ feet, always to the southwest. Nothing is builtnortheast of the Eleven Towers between them and the nearforest. Farther from the towers in Malessa, the quality ofl<strong>if</strong>e declines. Centuries of public betterment programs havefailed, and Ingosh the Younger’s current attempts fare littlebetter. Something about the nature of Malessa of the ElevenTowers forces a steep wealth gradient on the city.Ingosh the Younger bears his name with embarrassment.His mother chose it to honor the Lunar hero of the Southernprincipality where Ingosh the Younger was born, and thatpresumption has always <strong>br</strong>ought him shame. His shame drovehim to excellence, and he bears the distinction of being aprefect without any Exaltation. More than one Terrestrialconsiders him an overstepped flunky, but Yeshaaim is pleasedto have a prefect so attentive to the people and values Ingoshthe Younger’s uniquely mortal viewpoint.WATER ROOT TRIUMVIRATESo-named for the half-dozen rivers that intermingleto become the Silver River at its southwest end, the WaterRoot Triumvirate is most infamous within the Flowing GraspProvince. Any apprentice savant knows of it and can reciteits history. In Year 456, the Land of the Root Dragons, theThree Finger Territory and the Rosemary Viceregency unitedbeneath their Solar rulers and became the Water Root Triumvirate,the first principality ruled directly by a group ofSolars. The size of the tributary and its control over muchof the near Northeast made it an instant powerhouse in itsprovince and in neighboring principalities.The Water Root Triumvirate’s rulers enhanced its reputationby giving their nation the highest (mortal) standardof living in Creation, without exception. Even the poorestmortal in the Water Root Triumvirate eats regular hot meals,enjoys public entertainment and has authority to command anypublic servants not charged by a higher-ranked citizen. Thisis possible because of the preponderance of Fair Folk slaves.The triumvirs funded thousands of hunting parties into theMiddlemarches and Deep Wyld in 521 and paid bounties onany live Fair Folk. The hunters <strong>br</strong>ought back commoners bythe gross and nobles by the dozen. The triumvirs themselvessallied forth with their mates, a trio of Sidereals and two scoreTerrestrial beaters. They captured a powerful Fair Folk lord,One Sword Empire, and arranged an oath. The Solars wouldcease hunting the Fair Folk and release the lord; in exchange,no Fair Folk would offer the least harm to the Triumvirate,none would attempt to rescue their <strong>br</strong>ethren, and all currentprisoners would be fitted with slave collars.As a result, each city in the Flowing Grasp Province hasa Fair Folk slave population equal to one tenth of its humanpopulation. The slaves’ exceptional service keeps even thelowest human citizens of the province from dirtying theirhands with the worst menial labors. Several demesnes in eachcity exclusively sustain the Essence-hungry Fair Folk. OneSword Empire harries nearby principalities, often stoppingjust short of cutting the smallest <strong>br</strong>anch of the triumvir’strees. It frustrates those principalities that the Triumvirateis too powerful for them to demand restitution.SAL-MANETHSal-Maneth is a city of delicate nature. Its intricate openworkof rainbow-colored steel and stained glass floats 300 feetover the Blackwater River in the Flowing Grasp Province,too all appearances fragility made inhabitable. Hundreds ofcurving latticework walkways connect towers and open plazasof similar designs, and redwood needles and bark of steel andglass prevail over décor less imitative of l<strong>if</strong>e.Tall redwoods grow from the crowded banks of the riverthrough the gaps in Sal-Maneth’s construction, and their<strong>br</strong>anches cast pleasant shade over much of the city. Thetrees and arabesque each complements the beauty of theother, and the city’s geomancy makes sure that no growthdamages the city’s structure or aesthetics. Other redwoods,engineered for stair-like growth of <strong>br</strong>anches, provide accessto either bank of the Blackwater.Sal-Maneth is a study in balance, and Eastern savantsinterested in the study, contemplation or appreciationthereof keep at least one home in the city. The mechanismthat floats the city draws power from the river that runsabove it. It is a poetic reminder of nature’s power that shouldthe Blackwater dwindle to nothing or sh<strong>if</strong>t over time, Sal-Maneth will fall.Each tower in the city contains the local household ofone Exalt, god or honored entity, and fills all their needs.Hanging gardens grow fruit, city employees deliver freshmeat and milk and honey daily (or weekly when the masteris away), li<strong>br</strong>aries and plush bedrooms provide luxury andentertainment, and the Exalted <strong>br</strong>ing their own preferencesto the towers.Sal-Maneth is best known for the Vine Blossom Academy,which trains horticulturists and landscapers workingto integrate plants with human habitation. Each graduate<strong>br</strong>eeds one new plant-tool or designs an original natureintegratedtown as a final project, which serves as his firstfinancial venture. Fruit of the Vine, as they are called, arein high demand across Creation, especially in arid regionsof the North or South.Sal-Maneth’s governor, Instilled Fury, is a whirlwind,preparing approbation of satellite towns, founding a newintercity jai alai team, making the concluding placementin Red Phoenix-Dragon Blossoming or sending an incisivemessage to her supervisor, Undersecretary Harpin. She viewsl<strong>if</strong>e as a competition, and she refuses to lose.80


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1FLOWING GRASP PROVINCESAMIARENTravelers to the Northeast see a golden-<strong>br</strong>own auraradiating through the trees for 23 miles before they reachthe city of Amber Samiaren, as tourists and advertisers callit. Natives call it “the glow of home.” Twenty-two milesfrom the city limits, at 16 evenly spaced radial waypoints,mansions provide gratis hospitality to travelers. Like thecity itself, they are constructs of wood-hard amber exudedby central pine trees.That the trees produce amber to keep the mansions ingood repair and arcane devices turn amber into a sustainingfood and pinesap into a sweet wine is miracle enough, butthe city proper is more miraculous still. Thousands of pinetrees operate under similar design to create a five-layeredcity a dozen miles in diameter, all of golden-<strong>br</strong>own amber.Bridges connect the <strong>br</strong>oad plazas, manses, small villas, templesand government buildings, while amber stairs and elevatorsconnect the adjacent layers. The bottom level is a slum byintent, as the poor need someplace to live. The top level isthe most open to the sky (though city planners make surethe sun reaches every place in the city at least once a year),and only the most wealthy and revered live there. Templesto the Incarnae ring the expansive office of Tranquil Brook,Secretary to the Triumvirate.Devices implanted in the pine trees turn sap into copiousfresh water, which cascades from the pine forest’s highestpoints downward through s<strong>usp</strong>ended canals and fountainsuntil it spills from the last layer into a river it creates belowthe city. Several of these devices produce hot springs,which provide bathing water and a source of free heating foreveryone in Amber Samiaren. The hot and cool aqueductsjoin only before they pour to the ground, so that even theimpoverished survive the city’s harsh winters. Inhabitants inscant dress, sufficiently insulated for a five-minute to halfhourwalk, often stroll from one heated chamber to the nextamidst heavy snowfall.Tranquil Brook holds the title of Secretary to the Triumvirate,a position created as the Dragon-Blooded head ofFlowing Grasp’s governance. She is a capable woman andproud that she administers to the largest single principality inCreation. Her loyalty to the triumvirs is absolute, but one ofher jobs is to make the deals for political or economic expediencythat the triumvirs cannot due to precedent, policy orideals. This need is not uncommon, but she takes it further,dealing with criminal elements and political dissidents allover the East. Some infer that she truly acts without hermasters’ permission. They try to make her into their agent,and she performs much counterespionage through that ruse.She also makes many enemies, but she is unconcerned. Thetriumvirs back her all the way.YAGANLimestone and glass compose this city. By ancient law,all construction and public structures must be of limestoneuntil they surpass 60 feet in height. From that height upward,glass is the only legal material. What began as a dictatorialincentive to develop improved techniques with the materialsbecame a regulation of style and the city’s signature. (Despitethe rush to improve glass as a building material, AdamantOriole Sanctuary beat out the Water Root Triumvirate forthe contract to supply Chiaroscuro’s building material.) Sinceno stricture governs glass color, every conceivable hue topsat least one building, but those gray-blues that best complementthe limestone dominate.Yagan serves as a depot for trade between the WaterRoot Triumvirate and the rest of the Flowing Grasp Provinceto the north and east. Enchantments on the hundredsurrounding miles make the forest more navigable and passable.Its tourism board says even a lost infant could safelymake its way home. Resorts dot this region of tamed forest,and the 10 Wandersfar lodges sit just on the circle’s edge.They serve as outposts for travelers and as deluxe huntingresorts for those who <strong>br</strong>ave the untamed wilderness outsidethe 100-mile radius.Because of its high demand for untrained labor, Yaganhas three times as many Fair Folk slaves as similar cities inthe Flowing Grasp Province.Shen Four-Finger once stole over 400,000 talents ofjade from a position of trust the triumvirs had given him.Betrayed by a weak underling, Shen divulged the jade’slocation during his punishment, and all was recovered. Forthis reason, the Dragon-Blood retains four of his fingers:the middle and forefinger on each hand. Having earned histrust again, Shen serves as Yagan’s governor. His deformitycauses many to underestimate him. All who do so regret it,especially since he took the triumvir’s lessons on punishmentand loyalty to heart.EMERALD SOLSTICE’S VILLAThe villa is a series of small mansions, entertainmenthalls, dormitories and storage sheds (disguised as handsomehills or copses) separated by <strong>br</strong>oad quadrangles. Its lightlyforested grounds sprawl over 17 square miles before the denseEastern woods close in around it. Emerald Solstice, a SolarExalt of moderate age, founded this villa so she could entertainguests in an untamed and adventurous setting. (Threesmall barbarian tribes live nearby at her sufferance. Theywar against each other and raid the villa when prompted byCharms. Both events serve as entertainment for EmeraldSolstice and her visitors.)The villa is also an experiment. Emerald Solstice imbueda small sphere of green jade with a core of orichalcum andburied the seed at the center of her villa. Now, all the villa’sredwood needles grow with a trace of orichalcum. EmeraldSolstice has the fallen needles gathered in <strong>order</strong> to distill thevaluable material, but she keeps the source a secret from herpeers. The total collected orichalcum approaches the quantityshe invested in the original sphere, and Emerald Solstice iseager to learn <strong>if</strong> the experiment produces more orichalcumthan she put into it.81


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER THREE: THE EASTKaro Feet-of-Moss watches the villa when her mistress isabsent, which is often. She has discovered an appreciation forthe distillation of a tree-growing fungus in her boredom. Thisextraction is an unknown (and unregulated) drug that will makethe first person to figure that fact out a quick fortune and castthe local economy into chaos. The ensuing rush for the newdrug could ruin Emerald Solstice’s villa. Should that happen,she becomes the instigator’s enemy despite any reparationsthat might be offered, and a Solar foe is no small thing.A horde of servants and landscapers (guided by severalgraduates of the Vine Blossom Academy) keeps the villatrim in Emerald Solstice’s absence.GOLD LEAF CANALThe Gold Leaf Canal connects all the Water RootTriumvirate’s rivers in a smooth arc, from the Silver Riverto Maron’s Finger. Un<strong>br</strong>eakable adamant lines the canal,embedded with gold leaf at the bottom. (Would-be thieveswho dive for the gold invariably drown.) The canal’s enchantedlocks facilitate water transport within the WaterRoot Triumvirate for a minimal fee. Laughing Hippo, thecurrent master of the canal, was given the position to ousthim from politics in Yagan.THE SILVER WEIRThis dam would be considered a wonder of the Age wereanyone but the triumvirs aware of its existence. It remainsbeneath Silver Tarn, where the many rivers of Flowing Graspbecome one, at the point where the great lake thins into theSilver River that runs south and west to the River of Tears.It also rests just north of the Triumvirate’s southern b<strong>order</strong>at that point.Should someone activate the Silver Weir, it wouldappear as thousands of foot-diameter black-and-white disksjoined at the edges rising from turbulent waters. It coversthe <strong>br</strong>eadth of the Silver River and 200 miles to either sideas well, slightly concave. Light distorts around the disksbefore solid glass encases them for their entire length: theweir borrows the imperviousness of Yu-Shan’s adamantwall, making it un<strong>br</strong>eakable as long as it is active (which isuntil deactivated, since it’s powered by a dedicated five-dotmanse). Its sole flaw is that the source of its impermeabilitygrows <strong>br</strong>ittle for the duration. A section of Yu-Shan’s wallbecomes frangible as long as the Silver Weir is active. Whichsection is affected is impossible to tell, though.The triumvirs built the Silver Weir as a weapon of extortionagainst the principalities south along the Silver River. Itis a tool they are unwilling to use, knowing that the politicalbacklash would destroy even their mighty Triumvirate, butit remains as a last resort.LABYRINTH OF SOOTHINGSHADOWS PROVINCEThis province b<strong>order</strong>s the River Province and FlowingGrasp Provinces on the west, the southern end of theErrant Root Mass<strong>if</strong> on the south and only untamed Wyldin the east and north. Its eastern b<strong>order</strong> technically rests atthe Elemental Pole of Wood, but tamed lands beyond thatpoint fall under its influence naturally.The daimyo of the province is Tsatsuka Omeji, favoredscion of a powerful Terrestrial Gens who holds the post aspart of his grooming to one day serve in Meru, possibly theDeliberative itself, or at least as aide to a Solar directionaladministrator. His ambition is as great as his family’s, and hesees his province as a chance to build a naturally expandingpower base before returning to the capital. After all, a littleWyld is no bar to the Solar rulers who continue to carveslices off chaos to feed their nations.CRAGS OF THE EARTHAND SKY PREFECTURERoot Mass<strong>if</strong> Prefecture is the gateway from the Labyrinthof Soothing Shadows Province to the rest of the East, butCrags of the Earth and Sky is the lynchpin of the province’sprefectures. Central location, expert governance and necessarysky travel make it the logical stop for transporting goods,travel and educated discourse.It contains the Shattered of Brilliance Embassy, hometo the Eastern Fair Folk delegation. This makes political appointmentsmore senior than standard for a prefecture so farfrom the Blessed Isle, and the prefect must be comfortabledealing with the Fair Folk, their stories and their games.Prefects who handle the ambassador and her attachés wellcome away with famous trade treaties; the others do notcome away at all. Burning Soul Godo and his Lunar mateThousand Blind Devils prefer not to remind the Fair Folkof those great Exalted who forge the Wyld into the Realm,allowing their prefect and the Ministry of Diplomacy tohandle all negotiations.Crags of the Earth and Sky is a prefecture of dangerousmountains and cl<strong>if</strong>fs, all of earth that is thick with theroots of bent or shattered giant trees. Much of the land thatpeople, animals and vehicles tread is dozens of fallen forestgiants, covered with moss and crushed into solid groundby the weight of trees still standing. Actual earth lies morethan 100 yards beneath the foot traffic in many places andremains one foot of soil amidst a dozen foot-thick roots.Even safe paths through the dense forest rapidly ascend anddescend mountains of dead trees and mile-tall root tangles,and switchbacks are a way of l<strong>if</strong>e for people not blessedwith air travel.Conventional crops fare poorly in the prefecture, so thegovernment imports many tons of rice and wheat each year.Certain exotic berries, nuts and edible pine cones flourish,however. They grow under conditions d<strong>if</strong>ficult to reproduce,but they represent a major supplement to imports and arecommon at every table’s daily meals. Within the mountainsof dead trees and roots, rare fungi and light-aversive vinesprovide a living for anyone <strong>br</strong>ave enough to seek them.Monsters also call those places home.82


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1FLOWING GRASP PROVINCE LABYRINTH OF SOOTHING SHADOWS PROVINCEMOUNT KAHIKATEAMount Kahikatea is a three-mile-high tangle of kahikateatrees, growing out from lower trees’ <strong>br</strong>anches oneafter another until some undiscovered tree at the bottomderives nutrients from the earth. The city of the same namesits atop and within the tangle. Graceful spires of wood risefrom the mountaintop, engraved with enlightening poetryand meaningful friezes. The city’s wood comes from all overCreation, and the towers’ beauty represents a centuries-longcompetition between architects and the Exalted who hirethem, though the weight of so many towers tightens theinhabited tunnels beneath them. (Only advanced engineeringprevents worse.) The Copal Campanile on MountKahikatea’s summit is the seat of government as well as apowerful Wood-aspected manse.Hundreds of tunnels worm through Mount Kahikateain an organic and unintentional (but recognized) imitationof Meru itself. People of the lower class live beneath themountain’s topmost canopy, and many do their work thereas well. Above-canopy estates have many tunnel accesspoints so servants can come and go without being seenmore than necessary. The de facto prefect, Aetamos, ensuresthat children who become too sensitive to the light receiveremedial ocular post-development corrections or ocularacuity improvements, putting the latter to work as scoutsand spies. Few tunnels need be dug. Most are natural gapsbetween <strong>br</strong>anches, roots and trunks of the kahikateas andmore often require filling in to make them easily traversableby mortals. Wood-aspected gardeners and graduates of theVine Blossom Academy are on hand at all times.Aetamos, Brother of Brass and Iron and ConstructiveSoul of That Which Calls to the Shadows, has been de factoprefect of the Crags of the Earth and Sky Prefecture for thelast 89 years. Aetamos administers the prefecture flawlessly,his every value judgment representative of his summoner’sintent. He exhibits rapport with the Fair Folk diplomats,the primary reason for his current employment, and thedeals he makes enrich the prefecture and all Creation forthe innovation and new understanding they <strong>br</strong>ing. Theactual Dragon-Blooded prefect, Veiled Skies, appreciatesthe situation, spending her time partying and indulging insanctioned levels of embezzlement.Over the decades, Aetamos has acquired traits of theFair Folk with whom he treats. This aspect of his nature ispart of what makes his diplomacy valuable, but his habitshave changed with time. Too much exposure to the ambassador’sfreehold might change him enough that he is nolonger bound by the Exalted.83


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER THREE: THE EASTSHATTERED OF BRILLIANCE EMBASSYThe Realm donated this 50-mile by 100-mile blockof land to any diplomats the Fair Folk chose to send atthe insistence of Oh-Te-Sun, founder of the Crags of theEarth and Sky Prefecture. It belongs by law to the EasternFair Folk, and they have the responsibility of the land’supkeep and, theoretically, the citizens’ administration. Nomortals live on the grounds, though the b<strong>order</strong>s are thickwith settlements that prevent the Fair Folk’s freehold fromweakening the fa<strong>br</strong>ic of Creation from within. In truth,Aetamos sees to any needs of the embassy grounds as afavor and for advantage in ongoing and future negotiations.Paying the Terrestrials or procuring the indentured workersand criminals who do the work is expensive, but the resultsfar outweigh the costs.Aetamos and his chosen deputy delegates (who includea First Circle demon, a ghost, one of the Mountain Folk,a volunteer Sidereal and several Dragon-Blooded) joinAmbassador Blood of the Last Moon and her subordinatesat the negotiating table every night before the new moon.All the deputies s<strong>usp</strong>ect the others of wielding their positionsto personal or ideological advantage, but all would besurprised to learn that only the Mountain Folk is doing so.Most deal-making occurs between the Fair Folk attachésand Aetamos’ delegates during scripted impromptu strollsthrough the freehold’s impossible gardens, where thingsthe principals cannot say are bartered. When the groupsreconvene, deals are inked and signed. Creation comesout ahead.SERENE CANOPY PROVINCESerene Canopy Province b<strong>order</strong>s the Labyrinth of SoothingShadows Province at the Errant Root Mass<strong>if</strong>, the RiverProvince and the Dominion of the Dragon Kings just westof there, and it runs south and east until it runs out of trees.Daimyo Echo Dream ignores the official eastern b<strong>order</strong> justas his counterpart to the north does.Echo Dream is a favorite of the Celestial and TerrestrialBureaucracies. He offers acceptable tributes to the elementalsand gods of the province, honoring the great ones most butalways leaving thoughtful g<strong>if</strong>ts for the masses of lesser spirits.In exchange, the principalities of the Serene Canopy Provinceprosper and the gods make certain the Solar rulers know who’sresponsible for their goodwill. That’s why Echo Dream hasheld the post for over 300 years, and why his daughter EchoLover will take over when he passes on, likely in the nextdecade. The respect for spirits instilled by her father battleswith her resentment over the attention he paid them overher. Which sentiment is victorious will decide much aboutthe province’s future.ORANGE BLOSSOM CHANCELLERYChancellor Fire-Hearted Ken rules his chancellerywith two Lunars at his side: Finder of Glorious Tr<strong>if</strong>les andEarth-Minder. Finder of Glorious Tr<strong>if</strong>les is Ken’s bondedLunar mate, but Earth-Minder is bonded to a Solar ruler inthe Far West. Her fated mate shares none of her interestsand lends no weight to her desires, so she found excuses tospend her time in Meru with the Deliberative. There, shemet Fire-Hearted Ken, who ignored the danger of slightinghis peer and invited her to Orange Blossom where herfreedom would be paramount. She and Finder are bothhis spouses, which keeps Earth-Minder’s bonded Solar upnights seething.The chancellor’s desires lie in turning his tributaryinto an economic powerhouse. Orange trees grow freelyacross the land, giving the chancellery both its name andan export, which is lauded as the best in Creation. That theland is not as obscenely fertile as the River Province onlyincreases demand and prices. Quiet geomantic flaws plantedamong the orchards of that province further improve theOrange Blossom Chancellery’s profit. Earth-Minder helpsmake the citrus orchards without peer. Her joy is developingnew cultivars of their many trees, maximizing yield, flavor,consistency and juice quantity; it makes Ken happy to fulfilltwo of his desires by giving Earth-Minder free reign.Ken’s other interest is one he shares with Finder ofGlorious Tr<strong>if</strong>les: thaumaturgy. Both studied extensively atnearby Sperimin centuries ago. They have published manytheses on the subject since then, some jointly, as well as exegeseson others’ publications. Orange Blossom Chancellerymight be the second-best place to learn the thaumaturgic artsoutside Sperimin, though few would know. Its institutionsare run by the state and only for promising mortals (ableto access their Essence) who exhibit sign<strong>if</strong>icant loyalty toChancellor Ken.Fire-Hearted Ken uses these expert thaumaturges inall facets of governance. They enchant building materials,make official seals impossible to forge, build geomancy ofspeed into the streets and roads, appease gods, spy on andsabotage enemies, enhance their administrative decisionswith ritual and so on. His private army, the EnchantedLegion, wields enough power to put a battalion of Dragon-Blooded to shame.Like the states to the west, Orange Blossom Chancellerynaturally contains dry hills with sparse trees. After over amillennium of agricultural development, however, the hillsare aesthetic greens and ochres designed in pleasant occultpatterns that maximize tranquility, growth and harvestingspeed. Iron pipes imbued with drops of black jade drive waterto the hilltops from many wells, ensuring sufficient irrigation.Valleys and rocky mesas house Orange Blossom’s cities,and the free growth that remains burns every few summersin a series of natural wildfires that Exalts and thaumaturgescontain with spells and talismans.SATSUMA TOWNSHIPSatsuma Township rests atop Charcoal Mesa, surroundedby hillside orchards in Orange Blossom Chancellery’s southwest.Access to the mesa is limited by the one safe path up.84


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1LABYRINTH OF SOOTHING SHADOWS PROVINCESERENE CANOPY PROVINCEStrong beams of steel and jade <strong>br</strong>oaden the road to morethan a footpath, but most of the traffic in and out remainsby air. Such transport depends on clear weather, makingthe local sky mantis grid one of the city’s most importantassets and most tempting targets of sabotage. Even the surroundingorchards are harvested by small towns living on orbeneath the slopes.White Genesis Totomu holds the position of ExpertMandarin at Satsuma. She is the ultimate authority overthe city’s and state’s legal and judicial concerns, enactingher Solar master’s wishes. Only Chancellor Ken or his wivesoverride her decisions, and she works so closely with themthat that hasn’t happened in over a century. ImmaculateMandarin Stone Horse, peerless administrator over OrangeBlossom Chancellery’s religious and thaumaturgic concerns,resents White Genesis Totomu’s policies, especially that ofsuborning the priests and trained thaumaturges to the state.The Immaculate Mandarin covets some of Totomu’s influenceand aims to have it. His first ploy is to sh<strong>if</strong>t the capitalfrom Satsuma Township, which is far from central, to GoldenGorse Valley where sits his seat of power.WHITE IRON PHOENIX PREFECTUREWhite Iron Phoenix Prefecture rests on the edge of theworld. Other prefectures occupy three of its b<strong>order</strong>s, ensuringsign<strong>if</strong>icant stability for a state whose other b<strong>order</strong> fadesinto the Wyld. Irregular hills covered with heavy forest markthis region, though the nature of hills and trees farthest eastsh<strong>if</strong>ts with the phase of the moon. Fair Folk raid here andmake away with citizens, but such raids are not common andnot onerous. Even families of the unfortunates kidnappedadmit that.The white iron phoenix, which gives the prefecture itsname, causes this sense of security. It is a snow-white birdthat attacks raksha creatures on sight, assaulting even FairFolk nobles without any regard for safety. When slain, itbursts into a <strong>br</strong>illiant flame that sears the Wyld away, leavingstatic Creation and solid iron statues of the Fair Folk ittouched. A new phoenix then rises from a pile of iron ashesat the center of the inferno. Stranger yet, the white ironphoenix is a Wyld creature, incapable yet of <strong>br</strong>eeding true inCreation. It flies out of the B<strong>order</strong>marches to eat and <strong>br</strong>eed,and perhaps for unknown reasons, it returns just as easily <strong>if</strong> itencounters no Fair Folk. Whether the creatures assault FairFolk in the Wyld is a mystery.Twelve Dragon-Blooded sit on the Council of Ashesand Fire while the Solar Hart Without Flaw visits Meruor tours the world—that is, most of the time. Joy-in-Fleshleads the council through his energy, dedication and loftyideals: that all creatures know their place precisely and notendeavor to leave it, either to ascend beyond station or sinkbeneath born duty and respectability. Active programs forwhich Joy-in-Flesh is responsible include <strong>br</strong>eeding animalsto stand for the hunter’s bow and walk to the butcher’s kn<strong>if</strong>e,as well as development of affordable implants able to makemortals content with obedience and caste labels dependenton complex astrological signs. The Council of Ashes andFire discharges all other duties before committing resourcesto these side projects, so Hart Without Flaw has not yet noticed.That, or he approves but cannot explicitly participatein the experiments.EG’S PASSEg’s Pass is inconsequential to White Iron PhoenixPrefecture. It is a tourist stop for visitors from CacophonicWinds Prefecture, crossing the b<strong>order</strong> to take advantage ofthe lower local sales taxes. It manages a small contributionto the prefecture’s lumber and medicinal herb trades. It isalso infested by Fair Folk.Relatively eastern in the prefecture and small, everyoneignored the first report from a minor town official describings<strong>usp</strong>icious behaviors as defined within The EfficaciousMandarin Manual of Decorous Conduct. Another minor official(but one in a greater city) filed that and the next threereports unread, simultaneously dispatching a commendationfor industry and a sixth-degree demerit for undue stress onthe administration. No more reports came.By this point, all inhabitants of Eg’s Pass but theDragon-Blooded governor are disguised Fair Folk andhobgoblins playing at being one of Creation’s towns.Ophelis Gend bitches at their strange habits and grumpsthat the manses need repair (their Essence bleed feedsthe intruders), but that’s as far as he’ll go until the town’sindustry stops. And the Fair Folk haven’t stopped playingtheir parts yet. The first birth since the invasion is duesoon, whatever that heralds.Ophelis Gend ignores his town’s problems. If it wereimportant enough to change, the prefect would come havea talk with him about it. After all, she’s his cousin andwouldn’t dare fire him without a grievous error on his partor a paper trail leading from here to the Blessed Isle. Evenbetter, he knows all the gigolos she’s been entertainingat Hart Without Flaw’s personal estate during the Solar’sfrequent absences.85


86<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER FOURTHE SOUTHAfter the Blessed Isle, the South is the most populo<strong>usp</strong>ortion of Creation. The northern and western coasts containsome of Creation’s finest growing lands, producing bothabundant harvests of grain, nuts and fruit, as well as many ofthe finest wines in Creation. The plains of the Southeast arehome to both an abundance of fierce and beaut<strong>if</strong>ul wildl<strong>if</strong>eand to the herds of sacred cattle of Ahlat. As a result, muchof this region was declared a game preserve and the privatehunting grounds of the Celestial Exalted shortly after thefounding of the Deliberative.The coastal South is a land of mild, dry summers andcool and wet (but rarely cold) winters, where many mortalseschew climate control in their dwellings, preferring insteadto enjoy the feel of the almost universally pleasant seasons.Even in the height of summer, the nights are cool, and theday’s heat is never too extreme or unpleasant. Because of acombination of the impressive climate and the relatively unobtrusivepresence of the Deliberative, the Southern Coast iswidely acclaimed by both mortals and many Dragon-Bloodedas the most desirable region of Creation. The Deliberative’sgeomantic manipulations and weather-control devices moderatethe South’s heat and maintain these pleasant conditionsas far as 1,000 miles inland. The coastal regions of the Southare some of the most productive agricultural lands outsidethe Blessed Isle. Where left to grow wild, the land containsa mixture of sparse hardy trees, such as olives, cedars andalmonds, and vast expanses of low green vegetation.Deeper into the Southern interior, the land growswarmer. Summers are hot, and winters remain at least slightlywarm, but the nights are always cool. Here, the lush vegetationof the coastal regions is gradually replaced by low and hardybushes and tough, thorny ground cover, which are increasinglyseparated by patches of barren soil. In the Southeasterninterior, giant tree-like cacti grow to several hundred feethigh, but the vegetation in the rest of the Southern interiorrarely grows more than three or four yards high.The Southern interior is noted for low mountains bearingall manner of gems and metals, including vast quantities ofjade and precious stones. These Southern mountains are alsoone of the few places that adamant deposits can be foundon or near the surface. Near both the eastern and westernedges of the Southlands and also in the farthest South, thesemountains rise up to become huge volcanic mountain rangesfilled with many active volcanoes. In the Southeast, these areknown as the Summer Mountains, while to the Southwestand Far South, they are known only as the Fire Mountains(see pp. 105-106).The mountains and foothills of the Southern interiorare extensively mined, typically using mortals housed in ruralproduction complexes with excellent climate controls, as87


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER FOUR: THE SOUTHwell as a mix of elementals, demons and simple automatedservitors. From these mines, the mineral wealth of the Southis transported to the coastal cities, where much of it is workedinto finished goods. The rest is traded raw to all the otherregions of Creation.The Far South is a land of almost eternal heat. Theonly noticeable seasonal variations go from very warm tohot, and the air cools only slightly at night. While mortalscan survive here, those who have not spec<strong>if</strong>ically beenadapted to l<strong>if</strong>e in the Far South require extensive suppliesof water and occasional forays into cooler temperatures. Theland consists almost exclusively of rocky outcroppings andmountains and sandy deserts. A few moist and lush oasescan be found, but they are all are demesnes of Air, Wateror Wood where the local elemental energies overcome theotherwise universal heat and dryness. Outside such places,the few plants that grow are all small, tough and very thorny,and there is no open water except for a few streams, mostof which are either somewhat <strong>br</strong>ackish, exceedingly narrowand erratic or both.The Far South is also a land of vast mineral abundance,however, so mortals and Exalts come here to obtain it.Near the b<strong>order</strong>s of the Wyld are vast firedust deposits thatreplenish themselves whenever the winds sh<strong>if</strong>t to flow infrom the Pure Chaos beyond the b<strong>order</strong>s of Creation. Also,the gems found in the interior are both more common andlarger here, as are rarer and stranger prizes such as fire rubies,which perpetually glow with heat. Depending on their sizeand how they are cut, their temperature ranges from that ofwarm bath water to heat just sufficient to boil water.THE SOUTHEASTERN PROVINCEThe Southeastern Province is a warm and pleasant landof vast savannas and open forests of acacia and baobab trees.Because of its proximity to the Elemental Pole of Wood,the land is quite fertile. The Southeastern Province is alsothe home to many of Creation’s most magn<strong>if</strong>icent animals,including huge four-tusked elephants, enormous lions, seeminglyendless herds of wildebeest and many similar animals.The coasts and both the eastern and western edges of theSoutheastern Province contain a number of principalitiesfull of RPCs where the residents grow crops, herd smallantelope or perform many similar tasks. The interior of theSoutheastern Province is largely given over to the Exalted,however, who use a strip along this domain’s eastern b<strong>order</strong>as the home to the magn<strong>if</strong>icent sacred cattle of Ahlat andkeep the remainder as a huge game farm. Here, the CelestialExalted and the Celestial gods—as well as their guests, theirGod-Blooded offspring and a few of the highest-rankingDragon-Blooded—can hunt some of the cleverest, mostbeaut<strong>if</strong>ul and exotic prey in all of Creation. Herd guardians(see Lords of Creation, pp. 112-113) extensively patrol this88


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE SOUTHEASTERN PROVINCEregion, managing and looking after the animals, preventingpoaching and helping any hunter who is injured or otherwisein need of assistance.While some Exalted, especially the Dragon-Blooded, arecontent to hunt large and powerful ordinary animals, manyCelestial Exalts seek more of a challenge. As a result, CelestialExalted bioengineers continually attempt to create new andmore deadly hy<strong>br</strong>id beasts. Most such creations are slightlymore intelligent than the smartest ape, and all are larger andmore powerful than the animals on which they are based. Themost ordinary of these engineered animals simply gain +1 toall of their Physical Attributes and +1 to their attack anddefense scores, including armor, damage and Defense Value.Some beasts also have both these advantages and one or morepoxes, afflictions or occasionally even blights and abominations.Produced by the finest bioengineers in Creation, someof these animals combine elements from three or four d<strong>if</strong>ferentbeasts along with potent magical enhancements.THE HUNTING CITY OF TAMAR-KASFlying between five and 40 yards above the savanna, andtraveling at speeds of up to 40 miles per hour, this floating cityis a pleasure palace designed spec<strong>if</strong>ically for the Exalted, theirchildren and powerful gods who have an interest in hunting.Tamar-Kas is one of the smaller of Creation’s several floatingcities. It is only two miles in diameter and is designed tohold a population of up to 25,000. Two thousand of theseresidents are herd guardians who are in charge of maintainingthe city and looking after its needs and the needs of theExalted residents. Almost half of these herd guardians haveenlightened Essence. The remainder of the city is devoted toExalts and their entourages of assistants, servants, concubinesand other retainers.Even at first glance, the emphasis on hunting is readilyapparent in this city. Statues and friezes of fierce, magn<strong>if</strong>icentanimals abound, as do stylistic elements emulating horns, thepatterning of various hides and similar mot<strong>if</strong>s. Exotic leatheris used in most upholstery, with everything from giraffe leatherto sea-dragon skin decorating the chairs and other furniture.Most of the frequent visitors keep rooms where they can displaytheir collection of trophy heads as well. Being invited tohunt in Tamar-Kas is the greatest honor any serious huntercan obtain, and Dragon-Bloods and minor gods who obtainthis privilege are often the envy of their fellows.The city flies over the savanna, directed by powerfulmechanisms that allow the operators to locate large groupingsof any spec<strong>if</strong>ied variety of animal or a single example ofa large creature such as an elephant or tyrant lizard. Visitorsspec<strong>if</strong>y their hunting preferences when they arrive, and theherd guardians do their best to move the city near the desiredanimals. Naturally, the preferences of higher-ranking Exaltsare met before those of lower-ranking ones, but the herdguardians attempt to satisfy all visitors.This city is also set up to entertain hunters who neverleave it. It contains large arenas where visitors can fightagainst specially enhanced animals, which can be furthermod<strong>if</strong>ied in one of the city’s large bioforming tanks. In addition,visitors can battle animal-shaped automatons thatcan be rapidly customized to both resemble and fight likeany known animal, and can also be boosted in power so thatthese constructs are vastly stronger and more dangerous thantheir natural counterparts. This last feature has been usedon two occasions by vengeful Dragon-Blooded as a methodto slay an unknowing rival who expected to fight a beast farless deadly than the one her enemy mod<strong>if</strong>ied.THE FIELDS OF THE SACREDCATTLE OF AHLATSince the beginning of time, the premier sacr<strong>if</strong>ice to thehighest gods, and to the monstrous and alien Primordials beforethem, has been the finest cattle in Creation. Long beforehumanity existed, the ancient Dragon Kings tended herds ofsacred cattle that they sacr<strong>if</strong>iced to the Unconquered Sunand his Primordial masters. A few hundred years after theend of the Primordial War, a trio of Lawgivers consisting ofone Pillar of the Sun and two Arrows of Heaven embarkedon an ambitious program to combine existing <strong>br</strong>eeds of sacredcattle and enhance the qualities that make them the mostdesirable sacr<strong>if</strong>ices. The result was the sacred cattle of Ahlat.These creatures have exquisitely beaut<strong>if</strong>ul jet-black hides aswell as <strong>br</strong>illiant crimson hooves, eyes and tails. Their hornsare made of solid, living gold. They are mortal cattle, butthey are also the most perfect cattle who have ever livedThey are intelligent beings who can speak and are capableof perceiving and manipulating Essence. The sacred cattlecan also use thaumaturgy and Terrestrial martial arts.While some mortals who learn of these cattle are horr<strong>if</strong>iedat the concept of intelligent sacr<strong>if</strong>ices, the cattle all firmlydisagree. They sincerely believe that their greatest destinyis to die on the altars of the gods or to be dined on by theCelestial Exalted. They also tell all who ask that a sacr<strong>if</strong>icewho is both willing and intelligent is obviously both morallyand spiritually superior to ones that are either unwilling orunable to understand their destiny.Because their destiny is to be sacr<strong>if</strong>iced upon the altarsof the Celestial gods or served in the kitchens of the CelestialExalted, harming these cattle for no reason is consideredblasphemy (and a serious criminal offense besides). Also,although they go willingly to sacr<strong>if</strong>ice, these cattle violentlyresist any attempts to harm or steal them. Although they arenot naturally aggressive or belligerent, they can be fierce fighters<strong>if</strong> threatened. Small groups of these cattle are perfectlyable to use sound tactics to coordinate their attacks and thusdefeat a larger but less disciplined force.The cattle display a worshipful awe of all Celestial Exaltedand Celestial gods, as well as a deep respect for TerrestrialExalted. They have no fear of ordinary mortals, however,and generally consider themselves to be superior to thesebeings. The only mortals they accept as equals are the herdguardians (see Lords of Creation,pp. 112-113), whom they89


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER FOUR: THE SOUTHTHE CATTLE OF AHLATS/D/S P/I/W/W Health Lvls Atk (S/A/D/R) Dodge DV/Soak7/3/6 2/3/3/5 -0x2/-1x3/-2x2/-4/I Gore: 5/6/8L/1, 3/2L/5BHoof: 5/5/10B/2Abilities: Athletics 3, Awareness 3, Dodge 3, Integrity 3, Investigation 2, Martial Arts 2, Presence 3, Resistance 3,Survival 2, War 2regard as staunch allies, <strong>if</strong> not close friends and comrades.When called to act as a sacr<strong>if</strong>ice or meal for gods or Exalts,many of these cattle take time to say farewell to their fellowsand to any herd guardians they know.THE BITTER FLOWER EMPIREThe Brazen Lands compose a large Southeastern plateau,located on the western slopes of the Summer Mountainsand surrounded on three sides by the vast Celestial HuntingPreserve. On this plateau sits the Bitter Flower Empire,a largely independent client state that pays tribute to theDeliberative but is otherwise free of Deliberative control(and determined to stay that way). A pair of queens who areidentical in appearance but very d<strong>if</strong>ferent in origin rules thisland. One is Seven Hymns Princess, a middle-aged CopperSpider who never fit into the rigid and formal structure ofthe Deliberative. The other is Queen Sep, one of the few FairFolk to fix herself into human form, and who had adopted aform identical to Seven Hymns Princess long before she everknew of her twin. These two beings are joint rulers and bothmust agree when making any important decisions.In the center of the plateau is a small but powerful Wyldzone that existed long before the Deliberative conqueredthe Primordials. In the heart of this half-mile-wide zone ofPure Chaos is a single level-5 manse a quarter mile across,protected by a potent reality engine built into its structure.Created by She Who Lives in Her Name, this manse is thepalace of the Bitter Flower Empire’s twin rulers, and nonemay safely enter it without their permission and assistance.The remainder of the plateau rises sufficiently high abovethe plains that the heat of the Southern interior is sign<strong>if</strong>icantlymoderated. The local climate is little warmer than the mildSouthern coast. Here, the two rulers have created an exoticand beaut<strong>if</strong>ul land devoted to art and music. It is inhabitedprimarily by artistic mortals, blessed mortals, beastmen, Fae-Bloods, independent-minded Terrestrial Exalted, disaffectedand jaded gods who dabble in the arts and a handful of FairFolk who share Queen Sep’s fascination for retaining a fixedform. Like their rulers, most residents are eccentric outcastswho fit poorly into their home cultures.The Bitter Flower Empire has a population of only fivemillion citizens, almost all of whom are mortals of varioussorts. The land’s proximity to the East causes it to be relativelyfertile, but few mortals farm this land. Instead, hobgoblinscreated by Queen Sep and mindless-but-obedient automatonscreated by Seven Hymns Princess perform most of the basicwork of planting, tilling and harvesting. Similar beings mineand process the ores and other materials needed to run thesociety. These creatures and creations produce a sufficientamount of natural bounty that all inhabitants are freely givenfood, housing, medical care and the other basic necessities ofl<strong>if</strong>e. This bounty allows all citizens of this realm to seek meaningin their lives through means other than merely earningtheir subsistence. In return, citizens are all expected to eitherproduce or actively learn to produce some form of creativeworks. Some write or perform plays, while others make jewelry,cook exquisite meals or assemble potent art<strong>if</strong>acts.Those whose efforts impress the official critics earn variousluxuries for their efforts, and all artists are free to trade theirgoods to other residents or to the traveling merchants whoregularly send skyships to this unique land. Other inhabitantscan earn rewards by teaching art to residents who wantto learn from them or by critiquing art made by others. Theonly other price the inhabitants pay is that they are entirelycut off from the <strong>br</strong>oadcasts of the otherwise ubiquitous I AMnetwork, since the entire realm is shielded against its emanations.Residents who want to learn news or other facts of theoutside world must seek answers from travelers or each otheror look for them in various archives and li<strong>br</strong>aries of books,dreamstones and slabs of crystalline memory storage.Citizens are free to leave this domain, and visitorsare similarly free to travel here, but only individuals whospend a sign<strong>if</strong>icant portion of their time studying, teaching,critiquing or producing art or skilled crafts can stay longerthan one season every year. Most inhabitants have otherprofessions, including all of the many occupations neededto keep this society running. The work performed by thehobgoblins and automatons, however, allows all residentsto devote at least half their working hours to some activityrelated to arts or crafts.Outsiders typically remark that this principality seemssomewhat quaint or archaic. Glass roads and gliding chariotsare ubiquitous and free for the use of all residents, butprivate vehicles are forbidden, as is the private ownership ofEssence-powered weapons. Also, buildings are comparativelylow, with few buildings higher than 10 stories. Overall, the90


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE SOUTHEASTERN PROVINCETHE SOUTHERN COAST PROVINCEpace of l<strong>if</strong>e in the Bitter Flower Empire is relatively slowcompared to that in the other cities of Creation. Manyvisitors compare it to memory records of l<strong>if</strong>e in the first fewcenturies of the Deliberative.In addition to satisfying Queen Sep’s desire to retainher fixed form and Seven Hymns Princess’s desire to <strong>br</strong>eakfree of the Deliberative’s restraints, both hoped to create adomain that produced the greatest arts and crafts in all ofCreation. Unfortunately, while some works produced hereare widely renowned within and beyond the plateau’s boundaries,the number of such works is small. Most inhabitantsproduce art or crafts that are pleasant but unexceptional. Adaiklave made here looks d<strong>if</strong>ferent from the product of oneof the Deliberative’s better factory-cathedrals but is no morefunctional or attractive. The same can be said for the songsperformed in this domain’s taverns and the small works ofart that decorate mortals’ homes.The Bitter Flower Empire is notable for having one ofthe finest artistic academies in all of Creation, however.Students include visitors and residents, and while few goon to greatness, the percentage of those who have doneso is almost twice that of the next best artistic academy inCreation. Also, the treatises that scholars at this academyhave written on both artistic criticism and art history areoften exceptionally fine, and are read in both the halls of theDeliberative and the Celestial manses of Yu-Shan.The Bitter Flower Empire is also a land of many intrigues.A very few of the disaffected artists who come hereare Deliberative agents; somewhat more are dissidents whouse art as a tool to oppose the Deliberative. Although mostfugitives from Deliberative justice are sw<strong>if</strong>tly extradited, asmall number of dissidents, terrorists and rebels live here,occasionally venturing into the Realm to perform theirsabotage or disseminate their propaganda. Others remainin the Brazen Lands but are regularly visited by their underlings.Recently, a small group of pure-<strong>br</strong>ed Lintha (see pp.102-105) have moved here seeking to recruit aid for theirplan to restore the Primordials.THE SOUTHERN COASTPROVINCEThe Southern Coast Province is widely acclaimed asone of the most pleasant and wealthy regions of Creation.This mild and fertile area contains several large prefectures,as well as the magn<strong>if</strong>icent carved mountain known as thePenitent. With the exception of the Domain of Stately Order,the coastal Southern prefectures regularly have more thantwice the number of applications for immigration that theycan logistically accept. This portion of Creation has beensettled for a very long time, and most of the existing cities(including Chiaroscuro and Dari) existed back when thePrimordials ruled Creation. As a result, ancient mysteriesand powerful, unique lost art<strong>if</strong>acts can be found deep withintheir foundations.CHIAROSCURO—JEWEL OF THE SOUTHThe vast metropolis-principality of Chiaroscuro is boththe largest city in the South and one of the five largest citiesin Creation, holding more than 22 million inhabitants. Builtentirely of <strong>br</strong>ightly colored, Essence-forged glass, it is alsoknown as the rainbow city. The streets are made of vermilionglass, <strong>br</strong>eakwaters of <strong>br</strong>illiant azure protect the port, andthe tall glass towers that make up the entire central city areevery color of the rainbow. Unlike most other large cities,all of Chiaroscuro’s towers are made from this same coloredglass. Buildings used by the Deliberative government are allmade of shining golden-colored glass, a color not used on anyother buildings. The largest of these buildings is the gloriousTower of the Sun, the city’s tallest tower, located in the verycenter of Chiaroscuro. The Tower of the Sun is slightly overhalf a mile high, and most of the central city consists of averitable forest of multi-colored towers that are all betweenone quarter and one third of a mile high.Chiaroscuro is a city devoted to trade, but it is alsoa major center of manufacturing, containing a trio offactory-cathedrals. These factory-cathedrals all specializein combining products obtained from the Southern interiorwith resources imported from all across Creation and creatinghigh quality art<strong>if</strong>acts. In addition, the outer sections ofthe city contain many hundreds of mundane manufactoriesmaking everything from un<strong>br</strong>eakable glass tableware to nearlyendless bolts of textiles made from linen grown in the vastfields of the Southern coast.This city extends below the ground as well as above it.Because of the exceptionally pleasant year-round climate,the city’s streets are designed for strolling and are linedwith a multitude of ground-floor shops. Street performers,food vendors and similar petty merchants with small cartsand booths are in abundance on most of the streets and inmost large intersections. Gliding chariots can rarely travelthrough these streets at speeds of more than 10 miles perhour as a result. On many streets, the only vehicles allowedare authorized Deliberative emergency vehicles, which canfly above the heads of the thronging crowds.To facilitate traffic, the Deliberative constructed anetwork of tunnels under the city. In the larger tunnels,Essence-powered subways sw<strong>if</strong>tly transport people and cargoto and from stations located every half mile throughout thecity. On this subway, it rarely takes more than half an hourto travel between any two points in Chiaroscuro. From thenearest station, most people walk to their destinations, whilecargo and tired or wealthy pedestrians are carried in slowmoving gliding chariots that are either owned by businessesor hotels or are available for hire on every street corner.The Deliberative also built a network of smaller tunnelsto connect important buildings. These tunnels accomplisheduseful goals such as connecting the city’s three factory-cathedralswith each other and with the harbor, the skyship docksand other useful destinations. These tunnels carry a steady91


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER FOUR: THE SOUTHstream of large gliding chariots each carrying finished goodsand raw materials to and from the factory-cathedrals, food tothe largest hotels and all manner of similar cargoes.THE BLACK MARKET AND THE UNDERCITYAs the largest center of trade and commerce outside theBlessed Isle, Chiaroscuro is also a thriving center of illegaltrade and commerce. Passengers on many skyships and cargoships carry a wealth of smuggled goods, including everythingfrom art<strong>if</strong>acts prohibited to mortals not in the employee ofthe Deliberative to all manner of illegal intoxicants. Otherpassengers carry stolen goods that they hope to discreetlysell here.The city’s black market is legendary and has existedfor many centuries. As long as the various fences and shadydealers refuse to sell military hardware, lethal intoxicantsor other exceptionally illegal goods and avoid causing anysign<strong>if</strong>icant disruptions to legitimate commerce, the Deliberativegovernment allows it to thrive. This fact is not lost onmost of the experienced and sensible individuals engaged inthis profitable trade.The Chiaroscuro black market is effectively an opensecret to everyone with any interest at all in the criminalunderworld. Many mortal tourists visiting this city take pridein buying a stolen piece of clothing or some similar itemfrom one of the city’s many fences. Naturally, the presenceof so many dealers in illegal goods also attracts various otherillegal activities. As a result, Chiaroscuro is a center for illicitgambling, unlicensed prostitution and a wide varietyof similar illegal services, such as contracting an unlicensedthaumaturge to plague someone with warts or ill-fortune, orhiring thieves to steal a particular item.One reason that the criminal underworld can thrivehere so easily is the undercity. In addition to the multitudeof subway tunnels beneath Chiaroscuro, this city is also builtabove a network of other tunnels, some dating back to thedays before the Primordial War. Long before the founding ofthe Deliberative, problems with drainage and periodic floodingcaused by the city’s proximity to the coast inspired theDragon Kings who then ruled it to construct a vast networkof large storm sewers. A few centuries after the founding ofDeliberative, improved Essence technologies eliminatedthe need for most of these tunnels. Some were transformedinto the various subway tunnels now in use, but others wereabandoned or partially filled in. Since that time, variouscriminals and eccentric hermits with access to capable toolshave dug side tunnels or illegal connections between disuseddrainage tunnels.Today, even the Celestial Exalted do not know thefull extent of the tunnels under Chiaroscuro. The manyofficially disused tunnels now serve as storehouses for stolengoods, and some of the ones nearest to the surface alsoserve as shops for illegal goods, unlicensed gambling dens92


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE SOUTHERN COAST PROVINCEand similar establishments. Occasionally, scavengers andhopeful explorers manage to find a long disused section oftunnel, and the <strong>br</strong>oadcast dreams and hologlyph dramaspopular here are regularly filled with tales of heroes findingpowerful art<strong>if</strong>acts and vast wealth in newly opened tunnels.Although such events are rare, they occasionally happen,as does finding tunnels that have been fitted with ancientbut still deadly traps.THE PENITENTOne of the most remarkable features of the entireSouthern Coast Province is the gigantic figure known tomortals as the Penitent, and to the Exalted as the Last Supplicantof Endless Power (see The Books of Sorcery, Vol.I—Wonders of the Lost Age, p. 24). This awe-inspiringEssence-controlling device was carved into the form of aseated figure by sculpting an entire extinct volcano. Thefigure’s outer surface is flawlessly polished, <strong>br</strong>illiantly reflectiveobsidian, and its five-mile tall-form is visible from boththe Domain of Stately Order and Chiaroscuro.The primary purpose of the Penitent is to reshape theSouthern Essence flows in such a fashion as to permit themild climate of the coast to extend almost twice as far intothe Southern interior as it otherwise would. This procedureis largely automatic and requires adjustment only duringCali<strong>br</strong>ation. The Penitent is also the heart of the South’svolcano control system. Located on the northeastern edgeof the Fire Mountains, its proximity to the mountain rangecontaining the South’s most active volcanoes allows it tobe used to control the timing and intensity of volcaniceruptions that might otherwise damage valuable land ordestroy cities.In addition to directing lava flows away from inhabitedregions and suppressing violent eruptions, Solar Exalted canalso use the Penitent to generate minor eruptions that relievemounting lava pressures or induce spec<strong>if</strong>ic types of eruptionsthat <strong>br</strong>ing valuable ores and minerals to the surface. In addition,all Southern Exalts can petition for their manses tobe temporarily enhanced by the Penitent’s powers, with thetypical duration of such an enhancement ranging from oneweek to one season. Naturally, petitions made by one of theCelestial Exalted or the few Celestial gods with residencesin Creation are given precedence over those made by TerrestrialExalted or the God-Blooded.All of these features are widely known by employeesof the Deliberative. Yet only the Celestial Exalted know ofthe more destructive uses to which this vast construct canbe put, since it has rarely been used in any sort of martialfashion for more than two millennia.In addition to being arguably the most important Essencemanipulatingart<strong>if</strong>act in the entire South, the Penitent isalso a popular tourist attraction for mortals. Only Exaltsare permitted to approach the figure’s vast head, where theEssence controls are located, but mortals regularly visit thelowest reaches of the statue. Every year, tens of thousandsof wealthy tourists and devout pilgrims come to see thiswonder and marvel at the power of the Deliberative and themajesty of the Celestial Exalted. Many of the wealthiest ormost devout visitors book skyship flights from the skyshipdock located a quarter of a mile from the statue’s vast leftfoot when rumors say that one of the Lawgivers will soonuse the Penitent to make some minor adjustment to theSouthern Essence flows.Those lucky enough to arrive when the statue is in usesee an even greater wonder than the Penitent’s normallygrandiose presence. Once the Penitent is activated, the user’svastly magn<strong>if</strong>ied anima banner surrounds the entire statue.Observers as far away as Chiaroscuro can see the flare of thisanima as a light as <strong>br</strong>ight and as large as a rising full moonon a clear night.To accommodate these tourists, and the ones who simplywish to see the Penitent, the local skyship dock is builtbeside several hotels capable of accommodating as many as1,500 visitors of varying degrees of wealth. To support thesevisitors, a small RPC was constructed nearby. In additionto helping to care for the various tourists, the RPC’s 700inhabitants also till the soil with Essence-powered machineryand tend the fist-sized beetles that harvest flax from theirnearby fields.The most devout tourists eschew these comfortablehotels and instead walk more than three miles uphill alongthe statue’s gently sloping legs to a small monastery located inthe statue’s enormous lap. Although the Exalted and the godsare free to visit it via any means they see fit to use, mortalsare all expected to walk to this monastery. Officially knownas the Pagoda of Contemplating the Sacred Penitent—butpopularly known as the Monastery of the Lap—this monasteryis surrounded by gardens and a small pine forest tended bythe local monks. Visitors are welcome, but those who staylonger than three days are expected to take part in the dailychores. In return, the monastery teaches both meditationand the scriptures of the Exalted. In addition, Exalts, gods,Half-Castes, God-Bloods and even mortal Essence userswho have obtained the appropriate licenses may also trainin various Terrestrial martial arts here. Once a season, thelocal students put on exhibitions of their martial prowess forthe tourists staying at the hotels located near Penitent’s base.The monastery earns money from these displays and from thesales of small obsidian or black jade replicas of the Penitentthat some of the monks and novices make. Although it isfar less prestigious than other academies that teach moreadvanced martial arts, the Monastery of the Lap is notedfor being one of the most spectacular locations in Creationto study the martial arts.THE DOMAIN OF STATELY ORDERIn the middle of the Southern coastal plains, betweenthe Penitent and Chiaroscuro lies the most unusual and mosthotly debated of the lands of the South. Created 260 years agoas a social experiment, the Domain of Stately Order is a small93


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER FOUR: THE SOUTHtributary governed by the Solar Exalt Terrible Bloody Roseand her Lunar consort Shining Ocelot. The principality is acircle exactly 800 miles across. It contains the central city,known as Dari of the Mists, which is a beaut<strong>if</strong>ul, perfectlycircular metropolis precisely 40 miles in diameter with sevenmillion inhabitants.Dari is located in a bowl-shaped valley and is an ancientcity built in the early days of the rule of the Primordials. Althoughsmaller than many modern cities, it is exceptionallybeaut<strong>if</strong>ul. All of the towers and other large buildings are madefrom an opalescent alloy that even the finest savants of theDeliberative cannot make in the vast quantities necessaryto build a large city from them.When exposed to sunlight, this alloy shines like whiteopal, and it glows softly with the same sparkling color atnight. It also attracts ambient mist that <strong>br</strong>iefly swirls withsimilar color when it touches these towers. These mistshave long been known to make mortals who inhale themboth slightly happier and less inclined to excessive violence.Mortals living here are treated as <strong>if</strong> they have a minimumof two dots in both Compassion and Temperance, even <strong>if</strong>their actual scores are lower. This effect fades within threedays of leaving Dari. The effects of these mists gave TerribleBloody Rose and Shining Ocelot the idea for creatingthe Scepter and the Orb of Peace and Order. Their efforts,however, have also made the city far less popular to bothimmigrants and tourists.Before it became part of the Domain of Stately Order,Dari was widely acclaimed as the most pleasant city in theSouth, and mortals regularly flocked here to visit. ManySouthern mortals attempted to save sufficient amounts ofmoney to be able to go on their honeymoons in Dari. Thiscustom persists, and newlyweds remain an important sourceof tourism, but all tourism has sign<strong>if</strong>icantly declined sincethe city’s rulers completed the Scepter and the Orb.The remainder of this principality houses an additional93 million people, the vast majority of whom work in variousRPCs that specialize in growing and spinning linen andin tending Essence spiders and transforming their silk intosails, armor and similar goods.THE SCEPTER AND ORB OF PEACE AND ORDERThis tributary was created to test and demonstrate thepromise of a pair of exceptionally powerful art<strong>if</strong>acts calledthe Instruments of Peace and Order. The Scepter of Peaceand Order is a large orichalcum scepter with a five-foot-longshaft, topped with a complex crook decorated with a variety ofcrystals that focus and channel Essence. The complementaryOrb of Peace and Order is a moonsilver sphere the size of alarge grapefruit, incised with grooves to allow it to be heldin one hand and decorated with crystals identical to thoseon the scepter.When a Celestial Exalt holds the scepter, it allows thebearer to have a general sense of everyone within 400 miles.The bearer can sense general concentrations and movementsof population, as well as being able to instantly ident<strong>if</strong>yany Exalts, gods, elementals or demons inside his domain.The bearer can also <strong>br</strong>oadcast messages to everyone insidethe radius and can produce a scarlet eye-like sigil on theflesh of every adult or adolescent inside the domain. Thetarget must accept the sigil willingly, but the scepter allowsa Celestial bearer to cause anyone who refuses the sigil tobe overcome with the urge to leave the domain within thenext week. This compulsion is impossible for anyone butanother Exalt to resist.The scepter also allows its bearer to automaticallydistinguish between individuals who have lived in thedomain for more than a month and visitors or new arrivals.Terrible Bloody Rose leaves visitors alone, but everymonth, she forces her sigil on anyone who has been in thedomain longer. All mortals who refuse must leave. Exaltswho refuse need not leave the domain, but <strong>if</strong> they acceptthe sigil, they are as bound by its power as any mortal wouldbe. Other than allowing the bearer to sense them, neitherthe Scepter nor the Orb of Peace and Order has any effecton gods, elementals or demons.Anyone who accepts the sigil is marked for l<strong>if</strong>e. OnlySolar Circle sorcery performed by someone whose Essence isat least as high as the scepter bearer’s can remove this sigil.The scepter-bearer can borrow the senses of any sigil-bearerat will and with no rolls or Essence cost, no matter where theperson with the sigil is in Creation. By spending three motesof Essence, the scepter-bearer can also take over the bodyof a sigil-bearer for up to one scene. Finally, as the scepterbearerplaces the sigil on a target, she also impresses the lawsof her domain into the target’s mind. Sigil-bearers know thataccepting this sigil means they also swear a solemn oath toobey all of these laws. This oath remains in place as long asthe scepter is attuned. If, however, it is ever unattuned or thewielder dies, all sigils vanish within 24 hours, unless someoneelse attunes to the scepter during this time.The device does not remove a sigil-bearer’s free will, butit does force him to pay a price for any and all transgressions.Pain of wracks the body of anyone who disobeys the laws heswore to obey. For major offenses, this agony ends when thecriminal confesses his sin to a local magistrate. For minoroffenses, the pain lasts for only a few hours <strong>if</strong> the offenderresists the urge to confess. Breaking the most serious oaths,however, such as never attempting to harm one of the CelestialExalted, is inevitably punished by death. Sigil-bearerswho <strong>br</strong>eak one of these capital oaths die a painful, writhingdeath a few hours after the oath is <strong>br</strong>oken. As soon as theycommit this transgression, the eye on their sigil closes. Everypunishment imposed by the sigil takes place indoors andduring the night. If an offender attempts to remain outdoorsat night, his presence becomes obvious to Terrible BloodyRose, who commands him to go home, whereupon he willimmediately pay for his crime.The powers of the Orb of Peace and Order are far moresubtle and insidious. Any Celestial Exalt who carries the orb94


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE SOUTHERN COAST PROVINCEcan both sense and alter the emotions of all sigil-bearers,either en masse or individually. Also, as long as it remainsattuned, any sigil-bearer who performs any action that eitheractively encourages others to obey the laws or goes beyondthe expected minimal obedience to the law is automaticallyrewarded with vividly enjoyable dreams. Also, characterswho regularly obtain these dreams also reduce the d<strong>if</strong>ficultyof all rolls to recover from infections or diseases by two (toa minimum of 1) and live one third again as long as theyotherwise would.No individual can attune herself to both the Scepterand the Orb of Peace and Order. The attunement cost ofeach art<strong>if</strong>act is five motes. As long as at least 200 peoplebear sigils, anyone attuned to either object is completelyimmune to all diseases and infections. He also does not age,and he heals one level of lethal damage every three hoursand one level of aggravated damage every day.The Instruments of Peace and Order offer TerribleBloody Rose and Shining Ocelot an unprecedented amountof control of the populace of their principality. In the 260years that this experiment has been running, there hasbeen only one riot and one workers’ strike that lasted onlyone day. In addition, citizens are exceptionally polite andcourteous to visitors and each other. Even very minor offensessuch as littering, which are typically punished onlyby a headache that lasts a few hours, are almostnonexistent.In short, this tributaryis clearly the mostlaw-abiding and politeplace in all Creation,although it has a higherthan average suicide rate.Terrible Bloody Rose andShining Ocelot regularly assert that similar measures shouldbe adopted throughout Creation, but debate continues in theDeliberative. Many Celestial Exalts and most Dragon-Bloodsstrongly oppose this idea because they find the results to bedeeply disturbing. Also, most Celestial Exalted forbid sigilbearersfrom entering their own domains, and they objectto the idea of other Celestial rulers transforming their entirepopulace into what potentially amounts to an army of spiesand possibly even assassins.Terrible Bloody Rose and Shining Ocelot both claimthat the Scepter of Peace and Order cannot be used toplace a sigil on one of the Celestial Exalted and that allforms of Exaltation automatically burn away the sigil. Thefirst statement has never been tested, because none of theCelestial Exalted are willing to test their immunity. Afew dozen adolescents bearing the sigil have undergoneTerrestrial Exaltation, however, and all of them have losttheir sigil, so the second claim has been accepted as fact.The truth, though, is that any Exalt can be given the sigil,and Exaltation removes the sigil only <strong>if</strong> the bearer wishes itremoved. If either of these facts were discovered, the smallamount of sympathy for this tributary and its rulers wouldevaporate, and several dozen Celestial Exalted would callfor the immediate destruction of the Instruments of Peaceand Order.VISITING THE DOMAIN OF STATELY ORDERThe Domain of Stately Order welcomes mortaland Exalted visitors, as the tributary’s two rulers wisheveryone in Creation to observe the wonders of theirland. Mortal visitors may remain for a month, afterwhich they must either leave or acceptthe sigil and become citizens of theDomain of Stately Order. The onlyexceptions are mortal employees of95


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER FOUR: THE SOUTHthe Deliberative, who can travel freely on official Deliberativebusiness. The rulers of this domain offer superior salariesand other benefits to encourage Dragon-Bloods to becomecitizens. No Exalted visitor is forced to either leave or acceptthe sigil, though. Doing so would be regarded as a direct offenseagainst the authority of the Deliberative.L<strong>if</strong>e in the Domain of Stately Order is exceedinglyuneventful. All citizens are scrupulously law-abiding, evenwhen dealing with poor and somewhat ignorant mortalvisitors. In addition, the general level of politeness andcourtesy is considerably higher than it is in the rest ofCreation. Most travelers find visiting this tributary to besimultaneously pleasant and somewhat disturbing. Almostall sigil-bearing citizens react with mild shock to any suggestionthat they <strong>br</strong>eak a local law. What’s more, the eagernessthat most display when presented with a chance to performgood deeds (ranging from picking up litter to reporting acrime) reminds some visitors of the behavior of dreamstoneaddicts. As a result, few mortals move to this domain everyyear, but most who do soon leave—unwilling to trade theirfreedom for the promises of a safe and pleasant l<strong>if</strong>e that thisdomain delivers.HIGH NYUNDA—CITY OF THE SUNAlong with the vast trading metropolis of Chiaroscuroand the powerful Penitent, the last of the three great wondersof the South is the flying city known as High Nyunda. Builtto use the powerful currents of Essence coming from theFar South and the warm air of this fiery land, High Nyundais unique among Creation’s many flying cities in that themajority of its l<strong>if</strong>t comes from the warm air contained withinit. Essence power is used only to control its altitude and toenable it to move. As a result, the city’s Essence antennasand accumulators can spend most of their power moving thecity. High Nyunda can move as fast as 50 miles per hour,enabling it to travel almost 8,000 miles in a week and tomake a circuit around the entire inhabited portions of theSouth in only four weeks. The city normally flies one mileabove the ground, but it can go as high as four miles to avoidbad weather. It can also come within half a dozen yards ofeither the ground or the spire of a building to allow it todock and lower a ramp.High Nyunda is an enormous sphere four miles indiameter, and it houses approximately one million people,including nearly 200 Terrestrial Exalted. It is also the homeof the old and exceptionally powerful Solar Virtuous Jacinth,the Deliberative’s Commissionaire of Southern Affairs,and her Lunar consort, Joyous Agile Bat. A trio of youngerCelestial Exalts acts as their assistants as well. In additionto the Exalted, High Nyunda is also home to more than10,000 people of the air, who enjoy the freedom dwelling inthe upper air gives them. Some 800 herd guardians work asbodyguards and retainers of the Celestial Palace, and 3,000minikins are employed in the factory-cathedral to performthe finest handwork and the most precise adjustments.This flying metropolis is popularly known as the Cityof the Sun because the entire outer surface of the sphere iscovered in a microscopically thin film of gold. This coatingreduces the <strong>br</strong>ight sunlight entering the inhabited portionsof the sphere to a less dazzling intensity, while also makingthe sphere appear to be a gigantic shining ball of pure gold.At night, the city’s Essence-accumulators cause it to emanatea soft glow that can be seen for hundreds of miles. Peopleoutside this city can see inside it only at sunrise and twilight,or when they are within a mile or two, but the golden outerwall does nothing to prevent anyone inside the city fromlooking out at the rest of Creation.All the city’s buildings are located in the pleasantlywarm lower half of the sphere. The upper half of the sphereis separated from the lower half by a thin, tough mem<strong>br</strong>aneand contains Essence-focusing crystals that help supplementsunlight in heating the air inside of it. Inside thelower hemisphere, the buildings and other structures areall located on wide rings of lightweight synthetic materials.Each ring-shaped plaza is attached to the outer wall of thesphere and is between one quarter and two thirds of a milewide. These habitation rings are built 50 to 200 yards apart,allowing the tallest buildings in the city to reach more than50 stories into the air.The central portion of the sphere is left open except forthe city’s two most impressive structures. The bottom-mostof the sphere’s many levels extends across the entire milewidebottom of the sphere. The central portion of this sturdysynthetic disk consists of a single factory-cathedral with fivespires that each stretch half a mile into the air. Because thecity is not built to support the construction of massive art<strong>if</strong>acts,this factory-cathedral specializes in building small items suchas elaborate hand weapons, Essence-powered devices builtinto jewelry and items of clothing, and some of the small andvitally important components of larger constructs.Half a mile above the spires of the factory-cathedral,several of the sphere’s highest habitation rings contain skywalksmore than half a mile long that all lead into the centralportion of the sphere, known as the Celestial Palace. Thispalace is built on a central platform one mile in diameter.The outmost regions of this platform contain the Deliberativegovernment’s local offices and the residences of the city’sDragon-Blooded. Beyond these august and lovely buildingsis an elaborately carved dome half a mile in diameter anda quarter of a mile high, which surrounds the estates andpalaces of the city’s five Celestial Exalted rulers.High Nyunda is home to five of the mighty CelestialExalted because it is the administrative center of the South,just as Chiaroscuro is the South’s commercial center. Thiscity travels continuously from one Southern city to another,stopping at most for only a day or two, and not lingeringmore than a week even at Chiaroscuro. As a result, theresidents continually gain news and firsthand informationabout the entire region, and the city itself serves as a visiblereminder to everyone who can see it of the incredible power96


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE SOUTHERN COAST PROVINCETHE SOUTHWESTERN PROVINCEand inescapable reach of the Deliberative. These featurescombine to make High Nyunda the ideal location fromwhich to administer and coordinate the various Southernprincipalities.High Nyunda never lands. Essence-driven precipitatorsextract all the water the city requires from the air, andsmall garden plots and Essence-powered nutrient vats growa third of the food used by the inhabitants. A fleet of skyshipsand personal vehicles regularly flies to and from thecity, carrying visitors, additional food, supplies for the city’sfactory-cathedral and trade goods from all across Creation.Also, every time High Nyunda arrives above one of the citiesof the South, it approaches one of that city’s various skyshipdocks, typically located at the summit of a tall building. HighNyunda then lets down a 12-yard-long, six-yard-wide rampso visitors can come and go as they please. Gliding chariotscan drive on or off the city, carrying all manner of large andheavy goods.THE SOUTHWESTERNPROVINCEThe Southwestern Province consists of the Southernlands on the western side of the Fire Mountains. The SouthwesternProvince is even more fertile than the SouthernCoast Province, maintaining its fertility all the way to theslopes of the Fire Mountains. An-Teng Prefecture, located inthe northern portions of the Southwest, is the most denselyinhabited principality in this portion of Creation. South ofAn-Teng, the land becomes hotter and steamier and fewermortals live there. The southern portions of the SouthwesternProvince are home to Dragon Kings and all manner of deadlyand exotic animals.AN-TENG PREFECTUREOn the western side of the Fire Mountains lies theprincipality of An-Teng. Located on the b<strong>order</strong> betweenthe South and West, it is the wettest portion of the entireSouth and contains this region’s tallest and most extensiveforests, as well as a multitude of rivers. An-Teng Prefectureis divided into three provinces. The High Lands extend fromthe high peaks of the Fire Mountains down to the edges ofthe Southwestern forests. The Middle Lands consist of theselush and dense forests. The Shore Lands are wide fertile plainsthat extend from the edge of the forests to the actual shoreand are irrigated by more than a dozen large rivers. Theselands are all linked by the largest of all the Southern rivers,the wide and many-<strong>br</strong>anched River of Queens. This majesticwaterway extends from Thousand Dragons Lake high in themountains to the Western Ocean in a vast and fertile riverdelta that begins at the capital of the entire domain, thehuge and lovely City of Flowers.An-Teng land is noted for both its beauty and itsexquisite climate. It is also known for possessing manypowerful demesnes. These demesnes are produced by thepotent Essence flows created by An-Teng’s proximity toboth the Fire Mountains and the b<strong>order</strong> with the West. Allof these factors combined to make this land the home of adisproportionate number of Celestial Exalted, particularlySolar and Lunar Exalted, who build manses here to be theirprimary residences.THE SHORE LANDSThe Shore Lands make up a warm, wet region alongthe western coast of the Southern Threshold. This crescentof highly accessible lands serves as a trade hub to the rest ofCreation and houses the commerce city of Salt-Founded Gloryas well as the world-renowned City of Flowers, An-Teng’scapital. Although a few other settlements in this territory arelarge enough to be called cities, this area is the most developedpart of the country. It is crisscrossed with roads and canals toencourage a <strong>br</strong>oader sense of community among its inhabitants,but those roads end near Calan’s Loss (see pp. 98-99)with stern warnings carved on obelisks around the b<strong>order</strong>.Few travelers need further encouragement to stay far awayonce they catch sight of the blighted swamp, though.Abundant water and the mixture of volcanic soils washeddown from the Fire Mountains makes this one of the mostfertile regions for grain production in all of Creation. TheShore Lands are covered with RPCs and their associated fields,growing rice and smaller quantities of corn, wheat and millet.Using Essence-powered tilling and harvesting machineryto supplement the labor of patient individuals, tending andreplanting the various crops allows most of these RPCs toproduce three or four rice crops every year. Further inland,in the regions away from the many rivers, the Shore Landsare also home to many cultivated fruit and flower-bearingvines and shrubs. This land contains the largest and bestvineyards of the South, as well as entire RPCs dedicated tothe cultivation of spices and fragrant flowers.The seas immediately off the Shore Lands are home tosome of the most beaut<strong>if</strong>ul and <strong>br</strong>ightly colored fish in all ofCreation. While some local RPCs are devoted to providingfish for the tables of An-Teng, even more are home to professionaltropical fish collectors, who capture <strong>br</strong>ightly coloredfish, storing them in specially made jade spheres. Inside thesespheres, the fish remain in a state of s<strong>usp</strong>ended animationuntil they are removed and placed in water. As a result, thefishers of the Shore Lands can easily send decorative fishthroughout Creation, allowing interested Exalts, gods andwealthy mortals to keep large aquariums filled with many<strong>br</strong>illiantly colored tropical fish.THE CITY OF FLOWERSBuilt on the banks of the River of Queens, the huge andlovely capital of An-Teng Prefecture stretches out into its wideand placid waters, with much of the city built on a mixture ofsmall art<strong>if</strong>icial islands and enormous floating platforms. Theportions located on the shore are surrounded by relativelynarrow canals filled with water that is perpetually fresh andclean due to cleansing enchantments placed upon the stones97


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER FOUR: THE SOUTHthat make up the canals’ beds. Although Chiaroscuro is thelargest and the tallest Southern city, and High Nyunda themost spectacular, the City of Flowers is widely acclaimed tobe the most beaut<strong>if</strong>ul of the Southern cities.All of the city’s major thoroughfares are canals between20 and 50 yards wide. Directed Essence flows cause the waterin these canals to flow at d<strong>if</strong>ferent speeds and in d<strong>if</strong>ferentdirections, depending upon its location in the canal. Thewater in each canal flows in only one direction, with thewater next to the banks flowing no faster than a man canwalk, and the water near the center of each canal flowingas fast as a sw<strong>if</strong>t horse can gallop. Because adjacent canalsusually flow in opposite directions, travel through the cityvia the many junks, gondolas and other small passenger andcargo boats is fast and simple.The capital’s buildings consist almost exclusively ofnatural materials, including ivory, shell and a variety oftropical woods such as teak, ebony and mahogany. Thecity’s temple to the Unconquered Sun, for example is a hugewooden pyramid covered with enormous slabs of ivory andshining golden shells. Advanced experiments in biogenesisallowed Exalted engineers to grow custom-designed slabs ofivory or shell in huge vats and to boost the speed with whichthe valuable tropical woods used in much of the city matures.The builders use powerful alchemical reagents to renderthis wood as tough and as fireproof as stone or metal. Mostbuildings are between five and 20 stories tall, and many areconnected by elaborately carved skywalks. This city is builton a grid plan, with the Pyramid of the Unconquered Suncovering the area of nine blocks at the center of the city.All the other blocks are built on polished stone slabs thatrise a few feet above the level of the river and are boundedby canals on all sides.The city’s most spectacular feature, however, is the multitudeof <strong>br</strong>illiantly colored flowering vines that grow alongmost of the city’s buildings and skywalks. A combination ofthe moist climate and having a local Wood-aspected manseencourage the health and growth of these flowers has causedthe many bougainvillea, orchids, acanthus and jasmine togrow especially large and long-lasting flowers that remain inbloom all year round.A consortium of master gardeners and their disciplesknown as the Infinite Orchid Collegiums tightly regulates thefloral industry throughout the prefecture, protecting againstforeign species and unlicensed magical meddling in <strong>order</strong>to protect the quality of the blooms and the internationalreputation of their business. Intense rivalries between d<strong>if</strong>ferentfloral schools define the city’s popular culture, especiallysince public viewing of private gardens often influences thejudges who rule on the outcome. Competitions betweenmasters often span decades, with each engagement accordedthe pageantry and solemnity normally reserved for bloodfeuds between martial arts dojos. Less patient gardeners turnto poison to settle their d<strong>if</strong>ferences, though the Collegiumsabhor the practice.With its high availability of plant-based poisons, theCity of Flowers also plays home to an organized criminalsyndicate called the Ivory Lotus that secretly regulatesits member assassin families in a shadow reflection of theCollegiums. Echoing the paradoxical dualities of An-Tengculture, both the Collegiums and Ivory Lotus venerate themortal High Queen of An-Teng as their spiritual founder,who in turn makes sure that both groups continue to servethe greater good of her land. Although far from secular, thepeople of the Shore Lands venerate gods of civilization andtrade more than they do ancestral or nature deities, thoughCelestial cults are growing increasingly common.CALAN’S LOSSThe swamp called the Wailing Fen harbors an infernalshrine amid its fetid <strong>br</strong>acken and quagmire muck—a blighteddemesne stained with the death of the first akuma. Thrice-Damned Gorol was a Solar Prince and Night Caste assassinwho slew a Primordial early in the War. In the final rasping<strong>br</strong>eath of his nemesis, Gorol heard terrible blasphemies unveilingthe inexorable inevitability of Oblivion. Believingthat the Primordials alone could undo the curses of theirslain kin, Gorol secretly betrayed the Exalted and becamea spy for the Primordials throughout the latter third of theWar. Whatever his original intentions, his treachery costmany hundreds of Chosen lives and might have even led thePrimordial’s soul-typhoon weapon to the hidden base wherethe Dragon King armies massed for a grand offensive. Thefull scope of Gorol’s wickedness might never be known, butwhen his circlemates finally realized what he had becomemore than a century after the War, they attempted to ambushhim and <strong>br</strong>ing him to justice. Sadly, the Lawgivers underestimatedthe depraved inventiveness of the Yozis who hadrebuilt Thrice-Damned Gorol’s body and soul with aspectsof their own power.Armed with the element of surprise and a variety ofhideous powers, the akuma effortlessly slew his former friendsand escaped, only to be pursued by the legendary demonhuntersCalan and Tomun, a married duo of Night and NoMoon who always fought together. The two tracked Gorolto An-Teng and intercepted him before he could deliverthe self-destruct codes for Mobile Platform 3 to a Linthaagent waiting offshore. The three fought viciously throughthe forest, unleashing powers that scorched and poisonedthe land with conflagrations of holy and unholy Essence.Finally, Calan struck the deathblow, but could not escapethe poison cloud Gorol expelled in his pain. Tomun rushedto his w<strong>if</strong>e’s side, but the Lunar could not heal Calan ofthe venom. Stricken, Tomun desperately begged Gorol forthe secret of the cure. The akuma gasped out that only thel<strong>if</strong>eblood of a true love could save Calan, and he laughedin spiteful triumph as the Lunar slashed open his wrists anddied sprawled across his w<strong>if</strong>e’s body. Calan awoke sometimelater, healed by the power of her Solar Charms, to findher husband dead by his own hand. No trace remained of98


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE SOUTHWESTERN PROVINCEGorol’s body, but its abomination had already metastasizedthrough the earth.Today, the people of An-Teng shun the Wailing Fen.Nothing good grows there, and terrible things stalk the rottingwetlands. Gnarled trees take on the sinister <strong>br</strong>onze patina ofSzoreny, hiding the incurable poisons of Metagaos’ thornsamong their grasping foliage. Kimbery sloshes at the roots ofthe pooled muck, beneath bubbling tar expelling mephiticflame jets in the concentric rings of She Who Lives in HerName. The dragonflies look a little too much like agata, andthe fish swim with alien machinations etched into their glassyeyes. In short, the fen is a place where the Demon Realmbleeds into Creation, a tiny chink in the prison that holdsthe Primordials back from the world they made. Althoughthe crack is not large enough to compromise the security ofthe prison, its existence introduces an additional variable ofuncertainty that troubles the Five-Score Fellowship. ManySolar Exalted feel d<strong>if</strong>ferently, delighted to have access toexotic infernal ingredients for art<strong>if</strong>act production withoutthe dangers or hassle of procuring them from Malfeas. Bounddemons regularly scavenge the swamp for unusual flora, faunaor geological elements that might have occult sign<strong>if</strong>icance,so much so that the Deliberative recently stepped in anddeclared the swamp a protected sorcerous preserve, allowinga subcommittee to establish and prioritize licensingstandards to limit the harvest. An-Teng’s Golden Lord findsthis legislation frustrating and disheartening, as it directlycontradicts his longstanding efforts in Yu-Shan to declarethe swamp a geomantic disaster area and get it dredged outof his nation.THE MIDDLE LANDSThe Middle Lands begin where the plains, scrub andopen forests of the Shore Lands become dense jungles andthick forests. They end in the foothills of the Fire Mountains,where the forests once again become scrublands that lead upto the mountains. The northernmost portions of the MiddleLands are warm subtropical forests, but these forests becomeincreasingly dense and verdant jungle approximately 100miles south of the City of Flowers. This steamy jungle issimilar to the rain forests of the Southeast, and is primarilydistinguished by the fact that few of the trees grow more than50 yards high and the Southwestern jungle is considerablywetter. The entirety of An-Teng must endure torrentialmonsoons that last the entirety of the season of Water.For the rest of the year, rain usually falls once a day in theMiddle Lands, but these showers rarely last more than twohours and can be as <strong>br</strong>ief as half an hour. As a result of thisunique climate, though the trees are shorter than those inthe Southeastern forests and jungles, and the undergrowthis thicker. The land is also usually marshy near the coast,and it consists of little more than mud or quicksand in someplaces, so most animals and residents must remain arborealto avoid sinking in or slopping through treacherous diseaseandparasite-infested muck.CALAN’S LOSS (VITRIOL DEMESNE •••••)The site of Gorol’s death is one of the raredemesnes that channels an Essence aspect alien tothe structure of Creation. Never introduced into theTapestry, the alchemical catalyst Theion To passivelyconsumes everything it touches as embodied in theshapeless, corrosive foam of the metody. WithinCalan’s Loss, vitriol consumes less literally and morein monstrous allegory, gradually eating away at theproperties of Creation to substitute the mad laws ofMalfeas.Game Effects: Anything that spends too muchtime in Calan’s Loss assumes the qualities of its closestanalogue in Malfeas. Wasps swell and shimmer likeagata, whores shrivel to the lithe alien delicacy ofneomah, and predatory beasts growl with erymanthushunger. The Storyteller should assign two points ofpositive mutations for each of the first five years ofexposure, choosing traits that express an appropriateaspect of the Demon Realm. The first year of exposurealso imposes a deficiency-level derangement, mod<strong>if</strong>yingeach creature’s behavior to fit demonic mores. Fourmore years of taint complete the change, turning theinhabitant into a legitimate creature of darkness.Storytellers should keep in mind that the mutationsimposed by Calan’s Loss are not random, but ratherfollow an internal logic rooted in the inimical aestheticsof the Yozis. The Deliberative takes great pains to makesure nothing blocks the flow of Essence through theswamp, since any catastrophic Essence buildup couldspread the poison over a much larger area.The capital of the Middle Lands is Prosperous Garden,a canal city with a consumable agrarian focus on fruit andvegetable production rather than the ephemeral beauty offlowers. The open-air markets of Prosperous Garden arewithout peer for exotic culinary delights, especially for elderlyDragon-Blooded who have forsworn meat as part of an asceticregimen to prolong their lives. Deeper into the forest, theacademic city Adorned with Wisdom as a Sapphire catersto religious and scholarly pursuits such as giving the olderchildren of An-Teng aristocrats something vaguely approximatinga Meru-quality education. People in the Middle Landsvenerate the Exalted in their midst, but they devote mostof their obeisance to the duality of the Golden Lord and hisgruesome and chaotic counterpart, the Pale Mistress. Heavylabor is accomplished with the aide of elephants who roamthe forest and live in symbiotic harmony with humankind,following the example of their animal avatar, who sometimesserves as the Golden Lord’s steed in times of war.99


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER FOUR: THE SOUTHThe Southern portions of these forests make up a separatedomain that is not a part of An-Teng Prefecture. Thesejungles are home to the second largest remaining city of theDragon Kings, Ssaaneth. Ssaaneth is a jungle city, locatedon the vast Golden River, so-called because of the massesof golden flower petals that float along on its surface afterfalling from the shining sun trees growing along its banks.Ssaaneth is home to all four varieties of Dragon King, and hasclose ties with a smaller city of the Mosok living on MandalaIsland, located in the mouth of the Golden River, and with anaerie of Pterok located on the slopes of the Fire Mountains.By treaty, the lands around Ssaaneth are the property of theDragon Kings. Except for the Celestial Exalted and the godsof Yu-Shan, outsiders must obtain permission to visit.Unlike Rathess, which is primarily home to DragonKings who desire extensive contact with the outside world,Ssaaneth is home to more than half a million Dragon Kingswho prefer to live more traditional and isolated lives. Thecity’s residents do not encourage visitors, and those whodo visit must deal with the city and its inhabitants on theirown terms.Just north of the domain of the Dragon Kings, the LunarExalt Cele<strong>br</strong>ated Serpent has a personal estate 50 miles acrosscentered on a small city built around a four-dot Wood manse.She began <strong>br</strong>eeding snakemen here 1,500 years ago. For thepast 1,000 years, she has been slowly forging an alliance withthe Dragon Kings in <strong>order</strong> to help her snakemen learn theirancient and exotic ways. Her goal is to make these snakemeninto living <strong>br</strong>idges between human culture and that ofthe Dragon Kings. Cele<strong>br</strong>ated Serpent’s beastmen are alltaught by Dragon King tutors and spend at least a few yearsliving in Ssaaneth. As a result, many close friendships havebeen forged between the beastmen and the Dragon Kings.In the past several centuries, there have even been a fewmarriages between snakemen and Dragon Kings. Cele<strong>br</strong>atedSerpent has not yet managed, however, to use her sorceryto enable these pairings to produce the half-<strong>br</strong>eed offspringshe eventually hopes for.Merchants from An-Teng trade with both Ssaanethand Cele<strong>br</strong>ated Serpent’s domain, obtaining valuable jungleproducts and the exotic crystal and vegetative technologiesof the Dragon Kings, but most mortals consider both regionsto be exceptionally strange places, and few spend more thana few days in either region.Half a dozen other, smaller Dragon King settlements lieSouth of Ssaaneth, but none contain more than 30,000 DragonKings. All are located within 500 miles of Ssaaneth. FartherSouth, dense and steamy jungles stretch from the westernshore to halfway up the Fire Mountains, and the combinationof heat and extreme humidity (along with the abundance ofeternally hungry and often poisonous wildl<strong>if</strong>e) has renderedthis land completely inhospitable to unmod<strong>if</strong>ied mortals. As100


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE SOUTHWESTERN PROVINCEa result, ambitious Solar and Lunar Exalted have transformedmuch of the land south of the lands of the Dragon Kings intoa vast experimental <strong>br</strong>eeding laboratory.THE HIGH LANDSWhen the Exalted speak of An-Teng, they typically meanits High Lands, the slopes of which gradually rise from theforest to lofty peaks in the east, all beneath the majestic spireof the Pinnacle of Mercy where the Golden Lord dwells. Thisregion is sparsely settled, but it is as wealthy as the remainderof this rich land because the mountains abound in mineralresources. Silver, moonsilver and various gemstones are allcommon, but almost any material, from jade to adamant canbe found somewhere along these jagged slopes. The mostfamous feature of this land is the lovely Thousand DragonLake, which is popular with tourists for its natural beautyand the impressive size of the fish that can be caught there.The land around this lake is the site of several RPCs devotedto fishing and working with aquatic materials, as well as asmall city of 25,000 devoted largely to tourism. The shores ofThousand Dragon Lake and the banks of the many tributariesleading down from the higher peaks are also home to anumber of small but prestigious monasteries, where monksmeditate on the nature and purposes of the gods and theirown place in Creation. They also teach all manner of unusualand powerful martial arts.The largest city in the High Lands is the royal seat ofJade Plum Citadel, whose narrow, close-packed buildingsand elegant temples stand atop the ruined foundations ofan Exalted military outpost used in the Primordial War.Beneath these foundations, a Jadeborn settlement and miningcomplex serves as an extension of the city whose closealliance follows treaties negotiated by the Golden Lord. Thiswalled city is ringed with potent defenses designed to driveoff the bandits that haunt the mountains and the Dark<strong>br</strong>oodsthat occasionally venture up through fissures or extinctlava tubes and attempt to kidnap, slay or rob the surfacedwellers. Visible for miles away because of the shining onyxslabs covering its walls, Jade Plum Citadel is designed to behome to only 160,000, but it often is a temporary home toalmost 200,000, because of the large numbers of tourists andtraveling merchants who pass through it. Located in a smallmountain valley, Jade Plum Citadel is smaller than most citiesof its population, with all mortal residents dwelling in 15- to20-story residence towers. Despite its density, however, it isalso a city noted for great natural beauty. This city containsthousands of meticulously groomed gardens in small glassdomedpavilions located throughout the city. Away fromthe city, the manses scattered throughout the High Landsafford their owners true retreat and appropriate scenery ford<strong>if</strong>ficult meditations.THE DEADLY CRESCENTThe lands south of Ssaaneth and the other habitations ofthe Dragon Kings are little known to mortals. The interior ofthis portion of the Southwest is named the Deadly Crescentbecause it consists of a crescent-shaped region of the hottestand most inhospitable jungle in Creation, which extendsfrom the Fire Mountains in the northeast, to several hundredmiles inland from the Violet Coast in the southwest. Here,ambitious Celestial bioengineers come to compete againstone another in an effort to <strong>br</strong>eed increasingly hardy anddeadly creatures. This vast laboratory was where the firstkyzvoi were created and allowed to <strong>br</strong>eed. It is also where themost ambitious and reckless bioengineers experiment usingcontrolled exposure to Wyld energies combined with moreordinary bioforming techniques such as the Imbue Amalgamspell (see The Books of Sorcery, Vol. II—The White Treatise,p. 74). Specializing in creating the most unnatural andexotic beasts possible, these experiments have created theabacasteri, the snakebud trees and the fire ants. Experimentscontinue on a contagious, parasitic and infectious colonialorganism tentatively titled the chakra orchid.Unlike the larger savanna hunting preserve of the Southeast,the Deadly Crescent is strictly forbidden to hunters. Thisland is both a laboratory for testing some of the most extremeand deadly l<strong>if</strong>e imaginable and also a place where gamblersand researchers pit the most successful beings against eachother in exotic and terrible gladiatorial combats. Both thelaboratories and the arena where many of these fights takeplace are located in the middle of the southwestern edge of theCrescent, in a small jungle city known as Razak-Jal. Here, halfa dozen Celestial Exalted, several hundred Dragon-Bloodedand thousands of enlightened human assistants work togetherto create impressive and deadly beasts, some of which arealso intelligent. These dedicated savants and many hundredsof Exalts from across Creation who are interested in theirwork come to watch and bet large sums of money on theoutcome of the combats staged between the fiercest of thesebeings. The income from these battles serves to help fundcontinuing research.Although they never speak of it to outsiders, the Exaltsin charge of Razak-Jal regularly obtain groups of condemnedcriminals for their experiments. Most human subjects donot survive, but a few have become powerful, deadly anddangerously insane monsters. In addition, one of the Lunarsworking here regularly mates with some of the most deadlyof her creations in an effort to <strong>br</strong>eed the most powerful andlethal beastmen in all of Creation.To prevent any of these deadly creatures from escaping, aring of jade pillars 50 yards high and six yards wide surroundsthe Deadly Crescent. Set 300 yard apart and acting as potentEssence antennae, these pillars use the Essence they accumulateto form an almost impenetrable wall of force aroundthe entire Deadly Crescent. This wall extends 200 yards upinto the air and cannot be harmed by anything less than 50levels of aggravated damage. Breaching the wall requires theattacker to inflict a total of 30 levels of aggravated damage,after subtracting 50 points due to the wall’s potent armor. Inaddition, anything touching this wall of Essence immediately101


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER FOUR: THE SOUTHsuffers 20 dice of lethal damage. As a result, the only wayinto this region is by either flying vehicles or sorcery. As anadditional layer of protection to the north, the Dragon Kingsof Ssaaneth built a barricade between their lands and theDeadly Crescent, which consists of plants engineered to beexceedingly poisonous and ever-hungry predators that attackand devour anything coming from the South. Behind thisliving wall, the Dragon Kings placed another force barriercreated using their powerful crystal technologies.REFUGE—HOME OF THE PURE-BRED LINTHAOn one of the small islands just off the southern coast ofAn-Teng is a city that appears to be a remnant of the timebefore the Primordial War. On this island, known as Refuge,live 30,000 pure-<strong>br</strong>ed Lintha, by far the largest untaintedremnant of their once powerful and majestic race. Refuge isconnected to the Southern mainland by a narrow mile-longcauseway and so is technically part of the South and underthe jurisdiction of the ancient Quicksilver Falcon, RadiantHurricane. On all Deliberative maps, Refuge is never referredto by name and is instead listed as Radiant Hurricane’sprivate meditation garden, with a note that it is strictly offlimits to all outsiders.THE HISTORY OF THE PURE-BRED LINTHAWhen the Primordials ruled Creation, the Lintha werethe beloved children of their Great Mother, Kimbery. ThePrimordial known as the Sea That Marched Against the Flamewas the ruler and living embodiment of the Southwesternocean, but the defeat of the Primordials by the combinedforces of gods and Exalts changed everything. The Lintha’sGreat Mother was banished to Malfeas, and their cousinand homeland, the living continent Lintha Ng Oroo, wasshattered, leaving only small remnants behind.The three Lintha whose descendants became theLintha pirates were not, however, the only Lintha tosurvive the destruction of their homeland. Three score ofthese noble beings were captured and enslaved by variousCelestial Exalted. Only their captors know the fate of 41of these beings. The remaining 19 were captured by RadiantHurricane, a Lawgiver of the Eclipse Caste who drewthe Second Breath in the last days of the Primordial War,after the previous carrier of his Exaltation died in battle.When he first captured the Lintha, Radiant Hurricane wasyoung, ambitious, new to his power and easily tempted.His Lintha captives spoke of a marvelous art<strong>if</strong>act of greathealing power that the Great Mother had given them—the Verdigris Circlet. In return for their freedom and hisprotection and secret patronage, they would give RadiantHurricane the Verdigris Circlet and agree to perform thecentennial devotions necessary to keep it operating. RadiantHurricane lacked the power necessary to rip the knowledgeof this art<strong>if</strong>act from their minds and was unwilling to sharehis knowledge with older Exalts.Radiant Hurricane gave in to temptation and agreed tothe Lintha’s bargain. In return for this item and the agreementto maintain it, he gave the 19 Lintha a four-dot Earthmanse and the island on which it was located, which theyrenamed Refuge. In addition, he used his powers to shieldthem from observation. As his powers grew, he was able toTHE VERDIGRIS CIRCLET (ARTIFACT N/A)The Verdigris Circlet is a circular band of a shining metal patterned like fine damascened steel, but with thebands of d<strong>if</strong>ferent color being a mixture of <strong>br</strong>ight copper and emerald green. The circlet is as wide as a person’sthumb, it has a setting for a single hearthstone, and it is designed to be worn around the wearer’s head.The circlet’s wearer cannot die. He automaticallyregenerates one health level of either bashing or lethaldamage per action, even <strong>if</strong> his body isrendered into ash. The weareralso heals aggravated damageat a rate of one health levelevery five minutes. This itemrenders the wear immune toall diseases and, most importantlyof all, the wearer does not age while wearingthis art<strong>if</strong>act. The wearer cannot drown, suffocate, starveor dehydrate, and he recovers from the worst poison ormore deadly injury in less than an hour. The only way tokill the wearer is to remove the circlet, and even then,the wearer retains the effectsof the circlet for one min-utefor every dot of Essence hepossesses. Using this art<strong>if</strong>actrequires the wearer to commitfive motes of Essence andplace a hearthstone of level 3or higher in the single setting.The hearthstone provides no benefitsbeyond powering thisart<strong>if</strong>act. The circlet’s owneror others acting in his steadmust also perform specialrituals requiring a (Wits + Occult) roll with a d<strong>if</strong>ficultyof 4 once a century. These rituals require one full day toperform, after which time the circlet functions normallyfor another century.102


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE SOUTHWESTERN PROVINCEcompletely protect the island from all outside scrying or observation,essentially placing the island outside fate. Over thecenturies, even the slow-<strong>br</strong>eeding Lintha gradually managedto increase their numbers, growing from the original 19 to30,000. Today, they live in a small city powered by the Earthmanse. While they have lost some of their most advancedand powerful Essence-wielding technologies—mostly becausethey lack the connection to the Great Mother—they haveaccess to art<strong>if</strong>acts equal to all but the finest available duringthe Era of Dreams and have a standard of living equal tomost Dragon-Blooded.Over time, the need for absolute secrecy has decreasedbecause the inter<strong>br</strong>eeding of other now-vanished groups ofLintha with humanity has meant that Lintha features areno longer unknown outside of their island. Also, none buta handful of the oldest Exalts has even remembered themfor the last millennia. Pure-<strong>br</strong>ed Lintha who leave Refugecan now walk openly in Creation. When questioned, theymerely reply that they are part of a handful of half-<strong>br</strong>eedLintha who serve Radiant Hurricane. Most of the time,amidst the vast diversity of natural and augmented mortalappearance, they are not questioned at all. After more thanthree millennia, not even the most paranoid Exalt fears theexistence of a few dozen Lintha. The discovery of a cityof 30,000 Lintha who have largely maintained their pre-Deliberative culture and technology would still be cause foralarm, however, so secrecy about their numbers and theirobjectives remains absolutely essential.THE LINTHA ISLAND AND THE CITY OF NG SKALTLocated one mile off the Southwestern coast and almost500 miles south of the City of Flowers, Refuge is a lush tropicalisland almost 80 miles in diameter. Surrounded by a narrowsandy beach, the interior is a mixture of dense subtropicalforests and grasslands, with a low mountain in the center.At the peak of this mountain is the Earth manse, and theLintha City of Ng Skalt is built around it, sculpted from themountain. The presence of several one- and two-dot manseson this island, as well as excellent weather and an abundanceof all manner of fruit, game and fish, makes Refuge a perfecthiding place for the Lintha to slowly and methodically drawup their plans to conquer Creation.THE LINTHA PLANAlthough they recognize that their plan is profoundlyd<strong>if</strong>ficult and will require many centuries to accomplish,the leaders of the Lintha all swear an oath to the GreatMother that they will eventually restore the Primordialsto power. Some Lintha venture out into Creation toseek their fortune, just as others obtain employment inthe Deliberative as a way to spy upon the actions of theExalted. In both cases, however, Lintha who leave theirhomeland must swear an oath by the name of the GreatMother to never reveal the nature of the Lintha plans toanyone but their most trusted allies. Those few who have<strong>br</strong>oken this oath have all been hunted down and slain. Thesecretive Lintha have few allies, but they made contactwith the more dissatisfied and rebellious elements withinthe Conclave of the Jadeborn Artisans of the MountainFolk more than 500 years ago. After long debate, theLintha decided to overlook Autochthon’s betrayals andseek help from the Jadeborn.As creations of another Primordial who was struck downby the Exalted, the Lintha have found some Jadeborn whowere sympathetic to their cause, as well as a few Dragon-Blooded and even some enlightened mortals who also supportthem. Most pure-<strong>br</strong>ed Lintha deem beings incapable ofmanipulating Essence as beneath their notice, so they havenot made contact with ordinary mortal rebels or criminalgangs. The pure-bed Lintha also have no contact with thedebased Lintha of Bluehaven. They regard these cannibalistichalf-<strong>br</strong>eeds with a mixture of contempt and pity—labelingtheir plans to call up the forces of Malfeas to overwhelmCreation as self-destructive madness. The pure-<strong>br</strong>ed Linthaare well aware that the Malfeans have been twisted anddriven mad by their time in Malfeas. They worry that toomany Yozis dream of transforming Creation into a hellishduplicate of their prison, with a green sun overhead anddemons capering everywhere.Instead, the pure-<strong>br</strong>ed Lintha are searching for a wayto restore the Malfeans, or at least the Great Mother, totheir former glorious state. If they do that, they can thenretake at least a portion of Creation, with the GreatMother once again their patron and the ruler of theirdomain. Their primary hope lies in finding some of themost powerful Primordial art<strong>if</strong>acts that were lost duringthe War. Their first goal is to recover the infamous Eyeof Autochthon. Its power would greatly aid their efforts,and gaining it would almost guarantee that they couldgain the undisputed loyalty of the Jadeborn and free theJadeborn from the powerful and destructive Great Geasthe Deliberative forced Autochthon to place upon them.The Lintha and their few allies search the hidden and lostplaces of Creation for these art<strong>if</strong>acts, while the rest of theLintha plan and wait.Some young Lintha have become dissatisfied with thepace of their elder’s plan. More than a few s<strong>usp</strong>ect that theoldest and most powerful Lintha have grown comfortablewith their l<strong>if</strong>e on Refuge and have little actual interest inattempting to advance the cause. A few Lintha have leftRefuge and have their oath of secrecy as their only remainingtie to their people. Others have begun seeking otherallies beyond Refuge. Some have even begun consideringmaking secret attacks on various important and highly visibletargets. They hope to create doubt and fear by causingwidespread losses of l<strong>if</strong>e that are too large and horrible forthe Deliberative to conceal or dismiss. These Lintha rebelshave kept their plans completely secret from their leaders,since the ruling council would strongly oppose any attacksthat might draw attention to their existence or draw the ireof Radiant Hurricane.103


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER FOUR: THE SOUTHTHE NATURE OF THE LINTHAAs the bearers of the blood of a Primordial, the powersof the Lintha are substantial. They heal and resist diseaseand bleeding as well as one of the Exalted would. They areall capable of manipulating Essence, and they live as long asthe Dragon-Blooded. Many wield potent Charms as well—Charms disturbingly similar to those of the Solar Exalted.Many wield potent Charms as well. Legend says that whenmighty Autochthon designed the first Exalted, he used thepowers of these half-human beings as a template, exercisinghis prodigious skills to expand those powers so that they wereconsiderably grander and more glorious.Unlike their debased and cursed relatives, the Linthapirates of Bluehaven, the pure-<strong>br</strong>ed Lintha retain their originalglorious forms. They are a gaunt and tall people who oftenreach seven feet in height. Their skin is the <strong>br</strong>ight green ofnewly sprouted rice and their hair a pure and shining white.They have long faces and <strong>br</strong>illiant crimson eyes, and theymove with the grace of hunting cats.The remaining pure-<strong>br</strong>ed Lintha are exceedingly proudof their heritage and equally determined to regain theirlost glory. To this end, they maintain close ties with theirSolar patron. For the last 2,000 years, they have made up asubstantial minority of his personal retinue. Yet every oneof the Lintha who works with any of the Exalted is taughtan ancestral Charm quite similar to Righteous Lion DefenseCharm (see Exalted, p. 199) so that their loyalty to the Linthapeople can never be altered or suborned by even the mostpowerful Charms or spells. Yet every one of the Lintha whoworks with any of the Exalted is taught the Righteous LionDefense Charm (see Exalted, p. 199) so that their loyalty tothe Lintha people can never be altered or suborned by eventhe most powerful Charms or spells. Naturally, the Linthahave made certain that their patron does not know the extentto which they are resistant to his influence.EXALTED LINTHADuring the First Age, the few pure-<strong>br</strong>ed Linthahave never been given Celestial Exaltation, althoughthat could potentially change at any time. Althoughit is quite rare, however, there has been some degreeof carefully monitored and controlled inter<strong>br</strong>eedingwith the occasional Dragon-Blooded retainers ofRadiant Hurricane. As a result, a few dozen Linthahave become Terrestrial Exalts. Lintha who take theSecond Breath retain their appearance, but lose all oftheir special abilities except the Night Vision pox andthe Chakra Eye affliction. These traits cost Dragon-Blooded Lintha a total of three bonus points. Exceptfor these two traits and their appearance, these Linthaare identical to all other Dragon-Bloods.104


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE SOUTHWESTERN PROVINCECREATING PURE-BRED LINTHAGenerating pure-<strong>br</strong>ed Lintha characters is the same as generating one of the Exalted, with thefollowing changes:When assigning Attributes, Lintha get seven dots to spend in their primary category, five dots in their secondarycategory and four dots in their tertiary category. They possess 25 dots of Abilities and may choose anyfive Favored Abilities. Their starting Essence is 2, and they have an Essence pool of (Essence x 10). They have10 dots of Backgrounds and can use any Background available to one of the Terrestrial Exalted except Breeding.They can attune to hearthstones and art<strong>if</strong>acts normally, but they must pay double the cost to attune to any ofthe magical materials. In addition, the Lintha’s piercing crimson eyes possess the equivalent of the Night Visionpox and the Chakra Eye affliction. Both traits affect their two crimson eyes. They never gain a third eye.Pure-<strong>br</strong>ed Lintha utilize their own unique Charms, d<strong>if</strong>ferent from those of the Exalted. These may be approximatedby using spirit Charms thematically resonant with the Yozi Kimbery. Lintha cannot use Holy Charms,but are not actually creatues of darkness. They may also learn Terrestrial Circle Sorcery and Terrestrial martialarts. Pure-Bred Lintha begin play with five Charms, which can include sorcery spells or Martial Arts Charms.These characters have 15 bonus points and use the same bonus and experience point costs as Terrestrial Exalted.Their Permanent Essence can never exceed 5, and they are incapable of using Combos. They also haveno Peripheral Essence Pool, Virtue Flaw or anima.The most capable Lintha have learned both TerrestrialCircle Sorcery and Terrestrial martial arts and have spreadthis knowledge to the rest of their people. Combined withtheir powerful Essence-based technologies and various paymentsfrom their patron, they live as well as any people inCreation. They are not content to remain an isolated andhidden nation with little influence, however. Their plotsand plans continue.THE FIRE MOUNTAINSEveryone in Creation associates volcanoes with theSouth, and the largest and most active range of volcanicmountains in all the South is the Fire Mountain range thatdivides the central South from the Southwestern coast.These volcanoes were most active in the earliest days ofCreation, before the Primordials created humanity. Mostof these volcanoes became extinct well before the Era ofDreams, as Creation aged and gradually became tamer andsafer. Yet one in 10 of these volcanoes remains active eventoday, though most erupt only once every few centuries.Nevertheless, the large number of volcanoes combinedwith the fact that half a dozen of the largest andmost violent volcanoes erupt every few years means thatthe Deliberative is regularly kept busy dealing with theseeruptions. The vast power controlled by the Penitent(see p. 93) allows the Lawgivers to redirect lava flowsaway from populated areas and relieve stress on volcanoesthat might otherwise explode, but no force in Creationcan prevent these volcanoes from eventually erupting.Therefore, Realm geomancers must regularly direct lavaflows somewhere.These geomancers occasionally find that the largest lavaflows have altered the local Essence flows. The Exalted thensummon elementals and demons and use powerful art<strong>if</strong>acts tosculpt recent lava flows to either restore power to damageddemesnes or to shape the newly formed lava flow in sucha way as to either enhance an existing demesne or createan entirely new one. On the positive side, a lava flow thatdisrupts several local manses might also <strong>br</strong>ing up chunks ofadamant and other exotic magical materials.After most eruptions, the Deliberative issues safetydirectives promising there will be no eruptions near a recentlava flow for at least a few days. Prospectors then flock tothe new lava flow to scour it for all manner of valuablestones and ores. A mixture of herd guardians and people ofthe earth who possess the Elemental Adaptation (Fire) poxmake up the bulk of these prospectors, because both peoplesare far more capable of enduring the hot temperatures neara recent eruption than ordinary mortals are.These mortals arrive in fully automated Essencepoweredvehicles such as transpods (see p. 25) and beginharvesting valuable materials such as heat-resistant crystalsor nuggets of adamant before the lava has fully cooled. Inregions where eruptions are frequent, they sometimes haveonly a week or two before increased pressures beneathCreation force Deliberative geomancers to permit anothernearby eruption. The Deliberative employs several sworn<strong>br</strong>otherhoods of Dragon-Blooded to help rescue endangeredworkers and other mortals. These teams use sorceryand sw<strong>if</strong>t emergency vehicles to rescue careless or unluckyvictims before they are either buried under molten lava orovercome with deadly fumes.105


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER FOUR: THE SOUTHIn addition to supplying wealth, the Fire Mountains arealso a sign<strong>if</strong>icant source of prestige and entertainment. CelestialExalts with residences near the Fire Mountains regularlypay the geomancers in charge of timing eruptions to makesure that especially beaut<strong>if</strong>ul or spectacular eruptions occurduring parties or festivals. The southernmost Fire Mountainsextend to the edges of the Wyld, and uncontrolled Wyldenergies occasionally dr<strong>if</strong>t across this b<strong>order</strong>. When theydo, nearby eruptions can consist of exotic substances such asboiling blood or hallucinogenic steam. (See the Wyld Lavatable on p. 111 of The Compass of Celestial Directions, Vol.II—The Wyld.) Skilled geomancers can manipulate theseWyld energies to cause volcanoes near the Wyld to eruptin vast clouds of flowers, <strong>br</strong>ightly colored cinnamon candy,burning bubbles or similar exotic and beaut<strong>if</strong>ul wonders.THE FAR SOUTHERNPROVINCEThis rocky land varies between blazing hot days andwarm nights, and only the toughest and most skilled unprotectedmortals can survive here for any length of time. It isalso one of the wealthiest regions in all Creation, however,so many dozens of mining RPCs are located here, as well asthe infamous Pleasure Dome of Xela-Cas.THE PLEASURE DOME OF XELA-CASSome 400 years ago, the Lawgiver Eternal CrimsonSunset founded an entire city devoted entirely to pleasureand recreation. As one of the lords of the Far South, EternalCrimson Sunset was in love with the severe beauty of thevast Southern desert and had this city built in a locationthat was as lovely as it was inhospitable. Xela-Cas is situatedin the midst of a huge desert of <strong>br</strong>illiant snow-white sandand is built around a five-dot manse that powers the entirecity. In the distance behind it is a trio of active volcanoes,one of which is close enough to the boundaries of the Wyldthat minor chaos leakage regularly turns the lava and firethat it spews forth all the colors of the rainbow.The city itself is no less spectacular. It consists of aseries of beaut<strong>if</strong>ully made and exceptionally tall pleasurepalaces, each lit with a <strong>br</strong>illiant array of colored lights thatilluminate the night sky for miles around. All these palacesare situated on an enormous disk of alabaster and white jadeseveral miles across. This disk serves as the base for the entirecity, and on it, myriad polished shining streets wind past adozen large pleasure palaces and several score smaller ones.The entire city is covered by an ephemeral dome created byEssence projectors located around the edge of the white disk.This dome keeps the air inside pleasantly cool and repels thewindblown sand and the occasional smoke and ash from thedistant volcanoes.The city’s many pleasure palaces comprise a mixtureof gambling parlors, performance halls, restaurants, shopsand hotels. Each of the largest ones endeavors to be moreimpressive and grandiose than similar establishments availableelsewhere in Creation or Yu-Shan. In the gamblingparlors, gamblers bet everything from simple jade to manses,townhouses in Yu-Shan, skyships or even more exotic qualitiessuch as beauty, dots of Essence, sanity or youth. Theperformance halls offer plays, concerts, storytelling, dances,mass shared dreams and gladiatorial combat all performedby bound demons, exotic automatons, minor gods or semisentientconstructs of solid Essence. The restaurants servedelicacies from all over Creation, as well as impressive banquetsnormally available only in Yu-Shan. For appropriatelyhigh prices, even celestial wine and peaches of immortalityare available there.The city’s shops sell a similar range of wonders andprovide everything from enchanted masks created by thegoddess Shalrina to perfectly tailored suits of clothingdesigned to deflect assassins’ blades. More ordinary shopssell some of the finest mundane jewelry in all Creation.The hotels offer options ranging from large rooms suitablefor glorious and noble Dragon-Bloods—complete withhand-carved, self-adjusting furniture, sheets of the finestautomatically warming, semi-mobile silks and a variety ofsimilar comforts—to suites suitable for the highest Celestialgods or the most jaded Celestial Exalts. These accommodations’furnishings include sense-shattering illusions andconstructs of living Essence that shape themselves to theirresident’s every whim.In addition to serving food that is equally splendid, thebetter hotels also offer a range of more discreet services,including everything from mortal or demonic concubinesto victims available for residents with more exotic tastes toabuse as they see fit. A few hotels also offer their patronsthe services of highly trained spies or assassins, but all contractsare made privately between the patron and the spy orassassin, so as to maintain the polite fiction of the hotels’plausible deniability.The interior of each of the large pleasure palaces isdesigned to emulate some famous and beaut<strong>if</strong>ul locationwithin Creation, Yu-Shan or, in the case of the infamo<strong>usp</strong>leasure palace called the Ebon Dragon’s Blessings,Malfeas. In Celestial Visions, all of the shops, rooms andentertainment parlors are located off a duplicate of one ofYu-Shan’s quicksilver canals, and the entire hotel is madeto look like a portion of Yu-Shan. In Glacial Wonders,the interior is art<strong>if</strong>icially chilled to well below freezing,and all its structures are made of ice or well-packed snow.Guests who lack the ability to ignore or otherwise endurethe cold can rent pendants that protect them. Anotherpalace is entirely filled with water, while still another is avast open space, where every shop, gambling hall and otherestablishments is mounted on a separate dais that floats inthe air at d<strong>if</strong>ferent heights.This city was designed to spec<strong>if</strong>ically cater to the mostimportant members of the Deliberative, including Exaltsof all types, Half-Castes, gods, powerful elementals and the106


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE FAR SOUTHERN PROVINCEGod-Blooded. Mortals who do not eitherwork directly for the Deliberativeor on the estates of one of the Exaltedare excluded, and anyone except theCelestial Exalted and the gods of Yu-Shan must have an invitation to visit.These invitations are given to friendsand clients of regular patrons as wellas being offered by the Deliberativeas rewards for meritorious service,heroism or even simply as part of theregular commendations the Deliberativegovernment periodically bestowson unusually skilled or effectiveemployees.Few visitors see (and even fewercare about) the dark side of Xela-Cas. While most of the work thereis done by various Essence-poweredconstructs, bound demons or similarbeings, a small army of several thousandspecially <strong>br</strong>ed albino servantsperform most of the menial tasks.Even in the Era of Dreams, mortalhands and minds are still cheaperand more efficient than most otheroptions. These servants are understrict <strong>order</strong>s to emerge from theirunderground dormitories only late atnight, after most revelers have eithergone to sleep or busied themselvesbehind closed doors. Eternal CrimsonSunset made the servants albinos in<strong>order</strong> to make the idea of escapingor emerging unto the sunlit streetsof Xela-Cas an unpleasant prospectfor his servants. Their pale skin doesnicely complement the city’s alabasterfoundation, though.A few guests have taken a likingto these servants, occasionally <strong>order</strong>ingthe youngest and most beaut<strong>if</strong>ul asconcubines. Although these servantsare not mistreated by any except a fewespecially debauched guests, they areslaves whose lives would horr<strong>if</strong>y mostof the mortals in Creation. Whilethe guests enjoy themselves withunimaginable pleasures, these slavestoil ceaselessly and serve their masters’every whim.107


108<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER FIVETHE WESTLeast populated of the directions and composed mostlyof individual islands and island chains, the majority of theWest defies easy division into the province-and-principalitysystem so common in the rest of the Threshold. Only theart<strong>if</strong>icial continent of Saigoth possesses sufficient landmassto be divided thus. The remainder of the West is <strong>br</strong>oken upin a more ad-hoc fashion.SAIGOTH PROVINCEIn the mythology of the West, it is said that the SaigothGates stand at the end of the ocean. Nothing enters throughthem and nothing leaves through them but by ceasing toexist. Carved of starmetal set with emeralds and endlesslycommemorated in the dances of the gilmyne, the SaigothGates define the b<strong>order</strong> between being and non-being. Theyhave long been used by savants as a crude metaphor for theshinmaic substrata of the Wyld that separates improbabilitiesfrom the impossible. It is fitting, then, that the Solars namedthe continent they raised from the depths of chaos Saigoth,though most outside the Celestial Exalts simply call it theGreat Western Continent for fear of offending whatever liesbeyond the likely mythical gates.Although slightly smaller than ancient Lintha NgOroo, the continent of Saigoth dwarfs Okeanos of old, avast elliptical body several hundred miles west of the originallocation of the Elemental Pole of Water. Centered as it ison the North-South axis, the massive island boasts the mostcomfortably temperate and stable climate of any landmassin the West—fitting since Saigoth was made spec<strong>if</strong>ically forhuman habitation.CLEPSYS PREFECTUREThe northern quarter of Saigoth comprises a single megalopolisprefecture of interconnected urban regions designedfor the twofold purpose of housing the private “country”estates of powerful Celestial Exalted and supporting thelargest naval base/shipyard owned by the Realm. A rangeof tall narrow mountains fences Clepsys off from the rest ofthe continent, with added security provided by thousands ofbound demons that lair in the snow-capped crags. To keepClepsys as clean and wondrous as possible, mortals are notpermitted within the district, even as retainers. Althoughthis restriction increases the cost of living substantially, sinceall servants must be automatons or lesser Essence users, thepolicy is actually considered a benefit by its elder citizenssince it quietly excludes younger, <strong>br</strong>asher Exalted from settingup residences. Consequently, the palatial compounds ofthe residential subdistricts are among the most luxuriouslydecadent manses in the world. Even the townhouse villas inthe areas reserved for notable Terrestrial Gentes ancestors109


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER FIVE: THE WEST110are stunning in their simple elegance. Perhaps the greatestextravagance of the prefecture is the fact that many of theresidences house their owners for only a season each year,since so many of these luminaries dare not stay away from theBlessed Isle too long for fear of falling behind their rivals.To facilitate transport without the noise and bustle ofvehicles or the mess of living mounts, all of Clepsys is connectedby a set of canals inhabited by iridescent liquefiedelementals whose sole purpose is to move passengers fasterthan the gold canals of Yu-Shan. Adding to the beauty,millions of bound gilmyne decorate intersections and stategardens as living statuary, coordinating their choreographyto praise the Saigoth Gates, and by proxy, the Exalted whobelieve they made that myth a reality. Likewise, no infrastructuralconvenience is too expensive or too inefficientfor Clepsys’ city-planners, who take full advantage of theawesome power of the region’s constructed geomancy inways previously unheard of in the Threshold. Virtuallyevery building on the island is a manse, and none save thetownhouses of the Dragon-Blooded Gentes elders are ratedbelow four dots.The entertainment available in Clepsys, from the merelydecadent to the inconceivably outrageous, is limited only bythe imagination and resources of the prefecture’s inhabitants.Third Circle demon concubines and grand dueling arenasreinforced against Solar spells are the least of the availablewonders. Those who can dream up a more spectacularamusement to <strong>br</strong>eak the tedium of nigh-omnipotence enjoyunmatched cele<strong>br</strong>ity status until something better comesalong. One of the more exotic games played by the citizenryis an annual contest held on the first night of Cali<strong>br</strong>ation tobuild or summon a functional Saigoth Gate. Contestants havefull access to the district’s geomantic grid for the purposes ofthe competition, and although no one really expects anyoneto actually open a way outside the universe, the audiencerevels in the pyrotechnic spectacle of the failures.In keeping with the aesthetics of Clepsys, the factorycathedralsdevoted to the production of merchant and navalfleets operate with the most cutting-edge automation, withno crashing din or rising smoke to interrupt the meditationsof the Exalted. From outside, the towering structures mightbe any other coastal palace but for the massive bay doorsthat release finished vessels. The factory-cathedrals also turnout unique private yachts in smaller numbers, though theobscene price tag attached to these ships maximizes theirvalue as status symbols. Still, for the Exalt who simply musthave it all, Clepsys is the place to go.Since Admiral Leviathan bases his central commandon Luthe, the naval base adjoining the Clepsys shipyardsoperates on little more than a glor<strong>if</strong>ied skeleton crew. Thefacilities are all quite modern, of course—anything lesswould mar the prefecture’s perfection. The base, however,is really more of a social club for semi-retired commanderswho could provide a fallback command <strong>if</strong> some unthinkabledefeat destroyed Luthe and necessitated a new staging


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1SAIGOTH PROVINCEground for the security of the Realm. Leviathan finds theculture of the Clepsys base distastefully unprofessional anddelights in making surprise inspections to politely terrorizethe pampered staff.Given the demographics of its population, the idea ofany individual or body directly ruling Clepsys is laughable.All major decisions are made by weighted vote of the landholders,with the number of votes given to each constituentproportional to the value of her property. These votes alsoappoint Terrestrial bureaucrats to handle minor matters.Because these officials receive stipends (and possible reappointment)only following satisfactory annual performancereviews, personnel problems are unheard of. In practice, morepolitical decisions get decided by informal banter at privategalas than by official voting, since the latter is infinitely moretedious and necessitates the obnoxious pretense of recordingTerrestrial votes.Beneath Clepsys, the massive machines that run itswonders churn with the endless chimes of Essence-suffusedcrystals and the clank of gears. These foundations run deep,protected by automated weapons that target and annihilateDark<strong>br</strong>oods that stray too close. A system of tunnels runningbeneath the ocean connects back to the Jadeborn cavernson the Blessed Isle, allowing artisans compelled by theGreat Geas to answer the call of the Celestial Exalts andbuild wonders the Exalted elite are too busy to fashion forthemselves. Hundreds of megalithic stone gates stand readyto automatically slam closed <strong>if</strong> the ocean should ever <strong>br</strong>eakthrough the ceiling, preventing a flood from drowning thelower reaches of the foundations at either end.THE OUTBACK PREFECTUREThe southern three quarters of Saigoth might as well beanother world from the splendors of Clepsys. Although theso-called Outback is no wasteland, its climate is uncomfortablyarid and poor in natural resources. The prefecture existsto temporarily house mortal colonists until they are ready tobe shipped off to their new homes in Wyld-shaped lands.The original planning committee for Saigoth considereda variety of sociological models to maximize colonistpreparedness with minimal resource investment. The simpletruth of the matter is that the frontier of Creation is nota stable or safe place to be, regardless of the propagandadistributed throughout the Threshold. Shaping engines andSolar Charms can carve form and substance from the Wyld,but a bit of chaos always leaks over in storms, surge tides andtentative incursions by the unshaped. Resisting mutationin the face of inevitable Wyld exposure takes strength ofwill, a quality best forged by weathering adversity. Ratherthan supply this adversity directly, the Exalted decided tolet mortals oppress each other.When a new colonist arrives in the eastern port of Hope,the first thing she sees is the vast stretch of shantytownswith grizzled, hawk-eyed merchants ready to exploit the freshmeat. Further into the Outback, syndicates and gangs riseand fall in constant turf wars, fighting over food, shelter andcontrol over the enchanted springs strategically distributedthroughout the territory. (See the sidebar. Most of the wellsimbue drinkers with the Longevity pox or Exalted Healingaffliction.) There are no police to whom one can turnor laws behind which one can hide. While the fracturedsociety technically qual<strong>if</strong>ies as a civilization, many membersof it would vehemently disagree. What the colonistsdon’t see are the Lunar wardens who hide among them,watching and culling those strong enough for deportationfrom the western port of Mercy. While death is almost ascheap as l<strong>if</strong>e in the Outback, anyone who climbs to the topof the heap and has the power to stay there demonstratesthe mettle to survive on the frontier and disappears to thedocks. Each such disappearance leaves a power vacuum forthe next ambitious warlord to fill. In spite of the violence,some people live their whole lives in the Outback and dieof old age, never having proven themselves strong enoughto disappear in the night and begin a new l<strong>if</strong>e in one of themore <strong>order</strong>ed societies of the frontier.FOUNTAIN OF FATHOMLESS DREAMS(SOLAR CIRCLE SPELL)Cost: 50 motesTarget: Summoned wellUpon casting this spell, the ground beside the Solarsplits apart and fills with cool water that burbles up frombeneath in a constant gentle flow. The pool glows withfaint phosphorescence that is visible only at night, butit otherwise appears unremarkable. To all forms of Essencesight and comparable senses, however, the watersappear saturated with a kaleidoscope of inchoate power.The sorcerer chooses a package of mutations when castingthe spell with a ([total cost of positive mutations]– [total cost of negative mutations]) no greater than hisWillpower. He may dictate any number of conditionsor filters to the selection, such as limiting its benefits towatered plants or mortals or humans. If a valid living beingdrinks from the well on a number of consecutive daysequal to the (positive mutations – negative mutations)cost of the intended transformation, the being developsthat package. The change lasts for only a month, afterwhich the effect painfully wears off over a number of daysequal to its cost (additional -4 wound penalty during thisperiod). Each additional draught from the well duringthe period of enchantment resets this month duration.Mutations obtained this way do not inhibit a creature’sability to survive in Creation, nor do they <strong>br</strong>eed true.The well created by this spell endures for a century oruntil dispelled.111


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER FIVE: THE WESTExalted are welcome in the Outback and equally unconstrainedby laws, save that they are not permitted to createor seize control of any social organizations. If they want tocome slum with the colonists, that’s fine. It helps toughenthe colonists’ resolve. The point at which an Exalt builds<strong>order</strong> out of anarchy, however, is the point he disrupts theestablished purpose of the Outback and can expect Lunarintervention. Mass-murder is also frowned upon, thoughmore likely to result in censure by peers rather than violentinterdiction unless matters really get out of hand.LUTHELong ago, the city called Luthe was simply known asMobile Platform 3, the great aquatic fortress from whichthe wisest and mightiest Dawn Caste admirals directed theWestern Theater of the Primordial War. A technologicalmarvel ahead of its time, the submersible citadel favoredguile over firepower, relying on the city’s Essence-cloakingenchantments to give its forces the element of surprise inkey battles against the Lintha and the other naval powersof the Primordials. Luthe’s military commander AdmiralLeviathan finds it humorously ironic that Lintha skirmishtactics using modern Bluehaven mirror those that Luthe modeledto such <strong>br</strong>utal effect during the War. Others who notethe irony find the situation less amusing. Of course, modernLuthe no longer serves as the primary bastion for the entiredirection, an honor assumed by the Titan-class skyship FlameThat Marched Against the Sea (see pp. 116-118). While thecity still houses the most single most powerful and importantnaval base owned by the Realm, its job now focuses on policingthe shores and shipping lanes of Creation rather thanguarding against incursions from beyond. The Titan battlegroup handles that job now, only occasionally schedulingwidely publicized joint fleet exercises to test multi-theaterstrategies for total warfare simulations.The Luthan docking bays hold a full range of fullyequipped naval vessels at every level of force deployment,from light reconnaissance submersibles to heavy surfacebattlecruisers, as well a modest sky fleet configured primarilyfor air-to-sea and air-to-ground raids. Using communicationrelays operated by fragmentary protocols of I AM, thebase maintains almost real-time contact with its entire fleetacross the whole of the West, allowing high-ranking officersto spearhead offensives throughout the Threshold withoutso much as personally sighting the conflict. The fact thatSiakal considers this method of warfare blandly unsatisfyingpleases the strategoi of Luthe, who follow Grand AdmiralArkadi’s dismissal of the shark goddess’s personal bloodlustas atavistic. The fact that the Solar supreme commanderhypocritically takes personal command of any offensivesor maneuvers that catch his fancy is seen as a legitimateprerogative of his high station. The frequent forays haveunofficially promoted Arkadi’s second-in-command, AdmiralLeviathan, as the acting commander of the navy in theGrand Admiral’s absence, though. To politely rail againstthe sterility of his position, Leviathan tirelessly inspectshis navies with unannounced visits, hoping a climate ofmartial terror can build the discipline that Realm societyhas failed to instill. Although it is not public knowledge,he carries on a torrid affair with his commander’s spouse,Amayana, the Zenith Queen of Luthe.The remaining three-quarters of Luthe not dedicatedto naval docks and infrastructure fall under Amayana’spurview, as they have fallen to the reigning Solar Princeof Luthe ever since Mobile Platform 3 was decommissionedand converted to a civilian city. Amayana is a fairruler who takes a hands-off approach to her administrativestewardship, but she takes an active and aggressiverole in promoting her views of social justice in the faceof obvious experimental excesses by her Lawgiver peers.Unfortunately, political realities sometimes get in the wayof her ideals, as recently when Admiral-Art<strong>if</strong>icer Seralinassaulted and bound the Arbiter of Western Storms intohis Brass Leviathan in an irrational fit of pique. Amayanadesperately wanted to punish Seralin for this offense againstCelestial law, but she had barely issued a proclamation ofinquiry when the art<strong>if</strong>icer’s powerful allies in the Deliberativequashed the request. Unfortunately, the only outletAmayana currently has for her political frustration is thearms of her paramour Leviathan, though to date withouther husband’s knowledge.Luthe is a city of delights by any standards, its ancienttradition of military service preserved in imposing decorand extensive trophy vaults, some of which are now publicmuseums. While Clepsys is the playground of the richestand most powerful in the West, Luthe is the stepping stoneby which the talented and ambitious can rise up to suchstature. Luthan society praises competence and vision aboveall else, whether in military or civilian endeavors. Bold ideasreceive bold patronage, divvying out the growing resourcesof the Realm to young and middle-aged Exalts bidding forcontracts to <strong>br</strong>ing their own heroism to the future of theWest. Fortunes grow and perish in the tides of politics,with some destitute families retreating in shame to colonialabodes to make way for future citizens of Clepsys. To livein Luthe is to live in interesting times among a burgeoningmicrocosm of the Deliberative itself. Everyone wants apiece of the action, but there is never quite enough actionto go around.MOBILE PLATFORM 3 (ARTIFACT N/A)The central hemispherical dome of Luthe’s primary hullstretches three miles across, studded with numerous towersand other infrastructural emplacements. It is divided into 40levels, spanning the upper reaches of Celestial living quartersand the <strong>br</strong>idge complex through hydroponic gardens, massiveengines and the submersible decks that sit below thewaterline when Luthe sits atop the waves. The center hulljoins to a five-mile-diameter outer ring by five spokes spreadevenly around the perimeter.112


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1LUTHESpeed: 24/50mph (under power while surfaced or submerged)Maneuverability: +0S (Special: Luthe is magically unsinkableand perfectly succeeds in all sailing tasks.)Endurance: Luthe taps directly into the ocean waves and currentsto harvest Essence, converting each kinetic undulationinto an endlessly refracted motonic pulse echoing within itssorcerous reactor. The net effect is to exceed the Essence yieldof a level-5 Water-aspected manse, producing sufficient cleanpower for all functions as <strong>if</strong> it were such a manse.Crew: 1/1 (requires 25m attunement by an Essence 5+Celestial Exalt in the command throne; other beings andCelestials of insufficient Essence suffer (5 - their Essence)Adamage <strong>if</strong> they attempt to bond with the controls).Cargo: An entire city’s worth of bays, docks and other storage/livingfacilities, capable of supporting a healthy urbanpopulation in great comfort even during times of war. Luthecan hold anything the Storyteller permits.Armor: 32L/42BHealth Levels: Ux40/Mx40/Cx40/Ix40/D (cannot suffermore levels of damage from any attack than the aggressor’sEssence rating or the rating of the art<strong>if</strong>act weapon used)Weapons: 25 lightning ballistae (mounted 25 across and 25beneath the central dome), 100 medium implosion bows (only20 cannons can be <strong>br</strong>ought to bear on a fire arc)Essence Powers: Many of the features of Luthe mirror powersinstalled in greater manses. Although the city is not a manseproper, its advanced reactor similarly <strong>br</strong>oadcasts Essencefueledenchantments throughout the facility, giving it thefollowing capabilities (see Lords of Creation, pp. 98-103 andOadenol’s Codex, pp. 66-79): Comfort Zone/Provider (2/3;the environmental engines provide generous atmosphere andother l<strong>if</strong>e support at all depths, as well as growing greenhousecrops necessary to sustain the city’s population), MagicalConveniences (1; running water and plumbing, semi-livingfurniture adapts to occupant physiology, glow panels provideillumination in the benthic depths, traps automaticallyreset), Network Node (1; can temporarily connect to anyone network at a time, provided that network has a mansewithin 100 miles of the city; cali<strong>br</strong>ating the geomanticresonators for a day of connection requires a successful d<strong>if</strong>ficulty6 [Intelligence + Lore] roll), Self-Destruct Sequence(1; as a level-5 Water manse), The Eyeless Sight of Daana’d/Extended Sensor Array/Analytical Senses (2/4/3; sensor arrayreaches out to 50 miles from the center of the city, enablingdetailed analysis of all phenomena in range), Central Control/Dragon’s Nest (2/3; the celestial <strong>br</strong>idge pseudo-hearthroomexists as a roiling fulcrum of Water-aspected Essence, butthe whole ship resonates with those energies), The GloriousHalo of Hesiesh/Mela’s Sweet Whispers (2/2; hologlyphicdisplays and nautiloid speakers throughout the city conveycommunication data and readouts from the AI), GeomanticSubtlety/Greater Veil of Shadows (2/4; cloaking systems hidethe ship as <strong>if</strong> it were a natural part of the sea, but doing soreduces speed to 7/15mph and takes all integrated Essenceartillery off-line while in use; the vessel takes a full minuteto reallocate power to these systems after disengaging thecloak), Integrated Essence Artillery (4 per 10 art<strong>if</strong>act pointsof artillery; all of these systems are considered a level-4 powerfor the purposes of remaining active), Sentient (5; AI namedTowers of Azure loyally runs all functions of the city-shipaccording to the attuned commander’s <strong>order</strong>s), Armoredx 5/Fortress x 4 (3 each/4 each; 32L/42B external soak;12 external defensive hazards; 40 levels of damage neededto impose each dot of power failure), Dangerous Traps/Ultra-Deadly Traps (2 per five traps/3 per one trap; variousautomated defenses guard the <strong>br</strong>idge against intruders; thesetraps reset after each use).Other Notes: Damage to Luthe simultaneously reduces functionalityusing standard vehicle rules and power failure rulesfor manses, potentially damaging or completely disabling themagical systems that make it such a wondrous location.PENTARCH PYRAMIDOne of the largest and best-known manses designed toteleport itself between two locations, Pentarch Pyramid is sonamed because its structure rises from the sea as a megalithicfive-sided pyramid. Arched openings in each face—each onemile in diameter—enable ships that sail within the wallsto translocate between the pyramid’s eastern location 300leagues west of the Blessed Isle to a site an equal number ofmiles north of Clepsys. While the manse is away from eitherplace, a shadow of it endures like a mirage of sea foam, givingthe manse its nickname Isle of Shadows. While Realmmilitary vessels and the private yachts of Celestial eldersmay cut in line to access the manse by flying special flags,other captains must wait in line and pay a modest toll for theconvenience. Still, it’s sufficiently cheaper than crossing theentire distance between the two locations that the systemsees heavy traffic. Furthermore, the interior of the manse hasfacilities to repair art<strong>if</strong>act sea-going ships, though these dockscould be easily refitted for actual construction work <strong>if</strong> theRealm were so inclined. Pentarch Pyramid switches locales113


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER FIVE: THE WESTeach hour on the hour, with enormous gongs sounded in theminutes leading up to a transport to warn the next vesselsin line to stay back rather than risk being sheared in half bya partial teleportation. To facilitate efficient traffic, vesselsdock in three concentric rings by size and obey signal flashesfrom glowing crystals mounted in the top of the pyramid(coordinated by a sophisticated AI).Pentarch Pyramid serves a second purpose, housed inthe complex of middle levels above the hangar space andbeneath the AI lighthouse chamber. This area serves as ahospital dedicated to treating all forms of deleterious Essenceexposure, especially Wyld taint. Prospective patients who arephysically strong enough to scale the pyramid’s thousandsof steps may do so, in which case their dedication and faithin the healing that awaits them serves to attune them tothe enchantments of the facility. Individuals too strangelytransformed or too weak to make the ascent cannot partakeof the bonus, but they can still reach treatment <strong>if</strong> otherscarry them to the top. (Those without faithful friends willingto do so can pay a nominal fee to ride in ambulance palanquinsthat scuttle up the stairs on the backs of crab-shapedelementals.) All treatment is free up front, but the hospitalbills mortals for payment after the fact based on the scope oftreatment. (The minimum Resources required is equal to themutation points removed, up to a maximum of five dots. Incases where the patient can afford only partial payment, hemay sign away five years of indentured service per Resourcesdot of d<strong>if</strong>ference to settle the account.) When patients dieduring treatment, the hospital bills their next of kin for theattempt (with a one-dot grief discount). When physicianswish to treat patients, they use stability-conferring vats (seesidebar). This technology also allows ships to transport mutantsfrom the b<strong>order</strong>s of Creation to Pentarch Pyramid fortreatment without them dying of chaos withdrawal on route.These facilities also upgrade mortals with various mutations,blessings and implants, though such upgrades may only bepurchased by an Exalted patron rather than the patientsthemselves as a deterrent to pilgrimages cluttering the stepswith hopeful masses.Game Effects: Level-5 Solar manse. Drawbacks: HearthstoneSacr<strong>if</strong>ice (5), Maintenance (5; constant tuning of the magitechclockwork engines throughout the structure). Powers:Workshop Manse (3; the docks are dedicated to magitech),Comfort Zone (1; hospital area), Magical Conveniences(1; automatically opening/closing interior doors, partiallyautomated operating theaters that supply all the tools neededfor Medicine-related tasks, automated glow orbs that softlyilluminate any room in which anyone is awake, automatedkitchens that convert raw food materials into meals customtailoredto the dietary limitations or allergies of patientmutants and a special effect that allows those who personallyascend the steps in hope of treatment to make a d<strong>if</strong>ficulty3 [Stamina + Integrity] roll with success giving everyone inthe manse a three-die bonus to Medicine rolls to treat thatpatient for as long as he remains on site), Analytical Sensesextended with Pasiap’s Buried Whiskers (3 + 2; allows themanse to study Essence, either to diagnose a mutant’s exactstate or prioritize the security clearances of Celestials orSTABILITY-CONFERRING COLLAR/VAT (ARTIFACT • OR •••)These devices function by rapidly fluctuating the aspect of a motonic field so that the energies resonate at a signaturebetween the definitive reality of Creation and the randomized flux of the Wyld. The smaller versions take the formof a collar with a one-dot rating and require that the wearer attune them for a commitment of one Willpower pointor two motes. While worn, the collarprevents the attuned bearer erfrom suffering any ill effectsof being in Creation withtoo many mutation points.The player also receives a+2 bonus to all rolls to resist stmutation from further exposure tothe Wyld. The larger models are ratedat three dots and take the form of oversized aquarium cellslarge enough to hold five people in monastic conditions,though really as a glor<strong>if</strong>ied jail. These facilities need Repair3 maintenance each week to keep their filters cleaned andkeep them filled with the mostly clear alchemical liquidin which patients gently float and <strong>br</strong>eathe as <strong>if</strong> it wereclean air. Those inside the tank receive the benefits as-sociated withwearing the collar variantand may have existing mutationsgradually removed by having adoctor mod<strong>if</strong>y the alchemicalformula in a careful regimen.Treatment is a dramatic actiontaking a number of weeks ofregular care equal to the mutationpoint cost of the traits to be removed (10hours per day minimum). This number also serves asthe d<strong>if</strong>ficulty of the (Intelligence + Medicine) roll todetermine success. These cells can remove mutationsconferred by sources other than the Wyld, but this treatmentincreases the d<strong>if</strong>ficulty of the roll by two.114


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1LUTHETHE ARCHIPELAGO OF XURart<strong>if</strong>act vessels), Ability Enlightenment (4; purview of Integrity,Medicine, Occult and Sail, allowing to it manage shiptraffic and assist with relevant medical pursuits), GloriousHalo of Hesiesh with Password Activation (2 + 1; operatesby projecting light through banks of colored crystal emittersthroughout the pyramid, allowing it to signal ships like alighthouse and communicate data in hologlyphic displaysto those who make the appropriate command gestures),Alternate Locations (5; the massive size of the manse limitsit to two sites rather than the usual five)THE ARCHIPELAGO OF XURA large cluster of Wyld-shaped islands raised to the northof Wavecrest, Xur is an elaborate multi-tiered experiment inwar, faith and Exaltation commissioned by the Deliberative.As part of that experiment, the islands are each d<strong>if</strong>ferentsizes and shapes, with inequitable resource distribution toengender inter-island resentment and hostility among thepopulace. Some islands are virtual paradises, with lush junglesdevoid of dangerous predators. Others are blasted ruins ofjagged rock incapable of supporting any flora besides thehardiest lichens.No civilians live on Xur. Instead, each island is an independentmilitary camp run by a Terrestrial Exalt of taimyorank who serves as commandant. Under these officers’ diligentand <strong>br</strong>utal supervision, a corps of elite gunzosha commandoshandpicked from across Creation trains in constant war gamesagainst soldiers from other islands. The officers make extensiveuse of Tiger-Dragon Drill Approach in these games (seesidebar). Each camp has its own philosophy of warfare andpiety carefully crafted by the Solar generals overseeing ProjectXur. Although fanatic loyalty to the Lawgivers is universal,doctrinal variations make the war games more akin to holywars. Given the savagery of these disputes, only the limitedscale of deployed armament prevents victors from wiping theirrivals off the map and razing their islands to bedrock.In addition to its oceanic islands, Xur also serves asthe base platform for the Western Titan fortress Flame ThatMarched Against the Sea. Although the citadel patrols theentire West, the skyship spends most of its time s<strong>usp</strong>endedover the archipelago by a paramagnetic web generated bymanses located throughout the island chain. While dockedin this invisible energy field, the vessel requires comparativelyminimal upkeep and fuel, maximizing efficiency forwhat is otherwise the most grossly wasteful weapon systemcurrently fielded by the Deliberative. The Solar masters ofProject Xur overlook the inter-camp skirmishes from thepalatial comfort of this base, using the vessel’s AI to archiveand analyze each war game.Project Xur reliably produces the finest mortal soldiers ofany tiger warrior facility in Creation. Those who survive thefirst year have more combat experience than (and superiortraining to) many Dragon-Blooded units, with veterans at anastonishing 84 percent enlightened Essence rate by the endof their second year. Graduates of the five-year program canlook forward to immediate placement at the absolute upperechelons of mortal rank within the Army of the Deliberative,although about a third go on to become bodyguardsin Solar retinues instead. As far as any of the gunzoshaor their Dragon-Blooded overseers know, this training isthe sole reason Xur exists. The fanaticism instilled by thetraining regimen, however, provides the second tier of theexperiment—with each orthodoxy hypothesized and testedto calculate the theoinfrastructural formula that maximizesmotonic yield from cult prayers.The third goal of Project Xur is the primary reason thearchipelago exists at all. With that many skilled mortalsselected for their excellence and conviction gathered in anenvironment of perpetual conflict and heroic opportunity,Solar Exaltation isn’t so much a possibility as a foregoneconclusion. By carefully controlling and recording as manyof the operant variables surrounding each such Exaltationas possible, the project aims to isolate and decrypt theparameters Autochthon encoded in the process. Withthis information, it might be possible to reverse engineerExaltation or even upgrade an existing Solar Essence withbackdoor protocols. Unsurprisingly, Lytek, the God ofExaltation, is a frequent honored guest at the Flame ThatMarched Against the Sea and has Solar-level quarters reservedfor him aboard the citadel. He doesn’t have much moreinformation to add, being the caretaker of a largely autonomicmetaphysical process, but he does what he can andis very grateful for the opportunity to take a more hands-onapproach to his dominion.Project Xur’s current administrator is Strategos Kan-Hur, a 900-year-old member of the Dawn Caste assigned todevelop superweapons for the Deliberative. Because of hisextreme vocal distaste for the wastefulness of the Titans, he isnot Flame That Marched Against the Sea’s commander and hasnothing to do with its operation or chain of command. Thefact that he outranks the Titan commander, however, keepshim contentedly autonomous in his office-laboratory withinthe fortress when he isn’t vacationing in his island sanctuarythousands of miles west into Pure Chaos. Under Kan-Hur’sguidance, a Celestial think tank labors on a variety of initiativesother than Project Xur, including the skyship-focusedProject Shrike, the godstrider-focused Project TriumphantStratagem and several others of lesser tactical sign<strong>if</strong>icance.Kan-Hur spec<strong>if</strong>ically requisitions the most intelligent Solarswho Exalt in Xur to join the oversight of the archipelago,revealing the full purpose of the islands while complimentingthem for rising to the top. The first assignment given to theseemployees is to study and prepare an exhaustive report ontheir own Exaltation, both from personal experience and usingthe sensor records aboard the Titan. These exhaustive reportssometimes take years to complete according to the general’sexacting spec<strong>if</strong>ications, but it’s not as though Lawgivers areshort on time. Most Solars transfer to other opportunities inthe Realm upon completion of their reports, but some stayon to craft and refine martial ideologies for the camps.115


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER FIVE: THE WESTTIGER-DRAGON DRILL APPROACHCost: 5m, 2wp; Mins: War 5, Essence 4;Type: SimpleKeywords: NoneDuration: IndefinitePrerequisite Charms: Tireless Footfalls Cadence,Blazing Courageous Swordsman InspirationWhile Dragon-Blooded cannot train units aswell as Solars, those of sufficient tactical skill anddedication may transform themselves into incarnateextensions of a Lawgiver general. Tiger-Dragon DrillApproach may be activated only upon graduatingfrom a week of Tiger Warrior Training Technique aspart of a unit (see Exalted, p. 198). Doing so bindsthe Terrestrial to his teacher with an Intimacy ofloyalty that cannot be eroded as long as this Charmremains active. More importantly, the Dragon-Bloodtemporarily learns Tiger Warrior Training Techniquefor this Charm’s duration with two limitations. First,he can train units only in the trait he was trained inwhen he activated the Charm. Second, he can usethe Charm only in fulfillment of direct <strong>order</strong>s fromthe Solar who taught him. The death of that Solarprematurely ends this Charm, revoking the Terrestrial’sability to create further tiger warriors until hecan find a new Lawgiver patron.TITAN-CLASS AERIAL CITADEL(ARTIFACT N/A)Bigger than many mountains, the four directional Titansembody the gratuitous pinnacle of the Realm’s aerial fleet,replacing the directional mobile platforms built during thePrimordial War as the predominant military bastions of theThreshold. In standard flight mode, the pentagonal ziggurathulls stretch more than five miles at their widest point and amile from base to peak, allowing them to shade entire citiesbeneath them. The fortresses can also expand into a siegeconfiguration eight miles across, separating the outer hullinto five equal triangular segments connected to a circularinner hull so the Eye of Judgment weapon system withinit can fire. Most of the superstructure is built from livingstone monoliths cultured in genesis labs from behemothorgan templates and symbiotically grafted together onto amagitech skeleton of jade alloy. This synthesis of living andnon-living technology allows the hull to regenerate fromdamage and perform limited autonomic upkeep withoutthe metabolic complications of a fully organic vessel. Forconventional armament, the citadels mount 500 Essencebeam cannons set in turret emplacements over the entirehull, allowing roughly 100 cannons to converge fire on anypoint within range as coordinated by the onboard AI. If thesebarrages prove insufficient, the Eye of Judgment superweaponis a one-mile-wide circular crystallized orichalcum lens thataggressively absorbs ambient sunlight from the area andconverts it into a coruscating pulse that can ignite an entiremetropolis with a jade-melting holocaust of solar fire. Ascommand bases, Titans also have 50 thousand-forged dragonlaunch silos for continent-spanning infrastructural assaults,as well as hangars for hundreds of skyships of varying sizes.(See The Books of Sorcery, Vol. I—Wonders of the LostAge, pp. 113–115, for more info on thousand-forged dragons.)Besides their nearly indestructible Shaping-resistant hulls,the vessels can project an extremely powerful Essence shield,though the shield is deployed against only those enemy forcesdeemed a direct threat to the security of the ship—which isto say almost never.Titans exist for two purposes. First, they are among themost visible and awesome displays of Exalted power everconceived, so their mere presence on the horizon is sufficientto cow enemies into submission and bolster allies withoutever firing a shot. In this capacity, each of the four citadelsdr<strong>if</strong>ts over its direction in semi-regular patrols or in responseto sign<strong>if</strong>icant domestic unrest. Second, the fortresses providea central stronghold against the slim possibility of the Yozis’escape or theoretical incursion by shinma aspects or alienPrimordials dwelling in outermost chaos who have yet tostumble upon Creation. To prepare for such invasions, theTitans and their support fleets engage in war games everyfew decades against armies of bound Third Circle demonsand other similar force-level combatants such as the Kuklain <strong>order</strong> to keep the crew ready and develop new Armageddonstrategies. To support these two missions, each Titanalso contains a full factory-cathedral-equivalent workshopwith archival templates of every art<strong>if</strong>act deemed importantenough to preserve in the extreme event it must abandonCreation and colonize the Wyld. The archives possess similarlycomprehensive biotemplates, though the fortresses donot have onboard genesis labs and would have to construct116


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE ARCHIPELAGO OF XURmany such facilities with their manufactories before theycould mass produce extinct species to self-sustaining viability.Since such dire conditions have yet to present themselves,the workshops mostly carry out the Deliberative-sanctionedpet projects of prominent Solar elders, such as Kan-Hur’ssuperweapon research projects.The first of the Titans took more than half a millenniumto construct, though advances in technology reducedthis period to a mere 246 years for the fourth. It is a point ofpride in the Realm that none of the Titans have ever touchedthe ground, since they were actually assembled in midair bymeans of paramagnetic s<strong>usp</strong>ension until they could holdthemselves aloft and have remained in the sky ever since.Although their construction sign<strong>if</strong>icantly drained Realmresources, the primary objection to their existence is theongoing exorbitance of their upkeep and the not-entirelyinaccurateassumption that they simply aren’t necessarygiven that the Exalted are already superior weapons as a hostand didn’t need the Titans to beat the Primordials. Militantsupporters of the mobile war cities argue that no expense istoo great to secure peace and that every precaution must betaken against invasion by something worse. The debate in theDeliberative never quite dies out, though aggressive lobbyingbattles flare up only every few years as other factions look toallocate some of those resources toward their own initiatives.As a matter of security, command of a Titan goes to a Solarof exceptional tactical skill and accomplishment, but notthe eldest warlords, who might feel more tempted to pursuetheir own agendas rather than the interests of the Deliberative.Typically, commanders serve a decade at a time beforebeing promoted to higher positions within the Army of theDeliberative command structure. Given the prestige involved,competition is extremely fierce. Rivalry is equally fierce withother <strong>br</strong>anches of the military, especially in the West, whereAdmiral Leviathan’s Navy and the Titan fleets constantlyseek to one up each other in joint military exercises.Each Titan bears a name commemorating victory over aPrimordial loosely associated with the element of the directionthe fortress oversees. Therefore, Flame That Marched Againstthe Sea, Harmonious Gale, Scattered Petals of the Thousand-Toothed Blossom and Oasis upon the Edge of Eternity standas perpetual insult to Kimbery (West), Adorjan (North),Metagaos (East) and Cecelyne (South), respectively.Speed: 10/20mph (5/10mph while shielded or in siegeconfiguration)Maneuverability: -4S (Lore 5, Sail 5)Endurance: Titans harvest their own Essence. They requireRepair 6 maintenance every week by a 100-member team(only once per month while s<strong>usp</strong>ended in a paramagneticweb). Each missed upkeep disables the following systems in<strong>order</strong>: auxiliary systems (including the workshop and all othersystems not associated with actual operation), siege mode,energy shield, Essence cannons, maneuvering engines andfinally AI. If its AI is disabled, a fortress exists in a state ofdepleted hibernation as an inert mountain held aloft onlyby sufficiently strong geomancy upon which its immortalstone can respire.Crew: 5,000/(-1 maneuverability per 1000 less crew, tominimum skeleton 2,000; also requires functional AI andSolar commander attuned to hologlyphic control dais for10 motes); (1,000 officers: Lore 4, Sail 4; 4000 auxiliarypersonnel: Lore: 3, Sail 2)Cargo: An entire city-sized complex of hangars, vaults,laboratories and barracks, with effectively unlimited storageappropriate to this scale.Armor: 60L/60B (When activated, the ablative Essenceshield is solid to dematerialized beings, completely imperviousto Shaping effects and has Hardness of 100L/100B. Anyattack that would penetrate it collapses the barrier withoutdamaging the Titan and the shield cannot be reactivateduntil it has received Repair 5 maintenance.)Health Levels: Ux200/Mx100/Cx50/Ix30/D (Due to a Titan’ssize, each attack against it cannot inflict more levels of damagethan the attacker’s Essence or an art<strong>if</strong>act weapon’s rating,whichever is higher. Large area attacks encompassing mostof the vessel’s volume inflict damage normally.)Weapons:500 Essence Beam Cannons: Speed 5, Accuracy (gunner’sWits + Archery + 2; turrets provide telescopic Essence sightand highlight the current target selected by the citadel’sAI, so that gunners can see and attack virtually any targetin range and fire coverage), Damage 15L piercing (damageseverything within five yards of impact; affects dematerializedbeings normally), Range one mile, Rate 1 (commandercan use control dais to override and remotely fire any of thecannons; otherwise each is manned by its own gunner)Eye of Judgment: Speed 7 (opening the hull to ready thisweapon or closing back to flight mode takes 10 minutes),Accuracy Perfect (cannot target individual objects; lensfires a one-mile-wide pillar of light straight down), Damage100L levels of piercing (aggravated to creatures of darkness;permanently obliterates killed spirits and sears deceasedmortal souls into Lethe; the expanding holocaust ripple skimsoutward from the point of impact with a blast wave cresting at100 yards high to a radius of five miles, damaging everythingmaterial and immaterial in the ripple’s path not protectedwith a perfect defense), Range Special (see Accuracy), Rate1/hour (during day) or 1/night (focusing the iconic anima ofthe commander rather than harnessing sunlight)Other Notes: The living stone armor of a Titan can healitself, albeit extremely slowly—one bashing level per week,one lethal per month, one aggravated per year. The livingstone armor protects inhabitants against Wyld exposure andsimilar radiation up to Middlemarches-strength, thoughanything stronger requires the shields. As a final l<strong>if</strong>e-supportmeasure, the unshielded living rock mutates in the presenceof stronger energies, growing a stabilizing carapace in thecourse of a minute that fully obscures the ship’s Essenceand protects inhabitants from transformation. The carapacecompletely incapacitates all systems other than levitation117


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER FIVE: THE WESTand respiration until removed as per repairing a <strong>br</strong>okenRepair 6 art<strong>if</strong>act.Titan fortresses are simply too large to power with hearthstones,as it would take a quarter of the geomantic gems of aThreshold direction to do so and would present unacceptablerisk of sabotage. A small bank of protoshinmaic vortexes(see Lords of Creation, p. 95) would suffice, but that technologyis simply too new and too unstable to merit refit forseveral centuries yet. Fortunately, the partially living hullsembed most of the superstructure with thousands of milesworth of respiration microfilaments, allowing the vessel topower itself by draining ambient Essence. In flight mode,all manses and demesnes within 25 miles of the Titan areconsidered to have a rating one dot less than normal. (Thisdrain does not diminish or disable hearthstone ratings.) Insiege mode, the drain increases to two dots and temporarilydisables hearthstones from drained manses. With bothmodes, full power resumes as soon as the fortress leaves thearea. Without major refitting, a Titan cannot stay aloft inEssence-dead areas such as the Underworld.If a Titan reactor is destroyed (or deliberately overloaded forself-destruct), the resulting explosion inflicts effectively infinitedamage to every material and immaterial object within500 miles, obliterating the geography of that area (thoughon land, the crater quickly fills in with lava bleeding up frombeneath). Only those with perfect defenses survive.RUINS OF OKEANOSOnce a deep trench in the ocean floor, the dream ofOkeanos began with a primitive Dragon King shaman calledUrmog who dreamed of a towering volcano consecrated tothe Unconquered Sun. To fulfill this vision, the Mosoktribes turned their luminous crystal weapons against thechasm where the Ebon Dragon once swam, wounding theearth with geomantic weapons until it shook in agony andsplit apart to birth the apocalypse dragon Kukla. The DragonKings never learned whether the tectonic event actuallyspawned the monster or merely released it from a moreancient prison where others of its kind might exist, thoughboth schools of thought agreed that further excavation wouldbe imprudent. After the Kukla’s volcanic rampage quelledenough for the Incarnae to herd it away and imprison it, thedragon’s birthplace cooled into a vast continent a quarter thesize of the Blessed Isle. Over this land, Mount Kukluk shonelike a lighthouse to the West, its golden smoke illuminatedby the molten orichalcum that welled from the depths andpooled in the sacred crater. To honor this living cathedralto the sun, the Mosok who settled the continent fed dailysacr<strong>if</strong>ices to the mountain each noon, sometimes hundredsat a time to cele<strong>br</strong>ate the holiest feasts. Okeanos rapidlybecame a paradise where Dragon King civilization flourishedand dominated the region. For untold centuries, the reptilesreceived tribute from most races of the West and ambassadorsfrom the handful of peers who rivaled their might. Eventhe proud and viciously independent Lintha gave trinketsto burn in Kukluk’s heart, lest insult enrage the Mosok torally the <strong>br</strong>eeds of the other directions to make war on thechildren of Kimbery. Even after the creation of humanity,Okeanos remained curiously egalitarian, its capital, Amphion,known as a place where penitents of all species who heardthe dreams of the Unconquered Sun could come and givethose dreams back to the mountain fire. All were humbledbefore the golden basin, so humans and Dragon Kings livedside by side with less of the benevolent reptilian tyranny thatmarked interspecies relations elsewhere.During the War, Okeanos unilaterally sided with thegods and built most of the fleets deployed against the Primordials.Most non-human inhabitants actually forsooktheir ancestral loyalties to join in this cause rather than fleeto their homelands, making some of these families the lastof their kind after the Exalted destroyed their loyalist kin.Many of those Chosen by the gods in the West hailed fromthe subcontinent, where Siakal trained them in the most<strong>br</strong>utal strategies of naval conquest unleashed in the historyof Creation. Where the Exalted passed, the waves darkenedwith gore and the thrashing jaws of the shark goddess’sravenous children.Sadly, Okeanos did not live to reap the rewards of itstriumph. The Age of Splendor had barely dawned when thecontinent shattered and quenched the hungry fire of Kuklukin the even-hungrier sea. While the Exalted mitigated as muchof the damage as they could, the loss changed the face of theWest and destroyed the last bastion of Mosok survivors fromthe War. The legendary social justice of Amphion drownedwith its hallowed walls. Never again would so many sapientraces live among each other in peace beneath common law.While conspiracy theorists have long s<strong>usp</strong>ected the Exalteddestroyed Okeanos to prevent its ideology from spreading tothe rest of Creation and threatening the stricter authorityof their Creation-Ruling Mandate, most evidence pointsto some Primordial retaliation or a cosmological aftershockof the War. Regardless, only the peaks of Okeanos remainas dotted archipelagos, their remnants no longer united orworthy of that ancient name.DARKMIST ISLEOnce part of Kukluk’s crater, the blighted northernmostfragment of Okeanos has remained under strict quarantinefor most of the Age of Splendor, guarded by a small flotillaof submersible automaton warships programmed to destroyany intruding vessel unless they detect a Celestial animaaboard. The only way to get onto the island without facingthis blockade is to arrive by means of the Celestial gateway,which also generally restricts access to Celestial Exalted whocan access Yu-Shan.As the first known shadowland in Creation, Darkmist isconsidered equal parts abomination and opportunity, whichis the main reason the Deliberative has not invested theeffort to repair it. Each time a well-intentioned Exalt putsforward a motion to cleanse the land, an unlikely consortium118


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE ARCHIPELAGO OF XURRUINS OF OKEANOSof sorcerers, necromancers and soulsteel-using art<strong>if</strong>icers(who often detest one another) comes together to block themeasure. While official highly class<strong>if</strong>ied Celestial expeditionsto the island have taken place every century or so since thedestruction of Okeanos, most expeditions to the island areanything but official. These covert visits generally involvethe pet projects of Celestials who want access to the uniqueresources of the Underworld or seek necromantic initiation.Like many such pet projects, the illegality of these endeavorsseldom leads to sanctions unless matters get out of hand,especially given that forays into the realm of the dead haveyielded so many treasures to date.AMPHIONConstructed on the southern slope of Mount Kukluk, theshining metropolis of Amphion suffered the full <strong>br</strong>unt of thecataclysm and was buried in lava during the volcano’s finaleruption. While this disaster resulted in almost total loss ofl<strong>if</strong>e for the urban populace, the cooled lava preserved manyof the art<strong>if</strong>act buildings in pristine condition beneath thicklayers of rock, making Amphion a veritable wonderland forarcheologists and treasure-hunters. Unfortunately for wouldbelooters, the Darkmist blockade covers the northern twothirds of the city. Those who stray into the forbidden watersquickly learn that the Deliberative’s mechanical krakens donot bother with warning shots. More than one expeditionhas prematurely ended with an overeager historian snatchedup by metal tentacles to a grim fate. In spite of this danger(and sometimes because of it), new research teams come atleast once a year, hoping to claim a little of the Okeanoslegend for themselves.THE CORAL ARCHIPELAGOThe eastern fragments of Okeanos have become knownas the Coral Archipelago, consisting of five moderately sizedislands surrounded by 18 smaller coral atolls for which thelandmass is named. Lacking abundant natural resources, thearea was never one of the more prosperous regions of Okeanos,but this inequity toughened the populace and contributedsign<strong>if</strong>icantly to their survival following the cataclysm. From abackwater agrarian province, the new island chain expandedits hegemony over smaller neighbors until the Realm decidedto colonize it in the name of the Creation-Ruling Mandate.The people of Coral fought back against this challenge to theirsovereignty but could not stand against the Chosen. Theyvoluntarily surrendered after a year of blockades resulted inwidespread famine. Coral society adapted to its new overlordsin a single generation, em<strong>br</strong>acing rapid technological andsocial modernization with an eagerness that both surprisedand delighted the Deliberative. All vestiges of Okeanos-erapoverty disappeared in the ensuing decades as Coral grew intothe primary bureaucratic hub of the Northwest, coordinatingthe political and economic resources allocated throughoutthe geographic region.119


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER FIVE: THE WESTTHE BLACK MIRROR (ARTIFACT N/A)One of the most bizarre and terrible treasures recovered from Amphion currently sits in a vault belonging tothe Most Supreme Hierophant—an art<strong>if</strong>act deemed far too dangerous to let most Exalted even know it exists. TheLunar who discovered it thought it might be connected to the destruction of Okeanos based on its location nearthe geomantic center of the ruins, though she did not find direct evidence to support her speculation. Much to herfrustration, she has not received official permission to return to the blockaded areafor more official archeologicalfieldwork and is considering mounting an illicit expedition instead.Made of an unknown and seemingly indestructibledoesn’t, she temporarily loses all of heralloy of soulsteel with quicksilver ripples like the bloodSolar Charms for each Ability and gainsof the Neverborn, the Black Mirror is a jagged objectan equivalent number of Abyssal Charmsroughly two yards square and thin as a blade. Anyfor thatAbility—selected by her playerghost or mortal being who touches it spends the restfrom among those for which she meets traitof the scene curled in a fetal position ion screamingminimums. (The selection may be d<strong>if</strong>ferentin an incomprehensible language age that makeswith eachuse.) She also gains one dot of theall who hear it bleed from the eyes and ears—WhispersBackground as a training effectan unnerving but purely cosmetic effect. Atcosting three experience points with eachscene’s end, the unfortunate perishes utterlyuse (maximum Whispers 5). While taintedand his shattered soul plunges into theby this power, she is considered a creature ofAbyss. Other magical beings fare better,darkness and outside fate, with her caste markonly losing all of their Willpower pointscharring its reflected outline when it flares. Sheand experiencing a waking nightmarefundamentally remains a Solar in spite of theseof the Neverborn that haunts themchanges, however. The alteration lasts only until thefor years afterward.end of her next Limit Break, though conferred WhispersIt is not these properties thatdots are permanent. Untilshe returns to normal, the mirrormake the mirror so terrible, how-restores one Willpower point the first time she touches itever. When a Solar looks into it, she sees herself reflectedin a scene as she fantasizes about murdering her enemies.wrong, her caste mark outlined by a charred black <strong>br</strong>and as If the mirror has other powers, they remain undiscovered.<strong>if</strong> its golden fire had seared her. If she touches the mirror, For information on Abyssal Charms and Whispers, see Theshe can pay five Willpower points to resist its power. If she Manual of Exalted Power—The Abyssals.Modern Coral enjoys a level of baseline prosperity notfound in the West outside Clepsys or the private domains ofthe Celestial Exalted. Rather than “wasting their potential”with agrarian or industrial labors, most of the populace workas bureaucrats and other low-level government officials inthe service of the Realm and its Exalted rulers. Many amongthese legions of clerks and scribes grow their fingernails longand lacquer them with colors appropriate to their bureau todraw attention to the fact that their hands have not seenhard physical labor, though the fashion is considered crassin conservative communities. It is also considered highlyfashionable to hoard talismans and minor art<strong>if</strong>acts of dubiousutilitarian value, especially <strong>if</strong> the owner has no actual needfor the device. Thaumaturges capable of churning out theseleast relics can charge obscenely high prices and still expectmore business than they can handle. Matters get even moreout of hand in Azure City, where owning outdated styles ofart<strong>if</strong>acts is considered a worse faux pas than owning none atall. At least paupers and religious ascetics have an excuse.Although the Exalted have little in the way of genderpreferences for the assignments they give their subordinates,Coral society self-segregates to keep most of its females on theland with males working in travel-heavy jobs that take themto other islands. Lunar sociologists trace this phenomenon tolingering cultural anxiety from the Okeanos cataclysm, afterwhich women were sign<strong>if</strong>icantly more important to the area’sefforts to repopulate. Far from diminishing the opportunitiesavailable to Coral women, this protective ethos affords themsign<strong>if</strong>icantly more opportunities to directly network with theExalted and secure superior positions in the bureaucracy.CORMORANTOnce the southernmost province of Okeanos and thesite of the vast shipyards that built the Western navy for theExalted during the Primordial War, Cormorant survived thecataclysm better than any other fragment. While its distancefrom the epicenter of Mount Kukluk certainly helped, it wasthe fort<strong>if</strong>ied art<strong>if</strong>act levees of the shipyards that held back120


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1RUINS OF OKEANOSthe sea long enough for the Exalted rescue fleets. The Chosenlabored side by side with Jadeborn engineers for weeksto shore up Cormorant’s geographic foundations, literallypaving the way for Autochthon’s avatar sphere to descendfrom the heavens and levitate the entire landmass onto anearby peak. In many ways, this joint rescue effort served asfinal epitaph to the cooperative spirit of Okeanos, the lastoccasion when the Dragon Kings, Jadeborn and Exaltedworked together as equals.The relocated and diminished Cormorant remained anExalted naval base, though its shipyards quickly fell behindthe times as technological progress increased exponentiallythroughout Exalted-controlled lands. It would have costmore to refit the factories than it did to build better oneselsewhere, so most of the facilities shut down within threegenerations. The rest focused on producing “quaint” historicalreplicas for museums and the private collections of CelestialExalted veterans. Without the shipyards, most of the populaceemigrated to other islands in search of better livelihoods,leaving only the poorest to continue a melancholy touristtrade in Okeanos relics.The modern citizens of Cormorant still cater to archeologistsand sightseers, their primitive way of l<strong>if</strong>e unchangedsince the dawn of the Age except perhaps for increasingbitterness. The islanders supplement their tourism by fishingthe waters to the south for Cormorani eels, widely considereda delicacy throughout the region and parts of the Realm.Exalted who make port at Cormorant can expect dozens ofCormor youths following them and begging for the opportunityto join their retinues. The fact that these beggars will doalmost anything to get away from the poverty of the islandis quite well known to Chosen looking to spice up a shoreleave. The phrase “hungry as a Cormor whore” is infamousthroughout the West.Politically, Cormorant is property of the DeliberativeNavy, but in practice, the Realm doesn’t waste any officersto oversee the place now that it no longer has any strategicvalue. In the absence of official authority, the small Gensof Dragon-Blooded shipwrights who build historical replicavessels acts as the de facto peacekeeping authority. Mostly,though, no one bothers to tell the Cormors what to do as longas they don’t cause trouble. Of course, given the importanceof the tourism trade to the island’s survival, causing troubleis about the last thing the inhabitants want to do.OKEANOS-THAT-ISLacking strategic facilities comparable to Cormorant’sshipyards, the other island remnants of southern Okeanosdid not benefit from a coordinated Exalted rescue operationand were largely abandoned by the rest of the world, noteven deemed worthy of a label beside their cartographicentries on most maps. In the absence of aid, the survivorscollapsed into violent anarchy before stabilizing into a looselyantagonistic raider tribal structure. The only visitors theseislands received for several centuries were occasional Exaltedtourists who wished to observe an Okeanos-derivative culture“untouched” by contact with the Realm (completely ignoringhow little genuine Okeanos culture survived the vastsociological upheaval of the cataclysm and post-apocalypticmentality). While Coral flourished and Cormorant stagnatedto irrelevance and even Darkmist Isle became a dangerousand unique treasure, the tribes that called themselvesOkeanos-That-Is sank into ever-greater poverty. The onlyfigure of any note who has ever taken an active interest inthe island chain is the goddess Siakal, who recently relocatedthe main entrance to her deep water sanctum nearby to takeadvantage of the massacres the tribes inflict upon each otherwhenever food gets scarce. The warring chieftains feel noparticular gratitude for the “patronage” Siakal’s presencelends to their warfare, especially given the onerous burdenher regular appeasement sacr<strong>if</strong>ices place on the economy andpopulations. By treaty, the shamans of each tribe have agreednot to start a bidding war for Siakal’s favor, since that couldonly result in mutual destruction. That doesn’t stop a fewshort-sighted warlords from cheating now and again, though,with appropriately unpleasant results. Desperate tribes oftenpool their remaining resources to <strong>br</strong>ibe disreputable Terrestrialsor bored Half-Caste bastards to fight on their behalf aschampion mercenaries. The islands of Amphiro, Kerkeis,Okirho, Suadela and Petraya all host sprawling estates belongingto the marauder-king families of former Terrestrialmercenaries who pillaged great fortunes in the conflict andstayed to carve out territories for themselves.WAVECRESTAlthough not technically part of Okeanos, theWavecrest island chain developed in that continent’s literaland cultural shadow. None of the chain’s volcanoes couldcompare with Mount Kukluk, but the shamans who dwellednear their burning peaks still gave offerings to the liquidflames, hoping to taste some of Okeanos’ grace from thevolcano gods. Over time, this cultural similarity drew thetwo nations into a common political sphere, with Wavecrestalways the junior partner in the relationship. The cataclysmchanged everything, inundating Wavecrest’s islands withtwin floods of tsunamis and refugees. The fragile economyshattered under the joint onslaught, mirroring and exceedingthe violence of Okeanos-That-Is. Early Solar interventionfocused on terraforming the land for greater fertility, on theassumption that greater prosperity would reduce the needfor raiding. The theory failed miserably, as the resultantpopulation spike exponentially increased competition forlimited resources, leaving the Deliberative with a choicebetween allowing a genocidal escalation or negotiating apeace settlement between the islands. Deeming the formermore costly in the long run, a diplomatic contingent ofEclipse Caste Solars and Waxing Moon Lunars gathered aconclave of the volcano gods and negotiated a new socialparadigm to maintain the flow of sacr<strong>if</strong>ices without openwarfare. It took time to convince all the gods, but faced121


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER FIVE: THE WESTwith combined pressure in Creation and subtler maneuversin Yu-Shan, the magma kings grudgingly concededto the peace. A suddenly united Wavecrest stepped in toreplace Okeanos as the primary <strong>br</strong>eadbasket of the West,supplying the ever-expanding colonies along the frontiersof the Wyld. To keep the mountains quietly smoking,their priests sacr<strong>if</strong>iced criminals at holidays and followingimportant astrological events, serving as a powerful deterrentto misconduct.Modern Wavecrest operates as a subservient administrativeplutocratic regime coordinating its agriculturalfacilities to maximize production on all levels of infrastructure.The government is not so much dictatorial ormilitary as it is efficiently structured, affording calculatedrecreational opportunities at staged intervals throughoutthe work sh<strong>if</strong>ts to promote employee wellness and morale.For those who accept this station in l<strong>if</strong>e, the work is quitemanageable and affords a better quality of l<strong>if</strong>e than frontierislands. Discontent youths rarely linger for long to mar thepeace, as they receive formal shunning and incessant politesuggestions to sail for the colonies with crop shipments.Since continued defiance of social mores generally leadsto arrest and potential sacr<strong>if</strong>ice to the volcano gods, theWavecrest citizenry enjoy surreal tranquility surpassingany of their neighbors. This pac<strong>if</strong>ication is so total, in fact,that the Realm barely stations any military presence onthe islands themselves, though whole fleets of naval vesselsescort the constant flow of supply convoys outboundto the colonies. Perhaps unsurprisingly, the structuredpeace of Wavecrest seldom keeps the interest of individualCelestial Exalts for very long. The only Exalted who trulyappreciate the security of the volcano chain are stabilitymindedTerrestrials.THE OCEAN FLOORWhile most Realm colonial efforts focus on raising newislands out of the Wyld and populating them with a bufferpopulation to hold back the tides of chaos, the matter of theintervening seas and sea beds presents a more complicatedchallenge. It is not as though the Exalted cannot explore ormaster the depths. Water-aspected Terrestrials and Lunarswith the right forms can do so trivially, and others candevelop Charms or use art<strong>if</strong>acts to facilitate underwateradventures. Mortal populations require sign<strong>if</strong>icantly greatermagical resources to sustain long-term underwater colonies,however, which increases the costs to establish and maintainsuch settlements. L<strong>if</strong>e-support systems can always fail,as highly publicized examples of accidents and deliberategeomantic sabotage has proven. A minor inconvenience fora surface colony can end with hundreds or even thousandsdead before a qual<strong>if</strong>ied technician can fix malfunctioningenvironmental systems. Of course, adapting the colonists tothe environment rather than the other way around carriesits own problems. Many mortals won’t voluntarily acquiremutations, and forced eugenic programs risk drawing Deliberativecensure or interference by mortal-rights coalitions.To date, the most successful sub-species engineering projectto expand “human” control of the seabed remains the peopleof the sea. They base their civilization out of the submergedcity of Jalarin but have colonized much of the northern halfof the Western Ocean in scattered settlements. Although itis technically subject to the Creation-Ruling Mandate, theprehuman race of pelagials claims vast tracts of Southwesternwaters by ancestral right, forcing the Realm to negotiate itsexpansions carefully to avoid uniting disparate pelagial tribesin a futile (but frustrating) act of concerted defiance. Betweenthese two peoples—one a relic of the past and the other abold agenda for the future—a diverse mix of assorted Wyldmutants, rare aquatic beastmen, Lintha monsters, enduringcastoffs from genesis experiments, strange gods, strangerelementals and unimaginably weird enclaves of sentientnon-human species round out the eccentric fringes of thedeep-water populations of the Western Ocean.JALARINFrom its foundations northwest of Coral, the gleamingspires of Jalarin rise more than a dozen stories above thewaves, providing mooring docks to refuel skyships and givetheir crews an exotic “shore” leave experience like nothingelse in Creation. Air-filled environmental domes allowsurface dwellers a majestic view of Jalarin’s public facilitiesand visitor accommodations, as well as house the centralgenesis hospital where rich or powerful mortals can purchasethe long l<strong>if</strong>e and aquatic freedom granted to the people ofthe sea. Even some among the Exalted come to receive thistransformation, with each such occasion cele<strong>br</strong>ated as a citywideholiday for Celestial Exalts (or an extended moment ofrespectful silence for Dragon-Blooded converts).Only a third of the city has l<strong>if</strong>e-support systems for air<strong>br</strong>eathers.The rest of Jalarin can only be reached by the tensof thousands of gill-bearing inhabitants venturing throughairlocks into the surrounding waters. There, farmers cultivatekelp on the seabed and farm large crustaceans to augmentthe fruits of their gardens, while warriors, including onegunzosha camp, drill with submersible fighter craft as specialsub-marine commandos of the Deliberative Navy. Perhapsthe most important duty given to the people of the sea isthe containment of Darkmist Isle’s shadowland, which theyhave bounded with public works improvements to hold in theinky waters and keep them from spreading along the oceanbed. Unlike many surface dwellers, the inhabitants of Jalarinknow exactly where the b<strong>order</strong>s of forbidden waters beginand seldom suffer accidents with the automated blockade.Deliberate expeditions to the sunken ruins of Okeanos areanother matter entirely. The Deliberative has assumed a“don’t ask, don’t tell” stance to these adventures as long asany dangerous or powerful relics end up in Exalted hands.Rules for playing people of the sea (and other such races)can be found on pp. 157–160 of The Compass of CelestialDirections II—The Wyld.122


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1RUINS OF OKEANOSTHE OCEAN FLOORTHE CITY OF THE SHINING REEFSMuch like Jalarin, the City of the Shining Reefs maybe accessed from the surface by a platform perched atop thewaves, replacing the soaring skyship docking masts with asingle gate to Yu-Shan opened by the Primordial who createdthe city below and peopled it with its spawn. In theirprime (<strong>if</strong> such could be said for them), the pelagials were aproud humanoid race who traded extensively with the Linthaand the Dragon Kings but lacked the favor either heldamong the world’s creators. The pelagial population enduredchiefly because they would perform the tasks that Lintha andMosok alike deemed too menial for their honor but abovethe capabilities of human slaves. As a formal underclass ofsailors who traveled from port to port in vast <strong>br</strong>ightly colorednaval convoys, they held a certain exotic fascination fortheir neighbors as long as they didn’t linger too long in oneplace. The living underwater city beneath its Celestial gateturned out generation upon generation of itinerant labor,even after a Lintha pogrom severely depopulated the fleetsfor several decades.During the Primordial War, the pelagials first aimed forneutrality but found themselves under attack by Exalted andPrimordial forces uninterested in anything less than totalobedience or direct aid. When all seemed lost, the species felta great call shouting through their blood, drawing them hometo their ancestral city. The pelagial refugees who answered thecall and descended the diamond elevator in pilgrimage foundthemselves remade into aquatic forms far uglier and cruder,but better equipped to survive into the Age of Splendor anddominion by the Exalted. Historical records attribute the masstransformation and deliverance of the pelagials to Autochthonas one of the Great Maker’s inexplicable acts. As with manysuch late-War attributions, however, the truth remains unver<strong>if</strong>iable.Realm policy toward the pelagials is one of gentlepatronizing placation, gradually subsuming their territory asit becomes economically feasible by negotiating treaties andland purchases through the proxy representatives of the peopleof the sea. While the Exalted could simply seize the landthrough superior military force, the Chosen lack the civilianand military resources to securely hold the remote seabeds ormake productive use of them. Therefore, the Deliberative hasdeemed it is better policy to let the mostly harmless pelagialshold onto their property for now rather than invite the Linthato set up new strongholds in the chaos of war.The City of the Shining Reefs is not so much a technologicalmarvel as a sorcerous one, a vaguely living skeletal123


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER FIVE: THE WESTsuperstructure combining elements of coral and molluskin encrusted layers of spiky organic armor. A vast threedimensionalmaze of traps protects the outer walls, in whichsprawling complexes house the mass living and culturalareas of the pelagial race in semi-amphibious splendor. Farbeneath, the original rotting palaces of the ancient pelagialssit around the sunken tombs of their Sleeping Princes, theliteral shadow rulers of their species, who serve as the collectivevoice of their now-Neverborn creator from its Labyrinthtemple tomb. Outside of a narrow cult, none of the pelagialsknow of this allegiance and would be most unnerved by thethought that the Exalted would slay them all in an instant <strong>if</strong>the ruse were ever revealed. The Sleeping Princes are not fools,though. They do their best to encourage friendly relationswith the Exalted, so as to allay any s<strong>usp</strong>icions. As a resultof this duplicitous campaign, the pelagials have ironicallyexperienced a golden age for the first time in their existenceas unofficial vassals of the Realm. The Exalted trade withthem, teach them and study lore from their Collegiums ofwisdom, giving the prehumans honors approaching thoseof the fading Dragon Kings. It is possible that the pelagialsmight try to forget their maker and em<strong>br</strong>ace the Chosen aspatrons one day, but their blood remembers what their heartsdeny and will destroy them <strong>if</strong> they should ever truly forsakeWhose Whispers Chain. In the same <strong>br</strong>eath, it is equallypossible that the destruction of Okeanos marked the firstvengeance of the Sleeping Princes, perhaps in cooperationwith the Lintha against their common foes. Such mattersremain almost as murky as the waters the pelagials call home,providing a backdrop of exotic and alien intrigue for Exalteddiplomats and merchants to navigate.GRAND EXPERIMENTSAs the least populous direction of Creation, the Westaffords powerful Celestial Exalts a chance to flex and testtheir might without the same risk of collateral damage. Rarelya day goes by without some Solar sorcerer casting miraclesupon a lonely promontory far at sea, either to test a newspell or to keep in practice. The region also hosts a varietyof longer-term pet projects in remote facilities, sometimessituated far from sight to avoid interruption or prevent anaccident from obliterating a nation, but usually because theircreators feel the world just isn’t ready for their genius. Thelocations that follow represent the barest sampling of theseexperiments and hardly the most fantastic among them.SIXTH SEASON REEFIn the deep Southwest near the b<strong>order</strong>s of the Wyld, oneof the many far-flung Realm tributaries sits as a dot on themap barely worthy of a named entry. Even so, Sixth SeasonReef remains important as a daring Celestial experimentthat might ultimately redefine how Creation deals withthe Fair Folk. The colony’s Lunar patron Endless Unaguvisits as often as possible, fearful that his ambitions mightunravel in his absence. He is wise to hold such fears. Thesmall tribe of mortal settlers represents only one half of thecolony’s population. The other half dwells just offshore, asmall raksha court that Endless Unagu subdued and sparedyears ago in return for oaths of fealty. The two neighboringsettlements enjoy an uneasy truce maintained by amicableexchange of hostages and the fierce oversight of their mutualLunar overlord. He aims to integrate them into a functionalself-sustaining symbiosis within 10 years, teaching the FairFolk the value of harvesting Essence from peaceful coexistenceand consumption of social undesirables rather thangiving in to gluttonous feeding frenzies. From his humans, heexpects tolerance and patience assisted by forced intermarriageto create lasting ties and superior magical heritage forfuture generations. The plan seems to be on track, in spiteof detractors who call Endless Unagu “Fairy Farmer” andoccasionally accuse him of consorting with the enemies ofCreation—a charge the eel-totem Lunar has angrily contestedby citing the example and origin of the Mountain Folk. Asmuch as he might wish or boast otherwise, Endless Unagu’seloquent arguments had very little to do with his receivingpermission to continue his experiments. Rather, he canthank the unlikely consortium of savants and sorcerers whoswarmed to his defense out of fear that their own pet projectsmight come under scrutiny <strong>if</strong> the inquiry continued. Few ofthese supporters actually believe Endless Unagu will succeedin any way (or really want him to), but many publicly wishhim luck just to annoy their Faithful political rivals.THE GROTTO OF LIGHTWhen Queen k’Tula walks among her Solar peers, shewears the shape of a young woman who might be called fiercelybeaut<strong>if</strong>ul <strong>if</strong> not for the alien ind<strong>if</strong>ference of her golden eyes.The Twilight Caste elder detests the political expedienciesthat make the lie necessary almost as much as she deteststhe limitations of the face she once wore, but she correctlyrecognizes that most Lawgivers would not understand or appreciatethe mod<strong>if</strong>ications she has made to her flesh. Onlyin her own manse does she tear off the ruse and unchain herbody, uncoiling her limbs to infinitely dexterous tentaclesuntil only her caste mark shines unchanged upon a bulbouscephalopod <strong>br</strong>ow. Her submerged sanctuary lies at the bottomof a benthic chasm beneath the Northern ice. It is wellhidden and removed from the rest of the world in <strong>order</strong> todeter visitors and allow the Solar Queen to experiment onherself and the race of sapient Half-Caste octopi descendedfrom her couplings with her Lunar mate in his totem form.Queen k’Tula is not shy about her extreme transhumanistideology, though she has given up trying to convince theDeliberative that intrinsic mortal weakness is the anchorholding back Exalted evolution. Many Lawgivers simply assumeshe spends most of her time in her manse sulking at herunpopularity, when they bother to think of her at all. Thosewho question further lose interest when they look at her<strong>br</strong>eeding program, which appears little d<strong>if</strong>ferent from thoseof other savant-engineers and hardly gossip-worthy compared124


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE OCEAN FLOORGRAND EXPERIMENTSIS IT WORKING?Endless Unagu’s experiment is recklessly bold inits scope. He believes that sufficient social conditioningcan alter the fundamental nature of the raksha,changing them from predators to symbiotic protectorslike wolves changed to sheepdogs. The question embodiesthe timeless dilemma of nature versus nurture,and the answer remains deliberately unresolved forStorytellers to decide since the outcome might profoundlyaffect the Realm’s Fair Folk policy.Option 1: Success. Endless Unagu discovers thesocial formula that can tame raksha. If the formulacan be reliably duplicated, the Exalted might movetoward concentration-camp-style rehabilitation forconquered courts rather than wholesale execution,eventually creating a substantial buffer zone of“friendly” Wyld territories to ward off the horrorsof deeper chaos. A more modest success might helpSixth Season Reef achieve domestic tranquility, butin such a way that he cannot immediately duplicatethe results (perhaps necessitating further research).Option 2: Failure. Endless Unagu is doomed tofail. The Fair Folk are of one kind, reality another, andthere can be only enmity between them. The rakshamight play along, enjoying the novelty of doing so,but they will eventually get bored and revert back totype. Worst of all, they might be playing along simplyto delude Endless Unagu with false hope, perhapssetting him up to have his form and sanity unraveledby the Wyld at a later date.with other Solar fetishes. Such assumptions suit k’Tula justfine. Her spawn represent more than an unchecked peccadillorun awry, being rather a deliberate and calculating attemptto create a superior host for Solar Exaltation. Although shehasn’t quite reached a level of contempt to advocate humanextinction, she has carefully considered the ram<strong>if</strong>ications andsees some merit to a forced “restructuring” of Exaltation.In keeping with the parameters and goals of k’Tula’sexperiment, her spawn do not wield Essence without extensivethaumaturgical training, since integral Essence hasbeen proven to disrupt the Exaltation process. Furthermore,despite almost completely octopoid external morphology,the race incorporates vestigial internal elements of humanphysiology and spiritual structure to retain the potentialfor Solar Exaltation. From the outside, her children justappear to be octopi, albeit nearly human-sized telepathictool-using octopi.According to Queen k’Tula, her Lunar husband, Nakik,died in battle against the Fair Folk centuries ago. This storyis widely believed, though conspiracy theorists and gossipmongerspoint out that the fact that his Exaltation hasyet to appear in a new incarnation is an ominous sign. Thetruth of the matter, known only to k’Tula herself, is thatNakik volunteered to test one of her mutagenic experiments.Unfortunately, she lost control of the Wyld energies, andthe onslaught stripped away her husband’s caste and sanityas he experienced untold subjective centuries trapped insidea temporal vortex of Pure Chaos. He now remains a prisonerin the deepest levels of her manse, a massive inchoatekraken constantly struggling to escape his bondage. It wasa combination of grief and guilt that drove k’Tula to hertranshumanism, since both flow from her human nature asqualities she would gladly rise above. She has rationalizeda greater good for her children to play and forged herself inthe “perfection” of her husband’s totem, but her denial is anexquisite madness cultivated in response to the unbearableremorse she feels in the throes of her Limit Breaks. Althoughshe tells the world that her husband is dead and treats himas a monster, she continues to bear his young and holds asecret hope that she might be able to fix him one day. Shedoesn’t know what might happen <strong>if</strong> his unstable Exaltationreincarnates without being mended, but she fears officialinvestigation and reprisal <strong>if</strong> Nakik’s successor suffers hisunformed madness.Queen k’Tula’s children know nothing of her secrets, ofcourse. They sincerely believe they are the future hosts of theSolar Exalted. To this end, their savants and thaumaturgestirelessly pore over reports from Xur, hoping they might helptheir mother unlock the Exaltation formula and secure theireternal greatness. They do not hate humanity, but they seetheir predecessors as a species that curiously fails to recognizeits impending obsolescence, lacking even the savage dignityof the fading Dragon Kings.THE ARCH OF UNDREAMT ETERNITIESOn a barren island that has no location sits a tower withno windows, doors or fate. Within the tower’s one roomstands an arched gate of starmetal encrusted with emeralds.If its empty hinges once held twin doors, no trace remains ofthem, but it is just as likely that those doors will be forged inan Age that might come to pass, given the structure’s uniquerelationship outside time and fate. Only those outside fatecan find the island, and then only <strong>if</strong> they travel due west ofthe Element Pole of Water until five days after they doubttheir way and sincerely believe they must turn back. TheSidereal who first found it was walking outside fate at thetime, stalking a demon of ill portents who could sense thesubtle vi<strong>br</strong>ations of destiny. The demon ran across the wavesout into chaos, but Lady Zephyra pursued tirelessly behind,tracking the monster up the shore of the strange isle andthrough the riddle of its nonexistent tower to stand beforethe arch itself. Seeing this monolith, the demon rememberedthe dances of the gilmyne and mistakenly called the portalSaigoth. In expecting Saigoth, however, the limits of that125


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER FIVE: THE WESTmythology defined the limits of the demon’s understanding,so the creature died failing to comprehend the truenature of its discovery. Lady Zephyra proved wiser andrefused to name the nameless, accepting it for what it wasand opening her eyes to its transcendent reality. Throughits opening, she witnessed the dreams and nightmares ofmany futures. She returned to Yu-Shan forever sadder andwiser for her vision.Since its discovery centuries ago, the structure still bearsno name, though some Sidereals toss about the monikerArch of Undreamt Eternities as a title, hoping they willnot inadvertently limit their understanding to fit theirexpectations. Lady Zephyra thinks the title has alreadydiminished the art<strong>if</strong>act and staunchly refuses to call it byany ident<strong>if</strong>ying phrase, but her colleagues think she goes toofar in her caution. To say that the Sidereals understand thearch would be a gross overstatement. They barely understandits controls, let alone how or why it works. As best they candeduce, the arch leads travelers into possible futures untilgrowing discontinuities of Paradox return the travelers backto the moment they never truly left. The Sidereals keep themanse’s “existence” a tightly guarded secret, even from theSolar Exalted. The Five-Score Fellowship does not need aglimpse of the future to know how dangerous the art<strong>if</strong>actcould be in Solar hands. Merely attending one Cali<strong>br</strong>ation’sSaigoth Gate contest in Clepsys is sufficient.Game Effects: Sidereal manse 5 (likely metaphysicallylimited from N/A by its title). Drawbacks: Sacr<strong>if</strong>icedHearthstone 5, Fragility 1, Habitability 2, Maintenance 1 (toretain its full power, the arch must not be named). Powers:Divine Observatory (3; although lacking the traditional accoutrementsof an observatory, the tower similarly resonateswith fate and provides comparable benefits), Temple Manse(3; the Sidereals do not know who or what power made themanse, but all attempts to attune to it merely fray their patternsto no effect), Outside Fate (4), Wyld Revocation (4;the island cannot be found by any means except the outlinedritual; all other methods of divining its location or reaching itautomatically fail), Otherworld Gate (5). Traveling throughthe gate requires a d<strong>if</strong>ficulty 1 (Intelligence + Craft [Fate])roll that automatically fails <strong>if</strong> the traveler has no dots of thatCraft. The traveler may select one condition for the journeyper success, which may include an exact passage of time orsomething more exotic like, “What <strong>if</strong> the Solar Exalted allperished?” If the roll succeeds, the traveler appears in thefuture at the convergence of time and space that best meetsthe criteria for the journey (or a random event constructedby the Storyteller in the case of vague or indeterminableconditions). The traveler experiences the world exactly as<strong>if</strong> he had teleported to that point, but the timeline exists foronly five days from the point of entry. After that, the travelerfinds himself having walked through the arch without126


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1GRAND EXPERIMENTSDEFIANT ISLANDSany apparent effect, but with disorienting memories of theexperience that drain all Willpower points. The intelligenceor metaphysical process governing the journey prevents itfrom meaningfully counting toward training time for anytrait. Furthermore, the prognostication cannot guess theactions of entities outside fate except to the degree thoseactions are assumed using activation successes, so any possiblefutures experienced within a vision deviate substantiallyfrom timelines in which such entities do anything important.Multiple travelers can experience the same vision, providedthey all enter at the same point using the lowest number ofactivation successes and apply those successes to the sameconditions. Storytellers should remember that the arch onlyexplores possibilities. Anyone who treats a prescient visionas an unalterable truth does so at his own peril.DEFIANT ISLANDSIn the period of heavy colonization during the earlyRealm, the Exalted met with little resistance. They were,after all, the heroes and liberators of humanity from thetyranny of the Primordials and the ultimate weapons of thegods armed with the Mandate of Heaven to rule the world.Setting aside issues of heresy, no mortal nation could standagainst a modest strike force of the Chosen, let alone theDeliberative Navy. Yet some dared anyway. Methods andreasons varied. Some islands put forward token protest, offeringunconditional surrender <strong>if</strong> a Deliberative championcould defeat their own hero, preserving a shred of culturaldignity despite the certainty of defeat. The Chosen wiselyaccepted these duels, though on a few occasions the <strong>br</strong>averyand heroism of the native champion led to his or her ownExaltation and a much more d<strong>if</strong>ficult fight than anyone expected.In some cases, they arrived to find a local CelestialExalt already ruling the people, which led to more delicateand gentle negotiations. Other nations took a fiercer stand,either resigning themselves to annihilation rather than theignominy of assimilation or vainly imagining they couldtriumph. The Chosen showed little mercy to these peoples,but prudently left enough survivors to spread the stories ofthe battles as unwitting heralds. In this way, legends of theExalted preceded them and reduced further defiance, acceleratingthe pace of conquest.HEARTWIND ISLEDuring the Primordial War, most of humanity unitedunder the banner of the Exalted to overthrow their masters.They had so little that any destiny seemed preferableto continued suffering under the capricious cataclysms oftheir makers. Yet, there were humans who sided with thePrimordials—some out of fear, some out of pious respect forthe established hierarchy and some because they enjoyed abetter standard of living than their <strong>br</strong>ethren as favored petsof a particular Primordial. Those whom the Exalted couldnot convert to their cause, they massacred as enemies of thegods and traitors to humanity, continuing the slaughter whenthey encountered lingering Primordial supporters followingthe War. Heartwind Isle offered something of a special caseamong nations blessed by the world’s creators, however, sincethe inhabitants enjoyed the patronage of Gaia.Historians do not accurately record how the island cameby this favor, though mosaics on the island seem to depicta tribe warning Gaia of a raksha plot to murder her with aweapon shaped from the shadows of her own nightmares.The depictions get more abstract after that point, but suggestthat the Elemental Dragon of Water rose from the waves anddevoured the assassins, dragging the weapon into the deepestcrevasses of the ocean. In reward, Gaia birthed HeartwindIsle, a paradise of malleable l<strong>if</strong>e that would care for the tribe’sdescendents for all time.Regardless of the truth in this legend, when the Exaltedships beached on Heartwind Isle, they found a tribe unswervinglyloyal to Gaia with biotechnology more advanced thananything early genesis labs elsewhere could produce. Assertionsof common cause and alliance with Gaia could notpersuade the nation to join the Deliberative, which evendismissed the Dragon-Blooded as impure recipients of Gaia’sgrace. Entreaties grudgingly turned to veiled threats, as theExalted coveted the Heartwind biotech and would not bedenied. Negotiations dragged on for years, as the Chosencouldn’t be sure how much favor the islanders actually heldwith Gaia or what the Primordial might do in retaliation <strong>if</strong>they tried to take the land by force. In the end, avarice wonover caution and the objections of Terrestrial subordinates,especially after other nations began looking to Heartwindas an underdog inspiration to their own resistance. Citingthe Mandate of Heaven, the Deliberative declared war onHeartwind by launching the first thousand-forged dragon.Unfortunately, the weapon proved too effective and exterminatedmost of the island’s ecosystem along with itsinhabitants. Realm forces scavenged what they could andsterilized the island to prevent samples from making theirway into the arsenals of rogue states, and the island remains ablasted wasteland to this day. The island’s only known legacyis the cry of “Remember Heartwind!” on the lips of Westerndissidents, a battle cry Lintha terrorists have gleefully spreadas part of their anti-Exalted propaganda.THE INDIGO CHAINBefore the Exalted pushed back the b<strong>order</strong>s of theworld, the Indigo Chain stood at the edge of the Wyld morethan 1,000 miles west of Okeanos, wracked by seasonalchaos typhoons that seeded the islands with all mannerof barely plausible and extremely dangerous organisms.The archipelago had no sapient inhabitants until a raggedflotilla of rafts arrived on the beaches. Less than a hundredpeople arrived, out of more than five times that number whohad set out on the voyage. They had all been condemnedcriminals awaiting sacr<strong>if</strong>ice in a Dragon King prison islandwest of Okeanos but had murdered their jailers and stayedjust ahead of pursuit until the Mosok turned back rather127


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER FIVE: THE WESTREMEMBER HEARTWIND!When negotiations with the Deliberative beganto <strong>br</strong>eak down, the Genesis Lords of Heartwindbegan work on a contingency plan. They knew theycould not hope to repel an Exalted invasion, butthey could at least make sure that some part of theirculture survived. To this end, they engineered twoorganisms without the knowledge of their chieftains,hoping strictest secrecy would buy them time to finishbefore war <strong>br</strong>oke out. The first, a synthetic behemothwhale, carried a comprehensive biotemplate recordof Heartwind technology within its own Shapingresistantimmortal physiology. They set this whaleloose into the Wyld, hoping one day to retrieve itand rebuild <strong>if</strong> the worst came to pass. It has not beenseen since.The second organism was far more insidious, ahuman-only plague imprinted with the neurologicalpersonality matrices of the Genesis Lords themselves.This disease has Virulence 6, Untreated Morbidity 6,Treated Morbidity 6, D<strong>if</strong>ficulty to Treat 5 and is spreadby physical contact with infected hosts or their preservedtissue. Victims infected by the disease show nooutward symptoms, and the dormant disease cannotbe detected even through magical diagnosis without asuccessful d<strong>if</strong>ficulty 10 (Perception + Medicine) roll.Only several dozen strains may be active at a time,one per Genesis Lord, at which point the disease stillshows no symptoms but can be detected normally.Active strains do not harm their host body. Insteadeach month of active infection confers one dot ineach of the following traits as a Training effect untilall have a rating of 6 dots: all Mental Attributes, Craft(Genesis), Lore, Medicine and Occult. When all traitsreach their maximum level, the victim’s Motivationchanges to “Avenge and restore Heartwind” as thepersonality of a spec<strong>if</strong>ic Genesis Lord overrides hisown mind. The new incarnation magically rememberseverything from its original l<strong>if</strong>e, all successive livesas an imprinted copy and the host’s l<strong>if</strong>e. Hosts curedof the possession lose all conferred traits, regainingany experience points paid to acquire them. Uponthe death of the host or being cured, the GenesisLord activates a random dormant strain infecting anon-Exalted host to continue the line. Since theydo not control where they will emerge or what formthey will take, Genesis Lords have developed a setof codes by which they can ident<strong>if</strong>y each other andcoordinate their subtle, long-term insurgency.than follow them near the Wyld. The refugees and theirdescendents labored to tame the island and eventually did.The Indigo Chain barely noticed the Primordial War; noone Exalted among them, nor did any of the battles comenear the small chain. Therefore, when the Deliberativecolonialists arrived, the natives greeted them warily. Theyhad heard tales of the oil-tongued Glowing Men from theFair Folk and the neighbors they bartered with, and theywere not interested in becoming another vassal state. Fortunatelyfor them, the Lunar in charge of the negotiationsfound their pride commendable and chose to scatter thepopulace through forced relocation to other parts of theRealm and Threshold rather than exterminate them, whichwas considered an extremely unorthodox strategy at the time.The success of the Indigo Chain assimilation prompted achange in Deliberative policy. Thereafter extermination wasreserved for the most aggressively recalcitrant nations. Theonly real casualty of the forced diaspora was the distinctiveindigo dye for which the islands received their name. Thenatives never revealed the formula to their conquerors, norcould alchemists duplicate it.Today, the Indigo Chain is a productive prefecture of theRealm inhabited entirely by colonists. Its economy centerson building one of the critical engine components used inWyld<strong>br</strong>eaker-class vessels, with more than half the populaceemployed at the factory-cathedral on the largest island. Othercolonists fish the sea for food and provide auxiliary servicesto the factory workers, including restaurants, whorehousesand other essentials. The Dragon-Blooded forewoman at thefactory files reports with her Solar Prince on the Blessed Isleby means of I AM, but receives loose autonomy as long asshe meets production quotas.THE INDEPENDENT PROTECTORATEOF VAJKAIMALWhen an island offers symbolic resistance to the Exaltedby a challenge of single combat, the general assumptionis that the Realm hero will triumph. The Chosen knowthis. The islanders know this. If the fight eases local prideand smoothes the transition without committing militaryresources, the Realm can afford to be magnanimous. Sometimes,however, plans backfire. Vajkaimal is a single atoll900 miles north of the Coral Archipelago whose mostlydormant volcano warms the lagoon enough to make theisland surprisingly temperate despite the freezing fog aroundit. The mineral-rich lagoon grows organic crystals suitablefor data imprinting, making the land surprisingly valuabledespite its size and remote location, which is one ofmany reasons the Deliberative sent a delegate to absorb itspopulace. In the middle of the resulting duel, the local heroTerrakun received Exaltation as a Lunar and promptly bitthe head off his astonished Solar opponent. By the termsof the duel, the Deliberative had to leave the island aloneand honor its sovereignty. While military force could havecertainly prevailed over the turtle-totem No Moon, reneging128


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1DEFIANT ISLANDSTHE LINTHAwould have set a very dangerous precedent for further duelnegotiations and required far more resources later, so theDeliberative <strong>order</strong>ed the team to withdraw. In the centuriessince, Terrakun has opened friendly trade relations with theDeliberative, exporting crystals in exchange for all mannerof civilized amenities. Most people don’t even realize theisland isn’t a Realm prefecture, since it is virtually indistinguishablefrom one at this point. The natives cele<strong>br</strong>ate theirchieftain’s victory every year with a feast day, but otherwisedo not draw attention to the fact at his insistence. (He is wiseenough not to antagonize his neighbors.) While the SilverPact is too circumspect to show overt favor to Terrakun, thecircumstances of his Exaltation remain a private folk-herotale among the Stewards. Besides earning Terrakun a smallcult of his peers, this status has helped him access tutors andmentors so that he could keep pace with the expectationsof his age and experience.THE LINTHAWhen the Primordials created the Dragon Kings tooversee the Threshold and tame its savagery beneath thehierarchy of the gods, three of the <strong>br</strong>eeds spread to the edgesof Creation and claimed unmatched hegemony over theother Primordial-spawned races. Until the rise of Okeanos,however, the crocodilian Mosok in the West found themselvesblocked at every turn by the awesome naval mightof Kimbery’s God-Blooded children. Jealously loyal totheir Great Mother with almost monotheistic fanaticism,the Lintha rejected the notion that they should <strong>br</strong>oadentheir pantheon to a larger Celestial hierarchy. Instead, theyturned their behemoth cousins and automaton soldiersagainst the invading Mosok in a bloody centuries-longfeud that culminated in uneasy stalemate when both sidestired of the conflict.Insular as they were, the Lintha barely noticed humanityat first, except to visit terrible wrath on migratory raft fleetsthat unknowingly trespassed into their ancestral waters.Later generations of Lintha discovered a taste for humanflesh, though the meat always remained a delicacy since theonly way to obtain captives was by raiding Mosok-controlledterritories or <strong>br</strong>ibing corrupt Dragon King officials to lookthe other way. Then the Exalted came.The Western Theater of the Primordial War was probablythe most spectacular, <strong>if</strong> only for the sheer size of thebehemoths and other monstrosities fielded by the architectsof Creation against the navies of the Chosen. By comparison,battles between Exalted and Lintha ships seemed almostmundane, <strong>if</strong> such a term could be applied to clashes betweennavies that covered more of the sea than many actual islandformations of the time. Exalted admirals grimly expectedthe Lintha campaign to stretch on for several hundred moreyears after most hostilities ceased, but Kimbery’s surrenderhad the side effect of imploding every level of the Linthatechnological infrastructure, which had relied on reformattingtheir mother’s component souls. The bloody conquestturned to a bloodier rout, and within a year, the <strong>br</strong>okenvestiges of the Lintha no longer presented a credible militarythreat to the Realm.In the time since their near genocide, the Lintha havereplenished some of their numbers, though virtually noneof their glory. In an ironic twist of fortune, the remnantshave turned to their former food for <strong>br</strong>eeding stock, sullyingKimbery’s legacy with the blood of their own conquerors.Although they cannot hope to attack the Exalted directly orchallenge naval convoys, any vessel foolish enough to travelalone through Southern seas risks being attacked by marauders.Subtler Lintha act terrorists throughout the West, helpingto organize and outfit rebellions and civil unrest throughoutthe region for the sheer malicious joy of draining Deliberativeresources and encouraging the Exalted to crack down harderon their vassals. Although many of these terrorists have solittle Primordial blood that they might as well be fully mortal,more powerful members of the Lintha have developedclever ways to hide their nature, such as veils of fathomlesswickedness. Both the Exalted and Lintha consider the counterinsurgencycampaign known as the Lintha Suppression of3405 as a major victory, with the Exalted having successfullywiped out hundreds of Lintha-backed infernal terrorist cells atthe cost of many thousands of civilian casualties. Modern-dayExalts aren’t sure whether the suppression was as successfulas it seems or whether the Lintha are simply lying low untilthey can plan their next move. History, however, suggeststhe latter is far more likely.T’FOOR NAThe behemoth atoll of Lintha Ng Oroo once surpassedOkeanos in size and grandeur, unsurprising given thatKimbery spawned it to challenge the Blessed Isle and as asanctuary where she could dwell apart from the ocean as alagoon. Encircled by the em<strong>br</strong>ace of her daughter and dottedwith the islands of the continent’s sacred capital, T’foorNa, the black sea of the Primordial spawned every possiblewonder the Lintha could ever want to enrich their glory.Had the atoll grown unchallenged, it might eventually havefulfilled its mother’s hopes, tilting the symmetry of Creationtoward a new omphalos. The Primordial War ended theseaspirations and destroyed the continent, however, leavingonly a fragmentary seed of the immortal behemoth todr<strong>if</strong>t away and regenerate in sargasso seas to the east. Thecreature’s corpse <strong>br</strong>oke apart into fragments littering theocean floor, her poisoned coral flesh mutating all the beaststhat ate of it into monsters loyal to the Lintha cause. Theselesser behemoths have intermittently plagued the Exaltedthroughout the Age of Splendor, though far less frequentlysince the Suppression of 3405. Lintha terrorists occasionallygrind fragments of their former homeland to powderand introduce them into a settlement’s water supply as abiological weapon, especially since the standard DeliberativeArmy response to such an out<strong>br</strong>eak is to exterminatethe victims and sterilize the area.129


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER FIVE: THE WESTVEIL OF FATHOMLESS WICKEDNESS (ARTIFACT ••)Created by the Lintha to help them move unnoticed through Exalted-controlled lands, these infernal art<strong>if</strong>actstake many forms from literal veils and masks to more innocuous jewelry items such as rings and pendants. Anycreature of darkness donning such an item maytainted Essence that defines the bearer as aspend one Willpower point (or three uncom-creature of darkness is actually suppressed, thatmitted motes) to power it for a day, therebylabel does not apply for the duration, and thecloaking her unholy nature. For the durationveil can’t becontested by effects that pierceof the enchantment, the character has Essenceillusions (although perfect truth effects such1, no Essence pool and no access s to Essence-as Eye ofthe Unconquered Sun are notfueled powers. Her body also changes anydeceived). If the bearer travels more than aextremely minor cosmetic features such asyard fromthe veil or voluntarily terminatesskin tone to fit within human norms andits power, the enchantment collapses andappears completely mortal to all l knownthe art<strong>if</strong>act cannot be reactivated for theforms of Essence detection. Since therest of the day.Of the original continental mass of Lintha Ng Oroo, onlyhalf-sunken T’foor Na remains, so choked with Kimbery’scurses and sorcerous hate that even the victorious Exaltedthought it wiser to leave the empty city alone than wasteresources dismantling its rotting foundations. Nowadays,the former capital is a wasteland of blasphemies that foulsthe waters around its organic spires, a haven for Lintha andother infernalists who wish to pay homage to the captivePrimordials. Admiral Leviathan keeps a strike force underhis command in the vicinity of the islands, using the cityas a lure to attract and annihilate the infernal pilgrims enmasse. Nonetheless, they continue to come from every cornerof Creation no matter how many bodies the Exalted leaveimpaled on the beaches or shattered hulls they send to themerciless depths. The admiral has to rotate crews for the strikeforce each season to maintain morale. The ruins of T’foorNa are located to the far west of An-Teng near the b<strong>order</strong>sof the Wyld, as the continent of Lintha Ng Oroo originallydwelled beyond the b<strong>order</strong> of Creation in a pocket of stablereality sustained by her Great Mother.BLUEHAVENAlthough she is but a mere scrap of her former continentalglory, Lintha Ng Oroo remains one of the largest behemothsstill living in Creation and one of the most persistent adversariesof the Exalted. Her current form is that of a lush tropicalisland roughly 30 miles across, with innumerable flexiblesargassum tendrils more than 100 miles long spread aroundher like the tentacles of a jellyfish. This body, however, ismerely a shell suffused with her immortal spiritual Essence,much like her distant cousin Mother Bog in the East. TheLintha who dwell upon her call this daughter of Kimbery—together with the many derelicts snared in her tendrils as alabyrinth of planks and decks—Bluehaven. (The name is areference to the cerulean hue of her seaweed and an homageto the literal translation of T’foor Na, the Blue City that wasonce the continent’s heart.)Lintha Ng Oroo retains her original purpose of endlessgrowth, but has enough sense to take a long-term approachto this goal in light of her diminished state. Moreover, shealso recognizes that she reflects her mother’s imprisonment.What was once divine has became infernal, twistedaway from its original alien aesthetic toward a more hatefuland monstrous existence. The beings she now spawnsupon her shores are fundamentally unclean, as fallen fromthe wonders of old as the degenerate mixed-blood Linthacompared with their ancestral grace. Try as she might towork around this curse and be what she was made to be,Lintha Ng Oroo cannot escape the envenomed pain andrage of her mother. Her efforts to keep this savage evil inabeyance consume much of her attention, so that she speaksto the Lintha from her cavern mouth only when she hassomething important to say or when they invoke her withdesperate prayers.As an island city, Bluehaven is fairly primitive by modernstandards or those of the ancient Lintha, with buildings hewn130


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE LINTHAHORRORS OF THE SHATTERED REEFAny mortal animal that eats a piece of Lintha Ng Oroo absorbs some of the behemoth’s Essence, shaping itsbody over the course of hours into a nightmarish expression of Kimbery’s hate. This transformation is not dissimilarto the changes wrought by extreme exposure to the Wyld and should be modeled by stacking mutations onto a baseanimal template. Newly infected creatures immediately gain the required negative mutations of their state and gainone mutation point per hour until they have all required positive mutations listed here. These mutants are sterile andtied to Kimbery’s Essence rather than the Wyld. They must return to the tainted waters near T’foor Na or Lintha NgOroo or lair in any of the thousands of hidden grottos in the ocean floor where the Sea That Marched Against theFlame once swam before the War. Eating fragments of Lintha Ng Oroo cannot change Essence users, but they reactto the coral as they would to Yozi venom (see Exalted, p. 131).Initial Mutations: Kin Sense (1; recognizes beings descended from Kimbery), Infernal Assimilation (2; as WyldAssimilation; likewise protects against Wyld exposure, but instills dual Motivation of “Obey the Lintha” and “AvengeKimbery” as overriding goals), Creature of Darkness (-4), Ongoing Mutation (-4; use the required list to guide worseningchanges, followed by the suggested list when these have all been acquired)Required Mutations: Night Vision (1), Water Adaptation (1), Fanged Beak (1; as Fangs), Gills (2; No Atrophy),Tentacles (4; eight tentacles), Diet (-1; human flesh or body fluids), Hungry (-1), Ugly (-1)Suggested Mutations: Air Adaptation (1), Chameleon (2), Fanged Beak (2; as Tusks), Frog Tongue (2), ImpossibleJoints (2), Inexhaustible (2), Toxin (2), Armored Hide (4), Barbed Suckers (4; as Quills), Enlightened Essence(4; often gains a number of demon Charms, including Measure the Wind and Principle of Motion), Gripping Suckers(4; as Wall Walking), Dragon’s Breath (6; caustic ichor), Gargantuan (6), Immortal Flesh (6; this mutation developsin these monsters only after about a decade of steady transformation)New Mutations:Kin Sense (Pox): The mutant can supernaturally recognize any being in range of her normal senses to whom sheis related and can gauge the overall strength of that blood tie.Ongoing Mutation (Deformity): The mutant is infected with a form of mutagenic cancer and continues to changeeven in the absence of Wyld exposure (or other origin). The character’s player chooses a new mutation, whichtakes a number of weeks equal to its mutation point cost to appear. Then the process repeats. Although the playerchooses new mutations (with Storyteller approval), the character is not at all in charge of the process and has noidea what to expect.Gargantuan (Abomination): The mutant is four times the average size for its species, gaining +4 Strength andStamina as well as the following extra health levels: -0x2, -1x4, -2x4. This mutation may be taken multiple timesto stack bonuses and proportionally increase the size factor to these bonuses, although such creatures almost alwayssuffer equally prodigious negative mutations appropriate to their bulk.Immortal Flesh (Abomination): Whenever the mutant dies, unless he is killed by magic that can permanently slayspirits or his entire body is destroyed (such as by immersion in an acid bath), he eventually regenerates from the largestremaining fragment of his tissue. This process takes (6 – Stamina) years, to a minimum of one month, and may bedelayed by re-killing the regenerating body. If the character died of old age, the body regenerates back to its prime.Otherwise, it remains the age it was when it died. Apart from Lunar chimera, Exalted cannot have this mutation; theChosen may attain immortality only by their own power.of timber rather than grown whole with sorcery or shapedout of embodied Primordial souls. Despite this outwardprimitivism, the Lintha enjoy a standard of living rivalingmany Exalted, with effectively unlimited food and naturalresources supplied by Lintha Ng Oroo and myriad species ofFirst Circle demons descended from Kimbery serving as petsand slaves out of loyalty and kinship rather than sorcerousbinding. Although only those of actual Lintha blood may setfoot upon the island, purely human allies who swear fealty tothem (including many talented infernalists recruited through-out the Threshold) live in sizeable numbers on the art<strong>if</strong>icialreefs of vessels tangled in the sargassum. The outermost ofthese districts are little more than slums and slave pens r<strong>if</strong>ewith pestilence and the occasional hungry demon, but theinner ring settlements are virtually indistinguishable from theisland in luxury except for the art<strong>if</strong>icial composition of theterrain. Mortals from the inner rings wear distinctive facialpiercing to denote they are not permitted on the island proper,while those of lesser station lack them (on the grounds thatthey won’t even be in a position to trespass).131


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER FIVE: THE WESTMotivation: Grow bigger than the Blessed IsleAttributes: Strength 50, Dexterity 5, Stamina 50; Charisma 5,Manipulation 5, Appearance 5; Perception 6, Intelligence 6,Wits 6Virtues: Compassion 2, Conviction 4, Temperance 4,Valor 3Abilities: Athletics 5, Awareness 6, Bureaucracy 5 (PrimordialLaw +3), Integrity 6, Investigation 3, Lore 6 (Lintha +3),Martial Arts 5, Occult 6 (Kimbery +3), Performance 5 (Descendentsof Kimbery +3), Presence 3, Sail 6 (Herself +3),Socialize (Ancient Lintha +3), Survival 5 (Tracking +3),War 6 (Primordial Forces +1, Piracy +2)Backgrounds: Allies (Lintha) 5, Cult (Lintha and Infernalists)5, Influence 4, Mentor (Kimbery) 5, Resources N/A (cancreate virtually limitless bounty upon herself)Essence Powers:Cartographer-Rebuking Geography—Lintha Ng Oroo existsoutside fate, her purpose imbued with the incomprehensibleinfinitude of her mother. Moreover, any attempt to locateor track her current location by any means adds +10 to thed<strong>if</strong>ficulty, contesting magical efforts with a dice pool equalto her (Willpower + Essence) and +10 successes. Individualsdescended from Kimbery may ignore this effect as long asthey have an Intimacy of loyalty toward their Great Mother.Forcing a Lintha navigator to betray the current location ofthe island disrupts the Intimacy and invokes this power.Great Mother’s Brood—The behemoth may summon a FirstCircle demon descended from Kimbery (such as eristrufa) byspending 20 motes as a diceless miscellaneous action. Thesedemons obey her loyally without any need for binding. Shecan only use this power at night and may no longer summonSecond Circle components of her mother as in prehistory,since doing so would be a violation of Kimbery’s oath.Horrors of Infinite Paradise—Lintha Ng Oroo can alter herphysical body as <strong>if</strong> using Wyld-Shaping Technique as <strong>if</strong> shewere a region of Pure Chaos (see Exalted, p. 216), but shemay create only land, wealth or animals (such as people, butnon-sentient beings only). Things she creates are fully realbut twisted by Kimbery’s imprisonment and thus creaturesof darkness or infernal objects. She may also mutate beingson her surface as a blessing or curse as per the rules for WyldCauldron Technology, though they must stay on her for theentire period of shaping.Infernal Wellspring—The behemoth retains a conduit to hermother’s Essence, allowing her and anyone descended fromKimbery who stands upon her to regain 20 motes per hour.Oroo Speaks—The rumbling words that issue from Lintha NgOroo’s cavern mouth speak directly to the blood of Kimbery.Those descended from the Great Mother understand thebehemoth regardless of what languages they know. Othershear only cacophonous gibberish whose disturbing inflectionsdemand that interlopers leave the island unless they spendone Willpower point per scene to stave off the unnaturalmental influence.Slipstream Whirlpool Escape—Where Kimbery swam, currentsof dark Essence still flow in patterns hidden from the sightof the world. By descending into one of these currents andspending 100 motes, Lintha Ng Oroo can vanish in a greatwhirlpool and rise out of the waves anywhere else in theWestern Ocean, taking her inhabitants with her. Althoughthis power was once effortless, its ease has diluted with theblood of the Lintha. Currently, the behemoth remains in astate of helpless quiescence for a month following each teleportation.It is by means of this power that the Lintha haveevaded destruction by Exalted forces time and again.Terrestrial Circle Sorcery—Lintha Ng Oroo is an accomplishedsorcerer with a vast repertoire of spells, many of which incorporatethe magical rituals of the ancient Lintha with effectsunknown to the Exalted.Join Battle: 12Attacks:Sargasso Tentacles: Speed 7, Accuracy 30 (By simultaneouslygrappling with thousands of tendrils, the behemoth may simultaneouslyapply this clinch attack to any number of targets onthe island or in waters within 30 miles of her. Clinched vesselsuse their piloting roll to win control of the grapple and <strong>br</strong>eakthe hold.), Damage 60B piercing, Parry DV —, Rate 1Soak: 50L (immune to bashing damage and attacks that donot use an art<strong>if</strong>act weapon, Charm or some other magic)Health Levels: -0x100/-1x200/-2x300/-4x400/I/Quiescent(Like many of its cousins, this behemoth cannot truly dieunless a unique conjunction of unlikely circumstances occursas selected by the Storyteller. It recovers from any lesserdemise after a century of torpor and heals as an Exalt.)Dodge DV: None Willpower: 7Essence: 8 Essence Pool: 800Other Notes: As much a geographic feature as entity, LinthaNg Oroo is immune to disease, poison and any other negativeeffects associated with conventional biology. She can bewounded, but her death is a doom not of this world, so shescorns death by this world’s hands. She was once entirely immuneto the Wyld, but that immunity fades with the waningpurity of the Lintha race. She dares not travel beyond theB<strong>order</strong>marches anymore for fear of what she might become.Although traveling the hidden currents of Kimbery is herfastest mode of travel, Lintha Ng Oroo can also swim at aspeed of 24/50mph.132


133<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER SIXTHE NORTHMost people in Creation regard the people of the Northas the least civilized. The Realm absorbed it second-to-last,and it remains today the least thoroughly civilized direction.Histories of the North record timelines of wars un<strong>br</strong>oken bycease fires, parleys or truces. Blood and sweat <strong>br</strong>ought civilizedbehavior to the North, not treaty or marriage ties or peaceableunion. Mortals elsewhere who are aware of this history speakof the North in terms of crudeness or barbarism.Yet reflection <strong>br</strong>ings an awareness of the truth. Morethan 1,000 years have passed since Solar warstriders battledhere for supremacy. Since then, the Sun’s Chosen have builtcities and roads, aqueducts and manses. Today, the land is assettled as it might ever be. While they haven’t penetratedeverywhere, civilization’s benefits have made sufficient inroadsthat eight out of every 10 people are literate and l<strong>if</strong>eexpectancy for mortals averages seven decades. Even thehonor-killings so common in hologlyph dramas and playsare almost extinct.WITHIN THE REALMThe North’s glittering cities stand in direct contrast tothe <strong>br</strong>oad plains, rolling hills and glacier-covered mountainsof the nearby countryside. Anyone who can do so acquires atravel permit or residency papers and moves from the backcountryto a great city, or at least to one of the intermediateurban way stations to be found between the <strong>br</strong>ight centers.Few willingly remain in fragile and frozen hinterlands wherebitter winds howl constantly.Even so, not everyone gains—or even seeks—permissionto dwell in the North’s shining towers. There are betterplaces to learn martial arts, sorcery and thaumaturgy than agreat city. Also, Exalts and mortals sometimes choose to testthemselves against unforgiving wilderness. Finally, Creation’senemies rarely attack the North’s power centers. They appearon the fringes, where their power can grow before the strike.Therefore, even this most sparsely populated of directionsremains inhabited.Northern populations are concentrated. Towns andcities tend to be small and centered, conserving buildingmaterial and heat. Surrounded by Essence-powered weathershields, some Northern communities have orange trees andhibiscus bushes blooming even in the middle of snowstorms.Rural production complexes arrange tightly planted buildingsaround glassed-in atria and corridors. Towns lacking Essenceengines build with underground arcades or courtyards glassedinagainst bad weather. Living out of doors is an uncommonexperience for most Northerners.At least some do go outside into blizzards blowing fromthe Elemental Pole of Air, however. The North possesses anear monopoly on wilderness tourism, with a series of reserves134


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1WITHIN THE REALMORCHARD ISLES PROVINCEdesigned to appeal to adventurous mortal and jaded Exalt alike.Hunting, hang gliding, skiing, snowshoeing, ice boating andeven glacier climbing form the core of challenging vacationsin the North. People travel here from all over Creation toenjoy the perception—<strong>if</strong> not always the reality—of risk.ORCHARD ISLES PROVINCESeven provinces obey the Deliberative and the Realm’slaws. The first of these, the Orchard Isles Province, consistsof quartet of islands jutting into the Western Ocean. Eachisle, named for its most prominent fruit crop—Apple, Berries,Pear and Plum—is a principality assigned to a minor Solar asa proving ground and experimental test-bed. While all fourfruits are grown on every island, each island is most famousfor a spec<strong>if</strong>ic product. Orchard men vie with one another toproduce new hy<strong>br</strong>ids, and festivals and fairs cele<strong>br</strong>ate d<strong>if</strong>ferentvarieties. Amethyst plums are recent cultivars, being sweetto the tongue and translucent to light.Subject to storms rolling in from the Western Ocean,the Orchard Isles are rainy and little visited by Exalts, thoughthey welcome the income at tax time. The isolation doesattract a few who wish to work on private projects far frompublic scrutiny, though. Laboratories dedicated to biologicalexperimentation and <strong>br</strong>eeding farms manipulating mortalforms are not uncommon.Many of the manses of the Orchard Isles are enclosedgardens or greenhouses for exotic vegetables, or orchards of unusualfruit. Some are hothouses for forcing the growth of specialorchids, while others are incubators for outlandish pets.PRINCIPALITIES OF THE ISLESApple Isle is the ignored middle child of the Orchards.Ordered to produce cider, it churns out hundreds of tons oflow-quality swill. Commanded to produce apples, it shipsthousands of barrels of mealy, tasteless apples to all of Creation.A few orchards produce high-quality product, but they are theexception, rather than the rule. Manufactories once famed forlenses and navigational instruments now produce mediumqualitymass-produced weapons, available at Resources ••.The Isle of Berries is barely large enough to count asa principality. The Celestial Housing Authority records itas having only two known manses, in fact. The flat isle isgiven over to scrabbled fields of low-lying plants, and fewof its trees grow taller than 20 feet high. The Deliberativemaintains a school on the Isle for mortals. Respected graduatesof the School of Twining Ivy usually become bureaucratsin Northern territories.Pear Isle, the largest and most developed of the OrchardIsles, is a matured pleasure ground for Exalts and mortals.Amid elegant orchards stand palaces for members of theSolar Deliberative, moon-viewing pavilions for Lunar Exaltsand gaming grounds for the Dragon-Blooded. Many Exaltsmaintain “experimental farms” here, where they can engagein special <strong>br</strong>eeding programs, or simply play farmer for a fewweeks between expeditions or adventures.THE NORTHERN CALENDARDespite its harsh winters and d<strong>if</strong>ficult springs, theNorth still expects four major harvests each year fromits RPCs. The first crops are wheat, hay and beans,harvested late in Descending Wood and continuingto Ascending Fire. In Resplendent Fire, agronomists<strong>br</strong>ing in cotton and flax. Descending Fire sees harvestsof millet, rice, hops, oats and tea. No harvest is madeduring Cali<strong>br</strong>ation, except for fruits <strong>br</strong>ewed into winesand <strong>br</strong>andies for sacr<strong>if</strong>icial offerings. Ascending Air<strong>br</strong>ings grapes, apples, pears and plums.Northern RPCs also raise animals. White Riverfisheries produce salmon, trout, abalone, freshwatermussels, scallops and perch. People in alpine meadowsraise sheep and goats, while Northeastern plains folkraise herds of dairy mammoths for cheese and wool.Cattle and yeddim are rarities, but tame silk-spiderherds quartered near Opal Spire produce 5,000 yardsof high-quality arrow-resistant cloth a year.The six months of Air and Water are cold, butusually refreshingly so, with only Ascending Waterbeing <strong>br</strong>utal. This tends to be the tourist season. Skiing,ice skating, snowshoeing and sleighing are popularactivities, with many resorts built near geomanticallyenhanced hot springs and art<strong>if</strong>icially warmed lakes. Latein Water comes hang gliding and long-distance soaring.The 1,200-mile aerial obstacle course Tzatli Racebegins on the midday of Descending Water. AscendingEarth marks the resumption of planting. At the sametime, herds usually leave lowland shelter and move upto high pastures early in Resplendent Earth.Plum Isle is of middling size, and the best managed principalityof the Isles. Low-lying and fertile, it is well tended,with prosperous, peaceful towns. In addition to its famo<strong>usp</strong>lums, the Isle produces furniture, game pieces, paper andpottery of luxury quality, requiring Resources ••• to buy.VARAJTULVarajtul is the capital of Pear Isle Prefecture, and thelargest city in the Orchard Isles. Two days north of Gateway37 into Yu-Shan, it sits on the flanks of a mountain overlookinga narrow fjord of dark blue, cold water. Its <strong>br</strong>ightlycolored stone and plaster houses have yellow or orange walls,and most have roofs of purple slate. Among the houses,dogwoods and cider-apple trees create oases of comfort inthe city center.Of all Northern cities, Varajtul is most livable. Rampsand steps connect shopping plazas. Glassed-in courtyardsdefine the centers of public buildings. Wrought-iron balconies135


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER SIX: THE NORTHoverhang narrow streets. People dress in <strong>br</strong>ight colors. A corniche of luxury shops andteahouses faces the harbor, whichis large enough to accommodate both the yachts ofthe Exalted and the cargo ships that call here. A second harbor in the next fjord sup-ports mortal pleasure sailing.Varajtul founder and master,the Solar linguist Speaker of Beneficence, built thecity as a refuge from the cares of the Exalted. As a result, all Essence-powered devicesare subtly worked into theurban framework rather than ostentatiously on display. Twomanses, one by the harbor (•••)••) and another on the mountain (••••) above the city,power streetlamps, fountains and private water supplies and the net of I AM terminals.Yet Varajtul does not erect any barriers stronger than a weather-bender, which preventssnowstorms s orms from buryingthe city every winter. Therefore, the city has trueseasons with steady variations in temperature and storm conditions.Varajtulians are devoted to their lord and master, speaking a lan-guage he designed—which is poetic and subtle in nuance—in additionto Skytongue and the Realm’s speech. This language is well suited tonegotiating modern l<strong>if</strong>e. Because miscommunication is so improbable,no murders have occurred in Varajtul in half a millennium.Speaker’s Lunarpartner, Satiation Beneath the Crescent, also gavea magn<strong>if</strong>icent g<strong>if</strong>t tothe city in the form of a perfected cuisine, containedwithin a cookbookcalled The Ten Thousand Delectables. Traditionalsix-course meals inVarajtul consist of a warm spicy drink, artisticallysliced fruit, cold soup, fresh fish (poached or pan-fried in spices), savorynoodles and a sorbet. Perfectly balanced to time of year and diet, Varajtulcuisine is both varied and healthful. The city hosts monthly competi-tions among mortalcooks, and a variety of restaurants provide elegantdining all year round.SILVER MEADOWS PROVINCEApproximately 1,500 years ago, the Silver Meadows were rollinggrasslands, home tocows, sheep and elephants. Mortal nomads herdedhere, raising meat for the Realm. Occasional towns concentrated on basketmaking and theconstruction of gerts, the round tent of the nomads.Dairy was critical to the local diet. Certain Lunars prevailed upon theDeliberative to reshape reality here, however, as it was too boring forthem as originally conceived. The Moon’s Chosen craved more elaborate,more “realistic” and more challenging environments. This reshapingcontinued for more than two centuries, as successive generations ofLunars tweaked the region to suit personal tastes.Today, the Silver Meadows are rarely meadows. Instead,the land is a crazy-quilt patchwork of terrain and landforms,with sandy dunes lying alongside steep forested hills andeutrophicate ponds alongside sw<strong>if</strong>t rivers in deep ravines.Running through this bizarre ground extends a spiderwebof roads, towns, villages and fields—remnants ofthe old normality.136PRINCIPALITIES OFTHE SILVER MEADOWSThree principalities in the Silver Meadowshave long been assigned to important Lunar Exaltswhose duties require them to have incomes andbases of operation, but who still need territory inwhich to run, hunt and play. In their lands, mortalcommunities cluster close to rare roads. Cities aremerely overlarge towns. Silver Meadow terrain


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1ORCHARD ISLES PROVINCE SILVER MEADOWS PROVINCE OPAL CRAG MOUNTAINS PROVINCEvaries widely. Forests give way to meadows and <strong>br</strong>oken hillcountry where bare rock projects above tree line. Steep-sidedravines and gorges crisscross each other strangely. Animalswild and Wyld-touched are common. Fish, timber, hay, stone,ores and medicinal products are important sources of mortalincome, won only with d<strong>if</strong>ficulty from a savage landscape.The largest principality in the Silver Meadows is SalkFields, a <strong>br</strong>oad strip of land on the southern edges of theWhite Valley. Rocky, forested and cold, Salk Fields is famousfor building airships in its many small towns. Only oneroad enters the prefecture. The populace mostly travels byair ferry, so as to leave the ground open to hunting Lunars.Mortals tend to avoid backcountry areas because they werethe most recently Wyld-shaped territories, and so the leasttamed. A behemoth of unknown origin slumbers in someforgotten valley, as yet unearthed by the Exalted of Luna. Afew small districts have been converted into parks for mortalsto experience the wilderness, but these regions are carefullygroomed to provide a suitably thrilling—but not particularlydangerous—experience.The second-largest principality, Onion Dell is a physician’snightmare-garden still clinging to its ancient idyllicname. Everyone avoids physical contact with the native flowers,shrubs and trees. Even backcountry harvesters gatheringmedicinal but dangerous plants require special armor to preventplant poisoning and venomous insect bites. Most of the localflora began as Dragon King constructs, and many plants withhealing properties also defend themselves from harvesting.Thistles packing psychotropic drugs and root systems strongenough to eat people are normal plant defenses here.Blue Heron Principality, the smallest and most southerlyin the Silver Meadows, appears from the air as a seriesof wooded hills emerging from a watery landscape of grass.Essence-powered art<strong>if</strong>icial dragonflies keep guard over theland, and biomechanical bees pollinate giant bamboo andblade grass. In Resplendent Fire, the blade grass is harvestedand laid edge-out into bamboo handles. The resulting bladesmake effective weapons, kitchen knives, saws and surgicaltools. While not as dangerous as Onion Dell, Blue HeronPrincipality is still dangerous.In each principality, the reigning Lunar often controlshunting privileges at all times, with certain months of theyear reserved to her exclusive use. At other times, she mayopen the season to mortal or Exalted hunters at her pleasure.The Meadows Adventure is an annual Lunar tradition. Manyof the shapechangers participate in a month of qual<strong>if</strong>yingevents by playing games of hunting and survival in the twistedlandscape. Event rules require the Exalts to acquire at leastone new form in the course of the month, to track and fightwith at least one other Lunar, and to successfully evade atleast one tracking Lunar. Those who succeed in all three testsare invited to stay for a second month of competition, withmortal and Exalted alike wagering on outcomes. The Lunarconsidered best receives control of Blue Heron Principalityfor the coming year.OPAL CRAGMOUNTAINS PROVINCEThe Opal Crag Mountains run north to south from theInland Sea to the edges of the White Valley. Major miningprojects scour the mountain flanks, drawing out hundreds oftons of jade, opal and marble, and thousands of tons of constructionmaterial every year. Now the mountains are misnamed, asblack industrial slag and obsidian haze from toxic dust obscuresthe most famous glittering, snow-capped vistas.The Opal Crags obey the Deliberative reluctantly andhaphazardly. In east-west gorges, the Unconquered Sunshines every day on clean water and good farmland, andthe Realm rules a happy, contented populace. In vales anddells running north and south, the sun shines but a few hourseven on the <strong>br</strong>ightest days on narrow, less prosperous ravines,whose mines have long histories of accidents and workermistreatment. People in those couloirs often plot rebellionbeneath a veneer of grim obedience.The people of the Opal Crags are a hard folk covered ina layer of black dust. For thousands of years, they have s<strong>if</strong>tedtheir mountains and mined fine materials for the service ofthe Deliberative and the Age of Splendor. Little returns inexchange. I AM delivers news and letters to villages and townslater here than it does elsewhere in Creation. Information isoften weeks old (<strong>if</strong> not months). The Order Conferring TradePattern relies on some areas’ being less accessible and lessviable to civilized living. This region proves how hard thataspect of the Pattern can be on that fringe of civilization.PRINCIPALITIES OFTHE OPAL CRAG MOUNTAINSFour principalities subdivide the Opal Crag Mountains.Each centers on one of the major passes running betweenthe Windlands and the Silver Meadows, and two or threeprosperous valleys running east and west. Several morenorth-south dales complete each principality. GatewayPrefecture, the most northerly, contains the City of theMountain Gateway and many mines for iron, copper, jadeand even moonsilver.Glittering Peak Principality is next on the major routesto the Inland Sea. Famous for timber and for marble veinedwith opal, the tributary is notorious for rebellious attitudesand disgruntled miners.Bent Spine Prefecture lies still farther south. Here, themountains take on a gentler aspect, with less steep slopesand more cuts between mountains so that the light of theUnconquered Sun penetrates deeply. The principal city here,Fellara, is famous for its walls of tawny stone.Fire Opal Principality is named after <strong>br</strong>ight, red-huedstones mined from deep valleys. A pervasive red dust oftenlingers in the air here. The Deliberative maintains a prisonfor serious offenders in a red jade mine deep under themountain.137


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER SIX: THE NORTHLUNAR TRIANGLESThroughout the Opal Crag Mountains is a seriesof triangular stones balanced on their narrowest end.Set up by the Lunar Exalted to mark songlines andsites of vision quests, these stones can range in sizefrom a few ounces up to several tons. Many of themseem to vi<strong>br</strong>ate precariously, as <strong>if</strong> about to fall in theheavy gales. Yet, it is the mind of the observer ratherthan the stone itself that trembles.Astute observers notice that many of these stonesare arranged in patterns across the landscape, oftentending toward arrangements of triangles within triangleswithin triangles. These Lunar triangles, as thesestone shapes are called, are something less than FirstAge marvels but something more than mere childishgames. They are spirit traps and elemental lures, designedto reorient dragon lines to <strong>br</strong>ing energy—andEssence—toward a spec<strong>if</strong>ic point. The goal of thiswork is to create a demesne suitable for capping witha Lunar-aspected manse.A Lunar Exalt establishes a Lunar triangle byplacing three stones of varying sizes in a triangle uponthe landscape so that three stones are within line ofsight. Doing so requires at least three (Dexterity +Craft [Earth]) checks, with at least five successes each.Additional Lunar triangles must then be crafted withinthe region set out by the first trio of stones, and eachstone invested with a mote of Essence. Once a regionwithin this area accumulates 100 motes of Essence and500 successes, the stones all fall with a simultaneouscrash, and the area becomes a one-dot demesne. Additionalwork can empower the area further.Stones blown down or deliberately moved beforethe work is complete negate the whole working, whichmust begin anew.THE CITY OF THE MOUNTAIN GATEWAYAlthough it is not a tourist destination or even a by-wayfor those traveling in the area, the City of the MountainGateway stands among the glories of the First Age. Carvedfrom a mountain, from the three observatories on the highestlevel to a spectacular garden on the lowest, the city’s highceilings and engraved walls display a splendor unmatchedoutside of Meru.The City of the Mountain Gateway, informally knownas Six Gates, is the secondary command center for theDeliberative. Located beneath the tallest mountain inthe Opal Crag range, Six Gates is a shortcut the militaryconstructed between the Elemental Pole of Earth andCreation’s Northern frontiers. Four great tunnels withportals of jade and orichalcum join Six Gates with thewider world to north, south, east and west. Two moregates in the deepest, most defended parts of the city joinheaven and earth, literally. One of these gates, built ofslabs of black jade, enters the realm of the Mountain Folkdwelling beneath the earth. The second door, constructedof white jade, orichalcum and moonsilver, is Gate 31 intoYu-Shan. In this way, the mountain of Six Gates servesas a secondary axis mundi, in the rare eventuality thatCreation’s center, Mount Meru and the Pole of Earth,should be rocked or damaged.Therefore, the city has tremendously tight security.Ordinary mortals fill minor jobs in the city, such as tendingthe gardens and greeting visitors. Fewer than 20,000people perform these sorts of tasks. A larger population of30,000 God-Bloods and Dragon-Bloods handles routineand extraordinary security. Some levels of the city areopen only to them, with security doors that appear tobe solid rock until an anima banner flares nearby. Eventhen, special keys or charms may be needed. Locatedbeneath the mountain are secondary debating chambersand conference rooms for the Deliberative, its generalsand its functionaries, as well as private quarters for eachof the Celestial Exalted.On the city’s deepest levels, in areas sealed againstcasual visitors, are Essence engines designed to harden themountain’s reality against Fair Folk incursion and otherthreats. These engines could make Six Gates so real that itcould become a second—<strong>if</strong> less powerful—Elemental Poleof Earth. The engines have never been tested, but elders inthe Deliberative know that Creation could be re-establishedaround this central pole, in the event that the Blessed Islefell to a Wyld invasion.As an added side benefit, the city links Creation withthe Mountain Folk. Seven caverns, widely separated fromthe security zone around the Celestial gateway, containthe diplomatic quarter where Mountain Folk congregate.Deliberative spies believe the Mountain Folk have tunnelsconnecting Six Gates to the underfells of Mount Meru onthe Blessed Isle, but they have no confirmation as of yet.FELLARAFellara in Bent Spine Principality rises from theshoulder of a mountain, with fantastic views east, westand south. Famous for its medical school and for luxuryitems of mammoth ivory and wood, the city has a populationin excess of 300,000 people. Many work in the city’sfour factory-cathedrals, which produce small parts in jade,orichalcum and moonsilver for Essence-powered machinery.A steady stream of cogs, gears, logic wheels and otherprecision-shaped parts flow out from the city to every partof Creation. Fellara enjoys a high standard of living fromthe resulting revenues.The city government is unusually democratic, reflectingthe thorough education of the workers there. In an experi-138


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1OPAL CRAG MOUNTAINS PROVINCEWHITE VALLEY PROVINCEmental use of I AM, citizens vote for each proposed lawthat is properly registered with the city manager. Politicaldemonstrations in the streets are common during holidays,and more than 40 local political parties are active. Theresult is raucous and chaotic during controversial votes,but all commotion is left outside factory doors. Workershere are too proud of their contributions to Creation torisk fighting at work.WHITE VALLEY PROVINCESpidersilk Dam, a 2,800-mile wall of cable and crystal,curves into the Great Western Ocean to hold back the waters.Essence engines hidden within this construct filter anddesalinate water, gradually releasing it into thousands of tinystreams, which eventually merge into the White River—anart<strong>if</strong>icial but navigable river running west to east throughWhite Valley.Spidersilk Dam provides fresh water to mortals. Themanses anchoring its termini <strong>br</strong>ing together flows of Earth- andAir-aspected Essence to mingle with those of Water-aspectedEssence. This Essence, crystallized in factories within thedam, is sent downstream to be the power source for manufactories,vehicles, residences, greenhouses, orchards andpublic buildings downstream. Each such seed, tagged to anappropriate destination, is set dr<strong>if</strong>ting in the river to find itsway to the right location. Most arrive minutes before theprevious crystal dissipates.Holding back the sea created a fertile valley-land 800miles wide and thousands of miles long between the DiamondHills and the Opal Mountains. The river flows between theGates of Wind into Frost Lake and thence White RiverGorge Park, a wilderness preserve on both sides of the rivercovering thousands of square miles. There it becomes theRiver of Tears, which winds down to the Yanaze Riverwhere its water rejoins the Inland Sea.Few recall the White Valley’s origins. Old Solars recallthe Spidersilk Dam being constructed as a weapon ofthe Primordial War. The White Sea was the home of thePrimordial Ta’akozoka, and the dam cut off the Great TentacledOne from the Sea, without which she withered anddied. Today, 40 million people dwell on farmland enrichedby her decaying form.The ground between the dam and Frost Lake is the secondmost fertile region in Creation, after the River Province.Where the River Province provides grain and grape, WhiteValley orchards produce both eating apples and cider, whileWhite Valley hothouses force bulbs of long-lasting purpleamaranth flowers. Manufactories in the White Valley producetoys, furniture, Essence devices and weapons of war todefend Creation.139


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER SIX: THE NORTHWYLD AMARANTHThe Solar known as Magn<strong>if</strong>icent Garden carefully<strong>br</strong>ed Wyld amaranth 2,000 years ago as part ofCreation’s defense systems. The unusually long-livedpurple flowers strengthen reality with their presence.The seven petals represent the five directions, Yu-Shanand the hope of reincarnation, while their purple huesuggests a melding of the colors of the five directions.Their three green leaves symbolize cooperation amonggods, Exalted and mortals.Now common throughout Creation, they areparticularly loved in the North for their capability tohold back the Wyld. Raksha detest them, for they havetrouble performing shaping attacks in their presence.All Wyld shaping techniques performed within theirline of sight suffer a -2 circumstance penalty.PRINCIPALITIES OF THE WHITE VALLEYUnlike other parts of Creation, the principalities of thisregion intermingle with each other. Six principalities holdd<strong>if</strong>ferent parts of many cities and towns in the North, theirb<strong>order</strong>s and their territories remaining fluid. The cities ofthe White River sing, quite literally. Each principality hasits own songs, and the towns—people, animals and buildingsalike—all have their part in the music.Oxbow Prefecture is a farm collective lying in thebottomland of the river. Affected by occasional floods andbiennial rising waters, its principal crops are grasses, suchas oats and hay, and fiber, such as cotton, hemp and linen.Its sun-fired <strong>br</strong>ick communities constantly rebuild on themounds formed from flood-shattered towns. Temples to theUnconquered Sun crown these art<strong>if</strong>icially elevated cities,famous for spicy food and veiled women. Here, the constantsong is the legato of the summer river and the allegro of theriver in flood.Sw<strong>if</strong>t Waters Principality consists of hill towns on thefringes of the White River, where streams come down intothe valley from north to south. This principality is a land offactories, with power wheels flashing in streams and billowingsteam-chimneys, accompanied by the tuneful sound ofhammers on anvil. The songs tend toward stately marchesand stirring hymns to the Unconquered Sun.Long Wharf Principality vi<strong>br</strong>ates with the bustle andcommerce of riverfront counting houses and warehouses andthe clamor of shipyards. Workmen make hulls ready for riverand ocean travel. Chandleries rock with the sprightliness ofsea chanteys and the minimalist tocking of <strong>br</strong>ass on <strong>br</strong>assin the instrument shops. Runaways rub elbows with ablebodiedsailors, and both sing laughing trills about womenafter a voyage home.When entering Covered Market Principality, visitorssense the sudden sh<strong>if</strong>t in musical tones, as major keys giveway to minor and <strong>br</strong>ight harmonies give way to clashing cacophony.Too-<strong>br</strong>ight dyes make cotton and silk flutter in air.Rare spice-scents attack nose and tongue, as cardamom andcinnamon float in the <strong>br</strong>eeze. Arranged in pockets throughall the others, this principality is a land of wheeling anddealing, bargains sought and outrageous scams completed.Con men and tax collectors match wits under indigo-stripedawnings. Merchants’ shouts echo off sandstone walls of banksand coffeehouses.Scholars’ Court Principality comprises the schools,colleges, universities and other institutes of higher learningthat are scattered through the White Valley. In cloister andcourtyard, students study bureaucracy, martial arts, religion,calligraphy or engineering, as their abilities pull them. Inacademy and apprenticeship, mortals and Exalts alike learnthe arts of craftsmanship and graceful living. Nowhere in theNorth are these skills taught with such refinement as amongthese marbled halls.Turning Stone Principality, the last of the districts ofthe White Valley, is a land of windmills atop bare hills, andlumbermen climbing high in trees. It is a place of quarriesand mines, where industrious workers glean wealth fromwilderness for country towns and riverside manufactoriesto shape and improve. Here, songs speak of roaring gales.Woodwinds trill merrily of forests in spring, cut off suddenlyby the cymbal clash of a felled tree.SEPPORILThe largest city on the White River is Sepporil. Appearingas an association of towers and domes rising on a hillat the river’s edge, the city boasts a population of a millionpeople. Essence shields shelter the city from winter storms,and perpetual spring reigns within. Daffodils, magnolias,irises, tulips and dogwoods bloom in sequence each monthof each season.Botany is Sepporil’s largest industry. Flowers and herbgardens blanket its surrounding fields and terraces, while itslaboratories <strong>br</strong>eed new strains of such grains as rice, millet,wheat and barley. Special research stations in nearby townswork on fiber crops such as cotton, silk, flax and hemp.Thanks to scient<strong>if</strong>ic advances and sorcery, many Northernstates have experienced a hundred-fold increase in productivityover the last millennium. The innovators of Sepporilare always pleased to take the credit.One of the city’s more interesting diversions is the CarnivorousFlower Show, held in the month of Resplendent Fire.The city’s botanists try to outdo each other (and themselves)in this contest, and many Solars compete against mortals aswell. Past winners include the Guardian Vine, which entanglessmall animals or men who approach too closely to the plantand then gradually strangles them. Many remember with horrorthe winning plant from a decade ago, which ate an entiremammoth in three minutes. These and other monstrosities140


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1WHITE VALLEY PROVINCEFROST LAKE PROVINCEVALLEY SONGSVisitors to the White Valley are often startled, then amused or bewildered, to discover that the Songs of theValley are not metaphor but reality. Citizens of this region <strong>br</strong>eak into complicated song and dance routines right inthe middle of ordinary endeavors. Teahouse patrons stage elaborate shadow puppetry to explain their political position.Whole marketplaces have become music-infected, as coins change hands to suit a song’s purposes.The White Valley’s constant music is a source of much tension in the Deliberative. Some object to the operaticand dramatic swelling of orchestras behind ordinary daily activities. Others deplore its quality, which tends towardsloppy harmonies and repetitive rhythms. Yet the Lunar Exalt who helped design the Spidersilk Dam and the wholeregion—one Silver-Voiced Nightingale—is quite content with what she’s wrought, and her proud Solar mate stillhas plenty of support in the Deliberative.Hordes of music spirits surround any mortal with a modicum of talent, hoping for a chance to insert a <strong>br</strong>ief solointo the continuing cycle of songs. Others grow so attached to a particular composition (however bad it might be)that they inflict it upon others—native and visitor alike. Thus can spec<strong>if</strong>ic songs become popular for weeks or months,until they become too tedious and repetitive to bear.This ordinary-l<strong>if</strong>e music is a major export of the White Valley to the rest of Creation. While few places taketo Valley Songs with quite the same enthusiasm, ditties about blacksmithing or sailing can suddenly become quitepopular everywhere for no obvious reason. I AM tracks these sudden outbursts of music and usually g<strong>if</strong>ts the composeror original singer (when he or she can be found) with a one-time g<strong>if</strong>t of wealth.now reside in the secure section of the Sepporil BotanicalGardens, where they feed on the rejects of the city menagerie(and the occasional fence-climbing tourist).FROST LAKE PROVINCEThe White Valley’s eastern end widens into a lake thinlysheathed with ice. Bone-like jointed causeways and floatingplatforms flow out onto the lake’s surface from coastal townsand cities, dividing it up into thousands of triangular panesof water. Two million people live in eggshell-hued houseson these floating platforms.The Solar general Fearless in Battle’s Face created FrostLake spec<strong>if</strong>ically as an industrial fishery to provide marineprotein and vegetable matter for Creation’s hungry soldiers.Beneath the ice, a rich, organic soup bubbles and froths, givingbirth to a thousand d<strong>if</strong>ferent edible, medicinal l<strong>if</strong>e forms.Gigantic nets and seines dr<strong>if</strong>t, forming farms for algae, turtles,shellfish and fish. Manufactories on the surface turn livinganimals into jars of packed meat for military and peasantconsumption. Others fashion the scraps of bone into jewelry,armor and more floating platforms. Factory-cathedrals andmanses ride on jewel-covered rafts atop water’s surface, whilecables hundreds of fathoms long tether them to demesneson the lake’s floor. Underwater bubbles constructed of craband lobster chitin form living and working spaces for stripminingthe waters of their living abundance.Frost Lake’s coastal towns form a principality untothemselves, joined with the constructed platforms that risefrom waters and ice floes to support fishers and miners. Fishharvested here form an important part of the diet for thewhole of the White Valley, since many fish species refuse to<strong>br</strong>eed further upstream in the art<strong>if</strong>icial watershed downstreamfrom Spidersilk Dam.VARILISTUAt the center of the lake rise the shining white spiresof Varilistu, obeying the rules of mathematical sequence. Aseries of platforms, each with its own tower, occupies thegeographic center of the lake. The central tower rises to aheight of 21 stories, and it extends 21 stories beneath thelake’s surface. A ring of eight 13-story buildings surroundsit, and a ring of 16 eight-story buildings surrounds that ring.Each spire stands at the center of a plaza adorned with treesand parterres suitable for a royal palace. Beyond is an evenlarger ring of five-story buildings, and then structures threestories, two stories and, finally, one story high. Fishpondsdoubling as reflecting pools surround the city on all sides,except along the routes of eight causeways that join Varilistuto the mainland.Even in the poorest apartments, Varilistu is gleamingwhite, studded with pearls and mother-of-pearl. Sculpturesfill niches and adorn every pillar in the city. Thirty-fouranchor cables tether Varilistu to manses on the lake bottom.Essence channeled up these cables helps refine the city fromthe minerals present in the water. It also gradually rebuildsany damage done to the city’s walls or plazas. The city itselffunctions as <strong>if</strong> it were a hearthstone of delicious dream. Noone in the city has troubled dreams; every night’s sleep isrestful and beneficial to one’s health.Varilistu exists principally as a gleaming showpiece of theNorth’s Era of Dreams. Not as remote or as security-consciousas Tzatli, nor as religion-obsessed as Ondar Shambal, it is a city141


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER SIX: THE NORTHintended for tourism and pleasure. Its towers are hotels andmuseums. Its plazas are adorned with gardens and sculpture.It is also a center for the production of gliders and airships,and many of the one- and two-story buildings at the edge ofthe city are hangars and construction facilities.Varilistu is small in comparison with other Northerncities. Fewer than a million people live on this art<strong>if</strong>icialisland, yet the city’s beauty and restfulness make it a populardestination. Indeed, its very attractiveness could prove itsundoing. The nighttime restfulness that falls over the cityattracts unusual and dangerous sentient predators that findpeaceful dreamers too tempting to resist.DIAMOND HILLS PROVINCENorth of the White Valley lie the Diamond Hills. Theprovince consists of eight principalities, which are named Onethrough Seven because of their low populations. The eighthis Tzatli, the nominal home of the famous flying city.The land is harsh. Perpetual winds ruffle scrubby grasses,making the land seem to undulate. Permafrost crunches underfoot,and trees bend double under the wind. Few peopledwell here for any great length of time, and most rarely knowanything of the Realm more recent than eight months past.People come to the Diamond Hills to get away from theDeliberative, even though this region still pledges loyalty. IAM nonetheless keeps tabs as best it can on those personswanted for crimes. When they tire of their self-imposed exile,they can be found and punished.The Diamond Hills are famous for mining and wildharvesting. Two thousand miles closer to the ElementalPole of Air than the White Valley, a rich array of medicinalherbs useful in treating respiratory diseases grows inthe permafrost here. Beneath the hard ground and belowthe icy water table lie crystalline metal ores and veins ofminerals that are light but strong for building airships andsw<strong>if</strong>t weaponry. No great manufactories produce finalproducts here. Bands of official and unofficial exiles cannotbe permitted to run weapon manufactories. Instead,airboats make regular visits to the Diamond Hills to carryrefined metals and crystals south and to <strong>br</strong>ing prisonersand contract laborers north.Scattered across the region is a series of slender steelneedles, hundreds of feet high, reinforced with white jadealloy. These poles thrum with energy, and lightning arcsout from them to strike anyone standing within 100 feet oftheir bases or to airships traveling within 100 feet of themin the air. Those spires close to transportation routes carrylanterns as warning beacons. Many more are unmarked andd<strong>if</strong>ficult to spot. These lightning rods act as energy collectorsfor the city of Tzatli. It takes a tremendous amount ofEssence gathered from the Elemental Pole of Air to keep thecity afloat. These lightning rods collect the Essence and relayit along moonsilver cables that flex and change position inresponse to the city’s motion. Whichever lightning rod isclosest to the city actually beams Essence up to it in a singlearc of continuous lightning.142


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1DIAMOND HILLS PROVINCEWINDLANDS PROVINCEOther than its principal city, few great population centersexist in the province. Towns huddle under Essence-enforceddomes of transparent spidersilk canvas and laminated mammothbone. Few of the wonders of the Age of Splendor are foundhere in a land of rough living and rougher civilization.TZATLIThe flying city of Tzatli is a marvel of the Age knownand cele<strong>br</strong>ated in art and literature all over Creation. I AMregularly reports to awestruck and envious mortals on thetechnical marvels built into the city.Its founder and builder, the Solar art<strong>if</strong>icer Bright ShatteredIce, regards it as but a plaything or a clubhouse for herand her circle. Its <strong>br</strong>illiant towers of white false-stone andblue crystal rise from a semispherical hull whose mirroredsurface reflects the countryside below. A perpetual column oflightning rising from the region’s nearest lighting rod belowkeeps the city in the air. Every half-hour, local shuttles andskyremes carry travelers between the city and destinationsall throughout Creation.What visitors discover, although it’s never mentioned inI AM’s news reports, is how sterile and cold the city seems.No flowers adorn the city streets. Civilians hurry about theirwork in plain robes of white linen and wool. Decoration ismodest and minimalist. Teahouses are studied and formal, anddrinking houses are subdued. The constant music of the cityis ethereal, even awe-inspiring, but it lacks human warmthor depth. It is as though Bright Shattered Ice, in building acity to indulge all her passions, has pulled the passions outof everyone else.Even so, Tzatli keeps its people. While tourists and visitorson business can visit with minimal fuss, citizens haveconsiderably more d<strong>if</strong>ficulty leaving. Bright Shattered Ice’sadamant legionaries (similar to the <strong>br</strong>ass legionnaires onp. 103 of The Books of Sorcery, Vol. I—Wonders of theLost Age) guard the city’s exits far more closely than theyguard its entrances, and the city’s highly efficient bureaucracyrarely issues passports.There are always at least 156,281 citizens in Tzatli engagedin flight-critical tasks that keep the city functional. Anadditional 156,281 engage in economic production, while athird group of the same size is engaged in leisure activities. Afourth group sleeps or rests with family at home. Only oncethose conditions are met are any citizens allowed to departthe city—which, of course, makes it harder yet to leave.The upper towers of the city are likewise separatedout by caste. The uppermost stories of the city towers arereserved for Bright Shattered Ice, her circle and similarlyhigh-ranking guests. The middle floors are given over to theDragon-Blooded who manage her bureaucracy and officer hergarrison. Lower floors and the hull’s depths belong to mortals.Ordinary humans fit into one of 16 sub-groups: Officials ofthe First through F<strong>if</strong>th Ranks, Artisans of the First throughFourth Ranks, Workers of the First through Third Ranks,Peacekeepers of the First and Second Rank, Merchants andSupernumeraries. There is very little progression or advancementoutside of one’s birth caste. Only clever and <strong>br</strong>aveSupernumeraries have a chance of passing examinations toenter one of the other castes. As redundant citizens, theymust to be ready to substitute in an emergency so that thecity continues to fly.Such emergencies and accidents are all too commonin Tzatli. The law code is harsh. Idling too much duringworking hours or arriving home too late for “family time” ispunished severely. Whole families have been rounded up andimprisoned for arguing too loudly over dinner and disruptingthe city’s happiness. I AM is obliged to report to the city’ssecret police on just who is disobeying the law. The city lackssafety railings—a grave hazard during maneuvers to avoid ablizzard or tornado. Despite being Tzatli’s poorest citizens,the Supernumeraries all carry portable hologlyph terminals,so officials can summon them rapidly to new assignments.Groups of Supernumeraries have sat down to warm dinners,after police hauled away the original diners.WINDLANDS PROVINCELying between the Opal Crag Mountains, the WhiteRiver Ravine, the White Valley and the Inland Sea, TheWindlands make up the largest of the North’s provinces.Eleven principalities farm the even, fertile landscape, cooperatingon roads and irrigation. Mammoth, sheep and cattleherding are common here. RPCs concentrate on raisinganimal-feed, while greenhouses raise flowers for the wealthyall over Creation.ONDAR SHAMBALOndar Shambal is the city of the Unconquered Sun’spriestly followers in Creation. The Zenith Caste Solar,Righteous Guide, built the city of white granite about 700years ago. This first city of the Windlands is quite small bythe standards of the Era of Dreams, containing not quite amillion persons. Spectacularly set among the Opal Crags’few remaining glaciers, its towers and walls glitter in thelight. Spires gleam pink in the dawn, white in the noondaysun, yellow in late afternoon and golden in the sunset. Attwilight, shadows of royal purple stretch eastward across itsplazas. Whether this is a quality of the stone or a blessingof the god himself, no one is quite sure. Seen from above,as the Unconquered Sun would see it, the city becomes aperfect mandala of the god himself.Ondar Shambal’s mandala is not simply a paean to theUnconquered Sun. Beneath the city, gears and clockworksmove the city’s streets and plazas slowly and subtly, so thatthe city’s architecture itself constantly praises the foremostgod. Part of the city’s magic assures that everyone wakeswith the right mental map of the city, no matter how muchhas changed. Only those priests and monks who keep watchin the night, preoccupied with keeping time in <strong>order</strong> andserving the god honestly, lack the knowledge to find theirway about. They must renew their understanding of the143


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER SIX: THE NORTHcity daily. Devoted monks forget their disagreements withone another in the joy of experiencing the marvels of thewhite city each morning.At the city’s center is the Solar-oriented manse calledthe Nine Towers of Day. Just as the city subtly rearrangesitself every day, so do the towers of the manse remakethemselves in the night. Some days of each month, they aresquare; on others, they become octagonal or round. Bandsof orichalcum and jade upon their surfaces form continuo<strong>usp</strong>rayer wheels humming a message of peace, prayer andholiness upon residents. Within the manse, windows oftranslucent jade send light down into temples and shrinescontaining relics of the Unconquered Sun—locks of hair,drops of sweat, toenail clippings and ribbons of yellow silkfrom his robe. Several li<strong>br</strong>aries within record the history ofCreation and store knowledge of the occult, medicine andmany other disciplines.All is not well in Ondar Shambal. Some years ago, theUnconquered Sun asked Righteous Guide to construct apilgrimage road from the city’s south gate to the Inland Sea.The road, decreed the god, should be free from all death orhurt, so that those who made the pilgrimage would not haveto tread upon the blood of the laborers. Righteous Guide hasnot returned to the city since. In his absence, monks andnuns and priests are sleeping through the night, and theirtheological arguments are increasing.WALLPORTAnticipating the completion of Righteous Guide’s HolyRoad, enterprising Dragon-Bloods endeavored to build anequally beaut<strong>if</strong>ul city to receive pilgrims from overseas. Seatedon a <strong>br</strong>oad plain at the top of black basalt cl<strong>if</strong>fs, Wallportserves as an entry point for pilgrims and those who havebusiness in the North.Two crescent-shaped reflecting pools or moats surroundthe city. Filled with waters from an aqueduct from OndarShambal, these pools shelter the city, whose gray granitewalls are traced with moonsilver to honor Luna. One roadto the south goes down steep stairs to the lower town, at thefoot of the cl<strong>if</strong>fs. A dirt track to the north eventually meetsthe Holy Road, which will eventually be completed rightto the city gate.Within the walls, streets form a lotus pattern to cele<strong>br</strong>ateEarth. Broad stairs and ramps connect each petal toone another, and each house and shop is colored slightlyd<strong>if</strong>ferently to create the effect of an iridescent flower fromdirectly overhead. A golden fence surrounds the park atcity center. Within, towers of d<strong>if</strong>ferently colored marbletopped by golden onion domes each commemorate oneof the Maidens, while five theaters at the park’s edge eachcele<strong>br</strong>ate one of the Elemental Poles. While the city is nota mandala like Ondar Shambal is, it is nevertheless a reflectionof Creation’ <strong>order</strong>.Wallport’s upper city is for craft and artistry, famous forclockwork mechanisms and Essence engines produced in itsfactory-cathedrals. The lower city is much less savory, sinceeven pilgrims seek fleshly pleasures after long voyages, orjust before return journeys. Prostitution, drug use and othervices stalk both unwary and willing here.CHERAK-ON-THE-SEACherak-on-the-Sea is the beaut<strong>if</strong>ul capital city of theTributary of Cherak. The famous Solar general, Wind ofHeaven, founded it not as a fortress, but as a pleasure palacefor relaxation. The city perches on five round palafittes inthe middle of a wide, sheltering bay. Each platform supportsdozens of towers, piazzas and parks. Marinas for pleasure bargesand sailing vessels ring each platform. A pleasant walkwaywinds around the palafittes’ edges, and calles—narrow streetsclosed to wheeled traffic—connect the many public squares.A variety of Essence vehicles skim above the opal-coloredpavement, and the noise of carts is utterly banished from thecity. Canals crisscross Cherak, used as much for transportationas the calles. Sorcerous barriers prevent rogue wavesfrom overwhelming Cherak, but they don’t keep out windor rain, so the city has normal weather.Each palafitte has a large central forum roughly at thecenter, which serves as an open-air public room. Crowds cometo enjoy the fountains, shade trees, restaurants, shops andteahouses that define these spaces. On at least one angle ofthese gathering places is a monumental structure dedicatedto one of the Solar Prince’s favorite activities. These publicfacilities enable citizens and visitors to enjoy Wind of Heaven’sbeneficence. In the southeast, bathhouses and a gymnasiumprovide for the needs of the body. In the southwest, a li<strong>br</strong>aryand a university (specializing in bureaucracy, military affairs,medicine and law) offer intellectual entertainment. In thenortheast, a stadium and theater complex presents gladiatorialcombat and a variety of plays. In the northwest, a shrine andadjunct pansala dedicated to the Unconquered Sun invitesboth songs of praise and quiet contemplation. At the citycenter, close by Wind of Heaven’s manse and palace, is theEmporium, a vast hall of shops selling every sort of luxuryand teahouses serving delicacies from all over Creation.Visitors often mistake the Emporium for a food hall, butin fact, it is a cleverly designed social venue, one of the mostimportant in the city. Paths between shops are wide enoughfor senior officials and their retinues to pass and notice oneanother. Every few hundred feet is a pergola or amphitheaterfor public conversation or staged encounters. New fashionsand new modes of thought can be bought and sold here,just like everything else. Of course, Essence-powered spydevices keep track of everything that happens in the city,but especially here, so that Wind of Heaven’s intelligenceservice keeps him a<strong>br</strong>east of the latest news.The last element of the city is the Triumphal Circuit,usually called the “Triumph.” Winding twice across thecentral palafitte and crossing each of the others in turn, thiselaborate avenue is the main route of military and religio<strong>usp</strong>arades each month. Traveling circuses use this route when144


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1WINDLANDS PROVINCEentering or leaving Cherak, as do athletic squads and famousvisiting scholars. Wind of Heaven asks any visiting Exalt totake part in either an impromptu or formal parade on theTriumph. The Triumph’s path through the city causes crowdsobserving the parading Exalt to receive a temporary dot ofspecialty in the Exalt’s highest Ability. This specialty persistsfor a month. Wind of Heaven follows up such parades withdecrees <strong>order</strong>ing training in such skill for every citizen. Thusdo his citizens become adept at almost any kind of activityunder the sun.In Wind of Heaven’s absence, a government called thePanchayat rules. This council of five Dragon-Bloods managesthe city’s daily affairs, and each also supervises the magistratesand bureaucrats on each palafitte. The Panchayat meets ina modest city hall on the central forum, but each councilorhas a separate district office in each district. Traditionally,one is a priest of the Unconquered Sun, while the otherfour are a bureaucrat, a physician, the commander of thecity’s peacekeepers and a sorcerer in charge of the city’smaintenance.CHERAK UNDERSEACherak-on-the-Sea is intended to be a paradise, but evena Solar does not become a great general without developingdark desires and appropriate paranoia. Beneath the <strong>br</strong>ightcity lies another, in the dark waters of Cherak Bay.A full 17 of the pillars supporting Cherak-on-the-Seacontain elevators, while 30 more hold stairways. These passagesdescend to the seafloor, where airlocks and underwaterharbors for submarines allow water-<strong>br</strong>eathing Exalts or militarypersonnel to enter the city secretly. Between seafloorand sea surface, thousands of crystal bubbles cling to thecity’s roots. Crystal tubes overgrown with kelp allow travelbetween more isolated bubbles. In keeping with Wind ofHeaven’s paranoia, these bubbles are relatively fragile, and acommand given from his manse can cause one or all of themto pop suddenly, drowning their occupants.Each bubble holds a manufactory or service center thateases l<strong>if</strong>e in the city above. Except for military personnel andauthorized visitors, most mortals here are practically slaves.Even free civilians rarely enter the sunlit city above. Wind ofHeaven dislikes looking at the deformed in his city’s plazas,so his laws condemn them to servitude below.Not all who labor here are deformed, however. Withinsome crystal spheres, isolated from the others and reachedby a single stairway, are the secret schools of Cherak. Here,beaut<strong>if</strong>ul boys and girls are raised to be playthings, gladiators,bodyguards, chefs, dancers, artists and other professionals,until they are allowed to ascend the single stairway from the“green world” to the “<strong>br</strong>ight world above.” Those judgedworthy to make the journey usually meet their master onthe stairway, remaining devoted servants forever.LANDWARD CHERAKNorth and west of the city proper is Landward Cherak, anindustrial sprawl of two million people, approximately a thirdof whom are slaves. The main roads and <strong>br</strong>idges to Cherakon-the-Seacarefully skirt the edges of this ugly city, usuallybelow the ridgeline separating the industrial district from itsmore elegant and fashionable neighbor. Many upper-classvisitors are unaware that Landward Cherak exists at all.OTHER CITIES OF THE WINDLANDSFour other cities have become de facto centers of cultureand wealth in the Windlands Province. All are principalitycapitals and economic powerhouses. Everliving Grove is themost famous of these cities, because its 1,200-foot-high treessupport structures holding a million people. The Grovitesare famous for raising cold-weather orchids on their <strong>br</strong>anchgardens and for training talking birds to be bodyguards, translatorsand tutors. Major industries include paper manufactureand book production using renewable bark skins from theircity’s towering foundations. Branch dancing—leaping fromone evergreen bough to another hundreds of feet above theearth—is a popular diversion here. Additionally, the citystands above Gate 32 into Yu-Shan.Three-Force Mesa, located in the inner highlands atopa lofty mesa, is a mining and industrial town. Windmills onthe mesa run pumps the size of houses, to draw water intotremendous cisterns. House wastewater cascades througha series of sluices to waterwheels powering iron forges andjade cutters. Some water falls so hard and fast that its energyruns spark-hammers that fuel the smelters and fire the forges.At dusk, the city appears to be a behemoth, with its lowerextremities belching fire, its sides gleaming with waterfallsand its shoulders alive with spinning windmills. Vast interiorchambers serve as concert halls for echo concertos, whereinstrumentalists in widely separated balconies play to eachother across gulfs of vaulted emptiness. In the city’s undercroftsstands Gate 28 into Yu-Shan.Meteor’s Eye is a city of domes and spires, set on a steephill rising out of a fog bank into perpetually clear skies. Itbegan as an observatory for the Sidereal Exalted. Even in thewell-planned skies of Creation, random events do occur fromtime to time. Meteors and comets cross the sky according totheir own counsel. The Maiden of Secrets does not reveal their<strong>order</strong>s or intentions even to the Unconquered Sun. Therefore,they must be observed and their courses catalogued. Sitedupon Gate 30 into Yu-Shan, Meteor’s Eye is a city of schools,li<strong>br</strong>aries and glassmaking. Astrology is most advanced here ofanywhere in mortal ken. Numerous colleges teach the studyof fate and its attendant arts of bureaucracy, thaumaturgy,sorcery and geomantic construction. Lens grinders, glassblowersand instrument makers insert a welcome diversity to thecity’s more arcane and occult pursuits.Brahm’s Bridge is a bustling city of over a million peoplelocated on the banks of the Golden River, flowing south fromthe Opal Crag Mountains to the Inland Sea. The <strong>br</strong>idge is awonder constructed of the five types of jade and of moonsilver.Any Exalt crossing it immediately recharges his Essence pool,less any motes he has committed. Halfway across the <strong>br</strong>idge,145


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER SIX: THE NORTHa golden pavilion houses Gate 33 into Yu-Shan. Brahm’sBridge is the Windlands’ and Opal Crags’ principal seaport.Its docks and wharves swarm with merchants and stevedores.Home port of the Deliberative Navy’s Northern aerial andseagoing fleets, Brahm’s Bridge is a popular destination forcourtesans and traveling entertainers. Tight security remainsthe norm, however, since both rebels and Exalts test theirprowess against the fleets’ headquarters.URRIN’S STEPPE PROVINCENorth of the Diamond Hills is Urrin’s Steppe. The roughbut green country of the Hills gives way to the Steppe with asuddenness b<strong>order</strong>ing on obscenity. One moment there are trees,and the next moment there is grass—pale gray-green in spring,taller than a man; dusky amber in autumn; always <strong>br</strong>ittle andsharp. The dry, grassy country lacks towns and cities. Occasionalvillages of nomadic herders hide in pockets of landscape, butthe Lunar Exalt Urrin and his Solar <strong>br</strong>ide First Rose of Morningintended it to be a vast and howling wilderness, and so it remains.Indeed, the land does howl. Whipcord-thin grasses tremble ingales sent south from the Elemental Pole of Air. Holes bored inthem by ants and stag beetles accept the wind as a flute acceptsthe musician’s <strong>br</strong>eath. The Steppe sings constantly, hummingits haunting, mournful and dissonant songs. Walking throughthe blade grass is a death sentence for a bare-skinned mortal.Unarmored flesh is carved into raw meat in minutes. Heavyclothes shred in under an hour. Leather survives better but, inhotter months, can be unbearable.Water is scarce. Ponds ringed by stands of stunted pineor alder dot the land as cool refuges from the wind. Theseponds are home to settlements of fewer than a dozen families.Herdsmen raise yeddim and mammoth, whose tough hidesand fur protect them from the blade grass. Few other animalslast long, except for the long-toothed predators made nativeto this region. These predators are Essence-powered <strong>br</strong>asscats that hunt strangers for their metal. These 12-foot-longfelines attack communities and caravans in packs, destroyingeverything organic. They hoard metal to replicate themselvesin hidden lairs. Also lurking in the grass are assassin beetles,whose poisonous bites inflict agonizing death mere hours later,and the innocuous but fiendish grass snail, whose secretionsare a popular hallucinogenic drug farther south but meanprogressive lunacy in this unforgiving landscape.In cold months, snow steals across the landscape like ablanket. Storms blow sideways for several days straight, flatteninggrasses and sinking the land several feet beneath powder.Hurricane-force winds sweep up dr<strong>if</strong>ts and dunes dozens offeet high. In such a strange wilderness, barren of feature orlandmark, it is d<strong>if</strong>ficult to get one’s bearings. Out so far fromCreation, incursions from the Wyld are common.Some Solars complain that Urrin and First Rose ofMorning developed a land inimical to human l<strong>if</strong>e. Thesteppe appears to be not merely ugly, but a suitable gatewayfor a terrible Wyld invasion. Urrin counters that it makesthe perfect battlefield for a battle of Creation against chaos,however. Unknown outside the Deliberative’s inner councilsand barely s<strong>usp</strong>ected by residents, the razor-sharp grass, the<strong>br</strong>ass cats, the assassin beetles and the grass snails are merelya first line of defense. The province is, in fact, a realm ofrigid <strong>order</strong>, with a landscape composed of preplanned componentson octagonal or square bases, arranged according toa complex but rational algorithm. This algorithm determinesthe placement of weapons caches, bunkers, minefields,Wyld-disruption weapons, reality-hardening machines andmanses with suitable weaponry to use against raksha. Eventhe supposedly nomadic villagers travel carefully plannedroutes, to avoid tripping the lethal defenses.SEZAKANAdministratively accounted part of Urrin’s Steppe, thegreat city of Sezakan is better regarded as an entity in its ownright. The First Shrine of Sunset is the westernmost templeon the mainland of Creation and the most northerly. TheSezakanians would say it is also the most beaut<strong>if</strong>ul. Theirslender pyramid rises so high that, from the top, the sun shinesgreen through the waters of the Western Ocean at sunset.Sezakan’s position in the mountains isolates it from therest of Creation, suiting the inhabitants quite happily. Thepeople of the air regard it as their capital, and more than halfof its mountainside structures are open only to the wingedpeople or to Exalts with the capacity for magical flight. Askyship construction facility occupies a portion of a hollowmountain opposite the city. Its workmen regularly commuteby flying over a chasm more than 3,000 feet deep.Four great Essence engines help to shore up this settlementon the outer edge of Creation. The city’s manse suppliesheat, light and energy to power the city’s elevators, magicwindows and automatic doors. A reality engine draws powerfrom the manse’s hearthstone to energize the violet shielddome that protects residents from winds and storms. Additionalengines fertilize the city’s window boxes and gardensto nourish the half-million inhabitants. A final enormousdevice generates a series of high-speed but safe corridors ofwind to and from Sezakan, so that travelers and cargo canjourney to the city at triple the sw<strong>if</strong>tness of a robin. Thesecorridors connect Sezakan with every major urban center inthe North. Sometimes, it is faster to go to Sezakan first, andthen somewhere else, than to travel a direct route.The Solar Council rules Sezakan on behalf of whomeverthe Deliberative declares the Prince. A Terrestrial Exaltusually leads these lucky 13 councilors. Of the remainingtwelve, three are people of the air, three are mortal, threeare Dragon-Blooded, and three are God-Blooded. Each hassome area of responsibility to the Council, including publichealth, water supply, Essence management and more. TwoDragon-Blooded command the city’s security forces andhandle peacekeepers. The other one directs military forcesthat train to fight the Wyld and the raksha.Sezakan’s internal security causes concern and debate.Parleys between Fair Folk and Deliberative representatives146


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1URRIN’S STEPPE PROVINCETHE GREAT ICEhave revealed the likelihood of Wyld moles spying onCreation. Further investigation narrowed likely conduitsof information to residents of Sezakan. The result is adiscreet but vicious witch-hunt, as representatives of theDeliberative try to find the beings betraying military secretsto Creation’s worst enemy.THE GREAT ICEAt the final northern edges of Urrin’s Steppe beginsthe Great Ice. Spreading ubiquitously in a single wall 700feet high from distant East to farthest West, the Great Iceis but the edge of the inhabitable world. A 66-day trek onfoot across the Great Ice through the worst weather in theworld <strong>br</strong>ings one to the Edge.At the Edge, one looks out from a world of snow and iceand blizzard into thin air. Clouds dr<strong>if</strong>t in the distance, bothabove and below. Wind comes straight on and never ceases.A vast blue gulf of emptiness waits below, and nothingnesshangs beyond that.Older, crazed Solars and Sidereals who have survivedsince the Primordial War espouse a fabulous idea. Theyclaim that traveling due north from Mount Meru’s summit,straight through Opal Spire, <strong>br</strong>ings one over the Great Iceand at last to a narrow golden wire thinner than a strand ofsilk that extends from Creation outward into nothingness.If one could walk it without falling, they say, one might beable to enter a d<strong>if</strong>ferent place—one without gods or Primordialsor Exalts.In a golden palace anchoring that thread to Creationlives Vanileth, the god of air travel. Why he lives so far fromhis official responsibilities is a matter of some conjecture. Onelikely reason is that one of the Primordials fled Creation thatway and the gods are afraid she might return.OPAL SPIREOpal Spire is less a city than a fortress. Arranged on agrid plan of eight blocks by eight blocks like a military camp,the city consists of 64 towers, each with a central light welland <strong>br</strong>idges connecting it to neighboring towers. F<strong>if</strong>ty thousandpeople live within its walls and Essence shields, whichdefend against both the bone-chilling ice and the dangersof the Wyld. Opal Spire stands at the northern end of theDiamond Hills, not far from where the Great Ice begins.Outside the walls and shields, temperatures often drop soprecipitously that mortal <strong>br</strong>eath freezes solid in the lungs.Even Solars curse the cold here.Opal Spire began as a center for Cauldronists seekingto add thousands of square miles to Creation in the North.Enormous skyships, designed to carry Essence-powered realityhardeningengines, traveled out from Opal Spire into theWyld and solid<strong>if</strong>ied reality around them. In this way, vastterritories were added to Creation. Yet, the success of theseoperations placed Opal Spire too far from the Wyld frontier.Engineers chose to incorporate a reality-warping engine intothe city structure, and the city moved farther north.147


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER SIX: THE NORTHAt this second location, with its manse capping afive-dot demesne, the lands to the south became fair andfertile. Transportation and geomantic networks connectedthe city to the rest of Creation, and Opal Spire prosperedas a genuine city, not merely a military base. Then, theCauldronists grew ambitious, resolving to move the cityheart farther north. The outer suburbs became a new city,Emerald Hill, which dug inward. The manse of Opal Spire,with its attendant military barracks and airship hangars,jumped northward yet again.This current effort has not proved so successful, evenafter 100 years. The region around Opal Spire today tendsto be warm and spring-like in the three months of Fire, butcold and nearly buried in ice for the rest of the year. SomeCauldronists claim success requires the addition of new realityengines. Others decry the expense of the project to dateand wish to withdraw Opal Spire further south in <strong>order</strong> todevelop the region between there and Emerald Hill.At the center of the debate are two Solars, the TwilightCaste sorceror-engineer Firebird Glorying at First Light, whodesigned and built the reality engines and the airships of OpalSpire, and the Eclipse Caste financial genius Elegant Interest,who paid for them. Their continuing arguments deadlockthe Far North, as Elegant Interest tries to push Firebird intomoving the city south, and Firebird Glorying tries to provethat pattern reinforcement can succeed even this close tothe Elemental Pole of Air.In the meantime, the city suffers. So far from the <strong>br</strong>ightcenters of Creation, Opal Spire’s goods and services are expensive.Many soldiers garrisoned here have been away fromhome for a long time. Some Solars contemplate interventionin the dispute, since the Northern frontier is so critical, butan elegant solution has not presented itself thus far.CEDARFALL PROVINCEIn the Far Northeast, centuries ago, was the Greenland.This fair and grassy region raised wheat and barley, andherded cattle and sheep. It was a relatively dry and desolatecountry, but the people made a even prosperous living underthe Deliberative’s rule. Famous for wood and timber, for furnitureand crafted ornament, the Greenland’s millions livedin three prefectures and 12 cities. Peace and prosperity werethe birthright of principality citizens here, even on the edgeof Creation. Warm and pleasant weather sheltered fruit treesand tall timber. The people created a rich culture of musicand craftsmanship that the whole world envied.Then came the decision to use the Greenland as thetarget for Operation Wyldhand. Barely two decades ago, theSolar Deliberative resolved to carry out a military exercisethat would simulate a full-scale incursion into Creation bygreater, unshaped raksha and lesser forces. To this end, a vastsection of Creation here was appropriated for the purposesof this experiment.Operation Wyldhand changed everything. At first,simple checkpoints at the major road crossings into theprovince appeared. Ordinary infantry manned them at first,then Exalted and gunzosha troops appeared, followed bywarstrider reinforcements and worse. For two years, workcrews constructed a series of forts along the b<strong>order</strong> to guardan Essence-charged fence and minefield separating theGreenland from the rest of Creation.Then, just as rapidly as the Greenland had become anarmed camp, it changed again. In its place were the fourprincipalities of Cedarfall: High Sequoia, Black Juniper,Blue Cedar and Sweet Balsam. Many of the same townswere preserved intact within, yet many others had vanishedor changed. The spatial relationships between towns sh<strong>if</strong>tedby hundreds of miles and tens of degrees. Even the forests,once dominated by deciduous hardwoods, changed to cedarsand other evergreens.The same changes wrought to the land also affectedcitizens. Many—though not all—of the same people inhabitedthis new territory as had lived in the Greenland. Manyhad their l<strong>if</strong>e memories and their professions altered (whichcaused some temporary instability in the Order ConferringTrade Pattern). Some were so altered physically and mentallythat outsiders no longer recognized them, though the citizensof Cedarfall claimed friendship or kinship or even romanticinvolvement. The world had changed thoroughly.PRINCIPALITIES OF CEDARFALLHigh Sequoia is the northeastern-most principality ofthe province. Today famed for roof timbers and other buildingproducts, it is sparsely populated and least noticed. MostDeliberative agents are reluctant to travel so far into a regionso deeply and thoroughly affected by Operation Wyldhand,so this territory is the least carefully studied. The people arefriendly and tend to live in log cabins on the forest floor orin tree houses woven out of bark strips.Black Juniper lies to the east and south. A land ofrolling hills and shallow pools, it is famed for fishing and forits nut-crops such as pecans and almonds. The berries of itsevergreens make fine gin as well. Deliberative agents remainconvinced that the people of Black Juniper know somethingof what happened to the Greenland. So far, no agent hasdiscovered the secret and lived to tell.Blue Cedar lies to the north and west of High Sequoia.The sponginess of the ground here, and its relative closenessto the Elemental Pole of Air, make it a realm of thick dustand heavy pollen. A wide range of medicinal and cookingherbs grow from the forest floor here, and local stone is richin copper and tin. As a result, timber and raw ore are thisprincipality’s two major products. The population here is themost physically changed, but the least mentally.Sweet Balsam is closest to the rest of Creation, andthe most thoroughly altered. People changed physically andmentally from their former existence, and the woods herewere the most thoroughly changed. Deliberative forestershave ident<strong>if</strong>ied 56 new con<strong>if</strong>er species here, as well as manyground-cover plants and insects found nowhere else in148


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE GREAT ICE CEDARFALL PROVINCE THE FRINGESCreation. Diseases of memory and age are prevalent in olderpeople, but half the citizens are under 40 years of age.All four principalities are deeply loyal to the Deliberativeand accept that something happened to them. Occasionally,individual citizens become upset at the notion that Wyldhanddid something strange to them, but most people treat theidea that the world was d<strong>if</strong>ferent before with equanimity.The Solars wanted it, the reasoning goes, so it must havebeen all right.In the Deliberative, most factions publicly approve ofthe outcome of Operation Wyldhand. In private, many Solarsremain either horr<strong>if</strong>ied by the changes… or eager to do thesame to some other part of Creation.CRYSTALCrystal is the largest city in the Principality of SweetBalsam, home to five large factory-cathedrals for the manufactureof medicines. More than 400,000 people work there,and an additional 300,000 work in supporting roles. Here inCreation’s Northeast, combinations of cold winds and luxuriousverdancy produce abundant edible and medicinal herbs,trees and shrubs. Millions of people depend upon oil andnutrient extraction from these plants, and their distillationinto panaceas. The resulting crystals, as clear as diamond ormuddy like river water, gave the city its name.The factory-cathedral spires each rise from a square atthe center of their neighborhoods. Workers from nearbyapartments daily enter these crystal structures that catchand ampl<strong>if</strong>y the light of the Unconquered Sun. Bells chimeat the start of the day, at midday (for a lunch <strong>br</strong>eak) andat day’s end, with precision more usually found within amilitary establishment.In some ways, Crystal is a military establishment inthe Deliberative’s war against disease. Tiny beings fromthe Wyld are thought to cause most illnesses. The doctorsof the High First Age diagnose patients with infections ofNorthern, Southern, Eastern or Western Wyld and curethem with considerable success. The Deliberative Instituteof Longevity and Living was relocated here after OperationWyldhand in <strong>order</strong> to take advantage of the newly constitutedresources in the area.Within the manse at the city’s center, the Solar physicianVigilant Guardian contemplates such alchemicalreactions necessary to make the Forever Elixir necessaryto sustain eternal l<strong>if</strong>e. No one has seen her in years. Onceor twice a year, a large explosion or earthquake originatesfrom the manse, wrecking some buildings or damaging oneof the factory-cathedrals. Neither apology nor explanationis forthcoming.In the absence of Solar guidance, a commission of nineDragon-Blooded runs the city and Institute, keeping thefactories running smoothly. The commissioners also makesure that regular shipments of current medications go outto all of Creation.THE FRINGESAt the edges of the Deliberative’s power and legitimacy,the North contains five regions outside the bounds of theRealm. I AM does not speak there, nor do the Solars or the149


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER SIX: THE NORTHTHE EIGHTY CRYSTALSThe Seventy-Five Crystals, as they are called in medical texts, are the most potent medicines in Creation. Eachfactory-cathedral in Crystal produces only one such medicine in each month of the year. Those produced during themonths of Air are useful for diseases of the lungs, ears, nose and throat. When taken, the crystal melts on the tongueand suffuses the <strong>br</strong>eath with sweetness. The elixirs produced during the months of Water are useful to the digestiveand urinary tracts. Medicines from the months of Earth come in the form of a stone to be swallowed or inserted as asuppository. They are used for reproductive control and to aid d<strong>if</strong>ficult pregnancies or to ampl<strong>if</strong>y normal childhooddevelopment. Medicines from the Wood months, in the form of crystalline bandages, are suitable for dealing withskeletal and ligament damage. The crystalline pills from the three Fire months are used to treat illnesses of the internalorgans, <strong>br</strong>ain and nervous system. Each medicine is produced in sufficient quantities to provide about a million doses,and roughly a third is stockpiled around Creation every year against the risk of epidemic.In accordance with appropriate medical principles first to do no harm, taking the medicines without having therelevant illness causes no injury. The medicines are named after the month in which they are produced, and are usually100 percent effective when combined with diet, exercise and rest. When packed in unmelting ice within inlaidrosewood boxes, they are guaranteed to survive 6,000 years.During the five Cali<strong>br</strong>ation days, the factory workers are relieved of their duties while special teams of Dragon-Bloods clean the machinery. While no new materials are added, the addition of pure water pumped from the sourceof the Crystal River helps flush oils and resins from the production line. The resins are crystallized in the same wayas the other medicines, resulting in five very d<strong>if</strong>ferent but very potent drugs, and producing around 100 doses of eachevery year. All five drugs are rare and expensive controlled substances. They are named after their colors:Gold<strong>br</strong>eath is inhaled by <strong>br</strong>eaking the fragile crystal under one’s nose. It makes one sexually irresistible to onemember of the opposite sex, the first to smell one’s <strong>br</strong>eath. The effect lasts for about six days, after which the seducedbecomes lethally angry toward the seducer.Bronzewater, when drunk, raises the three Physical Attributes and Appearance to five dots for three days, afterwhich they all fall to one dot for six months.Bloodstone, a thin crystal the color of blood, is inserted into the urethra, where it dissolves. Toxins build up inthe bloodstream for the next six to twelve days, but during that time, the bearer of the stone can heal even aggravateddamage with a touch. At the end of that time, the buildup of toxins causes the bearer’s internal organs to rupture.This is usually followed by painful death.Graythread, when used to stitch any wound, seals it immediately and permanently, no matter how bad the woundwas. It also works on nostrils, mouths, ears and other or<strong>if</strong>ices, making it a favorite of vicious criminal lords.Six hours after using blackbox, the user’s Essence is halved, rounding down, for a period of days equal to one’sEssence before using the drug. The Solars maintain special controls at this factory in particular.Celestials pay official attention to events in those areas. Coldand d<strong>if</strong>ficult to dwell in, changes in weather and temperatureaffect them far more than the principalities.The Deliberative seeds the Fringes with spies and informants.At the same time, it pretends to honor whateveragreements allow those areas to remain free. Compared withthe principalities, populations are small. Not a single city ofany splendor or Exalted beauty exists in any of them. L<strong>if</strong>etends to be shorter and less valued in the Fringes than inthe rest of Creation.THE SEA FINGERSThe so-called Sea Fingers consist of a chain of fjords andislands in the Northwest. Cauldronists raised the Sea Fingersabout two centuries ago. Infamous for reefs and aggressivelycarnivorous seagulls, the Fingers are a less-than-perfect success.Solar engineers intended to call forth a region of greenhills out of the Wyld, suitable for raising terrace crops suchas potatoes, almonds and pecans. Instead, they engenderedthis land of mountains and scrub pines, and it has resistedredesign ever since, despite steadfast efforts and the regulardeployment of Wyld cauldron devices to the principaldemesnes in the region. Several Solars theorize that thereasonably solid architecture of the Great Western Oceanto the south, and equally solid lands to the east, have lockedthis area into its present reality. It remains unsuitable for itsintended crops and unalterable to more useful form. OtherSolars believe that an outside power, some agent of the Wyld,is deliberately holding the Sea Fingers in its present shapefor unknown reasons.150


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1THE FRINGESTHE BLINDMAN’S PASHALICIn fact, the Sea Fingers owe their immutability ofform to the Blind Pasha, a shaped raksha of surpassingpower who has indeed worked in parallel with theCauldronists. As a result, he sculpted the Sea Fingersto serve the needs of his story.The Blind Pasha’s preferred narrative is to play theblind beggar, wandering from town to town and houseto house, receiving beatings at one gate and riches atanother. In response, the Blind Pasha reveals himselfas a god and metes out appropriate punishment orreward—always with hidden benefit or penalty. A manrewarded for generosity, for instance, might find thatcuts on his skin bleed rubies, with predictable results.A woman punished for stinginess might be robbed ofher infertility, resulting in a long-hoped for child—yeta monster in both form and manner. These g<strong>if</strong>ts providesuch a range of joy and despair to the Blind Pasha andhis adherents that the district feeds a great host of theFair Folk preparing to invade Creation.In the Wyld, the Sea Fingers are called the Blindman’sPashalic, and his royal house is named the Courtof Lapis and Clear Obsidian. When meeting with heroesopenly, the Blind Pasha adopts the guise of a noblydressed androgyne dressed in silk shot with onyx andsilver thread. While traveling in the B<strong>order</strong>marches,the Blind Pasha wears ratty wool and leather, and stoopsalong the roads to the houses of his victims. The BlindPasha looks forward to the day when the Sea Fingers’population is sufficiently high that he can bless orcurse the whole population at once, and bear it awayinto the Wyld.The second opinion is more favored in the Deliberative.As a result, the Deliberative refuses to consider petitions tosettle new towns and cities there. Between climate and Wyldthreat, settlement cannot be condoned at this time, or sothe prevailing wisdom holds.Even so, people come. From the West, shipwrecks andaccidental groundings established small communities onthe land over centuries, since rescue parties have been fewand far between. From the North, tradesmen, merchantsand miners came seeking new sources of wealth and newmarkets. Empty, fertile-looking valleys and stands of timberattracted settlers; villages and towns sprang up. As aresult, a few large trade centers emerged, and small boatscarry on a thriving trade with the rest of Creation for theSea Fingers’ goods: walrus ivory, ship timber, goats’ wooland cheese and small quantities of useful metals such aszinc and palladium.Exiles and escaped criminals come to the Sea Fingersto start over or to hide. Piracy is common among residents,though few are bold enough to attack ships from the restof Creation. Too many know the risks and the penaltiesfor failure. Few think about even greater risks from a singlesuccess. Even so, the Lintha have established repair bases inthe area, far from their normal habitations.L<strong>if</strong>e in the Sea Fingers is harsh. Most rely on a combinationof hardscrabble subsistence farming and fishing. Mostactivities are rigidly seasonal. A <strong>br</strong>oad system of taboos preventsboth overgrazing the land and over-fishing the waters.The average l<strong>if</strong>e expectancy is 46 years, owing to rampanthonor-killing, persistent disease related to goat keeping anda long-standing tribally based legal system eager to applydeath penalties. Slavery is common in this region of theNorth, usually accompanied by behaviors that mortals fromthe Deliberative consider shocking.STEPPE NOMADSAmong the peoples of Urrin’s Steppe are at least athousand tribes that do not formally acknowledge the Deliberativeas authoritative. Not swayed by religious systemspromulgated in Creation’s core, they worship Moon, Sun,Gaia, local gods and even elementals indiscriminately,depending on who appears to serve their needs best at thetime. Even Fair Folk might suit their purposes at times, andso be offered worship.To call them a loose confederation of powers would beto assign their governance too much legitimacy. Each tribehas its own rivalries, structures and methods for choosingleaders and displacing them. Each tribe herds some animalfor food, usually with a second animal as a supplementalfood source or raw material. Among some, mammothsare popular, while sheep and goats meet needs elsewhere.Giant spiders are common among the tribes in the West.In the East, giant hares weighing up to 100 pounds are animportant staple.Most of the tribes live in portable round tents calledgerts, constructed of bone or wood woven together intoflexible frames and covered with animal hide or an airboatskin—sometimes both. Visitors assume that because housesare primitive, people are as well. In fact, some gerts are sophisticatedstructures with Essence-powered heating systems.Bathhouses often use chalices of solar benediction. Evenworkshops have modern manufacturing tools within. Morethan one Dragon-Blood swears that while lost in the Northamong these forsaken people, he came upon a gert fitted asa manse in the tundra.WHITE RIVER GORGEThe largest area in the North that is not officially underDeliberative control is the White River Gorge, wherethe White River turns south from Frost Lake and enters anarrow channel to the Inland Sea. While the Deliberativerefers to it as Dominion Park, the area is but lightly held.151


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHAPTER SIX: THE NORTHTrue wilderness exists beyond the manicured areas suitablefor mortal and Exalted tourism.Visitors find the river itself the first danger. Canals bypassrapids and two waterfalls, but too many places provideambush-cover between Frost Lake and the Inland Sea. Highcl<strong>if</strong>fs and narrow canyons offer opportunities to seize merchantships, and rough country prevents military expeditions frombesieging towers and citadels.Part of the d<strong>if</strong>ficulty in suppressing the bandits of theGorge lies in just who they are. Constrained by the Deliberativefrom outright warfare with their most powerfulweapons, younger but militant Solars and their Terrestrialallies use the park as their personal war-gaming preserve.Rough terrain prevents large-force maneuvers. Standard rulesof engagement prohibit the use of warstriders or skyshipsthrough the region. While laws against targeting civiliansstill hold, occasional minor atrocities occur, such as villagesburning during cattle raids or towns being pillaged duringlonger campaigns.The petty states along the river are usually only a day’smarch in diameter. Most have an available force of under1,000, including Dragon-Bloods, led by one of the Sun’sChosen. Solar Queen Merela intervened regularly in thelast millennium, requiring one or more Solars to step downfor committing unacceptable outrages. Still, the Gorge providesa welcome outlet for Solars’ more aggressive behaviors,especially those born into the lasting peace of the SecondDeliberative Era and the Era of Dreams.152


153<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1APPENDIXOLD REALM SCRIPTThe characters in this appendix allow one to read, write and transliterate theancient language of the Old Realm, the first language spoken in Creation and the nativetongue of gods, raksha and sorcery. Although the alphabet that follows has existedsince the beginning of the Exalted game line, this is the first time it has appeared inprint for players and Storytellers to use in their own games.The first thing to learn is how words are pronounced in Old Realm. To this end,there are a few simple rules:1. If the letter C is a soft one, the sound is written like an S. If the C is hard, it isrepresented by a K.2. If any syllable ends in a consonant, that lone consonant is written with whatevervowel came before it. If it is somehow a lone initial consonant, it takes the vowelthat first follows it.3. The SH sound is pronounced CH. Similarly, the TH sound is pronounced D.154


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1With the exception of these rules, words are sounded out and composed of the pictograms that correspond to theirsyllables.= BA= DANext, it’s important to learn how the pictograms come together to form words and sentences. Words are formed inthe carved style as follows:DA + RE + MA + SE = DREAMSLetters can be formed into words any number of the following ways:1 21212312 2 1 3 11 2 32 43 345Those same words are then formed into full sentences as follows:DREAMS(DA-RE-MA-SE)OF(O-FA)AGE(A-GE)THE(DA)FIRST(FU-RU-SA-TA)1 23 45 6791181012155


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1AEIOUBABEBIBOBUKAKEKIKOKU156


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1CHACHECHICHOCHUDADEDIDODUFAFEFIFOFU157


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1GAGEGIGOGUHAHEHIHOHULALELILOLUMA ME MI MO MU158


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1NANENINONUPAPEPIPOPURARERIRORUSASESISOSU159


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1TATETITOTUWAWEWIWOWUXAXEXIXOXUYAYEYIYOYU160


<strong>Ryan</strong> <strong>Bailey</strong> (<strong>order</strong> <strong>#2639004</strong>) 1Dreams of the First Age—Lands of Creation is devotedto the history, geographyand politics of the SolarDeliberative and the Realmit rules. All the settingmaterial required to rungames set in the Age ofSplendor lies within.Dare you learn thevictories and atrocitiesof the gods’ Chosen?Inside you’ll find:• A complete overview of l<strong>if</strong>e in the Era of Dreams• A guide to the major provinces, principalities andcities of the Blessed Isle and the Threshold duringthe High First Age• A complete guide for using the script of the OldRealm in your Exalted games

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