Solar exalted

The Deliberative[]

Solar Exalted




Exalted of the Unconquered Sun

Celestial Exalted



The Unconquered Sun

Known also as the Lawgivers, the Solar Exalted are the champions of the Unconquered Sun. Once the masters of Creation, the Solars were betrayed and usurped by their trusted advisors and soldiers. Most Solars were unable to be reborn until recently, their Exaltation trapped in the Jade Prison, and the Wyld Hunt was organized to slay those few who did find a way to reincarnate.

After the war was over, the Unconquered Sun chose to reward his scions with dominion over Creation. Within days of the war's end, the Solar Deliberative was founded as a council where all Exalted could have a voice, and serve as a collective driving force for the future of Creation. While the Solars became the Lords of Creation, the Lunar Exalted became their linked companions and mates. The Sidereal Exalted served the Deliberative as advisors, and the Terrestrial Exalted's ability to breed made them ideal soldiers. This time became known as the First Age, where Creation thrived and wonders of all kinds blanketed Creation. Unfortunately, it was not to last.

Of all the Exalted, the Great Curse affected the Solars the strongest. Like a sickness, it grew unnoticed at first, slowly twisting the Solars' virtues into horrifying magnified versions of themselves. Where once there had been compassion there was corruption: valor turned to vanity, conviction turned to cruelty, and even temperance gave way to self-righteousness and malice. Eventually these flaws drove the Solars away from the guidance of their patron god, while the Unconquered Sun himself turned his face in return.

In the face of this great corruption, the other Exalted could not deny the Solars rule was becoming harsher by the day. The Sidereal Exalted, using their mastery over fate, determined they had three options. Leave Creation to the Solars, which would eventually lead to the destruction of Creation. The Second option was to negotiate or restore the Solars to their former purity, though this option led to an uncertain future. The final option was to guide the Terrestrial Exalted in overthrowing their masters, completely eliminating the Solar Exalted from Creation. In the end, the Sidereals elected for this final option, as it was the only of the three that guaranteed Creation's continued (albeit diminished) survival.

Over time, the Sidereals convinced the Dragon-Blooded that their only hope for survival was to overthrow the Solars. The Dragon-Blooded crafted their plans in secret, constructing secret artifacts and negotiating with gods until the time came. The first act of the Usurpation was by far the bloodiest. While almost every Solar in Creation attended a great banquet, the Dragon-Blooded and Sidereals ambushed the party, slaughtering many of the unarmed Solars in one fell-swoop. While several Lunar Exalted died with their mates, most had recognized the growing decadence from their mates and were not as quick to defend as they may have once been, most choosing instead to flee to the edges of Creation. Cut off from the center of their power, the remaining Solars' great powers and skills were not enough to withstand the combined Fate-weaving of the Sidereals and the seemingly limitless supply of Terrestrial soldiers. One by one the Solars were defeated.

Though normally the Solar Essences would have been reincarnated through the natural process of death and reincarnation, the sorcerers of the Sidereals used powerful magic to draw the souls into an enormous construct they called the Jade Prison. The powerful artifact would hold the Solar Essences inside, preventing them from reincarnating and protracting the Usurpation into an endless war. When all of it was done, the Sidereals chose to simplify things for the new masters of Creation and removed themselves and all traces of their existence from Creation. As their final act before withdrawing, the Sidereals rewrote portions of history to cast the Solar and Lunar exalted in as dark a light as possible, establishing them as Anathema— mad with power and in league with demons.

Though most Solar Essences had been trapped in the Jade Prison, a few Solars managed to elude capture long enough to escape that fate. Unfortunately, their souls found a different kind of torment, as the Dragon-Blooded Wyld Hunt mercilessly hunted and exterminated any and all Solars they could find. This reach was often extended by Sidereals operating secretly within the Realm. For centuries the Wyld Hunt was incredibly successful, preventing any major solars from becoming a significant threat. The Wyld Hunt, however, was swiftly diminished by the disappearance of the Scarlet Empress, as the political maneuvering of the Dragon-Blooded's Great Houses resulted in most of the Realm's troops being withdrawn to the Blessed Isle.

The sudden drop in the Wyld Hunt's efficiency couldn't have come at a worse time for the Realm. About the same time as the Scarlet Empress' disappearance, the Deathlords set out to seize and harness the power of the Solar Exalted. Their attempt, however, was only half-successful. Approximately half of the imprisoned Solar essences were captured and corrupted, resulting in the birth of the Deathknights. The other half were able to elude capture, and within a year the Solar Exalted began manifesting across Creation once again.

Solar Essences tend to seek out individuals who are both extremely talented and ambitious, mirroring the greatness of the Unconquered Sun. Exaltation may manifest itself at anytime, though the Essences seem to attach themselves most commonly to young adults, manifesting in times of great emotional or physical strain.

Dawn Caste[]

The members of the Dawn Caste are soldiers and generals.

Zenith Caste[]

The members of the Zenith Caste are preachers and hermits.

Twilight Caste[]

The members of the Twilight Caste are teachers and sorcerers.

Night Caste[]

The members of the Night Caste are spies and assassins.

Eclipse Caste[]

The members of the Eclipse Caste are diplomats and couriers.


Solar Exalted

You want to play a Solar Exalted game because[edit]

A better question is why wouldn't you want to play a Solar Exalted game? Why wouldn't you want to play in a game where you are the reborn god-king of a lost age of wonder, chosen by the greatest of Gods to be his champion? Why wouldn't you want to play a game where the main group of player characters could be Wayland Smith, Achilles, Jubei, Moses and Wong Fei Hung, except with more Kung Fu?

Why wouldn't you want to play a game where you can play a hero of classical myth viewed through an anime lens? A game where you can shake the foundations of the world or the pillars of heaven, where you can make a difference, a game where the Eldritch powers shrink back in fear of you for a change, because you are the champions of the Gods.

Every Solar was a mortal hero, now they are near immortal prodigies who may be the last chance for the world. They are the Golden Heroes upon whose shoulders the fate of the world lies. They fight the dark things which man fears to name, and they look good doing it.

The only catch is, the world fears their power, and the most powerful empire in creation thinks they are demons.

A small price to pay for the glory of the Unconquered Sun.

The Library of Twilight[edit]

or books to pick up

Indispensable: Exalted Core. Scavenger Sons:

The Exalted Core provides all the basic rules for running the game, and the rules for running Solar Exalted player characters.

Scavenger Sons provides an overview of the world of Exalted, known as Creation. It is brimming with adventure hooks for a party of Solars, and leaves plenty of room for a Storyteller to insert his own kingdoms and ancient ruined cities.

Very useful: Caste Books, all five (Dawn, Eclipse, Night, Twilight, and Zenith), Book of Three Circles (out of print), Savant and Sorcerer, The Exalted Players Guide, The Storyteller's Companion, Games of Divinity (out of print).

The Book of Three Circles and Savant and Sorcerer are the big books of Exalted Sorcery, with dozens of spells, ranging from basic sorcery to world-shaking effects. Savant and Sorcerer is the current Exalted Magic Book (having superseded the Book of Three Circles), and has rules for crafting Artifacts of power, as well as the updated rules for the massive armoured mecha war engines of the Exalted: Warstriders.

The Castebooks provide extra background and charms (Exalt ability magic) for the favoured abilities of the respective castes (though any can caste can learn them), and the in-character fiction is worth reading to get a feel for how each of the castes operate. In addition, each book provides five pregenerated starting characters, and several unstatted Solar NPC?s

The Players Guide provides additional antagonists in the shape of the Dragon Kings (ancient lizard warriors from before the time of men), Akuma (Demon corrupted Exalted) and God Blooded (Half breed offspring of mortals and Exalts/Gods/Demons). It also provides Merits and Flaws to customise characters with, and has the alternate Power Combat combat rules (if you intend to use these, this book becomes an indispensable purchase)

The Storyteller's Companion provides a Storyteller's screen, as well as simplified rules for using other Exalted as antagonists and many Spirit Charms that were later reprinted in Games of Divinity.

Games Of Divinity is the Exalted book of Gods and spirits. It provides expanded information on running the gods in a world where everything has a god. As such, it?s full of useful information and story ideas. Where Scavenger Sons is the book about the world of Mortals, Games of Divinity is the book of Gods.

Useful: Any of the other hardbacks, a region book useful to the region you are running your game in, Creatures Of the Wyld, and Manacle and Coin

The other Exalted hardbacks expand on a specific area important to the Exalt type it describes, as such; they are useful as setting and antagonist books for Solar games (since pretty much everyone is after the Solars anyway).

The region books provide more in depth information on a specific area of creation, so if you intend to run your game in a region covered by one of these books, they are an excellent resource.

Creatures of the Wyld: The Exalted book of Monsters. Useful if you want something strange (like a rhino made entirely of magical metals) to throw at your players as a random encounter, as well as providing bigger plot hooks with the more powerful creatures. Find it, slay it, take its stuff?.

Manacle and Coin is an overview of the seedier side of creation, the trade in slaves, drugs and money. It gives an in depth view of the most powerful mortal organisation in Creation, The Guild, and is useful for providing non Exalted antagonists and allies for player characters.

Creation through Solar Eyes[edit]

or the primary setting for the Solar Exalted

The primary setting for the Solar Exalted is the region in the eastern portion of Creation known as the Scavenger Lands. This is a realm of petty kingdoms a valley wide, ruins from the First age of man, blood, battle and trade. Two powers dominate the political landscape of Scavenger Lands: Lookshy and Nexus.

Lookshy is the city founded by the Seventh Legion, a large military force of Dragonblooded and mortal soldiers who were stationed where the city of Lookshy now stands. Lookshy boasts the most advanced military in Creation, its troops still fight in the manner of a First Age army, and it acts as the primary defender of the Scavenger lands against the aggression of The Realm. Nexus is the most populous city in Creation. Built on the ruins of a first age metropolis, it is the hub of trade for the world, and where the headquarters of the Guild is stationed. It lies at the nexus of three rivers (hence the name) and if something can be bought, it can be bought in Nexus. The Scavenger Lands are by no means the only place Solar Exalted exist, however. They could appear anywhere in Creation, even the centre of the Realm?

Playing The Unconquered Sun[edit]

or Advice for Storytellers

General advice on running Solar games[edit]

and problems that may ariseThink big! Solars don't do small plots. If the fate of an entire kingdom (if not the whole world) isn't at stake, you're selling the Solars short. A moderately competent solar can create a fantastically efficient kingdom, fight an army single handed, create world shaking magic or start a cult that overtakes an entire nation in a few months. Solars can be scarily good at what they do, and it can be intimidating to create challenges for them. So think big. Array the entire Seventh Legion against your upstart nation builders, have the Deathlords take a personal interest in the fate of your characters. Make it world shaking and you are on the right track. There's nothing quite as satisfying in a Solar game as watching your players take your epic plot by the reigns and pull it in a completely unexpected direction, because dammit, they can, they're Solars.

The PCs are the Stars[edit]

Make sure you write your plot with the PC's as the stars. This is the most important rule for Exalted storytellers: The PC's are the most important people in the world, but not necessarily the most powerful. Be prepared for your players to wander off and do their own thing, like the aforementioned nation building. In my experience, as the Solars become more experienced, the game begins to write itself, with the characters making their own stories and forging their own epic destinies. A useful tool for preparing Solar epic stories is to prepare a write-up of what would happen if the players did nothing, then modify it according to their actions. For example, lets say the Deathlord Mask Of Winters wants to invade Nexus, and you want your players to stop him. Write what would happen to Nexus if the players weren?t involved, planning out the Masks offensive that way, and then change his actions according to PC action. This leaves a flexible structure, which allows for PC freedom while still retaining a strong narrative feel.

Running Godlike antagonists[edit]

The world of Exalted is a dangerous place, with numerous individuals who outstrip starting Solar Exalted in power, any of whom would gladly see them dead in the dirt. One of the possible problems you can run into with this is; why doesn't their enemy simply erase them from existence with his mighty power? The answer, in my mind, is threefold:

  • Genre: Exalted is a game of epic action and anime Kung Fu. As such, its completely out of genre for the villain to crush his enemies without thought, he has to have them at his mercy, then gloat, or destroy everything they strive to do before he kills them, or do something that gives our heroes a chance. Sure its cliché, but clichés exist for a reason?
  • The PC's are the most important people in the world. It does them a disservice to simply crush them and makes for a non-fun game.
  • No one with any power moves in Exalted without someone watching. No one acts without someone reacting. Lets take our previous example of Mask of Winters invading Nexus. We assume our players are proactive, and at least attempt to do something to stop him. Now, the Mask is unable to affect the PCs himself, because he is trapped in the Underworld, so he has to act through proxies. Let's assume Mask sends his armies to march on Nexus (a fairly simplified scenario, but it serves our purposes). Now, he has limited powerful servants (evil geniuses have limited lieutenants after all...) and these servants have to be divided amongst leading his army and directly affecting the Solar PCs. Lets say he sends a strong enough force to assassinate the PCs without any trouble (a substantial force considering the PCs are Solars). This would leave his army weakened, without its best generals, and another power could take advantage of this. In this scenario, Lookshy would probably be able to destroy the poorly led army of the Mask, when combined with the defenders of Nexus. Sure, he has taken out the PCs, but his army is routed and he's shown himself to be weak. In the same blow, Lookshy has proved itself to be mighty and earned the debt of Nexus. This is clearly a simplified scenario, but the point is, the PCs and the villain are not the only movers and shakers in creation, there is always someone out to make the equivalent of a fast buck from a weakened enemy. Remember, however, this sword cuts both ways?

The other problem with such a high-powered game is: what if the players mow down my carefully crafted antagonist? There are a few ways to deal with this:

  • Fudge the dice: the villain turns aside the blow of the mighty solar at the last second, then, seeing himself as clearly outclassed, he flees. This is appropriate for important but minor villains, such as enemy lieutenants. However, repeatedly doing this is a sure way to annoy your players, so weigh up the importance of the antagonist with how much it would annoy the players if he got away. Removing a minor villain who has eluded them several times is immensely satisfying to the PCs, but a minor villain who always gets away is just annoying.
  • Let them win. In the world of Exalted there is almost always a bigger puppet master pulling the strings. Again, if overused this quickly becomes very annoying, but used well, it provides a nice sense of escalating villains.
  • The Villain is better than them. This is appropriate for extremely powerful villains such as elder Exalts, Deathlords, Demon Princes and Akuma. The players are not yet powerful enough to deal with the enemy. They'd better make good their escape while he gloats at their expense, then come back when they are good enough to deal with him/her/it. Again, overused, this is annoying, but used well; it provides an excellent incentive to build up a strong power base, as well as a recurring villain to pit the characters against.

So, the Sun Chose You?[edit]

Or, advice for players

Exaltation is Character Building[edit]

There is quite a lot to building a Solar character, so I will divide this into three sections: Concept and Background, Dots on the Sheet and Charming Your Way Through Life.

Concept and Background[edit]

Think big, or at least have big potential in mind. Nobodies don't exalt. Exalts are either exceptional now, or will be exceptional soon. A boy who spends his entire life in one village, cutting wood isn't going to exalt if it's his destiny to spend the rest of his life cutting that wood. Exalted all have tremendous strength of character in one way or another (the virtues system pretty much assures this), so your concept should reflect this. A good method to straddle the potential versus competence now line is through the Exaltation, which brings us nicely to the second part of concept and background: Exaltation. This is one the player and Storyteller should really go over together (a bit more than normal). Exaltation is the single most dramatic event in the characters life up until that point. No one Exalts lying comfortably in bed (unless ninjas burst through their window and try to kill them at the same point). Work up an Exaltation that ticks one or more of the following boxes with your Storyteller:

  • It must be cool. This is a bit of a vague category to fill, but it?s pretty much the cardinal rule of Exalted. For example battling the other relic scavenger who has been your nemesis since you took up the trade atop a ruined pyramid, in an elemental storm is a perfect time for you both to Exalt. However, a tense bargaining session, where the wrong word could cost you your life, in a bar the nemesis owns, which is full of his men could also be a great time for your character to Exalt.
  • The character must be under some pressure. Exaltation should happen at a time of stress for the character, the perfect time for a mortal hero to shine, and show the gods what he is really made of.
  • It should provide a plot hook. Sure, backgrounds exist to give the Storyteller plot hooks, but what better opportunity for the beginning of an epic quest than a message from a god.
  • It must be dramatic: Even if your exaltation is uneventful on the surface (e.g., you exalt while walking down a street of your city at night) you can make it eventful by having some sort of dramatic revelation for the character (the gladiator realises he?s wasted his time in the arena, when he could have been fighting to push back the dark in the world, the scholar who has never seen his knowledge leave the library realises that there is so much more potential for learning out there in the world). First age memories are excellent for this, as the character realises the revelation comes from the attitude of one of his former incarnations.

With those guidelines, your Storyteller and you should be able to work up a kick ass Solar Exaltation in short order.

Given the huge setting of Exalted, it is imperative that you work with your Storyteller to create a character appropriate to the area the game is going to be set in and the style of game you are going to be playing in (yup, I know this is stock advice, but in my experience, it is of more importance in Exalted than pretty much any other game I?ve played). Nothing sucks more than crafting a fantastic background for your northern ice-walker chief who exalted while battling the Fair Folk, and now leads a coalition of tribes to reclaim the North from the Fairies, only to find out your Storyteller wants to run a game of sea bound adventure in the South West, battling deadly pirates and demon cults. Not that it couldn?t be done, however.

Dots on the sheet[edit]

When building a Solar character, one of the things to remember is you have a fairly large number of points to play with. Your character can be staggeringly competent in one area and still be able to hold his own in others. Naturally this offers a fair bit of freedom for character generation. First, look at your attributes. You get a fair number of points to put into these too, so the biggest decision is what to make your primary and secondary attribute set. Generally a frontline combat character should have high physical stats, a savant or sorcerer should have high mental stats and a socialite or religious icon style character should have high social attributes. This doesn?t however mean that that section has to be their primary attribute set, the secondary set gives just enough points to be very competent in that area (as opposed to the staggering competence of the primary attribute set). Either way, it?s generally a good idea to have physical as either primary or secondary, or sink some bonus points into increasing your attributes; Exalted is an action game, and not being physically capable of the impressive stunts you?d expect to be able to do can be annoying. Again, there are exceptions to this, it?s a guideline at best.


A good idea at this stage is to look over the Charms section of the book (and the charm picking guide of this 101)and pick a few you like the look of, then note their minimum requirements, so you don?t have to point juggle too much at the next stage. Picking your favoured abilities is extremely important, as you can buy dots in them for less, and you get discounted experience costs to increase them, and charms in them cost less. Ideally you want a combat ability (archery, brawl, martial arts, melee, thrown) and dodge, if they are not already caste abilities. This is because you will need to be able to hit your enemies, and cheap increases and charms helps this immensely, and dodge is useful to pretty much everyone (there are exceptions, but I?ll get into those later...) Generally, picking one of the social abilities (presence, socialise, bureaucracy) is also a good idea, a fast tongue can avoid many dangerous situations, especially when combined with the phenomenally powerful social charms of the Solars. So, the first things you should buy are the prerequisites for the charms you have picked. Remember, however, that to buy an ability at 4 or more, you need to spend bonus points. Then you can spread any remaining points around. As a general rule of thumb, to be competent enough to be chosen as a Solar Exalted, you should have either one ability at 5, and one or two at 3+, or two abilities at 4 and a few at 3. However, this isn?t a hard and fast rule, more a way to get the most out of those starting points. Specialities are a good way to increase an ability that would otherwise be lower, or to push an ability to the limits of mortal competence, in certain areas. Picking specialities for favoured abilities is very cost effective in terms of adding basic dice to your pools, but when it comes to adding to those pools with charms (such as the dice adder charms in the melee tree) specialities don?t count to the attribute + ability maximum addition.


In some ways, these four simple stats are amongst the most important to your character; They influence the way he acts in a broad swathe of situations, they can dramatically increase a characters prowess for a short period of time, and most importantly, they define how the great curse of the Exalted manifests. You have only seven points to distribute here, so doing it according to character is the order of the day. Pick what you would like to play: A cold, calculating mercenary captain would have high conviction and valour, but a low compassion, and possibly low temperance (maybe behind the iron exterior he hides a liking for hard liquor). The best recommendation for picking virtues is go with what feels right, since it?s down to how you want to roleplay the character.


This begins at two, if you intend to play a sorcerer, remember Essence 3 is needed, as terrestrial circle sorcery requires it. However, I would recommend taking essence 3 to all starting characters, the benefit it gives outweighs the bonus point cost. No if it suits your character to have three essence, have three, if not, don't.


Several of the backgrounds available to Solar characters can be relatively easily picked up during play: Followers can be picked up by anyone with decent social abilities, Resources by anyone with good Larceny and Stealth (and no morals). Familiars, at least at lower levels, can be picked up with basic survival charms. Influence, backing and contacts simply accrue through play, without any specific effort to get them. The big reason to buy these backgrounds straight out is simple: You begin play with them, no effort at all has to be expended to get them. This can be very important, since generally you will want to be doing more heroic things than bankrolling your expeditions, or training a pet.

  • Followers can be useful if your storyteller allows them to be more capable than the average man on the street (or in the jungle or whatever), but otherwise, they can be more of a hindrance than anything else, unless you?re feeling particularly heartless and you want a meat shield.
  • Resources is a very campaign dependant background; either you will pretty much require it, or it?ll be a nice extra. One thing to remember is that there is a comprehensive price list at the back of the core book (pg 324 onwards) and that a purchase of equal to your resources value permanently reduces your resources by one. This means if your Storyteller is using resources for the purchasing of starting equipment, you may want to stock up on it.
  • Familiar is, at higher levels, a fairly useful background that can be difficult to get in play; the familiar is a magical creature linked to the characters essence. At lower levels, the familiar has no interesting powers, and is basically a normal animal. At higher levels, however, the familiar gains some interesting abilities; the ability to share senses with it can provide excellent spying possibilities, and the ability to drain some essence from it can be useful.
  • Influence is one thing Solars can guarantee gaining through play: Being one of the most powerful entities in creation (at least potentially) means some folks will listen to you, and the incredible social prowess of the Solars means that listening is the first step to following.
  • Backing and Contacts essentially achieve the same thing in the game world: Give you access to people and things to make your life easier. Both require some sort of recompense for the access, and both can be advantages and drawbacks.

Backgrounds that are definitely worth picking up at character creation:

  • Allies: Allying with someone is worth a couple stories by itself, since allies are extremely close friends, and the default power level is a starting solar character.
  • Artefact: Orichalcum artefacts are very difficult to come by, since the setting assumes that any known orichalcum artefacts are either heavily guarded, in the hands of someone important, or lost to the world.
  • Manse: Unguarded manses are very rare, so to get a manse in play generally involves evicting the current owners. While this may be fun, it certainly isn't easy, since manse owners are either fae, Exalts or spirits, and as such can present a challenge to a competent solar circle, especially if they're fighting on their home turf.
  • Mentor: Having someone show you the ropes of being an exalt is worth its weight in orichalcum and that is only part of what the mentor can do.

A good way to break up your backgrounds is to think of every background dot as what would be a single story's worth of play time in game, since that?s about how long it takes to build up one background dot.

Charming your way through life[edit]

A starting Solar character begins with ten charms. That is at least 80 experience points worth of charms, or put more clearly, a fair amount of bang out of the box. So what do you do with this bang to make it as loud as possible?

Well, it is a good idea to have a broad selection of charms; being really, really good in one area, like the best in creation (which could be just possible if you sink all ten charms into something, maybe) might seem like a good idea, but when you face some competition in anywhere except that area, especially if it is Exalted competition, you are going to wish you?d generalised a bit more.

Assuming you are not into Exalted Martial Arts or Exalted Sorcery, a 5/5 split between direct combat and non-combat charms is a good way to divide up your charms. At least three of the combat charms should be defences of some kind, whether soak boosts (e.g. Iron Kettle Body), dodges (e.g. Reed in the Wind) or parries (e.g. Dipping Swallow Defence). The defensive charms should be taken from two different abilities if possible as well. This is because you can parry an attack once, dodge an attack once, then boost your soak to take any remaining damage, hopefully reducing it down to ping damage. For offensive charms, picking two from the same tree isn?t a bad idea, since it gives you good combo possibilities, and more importantly, options for attack. Lets, for example, take brawl charms. You could pick both Fist of Iron technique and Thunderclap Rush Attack, meaning you could pre-empt your enemies, or hit harder than normal. For the five non combat charms, a range of abilities is important. There are several trees which are worth picking up for almost any character build. For example, athletics charms are always useful, whether increasing your mobility, or boosting your strength. The initial athletics charm from the acrobatic side of the tree is known in many groups as the ?wire-fu charm? for good reason. It allows you, without dice rolls, to perform actions which wouldn?t be out of place in a Jet Li or Jackie Chan movie. The Solar social charm trees are also well worth getting a foothold in, since they are the most efficient and powerful charms available to Solars, especially at the top levels. Ox Body Technique is a very good investment for starting characters, and it is a good idea to take one level of it regardless of concept, since it improves your survivability dramatically. Overall, taking almost any of the non combat charms is useful, with only Ox Body being close to necessary.

Martial Artists and Sorcerers[edit]

Martial Artists and Sorcerers require somewhat different charm picks from regular exalted; the unusual way their abilities and/or charms work merits special attention.

Martial Artists Solar martial artists are in something of a strange situation when it comes to picking abilities and charms: Martial arts provides both unarmed and armed combat options (in this, it is similar to Brawl) and the charms have effects commonly associated with several other abilities (notably Lore, Occult, Dodge and resistance, depending on the martial arts tree). Also, a solar martial artist has the problem that their non martial arts charm options are often more attractive, as they tend to be more powerful or wide reaching in effect. However, the wide range of effects available within a single tree makes up for less directly powerful charms.

Overall, martial artists still want to have a broad selection of defensive charms, with the three charm guideline still applying. Another good guideline for the dedicated Martial artist is to buy all the charms up to and including the form charm at character creation; the pre form charms tend to be slightly underpowered, while the form is dead on power level, and the post form charms are slightly overpowered. Buying up to the form gives a wide range of effects for a starting martial artist, and generally provides at least two charms to combo together early on. It?s also worth noting that taking much more than the form at character creation tends not to pay off in the same way as taking a large number of melee charms; you sacrifice flexibility for domination of a single niche. It is important to remember, however, that a very competent Solar martial artist takes time to build, usually 20-30 exp points, by which point you should be deep enough in your chosen tree to have access to good abilities, and powerful combos. Remember too, to factor in whether your chosen martial arts style allows armour to be worn with it, when choosing defensive charms: A naked (comparatively) martial artist may need a stronger active defence than an armoured one. It?s also worth stressing again that a Solar martial artist who picks only Celestial level martial artists will not have the same raw power of a solar Brawler or Meleeist, but will have far, far more flexibility in the effects of his charms.

Sorcerers Sorcery is the area where the Solar Exalted excel best, their large essence pools make them more capable than other terrestrial and celestial level sorcerers, and only they have access to the most powerful magic in creation: Spells of the Solar Circle.

Overall, as a starting Sorcerer, a 4/3/3 charm split between sorcery/combat/non combat charms is a good guideline: It gives you Terrestrial Circle Sorcery and three spells, three combat charms to be split between offence and defence, and three other charms to be used to broaden your abilities.

As far as spell picks go, the only spell which is really necessary is Emerald Countermagic: It is the spell to take sorcery to get: The ability to shut down enemy sorcerers as they cast is not to be underestimated, especially when you consider how powerful even terrestrial spells are. As far as other spell picks go, check what you want out of sorcery; want to be the best battlefield sorcerer of a generation, take Storm of Obsidian Butterflies. Sorcerer-savant who searches for ancient texts; The Eye and the Mouth. It is also important to consider how your spells interact with your other charms: You don?t necessarily need a powerful defensive charm if you can cast Invulnerable Skin of Bronze against powerful opponents. From your three combat charms, taking two defensive and one offensive is a good rule of thumb if you want to be effective in a fight aside from sorcery. For the non combat charms, naturally the non sorcery occult charms are very useful (especially All Encompassing Sorcerers Sight) and social charms will help overcome the in setting stigma associated with sorcerers in some areas of creation. Overall, specialising in the broad area of -the unusual and occult- isn not a bad idea, as this vague area includes most of the abilities associated with the Twilight caste, except Craft.

This brings up another benefit of sorcery: the knowledge of magic to craft powerful artefacts: If you decide to take Crafts as a sorcerer, the combination of high crafts and the high occult needed to buy sorcery gives an excellent starting dice pool for artefact creation.

Are You Experienced?[edit]

Once you have experience, you are going to want to spend it. Early in your career as a Solar, where you sink your experience can make a big difference to the effectiveness of your character. As you start to reach middling experience levels, where you sink your points into matters less and less until you reach the point where no matter what you buy, you will be deadly in one way or another. So this experience guide is broken into three stages: New exalts, experienced exalts, and masters of the universe. This guide doesn?t really apply to dedicated marital artists or sorcerers, who will be covered separately

'New exalts (0-40 exp)': As a new exalt, there are two things you should be spending your experience on: Basic combos, especially defensive ones, and heading deeper into your favoured charm trees.

Combos: Combos are what set competent exalted apart from their peers, and having a good range of basic combos sets you in good stead for later advancement. A powerful defensive combo, or a combo with an attack and a powerful defensive element are virtually essential, and are not expensive to build, most costing about the same as a new charm.

Charms: Favoured charms are cheap, you should be able to afford one every other session, give or take. They are also very useful, heading partially into one or two trees is a good way to spend your experience, and it gives you a wide range of options for combos. Defensive charms are always a better choice than offensive ones, since a good defence is stronger than a good offence in Exalted.

'Experienced exalts (40-90 exp)': Experienced exalts have a few more options open to them, but one thing should dominate your exp spending, as it will make life as an exalt far easier: Persistent defences. That is defensive charms that last a full scene, and allow a free action to defend yourself. A good persistent defence frees you of using a defensive charm every turn, so you can act more effectively, using a wider variety of charms. It?s also worth noting that stacked persistent defences (that is more than one active at the same time) make you very very hard to hurt.

Other things to spend exp on at this level are; improving your abilities, it?s cheap if they are favoured, and it makes your charms more effective. Solar social charms; this is the time to get a foothold on those social charm trees, as they are the most powerful charms the Solars have access to. If you picked some up before, now?s the time to get the more powerful ones. Essence: This is a prerequisite for persistent defences if you didn?t buy essence three at character creation, so you may want to pick this up. More combos. Wide ranges of combos are always good. Perfect effects: As you gain access to persistent effects, you also gain access to perfect defences. As the big strength of the Solars, picking these up is no bad thing.

'Masters of the Universe (90 exp plus)': Now it is time to either buy up the last few charms in your favourite tree, or make your own custom charms. Either that, or finish off the social trees. You can also up your essence to four or five, if you feel it necessary, or up some of your abilities. By now, you are powerful enough to pick and choose whatever you like to spend exp on.

What Solars do best, an explanation of their niche[edit]

Each of the Exalted types has one area that stands out as their own speciality. The Solars is perfection. They are the best at everything, specialist generalists, if you will. Solars have the highest cap for charms which add dice to their pools. They also have the largest number of Perfect effects and unlike the other Exalted, Solars have easy access to them. They can also create custom charms with Perfect effects, if they wish to spend the time and experience to develop them. They have access to the most powerful Sorcery too, the spells of the Solar Circle, magic on a truly epic scale, from destroying an entire city, to a single phrase so powerful and spiteful; it damages the very soul of the individual it is directed at.


The Solar Exalted are divided into five Castes. Each Caste represents a different general method by which the Solar will bring the Unconquered Sun's virtue and righteousness to Creation and, in turn, glory to the Unconquered Sun. When a Solar is Exalted, her Caste is chosen according to her natural gifts and temperment.

  • Dawn Caste Solars are matchless warriors and champions. They achieve glory through force of arms.
  • Zenith Caste Solars are prophets, priests, and charismatic leaders. They achieve glory through force of personality.
  • Twilight Caste Solars are sorcerers, physicians, detectives, and artificers. They achieve glory through great wisdom.
  • Night Caste Solars are spies, assassins, infiltrators, and secret agents. They achieve glory through unequaled cunning.
  • Eclipse Caste Solars are diplomats, travellers, merchants, and socialites. They achieve glory through fostering cooperation.

It is important to note that despite the stereotypes listed above, a Solar's Caste is in no way a restriction; Caste is an indicator of probable methodology, not a straight-jacket. For example, a Twilight Caste Solar may be the greatest swordsman that ever lived, but he is likely to consider the wisdom gained through his mastery to be more important than the battles it allows him to win.

Terminology note: Perfect effects and perfection.

Perfection (small "p") means just that: Solars are very, very good at what they do, which is pretty much everything.

Perfect Effects (big "P") are specific in-game effects which automatically succeed; the exception is where two Perfect Effects come into opposition: In Exalted, an immovable object trumps an unstoppable force, Perfect defenses always trump Perfect offenses. Examples of these effects can be found in Exalted core, pages 155 (Accuracy Without Distance), 166 (Heavenly Guardian Defence), 198 (Seven Shadow Evasion) all have examples of Perfect effects.

Original Author : Ubermonkey on Rpgnet

  1. Honda civic oil pressure sensor
  2. Bovada bonus
  3. Chainsaw storage
  4. February clipart

So, how powerful are the solar exalted really?

axl666 said:

Note: I've never played exalted, only world of darkness.

I've just been reading through the 1st and 2nd ed. exalted corebooks. The solar exalted seem to have a lot of
powers, some of which seem to be pretty dangerous in one on one fights. However I'm not seeing any powers that I would describe as world or setting altering.

I often read on various forums that solar exalted have powers that will allow them to have a creation wide impact, and they get these powers fairly early on. Am I missing something? Are the solars as described in the exalted corebooks really that powerful, or is it just a case of various fanboys/girls exaggerating their powers for the sake of effect?

Click to expand...

What you might look for is not the direct "I hit it with my axe" powers (although those can be very impressive!) so much as the powers that let solars twist the world around them.

A high-XP exalt with stuff like tiger warrior training technique, combat, war, and social charms, can roll into a city, convince all of the normal mortals there to swear allegience to them, kill off any other exalts that try to oppose them, redesign the government and army from the ground up to be more powerful and efficient, fix everything, and lead a force of soldiers that are unbeatable by forces that are not led by other Exalts.

Or, alternately, the same can be accomplished by lower-XP exalts working in concert, like for example a Perfect Circle (one solar exalt of each of the five castes.)

Once they have a base of operations, they can start e.g. summoning armies of demons, building huge essence-generating mansions that give them crazy new powers, building impossibly powerful weapons and armor, building actual fucking mecha, forcing all of the local gods and spirits to do their bidding, etc.

So! It's not just that a lone solar exalt can win a swordfight with the best human warriors, or even a dozenof the best humans. It's that they can convince a thousand humans to swear their undying fealty to them, train those humans to be the greatest mortal warriors in history, and generally proceed to wreck everything in sight. Oh, also, there are charms equivalent to the ones that train soldiers, which you can use to train armies of diplomats, bureaucrats, magistrates, lawyers, merchants, et cetera.

Basically, Solars get a lot of setting-wrecking abilities. It doesn't end at Perfect Defenses.



Characters / Exalted Exalted

Top Index | Exalted (Exalted of Creation) | Spirits | Other

Tropes relating to the stars of the game: the eponymous Exalted.

    open/close all folders 

    In General 

The Exalted are mortals that were originally empowered by the Gods to overthrow their Primordial masters, the tyrannical cosmic superentities who created the world. They won, with the help of two traitor Primordials, Gaia and Autochthon, slaying some of the creators, and forcing the rest to surrender. The dead Primordials became the Neverborn, the nightmarish quiescent remains of entities for whom there is no beginning or end, and bound to sleep in the Underworld. Those who surrendered became the Yozis, crippled titans imprisoned within the hell called Malfeas, the world-body of their king. But the dying Neverborn cast a final curse on the Exalted, dooming them all to succumb to their own hubris and madness.

The Solar Exalted were made rulers of the world who slowly fell to the Great Curse and became depraved and heartless monsters, mad with their own power. The Sidereal Exalted, blinded by the hubris of their own curse, conspired against the Solars. They incited the Dragon-Blooded to overthrow their masters in the bloody conflict of the Usurpation, and imprisoned the Exaltations of the Solars, so that they could never again bless mortals with their power. The Dragon-Blooded reigned over Creation, but could not defend it from the infinite hordes of raksha (soul-eating faeries from beyond Creation), and the plots of the Deathlords (the ghosts of dead Solars in service of the Neverborn). Half of Creation was destroyed, swallowed up into chaos as the raksha invaded and the Great Contagion engineered by the Deathlords wiped out nearly all life.

The chaos ended when one Dragon-Blood activated an ancient superweapon of the Solar Exalted, saving Creation, then united it behind her. She would become the Scarlet Empress, founding a Realm which would span most of Creation. But now, the peace she claimed is falling apart. The Scarlet Empress has vanished. The raksha still creep across the borders of undefended Creation. And the Yozis and Neverborn have cooperated to free the imprisoned Solar Exaltations, stealing half of them to twist into their own dark champions. Harbingers of slaughter and entropy now stalk the land, while the champions of Hell work behind the scenes to free their masters. Into the midst of all this, the Solar Exalted have returned.

  • Beyond the Impossible: The Primordials are so powerful, their immortality is inscribed into the very laws of the universe. The Exalted managed to kill them anyway.
  • The Beautiful Elite: The vast majority of the Exalted ascribe to this. Inverted with some high-Essence Abyssal Exalted.
  • Conservation of Ninjutsu:
    • Mostly played straight. The Terrestrial Exalted, who are the most numerous of the Exalted and the only ones that can pass their Exaltation on to their children, are the weakest Exalted. They can easily kick mundane ass though. That said, due to how the Terrestrial abilities work, and their focus on teamwork, a group of Dragon Blooded can easily become exponentially more dangerous than they would be on their own. Some of their abilities can be applied to other team-mates (or, at higher levels, to entire units and armies), and some are specifically only useful for enhancing your companions.
    • The Celestial Exalted on the other hand are a bit more tricky. There used to be 300 Solars, 300 Lunars, and 100 Sidereals. The Solars were the main raw powerhouse of the 3 though, with the Sidereals and Lunars being (slightly) weaker and about equal to each other. Though if it was just about Martial Art skill the Sidereal would win hands down with their Cosmic Kung-Fu easily besting all other Exalted Martial Arts.
    • In the current setting, things have been getting even more confusing. At the top Power Levels sit the currently 150 Solar Exalted, and their derivatives; the 100 Abyssal Exalted and 50 Infernal Exaltednote It should be noted that it might not be evenly split, as at least one Solar has been corrupted into an Abyssal by the Deathlords, and it's possible for Abyssals to redeem themselves and become Solars again. It's also possible that the Ebon Dragon could work out a way to get his claws on some of the Solar Exaltations the Deathlords failed to capture. Then come the Sidereals and Lunars, and at the bottom sit the Terrestrials. So 150 Solars = 100 Abyssals = 50 Infernals > 300 Lunars = 100 Sidereals > a whole lot of Dragon-Bloods.
    • The Alchemicals are counted as Celestial Exalted, but are entirely modular in their design. A given Alchemical Exalt can go from every bit as powerful as a Solar, to being only more powerful than a Dragon Blooded, all based on her loadout at the time. The primary mitigating factor in this is breadth vs depth. They're very powerful when their charms are set up to be focused on something, but can be quite weak when geared for general situations. They are also not fixed in number like Celestial Exalted, although still much rarer than Dragon-Bloods. The number given is around a thousand of them.
  • Emissary from the Divine: To varying degrees- not many Exalted have actually communicated with the gods that empowered them, and they want to be worshipped themselves. But by and large, they are still the most concrete proof in Creation that those gods care about mortal suffering and want it to end.
  • Fatal Flaw: All Exalted have one, with some variance:
    • The Solars, Lunars, Dragon-Blooded and Sidereals all get various versions of the Great Curse, a psychological affliction thrown at them by the Primordials for besting them in war. The Solars and Lunars enter a brief psychotic period called a Limit Break (ranging from berserker rage to uncontrolled crying at the suffering of the world to becoming cold and uncaring about the suffering of others), while the Sidereals can't seem to make any of their big plans work right.
    • The exception are Terrestrials — being fairly weaker than Celestials, they also got a fairly weaker Great Curse — it only really starts affecting their behavior when they run out of Willpower, and even then, it just seems like a Heroic BSoD — they snap out of it relatively quickly.
    • The Abyssals get Resonance. If, for some reason, they decide they don't want to go along with their masters' goals of feeding all Creation into the mouth of Oblivion and resume something approaching a mortal life, their Resonance will build until it erupts and risks destroying any emotional connections they've managed to make with the world of the living.
    • The Infernals get a similar variant, known as Torment. If they defy the will of their Yozi patrons for too long, then said patron will assume control and cause shit to go haywire. This can range from spreading a Hate Plague (Malfeas) to targeting the Infernal and any loved ones the Yozis disapprove of with a mini-sandstorm (Cecylene).
    • The Alchemicals get Clarity, which is something of a mixed blessing. As they get more detached from humanity and closer to the machine, they become less emotional and more logical, and social interactions become progressively more difficult. However, high Clarity allows an Alchemical access to some powerful spells. Unlike the other Exalted's flaws, Clarity doesn't 'erupt', but Alchemicals can reduce it by bringing themselves closer to humanity.
    • Even without supernatural curses or compulsions, each of the four Virtues has drawbacks if you have three or more dots (and exalts have to have at least one virtue of 3+) — compassionate characters have trouble making harsh decisions, temperate characters have trouble lying, cheating or going back on their word, no matter how dishonest the opponent, valorous characters don't know how to back down from confrontation, and as for conviction, well... and it's perfectly possible for a character to have 3+ in two or more Virtues. If they conflict, tough luck.
  • Gender Bender: Can happen with previous incarnations. (Examples: Cearr, Thousand Faceted Nelumbo, Harmonious Jade.)
  • Lightning Bruiser: Most people have to choose between being fast, strong or tough. The Exalted can be all of these things, and more.
  • Long-Lived: To varying extents — lifespans range from well over a millennium for Celestial Exalts to a few centuries for Terrestrials, and some are outright immortal.
  • Person of Mass Destruction: What they eventually become if they live long enough.
  • Physical God: They're often better examples than the actual gods of the setting, particularly the Solars and their derivatives.
  • Really Gets Around: Quite a few of them are this, but second edition had it as a side effect of the Terrestrial Exaltation, as the original 10,000 Dragon-Bloods were split between 100 men and 9,900 women, so they were granted immense libidos to allow the males to get many females pregnant quickly to provide enough Dragon-Blooded to serve the Unconquerned Sun. In the current age, the Dragon-Blooded still have massive libidos, which is why there so many Dragon-Blooded around.
  • Screw the Rules, I Have Supernatural Powers!: It tends to be a problem for them.
  • Semi-Divine: They're one part mortal, one part god/primordial/dead primordial/primordial's children, all parts badass.
  • Solar and Lunar:
    • In second edition, the Solar and Lunar Exaltations were bonded at their creation, mirroring the relationship between the UCS and Luna. This usually manifests as a Reincarnation Romance, but in other cases they simply remain very close friends. Or very close enemies.
    • In third edition, the bond is an outgrowth of a series of sacred and political marriages between the Solars and Lunars near the beginning of the First Age, and not all Solars or Lunars were involved (among other reasons, because there are a hundred-odd more Lunars than Solars this edition).
  • Squishy Wizard: Both the setting and system mostly avert it, as anyone can learn Sorcery under the right circumstances (i.e. having Essence 3), and there's nothing preventing a sorcerer from learning Resistance Charms or wearing the heaviest armors available.
  • Supernatural Elite: Exalted rule. It's what they do, and no mere mortal can even challenge their right to do so. Even the mighty Solar Exalted can be worn down by superior numbers, however.
  • Superpower Lottery: Exaltation is basically this in an epically empowered cosmic nutshell full of awesomesauce.
  • Transhuman: They usually start out as Puny Earthlings, then they get enhanced to Physical God levels through their Exaltations. And then they surpass them.

     Solar Exalted 

     Lunar Exalted 

     Sidereal Exalted 

     Terrestrial Exalted 

     Abyssal Exalted 

The Abyssal Exalted are servants of the Deathlords and Neverbornand the champions of death. The Abyssal Exalts gain their power from the Neverborn's share of the captured Solar Exaltations, which they inverted and captured inside Monstrances. Each Abyssal is chosen from someone close to death, usually literally, and suffers from a cursethat affects them should they act like the living. This encourages them to become monsters, but as often as not, most Abyssals end up only obeying the Deathlords because they don't feel like they have a choice.
  • Being Good Sucks: Because Resonance will hurt you for it unless you get creative about your heroism.
  • Cursed With Awesome: Resonance tends to do bad things when it goes off... but sometimes the Exalt wants those bad things to happen, and deliberately cultivates Resonance to weaponize it. (Word of God says that this part is going away.) He's Blessed with Suck at all other times.
  • Evil Makes You Ugly: One of the two options Abyssals can choose as they rise in Essence — if they choose not to invest points into Appearance and invoking Evil Is Sexyinvoked, they can let their Appearance naturally rot away and become the death that men fear.
  • Evil Is Sexy: invoked The other options for Abyssals who don't want to end up looking like shrouded, walking corpses. They can instead focus on putting points into Appearance and become the death that men crave.
  • From Nobody to Nightmare: Abyssals are the most likely Exalted to have been nobody of particular consequence right up until their deathbed when a Deathlord came to make an offer. The signature Abyssal circle includes a streetwalker, a graverobber, and a poet.
  • Our Vampires Are Different: Abyssals can't recover Essence naturally outside of the Underworld. They can, however, sprout fangs and drain Essence out of some poor blighter's throat.
  • Redemption Equals Death: Inverted; most Abyssals become Exalted as they die, thus corrupting them rather than redeeming them. That said, it can be played straight — Abyssals can redeem their Exaltations back to Solar nature, but may well die in the attempt.
  • Resurrective Immortality: Any Abyssal who learns the Charm Immortal Malevolence Enslavement gains this at the cost of losing a point of Essence when they die, as they forge a connection directly with the Neverborn. Although this does means they can never redeem themselves.
  • That Man Is Dead: Abyssals have to give up their pre Exaltation name as part of their Exaltation, so the only time they can answer to their old name is to say this.
  • Trauma Conga Line: Dying is often the least bad thing that happens to an Abyssal in his Exalted existence.

The Maiden of the Mirthless Smile

The iconic Dusk caste. Some Abyssals only took up the offer of the Black Exaltation because it was that or death, or because they didn't understand what it meant. The Maiden is not one of those. She was always off as a child (to put it freaking mildly), and she was very good at keeping her dirty deeds hidden from her parents. Like torturing and dissecting animals. And her governess. And her siblings. Until finally, she ended up killing them and burning her house to the ground. Is it any wonder she ended up in the employ of the Mask of Winters?

  • Ax-Crazy: As her backstory, current actions and goals show, the only thing she cares for is to kill.
  • BFS: Her soulsteel daiklave, Ironic Jest.
  • Creepy Child: As a child, she had a fondness for torturing small animals to death. She later expanded her practice to her family members.
  • For the Evulz: She's a violent and cruel sociopath, takes pleasure in torturing and killing, and her best memory is the face of her mother just before she murdered her.
  • Omnicidal Maniac: All Abyssals are bent towards it, but she excels at it. Her Motivation is "Spit on the ashes of Creation."
  • Parental Obliviousness: The Maiden's parents never suspected her: not when her older brother disappeared, not when her nanny disappeared, and not when she started going after other 'prey'. They didn't truly get it until they got stabbed by their own daughter, and even then they were confused. She just laughed in their faces.
  • Skunk Stripe: Inverted: she has black streaks in white hair.
  • Self-Made Orphan: Murdered her parents in cold blood.
  • The Sociopath: Complete with torturing of small animals!
  • Token Evil Teammate: Yes, you read that correctly. All the other members of the iconic circle are Punch Clock Villains or believe destroying Creation is a kindness. Not Maiden, though — she just wants to inflict pain before killing whomever.

The Lady of Darkness in Bloodstained Robes

The iconic Midnight caste. In life, she was a street whore and sometime concubine, who fell prey to the numerous sexual diseases she acquired from her patrons. Then the Mask of Winters made her an offer, and she joined up with the main Abyssal circle.

  • The Load: As far as her circle's concerned, she's not pulling her weight. It really doesn't help she's seduced most of them. Repeatedly.
  • Make Me Wanna Shout: Her trademark attack, screaming people dead.
  • Ms. Fanservice: Her outfit goes way beyond a chainmail bikini. There's a reason her Fan Nickname is "Chaintits."
  • Punch-Clock Villain: She would have jumped ship by now, except Mask of Winters has terrified her into service.
  • Really Gets Around: She's a prostitute. It comes with the job.
  • The Resenter: Has a grudge against the Maiden of the Mirthless Smile for being more attractive than her.
  • The Vamp: Literally!

The Seven-Degreed Physician of Black Maladies

A scion of House Ragara, the Physician's life took a downturn when he failed to show a sufficiently strong draconic heritage. Eventually, he moved to the Threshold and got involved with unsavory recreational medical practices involving unwilling volunteers; this may or may not have been the reason that someone stabbed him in the face, thus triggering the chance for the Last Breath. He serves as the iconic Daybreak.

The Disciple of the Seven Forbidden Wisdoms

The iconic Day Caste. A grave-robbing street rat in his youth, he grew into a handsome seducer of the wealthy. One who kept up his grave-robbing, because it amused him that his rich lovers were screwing someone who'd been knee-deep in corpse the other night. That hobby eventually got him ripped apart by hungry ghosts before the Mask of Winters recruited him. Since his Exaltation, memories of a heroic Solar past life are sowing doubts in him about the whole serving Oblivion thing. Evidently his memories don't cover the madness and cruelty that prompted the Usurpation.

  • Glass Cannon: Like Harmonious Jade he excels at Archery, and as a Abyssal rocks with it, but lacks any Resistance charms.
  • Good Feels Good: He remembers being a beloved hero in his dreams, and always wakes regretting the lack of that in his daily life.
  • Heel–Face Turn: in the end comic of Return of Scarlet Empress it's implied that he is now a night caste Solar.
  • Love Redeems: Has quite a thing for Harmonious Jade, which chapter comics indicate help lead him to a more heroic path.
  • Punch-Clock Villain: According to his writeup in Scroll of Exalts. He's also headed right into Anti-Villain territory.

Falling Tears Poet

The iconic Moonshadow Caste. As his title suggests, he was a poet in his mortal life, one whose sickbed poetry started a quickly-suppressed reform movement in Nexus. He was seduced into the service of Oblivion by the dark beauty it promised.

  • Being Evil Sucks: He holds the ghosts he deals with, the Mask of Winters who gives him marching orders, and the Neverborn who command the Mask in contempt, and he can't get his damn conscience to shut up.
  • Muse Abuse: Inverted. His muse, Mirror Flag, was using him and abandoned him once he was of no more use to her.
  • Nightmare Fetishist: Considers the Void his new muse and wants nothing more than to eulogize Creation itself.
  • Tragic Monster: Poet's story is sad and darkly beautiful. He probably wouldn't want it any other way.

Typhon, the Wink of the Storm's Eye

The scion of a noble family exiled from the Realm to Thorns, he was the last survivor after the family's matriarch launched a rebellion against the Mask of Winters that the Deathlord utterly crushed. Sensing the young man's ruthlessness and cruelty, the Mask of Winters granted him Exaltation, and subsequently named him Thorns' ambassador to the Confederation of Rivers. Under the name of Typhon, he presently occupies himself with toying with and murdering the members of the Confederation's high society, eager for the day when his master will order him to dispense with his pretenses of diplomacy and slaughter them all en masse.

  • Ambadassador: Technically, he's an assassin who only pretends to be an ambassador.
  • Blood Knight: He secretly hopes that a Great Detective will sniff him out so he has an excuse to go hog-wild with the killing.
  • Evil Is Sexy: Especially since he is notably more healthy looking than most Abyssals, which aids him well in his role as a spy.
  • Faux Affably Evil: He is explictly described as someone who looks and acts like he gets away with murder only in the figurative sense. He’s managed it literally as well, and his smooth persona hides a savage beast.

The Shoat of the Mire

First, go check out the Dowager's entry (Spirits page, Ghosts folder, Deathlords category). Done? Okay. The Shoat is whatever poor, terrified girl (and it's always a girl she chooses) is left over from the Dowager's latest round of perpetual child abuse. Said girl is always Exalted as a Dusk, which means the end result is a traumatized young girl with the potential to slaughter armies. The Dowager's used up several, but apparently likes the title enough to re-use it.

  • Break the Cutie: The end result of this. Hell, it's implied in a comic that the current Shoat was forced to kill her own mother.
  • Creepy Child: Abyssal child. Again, comes with the territory.
  • Enfant Terrible: The Dowager does a nasty job to their minds.
  • Legacy Character: Every Shoat holds the same title and Exaltation.
  • Little Miss Badass: Exalted child. Perk of the job.
  • Tyke Bomb: ... Dude.
  • Woobie, Destroyer of Worlds: Already was the case for sympathetic Abyssals, but it's even harder to quantify whether a truly irredeemable Shoat of the Mire is truly evil or so broken that all she has the capacity to do now is lash out in pain at everything.

The Fallen Wolf of the Cutting Sea

Not all Abyssals come about because of dark bargains with their Deathlords. Some of them start off worse. Before he was the Fallen Wolf, he was actually a Solar, chosen as a Zenith Caste. Then the Silver Prince found out there was a Solar in arms' reach, abducted him, tortured him, and thrust him into a Monstrance of Celestial Portion. The new Solar had two options — death, or service to his master. He chose the latter, and ended up converted to the cause of the Neverborn. Kind of. Most of the time, he refuses to do what his undead master commanded, to the point that the Prince exiled him from Skullstone. Now he fights behind the scenes in the West, desperately trying to both overthrow the Prince and find a way back into the light of the Unconquered Sun.

  • The Atoner: Desperately wants not to be what he was forced to become.
  • Being Good Sucks: It's not enough that he has to worry about Resonance or having the Prince decide to just waste him, he's got the Whispers of the Neverborn in his head.
  • Walking the Earth: The Fallen Wolf spends most of his time at sea, travelling between islands. It helps to cut down on the risk of a Resonance eruption slaughtering innocents.

The Prince of Shadows

A poor boy who had the misfortune to be unwanted by both his family and the Sijanese Mortician's Order, which his family handed him over to. You'd hardly know it looking at the present him, and he would rather like to keep it that way. Not so poor now, he looks forward to the day when the only thing around is the yawning maw of Oblivion and its sweet music.

  • Cold-Blooded Torture: His favorite pastime. In a comic, he threatens Arianna with sharing his enjoyment.
  • From Nobody to Nightmare: And anyone who finds out about the Nobody part is likely to die screaming.
  • Undying Loyalty: He owes everything to the Lover, and she knows her control over him is absolute and unwavering.

The Melkin Fool in Red

Ringmaster of the Circus Moribund. What is the Circus Moribund, you ask? Nothing more than the Lover Clad in the Raiment of Tears's take on those internet shock sites that ask whether or not a kind and loving god would make cyclops kittens that die shortly after birth, and a wide array of other congenital issues across many different species. The aim is to get the living to see their state as being ultimately horrible and pointless.

  • Affably Evil: Welcomes strangers to the Circus with all the theatrical friendliness of a more typical ringmaster.
  • Circus of Fear: Runs one.

The Harbinger of the Ghost-Cold Wind

"Advocate of the dead" who has no patience or sympathy for the living. Formerly a Haslanti shaman, now goes around killing people who don't revere their ancestors, to show them what it's like to live as a ghost without anyone to provide nourishing worship. Also makes sure that ghosts return on their end of the bargain if they're just fleecing their descendants, however.

  • Disproportionate Retribution: Didn't celebrate your ghostly father's departure date because you were trying to find your lost children, whom you didn't know were dead? He'll reanimate the children and set the resulting zombies on you.
  • Jerkass: He'll be smiling on the way out when he does it, too.
  • Lack of Empathy: Averted. He actually has Compassion 5. It's just that he reserves it for ghosts.
  • Red Baron: He's also known as the White Walker.
  • Skewed Priorities: Heavily prioritizes respect for the dead over concern for the living, even with situations where the dead person(s) would probably sympathize and/or understand.
  • Well-Intentioned Extremist: Well, he does make the ghosts act as proper ancestors who deserve to be revered, but you wouldn't know it if you happened to be on the receiving end of his vigilantism.

The Visitor in the Hall of Obsidian Mirrors

Formerly one of Panther's team-mates, and also formerly known as White Bone Sinner. Panther killed him to impress a patron, and he is understandably eager to gain vengeance. Also fouled up the affair with getting an undead concubine, courtesy of Jiunan Nightwarden, whom he also hates. Wears a conical hat made of woven bones.

  • "Ass" in Ambassador: He was Exalted as a Moonshadow, but because he's a gladiator, his social skills aren't really up to scratch. This doesn't really faze Walker in Darkness, who put him in charge of a delicate diplomatic operation anyway.
  • The Chew Toy: The Visitor really can’t catch a break. As a mortal, he was beaten to death by Panther, and as an Abyssal, his luck hasn’t improved much; after Nightwarden screwed up his attempt to get hold of a concubine for Walker in Darkness, the Walker did... something to him that radically altered his identity (to the point where he now has a different name; he was originally White Bone Sinner) and Walker’s rampant Genre Blindness regarding the flexibility of castes means he’s been given a diplomatic job he’s ill-equipped to complete.

The Weeping Raiton Cast Aside

Throwing her past behind her, she opted to be her own representative to the Neverborn. Now, she travels the Underworld as an example of what Abyssals can become, and acts as a counselor between different factions serving the dead gods trapped in the Labyrinth.

  • The Archmage: Mastered sorcery up to Celestial and necromancy up to the Void Circles. With this she can be a trouble even to some Deathlords.
  • Laser-Guided Amnesia: Raiton has completely discarded her past from before becoming an Abyssal; she’s completely deleted it from her memory.
  • Mysterious Past: Nobody knows where Weeping Raiton came from.

Meticulous Owl (Endless-Faced Spite)

The Ebon Dragon's patsy amongst the Abyssals... maybe. Has a background that's even harder to make sense of than the Mirror Flag's - you can at least read that one backwards and make a semblance of a hidden story thread out of it.

     Green Sun Princes 

The Infernal Exalted, Champions of the Yozi, come in two varieties: Akuma, who are individuals invested with Yozi power in exchange for their souls and free will; and the Green Sun Princes, who are Exalted with corrupted Solar sparks and are nascent Primordials. Most people refer to the latter when saying Infernal, despite the rarity of the Warlocks.
  • Abstract Apotheosis: Averting this is what makes Devil Tiger Infernals so impressive. A Devil Tiger has most of the capabilities of their Cosmic Principle progenitors, while remaining human enough to avoid the flaw of being near-incapable of comprehending anything outside said principle.
  • Akashic Records: In Essence and 3e, this is basically what Unwoven Coadjutor represents, a direct spiritual connection with the Demon City allowing the Infernal to access a reservoir of demonic knowledge (though it can still present like it does in 2e, a First Circle demon in the Infernal's mind).
  • Anti Anti Christ: If they choose to be.
  • Blue-and-Orange Morality: Certain Infernal Charms can cause the Infernal to gain elements of this.
  • Contractual Genre Blindness: How they reduce Limit.
  • Cursed With Awesome: More so than the Abyssals, who tend to be Blessed with Suck.
  • Deal with the Devil: How all 2E Infernals get Exalted. When someone almost does something that would get them Exalted, but fails for some reason, they hear a voice (of a First Circle Demon, but they don't know that part) offering them the power to succeed in the future. If they accept, the demon bonds with them to grant them the Infernal Exaltation, then directs them to Malfeas for further training.
    • Any Infernal who learns the Charm Verdant Emptiness Endowment can do this, allowing anyone to improve some of their traits, at the cost of a later favour (which they don't know at the time). Later Charms allow them to bestow backgrounds, mutations, Charms and spells.
  • Enemy Within: Subverted and played straight. The Unwoven Coadjutor, the Essence of the demon that bore their exaltation, remains a separate part of the Infernal's soul. It can do absolutely nothing other than offer advice. On the other hand, their memories of the First Age are so complete that it's not uncommon for one to have their pre-Usurpation Solar self be recreated in their mind... which maynot be a good thing.
  • Evil Sorcerer: The Primordials invented sorcery as a sort of "programming code" of Creation, Infernals draw power from the imprisoned Primordials... Making them even better examples is that the Sorcerous Enlightenment Charms specifically enhance spells in line with their respective patron's themes, meaning that a Slayer has an easier time casting destructive spells and a Fiend has aptitude with shadow and the destruction of boundaries.
  • Fusion Dance: The process of Infernal Exaltation involves the Yozis imbuing an Infernal Exaltation into a First Circle demon, then sending them out into Creation to find a candidate and offer them the Exaltation's power in return for service. If the candidate accepts, they merge with the demon to receive the Exaltation, in the process acquiring some minor physical and emotional characteristics from it, and having its consciousness live on in their minds. The Unwoven Coadjutor background lets a player decide how useful they can be.
  • God-Emperor: While Devil-Tigers is the most commonly used term for Infernals who go truly renegade, the original term used by the writers was Green Sun Kings.
  • Horrifying Hero: By the frakking Yozis, they're not someone you would want to face. Of course, the same could be applied to other Exalted.
  • Humanoid Abomination: Even before they go down the Heretic path, they're drawing power from the Yozis. If they become Devil-Tigers, they develop into full-fledged Titan-human hybrids, potentially with a soul hierarchy... except their core being is, instead of a world-body or a Third Circle demon, their human self.
  • Hybrid Power: Heretical Charms play with this. The earlier Charms require Charms from two different Yozis as prerequisites, so stem from a hybrid of two Yozis. It's also the reason the Yozis cannot adapt them, as they are too heavily rooted into other Yozis to do so.
  • Mad Scientist: Any Defiler/Horizon worth his salt probably has the inclination, even more than Twilights (which in 2e actually annoys the Defilers' patron, She Who Lives In Her Name. She wanted viceroys, not visionaries!).
  • Mythology Gag: In Essence, each Caste's anima includes the associated colors of their 2e counterparts' patron Yozi - Azimuths as the Slayer counterparts have Malfeas' brass, Ascendants as the Malefactor counterparts have Cecylene's silver and cerulean, Horizons as the Defiler counterparts have She Who Lives In Her Name's white flames, Nadirs as the Scourge counterparts have Adorjan's red, and Penumbras as the Fiend counterparts have the Ebon Dragon's black. They also have an anima effect that references that Yozi, aside from the Penumbras, who get an anima effect that references the Fiends.
  • Noble Demon: As a function of Contractual Genre Blindness, heroic 2E Infernals who don't want to go into Torment act like this.
  • One-Winged Angel: A defining ability of the Infernals in 3E is their unique Devil-Body Incarnations, mighty demonic beasts they can all turn into when desperate, but some have learned to shift into more easily.
  • Past-Life Memories: Since the Exaltations the Sidereals captured in the Usurpation were never returned to Lytek, he never removed the memories from their last life. The Ebon Dragon realized how useful the memories of 50 First Age Solars could be, and ensured that the personality remained.
  • Personality Powers: In 2e, each Yozi could be considered as a cluster of Charms which are linked to their personality, so each Yozi's Charm themes match their personality, meaning an Infernal wanting to do something sneaky or deceptive would need Ebon Dragon Charms, but an Infernal who just wanted to hit something as hard as possible would use Malfeas Charms.
  • Rape as Backstory: Manual of Exalted Power: Infernals implies that each new Infernal is gang-raped by the Third Circle demons of his or her Yozi patron, followed by the Third Circle demons of the Yozi who created his or her urge. This is one of the many reasons why the vast majority of the fluff in that book is Canon Discontinuity.
  • Retcon: For Third Edition, the Green Sun Princes have their Castes redesigned from the ground up and renamed to be more direct parallels of the Solar Castes in a similar manner to the Abyssals, and their Charms go from Essence-based to Ability-based, from being the Yozis' actual Charms to being influenced by them and their nature, and now draw from all of the known Yozis rather than being limited to the Reclamation members. They also lose the capacity to become Primordials in their own right, though they can still emulate their nature (like spinning off aspects of themselves into demons and creating worlds in their souls). They're chosen from the ranks of those who have suffered injustice and oppression, in the expectation of them biting back.
  • Split-Personality Takeover: If a Infernal uses the memories of their Exaltation's past host, they risk the personality taking over if they fail or succeed spectacularly, driving the Infernal to act towards the Solar's Motivation and Intimacies. The Solar is horrified at what has happened and tries as hard as they are able to try and subvert the will of the Yozis.
  • Super Mode: In Essence, all Infernals can access the Charm Devil-Body Incarnation by default, but if they don't purchase it as a Charm, they can only activate it once they've reached their last Critical health level or entered Limit Break.
  • Transhuman: They merge body and soul with a demon as part of their Exaltation, and are slowly mutating, body mind and soul, to resemble Primordials.
  • Who's Laughing Now?: Green Sun Princes in 3E are this (or Woobie, Destroyer of Worlds) by design; the Yozis empower people who have been beaten down and broken by oppression, empower them, and tell them to take their revenge upon the injustices wrecked upon them, unlocking a bottomless well of rage and anger in the process.


The iconic Slayer. He was once the eldest son of the high chief of the Talinin, with all the qualities of a warrior. When the Bull of the North started to assault their territory. Cearr was conscripted into the Tepet Legions, where he experienced combat among the lords of creation for the first time. He was about to charge a demon when it locked eyes with him... and Cearr broke and ran from the battle, effectively lost. As he screamed from shame, a voice told him that if he was Exalted the battle would have turned out differently. With nothing left to lose, he accepted. Now he is terrorizing the northeast, destroying everything in his path.


The iconic Malefactor. A Dune Person, she was an apprentice to the tribal shaman. But the spirits rejected her, dumping her unceremoniously in the deep desert to die there. She refused to seek mercy from the Unconquered Sun, cursing him instead, and received an offer from Cecylene she didn't refuse. Now she seeks to unite the Dune People under her banner (and, by extension, that of her patron).

  • Cute Monster Girl: Sort of. The Dune People are human, it's just that they're mostly albino, since the Solars engineered them to be allergic to sunlight so that they couldn't flee from slavery.
  • Femme Fatale: She's more morally ambiguous than the Lady of Darkness in Bloodstained Robes, but she's still very sexy and very dangerous.
  • Love Redeems: The section on the Lunar Exalted in Return of the Scarlet Empress, which mentions this phenomena, has a picture of her making out with her Lunar mate.
  • Naughty Nun: This is made hilariously nonsensical by the fact that nobody in Creation dresses like that. Logically, one would expect Bondage Immaculate Monk to fulfill the same niche, but nope, she breaks the fourth wall to use out-of-setting iconography.
  • Stripperiffic: She wears a skimpy red number that's mostly Cleavage Window. It includes a wimple.
  • The Vamp: A comic in Celestial Directions: Malfeas shows her attempting to convert Demetheus.

Bitter Copal

The iconic Defiler Caste. Bitter Copal grew up in An-Teng, where worship of Yozis such as She Who Lives In Her Name was quietly accepted. He was trained in the medical arts, and eventually ended up serving on a ship crewed by Dragon-Blooded. When the captain was grievously wounded, he did what he could to save the man, but that required amputating his arm. Unfortunately, the captain's underlings strongly disagreed with this course of action, and ended up deciding that Bitter Copal needed to pay in full for what he did. After having his arm chopped off and getting thrown in the brig, Bitter Copal prayed to the Yozis... and they answered, as a demonic swarm tore through the ship, killing the others, while he entered his chrysalis. Now fully emerged and versed in the ways of helltech, he aims to bring order back to An-Teng — the order of She Who Lives In Her Name.

  • An Arm and a Leg: The inciting incident for his Exaltation.
  • Artificial Limbs: His right arm is a big crab-claw thing. And yes, it's a demon.
  • Deadly Doctor: He's a surgeon.
  • Mad Scientist: His Motivation is to construct a wonder more terrible than any seen in the First Age. When you consider some of the things they did in the First Age, that's pretty fucking horrifying.
  • Punch-Clock Villain: His backstory doesn't make him seem all that malevolent — the "failure" that lead to his Infernal Exaltation was refusing to help a Jerkass surgeon whose language he didn't speak, and the main indicator of his general evilness level is that he's a cultist of She Who Lives In Her An-Teng, where it's quietly accepted and encouraged since they don't fully comprehend the depths of her Control Freak tendencies (they think she just wants things to run in an orderly fashion, which is very appealing to a people who have basically had all independence stripped from their government).
  • Telekinesis: thanks to She Who Lives In Her Name's charms.
  • Well-Intentioned Extremist: Believes that he is doing the right thing.

Captain Gyrfalcon

The iconic Scourge. Once, he was Ernst Gyrkin, a lowly airboat crewman from the Haslanti League whose ambitions exceeded his capabilities. Always daring too much, he responded to denial of a command by taking an airship by force, only to end up surrendering rather than escaping. Following his imprisonment, a huge glass spider approached him with an offer; now, as Captain Gyrfalcon, he's set out to terrorise the Haslanti skies (as well as randomly obliterating agronomy and stealing excavated weaponry). It's pretty much safe to say the Haslanti forces wouldn't want to have him back, whether mortal or Exalted.

  • Hot-Blooded: Unfortunately, not in a good way.
  • Jerkass: Once nearly got three of his childhood friends killed by baiting a bear. He even gets on Adorjan's nerves (which, given that her love is... lethal, is a good survival strategy).

Manosque Cyan

Once upon a time, one of House Manosque's scions, Viridian, attempted to seize the throne from the Scarlet Empress with the Eye of Autochthon. That ended badly, as most things involving the Eye tend to. Afterwards, the entire house was put to the sword — save for one. The heirs of House Manosque are made aware of their heritage, and forbidden from serving the Realm in any way that would grant them power, as a way of paying for the sins of their forebears. It's also a very good way to breed long-standing resentment. So when the Ebon Dragon approached Manosque Cyan with an offer to drive the Realm to ruin, she gladly accepted. She's the iconic Fiend.

  • The Corrupter: Cyan passes herself off as another member of the Deliberative while using her powers to try and ruin it. Her Motivation and Urge both rely on utterly corrupting or destroying the Realm.
  • Genocide Backfire: Hopes to be this.
  • Hime Cut: Her hairstyle connects with her demure and proper attitude, even when giving nosy folk the "Yet you made one mistake..." business.
  • I Never Said It Was Poison: Slips up and lets out one of these in a Return of the Scarlet Empress comic. It's a pretty silly mistake for someone with a superhuman level of manipulative skill, but then again, she can't have had any trouble fighting with Sesus Nagezzar, either.
  • Meaningful Name: Like her rebellious ancestor Manosque Viridian, Cyan's name is a color between green and blue.
  • The Mole: In the Deliberative.
  • Punch-Clock Villain: The deal the Ebon Dragon made her was offered in an "accept or die now" situation. She's pretty much only in it to screw over the Scarlet Empire from the inside out.
  • Revenge: The realm wiped out her House, and she plans to return the favor.

The Orchid-Consuming Guardian

  • You Are Worth Hell: Subverted, then played straight. The Orchid-Consuming Guardian followed his daughter into Malfeas to rescue her from the demon that had abducted her. He was all set to receive a Solar Exaltation for having braved Hell to rescue a loved one... but then he decided that Hell was just too scary, and turned his back on his pursuit. The Yozis presented him with an Infernal Exaltation soon after, no doubt after laughing their asses off. However, as his Motivation is to retrieve his daughter from whatever quarter of Malfeas she's wedged into, he hasn't entirely abandoned his quest.

Basphomy in Verdigris

A previewed Azimuth for third edition, a former Tengese pawn who is enjoying all the perks of her new station.


  • The Dark Arts: Akumahood is a good way to get more power, at the cost of your personality being utterly rewritten into a human-scale version of your patron Yozi...
  • Deal with the Devil: Really, making arrangements with the Demon Princes and their souls just isn't a good idea. Of course most people don't know that you have to give up your precious Free Will for all that power...
  • Fake Memories: Occasionally, the Third Circle needs to shuffle skills around a bit. This is how.
  • Loss of Identity: Because the Yozi ripped out your old identity and replaced it with a more useful one.
  • Not Himself: An Akuma is a fundamentally different person than before the Demonic Investiture.
  • Retcon: Their 2e version, where they universally end up as Yozi puppets, is dropped in 3e, although the basic concept of Exalts who make bargains with the Yozis and gain power is still around.

Burning Eyes Maiden

  • Eye Scream: Guess how she cemented her infernal bargain!
  • Full-Frontal Assault: Traipses about Creation and so on without a stitch. Except for the fire.
  • Hime Cut: Not that it actually reflects anything, unless you want to make a case for being a Yozi sockpuppet.
  • No Name Given: Her epithet's a Fan Nickname. Her actual identity, we don't know.


Fehim grew up in the Varang City-States, the bastard child of a forbidden liaison between the Varang castes. He was abandoned onto the streets at a young age, where the criminal Three Devils Gang adopted him. His high intelligence and quick wits enabled him to be the gang's security chief, until a raid by a Dynast destroyed the gang. After being Exalted as a Solar, he went to the greatest asset of the Three Devils Gang, a demon long-trapped in a vault. The demon wanted a price for its aid — a sacrifice of a Dragon-Blood's heart. In time, the demon converted him into an Akuma.

  • Character Development: He was a recurring Solar from Castebook: Twilight on out, but by Return of the Scarlet Empress he is an Akuma. With an Orichalcum eye. Fan reaction was... mixed.

Lintha Ng Hut Dukantha

  • Last of His Kind: He's the last surviving Ancient Lintha in Creation.
  • Semi-Divine: Being one of the Ancient Lintha, he's a God-Blooded, son of Kimbery.
  • Too Awesome to Use: He's the most powerful akuma in the Age of Sorrows, but there's only one of him and he can be killed. So Kimbery keeps him under wraps nearly all of the time.

Maheka Damaj

The Blood Queen

The Harborhead Royal Guard executes any Brides of Ahlat who lie with anyone other than their husband as a matter of course. Unfortunately for brides who have been forced into the act physically, this includes their number. The Blood Queen found herself in this position at the hands of several Dragon-Blooded, and escaped to let her "husband" know what she thought about that setup with the aid of the Yozis.

  • Faustian Bargain: To get back at the Dynasts who raped her and the divine order who abandoned her.
  • Rape as Drama: The drama being that her religious vows mandated execution even though she wasn't willing.

Thrice-Damned Gorol

A veteran of the Primordial war and pioneer of Solar Hero Style, Gorol was the only survivor of his circle's successful assault on a Primordial, and therefore the only one to hear it utter the Great Curse, catapulting him over the Despair Event Horizon. Later became the first Akuma.

  • Supernatural Martial Arts: He's the reason that the Infernal Monster Style exists in the first place.
  • Unperson: The very fact that a Solar could align himself with the Yozis and become their willing servant did not go over well with anyone. Solar Queen Merela did everything she could to erase the evidence of Gorol's infernal bargain, and even when it inevitably came out, she'd managed to purge enough info that no one knows the whole story.
  • War Is Hell: There's a picture in Broken-Winged Crane of the aftermath. Note the face in the smoke.

    Alchemical Exalted 

The Alchemical Exalted were the prototypes for the initial Exalts (Solar, Lunar, Sidereal and Terrestrial), but were never fielded during the Primordial War. They are human souls in artificial bodies, their special powers taking the appearance of magitek. To have a shot at Alchemical Exaltation, a soul must demonstrate heroism across multiple lifetimes. If the soul is deemed worthy, and if the resources are available, a body is crafted, the soul implanted, and the new Exalt brought to life by the animating power of the Primordial Autochthon. Every Alchemical is, to all intents and purposes, a whole new person, though they have memories of their past lives (unless a previous life was an Alchemical themselves, in which case it takes exceptional circumstances to recall anything).

When Autochthon first noted the Solars' growing insanity, he decided to hide out in Elsewhere, taking several thousand humans along with him. To help them survive in Autochthonia, his world-body, Autochthon taught them the secrets of Alchemical Exaltation, enabling them to create champions who would protect them from the dangers of Autochthonia's internal environments.

That was several thousand years ago, and Autochthon's starting to run down. Resources are low, more and more babies are being stillborn, and blight zones and gremlins, the manifestations of Autochthon's illness, are steadily increasing. Nevertheless, the Champions stand ready to defend their people.

However, not all Alchemicals are on the side of Autochthon, but instead serve the void. Known as Apostates, these Exalts, either through Gremlin Symdrome or a lust of power, embrace the void and work towards the death of Autochthon.

  • Alien Blood: It even glows.
  • Androids Are People, Too: Their bodies may be mechanical, but they have actual human souls animating them and have full feelings and emotions... sometimes.
  • Artificial Human: They can do pretty much anything normal humans can do. One major exception is their inability to reproduce (though not to say they can't be damn good at doing it for fun — see Thousandfold Courtesan Calculations and their body shaping charms). If they are able to reproduce, that means something is very, very wrong, because the only way to do so is with Void charms.
  • Captain Patriotic: They are created by the state and used on all their patriotic propaganda.
  • Chainsaw Good: It's not enough that they have a weapon known as the Gyroscopic Chakram. Oh, no. They have an entire Martial Arts style (Thousand-Wounds Gear) based around it.
  • The Corruption: Gremlin Syndrome is this, slowly turning infected Alchemicals Ax-Crazy, and allowing them to use Voidtech without issue. Alchemicals have no way of curing it, but the Solars are quite capable of doing so, if the Autochthonians are able to breach the Seal of Eight Divinities.
  • Cyborg: Their core body is primarily fleshy clay, but their Charms are metal.
  • Genius Loci: At essence 8, they grow into living cities.
  • Human Popsicle: Or Exalted popsicle, but in Essence it's revealed that some of the "proof of concept" Alchemicals made to sell the gods on the Exalted as champions are still in stasis in Creation as a potential PC origin.
  • Humongous Mecha: At essence 6, they grow into these.
  • Killer Robot: Once the Alchemical gets Dissonance they become this.
  • Magitek: They're Magical Cyborg Demigod Homunculi. That turn into Mechs. And then Cities.
  • Robotic Psychopath: Can apply to high-Clarity Alchemicals, who abandon any concept of morality except for sheer, utilitarian efficiency.
  • Sanity Strengthening: Alchemicals who come into contact with Exalted whose magical material is identical to the Alchemical's Caste can reduce the Exalt's Limit gain.
  • The Spock: Certain Charms and spells require that they acquire Clarity, which brings them more in line with the thought process of Autochthon. This also makes them more robotic and emotionless, causing them to base most of their decisions on logic and protocol. Some Alchemicals endeavor to avoid such a thing by spending lots of time with human friends and loved ones. It's made fairly explicit, however, that a high-Clarity Alchemical does not turn into a preachy Vulcan who talks incessantly about the "logical course of action"; their Clarity simply drives them towards the most efficient course of action.
  • Ax-Crazy: Any Apostate who gains too much Dissonance becomes this, being unable to resist the urge to kill or vandalize whenever they get the chance.
  • Body Horror: Voidtech often takes this form.
  • Sadist: Develop this when they start to get Dissonance, but not enough for them to become Ax-Crazy.
  • With Great Power Comes Great Insanity: Voidtech is extremely powerful, but often comes with Dissonance.

Fair-Spoken Rishi

The iconic Orichalcum caste. Early on in his existence, Rishi was a brilliant Yugashite general who racked up the wins in war until a conversation with a holy man made him reexamine his motives for doing so. He transitioned into politics, becoming a respected legal analyst, diplomat, and wartime negotiator. He's still called on occasionally to install his old war charms.

Rishi's particular field of study is the nature of ideal law and its enforcement, and his writings on the subject have led some to suspect him of pacifism or anti-Yugash sentiments. He doesn't directly criticize the government of the day, instead presenting scenarios in deliberate, but nonspecific, contrast with current events.

  • Ambadassador: Has experience both as a diplomat and a warrior.
  • The Atoner: A rather mild case, since he has been driving forward on that path for centuries.
  • Cool Old Guy: In both his character writeups and the comics he appears in, Fair-Spoken Rishi comes off as pretty reasonable and personable.
  • The Stoic: Due to high Clarity.

Excessively Righteous Blossom

The iconic Moonsilver caste. What the Tripartite Assembly of Yugash wanted when they had him made was a flexible and innovative hero. What they got was an ultra-orthodox idealist. While he's good at most things he turns his hand to, what he is not, noticeably, is a people person, and there are a lot of pissed-off Yugashites who can testify to that (and several who can't, as attested by his ill-fated stint as a battalion commander).

  • Everyone Has Standards: When presented with the burned body of a messenger, Blossom at first remains stoic... but in the final panel of that comic, his stone-faced facade falls apart. When a nearby mortal asks what to do with monsters who’d do this, Blossom’s response is simple.

    Blossom: “The only thing we can do... ERADICATETHEM!”

  • Modern Major General: He's charismatic and a great warrior, but he's awful at tactics.
  • The Neidermeyer: He made it very clear that his many spectacular failures as a commanding officer were due to the incompetence of his troops, and not a result of his command skills being on par with a punch-drunk fix beetle, why would you think that?
  • Not So Stoic: As mentioned under Everyone Has Standards, Blossom initially doesn’t react to the burnt body of a messenger, but he pretty quickly fails to hide how pissed he is.
  • The Rival: To the Righteous Devil, the Dawn-caste cowboy of the South.
  • The Scrappy: In-universe. People hate him so much that a Sovan poster has the Jade Caste Stern Whip of Industryusing his face as a rock to pose on.
  • Small Name, Big Ego: He thinks he's the paragon of Yugash. Yugash does not share his opinion.
  • This Is Unforgivable!: As mentioned, this is his reaction when he receives the burned body of a messenger whose soulgem had been ripped out. While Alchemicals are normally stone-faced and calm, Blossom's expression in the final panel of the comic makes it VERY clear what he's feeling.

Lissome Avid Engineer

The iconic Starmetal caste, who dreams of creating the greatest works of architecture ever seen. She's still quite young, but her social skills have made her far more popular than most new Champions. If her home nation of Yugash makes contact with Creation, she'll probably be responsible for the construction of their forward bases.

Stern Whip of Industry

The iconic Jade caste. He's practically a national institution in Sova: there are posters of his face in nurseries. He lives up to this acclaim by working extremely hard for the betterment of his country and by teaching others to do the same.

Despite his vast strength, he's very nice and rather gentle. This is causing problems for him at present, since most of his country is just itching for a fight. His desire to avoid war has made him into a divisive figure, which isn't at all what he wants to be.

  • The Big Guy: Class 2. The huge guy towering over the others on the cover of Manual of Exalted Power: Alchemicals? That's him.
  • Gentle Giant: Generally speaking. He is a skilled combatant, though, and will fight if necessary or most efficient.
  • The Paragon: His job is to inspire the Populat to give 110% of their effort. He does this by working alongside them and heroically volunteering for the toughest, most dangerous and dirtiest jobs in the factory.
  • Patriotic Fervor: Portrayed in a generally positive light. He's loyal to Sova, and is an icon of the nation. Trouble is, the aggressives in Sovan society are questioning why he's reluctant to fight.

Dreadful Adjudicator of Law

The iconic Soulsteel caste, a regulator (law enforcer) in the nation of Gulak, who is typically to be found patrolling the streets in his all-concealing body armor.

  • Bishōnen: He's pretty attractive under the armor.
  • The Dreaded: Has a habit of lurking around corners and scaring the shit out of tourists. Mind, on the occasion that some poor sod not just turns that corner but actually collides with him...he doesn't much care.
  • Expy:
  • The Fettered: Adjudicator was created to uphold Gulak's laws, and he does, without mercy or leniency. If he were to betray the law, he would be unable to live with himself.
  • In Love with the Mark: Adjudicator's current problem. He's infiltrated a dissident movement, becoming the lover of the woman who leads it. He's got all the evidence he needs to bring the movement's members in, but what's stopping him is that he's actually fallen for the leader - and for the life his alternate identity lives. He's not about to renounce Gulak, but equally, he can't destroy the life he's created for himself, so he's trying to bring his lover into accordance with the law.
    • Worth noting, the dissident movement is significantly less radical than, say, the green movement by modern standards.
  • The Quiet One: Doesn't pipe up a lot outside of his duties.
  • Secret Identity: Janiss, the false identity he devised while infiltrating the dissident movement mentioned above.
  • The Stoic: The most emotion he shows in public is impatience with attempts to resist arrest.

Thousand Faceted Nelumbo

The iconic Adamant caste, a specialist in martial arts. Her previous incarnation was a loyal servant of Debok Moom, one of Autochthon's Divine Ministers. When he was killed, Debok Moom immediately had the soul reincarnated as Thousand Faceted Nelumbo. She watches over the outcast colonies near Autochthon's Pole of Crystal, and drives off expeditions from the Eight Nations.

  • Deadly Upgrade: Just like Ragara Myrrun, Nelumbo seeks to initiate herself into Sidereal Martial Arts. Also like Ragara Myrrun, she's likely to destroy herself if she tries; her Scroll of Exalts writeup has a sidebar titled "BOOM!, Revisited."
  • Fish out of Temporal Water: Here's the thing: because Debok Moom didn't allow Nelumbo's soul to have a few more goes as a mortal Autochthonian, there's a 762-year gap in her memories (because of her previous Alchemical incarnation), and she's somewhat overwhelmed by modern Autochthonia.
  • Gender Bender: Her previous incarnation was a dude.
  • Innocent Fanservice Girl: Downplayed. She's mostly as pure as the driven snow, but she knows perfectly well that her getup would attract stares. She just doesn't think she needs clothes most of the time, and for the most part, she doesn't.
  • Ms. Fanservice: Typically, the only clothing she wears is a cloak. Sometimes it just barely covers her chest, sometimes it doesn't. Besides the fact she can't actually get cold (she's a robot, remember?), she doesn't really deal with humans most of the time, so she doesn't see the need. When she needs to talk with someone who would care, the cloak reshapes into normal clothing. The developers' own nickname for her? Maiden of the Missing Pants.
  • The Stoic: Not one to let her feelings show, and she has high Clarity much of the time.

Voice of Authority

One doesn't always get what one was expecting when one makes an Alchemical of a specific Caste, but it isn't always a bad thing; Voice is a Soulsteel Caste, and thus meant to serve the nation of Gulak as a pragmatic and ruthless enforcer of Autochthonian law, a scourge of the Voidbringers. What came out of the vats was a bombastic, friendly, and proudAction Hero and serial seducer. After destroying a large and deep-seated Void cult, he found he was much more suited to the "destruction of the Great Maker's enemies" than the "ferreting them out" bit, and he quickly became a scourge of the Reaches, searching out and destroying the largest nests of The Corruption he could find. Unlike Blossom, he also happens to have a good estimation of his own skills, meaning his ego comes off as charming rather than irritating to the populace of his nation. This does not sit well with the Gulaki Tripartite; he was meant to be an enforcer, not an icon, and they are rapidly growing annoyed at his combination of not doing what they want and being too competent to be censured for it. For his part, Voice doesn't care — he loves being a Champion, and the people love him.

  • Bishōnen: Unlike Dreadful Adjudicator of Law, he doesn't wear a helmet, being a fairly trusting person. And what a face it would conceal!
  • Cowboy Cop: He really doesn't care for direct authority at all.
  • Glory Hound: A rare example in that it's a secondary motive for him — he honestly loves Gulak and Autochthon, he just thinks he deserves recognition for his deeds.
  • Hope Bringer: See above.
  • Insufferable Genius: Subverted. He's hot shit, knows he's hot shit, but doesn't rub it in the face of other people. It's why he's featured prominently on Gulaki propaganda posters.

    Liminal Exalted 

Like the Abyssals, the Liminal Exalted, or Chernozem, are associated with the Underworld. They are ghost hunters and exorcists, and can fight a Lunar to a draw in one-on-one combat in the right circumstances. Their name links them to rebirth, and they're somewhat similar to Prometheans.

Created through the holy necromancy of the mysterious entity called the Dark Mother when her attention is drawn to those truly determined to bring back the dead, Liminals are dead bodies given new life — sometimes patchwork, sometimes not. The "no backsies" rule applies, however: Liminals are not the people whose corpses made them, nor ghosts dredged from The Underworld — they are entirely new souls who are effectively "born Exalted," having only trace memories of said corpse donors. If need be, they can even hack off the parts of the recently dead to replace any unsatisfactory organs they already have. Standing between death and life themselves, their mission is to keep the dead and the living balanced, champions of Lethe — though they are not bound to that purpose, and can set out to find their own place in Creation.

First introduced in Masters of Jade.

  • Appendage Assimilation: The Liminals can heal from loss of limbs and dismemberment as long as their pieces can later be gathered and brought close together. If a few missing parts go missing, this can be dealt with as long as they can find or make a handy corpse, at which point they can remove the parts they need and incorporate them into their own bodies. They can also replace parts they still have for more advantageous replacements — for instance, swapping out their eyeballs for a superior pair to gain better eyesight, or doing the same with their hands to gain better dexterity.
  • Back from the Dead: Since they are not "alive" in a conventional sense, they can get around the No-Resurrection rule... to a point, as drowning will still permanently kill them.
  • Body Horror: Their charms are big on this. The corebook's Liminal quick character alone has such wonderful examples such as generating additional body mass to get more strength (which quickly rots away once the charm is ended), having their eyes go red with blood to see incorporeal undead, becoming grotesquely double-jointed to climb up walls and bursting bones out of your body to generate cover.
  • Came Back Wrong: The likely belief of the people trying to resurrect their old bodies. There is no resurrection involved, though, a Liminal is a completely separate individual from the people whose body or bodies they were made from.
  • Can't Live Without You: Every Liminal has a "Thread of Life", a key Intimacy towards a living being, initially their creator, and if it's broken (whether due to the mortal's death, neglect on the mortal's part, or the Liminal realizing that their relationship is abusive if it is so) they lose their ability to revive and start to decay, ending up a hungry ghost or bog-standard zombie within a lunar month unless they anchor the Thread to a new mortal, or a fellow Exalt in their Circle or another powerful entity if they're powerful enough. They can also sense when "their" mortal is in grave peril.
  • Critical Status Buff: Going by the corebook's quick character, several of their charms become less expensive or more powerful the more damaged their bodies are.
  • Dark Is Not Evil: Their core mission is essentially creative and nonviolent, and the Dark Mother is very much an example of Good Parents.
  • Desperately Looking for a Purpose in Life: The conundrum of a Liminal's existence leaves him wondering just for what purpose he exists.
  • Expy: One criticism that has been made about their Kickstarter preview for third edition is that it's too focused on their Promethean inspiration and doesn't build up enough of their own distinct identity. Essence introduces more unique features, namely their "Thread of Life".
  • Foil: To Abyssals — while Abyssals are the living brought into death, the Liminals are the dead remade into new life.
  • Frankenstein's Monster: What they are. Like the Monster, they are possessed of incredible strength and wonder about their place in the world.
  • Hunter of Monsters: The Liminals have an inclination towards dealing with those who trespass the boundary of life and death, such as ghosts and other undead.
  • I See Dead People: Liminals can see ghosts who wouldn't normally be visible.
  • Kill It with Fire: Liminals are usually able to regenerate from almost anything, but wounds inflicted by burning are difficult for them to heal from.
  • Kill It with Water: Drowning will kill a Liminal for good, and if their body is under running water after a non-drowning death they need to have it removed before they can revive.
  • Liminal Being: If the name wasn't enough of an indication, Liminals straddle the divide between life and death, so that they can better reinforce it for their Dark Mother. They can see ghosts that are not normally visible, physically interact with ghosts when most can't, and have a limited ability to revive after "death".
  • Mix-and-Match Man: Some Liminals start out this way, and it's quite likely most of them will end up like this eventually.
  • The Omniglot: Liminals can speak to and understand ghosts even when language barriers should make that impossible. This only works with ghosts, mind.
  • Power Copying: Why they swap body parts — certain memories of skills and abilities are contained in certain body parts, and sometimes the Chernozem wants it.
  • Psychic Link: Aside from their Thread of Life, Liminals also have a connection to the Dark Mother, feeling her as an atavistic pressure in their minds compelling them to keep the worlds of the living and the dead apart.
  • Pulling Themselves Together: Usually, crippling wounds such as a missing eye or arm require powerful magic to heal, but Liminals can survive damage up to and including dismemberment as long as the pieces are brought close together, allowing them to stick themselves back into one piece.
  • Removing the Head or Destroying the Brain: Well, destroying the brain works. Removing the head might, so long as you keep the pieces well separated.
  • Spare Body Parts: Apparently it's not uncommon for Liminals to keep a spare of a body part ready.
  • Super Mode: Allowing their anima to flare increases their cap on bonus dice from charms by their essence, at the cost of revealing their terrifying nature to onlookers.
Signature Blood Aspect. A living (ish) example of what happens when spirits bite off more than they can chew, Crimson's creator was a King of the Woods (a very Jerkassspecies of wood elementals) who grew dissatisfied with six of his priestesses, as each possessed a mortal failing. Killing and dismembering them, he used their corpses to construct the body of a new, perfect worshipper to glorify him, and using sacred hymns he heard the Elemental Dragon of Wood whisper in his sleep, brought her to life.

He then quickly discovered that (A) Liminals have no personality carried over from their components, and (B) she remembered all the Kick the Dog acts he had perpetrated on the original priestesses. That King no longer exists, his dust banished to the Underworld for forever and a day.

Now a bodyguard for a Guild merchant prince, Dame Crimson is on a Journey to Find Oneself, eager to find what lies outside of the forest.

  • Bloody Murder: As a Blood Aspect, this presumably comes naturally to her.
  • Gone Horribly Right: Her creator wanted someone without the mortal faults that initially displeased him. He got one, up to and including the confidence to put her foot down and tell him to screw himself.
  • Turned Against Their Masters: It's hard to blame her, given what Kings of the Wood are, and what he did to make her, but still...

     Getimian Exalted 

The Getimian Exalted are another new Exalted type revealed in Third Edition. Originally created by the Primordials Oramus and Sachaverell (see: herefor their modern forms under Yozis) as the Primordials' own Exalted, the Getimian Exaltations were sealed away when they got frightened by the results, until the rogue Sidereal Rakan Thulio discovered their existence and released them.

Counterparts to the Sidereals, Getimians have colonies of Pattern Spiders living in their spines, their bones replaced by webbing. This means, of course, that each is effectively a living Loom of Fate, and their powers reflect that: whereas the Sidereals draw themes and powers from enlightened teachers of Shinto, Getimians are themed after Taoist alchemists, to the point where instead of Personal and Peripheral Essence Pools, they have Still and Flowing ones, with effects on their personalities and powers depending on how balanced (or... not) they are.

Getimians are Exalted from those heroes who Heaven decided would never exist, whose heroic deeds would never come to pass - until their Exaltation decreed they should exist anyway. As a result, most of them have become agents in a war against Yu-Shan, seeking revenge for what was lost and what could have been.

  • Anti-Villain: Loathing of the gods, in many other settings, would mark one as the embodiment of hubris. Here, it comes off as a perfectly reasonable reaction, if a little lacking in nuance, especially since Heaven decided that their existence was "inconvenient". It should also be noted that while all Getimians have a bone to pick with the gods, they're quite capable of understanding the difference between the corrupt and the honest — at least one spoiler character works in Yu-Shan as a consultant of the Sidereals, helping maintain Creation from the divine side.
  • Empowered Badass Normal: In their original destiny, each and every Getimian was already a person capable of changing the fate of a significant portion of Creation while still a plain mortal. Being pulled into the canon timeline and Exalted just enhanced them even more.
  • Evil Counterpart: Subverted. They were supposed to be, but the Primordials feared them, and what they implied about fate, too much. Now unsealed, the Primordals have long been reduced to a state where they can't really order them around to begin with, to the extent they're even aware of them, so the Getimians are Wild Cards by definition.
  • Foil: To both Sidereals and Green Sun Princes.
    • While Sidereals are arbiters of Heaven's will born from special destinies decided at their birth, Getimians are a weapon against the gods born when a destiny that was undone by outside interference comes back into existence by the power of the Exaltation.
    • While Green Sun Princes are embodiments of the Yozis as they are, broken and angry things that chose people who are also broken and angry to bring Malfeas' terrible glory to Creation, the Getimians are discarded products of the Primordials in their prime, suddenly brought into the modern world with no master but a human Sidereal and who bring their lost home timelines into reality.
  • Glitch Entity: Non-video game example. Since Getimians aren't part of Creation-that-is, it reacts wrongly to them, causing inconsistencies and inconveniences around them - clothes they wear are still in storage, food they eat is still on the plate untouched, tracks appear before they set off, etc. On the flipside, their powers let them deliberately act as living glitches, doing such things as being in two places at once, summoning allies from Elsewhere, binding people to their history, turning people against their enemies, etc.
  • Heroic BSoD: Their "Melancholy Fugue" Great Curse manifestation has the Getimian shut out the outside world to the best of their abilities.
  • Humanoid Abomination: Downplayed, because they are human. They just happen to be humans who aren't supposed to exist, and have the Lovecraftian Superpower mentioned below.
  • Lovecraftian Superpower: Read that again: They have spiders living in their spines. Spiders. Given how their creators are two of the most distinctly weird of the Primordials/Yozis (which is really saying something), it's to be expected.
  • The Minion Master: Getimians have the ability to draw other people into their personal Looms of Fate, creating a general role like "business partner", "friend", or "bodyguard", and imposing them on mortals, giving them buffs that escalate with the Getimian's own Essence - and a penalty when acting against it.
  • My God, What Have I Done?: Two of the ways that the Great Curse manifests for Getimians have a way to snap them out of it early: they, or more specifically to this trope, someone or something that they care about, being harmed by their actions or inaction (depending on the manifestation).
  • Mythology Gag: Each Caste's writeup in Essence describes them using one of 2e's Virtues: Spring gets Valor, Summer gets Conviction, Autumn gets Compassion, and Winter gets Temperance.
  • Numerological Motif: 2 and its powers - two patrons, two types of Essence, four Castes, sixty-four Getimians - reflecting their Taoist inspirations.
  • Paradox Person: From the Getimians' perspective, they've woken up to find themselves in a changed and unfamiliar world that's gone very differently to the one they know, their old life erased from reality. Word of God has revealed that the people who became Getimians weren't even born in the original timeline.
  • Rage Against the Heavens: And a rogue Sidereal, Rakan Thulio, is leading their war.
  • Sealed Badass in a Can: Up until about fifty years before the Scarlet Empress' disappearance, the Getimian Exaltations were sealed away by the Primordials. Rakan Thulio has made that no longer an issue.
  • Seasonal Baggage: Their Castes are based around the four seasons.
  • Set Right What Once Went Wrong: Many Getimians by default are trying to enact the positive changes that they made in their own aborted timelines in the true Creation, but a way that the Great Curse can manifest for them is trying to forcibly remove what they see as flaws from Creation.
  • Winds of Destiny, Change!: They can draft their own Fates using their internal pattern spiders, disrupting the pattern of the true Loom.


Strictly speaking, the Exigents aren't oneExalted type so much as a collectionof Exalted types. What links them all, however, is their common source: in times of need, a god can pray to the Unconquered Sun to be allowed to create a unique Exalt of their own, and should he approve, the god in question can call upon the Exigence — the divine flame — in order to empower their new Exalt. Said Exalt will gain powers based upon their divine patron's domain — for example, a Chosen of Gambling will have gambling-themed powers, while a Chosen of Harvests will have harvest-themed powers. The cost to the god can be high, though — in the case of the weaker ones, calling upon the Exigence can cost them their lives. Still, there are gods who would pay even thatprice to see their domain protected. Revealed, like the Getimians, in the Third Edition spoilers.

No, they're not Chosen of the 'black market'. Where other Exigents' divine patrons received the Exigence as a gift, the patrons of the 'black market' Exalts... acquired it through less-than-legal methods (that some of them happen to be Forbidden Gods probably plays a part). Like their legal 'cousins', the 'black market' Exigents are a collection of Exalt types, each with their own unique set of powers. Despite the name, however, being a 'black market' Exalt need not put one at odds with Heaven.

Then there are the 'dirty bomb' Exalted, who have had a number of spirits modify the Exigence as it passed from hand to hand. The result is an aberration of incredible power — and when dealing with the Exalted, that's saying something.

Strawmaiden Janest, the Harvest Exalt

A simple farmer, kidnapped as an infant during a raid and raised by priests of Ten Sheaves, the god of the fields she worked. She met her god for the first time when he Chose her to become the Harvest Exalt in order to defend her village from the Fair Folkmarching on it. Since, him being a weak god, the diminishment that comes with creating an Exalt cost him his life, that was also the last time. After the Fair Folkwere dealt with, she left to become a freelance protector of the little guy.
  • Action Girl: Takes on an army of Fair Folk solo, and sets herself against those who threaten ordinary folk.
  • All Up to You: Janest becomes the Harvest Exalted, but it costs the life of the god who does it. She then proceeds to take on the army of Fair Folk menacing her home singlehandedly. Word of God says that she at least manages to drive them off, though that may be because the nobles in charge recognize her as a Worthy Opponent and decide she's of more use to them alive (and as a great antagonist for their dramas) than dead.
  • Happily Adopted: The field-maidens are all abducted as infants. They all know this. Janest seems entirely content with her lot in life.
  • Heart Is an Awesome Power: Some Exalted are empowered by the King of the Gods, or an Elemental Embodiment, or one of the titans who created the world. Some Exigents are empowered by important and puissant gods like Plentimon of the Dice or Shalrina, Daimyo of Faces. Janest was empowered by a field god. Not the god of fields in general, the god of a specific group of fields. That's enough to let her, at minimum, impress a Fair Folk noble.
  • Sinister Scythe: Justified. Since she's a harvest maiden, she wields a scythe. Since she's an Exigent and it's her chosen weapon, it's made of black metal, covered in sinister runes, and crackling with baleful green energy.
  • Walking the Earth: After the Fair Folk are driven off, she becomes a wandering hero.
  • You Are Better Than You Think You Are!: Janest is not the strongest of the harvest-maidens, but it is her will and drive to protect her home that cause Ten Sheaves to choose her as his champion.

Nurlissa, Chosen of Masks

Believed to be Chosen of Shalrina, Daimyo of Faces, a goddess known for creating magical masks and trading people's faces.
  • Mask of Power: Nurlissa's Exaltation came in the form of a mask, as do the Charms, allowing Nurlissa to be anybody.
  • Power at a Price: Original mortal face for Exaltation. Doesn't seem like much of a price at first sight, given that Nurlissa's powers can simply restore it.

The Bleak Warden, Chosen of the Seals

  • Sealed Evil in a Can: What Warden basically has power over, able to release evils from their seals to cause havoc, and to place seals on enemies.

Thousand Venoms Mistress, Chosen of Toxins

A divine assassin.

Willow Specter, Chosen of the Dice

Won his Exaltation gambling with Plentimon himself, the god of gambling and gamblers, becoming the luckiest man in the world. Out to get everything he can before his deeds catch up to him, knowing as a gambler that there's always a price to be paid.
  • Winds of Destiny, Change!: As noted, his Exaltation has made him the luckiest man in the world... but because it comes from the god of gambling, he fully expects his luck to run out at some point.

Revana Quin, Architect of Wu-Jian

Revana, daughter of a smuggler and pirate captain, was Exalted by the god of Wu-Jian, a city with more than its share of smugglers and pirates, to use her unusual grasp of the big picture to protect the city from outsiders and its own residents. Wun Ja, goddess of the Shining Metropolis and considerably more important than a mere city father, was also involved in her Exaltation for reasons that have not been elaborated on.

She bears the distinction of being the first Exigent to get a statblock.

  • Heroic Seductress: It's not clear whether this or The Vamp fits her better, but she can call on the power of the red-light district (although in Creation, the lights are the blue of the "Maiden" of Serenity) to seduce people more effectively.
  • Improvised Weapon: One of her Charms lets her make an ordinary object hit as hard as an artifact weapon, although the object doesn't survive.
  • Master of Disguise: Just walking through a thick crowd lets her disguise herself, with no actual disguise kit needed.
  • Mighty Glacier: She can make her fists or skin as hard as the stone her city's made of, but her speed is nothing special.
  • Pirate Girl: Well, her mother was, and she certainly has the skillset of one.
  • Sherlock Scan: Her Charms let her get a read on someone by examining their home or tell whether there's any danger to or from a building just by walking around it.
  • Skeleton Key: The Charm that lets her get past any lock in a city that would bar her way, including living guardians without specific reason to keep her out, references the trope in its text.
  • Wretched Hive: Her home city of Wu-Jian.

Essential Silence

Chosen of Silken Vesper, a god of mysteries unveiled. Essential Silence has gone renegade from the Immaculate Order, seeing only secrecy and conspiracies within it, and has become a heretical reformist.
  • Combat Precognition: He anticipates every move of his opponents in combat.
  • Enslaved Tongue: One of his powers, getting the tight-lipped to surrender their secrets, which he used as an inquisitor.
  • Internal Affairs: Part of his old role in the Order as an inquisitor, rooting out blasphemous cabals.
  • Laser-Guided Amnesia: Those who hunt him forget his nature.
  • Tongue-Tied: Those who see him passing by cannot speak of him.

Kerlei the Chain

Chosen of Zhieka, Who Binds the Heart in Steel, a god of righteous imprisonment.
  • Black Bug Room: Among her powers is the ability to make these real, conjuring up dungeons from prisoners' nightmares.
  • The Jailer: She serves as warden of the Immaculate Order's prison beneath the Nail of Truth in Pneuma, where the Sidereals imprison Exigents Chosen by criminal and forbidden gods, and either condition them to serve the Order or send them to atone in their next lives.
  • Long-Lived: Averted; Kerlei's Exaltation hasn't extended her life, and she's looking for an apprentice to take on her duties.
  • Nightmare Face: Has this in some capacity, and it's able to drive even the most inflexible to repent.

Ma'anjin Hekobo

Chosen of Wanjung, the central war god, Heaven's General and Trumpeter of the Chosen. Her Exaltation received special dispensation from the Immaculate Order, though her power is still seen as inauspicious. She fights with the divine might of a war god's champion, and displays martial perfection in all endeavors.
  • Cool Helmet: Depicted in historical illustrations in a demon-masked kabuto.
  • Magic Music: Hearing her sing has led farmers to leave their fields and take up arms.
  • Number Two: She serves, protects, and speaks for Wanjung directly.
  • Retired Badass: She's retired from service in the Imperial legions.

Tall Cypress, the Wraith-of-the-Woods

Chosen of Yagumo, a revered forest god of the Blessed Isle.
  • A God, I Am Not: Prone to getting venerated by heterodox fertility cults of Sextes Jylis; he subdues them with humility and gentleness, so the Immaculate Order isn't forced to do so with violence.
  • The Paragon: Considered the foremost example of proper Exigent behavior in the Realm.
  • Really 700 Years Old: Over 400 years old.
  • Speaks Fluent Animal: Plant variant; he can commune with trees to tap into Creation's past.
  • Transflormation: Able to take plantlike form, assuming the might of primeval forests.

    Dream-Souled, Hearteaters and Umbral Exalted 

Initially, these three Exalted types were intended as foils for the Lunars and Sidereals in Third Edition, in order to emphasize some of their themes, and were to receive playable writeups. When Robert Vance and Eric Minton took over as developers, they opted not to make the various trade-offs involved in incorporating them into the line, instead deciding to have them as "optional canon", with an appendix in Exigents describing their themes, concepts and backstories, and giving enough information on their Charmsets for people to homebrew their own, with the possibility of giving them a splatbook depending on response.

A picture of them (alongside an Alchemical and Green Sun Prince) can be found on pages 54-55 of the Third Edition core: the woman with the aurora is a Hearteater, the man being tormented by a shadow-monster is an Umbral Exalt, and the man in the toga is a Dream-Souled.

  • The Assimilator: Some Hearteater Charms allow them to absorb abilities, traits and skills from their pawns.
  • Casting a Shadow: A good part of Umbral powers is physical manipulation of darkness and shadows.
  • Enemy Within: An Umbral's Exaltation gives them a Shadow they struggle against to keep control; it can grant them situational power in return for ceding control.
  • Foil: The Hearteaters and Umbral Exalted were intended as Lunar foils, while the Dream-Souled were intended as Sidereal foils with the Getimians. However, they've moved beyond that even in the summarised versions in Exigents, becoming more standalone.
  • Liminal Being: The Dream-Souled stand between Creation and the Wyld, not fully of one or the other.
  • Loose Canon: Their position in the game. People can include them in their games, and will get advice on how to do so, but the rest of the line isn't going to be written under the assumption they exist.
  • Non-Indicative Name: The Hearteaters' name is metaphorical, rather than literal.
  • The Virus: The core Hearteater concept, via breaking others' wills and turning them into their pawns. Kill a Hearteater with a suitable pawn nearby, and the Exaltation passes to the pawn... along with the drive to break people's wills and make them pawns (courtesy of their manifestation of the Great Curse), but not the original Hearteater's mind. Kill a Hearteater without a suitable pawn, and the Exaltation will pass to the next mortal to touch their bones.

    The Spoken 

The Spoken are unusual in a few regards: for one, they're the only known non-human Exalted type, and for another they're the only known extinctExalted type. Many of the undersea races of the Niobraran League believed in the Voice of the Trench, that the great trench at the deepest part of the ocean was the source of the universe, the origin of Creation. Whatever the truth of that belief, the Voice is (or was) real, and his Chosen were the Spoken, which he called into existence. Sharing his ability to call things into being, they called upon the powers of the oceanic gods, called upon the powers of the tsunami, the quake, the maelstrom and the vent, and called and commanded sea creatures and pelagic horrors.

Initially, the Spoken were slated to be introduced in a Niobraran War sourcebook for Third Edition, but Eric Minton and Robert Vance decided they weren't high priority, being extinct in the present-day setting. They did not, however, decide to drop the Voice's Chosen altogether; the Spoken may be gone, but they did leave their mark on Creation.


Exalted solar


Tabletop high fantasy role-playing game

This article is about the role-playing game. For the comics adaptation, see Exalted (comics). For other uses, see Exalt (disambiguation).

Exalted Second Edition Core Book.jpg

Exalted Second Edition front cover, featuring the images of the characters (from left to right) Arianna, Swan, Panther, Harmonious Jade, and Dace.

DesignersRobert Hatch, Justin Achilli, Stephan Wieck, Andrew Bates, Dana Habecker, Sheri M. Johnson, Chris McDonough and Richard Thomas

Robert Hatch and Geoffrey C. Grabowski(game direction first edition)
John Chambers(game direction second edition)
John Mørke and Holden Shearer (game direction third edition core)
Robert Vance and Eric Minton (game direction third edition)
IllustratorsBrian Glass(art direction), UDON Comics and many others
PublishersWhite Wolf Publishing
Publication2001 (1st edition)
March 13, 2006 (2nd edition)
April 20, 2016 (3rd Edition)
GenresHigh fantasy
SystemsStoryteller Game System Design by Mark Rein•Hagen
Age range12+

Exalted is a role-playing game published by White Wolf Publishing. The game is classified as high fantasy and it was inspired by a mixture of world mythologies as well as Japanese anime.[1] The game is currently in its third edition. First Edition was originally created by Robert Hatch, Justin Achilli and Stephan Wieck. The original core rulebook was published in July 2001.


  • 1Influences
  • 2System
  • 3History
  • 4Promotions
  • 5Setting
    • 5.1Background
    • 5.2Types of Exalts
      • 5.2.1Solar Exalted (Chosen of the Unconquered Sun, Lawgivers)
      • 5.2.2Abyssal Exalted (Chosen of the Void, Deathknights)
      • 5.2.3Lunar Exalted (Chosen of Luna, Stewards)
      • 5.2.4Sidereal Exalted (Chosen of the Five Maidens, Viziers)
      • 5.2.5Terrestrial Exalted (Chosen of the Elemental Dragons, Dragon-Blooded)
      • 5.2.6Alchemical Exalted (Chosen of Autochthon, Champions, Colossi, Patropoli/Matropoli)
      • 5.2.7Infernal Exalted (Chosen of the Yozis, Akuma and the Green Sun Princes)
      • 5.2.8Other Exalted
    • 5.3Other magical beings
    • 5.4Essence
    • 5.5Magical Materials
  • 6Books
  • 7See also
  • 8References
  • 9External links


The setting is strongly influenced by Tanith Lee's Tales from the Flat Earth, Michael Moorcock's Hawkmoon, Lord Dunsany's The Gods of Pegana and Yoshiaki Kawajiri's Ninja Scroll. Other influences include Glen Cook's The Black Company; Sean Stewart's Resurrection Man, The Night Watch, and Galveston; Homer's Odyssey, the Bible, and Wu Cheng'en's Journey to the West.[2][3]


The game uses ten-sided dice and a variation of the Storyteller System[4] to arbitrate the action, and, as with many other RPGs, requires little beyond the rulebooks themselves, dice, pencil, and paper. The Exalted version of the rules were derived from the trilogy of White Wolf Publishing games Trinity (formerly known as Aeon), Aberrant, and Adventure! where the idea of a fixed target number of 7 or higher was first introduced.

Characters may be frequently presented with challenges that normal human beings, even within the context of the game, would find difficult, deadly, or simply impossible. However, as the chosen champions of greater powers, each Exalt possesses Charms, which may either enhance their natural capabilities or manifest as shows of great power. An Exalt with low-level archery charms might find her arrows hitting with preternatural accuracy, while greater faculty might allow her to shoot without difficulty to the edge of her vision, or turn a single arrow into a deadly rain of ammunition.

The Exalted frequently power their charms with accumulated Essence, a universal energy that flows through and comprises Creation and other worlds. While normally their Essence recovered slowly through rest, in the first two editions they could also regain it more quickly by performing stunts, actions given special description and embellishment by the players. In the third edition stunts no longer regenerate Essence, but combat automatically causes Essence stores to refill quickly. However, stunts continue to exist, and their primary benefit—adding extra dice to the actions they describe, thus enhancing the possibility of success—remains.


Exalted has mechanical and thematic similarities to White Wolf's previous game series, the old World of Darkness, but exists in its own product line, called the Age of Sorrows. The game has a sales record on par with the company's flagship title, Vampire: The Masquerade, the second edition core rulebook achieving a sales ranking at #23,558 on[5] with a 4.5-star mean user review rating based on 31 user reviews as of January 2019.

The initial advertisements for Exalted placed the Age of Sorrows as the pre-history of the old World of Darkness. Meanwhile, some oWoD supplements also supported this; the Hunter Apocrypha gave a vision of the past that said that Hunters gained their power from the broken shards of the souls of great heroes of a lost age, which seems to suggest that Hunters carry fragments of Solar Essences. Likewise, the Kindred of the East supplement gave a structure of the Wheel of Ages (mirrored in Exalted first edition books as the Ages of Man) that seemed to accommodate the integration of Exalted and the classic World of Darkness, the former the first and second age, and the latter being the fifth age.

However, once the game was released such connections rapidly became uncertain: names and themes from the World of Darkness line run throughout the material, but rarely in a way that suggested a direct connection between one and the other. Per the commentary of multiple developers, the connections are deliberately tenuous, allowing players to be free to treat it as a prehistory or as its own world as it may suit their individual game. The similarities between Exalted and the Chronicles of Darkness are even weaker, primarily intersecting only where the Chronicles reused material from its predecessor. The Second Edition briefly implies that its story is the prehistory of our own world on its back cover, but this idea is not explored in any depth beyond this; while the last book of Second Edition would posit a modernized world with the Exalted, it was clearly a technologically advanced version of Creation – the world of Exalted – rather than Earth.

Shards of the Exalted Dream, the final 2nd edition product, was published in January 2012. Development of Exalted 3rd Edition was officially announced in October 2012. A Kickstartercrowdfunding campaign for Exalted 3rd edition ran in 2013 from May 9 to June 8, reaching its $60,000 funding goal within 18 minutes,[6] raising a total of $684,755 and breaking Numenera's record for the most funded tabletop RPG Kickstarter.[7]


In March 2008, White Wolf Publishing unveiled a promotion that would allow 2,500 Dungeons & Dragons players to exchange their copy of their 3.5 Edition Player's Handbook for a copy of the Exalted Second Edition Core Rulebook. The promotion was called "Graduate your Game" and has received mixed reviews from fans of both games. The success of this promotion was not revealed.



The history of the setting begins with the Primordials: vast entities akin to Greek primordial deities or the Outer Gods of H. P. Lovecraft's works, even going so far as to use similar epithets to the latter. They shaped Creation – a flat world of finite extent – from the primordial chaos, and placed the gods to watch over it.

In time, the gods decided to overthrow the Primordials, but were forbidden from taking arms against their makers. Instead, the most powerful of the gods imbued exceptional humans with their power (the titular Exalted) to fight for them. Upon victory, the gods retreated to the Heavenly city of Yu-Shan to oversee from on high, and left Creation to the Exalted and Humanity.

However, the Exalted suffer from the "Great Curse," uttered upon the dying breaths of the slain Primordials. The Solars eventually grew decadent and corrupt from this influence, and were slaughtered in a massive insurrection known as the Usurpation by their servants and advisors. After the Usurpation, the majority of the Exaltations of the Solar Exalted were locked away, and an organization known as the Wyld Hunt was organized to kill all the others, and to drive the Lunar Exalted from the civilized lands of Creation.

During the intervening age, the Terrestrial Exalted became the rulers of the world, ruling in a shogunate. After the Great Contagion (a plague originating from the lands of the dead) and the Balorian Crusade (a war with the Fair Folk) wrought devastation across Creation, a young captain of the Dragon-Blooded armies gained access to powerful weapons of the First Age. With these, she saved Creation and then asserted her rulership over much of the it, dubbing herself the Scarlet Empress. Nearly eight hundred years later—in the present day of the game—there are eleven Great Houses of the Realm, nearly all of whom claim direct descent from the Empress.

Five years prior to the default starting point of the game, the Empress vanished. By the present of the game it is believed she will not return, and the Realm stands on the brink of civil war. Simultaneously, the Solar exaltations locked away have returned. With the Houses ignoring the threat of the Celestial Exalted to position themselves to take control of the Realm, the number of Solar Exalted in Creation is slowly growing. Thus, the backdrop to the setting sees the newly arisen Solars (among various other heroes and villains) struggling to survive long enough to make their mark upon the fate of Creation, for good or for ill.[1]

The flat world of Creation is the primary setting of Exalted. Creation has two continents, the Blessed Isle and an unnamed super-continent which covers the northern, eastern and southern edges of Creation, populated by many nations and tribes, with the settled regions along the inner coast of this super-continent being known collectively as the threshold. The Blessed Isle is located in the center of Creation. The Realm rules the Blessed Isle and its proximate archipelago directly, and indirectly rules numerous tributary states known as satrapies along the threshold.

Surrounding Creation is the infinite ocean of pure chaos known as the Wyld. The cosmology of Exalted also includes the Underworld, the celestial city of Yu-Shan, the demon realm of Malfeas, and the machine world of Autochthonia.

Types of Exalts[edit]

At the core of the setting, there are several different types of Exalted, any type of which could play the role of protagonist or antagonist of the game. The Exalted of Creation can be divided into two categories: Terrestrial Exalted and Celestial Exalted. Celestial Exalted, being the chosen of the Celestial Incarnae, are significantly more powerful than Terrestrial Exalted, and can live for millennia, but their numbers are limited by a fixed number of Exaltations passing from mortal life to mortal life at any given time. Terrestrial Exalted are the chosen of the Elemental Dragons; while less powerful, the Dragon-Blooded inherit Exaltation from their ancestors.

The Abyssal, Alchemical, and Infernal Exalted technically fall outside of the two categories, though their power level is comparable to that of Celestial Exalted. A brief synopsis of each type is given here, organized by relative power and significance within the game.

Most types of Exalted have certain collective predispositions toward or against other Exalt types by culture, and may be viewed differently by the various mortals of Creation. Centuries of Terrestrial hegemony and propaganda play a part in this: the Dragon-Blooded and their world-spanning empire are often seen as demigods and heroes, for instance, while the Lunar Exalted are often seen as monstrous and dangerous.

Solar Exalted (Chosen of the Unconquered Sun, Lawgivers)[edit]

The default protagonists of Exalted and the champions of the chief of the gods, a being known as the Unconquered Sun.[8] There are five castes of Solar Exalted: Dawn (warriors and generals), Zenith (priest-kings of the Unconquered Sun), Twilight (scholars and sorcerers), Night (spies and assassins) and Eclipse (ambassadors and diplomats).

Solars are regarded as monstrous demons by much of the mortal world due to centuries of propaganda by the Realm.

The nature of Solar charms tends to express itself instead through human excellence taken to superhuman extremes, and as such their raw prowess in most skills easily exceeds any of the others.

Abyssal Exalted (Chosen of the Void, Deathknights)[edit]

Loyal servants of the Deathlords,[9] the Abyssal castes are a dark reflection of their Solar counterparts; Dusk (soldiers, generals, and martial champions), Midnight (priests and leaders), Daybreak (scholars and artisans), Day (assassins and spies), and Moonshadow (bureaucrats and diplomats).

In the present of Exalted, the Neverborn sow their revenge from beyond the grave through their Deathlord servants. The source materials, primarily the second-edition sourcebook The Manual of Exalted Power: Abyssals, present the Deathlords as the vengeful ghosts of First Age Solars slaughtered in the Usurpation. They have varied goals, but most strive not to conquer or corrupt Creation, save as a path to the Neverborn's desire: the complete destruction of existence.

The greatest agents of the Deathlords in the world of the living are the Abyssal Exalted, also known as Deathknights: dark reflections of the Solar Exalted. They field vast undead armies, bolstered by ancient knowledge long since lost to the living but still readily available among the lingering dead, and a powerful form of magic known as necromancy. Several sourcebooks present the Abyssals and the Deathlords as having a tentative foothold in Creation, representing a grave threat.

Lunar Exalted (Chosen of Luna, Stewards)[edit]

Presented as the most anarchistic and chaotic of the Exalted. In the sourcebooks, they are often referred to as cunning shapeshifters, skilled fighters, and capable generals.[10]

Within the game's history, they were very tightly bound to the First Age Solars. While many stood and died beside their Solar friends and spouses in the Usurpation, others fled to the edges of Creation and remade themselves to fight a long war against the Dragon-Blooded. Lunars now follow at best a loose tribal hierarchy and often ritually tattoo each other to protect themselves from the warping effects of the Wyld.

Second edition materials detailed the Lunar Exalted's subversive influence on Creation's societies and revealed the Thousand Streams River Project, a complicated system of social engineering designed to create self-sufficient human societies that do not require Exalted leadership to function. Several major societies within the game were declared the results of centuries of subtle, behind-the-scenes guidance, with varying degrees of success.


These Celestial Exalted are few, yet are described as major players in the fate of Creation. Sidereals are peerless martial artists and excel at foreseeing and manipulating fate.[11] They are often presented as secret agents of the Bureau of Fate of the Celestial City of Yu-Shan, the home of the gods, directing events in the mortal world from behind the scenes.

They were the viziers, prophets and cunning advisers of the First Age. Toward the end of the First Age, a prophecy came to them that warned that without action, Creation would fall to darkness. Seeking to save the world, the Sidereals looked into the future and saw two options: attempt to reform of their maddening kings, or destroy the Solar Exalted and raise up the Dragon-Blooded in their place. The Sidereals, possibly under the effects of the Great Curse laid upon them by the Neverborn, elected the path that offered a guaranteed future for Creation. As such, they orchestrated the end of the First Age, known as the Great Usurpation.

Sidereals slip from the minds of those who meet them, mortal and Exalt alike, which can be beneficial to Sidereal characters or harmful, depending on their intended goals as player characters and non-player characters. Some unpredicted events prior to the "present" setting of Exalted, such as the Great Contagion, have jarred their faith in their precognitive abilities. Meanwhile, the loss of the Scarlet Empress, their secret ally at the top of the Scarlet Dynasty, has greatly weakened their influence.

In the present, a growing rift between the Bronze Faction (which supports the Dragon-Blooded hegemony) and the Gold Faction (which backs the newly returned Solars) renders the Sidereal Exalted uncertain of their future.

Terrestrial Exalted (Chosen of the Elemental Dragons, Dragon-Blooded)[edit]

There are five elemental aspects to the Dragon-Blooded: Air, Earth, Fire, Water, and Wood.[12] In the history of Exalted, they were the elite infantry and servants to the rest of the Exalted in the First Age. They are less powerful than other types of Exalted, but most of their strength lies in their inheritance – rather than being chosen by a god, the Dragon-Blooded have the potential to share their Exaltation through their bloodline. With their comparatively massive numbers, along with the help and guidance of the Sidereal Exalted, they were able to overthrow the Solar Exalted at the height of their power and end the First Age.

The most prevalent Dragon-Blooded in Creation make up the ruling class of the Realm, currently the most powerful empire in Creation. The state-sanctioned faith known as the Immaculate Order paints the Solar and Lunar Exalted as dangerous Anathema who will bring ruin to the world if allowed to exist. Because of this, the Realm organizes the Wyld Hunt, which actively seeks out dangers to the Realm (such "Anathema" include many other types of Exalted, rogue gods, and the Fair Folk) and destroys them. This practice had effectively kept the Solars from rising to power again since the end of the First Age, but has faltered with the recent disappearance of the Scarlet Empress and the subsequent power struggle among the Great Houses.

The ruling Dragon-Blooded of the Realm are made up of the eleven Great Houses. Most houses were founded by and named after one of the Scarlet Empress's Exalted offspring, though at least two are descended from the Empress's late husbands and consorts, and three unspecified houses are descended from adopted children of the Empress.

Alchemical Exalted (Chosen of Autochthon, Champions, Colossi, Patropoli/Matropoli)[edit]

[13] Creations made from clay and the Five Magical Materials, built in the world of Autochthonia. They were introduced in the supplement "Time of Tumult".[14] Alchemicals serve the Great Maker Autochthon, a primordial who assisted the Gods by sharing the secret of Exaltation with them. The Champions are infused with the souls of dead Autochthonian heroes, serving as protectors of a parallel world made up of the body of Autochthon himself, and enforce the will of its theocratic government. They divide themselves into six castes according to which material was mainly used in their construction. Instead of wielding Essence directly and using their Charms in a "magical" fashion like other Exalted do, the Alchemicals have Charms "installed" like peripheral parts. As Alchemical Exalted grow in power, they also increase in size, eventually physically joining with Autochthon and forming living, sapient cities.

The Alchemicals are not subject to the Great Curse, as they did not fight in the Primordial War. In gameplay, in place of curse-driven insanity, they have a Clarity track which measures their psychological distance from humanity. Those Alchemicals who have been infected with Autochthon's illness have a Dissonance track instead, measuring their madness, corruption, and drive to violate boundaries.

Infernal Exalted (Chosen of the Yozis, Akuma and the Green Sun Princes)[edit]

The Yozis — the Primordials who were overthrown but did not die — created the Infernal Exalted from fifty stolen Essences of Solar Exalts. While the first edition hinted at their existence, they did not get official rules until the 2nd edition's Manual of Exalted Power - The Infernals (April 2009).

The Infernals have the full resources of the demon realm at their disposal, along with numerous Yozi cults which already exist in creation, and learn the transformative charms of the Yozis themselves. It is implied that despite currently reveling in their power, the vast majority of Infernal Exalted will grow disillusioned with the alien Yozis and ultimately go rogue. The Infernals' Primordial power gives them the potential to grow into new Titans themselves, not bound by the same shortness of vision their current patrons possess.

Other Exalted[edit]

Three new types of playable Exalted have been announced for 3rd edition: The Liminals, the Getimians and the Exigents.

The Liminals "stand at the border between life and death, humanity and monstrosity".[15] They are created when someone attempts to bring another person back from death; resurrection is explicitly impossible in Exalted, but some will still try. On occasion, this attempt draws the attention of some other power that raises the corpse to life again. The new Liminal possesses the memories of the body that she wears, but does not possess the same soul, and thus do not have the same personality. Like the Dragon-Blooded, they are divided among five aspects—Breath, Blood, Flesh, Marrow, and Soil—depending on the motives of the person who created them.

The Getimian Exalted are heroes who could have changed the world, but instead were never born. The rogue Sidereal Exalt Rakan Thulio has rediscovered their Exaltations, and brought them into the world again to serve in his War Against Heaven. The Getimian Exalted have Essence split into two pools, but unlike the other Exalted types, their charms interact with their separate pools in different ways: Some of their charms can only be powered by one or the other, or cause different effects depending on which one is used.

The Exigents are described by 3rd edition developer Holden Shearer as follows: A god may petition the Unconquered Sun for the power to Exalt their own champion. If successful, then the God receives the Exigence, which they may use to create their own champion. The process is taxing on a god, and can destroy it in the process. Some Exigences have been sold or otherwise passed into the hands of gods who do not have the Unconquered Sun's approval, while others have been heavily modified from multiple sources; the writers have referred to the former as "black market" Exaltations, and the latter as "dirty bomb" Exaltations.

Other magical beings[edit]

Alongside the various types of Exalts found in Creation, there are also other magical creatures that use the same Essence that Exalts use to power their magical effects. The following are the most prominent types of magical beings.

Behemoths are unique, immortal monsters. There are two broad categories of behemoths: Primordial Behemoths, created by the Primordials in the Time of Glory before the Primordial War. Some, now known as Hekatonkheires, were killed during that war and now serve the Neverborn in the Underworld. Wyld Behemoths appear as monsters under the control of Fair Folk, but they are not truly separate beings from their masters, and are merely the aggressive tendencies of powerful Fair Folk come to life.
Dragon Kings[16]
The Dragon Kings are not Exalted; they are supernatural creatures offered as a player character type. The Dragon Kings are dinosaurlike beings of great power. Dragon Kings are sworn in allegiance to their creator, the Unconquered Sun, and can remember their past lives with great clarity. Although they once ruled Creation, the majority of their perpetually-reincarnating souls were annihilated during the war against the Primordials. After the First Age ended in war and disease, what remained of their civilization collapsed. They still exist in the Second Age, though hidden in the farthest corners of Creation. Rules for playing Dragon Kings are presented in the Exalted Player's Guide in 1st edition and the Scroll of the Fallen Races in 2nd edition.
Fair Folk[17]
Like the Dragon Kings, they are an alternative player character type to the Exalted. They know themselves by their own word, Raksha; however the superstitious in Creation, rightly fearing that to name them is to invoke them, call them the Fair Folk with the hope of flattering and placating them. In one sense, they are very similar to the Primordials: primeval beings whose existences precede and are not bound by the physical reality of Creation. They are natives of the Wyld, which they call Rakshastan – the place that exists between Creation and the Unshaped Chaos.
The Fair Folks prey upon mortal souls and do a brisk slave trade with The Guild, a powerful economic organization in Creation. The Unshaped are the most powerful of their number, but lack the means to stabilize themselves by assimilating the personhood of mortals and as such are incapable of existing in Creation for any great duration. Rules for playing Fair Folk are presented in Exalted: The Fair Folk in 1st edition; 2nd edition rules are included in Graceful Wicked Masques: The Fair Folk.
Refers to, as a collective whole, offspring of a mortal or animal and a magical being, or the mortal offspring of two magical beings, in which case they take after the more powerful of the two. The resulting offspring bears traces of its mystical parentage. According to the authors, they stand somewhere between divinity and mortality: less than Exalted, but more than human. Those with awakened Essence can purchase the same types of Charms as their supernatural parent, though their power is limited by a low Permanent Essence trait and a small Essence pool.
There are several subtypes of God-Blooded, mostly named for their supernatural parentage: God-Blooded are the children of gods and elementals, Demon-Blooded are the offspring of demons, Ghost-Blooded are the children of ghosts using powerful Charms to help them reproduce with mortals, and Half-Caste are the children of powerful Exalts (although exceedingly rare). The Fae-Blooded are the children of a union between the Raksha and mortals. The Mountain Folk can also produce God-Blooded offspring, but there is no specific term for them. Rules for playing God-Blooded characters are presented in the Exalted Player's Guide in 1st edition, and Scroll of Heroes in 2nd edition.
Mountain Folk[19]
Also known as the Jadeborn, creatures of the Great Maker, Autochthon: when Creation was initially formed by the Primordials, some among the Unshaped were incorporated into the substance of the created world. Sensing that these other, native intelligences of Chaos had been snuffed out in the Creation of inanimate elements, Autochthon took pity on them. Salvaging whatever it could discern of their prior selves, Autochthon resurrected them – still formed of the earthen materials they had calcified into, but alive, and with at least a glimmering memory of the intelligent entities they had once been.
The Mountain Folk, like many of the Exalted, are divided into Castes: Artisans, Warriors, and Workers. The vast majority of the Mountain Folk are Unenlightened – limited in intelligence, creativity, and supernatural power. A small minority of Workers and Warriors—as well as the entire Artisan Caste—are Enlightened, with much greater creativity as well as both mundane and supernatural potential. Mountain Folk society is ruled by the Artisan Caste, who make up the nobility, with Unenlightened Warriors and Workers making up the commoners and Enlightened Warriors and Workers occupying an intermediate position. Rules for playing the Mountain Folk are presented in 1st edition's Exalted: The Fair Folk and 2nd edition's Scroll of the Fallen Races.
Spirits are divided into four broad categories: demons, elementals, ghosts, and gods. With the exception of elementals, spirits are naturally immaterial, generally require Charms to materialize in Creation, and will reform when killed unless some supernatural effect prevents them from doing so. Rules for playing ghosts in 1st edition are presented in Exalted: The Abyssals, and rules for 2nd edition are presented in The Books of Sorcery, Vol. V: The Roll of Glorious Divinity II: Ghosts & Demons. Rules for playing elementals and gods are presented in The Books of Sorcery, Vol. IV: The Roll of Glorious Divinity I: Gods & Elementals.
Yozis and Demons
The Yozis are exiled, imprisoned and twisted Primordials. As the makers of the world and the gods, they are at once grandiose beings and complex pantheons: Each Primordial has multiple souls, which are independent sapient beings in their own right and possess their own sapient spiritual fragments. These souls, and the entities which they craft, birth, or otherwise create, are the demons of Exalted.
Due to the terms of the Yozis' surrender, all demons can be summoned and bound by a powerful enough sorcerer.
Elementals maintain Creation, and with a few exceptions, embody one of the five elements: air, earth, fire, water or wood. Elementals are naturally material, requiring charms to dematerialize, and with a few exceptions, cannot reform when slain. Unlike other spirits, their growth is largely unrestricted. The most powerful elementals are the Lesser and Greater Elemental Dragons. Elementals are generally outranked by gods of similar power. While Sorcerers can summon and bind demons through sorcery, the Elementals conjured through a similar spell are brought into being whole-cloth, and frequently cease to exist at the end of their binding.
The elementals of Autochthonia embody one of the machine world's elements: crystal, metal, oil, lightning or steam, and cannot be summoned through sorcery.
The most common type of ghosts, referred to as ghosts or the dead, are the hun or higher souls of mortals who have refused to pass into Lethe and reincarnation due to their attachment to their mortal lives. These ghosts are much weaker than Exalted, and they can only respire Essence in the Underworld and Shadowlands. Hungry ghosts generally come into existence due to betrayal, vengeance or a traumatic death. Initially, a hungry ghost includes both the higher soul and the po, or lower soul, but the hun soon moves on, leaving the hungry ghost largely mindless. Unlike other ghosts, hungry ghosts are naturally material in Creation at night. Nephwracks are ghosts who have been corrupted by the Neverborn. Unlike uncorrupted ghosts, they are capable of using necromancy. The Deathlords are thirteen ghosts of powerful Solar Exalted who have been empowered by the Neverborn, and although they are not technically Exalted, they have access to Abyssal Charms. Spectres, also known as plasmics, are bizarre creatures spawned by the nightmares of the Neverborn. The category of Hekatonkhire includes the ghosts of demons, devas and Primordial behemoths, as well as the manifested nightmares of the Neverborn. The Neverborn are the ghosts of slain Primordials. Immensely powerful, they are difficult to rouse from their slumber, and their power seems largely constrained to the Labyrinth. Only mundane ghosts and Hekatonkhire can be summoned through necromancy, and only mundane ghosts can be summoned through sorcery.
Most gods are members of the Celestial Order, which is stratified into two divisions: the Celestial Court, composed of gods of concepts, and the Terrestrial Bureaucracy, made up of the gods of physical objects and locations. Technically, all members of the Celestial Court outrank all members of the Terrestrial Bureaucracy. In practice, Terrestrial courts are largely independent.
Outside of the Celestial Order, there are also the machine spirits of Autochthonia, unemployed gods whose domains have been usurped or destroyed, rogue gods who have abandoned their duties, and forbidden gods who have been exiled due to madness, an abhorrent nature or because they sided with the Primordials.


Essence is the mystical force which the Exalted and gods manipulate to gain their supernatural powers, as well as the energy that forms all things. Within the game, the mystical force "Essence" is always capitalized to distinguish from other uses of the word.

Magical Materials[edit]

The Magical Materials are used to forge artifacts and weapons. Each material is associated with a type of Exalted, as well as one of the castes of Alchemical Exalted, who are partially constructed from that material. These materials are all easily enchanted, and each one resonates with a particular type of Exalted.[22][23] This resonance makes any item that is both constructed from one of the magical materials and attuned to an Exalt's anima preternaturally deft and sure in that Exalt's hands. It also gives the Exalt access to the powers of any hearthstone mounted on the item.

is the most common material, and is associated with the most common, least powerful of the Exalted, the Terrestrial Exalted. There are five colors of Jade which correspond to one of the Elemental Dragons. Blue jade resonates with Air, white with Earth, black with Water, green with Wood, and red with Fire.
is the rarest of the magical materials, forged from meteors, and the husks of godlings executed in Yu-Shan, the Heavenly City. Like its wielders, the Sidereal Exalted, Starmetal re-weaves fate and involves itself with divine functions.
is considered by the Lunar Exalted to be a gift from their patron, Luna. It must be harvested by moonlight, using no crafted tools, forged at night and cooled only with water that has never seen the sun. Like the protean Lunars, Moonsilver can shift into new forms easily.
is made from human souls and the substance of the Labyrinth of the Underworld. It is jet black, and agonized faces of the souls it contains can be seen moving and screaming in the metal. Unsurprisingly, this material is used almost exclusively by the Abyssal Exalted. Soulsteel weapons draw upon the forces of death and the underworld.
is used primarily by the Solar Exalted. Orichalcum is rarely found in pure deposits; usually, it is created out of gold that has been heated by lava and sunlight reflected from mirrors of occult design.
a super-solid crystal that is refined down to the sharpest substance known. It is largely present within the body of the Primordial Autochthon, but was also known in Creation during the First Age. This material is used primarily by the Alchemical Exalted, though the Exalted of the First Age occasionally made items out of the material.


See the list of Exalted sourcebooks for further information.

See also[edit]


  1. ^ abChambers, John; Alan Alexander; Rebecca Borgstrom; Carl Bowen; Zach Bush; Joseph Carricker; Genevieve Cogman; Dawn Elliot; Michael Goodwin; Conrad Hubbard; Peter Schaefer; John Snead; Andrew Watt; William Wulf (2006). "Chapter One: Setting". In Carl Bowen (ed.). Exalted (2nd ed.). White Wolf Publishing. pp. 22–67. ISBN .
  2. ^Grabowski, Geoff C.; Bryan Armor; Andrew Bates; Kraig Blackwelder; Dana Habecker; Robert Hatch; Sheri M. Johnson; Steven S. Long; Alia Ogron; Ethan Skemp; Lucien Soulban; James Steward (2001). "Introduction". In John Chambers (ed.). Exalted. White Wolf Publishing. pp. 17. ISBN .
  3. ^Chambers, John; Alan Alexander; Rebecca Borgstrom; Carl Bowen; Zach Bush; Joseph Carricker; Genevieve Cogman; Dawn Elliot; Michael Goodwin; Conrad Hubbard; Peter Schaefer; John Snead; Andrew Watt (2006). "Introduction". In Carl Bowen (ed.). Exalted Second Edition. White Wolf Publishing. p. 19. ISBN .
  4. ^Shannon Appelcline (2007). "A Brief History of Game #12: White Wolf, Part Two: 1993-Present". RPGnet. Retrieved 2007-09-16.
  5. ^ (2005). Exalted reviews on ISBN .
  6. ^"Update 3: And After a Day Had Passed... · Deluxe Exalted 3rd Edition".
  7. ^
  8. ^Chambers, John; Alan Alexander; Rebecca Borgstrom; Carl Bowen; Zach Bush; Joseph Carricker; Genevieve Cogman; Dawn Elliot; Michael Goodwin; Conrad Hubbard; Peter Schaefer; John Snead; Andrew Watt; William Wulf (2006). "Chapter One: Setting". In Carl Bowen (ed.). Exalted (2nd ed.). White Wolf Publishing. pp. 23–32. ISBN .
  9. ^Dansky, Richard E.; Michael Kessler; Michael Goodwin; Bryan Armor; Jim Kiley; Ellen P. Kiley; Dawn Elliot; Scott Taylor (2003). "Chapter Two: Deathlords and Abyssals". In Carl Bowen (ed.). Exalted: The Abyssals. White Wolf Publishing. pp. 107–117. ISBN .
  10. ^Alexander, Alan; Genevieve Cogman; Conrad Hubbard; Peter Schaefer (2007). "Chapter One: The Silver Pact". In (ed.). The Manual of Exalted Power: Lunars. White Wolf Publishing. pp. 20–56. ISBN .
  11. ^Alexander, Alan; Carl Bowen; Joseph Carriker; Conrad Hubbard; Peter Schaefer; Stephen Lea Sheppard; Dean Shomshak (2007). "Chapter One: The Five-Score Fellowship". In (ed.). The Manual of Exalted Power: Sidereals. White Wolf Publishing. pp. 19–43. ISBN .
  12. ^Alexander, Alan; Kraig Blackwelder; Peter Schaefer; Scott Taylor (2006). "Chapter One: The Scarlet Dynasty & Chapter Two: The Outcaste". In Carl Bowen (ed.). The Manual of Exalted Power: Dragon-Blooded. White Wolf Publishing. pp. 18–87. ISBN .
  13. ^Blackwelder, Kraig; Michael A. Goodwin; Michael Kessler; Alejandro Melchor; John Snead (2005). "Chapter One: Autochthon and Autochthonia". In John Chambers (ed.). Exalted: The Autochthonians. White Wolf Publishing. pp. 16–62. ISBN .
  14. ^Bush, Zach; Genevieve Cogman; Andrew Dabb; Dean Shomshak (2002). "Chapter Four: Crusaders of the Machine God". In John Chambers (ed.). Time of Tumult. White Wolf Publishing. pp. 137–175. ISBN .
  15. ^
  16. ^Bolack, David; Michael Goodwin; John Snead; Scott Taylor; Eric Toth; W. Van Meter (2004). "Chapter Four: The Dragon Kings". In John Chambers (ed.). Exalted Player's Guide. White Wolf Publishing. pp. 154–195. ISBN .
  17. ^Borgstrom, R. Sean; Eric Brennan; Genevieve Cogman; Michael Goodwin; John Snead (2002). "Chapter Two: The Raksha". In John Chambers (ed.). Exalted: The Fair Folk. White Wolf Publishing. pp. 60–89. ISBN .
  18. ^Bolack, David; Michael Goodwin; John Snead; Scott Taylor; Eric Toth; W. Van Meter (2004). "Chapter Two: The God-Blooded". In John Chambers (ed.). Exalted Player's Guide. White Wolf Publishing. pp. 44–93. ISBN .
  19. ^Borgstrom, R. Sean; Eric Brennan; Genevieve Cogman; Michael Goodwin; John Snead (2002). "Chapter Six: The Mountain Folk". In John Chambers (ed.). Exalted: The Fair Folk. White Wolf Publishing. pp. 60–89. ISBN .
  20. ^Borgstrom, R. Sean; Michael Kessler; John Snead (2002). John Chambers (ed.). Games of Divinity. White Wolf Publishing. pp. 1–127. ISBN .
  21. ^Brennan, Eric; Deirdre Brooks; Conrad Hubbard; Lydia Laurenson; Dustin Shampel; Stephen Lea Sheppard (2007). (ed.). The Books of Sorcery, Vol. IV: The Roll of Glorious Divinity I - Gods & Elementals. White Wolf Publishing. pp. 1–176. ISBN .
  22. ^Grabowski, Geoff C.; Bryan Armor; Andrew Bates; Kraig Blackwelder; Dana Habecker; Robert Hatch; Sheri M. Johnson; Steven S. Long; Alia Ogron; Ethan Skemp; Lucien Soulban; James Steward (2001). "Chapter Nine: Wonders And Equipment". In John Chambers (ed.). Exalted. White Wolf Publishing. pp. 15, 246. ISBN .
  23. ^Chambers, John; Alan Alexander; Rebecca Borgstrom; Carl Bowen; Zach Bush; Joseph Carricker; Genevieve Cogman; Dawn Elliot; Michael Goodwin; Conrad Hubbard; Peter Schaefer; John Snead; Andrew Watt; William Wulf (2006). Carl Bowen (ed.). Exalted (2nd ed.). White Wolf Publishing. pp. 111, 133, 343, 378, 380, 382. ISBN .

External links[edit]


Known also as the Lawgivers, the Solar Exalted are the champions of the Unconquered Sun and the most powerful of all the Exalted. Once the masters of Creation, the Solars were betrayed and usurped by their trusted advisors and soldiers, the Dragon-Blooded. Most Solars were unable to be reborn until recently, and the Wyld Hunt was organized to slay those few who did find a way to reincarnate. While the other Exalted may be able to exceed the Solars in narrow domains, the Solars have the most flexibility, a wide array of powerful Charms and sole access to Solar Circle Sorcery. The only Exalted who are their equals are arguably the Abyssal Exalted, their dark reflections.


The Solars have five castes, named after the progress of the sun across the sky.

  • Dawn: The Dawn caste are the generals and warriors of the Exalted. They can channel Essence into their anima to appear more terrifying.
  • Zenith: The Zenith caste are the priests and leaders of the Exalted. In the time of the Solar Deliberative, the Zenith caste were the priest-kings of Creation. Zenith castes can channel their Essence to banish darkness and permanently terminate the undead.
  • Twilight: The Twilight caste are sorcerers, scholars and savants. They can channel their Essence for damage resistance.
  • Night: The Night caste are the assassins and spies of the Solars; in the First Age they were the secret and public police. They can channel their Essence for concealment of their anima.
  • Eclipse: The Eclipse caste are the diplomats of the Solars. They can channel Essence to sanctify oaths, invoking a curse on oathbreakers. In addition, Eclipse Castes can learn any Charm, regardless of source.


The Solar Exalted were specifically crafted to lead the other Exalted, and are particularly talented at various forms of leadership. During the Revolt of the Gods, the Solars lead the other Exalted against the Primordials, defeating the creators of Creation and assuming leadership of the material realm when the Celestines retired to Yu-Shan.

During the First Age, the Solars ruled in righteousness, then corruption and finally madness as the impact of the Great Curse wore away at their sanity until the Usurpation. Slain by the Terrestrials, the Solar Sparks of Exaltation were captured in the Jade Prison.

Until the disappearance of the Scarlet Empress some small fraction of these sparks continuously reincarnated through the Realm and the Threshold. These Solars were efficiently cut down by the Wyld Hunt until the Deathlords broke the Jade Prison, accidentally freeing the Essences inside. Since that time, the Solars are slowly returning to power.


Solars are aligned to the metal Orichalcum, which they can refine from Gold.

There are approximately 100-200 Solars in the canonical setting.


For those who choose to view a connection between the Age of Sorrows and the World of Darkness, Solar Exalted correspond to modern Imbued. Although ironically, the Imbued are among the weakest groups individually compared to the Solars who are the strongest .

Alternately, one may view the Solars as connected to Mummies, as mummies draw their power from the Sun God Ra as the Solars draw their power from the Unconquered Sun.  Also, mummies have a direct connection with vampires as Solars with Abyssals.  If this is the case, the Imbued have no connection to the Age of Sorrows.

See also


Similar news:

Tabletop Game / Exalted

Welcome to Creation: here's your shovel.

Epic fantasy. Human hearts. Make some noise!

Exalted is a tabletop RPG by White Wolf set in a mythic fantasy world known as Creation. The player characters are the Exalted, epic heroes and demigods blessed with cosmic power to reshape the world to their will. There are many established kinds of Exalted, each one chosen by a different god, titan, or cosmic force, and each one with a different role.

The first Exalted were created at the hands of the gods to overthrow the Primordials, the tyrannical cosmic beings that created the world. The gods won, with the help of two Primordial traitors, Gaia and Autochthon. They slew some of the Primordials, while most were forced to surrender. The dead Primordials became the Neverborn, nightmarish creatures bound to sleep in the Underworld. Those who surrendered became the Yozis, crippled titans imprisoned within Malfeas, the world-body of their king. But the dead Neverborn put a final curse on the Exalted, dooming them all to succumb to hubris and madness.

The Solar Exalted were made rulers of the world, but slowly fell to the Great Curse, becoming depraved and heartless monsters mad with power. The Sidereal Exalted, blinded by the hubris of their curse, conspired against the Solars. They incited the Dragon-Blooded to overthrow their masters in the bloody conflict of the Usurpation, and imprisoned the Exaltations of the Solars, so that they could never again bless mortals with their power. The Lunar Exalted, the Solars' right hands, were chased to the fringes of the world, there to plot revenge against the usurpers. The Dragon-Blooded reigned over Creation, but could not defend it from the infinite hordes of Raksha, soul-eating faeries from beyond Creation, and the plots of the Deathlords, the ghosts of dead Solars in service of the Neverborn. Almost all Creation was destroyed, swallowed up into chaos as the Raksha invaded and the Great Contagion engineered by the Deathlords wiped out nearly all life.

The chaos ended when one Dragon-Blooded activated an ancient superweapon of the Solar Exalted, saving Creation and uniting it behind her. She would become the Scarlet Empress, founding a realm that would span most of Creation. But now, the peace she claimed is falling apart. The Scarlet Empress has vanished. The Raksha still creep across the borders of undefended Creation. And the Yozis and Neverborn have cooperated to free the imprisoned Solar Exaltations, stealing half of them to twist into their own dark champions. Harbingers of slaughter and entropy now stalk the land, while the champions of Hell seek to enact their masters' vengeance. And into the midst of all this, the Solar Exalted have returned.

This backstory would be bleak, forbidding, and generally depressing in any other setting, but the basic premise of Exalted is that you are a Hero, in a universe where heroes matter, and in fact are endowed with power to equal the rulers of the world. The Rule of Cool is the order of the day, and there is nothing you cannot do if you put some effort into it. In fact, the setting-function of the Primordial War is intended to show you that, given time and effort, you can overturn the foundations of the world and define your own reality.

The Exalted First Edition corebook was released in 2001; this edition introduced the Solar Exalted, the Dragon-Blooded, the Lunar Exalted, the Abyssal Exalted, the Sidereal Exalted, the Alchemical Exalted and the Raksha as playable splats. The Second Edition corebook was released in 2006; this edition introduced the Infernal Exalted as a playable splat. The Third Edition corebook was Kickstarted in 2013 and released in 2016; this edition is set to introduce the Exigents, the Exalted of the myriad lesser gods, the Frankenstein-themed Liminal Exalted, and the Taoist-themed Getimian Exalted as playable splats.

Forthcoming is Exalted Essence, a corebook that will streamline the 3e ruleset and provide PC rules for all ten current Exalt types (Solars, Dragon-Blooded, Lunars, Abyssals, Sidereals, Alchemicals, Infernals, Exigents, Liminals and Getimians), and will exist alongside Third Edition.

See also Keychain of Creation, a long-dead Exalted Webcomic. Also see Chorus of the Neverborn, which is still updating at time of writing. See also Scion, which is basically diet ExaltedmeetsAmerican GodsIN AMERICA. See also Nobilis. See also the Old World of Darkness, which inspired parts of the game, and which previous developers once mentioned they would very much like to crossover with (though it's unlikely now).

Udon created a comic book adaptation available for discussion here.

This RPG provides examples of:


167 168 169 170 171