The Dualistic Exalted (First Edition):
- The Dualistic Exalted were designed for dimension-hopping, or lower-powered, Exalted games. They’re reasonably formidable, but no match for an army, and can fairly readily be opposed by a group of experienced mortals or by a dragonblooded character without massive delving into charm combos.
- Zareth Elaris, Dualistic Exalt from Creation, and expert magician. Includes the Coat of Flames, the Sigil of Issilor, and quite a few bits of alchemical magic.
- Sergeant Jack Rackham: A dimensional wanderer from modern earth with superhuman strength.
- Deadlands to Exalted Conversions: Characters and Magic, Bestiary.
- The Minions of the Dimensional Auditors (AKA “When Dice Attack”).
New Charms:
Solar Charms:
- Modern Solar Charms: For First Edition, and an early attempt. Thus, some wonky mechanics in spots. Includes Occult, Lore, Computer, Engineering, and Firearms charms. The formatted PDF version HERE has the vehicle trees, but never did get descriptions for them.
- Integrity Charms: Charms for manipulating and transcending your destiny.
- The Way of Manse and Demesne: Charms for enhancing manses, binding artifacts, and advanced geomancy.
- Manse Enhancement and The Dragon Vortex: An extension of The Way of Manse and Demesne to upgrade geomantic effects – and some notes on Design Beyond Limit (and why it really doesn’t work).
- Performing for Creation: Manipulating Deception, Light, and Darkness. First edition charms, but still quite usable.
- Guardian Presence Charms: Charms for enhancing your followers.
- Occult Charms: Some quasi-sorcerous first edition charms.
- Occult Combat Charms: How to use Occult as a combat skill.
- Dreaming Narrative Conquest: Dreaming up a Raksha Ally. Includes a couple of new Raksha charms; one for feeding and one for accessing universal dreams.
- Charles’s Original Charms (scroll down): Includes the Laborer’s Word, the Engines of Creation, Awaking the Sleeping Serpent, The Radiant Indulgence of Gaia, Invoking the Hidden Stars, and the Alchemists Hidden Fire.
- The Path of the Smiling Tiger: Crafting and Invoking your own Inner World – and the Whispering Lore (Charm Access Bestowal) Manse Power.
- The Soul of Chaos: Building and Monitoring your Inner World.
- Charmed Lives and Constitutional Religions: Ten charms for improving your Cult.
- Geomantic Emulation: Becoming a focus of Geomantic Power and Growing Manses.
- The Evolutionary Principle: How to build up your powers during a fight.
- Will Into Wonder, Wyld Shaping Technique, and The Primal Forge: Turning Wyld Shaping Technique into something usable.
- Factory-Cathedrals: Includes the Prefabrication Protocols crafting charm.
Raksha Charms:
- Dreaming Thunder Guardian: Summoning defenses from the Wyld.
- Mysteries of the Raksha: The sorcery and thaumaturgy of the Raksha.
- Dreaming Narrative Conquest: Includes a couple of new Raksha charms; one for feeding and one for accessing universal dreams.
- More Raksha Charms: Summoning better beasties, summoning yourself, the easy button, splitting your mind, material fantasies, incorporating mortals, private realities, and temporary abilities.
Martial Arts:
- Twilight Voyages and the Reborn: How death works in Exalted – and a Terrestrial Martial Art designed to defeat it.
- Mortal Martial Arts: Basic Martial Skills for Mortals.
- Quixotic Knight Style (Terrestrial Martial Art): A style for mortals who want to fight minor monsters.
- Body And Spirit Symphony Style (Terrestrial Martial Art): How to mutate yourself with inner power. Also, the Mutation Manse (***).
Lunar Charms:
- Profiling: Deducing facts about your targets from afar.
- Landbound: Binding yourself with a territory.
- The Moonlight Forge: Creating artifacts by adventuring.
- Shapeshifting Knack: Manse emulation.
Spells and Thaumaturgy:
- Exalted Grimoire: A selection of new, mostly utility, spells for first edition – although most of them should still work just fine.
- Terrestrial, Celestial, and Solar Spells: A selection of new utility spells for the second edition.
- Biothaumaturgy: Medical Magic (under the second hearthstone).
- Advanced Exalted Thaumaturgy (also Available as a PDF). A drastically-expanded system for first-edition Exalted thaumaturgy. Also suitable as a complete magical system for lower-powered white-wolf mechanic games. With a few tweaks, we’re currently using it for second edition and (most likely soon) as a wholesale replacement for Sorcery.
- Releasing Souls from Soulsteel (scroll down): For when you’ve just got to let some people out.
- Summary of Adenic Thaumaturgy (scroll down): The upgraded powers of Charles’s advanced thaumaturgical initiation, with links to the basic Winding Way Manse effects and being Inside Aden).
- The “I Have Common Sense Prognostication” (scroll down): A near-future look to see if something is likely to be a disaster…
Primordial Charms:
- Jouten Formation: Charms to let the Primordials make Jouten.
Manses and Geomancy:
Geomancy and General Effects:
- There are several geomancy-related spells in the two collections of spells, just above.
- Geomantic Engineering: Usable rules for engineering demesnes.
- The Way of Manse and Demesne: Charms for enhancing manses, binding artifacts, and advanced geomancy.
- Manse Enhancement and The Dragon Vortex: An extension of The Way of Manse and Demesne to upgrade geomantic effects – and some notes on Design Beyond Limit (and why it really doesn’t work).
- New Manse Powers: Spiritual Stronghold and Nexus, Ambrosial Font, Essence Battery, Awakened Little God, Sacred Ground.
- Yet More Manse Powers: Integrated Enhancement Artifacts (for adding manse construction points), Staff Artifacts, Guardian Loa, Thaumic Resonance, Thaumic Puissance, Dance of the Dragon Lords (Essence Boosting).
- Wyld Revocation and what you can do with it: Ways to use Wyld Revocation to create exotic powers.
- Kaiju, Manses, And Building On A Cult: Mental Demesnes, the Kaiju Aspect, the Wyld Kingdom manse power, and Mechagodzilla (Kaiju Manse-5). New artifacts – the Absolute Zero Cannon, Accumulative Temporal Labyrinth, Shinamaic Lance, and Wyldstorm Cannon.
- Factory-Cathedrals: Basic features, Helpful Artifacts (Essence Forge, Essence Charger, Essence Scriber, Wyldsphere), Narrative Construction, Forgestones (variable level crafting hearthstones), and the Prefabrication Protocols crafting charm.
- Geomantic Focus (Artifact 1 to 5): A way to emulate Hearthstones – albeit with some serious downsides. The Belt of Cruatch (example).
- The Path of the Smiling Tiger: Crafting and Invoking your own Inner World – and the Whispering Lore (Charm Access Bestowal) Manse Power.
- Manse Augmentation Rules (scroll down): Rules for adding boosting artifacts to manses to increase the manses powers.
- The Abyssal Entrapment Package (scroll down): For when you really do need to hit some Abyssal Exalts with a Manse.
- Manse Seeds (3) (scroll down): For when you want a manse without all the trouble of actually building one…
- Galileo (scroll down): A Synergistic Overmind – and librarian.
Specific Manses:
- The Orrery of Istalian (Sidereal-3): A Celestial Manse for observing the Stars of the Underworld. The Cloak of Twilight Stars power and some new Artifacts – Celestial Forge, Agathean Pool, and Veil of Maya.
- The House of Phantoms (Lunar-1): A small library that lets you talk to simulations of authors and characters.
- Hoenheim (Wood-5): A mystical headquarters for young mage-crafters with MANY advantages. The Willow-Branch Stone, the Lesser Provider and Local Surveillance powers, new Artifacts – Whispering Echoes and the Athanor of Devon. With it’s upgrade, a list of it’s gates can be round HERE (scroll down).
- The Halls of Alternity (Lunar-5): A manse offering access to other realms. Two sample realms – The Last Refuge and the Temple of the Fallen Sun (with the Provider II power), and the Shadow World and it’s Eternal Spires.
- Mardi Gras (Earth-5): The Grace Stone, artifacts – the Heart of Rakastan, Gossamer Loom, and Multitracking Amplifier.
- The Bazaar of the Bizarre (Manse ****): A manse that empowers mortals to defend creation. The Unbindable, Binding Word, the Assumption of Purpose and Greater Magical Conveniences. Converting Mortals into Manse Guardians.
- Seed of Worlds (Manse *****): A recursive dimension-creation manse of nigh infinite power. The Fate-Linked power (provides proper souls for those born within).
- Sakoda Springs (Water-1): A minor manse now known as the Fountain of Youth.
- Rasarin’s Vista (Water-1): An author’s retreat, to watch the antics of small sapient water mammals.
- Dudael, the Hierarchical Forge (Solar Celestial Manse-5): A primordial Factory-Cathedral in Yu-Shan, New Artifacts – the Veilward and Essence Scriber. New Powers – Narrative Construction, Unbindable, Advanced Magical Conveniences, the Primordial Archives, notes on Other Dimensions and their Perfect Defenses.
- Yggdrasil, the Tree of Worlds (Wood-5): A gate to the Green Galaxies. Includes Advanced Magical Conveniences, several new artifacts – a Portal Control System (or “Stargate”), a Pocket Dimension Generator, a Sampo, and a Thaumaturgic Forge.
- The Oberian Geomantic Academy (Lunar-4): A manse for training and equipping Masters of Thaumaturgy. Includes seven new Artifacts; The Spirit Forge, the Breath of Magic, and the Five Thaumaturgical Foci – the Sigil of Mastery, Spellwright’s Wand, Journeyman’s Seal, Elemental Athame, and Mirror of the Essence.
- The Roanapur Manse (Travel-5): A manse for creating dimensional overlays. Exotic Aspect (Travel), Advanced Magical Conveniences (Talisman Powers), the Alternate Gate Locations power. Also Ruki, Chosen of Battles/Alchemical Hybrid, and two Artifacts – the Necklace of Cinders and Shard of Dream.
- The Winding Way (Sidereal-4 or Any-5): A manse that empowers greater thaumaturgy. The Gem of Vision, Major Magical Conveniences (all to boost thaumaturgy), tweaked versions of the the Five Thaumaturgical Foci – the Sigil of Mastery, Spellwright’s Wand, Journeyman’s Seal, Elemental Athame, and Mirror of the Essence. New manse powers – the Tidal Surge, Multipresence, and Thaumic Puissiance.
- The Reiskaer: (Sidereal-5, subordinateWood-3 and Earth-2 manses). The flying cities of the Jadeborn. Includes thaumaturgy-boosting artifact Control Panels and the new powers of Wyld Spaces, Geomantic Bounding, Metric Isolation, Spatial Scaling, and Harmonic Convergence.
- Hidden Twig Village (Wood-5): A training camp for God-Bloods, run by Oniwabanshu (“Garden Keeper”) Jun. Includes three new artifacts – the Perceptor of War, the Harp of Losselyn, and the Secret Fire. The Lesser Aspect of the Divine spirit mutation charm, Kuji-Kuri Mastery spirit thaumaturgy charm, the Talisman of Swift Fortune, and the Bracers of the Night Warrior.
- The Hospitable Paths (Wood-5): A medical center that heals all those who come it’s way. The Advanced Life-Sustaining power.
- Aden Shining Dream, the Third Circle: Charles’s manse-based Quasi-Devas.
- Brigadoon Starship-Manses (Aden-5): Starship-Manses, for when you want to travel in comfort. Includes the Sympathetic Loom, Ansible, Observation Dome, Orrery of Antikythera, and Tik-Tok the Clockwork Autopilot.
- The Pillars of Irem (Fire-1): A small firedust-collecting manse belonging to Zareth.
- Body And Spirit Symphony Style (Terrestrial Martial Art): How to mutate yourself with inner power. Also, the Mutation Manse (***).
- The Hundredfold Resplendent Academy: A peerless martial arts training center. Includes the Arsenal Sphere.
- The House of Winds (scroll down): A minor wind manse repaired and amplified.
- Starlight Path’s Manses (Sidereal-5) (scroll down): Adding additional gateways to Yu-Shan.
- Toho Studios: Notes only.
- Alora Nagandurga, the Citadel of Enlightenment (Aden 5): Notes. A school for Exalts and replacement for the Cult of the Illuminated. Includes the Natural Learning and Personal Training Montage manse powers.
- The Privacy Manse (notes): A manse for restoring sanity to broken minds.
Hearthstones:
- Building Hearthstones: Rules for making and upgrading Hearthstones.
- Hearthstones I (First Edition): Armory, Artificer, Augmentation, Essence, Eternal Forest, Eye of Issaril, Gem of Supernal Clarity, Ironhands Gem, Living Stone, Philosopher’s Stone, Powerstone, Savant’s Eye, Spellstone, Speakers Stone, Spellbinder’s Stone,
- Hearthstones II: Ambrosial Chalice, Iron Master’s Stone, Merchant’s Stone, Pheonix Star, Prayerstone, Protean Stone, Quartz Mirror, Sorcerer’s Eye, Wraithstone.
- Hearthstones III: Build Rules Examples – Builder’s Stone, Surgeon’s (or Franken-) Stone, Radiant Sunstone, Shadow Warrior’s Stone, Earthblood Stone. Includes rules for Biothaumaturgy.
- Hearthstones IV: Black Opaline Inkstone, Lens of the Moon, Stone of Radiant Purity.
- Hearthstones V: Philosopher’s Stone (second edition version), Specter General Stone, Destined King Stone, Wall of Octri Stone, Happy Wanderer’s Azurite Songstone, Earthmaster’s Stone, Soothing Heart Stone, Honorable Diamond Gem, Xaverite Cubicon, Grand Gem of Vision, Song of the Spirits Stone, Silicon Mind Stone, Phantom Castle Stone, Sardonyx of Elemental Mastery, Wyld Heart Stone, Adamant Cascade of Sorcerous Mastery, Black Emerald Before the Dawn, Nising Weirdstone, Essence Armoring Carbuncle, Fate Defying Ruby, and Grace Stone. Also, Social Units, War, and Virtual Behemoths.
- Hearthstones and Motives: The Radiant Heart Ruby – and Charles’s Intimacies and Motives.
Artifacts:
General Theory:
- Exalted Artifact Creation. An artifact design-and-creation system. Originally first edition, but it continues to work just fine.
- Lesser Exaltations: A summary of the effects of Charles’s package of manse and artifact based boosts for his mortal friends.
- Shards of Exaltation: What you actually need to put in an “Exaltation Artifact” and how you might go about it.
- Enhanced Artifact Armor (second item); Making artifact armor worthwhile.
- Perfectly Protected Links (scroll down): For tying into manses and other power sources remotely.
Artifact Designs:
- Aquila-Class Military Shuttle and Helmstones (Both-4): A modern ship with an essence-drive and a wide range of operation and stones which adapt any air vehicle for use in space.
- The Crystal Arena (2): How to do your training in the Matrix.
- Dancing Dragon Ring (1) (scroll down): A minor device for slightly easing the use of non-combat charms.
- Lesser Sigil of the Moon (3): Generic boosters for aides and allies.
- The Soul-Sheathe (3): A storage method for artifacts that require both continuous access and top security.
- Commando Armor (3 or 4): Breaking down Commando Armor in the Artifact Design System – and making variations.
- The Behemoth Cloak (4): Artifact armor that’s actually worth wearing.
- The Wonderworker’s Mantle (3): A versatile set of tools for advanced crafting.
- Charles Dexter Ward, Twilight Artificer: Includes the Libram of Fallen Stars (5), Orb of the Archmage (4), Talisman of Vigor (4), Courier’s Belt (1), and Seal of High Sorcery (2).
- Resplendent Butlers Accouterment (2): Turning basic mortals into durable and superb servants.
- Stargate Command: Retargeting Manse Gates for interstellar travel.
- The Oberian Geomantic Academy: Includes the Spirit Forge, Breath of Magic, Sigil of Mastery, Spellwright’s Wand, Journeyman’s Seal, Elemental Athame, and Mirror of the Essence.
- Geomantic Focus (Artifact 1 to 5): A way to emulate Hearthstones – albeit with some serious downsides. The Belt of Cruatch (example).
- Dreamstones and Enhanced Artifact Armor: A time-out device and making artifact armor worthwhile.
- Thaumaturgic Artifice: Least Rune Weapons and Greater Rings of Thaumaturgic Mastery.
- Sigil of Issilor, Coat of Flames, Assorted Alchemical Items: Using your occult skills in battle, a coat that acts as an alchemical lab, and an assortment of handy alchemical items.
- Ring of the Earth’s Blood, the Staff of Elzeard: A couple of artifacts belonging to Elzeard.
- Kaiju Manses: Includes the Absolute Zero Cannon, Accumulative Temporal Labyrinth, Shinamaic Lance, and Wyldstorm Cannon – albeit only with basic discriptions.
- Factory-Cathedrals: Includes the Essence Forge, Essence Charger, Essence Scriber, and Wyldsphere.
- The Orrery of Istalian: Includes the Celestial Forge, Agathean Pool, and Veil of Maya.
- Hoenheim: Includes Whispering Echoes and the Athanor of Devon.
- Mardi Gras: Includes the Heart of Rakastan, Gossamer Loom, and Multitracking Amplifier.
- Dudael, the Hierarchical Forge: Includes the Veilward and Essence Scriber.
- Yggdrasil, the Tree of Worlds: Includes Pocket Dimension Generator, Sampo, and Thaumaturgic Forge.
- The Roanapur Manse: Includes the Necklace of Cinders and Shard of Dream.
- The Winding Way: Includes tweaked versions of the the Five Thaumaturgical Foci (1) – the Sigil of Mastery, Spellwright’s Wand, Journeyman’s Seal, Elemental Athame, and Mirror of the Essence.
- The Reiskaer: Includes thaumaturgy-boosting Control Panels.
- Hidden Twig Village: Includes the Perceptor of War, the Harp of Losselyn, the Secret Fire, the Talisman of Swift Fortune, and the Bracers of the Night Warrior.
- The Hundredfold Resplendent Academy: Includes the Arsenal Sphere (2-5).
- Manse Seeds (3) (scroll down): For when you want a manse, but don’t want to bother with building it.
- Elsewhere Wallet (scroll down) (varies): When you REALLY want to protect your credit cards.
- Wyld Hart Stones (scroll down) (2): Minor charms to let non-exalts handle wyld-tainted areas comfortably.
- Brigadoon Starship-Manses (Aden-5): Starship-Manses, for when you want to travel in comfort. Includes the Sympathetic Loom, Ansible, Observation Dome, Orrery of Antikythera, and Tik-Tok the Clockwork Autopilot.
- The Sigil of the Dawning Age (2): Thaumaturgic Boosters and Sigils of Enlightenment, to start a new age of Thaumaturgy.
Raksha Items:
- Raksha Spells of Summoning; Waking Circle Oneiromancies: When you need massive amounts of trinkets. With expanded rules for creating items.
- The Logic of Inevitability (Waking Circle Oneiromancy): A way of remotely-operating your minions.
- Cinamistics: The Blessings of the Silver Screen: How to obtain movie powers and special effects.
- Conversation Pieces (scroll down) (2): For when you need to talk at length in mere moments.
- Hammerspace Mallet (scroll down) (0):
- Necklace of Dreams (scroll down) (0, 1, or 2): A selection of stored shapings.
- Stopped Hourglasses (scroll down) (0): You’ve always got a minute to talk.
- Whisper of Normalcy (scroll down) (0): When you want people to doubt the evidence of their own eyes…
- Look At My Silly Hat! (scroll down) (1): A convenient hat to let you pass among the mortals unsuspected.
Setting:
- Storming the Gates of Yu-Shan: Just how secure IS Yu-Shan anyway?
- The Primordial Geas: The limitations of the Primordial Geas.
- Exalted Cliches – “Mortals Never Win!”: Why you should never let a cliche do your thinking for you.
- Heroic Scaling: Changing the Descriptions, not the Mechanics.
- Let’s Take This Elsewhere!: How secure IS elsewhere and what do we know about the place?
- The Geometry of Creation (scroll down): Fitting billions of light years into a rather narrow compass.
- The Cauldron-Born: What happens when Raksha try to bond with an Exalted.
- The Modern Raksha and their Mutation Packages. The Wyld Essence mutation.
- Manse Enhancement: Includes some notes on Design Beyond Limit (and why it really doesn’t work).
- Twilight Voyages and the Reborn: How death works in Exalted – and a Terrestrial Martial Art designed to defeat it. Also, Death, Gods, and the Loom of Fate.
- Exalted Modern – the Resource Background: Resources above five and modern values, major purchases as artifacts and major buildings as manses.
- Charles Dexter Ward, Twilight Artificer: Includes character creation modifications and background notes, Creating and Buying Superior Items,
- The Silver Fates and the Victory of Samsara: A forked-timeline setting for Exalted.
- The Barques Of A Million Years: The Great Search of the Jadeborn.
- Keeping Lesser Types In The Game: Making experience and purchase adjustments to keep “lesser” player characters usable.
- The Modern Gates Part I, Part II, Part III, Part IV, Part V: The locations of Yu-Shan’s gates in the modern world and their various unique properties.
- Mutations: Basics and Essence Awakening, Healing and Durability, Movement, Senses, and Life Support: Revised rules for mutations.
- Modern Weapons: A quick set of modern weapons and armor charts for Exalted.
- Damage Overwhelming: When you want to know just how much power an Exalted character has, and what the side effects of using it will be like.
- The History of the Exalted Cosmos – at least according to Charles Dexter Ward.
- Roanapur, the Black Lagoon: A dark and desperate city – victim of a dimensional overlay with Malfeas. However, it could get worse…
- Running Exalted using the Baba Yaga rules – or “how to use a far simpler and more flexible rules set within another background”.
- Mortal “Charms”: Minor supernatural merits for mortal characters.
- New Merits: A selection of new Merits for Exalted characters.
- Treasure Hordes and Yu-Shan (scroll down): The rules that apply.
- Crafting Sidereal Charms: And the Sidereal native charmset.
- The Expanded Lunar Bond (scroll down). How Lunars get to draw upon their partners.
- Exaltations and Death-Curses (scroll down). Theories on Abyssal Exaltations, Exaltations as World-Bodies, and Exaltations and Sustaining Death-Curses.
- Alora Nagandurga, the Citadel of Enlightenment (Aden 5): Notes. A school for Exalts and replacement for the Cult of the Illuminated.
Characters:
- Elzeard Lifeshaper, Aden’s Fourteenth Soul: One of Aden’s souls – and fairly typical.
- Gothmug, Aden’s Second Soul: Aden’s Chief of Security.
- Professor Ravenblack: “Mortal” Thaumaturgist, Graduate, and Professor of the Oberian Academy.
- Charles Dexter Ward, Twilight Artificer and his Background, his Motives, his World-Body (Part I) and Part II, as well as Adens Creature List (scroll down).
- Oniwabanshu (“Garden Keeper”) Jun and Hidden Twig Village: A god-blooded servant of heaven, trainer of other god-blooded, and his manse-school.
- The Solar Guardian Package and Idihawa Shpaikai.
- Charles’s Amalgam Assistants: The Coatl and the The Inugami.
- Ixiah, God of Thaumaturgy and Youngsters Playing Ninja: A professional familiar-godling.
- Mishinago, the Philosophical Storm (scroll down): A preliminary design for one of Aden’s major “souls”.
- Jouten Formation: Charms to let the Primordials make Jouten.
- Quick Gods: A table for creating divinities quickly.
- Vere Lugard (Exalted Modern): Personal History: Stellar Emissary of the Mountain Folk.
- Basics of the Kickaha (scroll down): A basic description of the Kickaha and their Manse.
- Ruki, Chosen of Battles: A Sidereal-Alchemical Hybrid.
- Galileo (scroll down): A Synergistic Overmind – and librarian.
The Chronicles of Heavenly Artifice
The Chronicles are an Exalted: Modern game, most consistently played by Charles Dexter Ward (a Twilight Artificer), sometimes joined by Aikiko, Ruki, and various others. Unlike most games, however, there’s no hard division between PC and NPC; players are free to adopt interesting NPC’s and to play various other roles. Thus, at any point, any character might be a PC – and therefore the focus of things.
- Prequel (Charles’s Diary). Including a brief summary of the history between Creation and the Modern World, as well as an account of events in our first (brief) Exalted: Modern game. This goes back to first edition, but is the basis for the ongoing second-edition campaign.
- I – The Student Artificer: In which Charles winds up employed…
- II – School Daze: Finding plans, the Dancing Dragon Ring, and basic combat training.
- III – You Can Bring the Hipparion to Dudael, but you Can’t make him an Artifact: Starting at Dudael and bringing back Hipparions.
- IV – A Talk in the Woods: Dryads, School, Zarchian’s Candies – and Terrestrial Magi.
- V – The Adamant Shards: Rise of the Nocturnals Part I, Tea with Gri Fel, and the Moonsilver Choker.
- VI – The Masonic Barrier: Masons, Lunars and the Rod of Construction.
- VII- Hearings and Horses: Artifact production, the Bureau of Nature, Student Requests, and meeting Terapishim.
- VIII – Reaping what is Sown: Field trip to the Amazon, Manses and Demon Trees. Visits with Grandfather.
- IX – The Dark Gift: Appointments for Arcosanti, Rise of the Nocturnals Part II
- X – Flowers In Darkness: Rise of the Nocturnals Part III – the Castes
- XI – A Day at the Museum: Protecting Links, the Reconstruction Machine, Repairing the Water Manse, Family Peacemaking.
- XII – Current Dramatis Persona: The Cast List to Date.
- XIV – The Calm Before The Storm: Advanced Classes, Damaged Manses, and the Silver Sands.
- XV – Darkness Rising: Abyssal Exalts Vrs Manses, Unmaking Soulsteel
- XVI – Thaumaturgic Challenges: Dueling with Puissant Armiger, Crystal Arena’s, Polar Manses, and Explanations.
- XVII – Leonine Customs: The Celestial Lions, the Silver Sands, and Artifice.
- XVIII – The Question of the Divine: Gri Fel and Terapishim Investigate.
- XIX – The Shattered Mirror: Dragon Lines and Delivering Artifacts.
- XX – Incidents of Artifice: Visiting Vaal, Mr Montague, and Malakai
- XXI – The Maiden in Durance Vile: Montague and Dudael, Rescuing Maella
- XXII – The Logic of Lions: Celestial Investigations and the Bronze.
- XXIII – The Great Gates: Rachel and the Dragon Kings, the Bazaar of the Bizarre, Geomantic Engineering, The Gates of Hoenheim, Canadian Lodgings.
- XXIV – A Pointed Plot: Analyzing Deva Cutter, Hiding Rachel’s Family with Dragon Kings.
- XXV – In Which There Are Many Manses: The Lesser Exaltations.
- XXVI – In Which We Catch Up With Everyone Else: Manse Augmentation Rules, Assorted Characters and Events.
- XXVII – Hints and Allegations: The Dance of the Dragon Lords (power-granting manse function), On the Invisibility of Nocturnals, Revelations of Aden.
- XXVIII – Speculations on the Coming Darkness: The Nocturnal Manse, Speculations on Nox.
- XXIX – Deva Cutter and the Bronze: In which a plot against Creation is revealed.
- XXX – And No, That Doesn’t Mean What You’re Thinking Out There!: Conversations on Deva Cutter.
- XXXI – The Bicyclist of the Unpocalypse: Rescue Operations Begin.
- XXXII – The City of Crystal Dreams: Testing for Arcosanti City God.
- XXXIII – City and Soul: Manse Seeds, Settling in Aden.
- XXXIV – Annotations of Anonymity: Charles’s Entanglements and the Ambrosial Chalice.
- XXXIV – Fiduciary Divine: The Yu-Shan I.R.S…
- XXXV – Fishing in the Land of the Lost: Guardian Manses, Ms Cress Investigates.
- XXXVI – Titanic Misperceptions: The Elsewhere Net, Ms Cress and the Primordial of Cranky Teddy Bears. Conversation Pieces.
- XXXVII – Investigating Charles Mansen: The Sidereal Investigation, Adenic Essence, and Sandwiches.
- XXXVIII – Out of the Umbra: Tracking Charles, Planning for Terraforming, Hammerspace Mallets, Visiting Righteous Hala.
- XXXIX – Gates of the Third Circle: The Necklace of Dreams, Devon’s Tome, Mishinago the Philosophical Storm.
- XL – Small Gods and Sandwiches: The Adenic Initiation, Garden Parties with Righteous Hala.
- XLI – The Boy Scouts of Siderea: The Upgraded Winding Way Manse, New Sidereal Half-Caste Schoolmates.
- XLII – Laity and Lion Dogs: Equipping Harold.
- XLIII – A Few Quiet Moments: Restoring the Earth and Protective Toys.
- XLIIII – Ceiling Cat Says “A pox upon your Sidereal ways!”: The Adventures of Ruki and the Elsewhere Wallet.
- VL – I’m Going To Flurry Manse Construction! There’s No “Rate” Limit On That, Right?: The Geometry of Creation, Paperwork Disposal, the Soup Kitchen, Starlight Paths Manse Design,
- VLI – A Madness Divine: Terraforming Operations, Lost Dominions, The Celestial World-Body, Tea with Deiphages.
- VLII – Deiphagy for the Connoisseur: Deiphagy Treatment Programs.
- VLIII – Testing Theories: Surveying Aden, Hala and the Souls, Supernatural Genetics.
- IL – The Sahara Sea: The Activities of Elzeard.
- L – Sidereal Stargate Generation One: The Stargate Prototype, Investigating Deiphagy.
- LI – The House At The End Of Creation: The Geomantic Hive, the Manses of Yu-Shan, the Cauldron-Born, Thaumaturgic Prognostication Ritual, Talking with Gaia.
- LII – Lytek’s Inspection: Lytek and the Guardians
- LIII – Dun Shunkaha: Enter the Kickaha.
- LIV – A Constellation Of Effects: On Stunts, Powers, and how to make new Sidereal Charms.
- LV – Wraiths, Wyldjumps, and Wanderers: The Manse of the Dead, the Stellar Traveler, Errands for Gaia, Abyssals and Hala.
- LVI – The Exultant Avalanche: A Primordial Retrospective, Gathering Opposition, The Second Celestial Host Arrives, Waltzing Into Yu-Shan.
- LVII – Aikiko’s Quest: In which Aikiko sets out to find the Solar Guardians.
- LVIII – Moonsilver Interlude: In which Righteous Hala tests Charles and there are expanded Lunar Bonds.
- LIX – Explanations and Confusions: Shocking the Maidens, Stopped Hourglass Talismans, Explaining Extra Exaltations.
- LX – The Random Scrounge: Malinda the Diviner, the Elsewhere Net, Raksha Analogues, Strange Illnesses.
- LXI – Dreams and Iron Bars: The Raksha of Creation, the Wyld Essence Mutation.
- LXII – Moving In Faerie Circles: Visiting Kaernock, Young Slaves at the Faerie Market, Resplendent Butler’s Accouterments, Opening a Boarding School.
- LXIII – Traps and Recklessness: Pet Policies, the Disappearance of Terapishim, and Reckless Rescues.
- LXIV – The Dungeon Stroll: The Foundations of Yu-Shan, Geomantic Control Centers, Negotiating with Greater Deiphages.
- LXV – Tea with Darkness: Orchid the Deiphage and Yu-Shan the Reality Engine.
- LXVI – Science and Sorcery: Evacuating Deiphages, Dealing with Celestial Lions, and Rationalizing Magitech at the Museum.
- LXVII – Science and Sorcery, Part II: References from Elzeard, Coatl, Thaumaturgy, and Scientists, Terrestrial Sorcery.
- LXVIII – Getting Down To Terrestrial Firma: Seeking Elzeard, Terrestrials visiting Aden.
- LXIX – Where Have All The Flowers Gone?: Mathew in Aden, Explaining the Sidereals, and Elzeard.
- LXX – The Djinn of the Lamp: Charles and the EPA Investigators, Building Yggdrasil, Geomantic Engineering Rules. Factory-Cathedral Upgrade Inquiries.
- Aikiko’s Search, Prelude I: The basic Solar Guardian and Idihawa Shpaiki.
- LXXI – Meeting the Nocturnals: Discussing Alternate Timelines and Dimensional Portals.
- LXXII – Manses and Morgans: Examining Yggdrasil, Considering Charles.
- LXXIII – Primordial Jouten On A Bicycle!: Terrestrial Speculation, an Alchemical Encounter, and More Artificing.
- LXXIV – Alchemical Factions: Mass Artificing, Mercurial Bane of Deception, Starbreaking Clans.
- LXXV – Visitations: Elemental Balances, Raymond in Aden
- LXXVI – Advanced Deiphagy: Terrestrials in Heaven, Search for Terapishim, Geomantic Bunkers,
- LXXVII – Aikiko’s Search: Fortean Events, Aikiko Investigates the Sisters of Mercy.
- LXXVIII – The Primordial Archives: Geomantic Imbalances, the Depths of Dudael, Evacuating Deiphages.
- LXXIX – Memories of Dream: The Geomancy of Yu-Shan, Black Orchids, and “Akuma of Aden”.
- LXXX – Self-Development; No Pain, No Gain: Projects of the Guardians, Students, Servants, and Pets.
- LXXXI (Part I) – Too Many Cooks: The Archangel Protocols, Whisper of Normality, Canadian Kickaha Naughtiness.
- LXXXI (Part II) – Aftermath and Multiplication: Straightening out Kickaha Naughtiness.
- LXXXII – The Deluxe Ranchero: Dragon-Line Surveys, Madame Barbosa and her Horses, Thaumaturgic Upgrades.
- LXXXIII – The Dark Tournament: Manse Repairs, Martial Arts Strangeness, Legendary Techniques.
- LXXXIV – On The Oregon Trail: The Dragon Lines of Yu-Shan, Godzilla and Fraternity Parties.
- LXXXV – Fraternal Affairs: The Chaos Pocket, Aikiko’s Investigations, Searching for Godzilla.
- LXXXVI – Toho’s Tokyo Towers: Aikiko in Tokyo, Toho Studios, Aikiko finds a Job,
- LXXXVII – The Azure Depths: Return from Tokyo, Into Crater Lake, Battle with Mechagodzilla.
- LXXXVIII – Pursuit Cantata, The First Movement: Indian Enclaves, Mental Demesnes, Exalted Football.
- LXXXIX – Lost Horizons: Investigating Mechagodzilla, Speculations on the Cauldron-Born.
- XC – Meanwhile, In The Forest: Elzeard’s Science Conference, Probes from the Underworld, Once More with the EPA.
- XCI – The Pursuit Cantata, Crescendo: Aikiko’s Escape from Crater Lake, Lytek and the Loom.
- XCII – Correspondence School: Manses and Schoolteachers, Music Class Again.
- XCIII – Dreams Of The Elders: Utility Artifacts, Dream-Negotiations with Ten Peach, History of the Occupation of Yu-Shan.
- XCIV – E.Z. Phone Home: Scientists in Aden, Aikiko’s Parents, Heading for Pahang.
- XCV – Flowing Waters: Scouting the Tournament, Wenjioth, Master of the Terraced Flow, Dragon-Line Manipulation,
- XCVI – Seeking The Wildway: Studying an Abyssal Shard, Manses as Probes, Shards as Pocket Realms, Looking for a Way In, Invoking the Shinma for Search-and-Rescue.
- XCVII – Button Mashing Not Allowed!: Aikiko Competes, The Powers of the Prizes, the Temple of the Tournament.
- XCVIII – The Ri’kienthi: Abyssal Considerations, Elders of the Tournament.
- IC – The Lions Of Times Long Past: Lytek’s Office Rebellion, Charles and the Celestial Lions, Another History of Yu-Shan, Overlay Plans.
- C – The Temples Of The Elements: Malinda and the Lions, Raising the Pole of Water and Madame Barbosa.
- CI – To Dance With The Devas In The Pale Moonlight: Aikiko and the Priests, Sympathy of Ages, The Reconstruction of Souls.
- CII – Hooked On A Story: Luna, the Jade Pleasure Dome, and Fish-Children.
- CIII – Multiplying And Dividing Factions: Sidereals and Alternate Universes, Gates, Offworld Conferences, The Solar Academy, Advice on Trips to the Wyld.
- CIV – Deiphage Slumber Party: A sleepover with Harold, the Reclaimed Territories, and Soothing Deiphages.
- CV – Violets On Television: Training Artifacts, Bestowing Lesser Exaltations.
- CVI – The High Chancellor: Ms Cress and Evacuation Arrangements, Ship Building Contemplations.
- CVII – Copying Errors: Hot Chocolate Messages, Charles Develops (some) Caution, Building Repairs, Deiphages and Dream, Primordial Pocket Dimensions, Resurrection versus Duplication, Twenty-One Weft.
- CVIII – The Tomes Of Doom: Remote Presence, Gri Fel and Terapishim are Accepted as Gods of Arcosanti, the Subsidiary Convention on Forbidden Gods, Mysterious Encounters and Ancient Tomes.
- CIX – Arrangements for Arcosanti: Gri Fel and Terapishim take command, the Minions of Pure Frothing Delight, Approved Manse Construction, Recruiting Santiago, the First Guardian of Arcosanti.
- CX – Visiting Brigadoon: Constructing Manse-Ships / The Brigadoons and Ms Cress’s Inspection.
- CXI – The Sailor Brigadoon: The Bronze and their new Manse-Ships, Advertising for Colonists, Jose Cisneros and Catherine.
- CXII – The Return Of Mechagodzilla: Aikiko, Charles, and the EPA versus Mechagodzilla, Look at My Silly Hat (a Raksha artifact), Charles Teaches Thaumaturgy, the Thousand Aspect Maze, the Action-Interrupting Blasphemous Tirade, Anchoring Aden, and yet more Terraforming.
- CXIII- Nanny Mcphee VERSUS Mary Poppins!: Primordial Cults, the Book of Project Stanewald, Changing Priorities, The EPA joins the search for the Solar Guardians, the Search for Nannies, Lytek and Aden.
- CXIV – Interlude, With Voices: Opinions on Stanewald, Effects on the Tenders, the Shining Dream.
- CXV – The Voice Of A Brazen Vessel: Lord Jorgensen’s Reactions.
- CXVI – Views of the Enlightenment: Alora Nagandurga, the Citadel of Enlightenment, Galileo the Synergistic Overmind, The Gold Faction and the Graduate Student Program.
- CXVII – A Fine And Private Place: Celestial Explanations, the Privacy Manse, the Great Curse.
- CXVIII – Revelations of Apocalypse: The Privacy Manse, the Great Curse, Contemplating Healing the Yozi’s, the Geomancy of Stanewald and Discussions Thereof, White Hat at the Jade Pleasure Dome, the Sorrowhands, Lady Yu-Shan, a Visitation from Luna.
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