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CHAPTER ONE
THE NORTH
1
EXALTED CREATURES OF THE WYLD
grinned as Derat offered to renounce the Unconquered tion. Without a human agency to guide them, Derats
Sun, to deny everything he had done for the Realm and more powerful offspring soon devoured their slaves and
to turn on that which he had fought for his entire life. gave in to their infernal nature. There were enough of
The demon said that such a renunciation would do. them three dozen or more to breed with one
The Yozi would appreciate a soul freely given and steeped another and start a population beneath Kerzt Derat.
in the power of a betrayal of the Unconquered Sun. And They raided nearby human settlements, mainly those
so, on the edge of the world, caught in the breath between around the White Sea, although on a few infamous
life and death, Derat occasions their war-par-
Khan cursed his god and ties took captives from
his lifes work and swore as far away as
by ancient and evil pow- Gethamane. Some of
ers to spend whatever the more conservative
time he purchased for Shrouded Ones still
himself working to de- pursued Derat Khans
stroy his enemies and the ancient plan, but to
whole of Creation. And most of them, it was a
with a whisper, the bar- mere legend, a proph-
gain was sealed. ecy speaking of a day
Newly reborn in that would never come.
darkness, Derat was All of that
strategist enough to changed six centuries
know that that the ago. After a dozen raids
handful of years allot- by the Shrouded Ones
ted to him would not be on the feathersteel
enough to avenge him- mines of Bagrash Kl,
self upon the the sorcerer raised a
Dragon-Blooded. So, he plunged deeper into the wastes force to destroy the raiders. His magnificent army
of the North, eventually finding a network of caves in tracked a Shrouded One raiding party back to Kerzt
a range of hills in which to hide himself. He began to Derat, deep within the bowels of the earth. Even the
work toward a greater plan, a legacy that would survive most powerful of the apheliotropes could not withstand
long past his own demise and one that, if ever com- his Dragon-Blooded and demon officers and the power
pleted, would destroy not just the Dragon-Blooded, but of the Eye, and so, the few who survived the assault on
Creation itself. Kerzt Derat fled their ancient home. To the elders of the
The dark general began to summon neomah, de- apheliotropes who had pursued Derat Khans plans as
mon-courtesans, and to breed with them, creating infernal some kind of holy mission, this exodus was deemed a
offspring. By virtue of his Essence, these byblows were punishment from their long-dead patriarch. They vowed
stronger than normal humans, manifesting the spiritual to return to Kerzt Derat one day, and that day would
power of both parents and the physical prowess of their only come when they finally completed the ancient
father. In addition, each of them bore the curse of Derat machinations of Derat Khan.
Khan no sunlight would touch them, and they walked The faith of the apheliotropes had been tested and
in shadow, no matter how great the light of the sun shone found wanting.
upon them. The strongest of these beings, which Derat Now, the Shrouded Ones have spread throughout
named apheliotropes, were taught how to fight, while the North. Scattered as they are, the wisest among them
the rest gathered slaves in order to hollow out a city realize that their race is dying out and has only decades
under the frozen mountains. Soon a small civilization left, perhaps a century at most. Some of the more cun-
prospered under the earth, in tunnels carved out by the ning apheliotropes have used their powers and knowledge
Khans lesser offspring. Every cornice, tile and arch was of ancient lore to become advisors to local rulers, while
covered with sigils praising the Yozi and blaspheming the strongest have formed war bands to raid settlements
the Celestial Bureaucracy and the Unconquered Sun. for slaves and trade goods. Others of their kind stalk the
The apheliotropes called this refuge Kerzt Derat, the unwary as fodder with which to enact dark rites in which
fortress of Derat Khan, and began to refer to themselves the Shrouded Ones conjure up demons and elementals
as the Shrouded Ones. for the purpose of furthering the enigmatic final revenge
After his time was finished, Derat passed away into of Derat Khan. Their recent efforts have brought the
eternal torment at the hands of his new masters, perhaps renewed attention of their Haslanti persecutors and
content that his far-sighted plans had been set in mo- drawn the interest of the icewalker bands led by the
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THE REST OF THE CREATURES
mysterious Bull of the North, but the apheliotropes are Attributes: Strength 4, Dexterity 3, Stamina 4, Cha-
wise enough to avoid presenting as large a target as they risma 3, Manipulation 3, Appearance 3, Perception 3,
did at Kerzt Derat. A few of the braver Shrouded Ones Intelligence 3, Wits 3
have even begun to attack isolated members of the Virtues: Compassion 2, Conviction 3, Temperance 2,
icewalkers. No matter where the apheliotropes find Valor 3
themselves in the Age of Sorrows, they have cast them- Abilities: Athletics 3, Awareness 2, Brawl 3, Dodge 4,
selves as the adversaries of all that is bound to the light. Larceny 3, Linguistics (Native: Old Realm; High Realm,
The Shrouded Ones appear as normal humans Skytongue) 2, Lore 3, Medicine 1 (Torture +2), Melee 4,
wreathed in hazy shadow, an effect they refer to as the Occult 4, Presence 2, Socialize 3, Stealth 4
ebon curtain. Since this makes their true nature Backgrounds: Allies (Northern Personages) 2, Artifact
readily apparent during the daylight hours, they tend to 1, Contacts 3, Followers 3, Resources 3
limit their movements to the evening or to days when Supernatural Powers: The Ebon Curtain
clouds create overcast conditions. Many of the Base Initiative: 6
apheliotropes still bear some sign of their demonic Attack:
heritage, be it horns, strangely shaped eyes or animalis- Punch: Speed 6 Accuracy 6 Damage 4B Defense 6
tic extremities. Physically, they are stronger and more Kick: Speed 3 Accuracy 5 Damage 6B Defense 5
vital than the average man or woman and far more Chopping Sword: Speed 6 Accuracy 8 Damage 8L
prone to emotional outbursts of savagery and vendettas. Defense 7
Perhaps due to their heritage, they are able to master Dodge Pool: 7 Soak: 8L/11B (Chain hauberk,
the Terrestrial Circle of magic, and some of them are 6L/7B)
dedicated and potent sorcerers. Willpower: 6 Health Levels: -0/-1/-1/-1/-1/-2/-2/
Survival of the fittest and the most cunning forms -4/Incap
the basis for apheliotropic society and personal interac- Essence: 1 Essence Pool: 22
tion. They share an upbringing in which abuse is common Other Notes: Apheliotropes with sufficient training are
and discipline is essential, and their personalities are capable of learning Terrestrial Circle Sorcery. Any sor-
shaped by a religion in which the sun that brings life to cerer worth his salt among them knows how to summon
the rest of the world is viewed as a horrific evil and a a Demon of the First Circle, and most know the art of
mortal enemy. They despise the masses of humanity and creating an Impenetrable Frost Barrier. Many will have
desire nothing more than to spend the remaining years additional spells at their disposal, gathered from cap-
before their species dies out bringing down human civi- tured lore or taught to them by others of their kind.
lization. Even those who have hidden themselves in Some apheliotropes may bear one or more signs of their
mortal governments work quietly to corrupt and destroy demonic heritage. To simulate such Shrouded Ones,
the societies around them. give them one or more Wyld mutations (see Exalted, p.
280-281 and Exalted: The Lunars, p. 208-222).
3
EXALTED CREATURES OF THE WYLD
ICE FISHER ready-made hole in the ice and walk right up to the edge,
peering in for any sign of fish or other food. Thats when
Description: Ice fishing is a common practice in the ice fisher strikes. It lashes up with one of its tentacles,
the frozen North. A fisher walks out onto a lake or sea, wrapping around the mans legs, and drags him down
cuts a hole in the ice and drops his line into the water into the hole. Sometimes, the hole isnt big enough, and
below. Sometimes, these ice fishermen sit for days, the ice fisher must exert itself, but its well-anchored
waiting for a fish or seal to bite. Other fishermen use with the other three tentacles and its tail it may
spears instead, waiting by their holes for a seal or a walrus splinter the ice around the hole and shatter the mans
to pop through for a quick gulp of air. But bones, but it will eventually pull him through and into
whichever way they hunt, sometimes, the icy waters. From there, its over in a matter of
the ice fishermen find themselves moments the man drowns or freezes, un-
the ones hunted and caught. able to break the ice fishers grip.
Ice fishers look similar The ice fishers other tactic is to
to rays, with wide flat bod- swim along until it locates an exist-
ies and long, barbed tails. ing hole thats already in use by a
Each of their wings fisherman. It anchors itself in
end in a 10-yard-long the same way, but if the per-
tentacle with strong son has dropped a fishing
suckers for gripping. line through, the ice fisher
These creatures waits for a moment, then
swim beneath gives the line a light tug.
the frozen rivers Then, it waits and tugs
and lakes and again. Each tug grows a
oceans and are at- little stronger. Even-
tracted to light tually, the
shining fisherman
through gets tired
the ice.
of the
When an ice fisher lo-
game, and curious about what hes caught,
cates a likely spot, it
and peers into the hole. Sometimes, he stabs
attaches itself to the ice
a spear through, to impale whatevers down
with its tentacles, flip-
there, but the ice fisher simply grabs the
ping over in the process
spear with its tentacles and pulls hard,
so that its belly, as well as
yanking it down and the man with it.
its eyes and wide mouth,
Ice fishers are feared by most North-
presses against the ice.
ern fishermen and the topic of many
Sometimes, it finds an existing hole, kept
stories and tales. Few people encounter
open by sea mammals or cut by a fisherman who either
an ice fisher and survive because ice
moved on to a new spot or simply has not yet arrived that
fishers can sense vibrations both in the
day. The ice fisher can make its own hole, however it
water and on the ice above. (This requires an opposed
stabs its barbed tail up through the ice, pulls it back out,
roll, the ice fishers Perception + Awareness + specialty
then bites around the edges until the hole is large enough
[12 dice] versus the fishermans Dexterity + Survival or
(usually a few feet across). Then, it waits.
Stealth. Note that, if more than one person is present,
Sometimes the hole attracts a seal or walrus, and the
each individual player should roll, and the group uses the
ice fisher waits until the animals head breaks the surface
lowest roll this is for the ice fisher to detect the entire
before attacking. It releases its hold on the ice, wrapping
groups approach.) This method of detection only works
its tentacles around its prey, and bites down hard with its
on characters who touch the ice itself or enter the water
mouth, while its tail stabs again and again, searching for
below it. Because of this, the descriptions offered by the
a vital organ. Once the prey goes limp, the ice fisher
stories range widely, from angry intelligent seals with
drops into the depths with it and begins to feed.
blood-red eyes to beings like men but blue and scaled
But the ice fishers real prey arent the seals and
who sit on the underside of the ice, upside down, in coats
walruses that approach from below. It favors creatures
and hats and boots, exactly like the men up above.
who approach from above, such as polar bears and foxes
Others laugh and say that theres no such thing as an ice
and men. The ice fisher waits at its hole until a
fisher and that the men who died fishing got drunk and
fisherman comes along. Most men are curious about the
fell into the water or fell asleep and froze to death.
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THE REST OF THE CREATURES
Of course, some men do escape ice fisher attacks. Note, however, that if the ice fisher has its victim
Their friends and neighbors quickly learn not to peer clinched with tentacles it can still attack with its barb
into precut fishing holes or to respond to tugs on the line. each turn.
A few fishermen have even caught ice fishers instead of ** If a tentacle attack does damage, the ice fisher gains
the other way around they wait until the ice fisher an automatic clinch attack. This clinch does an addi-
tugs, then plunge their spears down through the ice next tional 4B damage. Every turn, the victims player may
to the hole. If theyve picked the right side, the spear attempt a Dexterity + Brawl or Martial Arts roll for his
impales the ice fisher. It flails wildly, trying to escape, but character to escape, versus the ice fishers own Strength
after a few minutes, it goes limp. Then, the fishermen cut + Brawl + specialty (10 dice). Clinched victims can
a new hole around their spear and draw up their catch. attack the ice fisher or try to escape, but they can only do
Ice fishers are not particularly good food their bodies one per turn.
are too rubbery but their flesh does provide protein, Dodge Pool: 7 Soak: 3L/7B (Rubbery skin, 3L/3B)
and a hungry fisherman cannot afford to pass up a meal. Willpower: 6 Health Levels: -0/-1/-1/-2/-2/-4/
Recently, a rumor has begun that eating the flesh, and Incap
particularly the barbed tail, of an ice fisher can grant the Essence: 1
ability to breathe underwater. Whether this is true or not Other Notes: The ice fishers goal in an attack is to drag
remains to be seen. its prey under the water. This is a throw attack. Every
Attributes: Strength 4, Dexterity 3, Stamina 4, Cha- turn the ice fisher maintains a successful clinch, it can
risma 0, Manipulation 0, Appearance 0, Perception 4, attempt this throw. Roll the ice fishers Dexterity +
Intelligence 1, Wits 2 Brawl + specialty (10 dice) and subtract one success from
Virtues: Compassion 2, Conviction 3, Temperance 2, its attack roll. If the attack succeeds, the ice fisher throws
Valor 4 the victim up to three yards toward the hole. If the victim
Abilities: Athletics 5 (Swimming +3), Awareness 4 was less than that distance from the hole, he or she is
(Vibrations +4), Brawl 4 (Clinch +2, Stinger +3, Throw dragged into the hole and under the water. Players of
+2), Dodge 5, Endurance 4, Stealth 4 (Ambush +3), characters with no armor or light armor may attempt a
Survival 4 reflexive Dexterity + Athletics roll, difficulty 3, for their
Base Initiative: 6 characters to grab the lip of the hole and avoid being
Attack: dragged under completely. Characters in medium and
Bite: Speed 3 Accuracy 9 Damage 8L Defense 3 heavy armor will generally not fit through the hole, at
Stinger: Speed 6 Accuracy 6 Damage 4L + clinch* least not until the ice fisher bludgeons them to death,
Defense 5 breaking most of their bones in the process. Once in the
Tentacle: Speed 7 Accuracy 8 Damage 2B + clinch** water, characters must contend with drowning as well.
Defense 4 Ice fishers can regrow their tentacles but not their barb,
* The ice fishers barbed tail grants it an automatic so they will normally attack only with the one tentacle
clinch every time the barb does damage. The rules for until the victim is in the water or stuck on top of the hole.
this are the same as those for the tentacle clinch above.
5
EXALTED CREATURES OF THE WYLD
SHARD BAT such as a bull walrus. Interestingly enough, shard bats can
somehow detect undercoats and always steer clear of the
Description: The North does not have many aerial disguised creatures, avoiding an entire pack of prey animals
predators, perhaps because the air is fiercer and colder and even if only one member of the pack is infested.
the snow and ice dont offer much concealment. But some Attributes: Strength 1, Dexterity 5, Stamina 3, Charisma
creatures have adapted to these conditions and are all the 0, Manipulation 0, Appearance 0, Perception 3, Intelli-
more deadly because of them. Shard bats are gence 1, Wits 3
such creatures. These bats are larger Virtues: Compassion 2, Conviction
than most varieties, close to two 3, Temperance 2, Valor 4
feet from toe to crown and Abilities: Athletics 5 (Flying
almost eight feet from +3), Awareness 3 (Echolo-
wingtip to wingtip. cation +3), Brawl 4,
Their thick, snow- Dodge 5, Endurance 4,
white fur allows them Stealth 2, Survival 3
to survive the harsh Base Initiative: 9
temperatures and to Attack:
move almost unseen Bite: Speed 6 Accu-
across the white sky racy 9 Damage 2L
and equally white Claw: Speed 9 Accuracy
plains. But the shard bats truly 9 Damage 5L Defense 9
unique trait is the reason behind their name. Wing: Speed 12 Accuracy 10
These bats secrete a viscous liquid onto their Damage 8L
wings and claws. When the shard bats take flight, Dodge Pool: 11 Soak: 2L/6B (Tough
the liquid freezes into razor-sharp edges, turning their fur, 2L/3B)
wings into lethal weapons. The shard bats are enormous Willpower: 3 Health Levels: -0/-
blades of glittering ice that descend from the sky at tremen- 1/-1/-2/-2/Incap
dous speeds and slice through prey before wheeling and Essence: 1
returning for a second attack. A shard bat can take a mans
Other Notes: The shards from a shard bats wing can be
arm off in a single slash, so quickly and cleanly he doesnt
crafted into arrowheads, darts and small knives. Such
even feel the pain until after the limb hits the ground.
weapons gain +2 to damage, but will melt if they are exposed
Shard bats live in caves high in the mountains, hidden
to temperatures above freezing.
by swirls of snow and fog. The caves are warmer than the
The secretions of a shard bat, rubbed on a bladed weapon,
outside air, thanks to the protection from wind and the heat
will grant it a sharper edge and the ability to slice through
of the bats own bodies, and the bats cluster together in tight
snow and ice without effort. That fact has led some adven-
groups of 20 or more, hanging upside down from rocky
turous souls to seek out the bats caves, in hopes of capturing
protrusions. Shard bats usually leave their caves only to
a live shard bat and somehow bottling its secretions. The
hunt, flying in a pack and descending on targets as a unit,
caves are difficult to reach, however, located high above the
moving in perfect unison. They cut back and forth until
ground with only steep slopes below, and even when the
nothing else moves, then settle onto the victims and tear
pack hunts, a handful of shard bats remain behind to protect
flesh loose with sharp teeth and sharper claws. The bats
their home and their young.
carry meat back to their caves for the young.
The one drawback to the shard bats ice is that it allows
Shard bats are unusual in that they are daytime crea-
them to move more quickly through the air (it cuts down on
tures, whereas most bats are nocturnal. But their coloring
the wind resistance) but creates a faint whistling sound, the
makes them less visible and more dangerous by day, when
same as a sharp sword swung rapidly. Quick-witted travelers
the suns glare helps to hide them from view. Their wings
have survived a shard bat attack because they heard that
and claws also shine in the sunlight, dazzling victims as they
sound and immediately threw themselves behind a rock or
descend like a shower of ice shards from the sky.
tree, narrowly ducking the attack that follows. It is a
Shard bats rely on echolocation to reveal their sur-
Difficult (difficulty 2) Perception check to catch the sound,
roundings. They can see general shapes all around them,
and a difficulty 2 Wits check to guess what it means
which allows them to navigate narrow passageways and
(difficulty 1 if the character has encountered shard bats
maneuver between boulders and other obstacles. It also
before). Succeeding at both gives the character one minute
helps them to estimate the mass of a potential target, and
to find cover, and +2 dice to the first dodge attempt.
shard bats are extremely good at this game they rarely
target something too large for the current pack to handle,
6
THE REST OF THE CREATURES
CHAPTER TWO
THE EAST
7
EXALTED CREATURES OF THE WYLD
the advance of the fey. The marauding Fair Folk saw the Unity freed them. During her sojourns into the Wyld
potential of the bears as spirit warriors, so they used lands, the Lunar general had witnessed the cruel terms of
their strange sorcery to alter the beasts and bind them the bear-killers captivity. In a game of trickery and
in chains of glamour. chance, Crimson Unity locked herself into a battle of
The Fair Folks magic sliced the fur from the bears wits with the Fair Folk who had mastered the bears, until
flesh and supernaturally toughened their naked hide. It finally she fooled the fey into releasing them. She then
transformed the claws of the bears into an arcane forced the fey to vow to never truck with their spirit
emerald metal that could slice through the veil that warriors again.
separated the immaterial from the material world. These Free at last, the faerie-twisted bears tried to return to
potent weapons left the claws permanently sharp and the Northeast, but they found that their homes had been
able to cleave through steel with ease. Finally, they irrevocably altered by the invasion of the Wyld. Even
removed the eyes of the bears and replaced them with more distressing, their mundane brethren found them
quicksilver devices capable of seeing into the realm alien and ugly aberrations. Where the spirit-warriors had
where the little gods hid. No living thing could have once had fur, there was now naked hide and while
withstood such a metamorphosis without being changed they had been creatures of an animal nature, they were
on a fundamental level, and the bear-killers found now beings apart, able to see the invisible world of the
themselves cloven from their animal natures and pos- spirits and to think and voice their thoughts in a crude
sessed of a new kind of sentience. language of their own.
The expense and investment in these alterations The bear-killers vowed bloody revenge at the per-
were great, so the Fair Folk created a mere hundred of ceived slight visited upon them by the bears. Their wrath
these spirit warriors for use in their armies. Despite their at this rejection was a thing of legend, and they began
small numbers, the bear-killers became a potent part of driving the normal bears from the woods. For the next
the Fair Folk arsenal against the spirits of the East. few years, anytime one of the spirit-warriors encountered
When the Fair Folk were pushed back to the new a normal bear, the bear-killer cut it down on the spot
edges of Creation by the weapons of the First Age, the with claws of emerald-hued metal, then devoured its
bear-killers were driven with them, still slaves to their carcass. Still, the bears of the woods were more numerous
insane masters. For centuries, the bear-killers served the than the bear-killers, and after a time, the spirit-warriors
fey as soldiers until the day that the Lunar hero Crimson grew weary of the slaughter and were wracked with guilt.
8
THE REST OF THE CREATURES
The bears retreated from territory where a bear-killer was Attributes: Strength 8, Dexterity 3, Stamina 6, Cha-
known to reside, and so, the bears numbers began to risma 3, Manipulation 1, Appearance 3, Perception 3,
slowly return to normal. It is from this period that the Intelligence 2, Wits 4
name bear-killers fell into common usage among the Virtues: Compassion 2, Conviction 1, Temperance 1,
people and spirits of the woods. Valor 3
Unable to look at one another with the knowledge Abilities: Awareness 2, Brawl 5, Dodge 2, Linguistics 1
of their crimes against their own kind but still too (Native: Bear-Killer; Forest-tongue), Presence 1 (In-
possessed of rage to suppress their hatred, the bear-killers timidation +3), Stealth 2, Survival 3
parted ways and began to wander beneath the massive Supernatural Powers: Emerald Metal Claws, Quicksil-
vaults of the great forests. The bears of the woods had ver Vision
been long-lived, and the bear-killers were nearly immor- Base Initiative: 7
tal, as long as they stayed in places rich in eldritch Attack:
energy. When they found a Demesne or a Wyld place, Bite: Speed 2 Accuracy 8 Damage 9L
they rested. The techniques the Fair Folk had used to Emerald Metal Claws: Speed 7 Accuracy 8 Damage 12L
create them had left the creatures sterile, and so, they Defense 10
eschewed even the company of the opposite sex. Dodge Pool: 5 Soak: 5L/6B (Tough hide, 2L/0B)
Once every generation, the bear-killers repress their Willpower: 2 Health Levels: -0/-0/-0/-1/-1/-1/-1/
solitary nature and come together for a great meeting of -2/-2/-2/-2/-4/Incap
their kind, to spread news of the goings-on in different Essence: 2
parts of the Northeast and to praise Crimson Unity, who Other Notes: None
saved them from eternal servitude but wasnt merciful
enough to slay them. Once in a great while, Crimson
Unity will appear at these gatherings rumor has it that EMERALD METAL CLAWS
she seeks to build an army of Wyld barbarians to subdue The mystic metal of the bear-killers claws,
the Threshold, and if that is true, then the bear-killers crafted as it was from permanent glamour, allows
would certainly aid her. the creature to attack even unmanifested spirits so
The bear-killers avoid human contact for the most long as the bear-killer is aware of them. Skilled
part, although an adventurous hunter or sorcerer will craftsmen can craft daggers, arrow tips and spear-
often seek out a bear-killer and try to slay the beast for his heads from the metal of slain bear-killers, but due to
claws, which can be crafted into weapons that are potent the strength of the metal and the shape of it, it
when used against spirits. Most of the bear-killers are requires a successful Intelligence + Craft roll at
total recluses, avoiding all contact except for the odd difficulty 3.
encounter with a Lunar Exalted, whom they hold in high Arrowheads and spear tips crafted from the
regard because of the actions of Crimson Unity. Only a claws of a bear-killer receive +1L damage, and a
handful of the bear-killers actually seek out contact with dozen of them may be created from a bear-killers
other beings, and these aberrations typically work as natural weapons. Daggers are Speed +3 Accuracy +
warriors in feuds between renegade spirits. Bear-killers 0 Damage +3L Defense +0.
are not welcome in the spirit courts, though, for many of
the small gods still bear scars from wounds that these QUICKSILVER VISION
warriors meted out. With a successful Perception + Awareness roll,
the bear-killers, due to their artificial quicksilver
eyes, may see unmanifested spirits.
9
EXALTED CREATURES OF THE WYLD
10
THE REST OF THE CREATURES
11
EXALTED CREATURES OF THE WYLD
STARLIGHT WHISTLER
Description: In the upper branches
of the great Eastern forests live a race of gray-
winged birdmen, distant descendants of a
tribe who sought the favor of the spirits of
the air. These birdmen hide from the light of
the sun and the full moon, venturing
out only in starlight or dur-
ing eclipses, pained by light
and yet drawn to it with a
desperate hunger. When
they hunt at night, they
whistle to each other, com-
municating without words
and coordinating their pur-
suit of prey in the clearings
below. Local tribes call
them the starlight whis-
tlers and curse them as the
misbegotten offspring of
gods and the refuse of
the heavens.
Thousands of
years ago, during
the First Age, the
tribe had wings as
glorious as
moonsilver, as
proud as eagles
and as mighty as
the north wind.
The starlight whistlers
loyally served Star of
Wormwood, a Dawn
Caste who dwelt in the
region, acted as their
patron and found them
useful as shock troops
and spies. However, there
came a day when he made war
on another Exalt. His enemy
offered the tribe gifts of dia-
unable to endure it. As his curse rang in the air, the
monds, silk and coral as the
wings of the tribe molted and cracked, becoming scaly
price for treachery; the bird-
and raiton-like, where before they had been more
men were to flee the battle at a
beautiful than the eagles, and they screamed and hid
crucial moment, leaving the Dawn Exalts flank un-
themselves from the sunlight, feeling it burn their skin
guarded. In a moment of folly, they took the bribe, and
and eyes.
in a moment of rashness, they betrayed their master,
There are barely 50 of the starlight whistlers left
flying away into the depths of the forest. As he saw them
now, and while they assault women from local tribes in
depart and felt his enemys spear in his side, the Dawn
an attempt to sire more children, very few of the women
Caste Exalt cursed them in the name of the Uncon-
give birth to living offspring. When this does happen,
quered Sun, that their beauty should be as fleeting as
the women expose the accursed babies outside their
their loyalty and that they should crave the light but be
village, leaving them to their demonic fathers.
12
THE REST OF THE CREATURES
The whistlers have long since moved past the stage whistlers loathe and fear the Exalted: Many legends and
of deciding who to blame for their fate (it was definitely tales of the First Age have been handed down through
the Solars) and have settled into a dogged resignation the tribe from generation to generation, and some of the
and bitterness, pursuing a miserable life in the high information is even moderately accurate. While they
branches of the trees. They cannot tolerate sunlight would dearly love to take revenge on any Solars, they
without pain, and even moonlight is uncomfortable (-2 also fear possible retribution. A possible tactic might
to all rolls in sunlight, and -1 in moonlight), but due to involve setting the Solars against any local Fair Folk and
Star of Wormwoods curse, they hate living in darkness, then trying to betray the Solars in the confusion.
and they fly under the starlight in the dark of the moon. Attributes: Strength 4, Dexterity 2, Stamina 3, Cha-
Their weaponry, bows and javelins, dates back to the risma 1, Manipulation 2, Appearance 1, Perception 4,
First Age and is still in perfect condition, as they care for Intelligence 3, Wits 3
and tend to it meticulously; but they dress in loincloths Virtues: Compassion 1, Conviction 4, Temperance 3,
and skins and wear bones braided in their hair. Their Valor 3
skins are ugly and blotched with gray markings, but their Abilities: Athletics 3, Awareness 4, Brawl 3, Dodge 3,
bone structure is still fine and graceful. They live, on Endurance 3 (Jungles +2), Lore 4, Medicine 2, Melee 3
average, for 80 years. (Javelin +2), Presence 2, Resistance 3, Socialize 1,
The starlight whistlers fly as well as raitons (see Stealth 3, Survival 2 (Jungles +1)
Exalted, p. 317) and like to harry their prey with arrows Backgrounds: Allies 3 (Local Fair Folk)
until they begin to drop from exhaustion, then swoop Base Initiative: 6
down to finish them off with javelins. Men have the Attack:
higher rank in their culture, but women are accepted as Punch: Speed 4 Accuracy 4 Damage 3B Defense 4
equal hunters alongside them. The whistlers scorn mere Bow: Speed 6 Accuracy 6 Damage 6L Defense 6 (Rate 2,
humans but are not averse to terrorizing local tribes into Range 150)
paying tribute to be left alone and have, at times, leagued Javelin: Speed 6 Accuracy 7 Damage 7L Defense 7
themselves with Fair Folk as hunters. While the whis- Dodge Pool: 5 Soak: 3L/6B (Hardened, deformed
tlers will pay local spirits the minimum of respect where skin, 2L/3B)
necessary, the birdmen are generally not fond of the little Willpower: 6 Health Levels: -0/-0/-0/-1/-1/-1/-2/
gods in the past, the whistlers have made many -2/-2/-4/Incap
appeals to spirits to heal their condition and have been Essence: 2
refused or have had the attempts fail. The starlight Other Notes: None
13
EXALTED CREATURES OF THE WYLD
CHAPTER THREE
THE SOUTH
CACTUS SNAKE plants. Once inside, a cactus snake wriggles back around
until its head is exposed again. Then it sleeps, cool and
Description: Nature is clever, and sometimes, it
comfortable. Vibrations in the ground nearby travel up
creates beasts for a specific purpose or even to work in
through the cactus and awaken the snake, which lies
unison with other plants or animals. The cactus snake is
completely still. As soon as a person or animal is within
one of this latter type. Small (between two and three feet
a foot of the plant, the cactus snake strikes, launching
long) and slender, the cactus snake is usually a pale gray-
itself forward so that half its length is still anchored
green, but its skin color alters to match its surroundings.
within the plant and the other half is reaching for its
The snakes like moisture and coolness, and so they
victim. The cactus snake bites down on any exposed
seek out cacti, then burrow deep within the desert
flesh, then coils back up, ready to attack again. A second
14
THE REST OF THE CREATURES
attempt is rarely necessary, though. The venom of Attributes: Strength 1, Dexterity 5, Stamina 2,
the cactus snake is extremely potent and Charisma 0, Manipulation 0, Appearance
liquefies its victim a dog or a small child 1, Perception 5, Intelligence 1, Wits 3
would be a puddle within 10 minutes. Virtues: Compassion 2, Conviction
The liquid then seeps into the ground, 3, Temperance 2, Valor 4
and is absorbed by the roots of the Abilities: Athletics 3 (Burrow +1),
cactus. The cactus snake itself doesnt Awareness 3, Brawl 2, Dodge 5,
directly consume the Stealth 4, Survival 4
victim it gains Base Initiative: 6
its strength from Attack:
the cactus, Bite: Speed 8 Accuracy 6 Damage
feeding on the 2L + venom*
soft pulp within * If a bite attack does dam-
the plant. With the age, the cactus snake has
cactus fed, the snake broken skin and injected
is also fed, and both its venom. Cactus snake
are happy. venom liquefies the body:
Cactus snakes are Difficulty 4, Success 1L/
known to live in small minute(4L total), Failure 2L/
groups, finding a collection of minute(8L total). Duration/
cacti and inhabiting them to- Penalty 4 hours/-3. Mortals
gether. Each snake claims one poisoned in this fashion will
cactus, and victims are usually surely perish in short order.
not struck until standing Dodge Pool: 7 Soak: 0L/
within the circle of plants, so 4B (Tough scales, 0L/
that all the cacti can benefit 2B) / 4L/9B (Cactus,
from their liquescent flesh. 4L/5B)
There are only three ways Willpower: 2
to catch and kill a cactus snake. Health Levels: -0/-
The first is to set its cactus on fire 1/-2/Incap
the snake will flee as soon as the Essence: 1
heat reaches it, and then, it can be Other Notes: Cactus snakes can burrow deep
killed before it finds another home. within a plant, but when desperate, they can also
The second way is to lure the snake burrow into flesh or wood or even soft stone.
into attacking and catch it in mid- They use their fangs to dig, and the trace amounts of
strike, when half of its body is taut corrosive venom on the tips dissolves most material,
and exposed. The third is to attack the snake allowing the snakes to make a temporary retreat. How-
right through its cactus home, slicing clean through both ever, a cactus snake cannot live away from a cactus for
plant and creature. This last approach is difficult for two more than a week and will abandon its new refuge at the
reasons. First, the cactus snakes are small and fast, and its first opportunity.
difficult to tell exactly where they are in the cactus Cactus snake venom is in high demand among thieves
even if you can see the snakes head, its hard to locate its and assassins. It doesnt eat through glass or hard stone
body (-4 dice on attack rolls against the body). Second, (such as granite), but can dissolve anything else, includ-
cactus snakes only choose strong, healthy cacti as homes ing soft metals. It is perfect for removing a lock or a hinge
and fortify the plants even more by providing them with and excellent as a fast-acting poison. The Dune People
rich food and nutrients. A cactus snakes cactus has a have an antidote, which can save a victims life if
natural armor rating of 4L/5B. received within 10 minutes of first being bitten, but they
keep the knowledge of its mixture secret.
15
EXALTED CREATURES OF THE WYLD
SERPENT OF COLORLESS FIRE (FIRESNAKE) ity, victims of such blasts often have only suspicions of
what occurred as firesnakes remain near-invisible even
Description: Far to the South, the heat is should they be slain by the detonation.
neverending, and the winds shift the trackless desert as The typical firesnake is about four to five feet in
though searching for the jewels which lie beneath. length and appears much as a normal snake of the desert,
Nomads and caravans of sand-miners from Gem, Chiar- except that its flesh and scales are crystal clear. This
oscuro, Paragon and the Varang City-States dare the makes it difficult to spot the deadly serpents and lends
deadly wastes in search of the same. credence to the legends claiming that the deepest reaches
The Wyld mixes with the element of fire to en- of the South are naught by colorless fire.
croach upon the Southern edge of Creation, and it Certain disreputable merchants in the cities of the
changes the world as surely as flame chars wood or sears South offer a bounty for living firesnakes, as they breed
sand into glass. One breed of creature reported fre- the serpents and sell these deadly creatures to assassins
quently by those who brave the desert to gather firedust and collectors of exotic beasts. Others are more inter-
are the sinister beasts they call the serpents of colorless ested in the glassy skins the creatures leave behind when
fire, or firesnakes. Clear as the purest of glass, these they molt. Some of the finest, and rarest, crystal in the
vipers move through the sand unseen and strike like South is crafted by melting firesnake molts, and it is so
lightning. A victim of firesnake venom feels its fiery clear that a goblet, for example, might appear as nothing
effects not merely as painful poison, but literally burns but wine floating in air.
to death from the inside. Attributes: Strength 1, Dexterity 5, Stamina 1, Cha-
As might be expected, firesnakes are immune to risma 1, Manipulation 1, Appearance 1, Perception 3,
the ravages of the desert heat and that of elemental Intelligence 1, Wits 4
flame. Inexperienced gatherers are surprised to discover Virtues: Compassion 1, Conviction 2, Temperance 1,
that the serpents of colorless fire follow the scent of Valor 4
firedust and that they feed upon it for sustenance. Abilities: Awareness 1 (Scent Firedust +3), Brawl 3
Caravans and military caches of the powder often (Bite +3), Dodge 1, Presence 1 (Intimidation +1),
attract the serpents, and it is not uncommon for their Stealth 3
feeding to invoke fiery explosions that wreak havoc Supernatural Powers: Endurance of the South, Skin of
upon life and limb as well as destroying a kings ransoms
Colorless Fire, Venom of Liquid Fire
worth of firedust. Given their forms natural invisibil-
Base Initiative: 9
16
THE REST OF THE CREATURES
Firesnake venom courses through the veins, setting a victim on fire throughout her body. Initial damage
is determined by the success or failure of a Stamina + Resistance roll to resist poison as normal, except that
the resulting damage is fire damage. Additionally, the poison continues to burn the victim for 1L damage per
turn (rolled) until her player succeeds at three difficulty 2 Stamina + Resistance rolls. The Resistance roll of
exposure counts toward the total. During any turn that the poison causes damage, the victim suffers -4 to all
actions as she suffers the terrible agony of being burned from the inside out. Luckily, firesnakes cannot spit
their venom in the fashion of some tropical serpents.
Southern assassins often seek to utilize the venom for their own nefarious purposes. As it generally bursts
into flame and burns away upon exposure to air, most contact will merely result in 3L/1L damage a single time
at best. Industrious killers use special darts or arrows to keep the poison airtight until it is delivered to their
victims bloodstream.
17
EXALTED CREATURES OF THE WYLD
CHAPTER FOUR
THE WEST
18
THE REST OF THE CREATURES
BOAR SEAL Boar seals travel beneath the waves as a general rule,
undetectable by the untrained eye. Even experienced
Description: Irritable and ravenous, boar seals
seamen can be surprised by a pack of these creatures. (It
plague the Northwest waters of Creation. They will
is a difficulty 3 task to spot boar seals as they approach
stalk anything, attack anything and eat anything. They
and stalk a ship. It is only a difficulty 2 task to notice
have an unnerving intelligence and learn from their
them while they attack a large ship while under water.
encounters with men, passing the lessons they learn
Players of characters in small ships need only succeed at
on to their young. If a pack of boar seals survives
a difficulty 2 task for their characters to spot the
an encounter with a particular band of war-
creatures approach, while characters in boats
riors, its members will remember their
will notice the attack immediately as a result of
mistakes and use that knowledge to their
the buffeting and the sound of wood tearing.)
advantage if they encounter the same
Attributes: Strength 6, Dexterity 3, Stamina
warriors again.
7, Charisma 1, Manipulation 1, Appearance
These large aquatic mammals
1, Perception 3, Intelligence 2, Wits 3
have flippers in place of all four
Virtues: Compassion 1, Conviction
legs. Unlike whales or dolphins,
4, Temperance 1, Valor 3
they do not have tails. Most un-
Abilities: Athletics 3, Aware-
pleasantly, they also have the
ness 3, Brawl 3, Dodge 2,
tusks and attitude of wild
Presence 1 (Intimidation +2),
boars. Boar seals use their
Socialize 2
flexible bodies and rear
Supernatural Powers: Re-
flippers to propel them
sistance to Poisons
quickly through the wa-
Base Initiative: 6
ter. They roam in packs,
Attack:
eating everything and
Bite: Speed 7 Accuracy 7
anything they can get
Damage 4L Defense 6
their mouths around.
Gore: Speed 3 Accuracy 4
They are typically found
Damage 7L Defense 5
in Northern waters
Ram: Speed 6 Accuracy
and near shipping
8 Damage 6B Defense 5
lanes. Some genera-
Dodge Pool: 5/3 Soak: 4L/
tions ago, boar seals
7B
discovered that tasty
Willpower: 4
treats could be found in the
Heath Levels: -0/-0/-1/
wooden things that float on water. Fortunately for the
-1/-2/-4/Incap
boar seals and unfortunately for sailors, the creatures also
Essence: 1
discovered that their tusks are strong enough to rip holes
Other Notes: Swimming speed is 30 yards per turn.
in the bottoms of boats.
Now, boar seals search for their wooden prey in
packs. When they find a tasty looking boat, they rip
holes in the bottom of it and stalk it while it sinks. Once
RESISTANCE TO POISONS
the boat capsizes, the creatures devour whatever they Boar seals have a natural immunity to most
find inside, man, beast or foodstuff. These creatures are poisons. They resist poison as do Exalted (see Ex-
motivated by their voracious hunger and their surly alted, p. 243). In addition, the difficulty of the
nature. Some ships, when sailing through boar seal Resistance + Stamina roll to any poison they are
waters, attempt to distract or kill the creatures by dump- exposed to is reduced by 3. If the difficulty is reduced
ing poisoned foodstuffs into the ocean. However, boar below 1, the boar seals automatically resist it. Regard-
seals can digest almost anything, and attempts to poison less of the success or failure of resistance, the damage
them often fail. is automatically reduced by two levels, to a minimum
of zero damage. Finally, the duration and penalty, if
any, associated with the poison are halved, rounded
in the boar seals favor.
19
EXALTED CREATURES OF THE WYLD
20
THE REST OF THE CREATURES
other ways. It would be impossible to catalog all of the kill him. All it takes is one wrong tack into an otherwise
mutations caused by the Wyld, nor could any logic be quiescent school of these noisome giants, and ones sails
applied thereto. However, few of the Floating Oceans are as tattered and rent as a beggars cloak. The Floating
denizens are as disgusting and feared as the giant hag- Ocean no doubt contains far worse horrors, but those
fish. In its mundane version, the hagfish is one to two crews who have encountered the giant hagfish and
feet in length, and its body is coated with a viscous, survived have no desire to study the regions inhabitants
disgusting slime that helps the wormlike creature to any further.
escape its predators. Small rasps and an ability to tie Attributes: Strength 3, Dexterity 2, Stamina 4, Cha-
itself into knots allow it to feed on the carrion that falls risma 0, Manipulation 0, Appearance 0, Perception 2,
to the ocean floor. It is a foul but largely benign (and Intelligence 1, Wits 2
indeed edible) beast. Virtues: Compassion 1, Conviction 1, Temperance 1,
But the hagfish of the Floating Ocean is a man- Valor 1
sized giant, capable of enveloping sailors within its Abilities: Archery 1 (Spit +1), Athletics 3 (Swim +1),
slimy, loose-skinned folds and squeezing the breath Awareness 1, Brawl 2 (Grab +1), Dodge 3, Endurance 1
from their lungs. If constriction isnt enough to kill the Base Initiative: 4
unfortunate victim, the giant hagfishs slime will finish Attack:
the job. No longer a defense mechanism, this snot-like Bite: Speed 4 Accuracy 6 Damage 3L Defense 6
substance is a powerful corrosive. It leaves hideous welts Grab: Speed 5 Accuracy 6 Damage Clinch + acid
and sores on human skin; given sufficient time, it will Slime Plug Spit: Speed 6 Accuracy 4 Damage Acid*
also eat its way through a sailors leather jerkin, a ships * See Other Notes, below.
wooden hull or low-quality metals. These hideous crea- Dodge Pool: 5 Soak: 2L/4B
tures have even been seen to sneeze nasal slime plugs Willpower: 4 Health Levels: -0/-1/-1/-2/-2/Incap
at their prey, coating the hapless souls in acidic goo. Essence: 1
Once an individual so afflicted collapses to the deck, Other Notes: Giant hagfish can spit their nostril slime
the giant hagfish will curl about his body and put its plugs up to twice their body length in distance (four yards
tugging mouth tentacles, greedy tongue and abrasive on average). However, they can only do this once per
rasps to work on the shrieking sailors flesh. This form scene it takes them a while to clog their nasal passages
of attack succeeds only infrequently; the giant hagfish with mucus again. The slime itself functions as an envi-
still possesses the poor eyesight of its smaller cousin and ronmental hazard (see p. 244 of Exalted): Diff. 3, Resisted
must rely instead on its sense of smell. But even the Effect 2L, Failed Effect 8L, Interval 1 turn.
giant hagfish of the Floating Ocean gets lucky once in Once a giant hagfishs slime has struck its target, its in
a while and scores a bullseye. his best interest to wash the slime off as quickly as
Giant hagfish are sluggish animals: Possessed of a possible. Wine or vinegar will do, but turpentine is the
glacial metabolism, they only need to feed every several only sure remedy (difficulty 3 Wits + Medicine roll with
months. Sailors should be forewarned, however. A giant wine or vinegar, difficulty 1 with turpentine).
hagfish doesnt have to aggressively attack a person to
21
EXALTED CREATURES OF THE WYLD
CHAPTER FIVE
THE SCAVENGER
LANDS
CLAY MAN button, none of the small details that mark a true man or
even a well-made statue. The only elements that are not
Description: Usually seen only from a distance, this
apparently clay are its eyes, which are wholly human and
behemoth stands over 15 feet tall and is apparently
glitter blue, like sapphires.
constructed from rough brown clay, hence its name. Its
In fact, the Clay Man is not a rough copy of man, but
shape is manlike, though its features are crude and ill-
the original from which man was patterned the
defined the few who have been closer claim that its
Primordials created him as a template. His features still
face shifts slightly, as if reforming itself from moment to
shift from being altered too many times during the
moment, and say that its skin glistens as if it were still
process. Sadly, the Primordials never finalized his ap-
wet. The Clay Man has no finger- or toenails, no belly
22
THE REST OF THE CREATURES
pearance, even after moving on to the creation of man- down into the earth as well and instantly reemerge as
kind itself. The Clay Man was forgotten, left behind but much as a mile from the initial spot, or he may reach his
not returned to his original state, and so, he continues to hand into the ground and have it appear up to half a mile
this day. The Clay Man lacks many of the things that from the rest of his body he can still control his hand
men consider a part of life. He does not eat or drink or at such a distance, though it takes some effort.
breath, does not sleep, does not wear clothes and cannot As the original creature grown from clay and earth,
procreate. He can think and speak, but he rarely talks to the Clay Man possesses an intimate knowledge of those
strangers, and after eons alone, he has said everything to substances. He knows the location of everything within
himself that he cares to say. Generally, the Clay Man just the ground, anywhere within Creation. This includes
wanders Creation, moving from place to place, many lost treasures of the First Age and quite a few
because he enjoys traveling and delights in the powerful weapons. Many Exalted have
freedom to go anywhere without restriction. He is approached the Clay Man, seeking his
also the self-appointed custodian of earth and stone aid in locating and recovering these
and monitors the world to ensure that no perma- items. He has refused every request. Ap-
nent damage is done by foolish and parently, the Clay Man is a possessive
short-sighted mortals. owner and considers everything beneath
The Clay Mans bond with the ground as his domain. He disap-
the earth remains strong, even proves of the Exalted, for their
after so many eons, and anyone violence and greed, and has chosen
watching him will discover that to safeguard all buried items until
he does not so much walk as
flow across and
through the ground
as a ships glides
through water.
The Clay Man
can sink
he deems human-
ity fit to receive them.
Some Exalted have
tired of petitioning and tried
taking from the Clay Man
by force. That has proven
a mistake. Though not
aggressive himself, the
behemoth is capable of
responding in kind and
will not only defend
himself, but launch an
immediate counterat-
tack. His preferred
technique involves
reaching through
the ground and
yanking the at-
tacker down into
the earth, then
leaving the person to suf-
focate. Barring that, he tears
chunks of earth and stone
from the ground and hurls
them at foes. The Clay Man
23
EXALTED CREATURES OF THE WYLD
will only fight personally if both of these methods fail, Attributes: Strength 10, Dexterity 8, Stamina 18, Cha-
but he is far from helpless. In addition to his immense size risma 6, Manipulation 1, Appearance 6, Perception 8,
and strength, the creatures ability to sink into the earth Intelligence 4, Wits 5
at will makes him extremely difficult to hit or to block. Abilities: Awareness 4, Brawl 6 (Grab +5), Craft (Sculp-
Weapons made from the bounty of the earth cannot ture) 4 (Earthy Trinkets +3), Dodge 12, Endurance 10,
harm him, and any such weapons that hit the Clay Man Lore 14, Melee 10 (All Weapons of the Earth +3),
become lodged in his body and can only be retrieved Presence 8, Resistance 3, Stealth 5 (Underground +5),
through an opposed Strength roll, which he may reflex- Survival 6
ively resist. This includes weapons made of terrestrial Elemental Powers: Coarse Skin, Elements Domain,
stone or metal only starmetal is exempt, as it did not Mobility, Rejuvenation
come from this world. Base Initiative: 10
If his opponents gain the upper hand, the Clay Man Attack:
will reach into the earth and retrieve one of the very Grab: Speed 10 Accuracy 8 Damage 5B +hold*
weapons the Exalts seek and will then use that against Punch: Speed 10 Accuracy 8 Damage 12B
them. His generic nature and Primordial power is such Kick: Speed 6 Accuracy 5 Damage 14B
that he is always attuned with full material bonuses to Boulder: Speed 8 Accuracy 6 Damage 10B
any non-starmetal item that he touches. If even this fails, * If the Clay Man grabs a person and does damage, his
the Clay Man will eventually retreat, melting into the hand clenches around the individual and drags her down
earth. Since he does not need to breathe, he will stay into the earth. This is an opposed roll, the Clay Mans
below ground for several days, walking in a random Strength + Brawl + specialty (21) versus the victims
direction until safely away from his pursuers. Locating Strength + Brawl or Martial Arts. If the Clay Man wins,
the Clay Man within the earth requires an opposed roll, the victim is yanked below ground and takes one auto-
the searchers Perception + Awareness versus the Clay matic unsoakable level of bashing damage every turn
Mans Dexterity + Stealth + specialty (18). from suffocation. Breaking free once underground re-
The Clay Man rarely speaks, but he does know all quires the victim to win the opposed roll twice in a row.
human and Exalted tongues. He only speaks to those he Dodge Pool: 20 Soak: 20L/30B (Made of clay, 16L/
considers worthy, and most of these recreations and 24B)
copies do not impress him. He views men with amuse- Willpower: 10 Health Levels: -0/-0/-0/-0/-0/-1/-1/
ment and a little condescension, mixed with just a touch -1/-1/-1/-2/-2/-2/-2/-2/-4/-4/Incap
of jealousy. He finds it sad that these creatures should Essence: 8 Essence Pool: 120
live such short lives and fight over such foolish things, Other Notes: For those he does consider worthy, the
but at the same time, he envies them their passion and Clay Man is a literal treasure trove of both artifacts and
their ability to be together. Exalted anger him, however knowledge. Aware and alert since the First Age, the Clay
these were the creatures based upon his own self, and Man watched the creation of the world and its people
they have twisted every aspect of his nature, turning his and knows many valuable secrets, not the least of which
bond with the earth into a delight in power and his calm are the locations of many hidden treasures. He can even
nature into an arrogant demeanor. They were given teach Exalted better awareness of their bodies and how
everything he never had and threw it all away over greed to reawaken the bond between flesh and earth, so that
and hatred. He despises the Solar Exalted in particular, they can mimic his earth-melding to a lesser degree. This
as the greatest offenders. requires intense training, however, and is not something
the Clay Man reveals often.
24
THE REST OF THE CREATURES
THE LOOKSHY REBEL argument and would split it open with a shovel to see
what was inside.
Description: The Lookshy Rebel is named after a It is not known how someone could capture Wyld
group of former Lookshy citizens who didnt appreciate energies inside an iron sphere. Those savants well-
the well-ordered way of life Lookshy is famed for. versed in the ways of Fair Folk have hazarded a shaky
Deciding a few years ago to form an under- guess that perhaps their vulnerability to unalloyed
ground organization to oppose the iron might have had something to do with it.
military regime they felt was too Whatever the cause, the rebels emerged from
oppressive and restricting, the cellar quite different than
these rebels found them- they had been when they
selves a suitably remote cellar went in. Fused into a single,
as a clandestine meeting place massive creature, the former
for their planning sessions. freedom fighters staggered
When a few more people and stumbled their way into
joined, the cellar became too the city square, shouting out
small for their dozen members, seditious political slogans and
and so, the plotters decided to treasonous remarks about the
expand their lair. Much to General Staff.
their surprise, they found that It took the Dragon-
there was something hidden Blooded a little over three
inside the earthen wall minutes to slice the
something that had been there creature to pieces. It
for quite a while, by the looks would have hap-
of it. It was a sphere about pened faster, but
the size of a mans head, they were too be-
made of what appeared to mused to swing straight
be slightly rusted iron, yet and true. Even as they
strangely light, as if it slew it, the
were hollow. huge creature
There was an continued to
argument about babble on, dis-
who it belonged p l a y i n g
to one of the incredible clumsi-
conspirators said ness, disregarding the
that it was in his terrible wounds it suffered
cellar, so it was his, and flailing ineffectually
while another one said at its foes. Some of the
that it was his since he warriors actually laughed
was the one who at the monster rather than
found it. The rest of fight it.
those present divided That should have been
more or less evenly, the end of it. But for whatever rea-
except for two of son, the Lookshy Rebel refused to stay dead. To
them who insisted date, it has appeared 15 times, in each instance
that they were all making its clumsy way toward the citadel and
brothers and it should shouting how the oppression should stop, and
belong to all of each time, it has been cut to pieces and the
them. One of pieces burned. At this point, the
these dissent- Dragon-Blooded are no longer
ers left the amused. In the course of its vari-
cellar at that ous appearances, the Lookshy Rebel has
point, certain that yet another fight killed at least 30 people, all of them
among equals was sure to follow. helots and citizens who have gone that extra mile to
Behind him, he could hear one of support the Terrestrials. Killing it is not really a prob-
them announcing that he was tired of the
25
EXALTED CREATURES OF THE WYLD
lem, but one can never know where it will turn up next Attributes: Strength 5, Dexterity 1, Stamina 5, Cha-
and how much damage it will cause before the field risma 1, Manipulation 1, Appearance 1, Perception 2,
force on garrison duty can deal with it. Intelligence 3, Wits 2
When it appears, the Lookshy Rebel looks at first Virtues: Compassion 1, Conviction 5, Temperance 1,
glance like an impossibly huge, terribly malformed man. Valor 2
Closer inspection reveals that while it has the right Abilities: Athletics 1, Awareness 1, Brawl 3, Dodge 1,
number of limbs and heads, the texture of its skin clearly Stealth 2, Survival 2
shows the features of other mens bodies. There are Base Initiative: 5
patches of hair and beard in unlikely spots on its body. It Attack:
only has a single mouth, but the political agenda the Fist: Speed 5 Accuracy 4 Damage 5B Defense 6
creature utters is spoken in a number of different voices Kick: Speed 2 Accuracy 3 Damage 7B Defense 5
and, more often than not, contradicts itself. Dodge Pool: 2 Soak: 5L/10B (Thick, leathery hide,
Despite its seemingly limitless clumsiness, the 5L/5B)
Lookshy Rebel is not an amusing sight. The Terrestrial Willpower: 2 Health Levels: -0/-0/-0/-0/-0/-0/-0/
Exalted might have been strong enough to laugh in its -0/-0/-0/-0/-1/-2/-4/Incap
face when they first encountered it, but for the ordinary Essence: 3
citizens of Lookshy, it is a terrible danger indeed, and it Other Notes: To truly destroy the Lookshy Rebel, the
has no care for those who are caught its path. For his part, iron ball must be found and the crack on it welded
the surviving member of the original group has decided together. The balls current location is left up to the
to leave politics and fervently hopes that no one ever Storyteller it could be in the basement still, it could
finds out about his involvement. be kept as a memento by the only surviving member of
the original Lookshy rebels, or perhaps a Scavenger Lord
has found it and sold it. Once the crack has been
resealed, the Lookshy Rebel will never rise again.
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THE REST OF THE CREATURES
27
EXALTED CREATURES OF THE WYLD
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