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Abyssals, An End to All Things


An Exalted Third Edition fan work by Spooky Scary Abyssal

Prologue

Death is a friend of ours, and he that is not


ready to entertain him is not at home.
Francis Bacon, An Essay on Death
• Differentiate Abyssal Exalted from
“Spooky Solars”, both in theme and
Principal writer: charms
Steven Gall (Spooky Scary Abyssal) • Emphasize the nature of death,
mortality, rebirth, and balance
(Stevengall1@outlook.com) intrinsic to the state of a Black
This is an unofficial, fan-based work, created Exaltation
with love and intended to be compatible with • Heavily expand upon the notion of
Exalted Third Edition, published by Onyx the “Chivalry of Death”, likely the
Path Publishing. Exalted, Abyssals, and all single greatest concept for Abyssals
other relevant concepts are copyright those to come out of the core book, and
amazing talents. Please support the official make sure the profundity of this
release. concept is understood
• Define the context of the Abyssals in
fine detail, including the Deathlords,
the Neverborn, the Underworld, the
nature of Abyssal exaltation, and
Thanks to Momo and Myrido, for providing
other relevant facts, and modernize
me with the love of the game I have now, for
these from 2e where Deathlords were
running such excellent stories, and for having
Bad Guys, Neverborn were Really
so much patience with the fact that I seem to
Bad Guys, the Underworld was a suck
forget how to roll attacks every other session
place, and Abyssals in general just
and then forget how many motes I have
really sucked to play and weren’t any
committed. I couldn’t do it without you guys.
fun unless you deliberately played
Special thanks to Momo for keeping me sane
like a troll and flat accepted your
during the writing process.
character wasn’t going to have any
meaningful goals outside of striving
for redemption that wouldn’t get them
killed outright by everyone.
Abyssals: An End to All Things is a fan-
based interpretation of the Abyssal Exalted
for Exalted: Third Edition.
This work is set with the task of performing
the following:
• Move away from the unhealthy
dichotomy of rebel/slave set forth in
2e so that Abyssal Exalted can be
awesome https://discord.gg/rkeZKgH

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After the Usurpation, it was decided Unfortunately for the Sidereal
that a more permanent solution to the Solar Exalted, the Deathlords eventually
problem was required; Simply killing a Solar discovered how to make Exaltations from the
freed his Exaltation to seek out a new host, Yozis.
essentially restarting the problem from the The problem was that they required
beginning. They also knew that the Essence to make Exaltations. A deal was
Exaltations themselves were not something struck for this knowledge: The Deathlords
that could actually be destroyed. would steal the Jade Prison, and upon its
Given the choice between hunting retrieval, they would pay a third of the
Solars forever and devising a cleverer way to Exaltations carried within to the Yozis, and
skirt the issue, the Sidereal Exalted hit upon keep the rest.
the idea of trapping the Exaltations somehow Finding the Jade Prison was not
upon a Solar’s death, preventing it from difficult; the Mask of Winters had taken a
reawakening in another. Thus they began the lover who was a Sidereal, and she had fed
construction of the Jade Prison, designed by him information on the location of the Jade
the brightest minds of the Sidereals to contain Prison. The Deathlords, in an unusual display
the threads of fate that held the Exaltations in of unity, fashioned a massive undead beast to
creation. scour the sea floor, find the prison, and return
The massive and ornate jade box had it to the Underworld.
no doors, no locks, and no way in or out This plan did not fully succeed; The
except through the Loom of Fate. Thus, when creature did dredge up the Jade Prison and
a Solar died and the now dispossessed spark haul it back to the Underworld, but at some
came forth to be pared down and bestowed point in its voyage it had developed the most
anew, the Sidereals intercepted it and wove it minute of cracks- But this is all that the divine
into the sealed gut of the Jade Prison. sparks of the Unconquered Sun’s will
Once all three hundred Solar sparks needed. Upon breaking the Jade Prison open,
had been captured, they sank the Jade Prison only one hundred and fifty sparks remained
into the deepest depths of the sea, in a inside, the rest having escaped into the world
location only they knew, so that none could to be reborn. True to their word, the
ever find them again… Deathlords handed over a third of the
remaining sparks, keeping a hundred for their
own Abyssal exalted.

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Where is the Monstrance now?
The process of making a Solar With the Abyssal Exaltations
Exaltation into an Abyssal one is not complete, one might wonder where
pleasant. In doing so, the spark is all but the device used to transform them is.
snuffed out entirely, replaced by its new No one is quite sure; No doubt it has
passed through several Deathlords’
form- And a terrible form it is indeed. The
hands, but one thing is for certain: It
Exaltation loses none of its potency, but what
still exists, and it most certainly can
emerges from the process is something be used again…
completely antithetical to what it once was.
A special vessel called the
Monstrance of Celestial Portion was
fashioned, created from designs produced by Where a Solar exaltation chooses a
studying the Jade Prison. This vessel was not mortal who shows great potential in his time
designed to imprison the spark, however- It of need, so does an Abyssal one. However,
was designed to protect it from going mad unlike its luminous counterpart, an Abyssal
and fleeing before the process could be exaltation does not seek to fuel a mortal’s
completed. The spark would be placed inside, heroism, taking his direst moment and
and one by one, each spark would be exposed turning it into a glorious victory. Instead, it
to the raw energies of the void and the preys on their hate, their anger, and their lust
unfathomable dreams of the undead for vengeance.
Primordials. Abyssal exaltations enter a mortal at
Necromantic rituals were performed the very instant of their death, when they
around each jar as it hung suspended over the stand on the very cusp of the end and look
maw of the abyss and the seeping whispers of over the edge. The Neverborn whisper
the Neverborn wrenched its essence and through the medium of this black spark, and
stained it black. The jar would shudder and make the mortal a promise: She will live
quake violently, the spark within thrashing in through her ordeal, and strike down those
agonized torment and horror, until finally, it who would slay her so.
was still. There is no ambiguity in the promise:
When the clattering was finished, the To accept is to embrace a damnation so deep
jar was hauled back to their workshops and and profound that there can be no
unsealed, revealing the perfect fruits of their redemption, and there is no attempt to hide
efforts- Where once a radiant mote of this truth. There is also no compulsion to
incandescent light existed, a black wisp so accept; The entire scenario is centered on the
dark that it seemed to absorb the light from mortal’s free will, this one last chance to
its surroundings remained. Each one would avert the swinging scythe of the ever-present
wait momentarily, as if taking its first new reaper and direct it to their foes. Some
breath, and then vanish to perform the task it decline, but Abyssal exaltations are canny,
had always done… and they know their targets well enough.
Seek out mortals to accept its power.

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Indeed, it is only in this frozen within its black embrace forevermore. The
moment of time when the mortal’s soul is newly born Abyssal Exalt gasps her first
clasped hand-in-hand with death are they undead breath, and instantly erupts into her
even worthy of such gifts. To be able to fully-fledged, terrifying and magnificent
accept an Abyssal exaltation, the Iconic display. Her wounds might slam shut,
understanding of death the host possess must or gush unending rivers of blood, or worse,
be profound beyond mere words and ideas. and her black anima billows forth,
To understand it this fully, death is not a silhouetting the black caste mark that sinks
subject of study; It is a romance. It cannot be into her forehead, the color of the deepest
taught or explained, it must be experienced, night. What follows is usually a wailing
in the most intimate and deeply personal way torrent of bloodshed and slaughter as the
possible. Only once the mortal’s soul is fully Abyssal wreaks terrible vengeance upon her
coiled in death’s loving embrace can it begin would-be slayers.
to fathom the purity of an Abyssal The reborn Abyssal Exalt then
exaltation’s deathly essence. wanders forth to spread the Chivalry of
Once the Mortal has made her Death. Many seek out the Deathlords,
decision, one of two outcomes results. She pledging themselves to their service and
either declines, and immediately dies, as is becoming Death Knights, while others seek
the natural course, or she accepts, and is their own path through the wending paths of
immediately dragged beneath the tide of grim life and death.
power that overwhelms her and drowns

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and maddened shrieks that defy the very
concept of understanding. They are beings so
Before the beginning of the universe far beyond the comprehension of mortals that
there existed beings so unknowable and they cannot even imagine it. Upon their
vastly powerful that they can scarcely be deaths, the Neverborn became anathema to
imagined, let alone comprehended. These the very thing they created, and now their
were the Primordials, progenitors of the winding thoughts turn towards its
universe, shapers of Creation, and the cosmic destruction, for truly, Creation is their prison,
entities responsible for the existence of all and when it has ceased to be, they will be
things. These idealistic beings dreamed freed.
Creation from nothing, and everything within The Primordials, despite their infinite
it, but all was not to remain well. When they minds, never considered their own deaths.
deigned to leave Yu Shan to survey their When they built Creation, it was never
works, their presence left marks on Creation. designed to handle the deaths of the
Where they went, reality was upheaved and Primordials, as the Primordials were never
tortured in their wake like careless footsteps, meant to die. When the Exalted rose up and
leaving the gods scrambling to undo the slew them, reality itself shuddered, wracked
existential nightmare that resulted from their with uncertainty and retching in horror as
passing, as was their job. When the gods something so wholly incompatible with its
created the Exalted to strike down the very nature transpired. Yet, even so, the
Primordials, it was as much out of fear as Primordials did not die. Within their creation,
envy, and it set into motion a chain of events they are trapped in the instant of their demise,
that sealed the fate of Creation and birthed the the universe so unable to parse their end that
Abyssal Exaltation. they are instead hung over the brink of
All things considered, the chain of oblivion eternally until such time as the
events that led to the creation of the Black prison around them is unmade, releasing their
Exaltation was a cascade of failures. From the tortured existences.
Usurpation itself, to the imprisonment of the The Primordials, with their twisting
Solar Exaltations, to the breaking of the Jade dreams and echoing thoughts, the very
Prison, the birth of the Abyssals was one paintbrushes they used to dream Creation
fraught with setbacks, delays, and into existence, still have power, and in their
complications, yet as surely as Death’s tortured focus whispered the idea to their
inevitable grasp, they were born. Deathlord servants to consort with the Yozi
Their future, however, is another to determine the enigmatic secrets of
matter. The undying dreams of the Neverborn Exaltation. The Abyssal Exaltation is in fact
are impossible to decipher, twisting whispers

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designed after their own horrid state: To take that to enter the howling chasm of the Abyss
something and trap it in the instant of its and gaze upon them, experiencing but the
death, preserved perfectly, but still able to faintest murmur of their limitless depth,
think, feel and act. Abyssal Exaltations are irrevocably transforms the listener into
more stable and permanent than the ever- something horrifying and unrecognizable
fluctuating Wyld, a stark and unmistakable from what it once was, their very soul
avatar of the end of all things. Their black deformed into a wretched Nephwrack.
essence, dark as the lightless void, wreathed
in pure shadow wrought from the
unfathomable depths of oblivion itself, is the
will of the Primordials.
Abyssal exalts therefore owe their
power to these unknowable machinations. No
matter their personal outlooks, Abyssals
partake of the deathly soul of the
incomprehensible dead gods. They see death
in all things, and through both their own
frozen moment of death and that of their
patron Primordial, filter life through that
outlook, feeling on a profound level the ebb
and flow of the forces of life, the pulsing of
essence that composes all living things,
delicate and beautiful as butterfly wings.
Primordials rarely deign to actually
commune with their death knights, however;
They know there is no need. The creature
they have created is, by its nature, driven
towards its master’s ends. Even the promise
they offer at the moment of exaltation, when
time hangs frozen in the air and the closing
jaws of death stand buried in their throats, is
wordless- It is conveyed instinctually, the
potential Exalt understanding what their
acceptance means, and refused or accepted,
with the distant whispers of the Primordials
gnawing at her dying mind as she knows in
her heart what she must do. Perhaps the greatest failing of the
Primordials was the Games of Divinity. Were
And so they slumber, waiting it not for this all-consuming pastime,
patiently, for their ally is entropy, and an Creation might very well have become the
unwavering ally it is. They dream glorious paradise they had seemingly
unknowable dreams of dark madness, truths
and realities so profound and unimaginable

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envisioned. Distracted by the games, the first Exaltations, and unleashed these
however, they were blinded to subtle yet creations upon their masters. Thus were the
important problems within their own Primordials struck down.
creation, not the least of which was the nature The death throes of the Neverborn
of life itself. changed reality itself, their death knell
When they dreamed Creation, all shuddering Creation. This event created the
things had a purpose, and in their vast and Underworld, and more pointedly, the Great
immaculate design, all things, from each Curse suffered by all Exalted, a manifestation
pebble in the river to the gods themselves, fit of the dying Primordials’ anger finally
together like uncountable tiny cogs turning focused on their creation too late.
within an immeasurably complex machine.
Life, however, was the most significant issue
with this system, being able to change and The Neverborn lie drifting listlessly
adapt, drifting outside of its intended role. No through their mad dreams of death, their
creatures were more dangerous to this perfect desire for nothing transforming their resting
order than sentient life, for not only could it place into Oblivion, a blank and eternal
change and adapt in order to alter its purpose, nothing that devours all that enters it. Above
it could do so of its own volition. them hangs the Labyrinth, an ever-changing
The gods were not built as such; They nightmarish plane that reflects the dark
were stewards, caretakers, and overseers, nightmares of the Neverborn. Above that lies
tasked with maintaining the natural order and the Underworld, the dark mirror of Creation.
repairing the damage left by the passing of They hang in the nothing as dreaming
the beings that created it, whose potent specks, whispering into the ears of their
thoughts were as tortured howls which servants. They know only one final truth: The
twisted the world as they went, and the gods Abyss is the answer to all plights. The Wyld
had no means or ability to change their offers the opportunity for limitless change,
station. Yet they, too, were tempted by the growth, and life; The Abyss offers none.
games of divinity, and grew tired of fixing Only it can contest that terrible power, and its
reality. They neglected their duties in favor of unquestionable certainty is the only thing
its allures, and thus was life allowed to which can truly end their prison’s existence.
flourish and deviate from its purpose in ways
that were never intended or desired by the And yet, there may be another way.
Primordials, growing into a wild and chaotic Just as ghosts are held in a state of undeath
element whose existence threatened to within the Underworld by their attachment to
unbalance all of Creation. Creation, unable to truly die until they accept
their own demise, so too might acceptance of
This inattentive fault of the their own end free the Neverborn…
Primordials would prove to be their ultimate
undoing, as the gods capitalized on their
masters’ lethargy. With the direction of Gaia
and Autocthon, two of the Primordials who
had grown disillusioned and malevolent to
their kin, the greatest among them designed

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Nephwracks
Particularly tortured souls that followed the call of the
Neverborns’ twisting dreams into the mouth of the
Abyss, Nephwracks were their first disciples. There
they meditate on the whispers of the Neverborn,
driven ever more maddened with the passing epochs,
preaching black sermons of the glories of dissolution
within the endless void. It is the Nephwracks that first
called the slain Primordials the Neverborn,
recognizing that such beings existed outside of time
as they knew it and were never born. Nephwracks are
the most zealous, and least reliable, servants of the
Neverborn, driven mad by the depths of their
slumbering masters’ contorting nightmares and acting
in incomprehensible ways to carry out what they
believe to be their will. Forever twisted by the reality-
transmuting effects of the shuddering dreams of their
dark masters, Nephwracks take on horrible and
tortured forms, anatomies as impossible to
comprehend as their mad and frenzied schemes.

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The origin of the Deathlords goes all
the way back to the Usurpation, that fateful
moment when the Solar exalted lost their
destiny and were hurled from their high
thrones. Whether the Neverborn exulted at
this comeuppance is unknown, but just as
they themselves were unprepared for their
betrayal, so too were the Solars wholly
unready for such a thing. The world was
plunged into a cataclysmic war which sent
untold numbers of souls screaming into the
underworld in fear. These souls fell into the
madness of the labyrinth, and roiled forth
singing the dark praises of their masters. The
Neverborn themselves, however, did nothing.
They did not swell at this bolstering of ranks,
nor did they rage at the creation of the Jade
Prison, a significant setback. They simply
continued to dream, as no armor, not even
that of fate, would hold forever.
This patience was well rewarded. The
Sidereals, in their haste, had foolishly handed
the Neverborn the single greatest weapons in
their arsenal by sending them the enraged
ghosts of powerful Solars not yet ready to let
go of their lives.
Slaying the Solars stripped them of
promises- Not the least of these was the
their exaltations, but their souls remained as
promise of revenge, the most efficacious and
potent as they had been in life. The most
powerful revenge possible. They would sit
determined of them screamed in impotent
upon thrones of the dead, and from them, rain
rage and wept bitter tears at the loss of their
eternal annihilation down upon the works
grand empires to the betrayers. These angry
they had been betrayed to preserve, traitors
and desperate ghosts heard the whispers of
now squatting in their glory and claiming the
the Neverborn, and had visions of great
power of the Solars for their own.

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Just as there is no lie in what would a speck of a Neverborn resulted in the birth
become the offer of an Abyssal exaltation of the most powerful undead souls to ever
(and indeed the Neverborn have never lied by darken Creation’s threshold. The Deathlords
any account) there was no lie to the Solars. understood Necromancy as none else could,
The Neverborn did not promise them the weaving bone and flesh with the essence of
power to reclaim their lost empires, rebuild death to create monstrous servants, distilling
their glories in Creation, or return to the essence of the grave’s rot to produce
dominion. Instead, they promised them the virulent poisons that could kill mortals with
power to destroy; The power to wreak terrible the barest vapor, and commune with and
vengeance upon their betrayers, the power to comfort the dead in ways that none had been
tear down their empires, just as the betrayers able to before.
had torn down that of the Solars, to strip the The Deathlords scattered across the
betrayers of their pride, glory, and dignity Underworld, still mastering their newfound
before finally plunging Creation into the vast power and contemplating the insight they had
expanse of the Void, laughing as their foes gained. Though these motes of the deathless
wept and gnashed their teeth at the end of souls of the Neverborn bestowed upon them
everything. immense power, these abilities were as
How many accepted the offer is unfathomable to them as the Neverborn
unknown. Though there are three Deathlords themselves, and required more than mere
at large in creation, it is very likely there are possession to wield. They disguised
more that are simply biding their time. The themselves from their former supplicants,
youngest and most idealistic Solars, and the and as they moved among the dead, they
ones thus least corrupted by absolute began to truly understand their own position,
dominion, rebuffed the offer, but the most the plight of the condemned, and the true
powerful of them, the ones who had suffered depths of the treachery they had suffered. It
the greatest and understood they had no would be many years before they would rise
dignity or righteousness left to lose, seized to power, and none dared reveal themselves
this offer and with it willingly accepted the while the Dragonblooded still held sway,
curses and blessings bestowed upon them. wielding the very weapons the Solars
They descended through the depths of the themselves had built. The Deathlords were
Labyrinth, and through great force of will keenly aware of how powerful such things
resisted the madness that gripped the were, and knew that deathlessness might not
Nephwracks. They entered the twisting even save them from their might.
nether that is the corpses of the Primordials. This intimate connection with the
In these darkest places, they offered loyalty dead would shape the machinations of the
to their new masters, and the Primordials Deathlords- They were not given any
gave them a rare gift- An infinitesimally directive or plan, only power and
small mote of their own impossibly potent understanding of death, and set free to their
souls. own ends.
This unfathomable insight resulting
from the fusion of a powerful Solar ghost and

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“Why do you shudder so? There is no need for such fear.”
The Autocrat struggled feebly to stand, staring defiantly at the Mask of Winters, but
quickly found the edge of the colossal Grimcleaver at his throat once more, the soulsteel singing
at the touch of his flesh. He looked up to the wielder, glaring into the deep crimson pools of the
eyes of his captor. Indomitable Grasp of Iron shook his head, a scowl etched across his massive
square jaw, tremendously muscular form hefting the gigantic weapon as if it were made of feather,
ghost-white hair swept back which, coupled with his piercing and predatory gaze, gave him the
distinct likeness of a bird of prey. The Abyssal flashed his caste mark- A circle with eight bars
arrayed like a sunburst, but the color of blackest night- with a sound like scraping steel.
The Mask of Winters glared at Indomitable Grasp of Iron. “This is our host, Iron. He
deserves our respect,” he scolded, waving the warrior’s weapon away. Indomitable Grasp of Iron
paused briefly, still glaring at the Autocrat, but obeyed.
“What do you want?!” the Autocrat spat, watching the Mask, who ignored him and instead
turned to face the city of Thorns, still ablaze, screams rising from the streets as the last remnants
of Thorns’ resistance fell before the swelling tide of undead soldiers. The Mask surveyed the city
from their vantage point at the top of the steps to the palace, and spoke softly.
“What did the Realm promise you?” The Mask of Winters queried him. “Was it prosperity?
Protection? Was it loyalty?”
The Mask turned to face him once more. “When the rest of these lands turned their backs
from the Realm, you remained loyal to them, and they showered you with gifts. Sadly, the
Dragonblooded are fickle friends. They have seen your plight, no doubt, and you now see the fruits
of trusting vipers. They are nowhere to be found.”
“The Realm will not let this stand! They will turn this place to ash before they let you have
it!” barked one of the Autocrat’s lieutenants. The mask regarded her curiously, then proceeded to
ignore her outburst. Outraged, she leapt to her feet, yanked a knife from her boot, and charged at
the Mask of Winters.
Indomitable Grasp of Iron raised his blade, but the Mask of Winters was faster.
The Mask did not even deign to look at her as he killed her, still staring gently into the eyes
of the autocrat. He gestured with one hand in her direction, and she split from groin to chin, a
roiling red mist bursting forth as her blood boiled within her body, and her corpse collapsed as a
pile of simmering gore a mere few feet from where she started with a gut-wrenching splat. The
rest of the Autocrat’s guards and nobles recoiled at the sight, several startled cries raising from the
kneeling crowd as they collectively leapt backwards.

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The Mask sighed, breaking the façade for an
instant. “Autocrat, I am trying to be civil about this.
Your servants are now openly attacking your
victorious foe, which is unwise to say the least.”
The Autocrat looked back and forth between
his former lieutenant and the Mask of Winters in
horror. “If you’re going to kill me… Just kill me
then!” he pleaded.
“Kill you? Of course not, how brutal.”
The Mask of winters brought his hands up,
and the Autocrat jilted upright, narrow bands of
blackness springing forth from his joints into the sky,
and moving his hands, the Mask of Winters walked
the Autocrat into the palace through his supplicants,
following not far behind.
Indomitable Grasp of Iron gestured with his
axe to the remaining crowd. “What do we do with
them?” he asked.
The Mask paused briefly, surveying them.
They looked around at each other fearfully, the
collective breath of all present quickening
considerably.
“They are free to go,” The Mask said
nonchalantly, and continued into the palace.
The nobles and guards present looked at each
other unsurely, while Iron simply shrugged at them,
slung his weapon, and followed his master inside, the
undead soldiers at their flanks shambling off down
the stairs into the streets to finish the job of winning
the city.
The Mask knew they would come. The
Realm. The betrayers. They would bring their might
to bear against the shattered jewel of Thorns and find
their forces wanting. He considered how long he
would simply wait; As long as he held Thorns, the
Realm was sure to gnash its teeth at this insult. The
Mask of Winters would let them. He is, first and
foremost, dead, and death’s patience is legendary.

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Terrestrial Exalted was wept deeply into the
earth on that field, but for the Mask, a simple
Of all of Oblivion’s servants, the takeover would not have been the right
Mask has proven to be the most pro-active. course.
Formerly a Twilight caste in the First Age, He could have taken the city right
the Mask has taken to Necromancy with an then; He could have pulled the gates apart
efficacy few can match, and with this like reeds with Juggernaut’s mighty fists, sent
prodigious talent, he raised up the mighty his undead armies to swarm the defenders,
undead walking fortress known as and used his Abyssals to carve a path straight
Juggernaut. to the palace and slay the Autocrat, and he
An amalgamation of countless dead, might have, if it were not for one fact: Thorns
Juggernaut’s might was the staging ground sent a missive for aid to the Realm. This
for the invasion of Thorns. Riding atop its opportunity piqued his interest, and he
gargantuan form, the Mask of Winters decided to indulge his own vindictive vice to
commanded the battle below, sending forth teach the people of Thorns a harsh lesson
unending waves of undead servants and about the Realm.
eventually his own Abyssal Exalted to And so he waited, and sieged the city,
intercept the Dragonblooded which rode waiting for the Realm to betray them with
forth to meet him. their absence. He sent seething black carpets
This was the first time the Abyssals of chittering rats to devour the city’s food
had been officially recorded in Creation. while the rotting carcass of Juggernaut filled
Before then, whispers circulated, dark rumors the air with a fetid stink that sickened the
of black-clad figures who wielded death and decadent and bloated city of Thorns. As the
were as likely to come to your rescue as they city starved, they turned on each other, and
were to slay you where you stood. No one true to the Mask’s cynical predictions, the
believed these stories, for no exaltations of aristocracy and military turned on their
that scale had been performed since before citizens, hoarding what was left of the food
the First Age, but at the Battle of Thorns, they for themselves. While the people starved and
knew. the armies and fat nobles tried desperately to
At first, the Mask of Winters waited. ration to themselves the crumbs that were
He rode Juggernaut to the city’s walls, his left, he released the city’s death knell: Pigs
armies of the dead and his Abyssal Exalted carrying the Puppeteer’s Plague.
holding back. When the Dragonblooded rode He released them by the score into the
forth from the city to meet this threat, they city’s streets, and they were swiftly rounded
were met with the Abyssal Exalted, who up by the nobility and military for
slaughtered them wholesale, raining blows themselves, leaving the citizenry to wither
from black steel daiklaves that rung like while they worried about their pampered
death bells, flinging spells of pale ghostflame bellies. The decadent nobles and their
that incinerated their souls, and vanishing military toadies gorged themselves on these
into the shadows only to reappear as a storm morsels, and by the time they realized the
of blades and chaos. The blood of the deception, it was too late. One by one, the

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self-centered fools were slain by their own
undead skeletons, which angrily ripped their
way free of their screaming, witless hosts
only to immediately turn on the rest.
The people of Thorns watched in
despair and anger as the city’s elite
abandoned them, and when the Puppeteer’s
Plague was at its apex, they revolted. With so
much of the military that remained
succumbing to the Plague, they stood no
chance against the army of rebels that rose up
beneath them and cast the gates open,
welcoming the Mask of Winters into Thorns
to finish the job.
The Autocrat, along with his
lieutenants and personal court, was
untouched by the Puppeteer’s Plague or the
famine; Within the opulent palace they had
enough food to last the siege out for quite
some time… Especially if they didn’t share it
with anyone else. With the realities of the
Realm’s betrayal clear, the disillusioned
The Mask of Winters is not prone to
populace turned upon them next, and even
giving in to threats, but in all things, he seeks
some of the soldiery rose up after watching
to make a point. The Deathlord selected a
their lieutenants remain healthy and hale
champion from among his Abyssals, a Dusk
while they starved. In the end, the Mask
caste called Indomitable Grasp of Iron. He
might not have even needed to send in his
sent the Abyssal forward to face these
armies. He did, however, seething undead
adversaries alone, fully aware that the
swelling up like a nightmarish tide alongside
Dragonblooded stood no chance. The point
the rebel armies to sweep away the well-fed
he was proving is that the weapons of the
loyalists, Abyssal Exalted flanking the Mask
realm, the Dragonblooded, were outdated and
as he calmly strode to the palace steps,
obsolete in the face of the champions of
flashing daiklaves and wilting necromancy
Death.
turning aside all who would try to stop him.
As Indomitable Grasp of Iron hefted
There, atop the steps of the Palace, the
his mighty Grand Grimcleaver, its honed
last line of defense stood: Three
edge still stained red, the air hung still. With
Dragonblooded officers, the bodyguards of
a roar, the black-clad Dusk leapt forward,
the Autocrat. They bid the Deathlord to come
dragging the mighty axe blade in a shower of
no closer or they would slay him where he
sparks, and one by one, hacked the
stood.
Dragonblooded to red ribbons, his black

16
anima swirling about him as his glorious Winters abstains from leaning too heavily on
butchery brought the champions of Thorns to them, reluctant to place them within his
their knees and blessed them with the End. As command structure, preferring instead to
the final bodyguard lie broken on the ground, keep the counsel of his fellow ghosts so that
Indomitable Grasp of Iron brought his axe his death knights are free to pursue their own
blade high, and drank in his opponent’s new deathly clarity. He does train and teach them
intimacy with death, studying his face during if they desire, offering his timeless tutelage to
his final ragged gasps for breath, then these passionate lawgivers, though his
slammed the colossal blade down upon him, favored students are those of the Daybreak
cleaving him, and the bricks beneath him, caste, who take to the arts of Necromancy
neatly in twain. with far more efficacy than the rest. In
The city of Thorns was therefore exchange, he requires them to come when
taken by the Mask of Winters, and the they are called, issuing orders and commands
presence of the Abyssal exalted confirmed that his lesser confidants might not be
within creation. This revelation sent Heaven capable of completing reliably.
scrambling to figure out how this could have This is not universally true, however.
happened, but unfortunately for them, death Red Iron Rebuke, the blind Moonshadow,
keeps its own counsel. The Sidereal Exalted has been anointed regent of Thorns, running
sent one of their own, the Green Lady, to spy the city itself while his master dwells within
on the Mask of Winters, unaware that this the halls of Juggernaut’s fortress-body.
Sidereal was in fact the lover of the Mask of No one is quite sure what Mask of
Winters, and the one who had told him about Winters’s endgame is, but the most important
the Jade Prison and where to find it in the first impact he has had among his own is that he
place. has brought the Deathlords into the focus of
It is from the alienated rebels that the Realm. The other Deathlords are mostly
threw the gates open and cornered the content to sit upon their thrones of death and
Autocrat that he drew his Thornguard, the wile away eternity on their own pleasures and
mortal soldiers that govern the city’s security. schemes, and the Mask’s open warfare
They are wholly disillusioned with the Realm endangers their own plans.
and the aristocracy, fully understanding the
Mask’s important lessons.
The Mask of Winters commands what
is, by the reckoning of most, the largest
number of Death Knights. Abyssals in search Though this section details only
of answers and guidance in their rebirth tend a single Deathlord, The Mask of
to seek out the most readily available Winters, there is no real way to know
Deathlord they can find to gain insight into exactly how many there are, as the only
their own nature, and this is usually the Mask requirement for becoming a Deathlord
of Winters for those in the East and South. is to be a ghost with the will and
fortitude to accept a piece of a
The Mask is all too happy to oblige Neverborn soul without being unmade
these curious and eager souls, accruing a instantly by the process.
sizeable force of them. Even so, the Mask of

17
18
The underworld was created when the
Primordials fell. It is a second reality that
resembles Creation geographically, and then
becomes radically different in every other
way.
The Underworld’s vistas vary wildly
from haunting forests of silvery willows
flowing in an ethereal breeze, to dense,
leafless husks of barren trunks rotten nearly
to ash. The Underworld is much like the
Abyssal exalted themselves: Hauntingly
beautiful, forebodingly terrifying, and
everything in between.
The edges of Creation become the
Wyld. The edges of the Underworld simply
stop. Beyond its boundaries is the vast and
unfathomable Void, a black expanse of pure,
untainted nothingness. This oblivion wraps
above and below the Underworld as well, The Labyrinth can be compared to the
though the ‘sky’ of the Underworld does shift Wyld in several ways, though what causes its
with the day and night, its sky grey, yellow, shifting and reshaping is very different from
red, violet, or other odd washed-out color the Wyld. The Labyrinth’s form is a twisting
depending on location casting a murky, scape of dreams and nightmares, all dark and
gloom-laden glow across the Underworld foreboding, as the stuff the Underworld is
during the day, and presenting a dark and made out of is shaped by proximity to the
hazily-flecked sky bearing a blood-red moon Primordials. This happens quite slowly, and
at night. unless another entity such as a Nephwrack is
The Underworld stretches downward wielding these energies to actively alter
quite some distance before it begins to distort reality here, it does not change in perceptible
and twist, becoming the Labyrinth, a plane ways.
shaped by the dreams of the undead The Labyrinth is not beholden to the
Primordials. law of reality as mortals understand it, and
much of the Labyrinth even has “sky”, the

19
reaches of the chambers within defying
physics to become much larger than their
The primary residents of the
container. The sudden changes in the laws of
Underworld are ghosts. The Underworld is a
reality as imagined by the Primordials can be
place of death, and there is very little here
extremely disorienting, and one can very
which can sustain the living. Crops grow
easily become lost in its depths as a result.
already rotten, animals are almost always
Relatively untouched areas of the undead, and the entropic nature of the Void
Labyrinth resemble the rest of the claws at them constantly, sapping their life.
Underworld, but with extremely exaggerated
But for the ghosts that well here, it is
or reality-defying features. Nephwracks
where they feel at home. Creation is
generally reside within the Labyrinth, using
unwelcoming for them already, the
their insight into the energies of their dead
oppressive sun holding back their forms,
masters to bend the Labyrinth into a shape
requiring their precious essence to operate. In
that they feel is ideal for them. As a result,
the Underworld, however, they are
much of the Labyrinth is a tangle of
unhindered by such things. Its deathly
maddening non-Euclidean geometry and
essence empowers them, and they are as solid
shapes and forms insane beyond
as they were in life here.
understanding.
Typically, if a ghost leaves the
Underworld, they have a good reason for
doing so, for the reasons listed above. Of
course, they could also just be insane, or
hungry ghosts determined to prey upon the
living. Most ghosts, however, are simply
disenfranchised spirits to afraid of moving on
enter Lethe, tied to the world by their own
connections within it that they will not
release their hold of.

Abyssals Exalted are especially at


home within the Underworld. Here, they
respire essence readily, and the energies of
death are omnipresent. Some Abyssals have
made a home within the Underworld, going
to great expense to have the necessities of life
brought to them, or honing their essence to be
able to survive on what little is available.

20
Technically a Shadowland, Sijan is
worth noting due to its importance to death.
Standing amidst a sea of black- Many affluent spirits call the Underworld
trunked maple trees with brilliant violet surrounding Sijan their home, resulting in the
leaves, the Ebon Temple stands. Carved of second largest city within the Underworld.
dark grey stone with high-flying arches and These spirits are often experts in one field or
pointed roofs, this huge cathedral is a primary another, and typically claim high prices for
place of worship for the dead. Many of the their services.
offerings that are burnt in Creation are
received here, and an endless procession of
ghosts is always present. The unofficial capitol of the
Underworld, which lies directly at its center,
The Midnight Caste named Cruel analogous to the location of the Grand
Meridian also resides here, where she teaches Celestial Mountain in Creation. This
fellow Abyssals the art of Dread Pendulum sprawling necropolis is where many
Style. This warrior priestess also keeps the Deathlords still reside, playing politics or
Ebon Temple safe from prying spirits and pursuing their own goals. Stygia is easily the
ravenous Nephwracks who would claim the largest city in the Underworld, and where the
offerings flowing in from Creation for vast majority of its ghosts reside, crowded
themselves. into the city in seething throngs. Stygia also
possesses the most direct route to the
Neverborn looming in the void below the
Underworld and the Labyrinth. At its center

21
is a massive depression that dips downwards At dawn and dusk, the borders of a
into a cavernous hole that goes directly shadowland change. Between dusk and
through the Underworld and the Labyrinth, dawn, during the night, exiting a Shadowland
ending only at the Void above the Neverborn. causes the one traversing the border to exit
This yawning orifice is the primary means of into the Underworld. Between dawn and
accessing the Labyrinth and the Neverborn, dusk, during the day, exiting a Shadlowland
though this information is relatively useless leads into Creation.
to all but the Deathlords and the Nephwracks As a result, Shadowlands are the most
who seek regular communion with their accessible way of moving between Creation
undead masters. and the Underworld.

Shadowlands are where the These ancient black stone rings are
Underworld and Creation merge. When engraved with glyphs. They harness the
something dies in creation and leaves behind properties of Shadowlands, existing in
a ghost, that ghost typically appears in the Creation and the Underworld simultaneously.
Underworld at a roughly analogous location. While one is open, entering while in the
When something dies in a Shadowland and Underworld exits to Creation, and vice-versa.
leaves behind a ghost, it appears right there.
This is because a Shadowland is both The difficulty arises when attempting
Creation and the Underworld at the same to open one. It requires a small amount of
time. human blood, limiting their usefulness for
ghosts traveling alone.

22
For them, life and death are a dark and
passionate drama, a tragedy and comedy in
The Chosen of the Dead are very one, and every breath, every heartbeat, is as
much unlike the Solar Exalts they are precious, fleeting, and fragile as the beating
morphed from, and yet in many ways, still wings of a butterfly, all the more bittersweet
similar. Solars embody all that is bright and when the fluttering finally stops, a
hopeful in this word, a wellspring of punctuation to the grand design so frail.
optimistic fortitude from which one may In the gentle repose of all things they
draw dreams of a bright future. Abyssals, by find beauty, and their hearts soar at the
contrast, are harbingers of the stark truth. immaculate weaving tapestries of spiders, the
They compose dark sonnets, sing solemn solemn cries of wolves raised to a pale moon
soliloquies to the shrouded night, and are a shining against the star-flecked obsidian sky,
celebration of all things dark and majestic, a the gently wilting petals of roses atop stark
shadow moving hand in hand with death stone graves. All things dark and beautiful
through the waltz of life, embracing its are their domain, as are the tragedies
sorrows and joys, and partaking passionately alongside them, and thus they find a woeful
of its somber truths. They are diverse and splendor in the ashen bones of a vulture-
their outlooks and methods are as varied as picked corpse or in bare winter trees, twisting
the chosen of Sol or the daughters of Luna. black boughs writhing skyward to uncaring
Just as death takes many forms, so do they. heavens, haunting reminders of mortality and
For every stoic butcher, there is a passionate the bleakness of all endings. Death is part of
composer. For each cruel tyrant, there is a their very being, and it is a terrifying and
gentle liege. For each deceiving trickster, magnificent lover, enduring in its certainty
there is an honorable warrior. and grandeur, and they are but the pen by
Indeed, it may be that the Abyssal which it writes.
Exalted are more in tune with what makes life Such truths mean that none should count on
worth living than anyone else, for they alone the Abyssal’s revel in life to save them should
know the joy and despair of both worlds, Death’s Lawgivers feel that the time to cut
forever dancing with death, their souls locked the fragile thread of life one hangs by has
in the heavenly and traumatic moment of come, for to them, that beautiful end is a
expiry, and with this black paintbrush, they blissful moment, and the pale majesty of the
spill upon the canvas of Creation their intense final ragged breath is a grand crescendo that
passions for life as only one who has lost it marks the finale. They drink deeply of the
and yet at the same time still lives can splendors of both life and death. This is what
understand. it means to be an Abyssal Exalt, and a jubilant
suffering it is.

23
24
The wanton slaughter and wholesale
massacre of everything living is almost never
the agenda of an Abyssal. These things often
steel resolves and galvanize hearts, turning
people away from Death’s tender caress. On
the other hand, death expertly placed can
make those who witness it ruminate upon its
depths and meaning. Abyssals are also
natural ambassadors between the dead and
the living, and offering comfort to the living
loved ones of the dead is a function many
perform regularly. Through acceptance of the
fate of their departed, the living gain an
acceptance for death.
At the same time, Abyssals can be
wrathful and dispensers of vengeance,
turning the bastions of their foes into corpse-
strewn abattoirs, and nothing will save the
life of a person who wrongs an Abyssal.
Abyssals transcend mortal law and the rules
of Creation, being something so much more
than those around them, avatars of the one
force nothing can stop.
However, just as with any other
It might seem difficult at first to Exalted, morality and personal compass vary
reconcile a creature like an Abyssal as wildly from an individual to another.
something heroic, but it isn’t all that Assuming all Abyssals are horrific villains is
complicated. Death is an important part of the as foolish as assuming all Solars are righteous
life cycle- Things die to make room for the heroes, but that does not mean that evil
new. Abyssals respect what came before, and Abyssals do not exist. Truly, they are quite
recognize the state of death as being one present, and they are horrifying when they
worthy of honor. Death can also solve many reveal themselves, reapers of all life and
problems. When an Abyssal whirls into a ravaging destroyers of the works of man.
group of bandits sacking a caravan, cascading Even so, just as a monstrous Solar
arcs of her grand daiklave painting the might draw a heroic Circle to strike him
scenery with blood as her graceful pirouettes down, so too might an Abyssal whose
bring the honed soulsteel edge through them, misguided zeal for death causes him to
her slaughter saves the caravan. When she become a horror bring down upon himself an
publicly condemns, and then executes, a outraged Covenant seeking to slay him for his
tyrannical despot, her expertly-implemented heinous transgressions against the Chivalry
murder helps the people. of Death.

25
Many Covenants have a name. The
most widely known Covenant is the Order of
While many Abyssals walk alone,
the Onyx Chalice, a collection of five
many more are bound to each other by bonds
Abyssals, one of each Caste, that wander the
of oath, kinship, or shared purpose. These
breadth of creation. They spread the Chivalry
groups are called Covenants, after the grim
of Death by slaying monsters, purging the
agreement each Abyssal makes to his
Wyld, hosting marvelous funerals, and
fellows. The formation of a Covenant may be
leading the common people in revel of life’s
an official thing, with each member standing
fleeting majesties, then vanishing to their
around a campfire in night-drenched woods
next location. They always manage to slip
of the underworld beyond the eyes of mortals
away before a Wyld Hunt can be brought
and swearing solemn oaths, or it might be
down upon them, electing to never stay in one
something unspoken, forged in the heart of
place overly long… And to exterminate any
battle or hardship, instinctually known by all.
Immaculates that try to stop them from
leaving.

26
Abyssals and the Wyld are natural
enemies, and it is quite ironic that Creation’s
greatest ally against the existential threat that
is the ever-encroaching Wyld is the Abyssal
Exalted.
The Wyld represents endless creation
and potential. It is formless, ever-changing,
and ephemeral. Death, on the other hand, is
permanent, unchanging, and concrete. It is
immutable, and wholly anathema to the
Wyld, which has no power over a force so
completely antithetical to its very existence.
Therefore, the Abyssal Exalted are
the best-equipped to repel and even purge the
Wyld from Creation. They are not immune to
the Wyld’s influence by any means, but they
do not typically become addicted to it as
others do, and their deathly essence is
especially potent at counteracting and
preventing its effects.
Most Raksha are inherently
suspicious of Abyssals as a result, as they Accepting death is a comfort, as any
have less real power over them beyond what Abyssal will tell you. Abyssals routinely hurl
they can offer materially. Likewise, Abyssals themselves at dangers and foes that can and
are suspicious of Fae, as they know most will snuff them out if given the chance, with
Raksha will attempt to harm them if they can, little fear or hesitation, as they know that if
if for no reason other than to drive them off. Death chooses this time to claim them, then
so be it, and they shall walk into the familiar
embrace of death gladly.
Abyssals know that Death is coming More likely, however, is that Death
for them as well. While it is still untested if will take their foe instead. Abyssals are grim
an Abyssal can die of age, they can most harbingers, the solemn promise of fate given
definitely be killed. Most have come to terms shape, and whatever their outlook, they are
with this fact, and revel in life while they still the embodiment of Death and all of its glories
have their stay of execution. They do so fully and tragedies, and formidable foes all of
aware that the day will come eventually them.
however, as it does for all things.

27
figures out the other is an Abyssal, they will
attempt to manipulate them or at the very
Abyssals must contend with more least get them to go away before they damage
threats than monsters and the Wyld, however. their plans or enact their own. If the Abyssal
Some of the most dangerous entities in figures out the infernal, they will almost
Creation are human in nature, and as a result universally attempt to slay them
Abyssals are beset on all sides by potential immediately. However, an Infernal and
threats. Abyssal union is not unheard of, and if both
can come to terms with their starkly opposed
methods, they can be a fearsome
combination.
Abyssals and Solars tend to be
wildcard matchups. They are as likely to
attempt to kill one another as they are to work
together, and it is quite disturbing how well Sidereals have made it a top priority
they get along on many things. While their to destroy Abyssals until they can contain
philosophies are certainly different, they them and figure out what they are. Abyssals
exercise their wills in largely similar ways- exist outside of Fate, and their goals,
Death-defying feats of prowess, vengeance, machinations, and effects on the world warp
and exertion of their own desires upon the it away from Fate with every step. Abyssals
world around them. are therefore a potential existential threat to
creation through their mere existence.
Sidereals hunt and kill Abyssals regularly in
an attempt to prevent them from becoming
Abyssals and Lunars, as a general powerful enough to become a legitimate and
rule, do not get along. This makes it active threat. Conversely, as strict enforcers
especially awkward then that Abyssals have of Fate, Sidereals are natural targets for
Lunar Mates as well, the bond between the Abyssals, who will likewise kill them
Lunar and Solar spark persisting through the whenever they can get their hands on them.
transformation of the latter. Lunars are
vibrant exemplars of life, in its wildest and
most untamed forms, and thus the Abyssal
exalted are seen at least as problematic, if not There are perhaps no other two exalts
outright threats. that understand each other as well as
Liminals and Abyssals. While Abyssal
methods and reasoning might lean a bit
extreme and nihilistic for Liminals, they
While the Infernal exalted are still a certainly share an understanding for the
relatively well-kept secret in creation, the respect of death and the need for pruning the
Deathlords that handed over their share of the garden of Creation.
solar sparks know they must have gone
somewhere. In the very rare occasion that an
Abyssal and an Infernal meet, the outcome is
typically determined by which one figures
out the other’s identity first. If the Infernal

28
First and foremost, you need to ask When making a character, the first
your ST and your fellow players what kind of question you must answer is “What do I wish
game they wish to play. Will the game focus to be doing during the game?” What aspect of
on the themes of life and death that the the game allures you? Is there some particular
Abyssal exalted embody, perhaps doing the theme you wish to explore, or some particular
enigmatic bidding of a Deathlord, or will it archetype you wish to play? Do you want to
focus heavily on the stories of the Solar, be an enamored warrior-poet for whom life
Sidereal, Dragonblooded, or Lunar exalted, and death sing like a tragic duet? Or do you
or something else entirely? Will they be wish to be the type of Abyssal who revels in
searching ancient ruins for secrets of the first the blissful ending of life that brings life and
age, or traversing the bizarre and death so intimately together? Once you have
unfathomable plane of the Underworld? Will an idea, make sure your concept will work
you be freeing a city from the Realm, or with the group and won’t render the game, or
battling the Wyld? the character, unplayable.

One or two Abyssals can work well in Once your concept is decided upon,
a mixed group, offering a dark foil to more select the Caste that best fits them. The
traditional Exalts and providing the group Castes of the Abyssal Exalted are covered in
with insights and connections they would not greater depth in the next chapters. Each caste
otherwise have. In a game focused primarily represents an Abyssal’s unique gifts and
on the Abyssal Exalted, the opportunity to reflects her method of solving her problems
explore the mysterious Neverborn and interacting with the world around her.
themselves, as well as the Deathlords, the Finally, consider your Abyssal’s
Underworld, and the myriad themes of life loyalties. Abyssals under the tutelage of one
and death that the Abyssal Exalted are avatars
of, presents itself.

29
of the Deathlords are typically known as
Death Knights, and generally pay respects
and loyalty to this Deathlord, though the
exact level of dedication and personal
devotion a Death Knight feels for his
Deathlord varies wildly from Death Knight to
Death Knight. Abyssals may also eschew this
relationship, wandering the lands as Death
Pilgrims, finding their own answers to the
grand design of life and the mysteries of their
own deathly essence.

Just as the Solar Exalted, the Abyssal


Exalted divide their attributes into three
categories: Physical, Mental, and Social.
Each Attribute begins with one free dot.
From there, assign each category a role of
Primary, Secondary, or Tertiary.
Distribute eight more dots among
your Primary attributes, six more dots among
your Secondary attributes, and Four more
dots among your Tertiary attributes.
• Dusk: Archery, Awareness,
Abyssals may certainly start with Brawl/Martial Arts, Dodge, Melee,
Attributes at 5 dots, representing prodigious Resistance, Thrown, War
qualities they possess, but none may be • Midnight: Athletics, Integrity,
higher than 5. Performance, Lore, Presence,
Resistance, Survival, War
• Daybreak: Bureaucracy, Craft,
Like the Solar Exalted, Abyssals tend Integrity, Investigation, Linguistics,
to have skills they rely on that can be counted Lore, Medicine, Occult
on to be stronger than others. Their Caste, • Day: Athletics, Awareness, Dodge,
being a representation of their favored Investigation, Larceny, Ride, Stealth,
approach to problems, determines what Socialize
abilities they are most apt at understanding • Moonshadow: Bureaucracy,
and learning. Larceny, Linguistics, Occult,
Find your character’s Caste below, Presence, Ride, Sail, Socialize
and from the listed abilities, select 5 to be Additionally, select any 5 abilities to
your Caste abilities. be your Favored abilities. These are abilities
that reflect the unique learning and
experience your character has that she might

30
not share with the rest of her caste, and the
only restriction upon which abilities you can
As with Solars, Merits represent
select is that they cannot be an ability you
assets owned or commanded by the Abyssal
already chose as a Caste ability.
Exalt, as well as unique or exceptional traits
Finally, select one of your Caste she possesses. You may select up to ten dots
abilities to be your Supernal ability, the of Merits at this stage. Remember that Merits
singular defining skill of your character that are just as tangible and woven into your
expresses their most prominent strength. This character’s story as her other abilities.
will be the skill that the Exalt writes her
legacy with, the thing her talent is greatest in.

Unlike the Solars, who must forge


their own destinies with little guidance from
experienced mentors or organized allies, the
Abyssal Exalted have access to the
Deathlords, whose timeless knowledge goes
back to the First Age, and they are all too
eager to secure the loyalty of an Abyssal and
add them to the ranks of their Death Knights.
At this stage you must decide if your
Abyssal is a Death Knight or a Pilgrim. Death
Pilgrims wander the world much as the Solars
do, bestowed with great power but choosing
instead to seek their own answers to the great
questions of life and death rather than rely on
the Deathlords.
If your Abyssal is a Death Knight,
that does not necessarily mean that she is a
slave or cowering servant; Most Deathlords
Once you have selected your Caste, prefer to let their Death Knights, especially
Favored, and Supernal abilities, divide 23 the youngest and least experienced, go forth
dots among your abilities. All abilities except and apply their gifts in the world at large,
Occult start at zero dots; All Abyssals start confident in their abilities, though how close
with an Occult rating of 1 naturally, a Deathlord keeps any particular Death
representing their innate connection with the Knight varies from one to another.
winding energies of death. Favored abilities Instead, the Death Knight is simply
must begin play with at least one dot. expected to follow the Deathlord’s directives
Finally, assign your character three on the occasions they are given, and in many
specialties to represent their focuses within cases, these orders are little more than a goal
their skillset. that the Abyssal is told to achieve, and may
solve that issue’s problems in the way that
best suits them.

31
Meanwhile, Death Pilgrims are not
scorned by their kin or the Deathlords, and
their self-reliance is well-respected as is their
intensely personal insight into their own
nature. While they might not be able to call
upon the resources and aid of the Deathlords,
an undeath spent searching one’s own soul
and wandering the world makes each one
formidable in other ways.
Death Knight characters should select a
Deathlord to serve under. This could be one
of the three detailed in this book, or another,
approved by your ST, and they have a two dot
merit of Backing with this Deathlord. This
Merit can only be increased or lost during
play- No part of character generation may
interfere with it. They then select one of the
following Boons and add these to their
character for free:
• Six dots of Merits from a combination
of Artifact, Command, Contacts,
Familiar, Followers, Hearthstone,
Influence, Manse, Retainers, and
Resources. None of these may
individually be higher than 3 dots.
This selection represents gifts of
wealth, relics, or leadership bestowed
as signs of good faith by the patron
Deathlord. Applicable choices may as
usual be selected more than once.
• Shadowlands Circle Necromancy and
the specialties [Occult (Shape Necro-
mancy)] and [Lore (Necromancy)].
This choice represents the tutoring of
a Deathlord in the art of Necromancy.
• Five Specialties and one ability dot
which, unlike the rest of the rules of
chargen, CAN take an ability to 4
before bonus points. This represents
advanced schooling and training to
sharpen the skills she already has.

32
Death Pilgrims, on the other hand, are cultivated a broader array of knowledge as
more self-reliant, and call instead upon their they have traveled.
own experiences and skills to solve problems. Death Pilgrims select five dots of abilities
Rather than adding gifts or specialized and an additional specialty. These ability
tutoring from a Deathlord, they instead add dots, much like the Abilities section of
skills and insights they have developed on character generation, cannot take an ability
their own journeys. This does not mean that a above 3. These are the skills that their travels
Death Knight is less learned, or that a Death have bestowed upon them, learned by
Pilgrim is more knowledgeable; The experiencing life and death in their own way.
distinction is that a Death Pilgrim has

33
Abyssal charms are manifestations of
their deathly certainty, essence of the Abyss
flowing through them to be their weapon.
Abyssal charms are, however, quite similar to
Solar charms. Being the dark transmutation
of Solars themselves, they are capable of the
same great heights and prodigious
achievements, and are no less potent than
Solars in this regard. In combat, they are
easily on even footing, and in all other areas,
where there is a Solar expert, there is an
Abyssal one just as efficacious. Thus, an
Abyssal’s charms should likewise match her
legend.
Select fifteen Charms, keeping in
mind that each has a requirement of raw
talent and enlightenment- Death is a lover
who shares its secrets with its paramour only
as their romance blossoms into fullness.
If you took the Artifact Merit and
selected an artifact with Evocations, you can
select those as well, trading in one starting Intimacies are the codified elements
Charm per Evocation desired. Keep in mind of what is important to your character, be
the artifact’s history, legend, and ultimate they people, places, things, concepts, or
purpose—its powers should make just as ideals. You may start with as many
much sense for its legend as an Abyssal’s Intimacies as you desire, but you must have
Charms do for theirs. See pages 611-614 in at least 4, with at least one at Defining
the 3e core book for more information on intensity, at least one at Major, and at least
Evocations. one that is Negative in some way,
The same principle applies to martial representing something the Abyssal dislikes
arts and Necromancy. You can begin with or hates, as well as one Positive, representing
Martial Arts Charms and necromantic spells the Abyssal’s favor.
(assuming your character has the The children of Invictus Sol were
Shadowlands Circle Necromancy Charm), stricken with the wordless curse of the
trading them for starting Abyssal Charms on Neverborn, a curse which no longer lingers
a one-for-one basis. within the Abyssal, purified by the favor of
(For now just use Solar charms and the dead masters of creation- Indeed, it would
make them spooky, this is really high on the be rather odd for the servants of the
to-do list but is also a REALLY BIG project.) Primordials to bear the curse they delivered
upon their foes!

34
Instead, the Abyssal Exalted suffer
from a state of Dissonance. This metric
Your descent is nearly complete-
determines the closeness that the Abyssal
Only a few details remain. All Abyssals start
Exalt shares with death. Death is a jealous
play with a default Essence rating of one dot,
lover, and should the Abyssal neglect its
a default Willpower rating of five dots, and
attention, it will claw at her ever tighter until
seven Health Levels (-0, -1, -1, -2, -2, -4, and
she experiences a dissonance, the sudden
Incapacitated). An Abyssal’s Personal
manifestation of death’s despair and anger at
Essence Pool is ([Essence*2]+10), while
the Abyssal’s drifting from its caress. For
their Peripheral Essence pool is
more information about Dissonance, see
([Essence*8]+26).
chapter eight.

Abyssals were mortals before their


You have 15 Bonus Points to enhance
dark rebirth, and Exaltation does not erase
your character with at any point in character
who they once were- It merely paints it with
creation, which can be spent to improve or
its inviolable truths and bleak joys. Even as
purchase nearly anything (With the one
powerful as they are, they are still prone to
critical exception of the Backing of your
moments of weakness and indecision, the
Deathlord, should you choose a Death Knight
vast and unconquerable mysteries of death
boon). These can be useful to strengthen a
ever gnawing at them. What were they like
specialization, or to shore up weaknesses
before their second breath? What did people
your character has that you might not want.
think of them? What did they think of others?
However, different things have different
Who were their friends and enemies? What
costs, as shown below:
about their culture or their faith? How does
TRAIT BP COST this conflux of ideals influence who the Exalt
Primary/Secondary attribute 4 per dot is today?
Tertiary attribute 3 per dot A Black Exaltation is not something
Caste/Favored ability 1 per dot accepted lightly. It causes an intimate and
irrevocable change in a person’s soul, and
Non-Caste/Favored ability 2 per dot
they exit the other side of their grand rebirth
Specialty 1 as children of the grave, something wholly
Merits 1 per dot antithetical to hope and life- Yet their minds
Caste/Favored charm 4 remain their own. How do they feel about
this? Do they see it as a necessary curse, a
Spell (Occult c/f) 4
tragic fate they accepted for a reason, yet
Spell (Occult not c/f) 5 tragic nonetheless? Perhaps they think the
Evocation 4 opposite- There has been no greater joy than
Willpower 2 per dot the promise of the forever dance with death,
which has only made the succors of life
sweeter with its presence.

35
Generally speaking, the merits from
the core book should be fine. A few changes The Abyssal may also take less-
to how things work are not amiss, however. intelligent Creatures of Darkness and less-
intelligent undead as familiars.

The Abyssal may also buy the


following battlegroups:
••
••• A Size 2, Might 1, Elite Drill battlegroup
The Abyssal has a special bond with
with Perfect Morale- Typically some form of
undead soldiers like high-quality zombies or the darkness, and she may ruminate on it for
skeletons. enlightenment. She hears the whispers of the
Neverborn at the back of her mind when she
•••• A Size 3, Might 1, Elite Drill battlegroup concentrates, divining purpose amidst the
with Perfect Morale. madness.
••••• A Size 4, Might 1, Elite Drill battlegroup Once per Story, she may spend a 12-
with Perfect Morale, or a Size 3, Might 2, hour period meditating on the whispers. After
Elite Drill battlegroup- This is something like this, the ST offers her some sort of esoteric
Veteran War Ghosts or powerful undead information about her current quest, or
monsters. perhaps a new one, that would help her
As these options are all undead, further her current goals.
renewing their numbers generally requires
Necromancy, either to bind more ghosts or
raise more corpses.

36
As the light withers and fades, shrinking behind the mountains and seas
before the ever-present dark, the creatures coddled by it huddle around
candles and torches in the vain hope that feeble light will shield them
from the encroaching blackness. This will not save them from the Dusk
Caste, whose arrows, blades, and fists are as inevitable as the
descending night. As warriors, they are unequalled, representatives of
the violent End, bringing screaming death with them wherever they go.
They leave behind fields of battle stained crimson, the blood of their
enemies wept deeply into the earth beneath shattered corpses. The Dusk
Caste are the hammer by which Death asserts itself, the representation
of the purest and most direct path to an intimacy with death: Sharpened
steel. The intense passions of the heat of battle move them deeply, each
stroke of their killing implements a brushstroke upon a magnificent and
profound canvas painted in all the hues of life and death intertwined.
Most Dusks were warriors long before their rebirth, but some have been
called to war by other means. For each soldier or mercenary, there is an
unfortunate traveler forced to defend herself from highwaymen, and
instead of failing and being slain, took the Black Exaltation.
Dusks are generally the most skilled combatant in an Abyssal circle,
leading the charge and delivering death where her blow lands. If a
situation calls for a violent end, the Dusk will deliver it.
Anima Banner: The Caste Mark of the Dusk is an eight-barred sunburst
of deepest black, looming on the brow. Dusk Caste anima banners are
often intense red tinged with dark blue and black, the colors of the sky
as night overtakes the withering day.
Anima Effects: Since the beginning of time, violence has been the
surest way to introduce someone to the intimacies of death, and the
Dusks are avatars of this certainty, sharpening their already implacable
killing potential to nightmarish levels. See page 38.
Caste Abilities: As the undisputed masters of combat, the Blades of
Death show potential in Archery, Awareness, Brawl/Martial Arts,
Dodge, Melee, Resistance, Thrown, and War.
Sobriquets: Setting Suns, Blades of Death, Children of the Bleeding
Sky, Night Wolves, The Unfeeling (Derogatory)

37
Do you see it? This scenery,
painted beautiful in blood? I
wish you could see it like I do.
Maybe you will. Let’s find out.

38
The apex of night settles deeply over Creation, its depths unfathomable
and its scope limitless to all who gaze into the obsidian nothing. So
complete is it that no light exists which can dispel its grasp- There is
only the silent dark. So then are the Abyssals of the Midnight Caste,
exemplars of the night’s unending majesty. These warrior poets and
dark priests are unrivaled orators, but it is their actions which forge the
night. Nephwracks and Ancestor Cultists may be complacent with
sermons and simple offerings, but the Deepest Darks are vessels of the
majestic and impenetrable veil of the night who deliver the glories of
the sleeping darkness through action. Order and stability are the
Midnights’ duty, and they fulfil it zealously.
Some Midnights lived deeply devoted lives before their dark rebirth,
leading their ancestor cult in prayer and offering and upholding their
most sacred traditions, but many were also deniers of the truths of death,
their souls moved by their new enlightenment.
The Midnight are, to the doubt of none, the most in tune with the
essences of life and death, reveling in its splendors, moved by its
tragedies, and standing as unyielding and unquestioning avatars of the
permanency and peace of death, and ensure that their circlemates never
lack for inspiration or direction in the intimacies of the darkness.
Anima banner: A Midnight Caste Mark is an infinitely dark circle,
resting as the night upon the brow. Midnight anima banners are black
and deep violet, the colors of the darkest night.
Anima Effects: The inviolable truths of death and the unyielding and
immutable nature of the void sit deeply within the essence of the
Midnight, wholly incompatible with the forces of the Wyld, ever-
shifting and constantly in flux. He is also the avatar of the natural order,
asserting unconditional justice. See page 39.
Caste abilities: Midnights are exemplars of order, unflinching and
unquestionable, an inspiration by surety of will. They excel in Athletics,
Integrity, Performance, Lore, Presence, Resistance, Survival, and War.
Sobriquets: Deepest Darks, The Implacable, Creation’s Pallbearers,
Shields of the Night, The Ruined (Derogatory)

39
There is only one truth: All
things must end. Life exists in an
eternal struggle in which loss is
the natural outcome. Once you
accept this, it is a happy thought.

40
The secrets of the dark are the province of the Deathlords, and even
they do not know everything; After all, the Abyss has no end, and
neither does the depth of the secrets hidden beneath the surface of the
world. To the Abyssals of the Daybreak caste, these secrets are always
calling, their whispers always just at the edge of reach. It is their calling
to uncover these secrets, sharing in their black truths and unfathomable
wisdom. They are among the greatest minds in Creation, perhaps even
able to surpass the mighty Deathlords, and they will not be contained
within chirugeons’ laboratories, necrotic workshops, or ancient
reliquaries- These secrets will be yielded to them only through
discovery.
Many of the Mourning Skies were well educated in life, but more
important than knowledge possessed is the drive to uncover more.
Whether they are necrosurgeons, occultists, or spiritual mediums, the
Long Shadows are defined by an endless drive to discover and learn,
the hungering abyss always seeking more secrets to fill itself.
Daybreaks often do most of their Circle’s deeply intellectual work,
reciting ancient secrets to discover a barrier’s key or decipher an
assassin’s employer. They often provide their circle with undead
servants and deathly magic, or create profound tools made for their
allies.
Anima Banner: The Daybreak Caste Mark is an ebon circle on the brow,
filled at the top and empty below. Daybreak animas are a vibrant
cascade of dark violets, pinks, and pale golds, the color of the blood-
streaked receding night.
Anima Effects: Holding within their palms the secrets of death, Death
itself will stay its hand when the Daybreak’s time comes, and she may
bind undead to her will. See page 40.
Caste Abilities: A Daybreak is clever, sharp, and cunning, always
searching the darkness. She is adept at Bureaucracy, Craft, Integrity,
Investigation, Linguistics, Lore, Medicine, and Occult.
Sobriquets: Mourning Skies, Long Shadows, Abyssal Frost,
Whispering Spiders, Boneweavers, The Unnatural (Derogatory)

41
Your first mistake was assuming I was
just some mortal necromancer. Your
second was following me here. I have
a few friends for you to meet…

42
There is no better place for the enemies of truth to plot than within the
light. Hidden in plain sight, the darkest things take place in broad
daylight, light being a rather ineffectual deterrent to those determined
to perform vile deeds, content that no one will ever think to look
beneath their own noses. They are wrong. The Abyssals of the Day
caste walk upright amidst the brightest radiance, fighting the self-
righteous and the sanctioned abusers within their own false sense of
security, the light being a more welcoming hunting ground for them
than their prey would ever suspect, using the arts of spycraft and
assassination to bring their targets low. While many believe them to be
slipping further from the embrace of Death, the Lightstalkers know that
what they do is what must be done.
Day caste are well-acclimated to thinking outside of the realm of the
norm. Many are unnervingly jubilant and joyful, and soak up all of life’s
carnal pleasures and death’s vibrant releases, but beneath the surface
lies an undercurrent of razor-sharp wits and deductive skills, often
formerly mortal investigators or guards who got a little too close to the
truth, but the Death Jesters could come from virtually any walk of life.
Day caste are infiltrators, assassins, and investigators, at home hiding
in plain sight or slinking across the rooftops in the night, their true
home, doling out well-placed deaths and providing intel for their circle.
Anima Banner: A Day’s Caste Mark is an empty black circle on the
brow. Day Caste animas are dark grey with flashes of pale yellow, the
color of an overcast day’s sky.
Anima Effects: It is as difficult to find a Day Caste in a royal court as it
is to find the Abyss in the noonday sky. Light bends to conceal them,
and their very anima conspires to keep their location and identity
hidden. See page 42.
Caste Abilities: Days are versatile in their subtlety, and show promise
in Athletics, Awareness, Dodge, Investigation, Larceny, Ride, Stealth,
and Socialize.
Sobriquets: Lightstalkers, Death Jesters, Daywalkers, Forbidden
Lovers, Death’s Masquerade, The Unwelcome (Derogatory)

43
Tick, tock. You just keep
going, like a little clock, just,
tick tock, tick tock. Well, time
always runs out, friend. What,
did you think no one would
find out? Those are some
really interesting plans you
like to tick-tock.

44
There are few events in Creation more awe-inspiring or rare than a lunar
eclipse. The moon itself bows to the eternal reign of the night, dimming
feebly before its unquestionable majesty, recognizing its authority and
welcoming its glory. It is the duty of the Moonshadow to spread such
communion between the dark and light. As diplomats, they travel the
breadth of Creation and the Underworld, communing with all contained
within the designs of the Neverborn. The accords they sign bring the
influence of the night with them, encouraging others to partake of the
darkness, sharing its delights and grandeur. As ministers, they govern
with certainty and unerring skill, spreading the glories of death through
their influence. A Crowned Void is ever confident, sure, and agreeable
to all challenges.
Understanding is a rare thing between the darkness and the light. Their
insights are the keys to understanding the peace and harmony of death,
and they share this desire for unity with all they meet- But they also
understand that sometimes, for two sides to get along, one must be dead,
and they take the role of arbitrators and executioners as well.
Moonshadows tend to speak for their Circlemates, and even Death
itself, delivering the Circle’s will with sure intent and unwavering
certainty to even the most suspicious or tentative, asserting the force of
Death as unerringly and as unquestionable as the night.
Anima Banner: The Moonshadow Caste Mark is a disk within a circle,
both of blackest darkness. Their animas are the color of the brightened
stars against the blood moon- Deep violets, vibrant pale greens and
white-blues, and black as the dominant night.
Caste Abilities: A Moonshadow is as comfortable in regal courts as he
is in the wilderness, prepared to speak with the living, dead, and more.
He is proficient in Bureaucracy, Larceny, Linguistics, Occult, Presence,
Ride, Sail, and Socialize.
Anima Effects: Like the triumphant night which rules unquestionable,
the Moonshadow caste has authority over the glories of the world, and
binds it together in peace with Death. See page 41.
Sobriquets: Crowned Voids, Voices of Night, Wheels of Eternity,
Quills of the Underworld, Singing Ravens, The Condemned
(derogatory)

45
To forget one’s ancestral spirits
is tragic. They suffer without
you, and you without them. I
would be more than happy to
arrange an audience, if you wish,
and you can see for yourself.

46
As an Abyssal taps into her own deathly
nature, her soul is suffused with darkness, The Abyssal’s anima is invisible to the
declaring her glory to the world. Abyssals, senses, hiding her Exalted nature. This is the
just as the Solars, possess an intensely default level where an Abyssal’s anima rests.
powerful Anima banner, invocation of their
dark prowess eventually unfolding it to the
world. At its peak, an Abyssal Exalt’s banner The Exalt’s anima swirls and pulses, marking
is a gracefully dancing play of shadow and her outline with its billowing haze. Her Caste
light visible for miles, darkening everything mark appears on her brow, its abyssal shadow
in its umbral grace. penetrating anything placed over it. Her
Abyssal nature is plainly obvious, and
An Abyssal’s anima is a dark depiction of her
flickering spectral light licks at the edges of
deepest connections to life and death. The
her features, inflicting a -3 penalty to stealth.
Anima of a Midnight warrior priest might
loom like an unyielding blackness, its dark
umbrella casting an ominous shadow over all The Exalt’s anima blossoms into fullness,
within it. As he spends essence, the shadows subsuming her Caste mark into its majesty,
swirl into form and intensity, bands of violet though the mark may reappear when she uses
streaking through it as it colludes into deathly powerful charms. Licking threads of purest
clarity as a symbol of the great wheel of life black coil from her body, dancing through the
inscribed with litanies for the dead. As he air as they fade. Anything caressed by her
makes proclamations, billowing incense anima may become cold to the touch, and tiny
smoke fills the air, and ghostly choruses sing living things like flowers or insects might
a haunting, distant aria. The Anima of a Day wilt and fade at her passing. Pale, ghostly
caste might cast his outline in a hazy black light dances over her form, casting her
and gray, obscuring his form as the light tries features in light and shadow that dance over
in vain to land upon him. As the display her. Stealth becomes impossible.
intensifies, he might cast bizarre reverse
/
shadows, his radiant unlight turning light
against itself. The Abyssal’s anima erupts into a grand
display of iconic majesty, unfolding into the
Abyssal animas intensify just as Solar ones grand imagery chosen by the player- One
do, and have similar anima levels, with the Abyssal warrior’s anima may depict a
biggest difference being the way it affects the brightly glowing skull wreathed in white
Abyssal themselves. flower petals and pale ghostflame, while a
necromancer may be surrounded by the
images of skeletal masqueraders dancing to a
haunting melody. This evocative display then

47
collapses into a pillar of absolute darkness
with flecks of the Abyssal’s anima color
flashing along it, stretching high into the air.
Its blackness is so absolute that it is plainly
visible even against the night sky. This level
casts the area around the Abyssal in shadow,
creating magical darkness out to short range
that does not affect animate things, including
the Abyssal. She stands out in stark vibrancy
against the all-consuming darkness, lit by
unseen motes of ghostly light that dance and
flash around her form, casting a haunting,
ever-shifting glow over her. The darkness
cast by her own or another Abyssal’s anima
banner never inflicts darkness penalties on
her on the occasion that it might.

A character’s anima is the most intimate


display of essence, and it grants her access to
a few minor miracles by itself. Where anima
effects enhance a dice pool, they do not count • At Requiem/Iconic anima display, the
as dice added by a Charm. Dusk steals half her Essence (round up)
in Initiative from the target of a Decisive
By feeding a mote of Essence into her anima,
attack once per turn, after the attack hits
an Abyssal can invoke the following effects:
but before damage is dealt.
• The Abyssal may negate 1 point of • For ten motes, all of the Dusk’s combat
penalties due to nonmagical darkness for and movement charms with outstanding
a single roll as she subsumes the essence reset conditions are automatically reset.
of the night. This effect can only be used once per day,
• The Abyssal may cause her Caste Mark becoming available again next sunset.
to appear and display itself for as long as • The Dusk Cast inspires terror in her foes.
she desires. Half her Essence score (round up) to dice
• At -2 Dissonance, Abyssals can use to all intimidating social influence. She
special effects. See page 43. may also intimidate targets which do not
Additionally, each Caste has its own effects: feel fear, such as automatons, golems,
and certain Wyld creatures.

In their mad scramble to emphasize the danger of the Blades of Death, the
Immaculate Order have named the Dusk Caste as The Unfeeling, stoic and uncaring
butchers who slaughter hundreds of innocent lives wholesale without provocation
or need in a vain effort to stir their long-dead emotions. Only the Dragonblooded,
whose might is just and tempered, stand against these horrific monsters.
48
to dictate the length and weight of such
attrition.
• For 10 motes, one Willpower, the
Midnight channels her Essence into an
aura of deathly certainty, surging around
an attack. This power supplements a
successful decisive attack against a fae,
creature of the Wyld, or spirit or lesser
god of Creation, preventing the Abyssal’s
Initiative from returning to its base value
after the attack. When the Midnight’s
anima is at Requiem, reduce the cost of
this power by five motes and ignore the
Willpower. This power may only be used
once per day, resetting when the night is
at its deepest.
• For seven motes, the Midnight may order
a dematerialized ghost to manifest using
a (Charisma + Presence) persuade action
with (Essence) automatic successes. All
• For one mote, the Midnight’s anima leaps ghosts inherently recognize the lawgivers
from her hand to a corpse she’s touching, of Death’s authority over the forces of
wrapping it in bands of shadow. This death and are compelled as if by a
power perfectly preserves the corpse for Defining Intimacy, but may still have
up to one year, and if the corpse has a Defining Ties or Principles which counter
ghost, immediately calls it to that this advantage. If successful, the
location. In addition, the Midnight may Midnight’s very command materializes
perceive the strongest Intimacies of the the ghost and renders it visible and
deceased and may choose to accept them. tangible, regardless of time of day or
When she is ready, she may pay one location, and the ghost does not need to
mote, touching a target of those pay any associated cost.
Intimacies to pass on feelings of peace,
love, and assurance, shedding them in the
process. She may also transfer them to an Fearful of the implications of Creation’s Pallbearers, the
object, allowing it to convey comfort or a Midnight Caste have been retitled by the Immaculate
sense of duty to the subject. Conversely, Order as The Ruined, horrific prophets and zealous
she may touch someone who caused the harbingers of death and darkness, imposing their
deceased to suffer, paying one mote and wickedness on the weak and the ignorant. Only the
rolling ([A social Attribute] + Presence) Dragonblooded, truly righteous followers of the
with three automatic non-Charm Immaculate faith, stand against their pervasive evil.
successes against their Resolve to transfer
pain suffered by the deceased back on the
one who caused it. The Storyteller is free

49
graveyard, a monument, a major
battlefield, a noble’s opulent tomb, a
shadowland, etc.
• For 10 motes, the Daybreak may touch an
Essence 1-3 undead creature or ghost,
conjoining its Essence to her anima. Roll
Intelligence + Occult against the crea-
ture’s Resolve. If successful, this creates
a pact that changes the undead into her
familiar, allowing her to target it with
applicable Survival Charms. In addition,
the Daybreak can reflexively summon the
undead instantly for three motes, drawing
it through the Essence of the world to
appear beside her. She may banish the
creature again, reflexively, for free,
returning it to the tides of oblivion that
suffuse the Underworld until needed. The
Twilight may have up to (Essence)
undead familiars bound in this fashion at
• For five motes, the Daybreak summons once. Certain powerful undead such as
forth the aspect of Death itself to stay its Nephwracks can break this compulsion if
hand, reflexively reducing the raw they desire, necessitating some form of
damage of all Decisive attacks against her compromise, bargain, or cooperation on
by [Essence] for one turn. At the the Daybreak’s part.
bonfire/iconic level, this power activates
itself automatically at no cost. This effect
doesn’t stack with other magic that
reduces decisive damage, but it can be
used during Initiative Crash.
Mortified by the black powers of the Boneweavers, the
• For 10 motes, one Willpower, the Immaculate Order has branded the Daybreak Caste as The
Daybreak’s anima flares green and violet Unnatural, wielders of black and harrowing secrets never
and consumes her body over the course of meant to be wielded, utterly twisted monstrosities whose
the round. On her next turn, she vanishes predatory intellect knows no end to its hunger. Only the
into her anima and ceases to exist. If the Dragonblooded, upholders of wholesomeness and purity in
Exalt moves or suffers knockdown before mind and form, stand resolute against their horror.
the action is completed, it fails and the
effect is wasted. After using this power,
the Daybreak will not reappear until the
following sunrise. When she does, it will
be at a place of death within 10 miles of
her vanishing point, chosen by the
Storyteller. She might appear at a

50
in increasing frequency in objects and
patterns, haunted by the ever-present
gaze of the one he betrayed.
• The Moonshadow has diplomatic immu-
nity when treating with the enemies of
Death. So long as the Moonshadow ap-
proaches them on legitimate business of
some kind, lesser gods, spirits, the demon
princes of Hell, and Fair Folk who attack
the Moonshadow or her companions
without just cause, or deny them hos-
pitality, are instantly struck deaf, blind,
and numb until the Moonshadow lifts the
curse willingly, performs her stated
business then leaves, breaks the peace, or
allows a week to pass, whichever comes
first. No magic exists which can undo or
prevent this curse. Beings struck by this
curse may be attacked and even slain by
the Moonshadow or her allies without
breaking the protections. Such beings
• For 10 motes, one Willpower, the
may still attempt to provoke members of
Moonshadow sanctifies an oath she has
the Abyssal’s embassy into breaking the
witnessed. The Exalt touches the oath-
peace, voiding this effect’s protection.
givers (or their words, as they pass
through the air), her caste mark flashing • The Moonshadow represents all the
imperceptibly. If she wishes, her anima subtle movements of Essence in death,
briefly flares, swirling with the words and the strange and self-referencing powers
runes by which Death has given her the that stir when night merges with day.
right to arbitrate such matters. Moonshadows can learn the Charms of
spirits, Fair Folk and similar supernatural
• Oath-givers who break pacts sanctified
beings which have the “Moonshadow”
by the Moonshadow (including the Exalt
keyword for eight experience points each
herself) are subject to a terrible haunting
(See page PAGE).
which manifests as a Derangement which
gradually increases in intensity over the
duration, one year and one day. The
details of the haunting are devised by the
Outraged at the sway of the Singing Ravens, the
Story-teller, ideally reflecting the oath
Moonshadow Caste has been declared The Condemned by
broken. A woman who breaks a hos-
the Immaculate Order as foul deceivers of fell omens and ill
pitality oath might find herself beset by
deeds whose lies and corruptions can turn honest men into
steadily worsening horrifying nightmares
slavering thralls with but a whisper. Only the Dragon-
featuring those she turned away withering
blooded, compassionate and fair rightful rulers, stand
to ash, while a man who murdered the one
unmoved by their vile treachery.
he swore to protect will see his likeness
51
When a Solar and an Abyssal meet, and both
are at their Iconic displays, the two anima
fields seek to overtake the other if they are
enemies, or join together in harmony if they
are allies.
When an Abyssal and a Solar fight, their
animas collide and roil where they meet,
boiling darkness and searing light twisting
and churning angrily as they seek to
overpower their counterpart. An Abyssal
defeating a Solar might have their anima
rolling over him, surrounding him until he is
the only point of light remaining as the
shadow closes in around him, while a Solar
defeating an Abyssal might have his anima
blasting forth, casting the Abyssals anima as
a stretching shadow that narrows behind him
until it is all but gone.

• For two motes, the Day can dampen her When an Abyssal and a Solar fight side by
anima, treating all Peripheral Essence side, a sort of union between the light and
expenditures as if they were Personal for dark is formed, resulting in a gloomy light lit
one instant. by the brilliant colors of the sun and the
flickering glow of the night, a passionate
• For three motes, the Day can reduce the
interplay of light and dark that cavorts
dice pool of an incoming social action
uproariously where they meet.
that targets her Guile by [Essence]. These
motes are always considered Personal,
regardless of the pool they’re spent from.
• When the Day’s anima is at the
Requiem/iconic level, it wraps around
and suffuses her form, hiding her figure Cursing the predation of the Daywalkers, the
and masking her visage in shadow. She is Immaculate Order has christened the Day Caste as The
merely a fearsome silhouette shrouded in Unwelcome, creatures so depraved they adopt the
all the hues of clouds. It becomes likeness of light to hide their darkness so they may prey
impossible to discern her identity. This is upon the unwary, murdering and torturing their
considered a perfect effect, and cannot be innocent victims for their own sadistic joys before
pierced by Eye of the Unconquered Sun silently moving to the next tragic target. Only the
(see p. 273 of 3e core) or other all-seeing Dragonblooded, unafraid and unyielding to the terrors
magic. of the dark, stand against their craven malice.

52
This is called a Resonance, and once death is
satisfied that the Abyssal has remembered
The curse that plagues the Exalted is a legacy her affections, her Dissonance fades. Once
of the Neverborn, a wordless moment of she reaches eight points of Dissonance, she
anger focused. The Abyssals, however, are experiences a Resonance.
different. The whispers of the Neverborn and Resonances are not unpleasant for the
the influence of the Abyss have cleansed the Abyssal. As death brings the Exalt back into
Abyssal Exalted of the curse. its welcoming embrace, the Exalt is reminded
Instead, they are forever intertwined in of the surety of death. Though traumatic, they
Death’s loving embrace. Death is a jealous feel pleasant, or at least insightful. After a
lover, and should the Abyssal stray too far Resonance, the Exalt resets to full temporary
from its tender caresses, the essence of death Willpower. Once the Resonance ends, the
within them will become distraught, the Exalt loses all points of Dissonance.
disenfranchised energies weeping sorrow- As the Exalt gains Dissonance, Death’s
fully at the waning affection of the Exalt it is scorn becomes ever more apparent,
bound to. Once this reaches a crescendo, its manifesting in different ways as it tries to
despair turns to anger, and it forcefully rein in the Abyssal and either remind her of
reasserts itself upon the Abyssal’s psyche. what she is or punish her for her infidelity.

Dis. Effect
In addition to -1’s benefits, she may feed a mote into her Anima to empower them to more potent heights- Flame
near her might turn black or violet, glass might frost over, her eyes might burn with ghostly fire, her voice might
ring like death bells, and her shadow might twist into monstrous forms and act on its own, among other harrowing
-2 effects. She may use these displays to augment social actions, gaining one die to Threaten, Inspire, or Persuade
actions with an appropriate stunt using these abilities. In addition, she always adds 1 to her Resolve when someone
attempts to erode a death-oriented Intimacy she holds.
Minor deathly phenomena surround her at will, such as candles snuffing out or guttering when she enters a room, the
-1 air growing cold around her, her eyes emitting a faint glow, the sound of faint chimes as she speaks, a malformed
shadow, and other supernatural effects.
0 Nothing.
Minor harmful effects may occur in her presence, such as the spoiling of food, the sickening of small animals,
1-4 strings of bad luck, and other effects that might get attributed to coincidence... But the Abyssal knows the true
source of these misfortunes.
In addition to more frequent 1-4 effects, more dangerous and personal harmful effects manifest, such as feelings of
5-7 illness, terrible visions or nightmares, a reflection which stares back angrily, and other ill omens and deathly
sensations as death tries to force the Abyssal’s attention back to itself. This is likely to inflict a temporary
Derangement until brought back below this level.
53 She may begin coughing up black ichor, she may
1-4 effects are basically constant. 5-7 effects are frequent.
8 constantly feel like she is about to die, she might feel the blow that should have killed her when she exalted at all
times, and at a time the ST decides, a Resonance will occur.
Unlike the limit track of most Exalts, the
Dissonance track can actually go into the
negatives, representing that the Exalt has
fully embraced her lover and through this
union her deathly presence may become
stronger when she wishes. Also unlike other
limit tracks, Dissonance tops out at 8, and
the lowest is -2. The base Dissonance is still
0, however, and this is where she resets to
after a Resonance.
Listed are some examples of Resonances, and
the ST selects an appropriate one based on the
scenario. The ST is also free to make up one
and use it as well. Any Resonance is ended
early if the ST decides that adhering to it
would cause the Abyssal to defy the Chivalry
of Death.

The Exalt is consumed with an all-


encompassing existential sorrow, and this
black mood drives her to places of death to
grieve and study the dead, seeking to rekindle
her understanding of death. This Resonance
lasts for one scene. Nothing except self-
defense will stir the Exalt from her somber
retreat, ending it prematurely.

The Exalt is driven deeply into the


understanding that death ails all wounds and The Exalt becomes sure of the temporary
ends all sorrows. She delivers the peace of the nature of all things in the face of the Void,
grave to any who seem to be suffering or in becoming cold and calculating. She is treated
pain for whom no immediate and lasting as having no intimacies whatsoever and
recovery seems possible, mercifully killing makes decisions based purely on prag-
them before their misery can continue. This matism. This imposes a -2 penalty on all
Resonance lasts for one session, but being social rolls, and this Resonance lasts one
forced to kill something she has a Major or session. It may be ended prematurely if her
Defining positive tie towards will end it purely logical thinking would lethally
prematurely before the killing blow can land. endanger someone or something she holds a
Major or Defining positive tie towards.

54
Unlike Solars, who have a specific limit The Abyssal should not answer to the name
trigger, Abyssals instead maintain the she held in life. Rebirth is an intimate thing,
Chivalry of Death, a concept which is less a and the creature that emerges from the Black
self-imposed ruleset and more like a Exaltation is antithetical to what it once was.
codification of the motivations that compose Her own name therefore has power against
their essence. It is their humanity which her. Acknowledging her original name as
causes them to both defy and obey it, and hers causes her to roll a Dissonance Die.
working against it causes them to defy their Daybreaks may ignore this rule- The secrets
own essence. When they do this, they roll of the dead have no power over them.
Dissonance Dice, and for each success on
each die they gain a point of Dissonance. In
The Abyssal should respect the state of death.
all things, they must spread the influence of
Corpses, bones, and body parts used as
death, and below are the core tenets.
soldiers, decoration, or threat displays should
be used tastefully and respectfully, especially
The Abyssal may only spare the life of an trophies, as the glories of death should not
enemy if sparing that life would cause the repulse the onlooker- This drives them away
enemy to gain a higher opinion- Positive or from it. When deciding to display a dead
negative- Of death. Sparing a foe without this body or part of one in a sickening way, they
causes the player to roll a Dissonance Die. must roll a Dissonance Die.
Moonshadows may ignore this rule- For
them, sparing a life might give them a social
or political advantage to spread their Generally speaking, anything clearly revolting. In place of
influence. spearing rotting corpses on pikes, instead preserve and place
them resting peacefully in neat rows. The message is clear-
These men are dead for resisting, but instead of instantly
The Abyssal must visually convey the
turning in disgust, the enemy will likely bury their comrades
messages of death, wearing funeral garb,
and respect the Abyssal, spreading an intimacy with death.
morbid imagery and adornments, and other
such trappings of death. Wearing anything Dusks may ignore this rule- The end they
obviously visible and clearly made of bring is full of violence, and they may display
Soulsteel fills this requirement. The Abyssal this proudly.
may go one scene without fulfilling this
requirement before accruing Dissonance.
Every scene afterwards where she shuns the The Abyssal should not interfere with death
visage of death she rolls a Dissonance Die, or its results. They should neither attempt to
and for each scene after rolls an extra per permanently destroy a ghost or Nephwrack or
scene (2 die for two scenes, 3 for three, etc.) help them achieve Lethe, else they roll a die.

Days may ignore this rule- They know their Midnights may ignore this rule- As the
true allegiance, and it is ideal that their quarry ultimate arbiters of death’s message, they
does not until it is too late. alone have the authority to declare an end to
a ghost’s service to death.

55
There are myriad ways for Abyssals to accrue
Dissonance, and the effects of Dissonance
can be quite daunting. Fortunately, death is
ever welcoming, even of those who stray, and
there are multiple ways to lower Dissonance
as well.

The Abyssal must not only defeat a powerful


enemy, but also break their will, wholly
asserting the dominance of the End. The
enemy must lose their will to live. Physical
torture may not achieve this goal- Their
psyche must accept death, not simply seek to
escape pain. Completing this goal removes a
point of Dissonance. If this happens in sight
of that enemy’s followers and it moves them
to despair as well, remove another. 1/Story.

Death’s influence is spread in positive ways


as well as overt fear and despair. When the
Exalt helps the angered loved one of a
deceased person accept that person’s death
and be at peace with it, the Abyssal removes
a point of Dissonance. 1/Story.
Whenever an Abyssal completes a Major task
There is perhaps no more sustaining for a Deathlord, powerful Nephwrack,
influence for Death than the Ancestor Cults. prophecy of death, or some other source of
Whenever an Abyssal helps to grow or goals stemming directly from the influence of
empower an Ancestor cult in a significant death, she removes a point of Dissonance. If
way, or protect one from destruction, they the task was Defining, she removes two
remove a point of Dissonance. If they form a points of Dissonance instead.
brand new Ancestor Cult in an area that has
never had one or has had the old one stamped If the Abyssal lands a killing blow that causes
out, they also remove a point. If the new the target to become an Abyssal Exalt, in
Ancestor Cult springs up in direct defiance of light of this immeasurably momentous
a force that strictly forbids it and it takes occasion she resets to 0 Dissonance if she had
significant root, remove another. This may a positive amount. If she had -1, she moves to
only happen once per story, per Cult. -2, and if she had -2, she gains 2 temporary
Willpower.

56
Much like other Exalted, Abyssals
have expressions of power identified as
Charms.
In the sense of how they
manifest, they are more similar to Solar
charms than Sidereal ones, being less hard
rules and specific operations than a
categorization of their effects. Abyssal
Charms are as varied as their wielders;
Essence Projection Technique may manifest
as a streak of ghostly light carrying them
forward for one Abyssal, or as a cloud of
boiling black smoke they leave in their wake
for another. The effect, however, is the same;
The Abyssal was in one place. Now they are
in another.
In most cases, however, Solar charms
fit the bill mechanically. Charms detailed
here are alterations or replacements to
existing Solar charms, and qualify as that Living-only: A charm with this tag can only
charm for prerequisites. Otherwise, you can affect living targets. This is typically for
simply re-style Solar charms to fit. charms that affect training or learning, which
Most Abyssal Charms, unlike many undead notoriously have trouble doing (And
Solar charms, are very obvious when in use. improving undead is better done with
Swirling shadow, motes of ghostly light, an necromancy anyway).
unnerving chill- Death manifests itself Undead-only: A charm with this tag can only
readily. Using Personal Essence negates this, affect undead targets. This is typically for
however, but the fact remains- Abyssals find charms that bolster certain familiars or for
it much more difficult to hide their true nature medicine and craft charms relating to
than their Solar and Infernal counterparts. assembling complex undead creatures.

57
A note on Abyssal subtractors: Other Due to the entropic nature of Abyssals,
exalted add values to their own actions; however, if Abyssal magic reduces the target
Abyssals remove values from their targets. number into the negatives, she gains full
Note that that is all this is; Reducing an advantage against the negative value.
enemy’s Defense to 0 does not classify the For instance, if she reduces a target’s
attack as ‘unblockable’ or ‘undodgeable’ for defenses to -1, then rolls an attack that gets 5
instance- It just means that the target’s values successes, it counts as 6 net successes.
are dramatically lowered. Additionally,
under normal circumstances, reducing a
target number to less than zero causes the
value to be counted as zero during the roll. Abyssals are as potent as the Solars
they mirror, and their excellency operates
identically. For one mote per die, they may
increase their dice pool up to
[Attribute+Ability] for any ability they have
at least one dot in, and they can increase their
static values (Such as Parry or Evasion) by
one point per 2 motes, no more than doubling
the original value.

58
Three Fingers ran. Pumping his legs,
he looked behind himself. The black
silhouette on the street had moved to a
rooftop overlooking the thoroughfare. It was
little more than a speck now.
He stopped to catch his breath, still
looking at it. Even in the dark, he could see
the shadows licking like smoke off her form,
her glimmering crimson eyes glinting
beneath the hood that obscured everything
else. The crossbow she had raised was at her
side now. Three Fingers grinned. The woman
must have known he was too far away to hit.
Three Fingers pulled one of the coins
he had stolen out of his pocket, and smugly
flipped it into the air. He felt a sudden pain in
his chest, and looked down; A shaft of pure
shadow penetrated straight through him,
connected to the distant speck by a black Archery governs the use of
chain. He felt himself being dragged down crossbows, bows, flamepieces, and other
the street back toward the speck as it reeled projectile-launching weapons that use their
him in, the chain snaking back into the own force to propel a piece of ammunition or
woman’s arm as it pulled. The coin clattered a blast of energy a great distance.
to the ground as Three Fingers slid down the
street.

Archery was pretty easy because a lot of the effects in Archery


translate pretty well to an Abyssal theme without much modification.
I did know that one effect I wanted to have was a ranged grapple, and
thus we have Soul-Shackling Spike. Other than that, Solar Archery
charms feel, mechanically, very translatable to an Abyssal theme,
with some style or visual modifications to really sell them.

59
Horror Strike goes off like a spectacular flare that
can be seen for miles—every target using
Replaces Fiery Arrow Attack
shadows for cover within two range bands must
Cost: 2m; Mins: Archery 4, Essence 1 roll Stealth, with a -2 success penalty to the
Type: Supplemental attempt, or be revealed. Every natural light source
Keywords: Decisive-only out to Medium range is then immediately
extinguished.
Duration: Instant
Prerequisite Charms: Phantom Arrow Technique
Charging her arrow with Essence, the Exalt fires
a shot composed of searing blue-white ghostfire
that screams through the air like a burning comet.
If the arrow strikes flammable materials, a violent
azure blaze instantly seeks to consume the struck
object. This fire is supernatural, and while it does
not spread uncontrollably like normal fire, it
cannot be put out by anything other than magic.
When used in a decisive attack against a target, it
adds one automatic success to the damage roll. If
the attack does at least three health levels of
damage, the target catches on fire, and must
contend with (Abyssal’s Essence) lethal dice of Replaces Seven Omens Shot
damage every turn until he’s able to extinguish
Cost: 3m, 1wp; Mins: Archery 5, Essence 3
himself or remove the source of the pyreflame
(Typically the arrow itself). Type: Simple
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Accuracy Without Distance
Replaces Dazzling Flare Attack
Focusing the surety of death, the Abyssal runs out
Cost: 3m; Mins: Archery 5, Essence 2 the target’s hourglass, pulling closer the moment
Type: Reflexive of his death and simply being the one who strikes
Keywords: Decisive-only that killing blow once it has arrived. The Abyssal
Duration: Instant must take a special “long aim” action—an aim
action lasting three rounds—against a single
Prerequisite Charms: Pyreflame Arrow
target in order to use this Charm. Invoking The
The Abyssal shoots from her heart; the arrow is Final Nail converts the normal +3 bonus dice
part of her. She can reach forth, and imbue the from aiming into three non-Charm points of
arrow with the wrath of all-consuming Death, Defense reduction and adds any extra successes
transforming the arrow into a screaming swarm on the attack roll to the attack’s raw damage.
of ghostly skulls that soar across the battlefield Accuracy Without Distance can shorten the
like an undead meteor. This Charm can only be action by a single round, but may only add a
activated on an attack supplemented by single non-Charm point of defense reduction for
Pyreflame Arrow; when the attack generates at each round shortened. Killing an opponent with
least one 10, this Charm reduces the target’s this Charm awards the Abyssal one point of
defense against that attack by 1, and for each 10 Willpower.
in the attack roll it increase the raw damage of the
attack by 1. As the name suggests, Screaming

60
Replaces Revolving Bow Discipline
Cost: 8m, 1wp; Mins: Archery 5, Essence 3 Change to Heart Eating Incineration: The
Type: Simple soul is not destroyed by this attack (and thus
Keywords: Decisive-only does not trigger a Dissonance die.)
Duration: Instant Clarification to Dust and Ash Sleight:
Prerequisite Charms: Phantom Arrow Technique Essence 5 repurchase returns defense
The Lawgiver imbues her shot with the reduction, as per the prerequisite.
overpowering essence of the Void. The Exalt
fires an arrow bound to her hand with a chain
made of shadow which ensnares the target on
impact. If the target’s hardness would prevent
damage, roll damage anyway (but don’t deal
any). If the attack hits, the target is automatically
grappled and the Abyssal gains control for a
number of rounds equal to the amount of
successes on the damage roll minus the target’s
remaining Willpower, minimum 1. Therefore, if
she rolls 10 damage dice and gets 4 successes,
and the target has 2 willpower, the Abyssal gains
control for 2 rounds. The Abyssal does not suffer
the penalties for grappling. The Abyssal can use
her combat action to restrain/drag the target,
which does not expend rounds of control or
require the Abyssal herself to move, or send her
essence surging down the chain to Savage her
target using [Strength + Archery].

At Essence 4+, the Abyssal can also use her


combat action to perform a throw or slam.

61
62
Silvered Blood of the Moon raised his
blade, baring his glimmering fangs at the
shadow chasing him. His golden eyes
struggled to keep track of the blur wreathed
in shadow that sped toward him, the crimson
pinpricks of light emanating from behind the
figure’s mask locked onto him. The figure
erupted into a haze of black smoke as it
flashed between the rooftops to get closer,
and Silvered Blood of the Moon snarled at the
emissary of death now revealed.
He pulled the reins on his dozen-
legged serpent, and it tore off across the
rooftops, splintered shingles sent flying as the
colossal beast clambered atop the city.
Silvered blood of the moon gazed backward
to find his pursuer, which sped toward him,
footfalls leaving pools of ink-black darkness,
and it vanished in a cloud of smoke. He stared
behind himself, trying to find his attacker,
and felt his mount lurch to a halt, shrieking.
He whipped around to find his
pursuer now in front of him, blade buried to
the hilt in his mount’s head as it collapsed Athletics governs physical superiority
atop the roof. With a flash, the figure was through speed, strength, and balance.
upon him, and the enraged Raksha found
himself in a deadly struggle against this
harbinger of darkness.

Athletics was a unique challenge because I needed to


represent the supernatural nature of Abyssals… But Solar Athletics
charms already do that pretty well mechanically. A few charms were
therefore changed to really exemplify this, but Abyssal Athletics is
largely unchanged from Solar Athletics.

63
Replaces Monkey Leap Technique Replaces Onrush Burst Method
Cost: 3m; Mins: Athletics 2, Essence 1 Cost: —; Mins: Athletics 3, Essence 2
Type: Supplemental Type: Permanent
Keywords: None Keywords: None
Duration: Instant Duration: Permanent
Prerequisite Charms: None Prerequisite Charms: Lightning Speed
The Exalt surges her dark essence through The Abyssal uses her foe’s attempts to evade
herself, letting it carry her forward in a streak death against her, pressing death’s
representative of her anima. Using this technique, inevitability down upon them with each fateful
a Solar may teleport forward or straight up one step. On successfully rushing an opponent, the
range band to a location she can see, even if there Exalt gains an amount of phantom Initiative
is intervening scenery. An Abyssal using this which does not affect her position in the turn
Charm can easily appear at the top of a twenty order or increase her actual initiative; Instead,
foot wall or cross a Stygia street over rooftops, it adds its value in damage to the next Decisive
without having to roll. This Charm counts as the attack the Abyssal makes. This value is equal
Abyssal’s movement for the turn. If the Abyssal to the amount of threshold successes the
continues to warp to a different range band each Abyssal won the rush action by. If the rushed
turn, the cost is reduced to one mote after the first opponent makes a withering attack against
activation. her and deals damage, this phantom initiative
is drained before her actual initiative.
If the Exalt knows Living Wind Approach,
using that charm adds [Essence] phantom
Replaces Foe-Vaulting Method
initiative to this charm.
Cost: 3i; Mins: Athletics 2, Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Graceful Crane Stance,
Essence Projection Technique
Like a black nightmare, the Abyssal flashes
through her opponent as a whirling shadow. At
close range, if the Exalt has higher Initiative
(before cost) than her foe, she may use this Charm
on her turn, rolling Dexterity + Athletics against
her opponent’s Parry. If successful, she dashes
through her target, creating an opening, and may
make a surprise attack (see p. 203, core) inside of
them or at their back. This Charm may only be
used once per combat, but is reset by landing a
decisive attack and building Initiative to 6+.

64
Replaces Ten Ox Meditation Replaces Demon-Wasting Rush
Cost: 2m, 3 successes per point; Mins: Cost: 5m, 1wp; Mins: Athletics 5, Essence 3
Athletics 5, Essence 1
Type: Supplemental
Type: Supplemental
Keywords: None
Keywords: None
Duration: One feat Duration: Instant
Prerequisite Charms: Increasing Strength Prerequisite Charms: Racing Hare
Exercise Method
The Abyssal infuses an object with entropy, No matter how quickly the light travels, it
withering and eroding it until its rotten or finds the darkness has beaten it there and is
corroded husk weighs barely anything and has
already waiting. An Abyssal with this Charm
no strength left. This Charm supplements an
can activate it when successfully overtaking
attempt to lift or break something, allowing
the Abyssal to attempt an action with a
an enemy that is disengaging or withdrawing.
prerequisite beyond her current Strength She appears in front of them in a whirling
rating. Pay two motes and roll the Exalt’s burst of shadow, making an immediate
(Strength + Athletics) as normal, reducing the reflexive Decisive attack that does not
feat’s Rating by one point per 3 successes paid consume her action for that round and ignores
as needed, until the Abyssal meets the Hardness.
prerequisite. Note that she must still have
enough successes remaining, after reducing
the rating, to meet the difficulty requirement
of the feat. The object returns to normal after
the feat has been completed.

65
They had escaped, but even so, Red
Scar Tribute ordered his men to stay quiet.
The caravan headed to Fortitude they had hit
was a lot more difficult to knock over than
they had anticipated, and it was all because of
their guard. He still got shivers thinking
about that colossal axe swinging in great arcs
through his men, streamers of blood flowing
like fountains with each swing, and he wasn’t
about to let himself be followed.
They had taken every precaution, and
there was no way they could be found within
this abandoned labyrinth. Even so, he got the
uneasy feeling he was being watched, but
figured it would pass. He ordered his men to
finally stop and set up camp so they could
count the haul, the gnawing feeling of unease
still eating at the back of his mind.
He let himself relax, until eventually,
he heard slow footsteps down the
labyrinthine hall. He shushed his men,
waiting for them to pass, but they kept
approaching. His heart sank as a broad, Awareness governs the ability to perceive the
black-clad figure strode through the world around oneself with the senses.
doorway, Grimcleaver in his hands, azure
eyes shining from beneath his metal mask…

This was difficult to the point I couldn’t think of anything


good to do with it. Almost every action I could think of would have
been better as a Socialize charm. I did find some inspiration and made
a couple charms that I hope will work alright.

66
two functions. First: for every 9 she rolls on an
Awareness check to locate a creature, she
Replaces Sensory Acuity Prana gains a single mote of Essence, and for every
Cost: 6m; Mins: Awareness 2, Essence 1 10 she gains two. This charge of Essence can
Type: Reflexive only be used to offset the cost of activating
Keywords: None Awareness Charms to reveal a creature. Any
creature revealed with this charm is identified
Duration: One scene
to the Abyssal if she has encountered it before,
Prerequisite Charms: None or its type of she has not. Additionally, because
The Abyssal’s senses heighten, the spike of she can discern the identity of a living creature
essence drawing out the vibrancy in life’s based on its essence, all her rolls to contest
smallest details. The Abyssal’s senses are disguises gain double 7s, as long as the target
heightened and attuned to minute motions is disguised as someone she has met. Second:
and sounds, dim and noisy conditions. She can her senses function even when she is asleep or
differentiate between subtle tastes and Incapacitated, allowing her to use any of her
textures with only the slightest variation. Thus Awareness Charms subconsciously. A creature
sharpened, it is more difficult for characters to revealed to the Abyssal while she is asleep or
escape her notice, or to deceive her hunting unconscious automatically revives her,
senses. For the rest of the scene, the Exalt’s allowing her to react.
Awareness rolls reroll 1s until they fail to
appear. She sees in complete darkness
perfectly, suffering no penalties whatsoever
from nonmagical darkness, and gains Replaces Eye of the Unconquered Sun
[Essence] non-charm dice when rolling Cost: 10m, 1wp; Mins: Awareness 5, Ess 4
against the effects of magical darkness. Type: Simple
Keywords: None
Duration: Indefinite
Replaces Surprise Anticipation Method Prerequisite Charms: Awakening Eye + Any
Cost: —; Mins: Awareness 3, Essence 1 3 non-Excellency Awareness Charms
Type: Reflexive Abyssals represent the omnipresent and ever-
Keywords: None imposing reality of inevitability, and the
reaper sees all, and all is his domain. While this
Duration: Instant
Charm is active, the Exalt’s eyes glow with
Prerequisite Charms: Life-Revel Essence unholy power. She may view any location within
Prana [Essence] miles by looking directly at it, seeing
Upon learning this technique, the Abyssal can that place as clearly as if she stood there,
feel the life or death essence of creatures bypassing intervening objects. Only areas warded
around her. Nothing blocks this property from scrying remain darkened to her sight.
except magic that wards against scrying. Anyone upon whom the Abyssal spies using this
Whenever the Abyssal is within Long range of Charm gains a vague feeling of being watched if
a living creature, an undead, or a creature of his player makes a reflexive (Perception +
the Wyld, her relevant senses will zero in with Occult) roll at difficulty 5. Only those with
deadly focus on the source of the essence, appropriate forms of Essence-based perception,
enhancing her Awareness to make the however, can actually recognize and understand
creature known to her. Breath of the Void has the Charm at work.

67
68
Brawl governs bare-handed fighting,
including striking, kicking, and grappling,
but for Abyssals, it is also used to directly
channel deathly energies to and from a target.

This was really fun. I knew I wanted to do a lot more with grappling,
as there was a lot of potential there for Abyssal Brawl. Moving ABV’s
replacement into Grapple, I feel, really helps solidify this. This is the first
charmset where there was enough room to really work my spooky magic.
Note that despite replacing One with Violence, Soul-Siphoning Touch
requires Unbreakable Grasp instead of Falling Hammer Strike.

69
Replaces One With Violence Replaces Superior Violent Knowledge
Cost: —; Mins: Brawl 5, Essence 2 Cost: 4m; Mins: Brawl 5, Essence 3
Type: Permanent Type: Supplemental
Keywords: None Keywords: Decisive-only
Duration: Permanent Duration: One grapple
Prerequisite Charms: Unbreakable Grasp Prerequisite Charms: Talons of Death
Abyssal brawlers are warriors of pure force, The Abyssal’s deadly grasp crushes her foe’s
carried by a deep and profound understanding life force with terrifying effects, ravaging her
of death, able to channel its energies through body and numbing her mind, ripping her foe’s
their iron grasp and tear the enemy’s essence strength from their body and suffusing their
from the body of their foe and into their own. own with it.
This Charm enhances the act of driving a target When winning a control roll against a target
into initiative crash with a Brawl or Martial and gaining two or more rounds of control, she
Arts attack, awarding her motes equal to (her may activate this charm. She temporarily
Essence or three, whichever is higher). decreases her target’s natural soak, attack
rolls, defenses, and raw damage on Withering
attacks by 1. This effect lasts until the end of
the grapple. The Abyssal then increases her
Replaces Striving Aftershock Method own Physical attributes by 1 dot each
Cost: 3m; Mins: Brawl 5, Essence 3 temporarily. They may exceed 5 this way, but
Type: Reflexive do not count as natural dots. This ends once
the grapple ends.
Keywords: Dual
Duration: Scene
Prerequisite Charms: Soul-Siphoning Touch
Channeling her essence through her limbs, the Replaces Inevitable Victory Meditation
Abyssal sprouts black, razor-sharp hooked Cost: 1 dam/mote; Mins: Brawl 5, Essence 3
talons from her fingertips, allowing her to Type: Reflexive
rend her target limb from limb with little
Keywords: Withering-Only
effort. Her Withering attacks deal an
additional point of post-soak damage, her Duration: Instant
Overwhelming becomes her Strength if that Prerequisite Charms: Husk-Draining Grip
would increase it, and her decisive attacks deal The Abyssal is an all-consuming void that
aggravated damage. seeks to be filled, taking from her foes
She may pay 1wp to end this charm when she whatever she can. She opens her mouth,
deals damage with a Decisive attack, ripping inhaling her target’s essence as they are
her foe apart. She either doubles her Raw helpless to fight back.
damage for the attack or inflicts a Crippling The Abyssal makes an unarmed withering
penalty on her target equal to half her Essence savage against a grappled target. After dealing
(Rounded up), target’s choice. This charm may damage, she may pay a point of the initiative
only be used once per scene. gained from the attack to instead regain 1
mote. If she crashes the target, she may also
pay initiative from the crash bonus. If the

70
target has a mote pool, they lose half the however. Furthermore, Void-Born Prophecy
amount of motes that the Abyssal stole. If they Manifestation makes the Abyssal as
do not, then for every 5 motes taken by the indestructible as Death itself. For the duration
Abyssal, they must roll an Aggravated damage of the Charm, no amount of withering damage
die. can crash her unless it is delivered from close
range. If the Abyssal knows Orichalcum Fists
of Battle, she may activate that Charm and its
prerequisite reflexively when she assumes
Replaces Ascendant Battle Visage this Charm, paying only six motes and ignoring
Cost: 15m, 3a, 1wp; Mins: Brawl 5, Essence 5 the anima and Willpower cost to do so. In
Type: Reflexive addition, Unbreakable Grasp’s cost is halved. If
she knows the Charm River-Binding Wrath,
Keywords: None
she may store grapple or control successes to
Duration: One scene use on other grapple or control rolls.
Prerequisite Charms: Supremacy of War If she kills a target with a Decisive Brawl attack
Meditation while this charm is active, she tears its essence
Channeling her anima through her form, the from their body as a glowing orb, crushing it to
Abyssal takes on the aspect of the reaper, consume it and fuel her wrath. This charm’s
becoming a manifestation of purest death, mote cost is retroactively reduced by the
dark and twisted, her unholy form drifting Essence rating of the slain foe, refunding the
across the field of battle like a killing breeze, motes immediately and reducing the
her ephemeral and flowing movements commitment. The commitment cannot be
reaping all it sees. During this charm, her reduced below 0 like this, though she will
anima will never rise to Iconic or fall below continue to gain motes by consuming the
Burning, the shadow of death surrounding her essence of her foes.
as it whirls through the air. During this time,
the Exalt may fly and hover at her normal
speed. Directing an attack at her costs 1i, and
Disengage and Withdraw actions taken by foes
within Short range of her gain only a single
success from tens. She may rush enemies up to
two range bands away, which drags the target
closer to her rather than moving her. She may
move two range bands as long as she is moving
directly toward an enemy.
So powerful is the aura of death she exudes
that all enemies within Close range of her are
subject to a special Environmental hazard that
deals Withering damage. The difficulty of this
hazard is equal to her [Essence], with a
damage value of 4. If they are grappled by the
Abyssal, they automatically fail the difficulty
roll. The Abyssal gains this initiative, but may
not gain more than [Stamina] per round. She
may apply Ever-Consuming Maw to the
damage done by this aura with no cap,

71
72
Awareness governs the ability to perceive the
world around oneself with the senses.

This was difficult to the point I couldn’t think of anything


good to do with it. Almost every action I could think of would have
been better as a Socialize charm. I did find some inspiration and made
a couple charms that I hope will work alright.

73
Ringed Oak Branch opened his eyes.
Standing over him was a man clad in leather
garb with a hood and a beaked mask,
gathering medical tools. The last thing he
remembered was being attacked by a
mercenary from an ally, he and…
“My brother!” he yelled, trying to bolt
upright, looking around. He saw his brother
there on a table next to him. He wasn’t
moving. The doctor put a hand on his chest
and forced him back down. He reached to
slap away the mysterious man’s hand, only to
find his right arm did not respond. In horror,
he looked at the stump where it used to be.
The doctor put a needle in his arm,
and he went limp and numb. He watched as
the doctor carefully removed his brother’s
right arm, and attached it to his own stump,
and watched it slowly transform into his own.
The doctor looked down at him.
“His death was not in vain. He is with
you now forever. If you would like to think
Medicine is used to treat and diagnose
of it this way, he will be the one that strikes
maladies, diseases, poisons, and trauma to the
the blade of vengeance through his killer
body of a creature.
should you choose to hunt him. Rest.”
Ringed Oak Branch’s vision went
blurry, then dark. His brother would have
vengeance.

This was so fun. At first it was a challenge, but it occurred to me: Abyssals see the body differently. To a
Solar, the body is something holy. To an Abyssal, its just a collection of pieces which, as long as most of the pieces
work, the end result is a functional body. As a result, all that Abyssal medicine really needed was to exemplify that
the body is a disposable meat husk, whose pieces can be taken out and put back as needed. The only purpose of a
body is to contain a soul, and so Abyssals take a much more academic (and macabre) outlook on medicine.

74
Replaces Wound-Mending Care Technique Replaces Wound-Cleansing Meditation
Cost: 5m, 1wp; Mins: Medicine 3, Essence 1 Cost: 10m; Mins: Medicine 3, Essence 1
Type: Simple Type: Simple
Keywords: None Keywords: Living-Only
Duration: One hour (Possibly more) Duration: Instant
Prerequisite Charms: None Prerequisite Charms: Insight-Extracting
Through thorough academic trial, the Abyssal Anatomical Study
categorizes and analyzes details about an The Abyssal is an experienced chirurgeon,
organism, down to the supernatural. She may now deeply familiar with the subjects of her
spend an hour (Or more, if the creature is study and capable of performing more
particularly large) dissecting a creature and personalized work. This charm allows the
making thorough notes about the minutiae of Abyssal to cut out mangled or damaged flesh,
its physical operation and any ailments that leaving healthy flesh to work as a base. The
have befallen it. The physician gains a library patient is then ready for the physician to
of dissected creatures and analyzed diseases replace it or reattach a limb using the
and poisons. prerequisite. This allows her to treat damage
After dissecting a creature as outlined above, she even if it is Aggravated, as she simply removes
populates this library with, at the very least, the the wounded tissue and replaces it. This
creature’s species. Basic humans are all the same procedure typically requires one hour. To
species, though wyld mutants, beastmen, exalts, replace eyeballs, ears, lungs, or other highly
and other altered humans are their own sensitive and complex organs with the
categories. The Physician is assumed to prerequisite, she requires the charm
understand the bodies of Humans and Abyssal Wholeness-Restoring Meditation.
Exalts by default, as well as any other species When using this charm, in order for it to be
and/or poisons and diseases associated with the successful and not do even more damage to the
species appropriate for backstory and intimacies. patient, the Abyssal needs healthy tissue to
If the creature was poisoned or diseased at the replace the tissue taken with, or a healthy limb or
time of the dissection, she also adds the disease organ to replace the lost one with. This can come
or poison to the library, tied to the creature. from a donor of the same species, or a fresh
Whenever the physician makes a Medicine roll, cadaver of the same species (Or, in the case of a
she can cite an entry in this library. If her limb, the original limb). If a donor is used, the
anatomical knowledge would apply in the procedure of removing their tissue leaves them
situation, she gets double 9s on the roll. with a number of Lethal health levels equal to
those of the primary patient, though he
Additionally, when performing basic medicinal
automatically receives the benefits of the wound
wound care on a creature, she may activate this
care of Insight Extracting Anatomical Study for
charm and roll [Intelligence + Medicine] and then
free as the Abyssal carefully extracts his flesh in
consign the target of such a roll to bed rest for 24
ways that will easily heal.
hours. If the creature is in her library, she also
automatically detects if it is under the effects of a The Abyssal will attune the new flesh to the
disease or poison she has tied to the species in her primary patient’s body over the course of the
library. At the end of that 24 hours, the target prerequisite, and it will change shape, skin color,
regains a number of Lethal or Bashing health musculature, and structure to match the lost tissue
levels equal to the successes on her roll. exactly. The patient(s) will be scarred by the

75
treatment (Barring those with Exalted Healing or a shape predefined by the Abyssal. This could
effects that govern their shape), but they will have be a limb, a mass of eyes, a heart, a slab of
full functionality back. muscle tissue and skin, or any other body part
that could fit in the jar. This takes
approximately one week, and the mote cost of
this charm is not committed- It is simply paid
up front. These body parts are stark-white and
have no identifiable characteristics but are
extremely easy to attune to the essence of a
patient. As such, these parts can be used for
Insight-Extracting Anatomical Study + Body-
Reassembling Preparation. She is also not
obligated to use the entire Phylactery- If she
only needs a hand but has an entire arm, she
can discard the bicep; If she only needs a lump
of muscle and skin, she can discard the hand.
After being removed from the Phylactery, the
limb must be attached within a few minutes or
it will wither and become useless.
When using a body part created with this charm
for the prerequisite, the procedure is shortened to
a few seconds as the new organ or limb
miraculously absorbs the essence of the patient
and grafts itself to them with the help of the
physician, mutating and twisting to the shape of
the owner’s previous body part within just a few
moments. After this is completed, the XP cost of
this charm is refunded and the Mortal Phylactery
is considered expended. This typically still
requires tools, but with an appropriate stunt, it
Replaces Instant Treatment Methodology might not- For instance, the Abyssal might grasp
Cost: 2m; Mins: Medicine 4, Essence 2 the patient’s heart and yank it from his chest, then
Type: Simple quickly slip the new one into place, squeezing the
Keywords: None arteries together, whereupon it starts beating
immediately.
Duration: Indefinite
An Abyssal physician may have a number of
Prerequisite Charms: Body-Reassembling
Mortal Phylacteries equal to her [Essence +
Preparation Medicine, halved (round up)]. If she has a
This charm allows the Abyssal physician, now Medicine specialty for growing flesh, she may
familiar with replacement of intricate body have an additional one as well.
parts and an in-depth understanding of the
flesh, to create her own. Within a jar of
nutrient rich fluid, typically vegetable juices,
she plants the seed of a new flesh-construct, Replaces Wound-Banishing Strike
then seals the jar. Nurtured by her own Cost: 3m 2xp; Mins: Medicine 5, Essence 2
essence, the lifeless flesh in the jar grows into
Type: Simple

76
Keywords: None
Duration: Indefinite Replaces Anointment of Miraculous Health
Prerequisite Charms: Mortal Phylactery Cost: 10m 1wp; Mins: Medicine 5, Essence 3
Genesis Procedure
Type: Simple
Delving deeper into the art of flesh-genesis, the
Keywords: Living-Only
physician successfully generates a Mortal Coil
Simulacrum. This is effectively an entire human Duration: Instant
grown in a vat. It is not alive, has no awareness, Prerequisite Charms: Mortal Phylactery
and is essentially a smooth, stark-white corpse Genesis Procedure
with no real defining features. Its essence is too The Abyssals’ practiced blades sculpt flesh,
frail and specialized to be used in necromancy; sorting the damaged and useless from the
Instead, it works the same as a Mortal Phylactery, functional and creating a perfect medium to
except that it can provide any part, at any time. replace the extracted flesh. This charm
The physician removes it from the nutrient vat, operates identically to Body-Reassembling
cuts out the part she needs, and treats it as a part Preparation, except that it takes only a simple
extracted from a Mortal Phylactery. She can then action, and also includes the action of
put the body back into the vat and seal it, and over replacing the missing flesh and hastily
the course of the next week, the body will regrow
attuning it, allowing her to instantly remove a
the removed part.
number of lethal, aggravated, or bashing
Unlike the prerequisite, the motes ARE health levels equal to her Essence. This is a
committed to this. If for any reason the Mortal slapdash procedure, meant to treat
Coil Simulacrum is destroyed or ruined, the XP emergencies, and she may only use it once per
character, reset by that character recovering
all of her health levels fully.

Replaces Body-Sculpting Essence Method


Cost: 4m, 1wp; Mins: Medicine 5, Essence 3
Type: Reflexive
Keywords: Living-Only
Duration: Instant
Prerequisite Charms: Triage-Administering
Haste
The perfect movements of the Abyssal’s hands
are near-mechanical, the precision of knife to
flesh incomparable, informed by her
encyclopedic knowledge of the body. Flesh
knits effortlessly and near-instantly, as if
recovering from paper cuts rather than
traumatic war-wounds as the Abyssal funnels
cost is refunded and the motes are released. She her own essence through the channels that
may only have one of these. attune flesh to the owner’s essence patterns.
Whenever she performs a medical procedure

77
using a Mortal Phylactery or part of her Mortal
Coil Simulacrum, the recovery time for the
procedure is reduced to several seconds. If it Change to Wholeness-Restoring Meditation:
would ordinarily leave scars, the recipient
Upon learning this charm, she may use Body-
may opt to not receive scars instead,
Reassembling Preparation to enable the patient to
regardless of if they are mortal or not. It can
receive a new sensitive organ like new eyeballs,
also be used in conjunction with Triage-
ears, sinuses, or internal organs via Insight-
Administering Haste to instantly reset it after
Extracting Anatomical Study, allowing the
it is complete, though she may only do this
Abyssal to restore such faculties more simply.
once before they fully heal.

Replaces Touch of Blissful Release


Cost: 5m; Mins: Medicine 3, Essence 2
Type: Reflexive
Keywords: Living-Only
Duration: Instant
Prerequisite Charms: Flawless Diagnosis
Technique
With a few well-placed punctures, pressure
points, and stints, the Abyssal can
permanently alter a creature’s chakras to
release them from pain and misery, at a lethal
cost later. The Abyssal may only use this
charm on a willing target that understands the
charm’s full effects, is too far gone mentally to
be unwilling, or is in enough misery and pain
that they wish to die. The Abyssal then,
through a brief procedure, permanently
damages the target creature’s chakras.
The affected creature no longer respires essence
correctly, preventing it from regenerating motes
entirely, but the symptoms of any disease, poison,
malady, defect, or other painful anomaly are
alleviated completely, and they can no longer
spread any disease they have. They experience a
euphoric rush for the rest of their brief existence
and are free and unhindered to do whatever they
want for this time. At the end of [one week +
creature’s essence days], they suddenly die, their
limited reserve of vital essence depleting entirely,
and no magic or effect can prevent or delay this-
Even the Abyssal himself is not capable of
reversing the effect.

78
“What are you doing here?” the crow-
masked man crooned at Unfaltering Stone
Shield. The Immaculate monk regarded him
sternly, towering over the small figure.
“I have heard an ancestor cult has
taken root here, and I have come to restore
the proper and healthy order,” he replied,
staring down the bridge of his nose at the
diminutive figure. “Out of my way.”
The masked man exploded in a gout
of black shadow, writhing about him like a
tornado, and black crow quills swirled about
him. Unfaltering Stone Shield stumbled
backwards at the anathema’s display, and
then it stopped. Perched atop a stone, the
figure now stood, ink-black feathers
protruding from his robes, hooked raven feet
grasping the rock. The mask had fused to his
face as a cruel beak, and it towered over him,
awash in dark energy, its eyes gleaming like
Presence is used to make Persuade, Inspire,
embers. Unfaltering Stone Shield quaked in
and Threaten actions, and influence the
terror, unable to control the waves of horror
emotions and thoughts of others.
that washed over him as the monster stared
him down.
“M-More will come!” he stammered.
The creature laughed, its voice now
raspy and shrill.
“Good.”

The first Abyssal I played was a Presence supernal. It was very underwhelming because of the
way that particular charms, specifically Terrifying Apparition of Glory, operated. They were
extremely binary in nature- Either the enemy flees, or nothing happens. I wanted to address this and
make more flavorful Abyssal charms that exemplify the fear they create.

79
for group influence or wordlessness. Trivial
opponents who fail this check flee, unless they
Replaces Enemy-Castigating Solar Judgment
pay 1wp. Nontrivial opponents instead must pay
Cost: 3m, 1wp; Mins: Presence 5, Essence 3 1wp to direct an attack at her, overcoming their
Type: Supplemental fear of provoking something so terrifying. Once
Keywords: None this effect has been resisted once, they may ignore
it for the rest of the scene.
Duration: Instant
Creatures out to Medium range take a penalty to
Prerequisite Charms: Impassioned Discourse
their Resolve against the previous effect equal to
Technique, Majestic Radiant Presence
half of the Abyssal’s essence.
The Exalt sears her target with the caustic force
Creatures out to Short range must pay 1i to direct
of her judgment. This Charm supplements a
an attack at the Abyssal, even if they have resisted
social influence roll or an attack against a Wyld
the Threaten action. If they are crashed, they
creature or god, lowering its Resolve or its
waive this cost. Trivial opponents who previously
Defense by one. If the attack is decisive, the
resisted the effect at Medium+ range are subject
damage is aggravated. If the influence is
to it again if they enter this range, or the Abyssal
successful, it costs an additional Willpower to
moves close enough to them to put them in this
resist. In addition, if this Charm is combined with
range. If they previously resisted, however, they
other Charms or magic which harm creatures of
take this particular check only once during the
darkness, then the Abyssal may use this Charm
scene. If they fail it this time, they must pay
against characters or ideas for whom she has a
another WP to resist.
Defining Tie of hatred, even if they are not gods
or Wyld creatures. This makes those targets Creatures at Close range are overwhelmed by the
susceptible to the effects of all such Charms for Abyssal’s pure void-essence. They must pay 1i to
one instant. attack anything except the Abyssal, and if they are
crashed, they may not make attacks- The only
thing they may do if crashed is attempt to gain
distance from the Abyssal or activate non-
Replaces Terrifying Apparition of Glory perilous charms. The only exception is if the
Cost: 8m, 1wp; Mins: Presence 5, Essence 3 attacker applies non-excellency charms to the
attack- Such exceptional foes my still fight if they
Type: Reflexive channel their essence in such a focused way,
Keywords: Perilous though any initiative gained from a withering
Duration: One scene attack generated in this way is reduced by half the
Prerequisite Charms: Majestic Radiant Abyssal’s Essence, rounded up.
Presence
The Abyssal becomes an icon of pure terror, the
ultimate essence of the void pouring into the
world and manifesting itself through her. The
Abyssal activates this charm when her anima is at
Bonfire. Being near the Abyssal is a horrifying
experience beyond the capacity of words to
describe, the dead calm of the void enveloping
her and tearing at their very will to live.
Any creature out to Long range that can see her is
subjected to a reflexive Threaten action every
round. This threaten action receives no penalties

80
While under the effects of the prerequisite, the
Abyssal closes her chakras, funneling the pure
will of the Void into her own body, allowing
the twisting nightmares of the Underworld to
shine through her form. She ends the
commitment to the previous charm and
replaces it with this one, and her form
temporarily twists and convulses, becoming
something wholly nightmarish, so traumatic
to gaze upon that men can be driven to suicide
by their terror within just a few moments of
simply seeing it, preferring to take their own
lives than be forced to endure her hellish
presence. This monstrous vision of the
Abyssal’s appearance is defined by the player
but offers no mechanical function other than
what is outlined by this charm. Any creature
that can see her suffers half of the Abyssal’s
Essence in penalties to her Resolve against her
single-target Threaten actions and she may
frighten creatures ordinarily immune to fear,
supernatural or otherwise. In combat, any
creature that does not direct an attack at her
with their action loses 1i.

At Essence 5+, when the Abyssal reaches


Bonfire again, she immediately resumes the
effects of The End of Everything
Embodiment for free, with all of its effects
Replaces Countenance of Vast Wrath reset- Anything that resisted previously must
Cost: 6m, 3a; Mins: Presence 5, Essence 4 resist again. If this charm AND its
Type: Reflexive Prerequisite are active, intelligent trivial
Keywords: None opponents that fail the Medium-range
Duration: One scene threaten action commit suicide instead of
Prerequisite Charms: The End of Everything fleeing, death being the quickest escape,
Embodiment while unintelligent ones (Such as animals)
simply die of stress immediately.

81
“Stop that woman!”
The market guard of Gem sped down
the alley past countless nightly wanderers,
each seeking exotic pleasures and goods in
the moonlight. Their quarry, a redheaded girl,
rounded a corner, and they followed suit.
As they turned to continue their
chase, the girl was waiting, blade drawn. She
grinned at them. “Are you really going to risk
your lives over one silly trinket?”
“Come on, girl. We can’t let thieves
get away. What will the merchants think of
that? Put that weapon down, or we’ll make
you regret it.”
She beckoned with her off hand, and
the guards lunged forward. She swatted aside
their blows, until finally one hit its mark.
The girl’s form flowed like smoke,
and the color drained away, leaving behind a
black silhouette with gleaming red eyes. It
lingered a moment, then dispersed. Stealth is used to evade detection from
others, and to establish the ability to make
The guards stared in shock. Over the
Surprise and Ambush Attacks.
rooftops, they heard a faint, girlish laugh
fading into the distance.

Stealth really feels like one of those areas where the writers simply ran out of ideas. As
a result, we have a tree that does almost nothing interesting, and instead just showers the player
with tons of dice, rerolls, dice tricks, and free initiative. I hate this about a lot of Solar trees,
but Stealth is undoubtedly the worst about this, and I wanted to replace a lot of the MORE
DICE BETTER with actual interesting effects.

82
Stealth. Enemies that fail this roll believe the
decoy to be the Abyssal until the first time they
Replaces Perfect Shadow Stillness
interact with it, and also lose the real abyssal in
Cost: 3m; Mins: Stealth 2, Essence 1 the process. If the Abyssal has already entered
Type: Simple some form of cover by the time they figure it out,
Keywords: Mute the Abyssal is considered hidden, and uses the
previous stealth roll as the one enemies must
Duration: One scene
defeat to locate her.
Prerequisite Charms: None She may have a number of Shadow Essence
The Abyssal is one with the shadows, able to Decoys active equal to her [Essence]. If she
bend them to her will. With her action, she forms moves further away than Short range from a
a duplicate of herself composed of black and grey decoy, it dissipates. Exposure to powerful
shadows which rolls like smoke within Close
magic that dispels illusions, including such
range. When first created, however, it looks
charms as Eye of the Unconquered Sun,
exactly like the Abyssal, only revealing its
shadow nature when physically interacted with, causes the decoy to dissipate as well.
at which point the color swirls away and is
replaced by a shadow with gleaming eyes. The
decoy cannot move from the location it was
created but can be made to mimic movements and Replaces Stalking Shadow Spirit
even her other charms. It is not solid, and any Cost: -; Mins: Stealth 4, Essence 1
physical interaction with it reveals it to be
Type: Simple
ephemeral in nature. When creating the Decoy in
combat or while being chased, the Abyssal rolls Keywords: None
Duration: One scene
Prerequisite Charms: Shadow Essence Decoy
The Abyssal may instead choose to summon
her Shadow Essence Decoy at a location
within Short range that she can both see and
there is an unobstructed path to. Enemies that
see her do this know the decoy is not her, but
if the Abyssal is already in stealth, they may
believe the decoy to be her if they fail a
Perception + Awareness roll against the
Abyssal’s Stealth roll. If they have not dealt
with a Shadow Essence Decoy yet in this
scene, they automatically fail this roll,
believing the decoy to be their quarry.
Additionally, the Abyssal may throw her
voice to any Decoy, speaking through it
instead of her own mouth. At Essence 4+, she
may also use her simple action to move the
decoy up to short range. It will run, leap, and
even mimic charms as normal to get where
she wants it to go.

83
-It is always counted as using a mundane
Replaces Invisible Statue Spirit
weapon, regardless of the creator’s actual
weapon.
Cost: 4m; Mins: Stealth 3, Essence 1
Type: Simple -It is always considered as wearing mundane
armor, as above.
Keywords: Mute
Duration: One scene The Dark Warrior is created with 5 initiative
Prerequisite Charms: Shadow Essence in its Initiative pool. If the Dark Warrior is
Decoy crashed, it dissipates. Gambits against it
always fail, and it cannot be grappled.
Pulling at the shadow essence of her decoy, Decisive attacks destroy it if they deal any
the Abyssal draws herself into it, and replaces damage. Forces and impacts meant to move
her own form with its essence. By focusing it fail unless they deal more than 20 dice of
on one of her decoys, she swaps places with raw damage, at which point the shadow is
it. If the decoy is still in its undiscovered destroyed instead. If it is capable of making
state, she makes a stealth roll immediately, ranged attacks, it may only make them out to
gaining an automatic success. If this stealth Short range. It may not take any actions
roll defeats an onlooker’s attempt to defeat it, except Full Defense and Attack actions, and
she is considered in stealth and the onlooker its actions and defenses cannot be enhanced
does not notice the swap, believing the decoy with the Abyssal’s charms.
to be her.
The Abyssal may use her combat action to
make one of her Dark Warriors attack, and
she may flurry this with a second combat
Replaces Blurred Form Style action as long as both combat actions are to
make two different Dark Warriors attack.
Cost: 8m 5i; Mins: Stealth 4, Essence 2
Alternatively, she may make a combat action
Type: Simple
to attack, and flurry it with another combat
Keywords: Mute action as long as the second action is also to
Duration: One scene make a decoy attack.
Prerequisite Charms: Lost in Darkness
At the start of each of her turns, she may
Feint
reflexively absorb any number of her Dark
Pulling forth her own dark essence into Warriors, turning it into a cloud of dark
something tangible, the Abyssal summons essence that flies back to her, gaining all
forth a decoy that is material and solid, and initiative it has and adding it to her own pool.
therefore deadly. This charm operates
When a Shadow Warrior hits an enemy with
identically to Shadow Essence Decoy, except
a withering attack, if none of her opponents
that the Decoy it summons has an initiative
know where she is, half of the initiative the
track. The decoy has a profile identical to the
Shadow Warrior would gain is instead
Abyssal, with the following exceptions:
immediately transferred to the Abyssal, and
the Abyssal then gains [Essence] initiative.

84
victim’s terror, she strikes true, launching a
Decisive attack from stealth as long as she has
Replaces Stalking Wolf Attitude
re-established stealth against the target at
Cost: 5m; Mins: Stealth 4, Essence 1 least once.
Type: Simple Each time she attempts to re-establish Stealth
Keywords: Mute against this target, she gains a mounting -1
Duration: Indefinite penalty to her stealth rolls to do so, and if she is
discovered, fails to re-establish Stealth,
Prerequisite Charms: Blinding Battle Feint
voluntarily leaves concealment, or terminates the
The Abyssal is the shadow of death, cutting her charm without making a decisive attack, the
target’s life away piece by piece. While initiative gained by her most recent successful re-
concealed from a target, she hones in on its establishment of stealth is lost.
vital essence, feeling the ebb and flow of the
frail strand of mortality that ties it to this
world. The Abyssal ignores the -3 penalty for
moving while concealed. When she makes a
Withering attack against her target and then
re-establishes stealth against it, she gains an
amount of Initiative equal to the bonus
successes on her Stealth roll to re-establish
stealth. While using this charm, she may flurry
the attempt to re-establish stealth after her
attack, flashing forward, striking, and then
flitting into the darkness. At the apex of her

85
86
Dread Pendulum Style is compatible
with all armor, and uses the Flail and Grand
Flail, as well as their Artifact counterparts, as
Form weapons. It may also use a shield
offhanded, which many aspirants do. This
style cannot be used unarmed.

Being relatively new, the style has not


had much chance to catch on in Creation.
This does not mean it is impossible to learn-
Only that you must actually find a teacher
who has mastered the style and is willing.
The first and most obvious route is to
learn the style directly from Cruel Meridian
herself. This, however, is certainly not the
easiest approach. Cruel Meridian resides
within the Ebon Temple, within the
Underworld itself. There, she trains
Aspirants, those who seek to learn of her
philosophy and martial arts.
The most famous of these are the
Order of the Onyx Chalice, who are all
masters of Dread Pendulum Style. The Order
Abyssals may be relatively new to is a full circle of Abyssals who travel
Creation, but they are as apt as any other Creation, spreading their philosophy of dark
Exalt to invent and perfect new and romance and chivalry wherever they go.
interesting ways to strike down one’s foes. They have been known to take Aspirants
Understanding the principles behind entropy themselves from time to time, if the Aspirant
and its endless march forward, as well as the can prove themselves.
nature of the eternal back-and-forth of life Finally, the weapons used are
and death, the Midnight Caste Cruel beginning to become popular with the
Meridian devised this martial art to warrior-priests of Sijan, likely due to a
exemplify its virtues. Daybreak caste who has settled there named
Curling Velvet Rose. He is a master of the
style, and may take pupils if convinced.

87
The shadows stretch far away
into a horizon we cannot see.
We move towards it, yet never
shall we prevail. Eternity is
the true victor in all things.
We are merely an ebb and
flow along its slumber, that
shadow that stretches ever on.
So come, my children. Sorrow
is your tale, but it was all a lie.
There is not despair nor joy
here. I yield only truth.

-Cruel Meridian

88
Artifact armor recovers naturally at the end
Cost: 1m 1i; Mins: Martial Arts 1, Essence 1 of the scene.
Type: Reflexive This charm's soak reduction may stack until
the target's armored soak is 0, but the
Keywords: Withering-only, Perilous
mobility penalty does not stack. Armor
Duration: Instant reduced to 0 soak is not destroyed, but
Prerequisite Charms: None provides no protection even as its mangled
husk continues to burden its wearer.
The first thing an aspirant of Dread Pendulum
Style learns to master is her iron grip.
When targeted by a Withering attack, the
Aspirant increases her MA-based Parry by 1.
If she successfully parries the incoming
attack, she does not take Onslaught from the
attack, instead reflecting the point of
onslaught back onto her attacker.

Cost: 4m; Mins: Martial Arts 2, Ess 1


Type: Supplemental
Keywords: Withering-Only
Duration: Instant
Prerequisite Charms: None
The aspirant masters the cumbersome weight
of her weapon, transforming it from a crude
but effective cudgel into an instrument of
destruction. With a mighty swing, she stoves
in breastplates, shatters joints, and tears
chain- Heavier armor suffers the most under Cost: 10m; Mins: Martial Arts 3, Ess 2
her shattering blows. Type: Simple
This charm supplements a Withering attack. Keywords: None
If the attack hits, the target's armored soak is
Duration: One Scene
reduced by half of the aspirant's Strength,
rounded up. If the attack then deals any Prerequisite Charms: The Steady March of
damage, the armor's basic structural integrity Time, Pouring Hourglass Attack
is compromised, increasing its mobility The aspirant assumes a stance of looming
penalty by 1 (if light or medium) or 2 (if certainty, standing upright, leaning forward,
heavy). and stepping with slow, heavy footfalls as she
Mundane armor must be repaired to regain begins to swing the head of her form weapon
lost soak and remove the mobility penalty. in tall arcs at her side. Its low swing may

89
cause it to scrape the ground as it passes, its typically receive a bonus or change function
metallic wail singing a steady metronome. if paid for with Tempo State. If paying for a
She is ready to unleash this built up force at charm with Tempo State, Tempo State’s
any moment, waiting for the perfect moment passive bonuses are lost before any rolls are
to release the colossal weight of her swings made.
and punish her foes for every misstep. If her Tempo state may also be expended to act first
anima appears, anything that moves does so on a new round, or immediately whenever the
with perfect rhythm with her weapon’s aspirant decides within the turn order, though
rotation, almost mechanically, as if keeping not if she has already acted on that round.
time and pace.
This charm may be activated reflexively
Form weapons gain the Smashing tag. She upon winning Join Battle or parrying an
may delay her action for free. Parrying an attack that rolled 10 or more dice to hit her.
attack gives the aspirant Tempo State.
As long as Tempo State is active, the aspirant
gains 1 Overwhelming and increases the raw
damage of her Withering and Decisive Cost: 3m 1wp; Mins: Martial Arts 4, Ess 2
attacks by 1. Type: Reflexive
Tempo State can be expended in place of the Keywords: None
Willpower cost of any Dread Pendulum Form
Duration: Instant
charm. Dread Pendulum Charms also
Prerequisite Charms: Dread Pendulum
Form
Having mastered her own iron grip, the
aspirant then punishes her opponents when
they are at their weakest, placing the chain of
her form weapon in the path of her enemy’s
weapon and letting momentum do the rest.
She then tears her foe’s implement from their
hand while her own is still wrapped around it,
hurling the object beyond reach and hope.
When targeted by an attack, the aspirant may
activate this charm. She launches an
immediate reflexive Clash attack, which does
not count as her combat action for the round.
If she wins the clash, she does not deal
damage. Instead, she counts as having
succeeded at a Disarm gambit.
Tempo State: The Aspirant adds her
Strength in dice to the clash attack roll. If she
successfully disarms her foe, if they are using
a Mundane weapon, it is destroyed, shattered

90
by the biting grip of the aspirant’s form While in Dread Pendulum Form, when
weapon. An Artifact weapon is instead torn making a Smashing attack with a form
from the owner’s anima as well, breaking the weapon, she may instead activate this charm
attunement of its wielder and throwing it to to waive the smashing attack’s Defense
short range as normal. penalty and Initiative cost.
If she is not in Dread Pendulum Form, she
may activate this charm to make a smashing
attack despite not having the Smashing tag,
though she must pay the Defense and
Initiative cost as normal.
Tempo State: This charm costs a single mote
and does not consume Tempo State.

Cost: 1m 1wp; Mins: Martial Arts 5, Ess 2


Type: Reflexive
Keywords: Withering-only
Duration: Instant
Prerequisite Charms: Dread Pendulum
Form, Steady Tempo Doctrine
Once an opponent loses their balance, they
are an easy target as the aspirant crushes them
with heavy-handed blows that splinter bone
Cost: 2m; Mins: Martial Arts 3, Ess 2 and pulverize flesh.
Type: Reflexive When crashing a foe with a withering attack,
Keywords: None the aspirant may choose to forfeit the crash
bonus to instead inflict a temporary crippling
Duration: Instant injury on the target. This crippling injury
Prerequisite Charms: Dread Pendulum imposes a -2 crippling penalty to all of the
Form target’s actions until he is healed.
Her form weapon is familiar in her hands, and This can affect the same target multiple
she has become used to redirecting its weight times, but crippling injuries after the first
in motion, a weapon considered clumsy and only impose a -1 penalty each, and the
random by most a precise killing instrument cumulative crippling penalty cannot exceed
in her hands. When she applies extreme force the aspirant’s Strength.
to her blow, it no longer costs her footing, the Tempo State: Do not forfeit the crash bonus.
surety of her step maintaining her powerful
stance even as she redirects her weight
forward.

91
the object that was demolished, maximum
Cost: 3m 1wp; Mins: Martial Arts 3, Ess 2 [Strength * 2]. This damage may be Lethal if
the object destroyed was particularly
Type: Supplemental
dangerous, such as a spiked barricade or a
Keywords: None Chiaroscuro Glass window.
Duration: Instant
Prerequisite Charms: Dread Pendulum
Form, Steady Tempo Doctrine
The shattering blows of the aspirant’s form
weapon crash down like an angry star falling
to an unprepared ground, the colossal force of
its impact reducing anything unfortunate
enough to be in its path to shrapnel. The gates
of Heaven could not keep her out if she
wanted in, and those that witness the wasting
of their safety are struck with the realization
of the impending doom. The surer they were
of their security, the worse their dread.
This charm supplements a Feat of Strength to
destroy a fortification, gate, or other object
meant to keep her out. She automatically
counts as meeting the strength requirement to
attempt the feat, and she uses [Strength +
Martial Arts] on the roll. If she succeeds in
destroying the object, enemies out to medium
range that witness this are subject to a point Cost: 3m 1wp; Mins: Martial Arts 5, Ess 2
of Onslaught, plus an additional point per 3 Type: Reflexive
successes required to destroy the object that Keywords: Withering-only
was demolished.
Duration: Instant
This Onslaught penalty is a supernatural fear
effect, and thus if the target is immune to fear, Prerequisite Charms: Dread Pendulum
if the aspirant does not have some way of Form, Rippling Moment Discipline
frightening creatures immune to fear, they are The winding grip of her form weapon can be
not affected. applied to larger targets as well, granting an
Tempo State: The demolition is impressive effective lever to control a target as the biting
in scope and destructive power. Everything head clamps down and the chain ensnares.
within Short range of the demolished object Turning your back on an aspirant of the
or structure except the aspirant is subject to Dread Pendulum is therefore often seen as an
an immediate environmental hazard with a unwise mistake, as the aspirant lashes out at
difficulty and Bashing damage value equal to her foe’s exposed defenses as they attempt to
the number of successes required to destroy flee.

92
When a foe at close range attempts to Pendulum Form. This charm may only be
Disengage or Withdraw, the aspirant may activated once per scene.
activate this charm to contest the attempt with Tempo State: The aspirant adds her Strength
her [Dexterity + Martial Arts]. If she to the attack’s raw damage, and the attack
succeeds, she grapples her opponent. The ignores the target’s Hardness. Before the
control roll gains an amount of dice equal to damage is rolled, she may pay 1 mote per
the net successes on the opposed roll. level to convert Bashing health levels the
Savages, throws, and slams also use Martial target already has to Lethal health levels. If
Arts. the target has a charm or ability that cuts off
Tempo State: The target is also knocked lethal or bashing damage at a certain
prone if the aspirant wins the roll. For the threshold, such as The Tower Still Stands, the
duration of this grapple, the Restrain/Drag first time it could trigger against this instance
action does not forfeit rounds of control, and of damage, it cannot. If this instance of
can be flurried with a Throw or Slam. damage could trigger it a second time, it can
activate as normal. This use also requires
Dread Pendulum Form to be active, and ends
it upon completion.
Cost: 8m 1wp; Mins: Martial Arts 5, Ess 3 Example: When fighting Octavian, Ashen
Type: Simple Sorrow Sky uses this charm. She deals
Keywords: Decisive-only enough damage to strip his -0 health levels
Duration: Instant and spill over into his -1 health levels.
Octavian cannot activate The Tower Still
Prerequisite Charms: Dread Pendulum Stands since this is the first time it is eligible
Form, Continuous Momentum Approach, to be activated against this instance of
Waning Hours Technique
Time runs out for everyone, and when the
aspirant’s foe is at her weakest, the hourglass
stops. In a single, weighty arc, the head of her
weapon comes falling upon her foe like a
hammer of judgement, tearing through
shattered armor, weakened flesh, and
pulverized bone.
The aspirant makes a decisive attack against
her target which deals Lethal damage instead
of Bashing. If the target is prone, the attack
roll gains cascading tens, rerolling them until
they no longer appear. If the target is
currently suffering any crippling penalties,
their dodge is 0, and if they have been
disarmed during the scene, their parry is 0.
This charm may only be used if Dread
Pendulum Form is active, and it ends Dread

93
damage, allowing the damage to spill over.
However, the damage she deals is also Cost: 5m 1wp; Mins: Martial Arts 5, Ess 3
sufficient to deplete his -1 levels as well, and
Type: Reflexive
then spill into his -2s. He CAN activate it this
time, as this is the second time it would be Keywords: None
possible, stopping the damage from Duration: Instant
overflowing into his -2 health levels. Prerequisite Charms: Dread Pendulum
Form
Dread Pendulum Form is the surety of the
swing, the unconquerable march of time,
unassailable and undeniable. At its apex, it is
overbearing, overwhelming foes with its
sheer force, leveling all before it. When
adopting Dread Pendulum Form, the
Aspirant may tap into this supernatural
determination to become a force of the
universe manifested. Her spinning form
weapon casts cascading showers of sparks as
it rakes the ground, and it shrieks ominously
with each revolution, enveloped in a corona
of flame the color of her anima.
Spending Tempo State also reduces the Mote
cost of the associated charm by 2, to a
minimum of 0. While Tempo State is up, she
embodies perpetuity, and she gains 1i from
being the target of a Withering attack. This
initiative is gained before damage is rolled.
As long as Eternal Revolution Poise is active,
The Steady March of Time’s Initiative cost is
waived, and she may pay the cost of a
Smashing attack twice to knock a foe back a
range band and prone at the same time. She
Flails are so cool and are criminally may use Steady Tempo Doctrine twice to
underrated. I knew I wanted to add flails as cover both costs. Finally, she may also use
a weapon (see next section) and wanted to her combat action on her turn to generate
try my hand at a MA, so I figured… Why Tempo State.
not both? I feel pretty happy with the way
this MA turned out, honestly, considering
its my first attempt at making one.

94
There are a few new weapons
available here to choose from, following the
same rules as those in the Exalted core book
(With Mundane weapons starting on page
580).

Typically, a heavy weight with spikes,


blades, knobs, or other protrusions attached
to a handle by way of a length of chain. They
afford the user a great deal of leverage, and
are made to smash apart armor.
Tags: Bashing, Melee, Piercing, Flexible

A larger, two-handed version of the flail, this


may sport several heads, or one very large
one. These weapons are typically too
cumbersome to use without special training,
but in the hands of those trained, they are
terrifying.
Tags: Bashing, Melee, Two-Handed,
Piercing, Reaching, Flexible

95
Their large, ornate heads are usually forged Iconic of the practitioners of Dread
in the shape of a skull, the sun, or other Pendulum Style, Grand Grimstars are artistic
generally round (and extremely dangerous) masterpieces forged to crush all opposition
object, and forged of one of the five magical with their momentous swings, shattering
materials. The amount of force they generate anything that stands in their way with their
with a swing is incredible, capable of colossal weight.
pulverizing even the heaviest armor with its Tags: Bashing, Melee, Two-Handed,
wrecking swings. Piercing, Reaching, Flexible
Tags: Bashing, Melee, Piercing, Flexible

96

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