TEXT: Page 1
  
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  Special Thanks go to the members of the Exalted Mailing List, the members of the RPG.net forums,
  and the members of the White Wolf Forums.  All of their suggestions were invaluable in getting this
  work together.  I hope to include some of their writings and works in future issues of this publication.
  Table of Contents
  Locations
  Page 3
  Adventures
  Page 7
  Charms
  Page 9
  Manses and Demenses
  Page 13
  NPCs
  Page 14
  Virtue Flaws
  Page 18
  Artifacts
  Page 20
  Introduction
  In this inaugural issue of Lore of the Second Age, I have endeavored to create a series of linked articles all relating to the
  lands north of the Realm.  The areas described and the characters included are envisioned as being set on the large island
  that is just to the west of the northern mainland on the map in the Core Rulebook
  While these may have been written with that link in mind, I hope that they are loosely defined enough in most cases that
  they can be dropped into nearly any campaign with little or no trouble.
  Submissions
  If anyone reading this publication would like to submit something for future issues of this publication, please send along at
  least an outline of the idea that you have and we can talk about it some more.  I’ll be very happy to include anything that
  people want to send to me as long as I am satisfied that it is at least somewhat balanced with the rules in the Core Rulebook
  or with any material published by White Wolf.
  Please send material in Rich-Text Format, and include the name that you would like to have credited with the work.
  Please submit work to the following e-mail address:
  submissions@ayrizale.com
   IMPORTANT NOTES:
  Exalted and the Age of Sorrows are trademarks of White
  Wolf Publishing, Inc. All rights reserved.
  
  Page 3
  Common Names for the
  Region
  Here is a list of male names that
  are common to the region.  They
  are listed here simply for the
  reference of the Storyteller or for
  any players that would like to
  have their characters start in the
  village of Timberford or the
  region around it.
  Male Names
  Aegir
  Agdir
  Alfgautr
  Bardi
  Beinir
  Bergthor
  Dagfinn
  Dunfjall
  Dyri
  Eldgrim
  Erengisl
  Eyvind
  Faraldr
  Finnbogi
  Fridgeir
  Gaetir
  Goukr
  Guthfrith
  Haarek
  Hafgrim
  Halvdan
  Ingvarr
  Iofurr
  Isi
  Jorund
  Jatgeir
  Jamsgar
  Kaeti
  Ketilgrimr
  Kjotvi
  Laef
  Logmann
  Lulach
  Magnus
  Modolf
  Munan
  Nari
  Njal
  Nordmadr
  Odinkar
  Olav
  Olrik
  Pallig
  Palne
  Peningr
  Ragnfast
  Reginulfr
  Rognvald
  Saefari
  Sandr
  Sibba
  Styrkaar
  Surt
  Syr
  Tandri
  Thilfr
  Thorarin
  Thorgils
  Thrain
  Tyrkir
  Ulfkell
  Urm
  Valr
  Vebrand
  Vestnor
  Waels
  Locations
  The Village of Timberford
  By Lael Buchanan
  General Overview
  The Village of Timberford is a small village of approximately 30 families.  It is located
  in a forested land and rests very close to a ford in a large river that flows nearby.  The
  nearest other crossing for the river is at least a day’s travel in either direction.
  The lands around the village are ruled by a king that lives in a castle many miles away.
  This king does not take much interest in their daily lives, but will come to protect his
  interests should the need arise.  His taxes are high and he lives very well off the lands
  that he controls, while his subjects manage to get by with what they can keep.  Although
  the king is not a fair or just man, he is far too powerful for the villagers to do anything
  about and so they live as they have for generations.
  The village is laid out in a roughly semi-circular pattern radiating away from best point
  at which to cross the river.  A shrine marks that spot where any who wish to cross the
  river are expected to make some small sacrifice to the river god in exchange for safe
  passage.  Facing the shrine is the village’s longhouse where the elders of the village
  meet and make decisions for the village when such decisions are needed.  The land
  around the village has been cleared of trees and cultivated so as to grow food for the
  village.
  The longhouse has ceramic shingles for the roof and is a much more permanent structure,
  built of larger logs and with the intent that it last for a long time without much
  maintenance.  The longhouse has a large chimney at either end of the building and
  there are enough tables inside to accommodate about 60 people comfortably.  The
  door that leads out and faces the shrine and the river is on one of the long sides of the
  longhouse.
  The longhouse is the center of the village.  It is the place where the oldest member of
  each family comes to meet with his or her peers and to decide the course of action that
  the village as a whole should take.  They keep one or two young men on hand as
  runners to either inform the rest of the village or to get someone that is capable of
  running to the king to inform him of dangers in the area.
  Most of the other buildings are constructed of wood with thatched roofs.  The houses
  of the individual families tend to change and get restructured often as the size of the
  family changes.   The villagers consider it to be easier to maintain the roof and structure
  rather than build something that would take more work to build and change.
  The villagers themselves are a hearty northern stock, generally strong and well weathered
  people that have learned to survive the often harsh winters.  They are usually clannish
  and tend to keep their children away from all strangers.  They are not an unfriendly
  people, however.  Given the traffic that comes through this small village from time to
  time to use the ford, they cannot afford to be unfriendly.
  The village elders often ask that any strangers passing through their village stop to pay
  their respects to the village.  Their pride ensures that they will never ask directly for
  any kind of donation or service, but if such a thing is offered they will kindly refuse
  
  Page 4
  Aesa
  Aldis
  Arnfrid
  Bergthora
  Bothild
  Dotta
  Dyna
  Edla
  Eyfura
  Freyja
  Frigga
  Goda
  Grima
  Gyda
  Gyrid
  Halldis
  Hallkatla
  Hervor
  Hetha
  Ingerid
  Ingrith
  Ingolv
  Joreid
  Jorunn
  Kadlin
  Kula
  Ljufa
  Luta
  Madrene
  Mærita
  Medana
  Nanna
  Odindisa
  Osk
  Ottkatla
  Ragenild
  Rane
  Runa
  Sela
  Signy
  Svala
  Thola
  Thorfinna
  Thyrvi
  Una
  Vandrad
  Visna
  Ylwa
  Yrsa
  once and, if it is offered again, then they will take pity on the poor person that so
  clearly needs the work and they will accept.
  Notable Characters
  Styrkaar
  Styrkaar is one of the oldest living people in the village.  At the age of 83 years, he is
  still quite sharp mentally.  He has the favor of most of the other elders, who respect him
  as a smart man with a level head, but his ideas are usually very traditional and
  conservative.  There is no love lost between Styrkaar and the new king and he will
  vehemently object to any motion to call upon the king for aid.  Styrkaar has had several
  meetings with the river god and has come away with the occasional bit of information
  or brief gift of power.
  Styrkaar knows and understands the domain of the river god and never asks for his aid
  against the enemies of his people.  That simply is not the concern of the god and he
  knows better than to ask.  There have been occasions, however, where the river god
  has gifted a villager with the power to raise the river against attackers, though this
  almost always means that the villager with the power must stand in the middle of the
  river and lure the enemies to him.  That villager nearly always dies in the process.
  Lulach
  Lulach is a hunter that, although he does not actually live in the village, has close ties
  to the village.  He brings them meat from time to time and in exchange they give him
  grain or fresh fruits.  Lulach is known to be among the best hunters in the land and is
  nigh impossible to catch unawares.  And finding him when he does not want to be
  found is said to be like trying to see the wind before you feel it.  It is said that he can see
  distant places and has appeared to be in more than one place at the same time.
  Lulach keeps to himself other than interacting with the villagers, and he almost never
  comes around when there are outsiders in town.  He seems to prefer the solitude of the
  wilderness to the company of any people at all.  Even with the people of Timberford,
  he is usually not very sociable and will take what he is given and leave.  He is one of
  the few people that Styrkaar trusts and will ask for help should there be an urgent need.
  The fact is that Lulach is one of the newly emergent Solar Exalted.  He has little in the
  way of experience or real power, but he has very keen senses and the ability to see into
  distant places.  He is also very good at hiding and stealth.
  Full stats for Lulach appear in a Sidebar on the next page.  These stats are only one
  possible version of Lulach, however, and those Storytellers that need something else
  should make any changes they feel are necessary.  Changing him to an Abyssal would
  be fairly easy to do by simply changing around some of the Charms so that they work
  in a more death-oriented fashion.  For the Distant (Sense) Techniques, I would
  recommend changing those so that he can Sense through the senses of one of his zombies
  or other undead creations.
  Thrain
  Thrain is the one that most people in the village look upon as a kind of magistrate or
  mediator.  He has a level head and a good eye for balance.  When a dispute comes up
  between villagers, and it does not degenerate into a brawl, he is usually consulted and
  given the facts and details of the dispute.  His judgments are almost always fair and
  equitable to all involved.
  When a serious crime is committed, usually in the heat of passion or by an outsider,
  Thrain is the one that would perform the investigation.  He has a good eye for details
  Common Names for the
  Region
  Here is a list of female names that
  are common to the region.  They
  are listed here simply for the
  reference of the Storyteller or for
  any players that would like to
  have their characters start in the
  village of Timberford or the
  region around it.
  Female Names
  
  Page 5
  Name: Lulach
  Caste:  Night
  Attributes: Strength 3, Dexterity
  4, Stamina 3, Charisma 3,
  Manipulation 2, Appearance 2,
  Perception 5, Intelligence 3, Wits
  3
  Virtues: 
  Compassion 
  2,
  Conviction 2, Temperance 3, Valor
  2
  Abilities: Athletics 3, Archery* 3,
  Awareness 3, Brawl 3, Dodge 3,
  Endurance* 3, Medicine 2, Melee*
  3, Resistance* 3, Stealth 3
  (Wilderness 2), Survival* 3,
  Thrown 3
  Charms:  Distant Hearing/Touch
  Technique, 
  Distant 
  Sight
  Technique, Distant Smell/Taste
  Technique, Easily Overlooked
  Presence Method, Keen Hearing/
  Touch Technique, Keen Sight
  Technique, Keen Smell/Taste
  Technique, Reed in the Wind,
  Sensory Acuity Prana,
  Base Initiative:  7
  Attack:
  Bow: Spd 7, Acc 7, Dam 3L, Def 0
  Axe:  Spd 7, Acc 7, Dam 8L, Def 7
  Dodge Pool:  7
  Soak:  4L/7B  (3L/4L Buff Jacket)
  Willpower: 5
  Health Levels:  -0/-1/-1/-2/-2/-4/
  Inc.
  Essence:  3
  Essence Pool:  14/35
  Other Notes:
  Abilities marked with a * are
  Favored Abilities.
  The Distant (Sense) Technique
  Charms are new Charms presented
  in the Charms Chapter.  Lulach
  does not have any artifacts or
  manses by default.
  and a keen mind for putting the facts together.  His recommendations for the punishment, assuming that any punishment
  can be carried out, are almost always passed by the elders.
  The main punishment used against outsiders is to invoke the wrath of the river god.
  They name the outsider to the river god, and make the appropriate sacrifices.  Should
  the outsider ever try to cross that river again, his crossing is doomed to fail.  Unless
  the outsider can find some way around or over the river without actually touching it,
  he will not be able to cross the river for any reason.
  Eyfura
  Eyfura is almost old enough to be one of the village elders.  She was born the younger
  of two sisters to one of the outlaying farming families.  Her sister has raised a family
  and now has grandchildren.  Eyfura, on the other hand, appears to have been infertile.
  She had a husband many years ago, but he died a nearly ten winters ago.  When she
  was younger, she visited the castle that the king now resides in.  There, in a room that
  was hidden from normal view, she found a great collection of books.
  From these books, Eyfura learned to read after a fashion, and she has also learned a
  great many things about the land and the spirits that reside there.  She has dabbled in
  some magic, and has usually been successful at it.  She recently found a book that
  was locked, and after much trial and error, was finally able to open the book.  She
  does not know it yet, but the creatures that she can summon with the rituals in that
  book are more dangerous than anything the village has faced yet.
  Daily Life in the Timberford
  The typical day in the village involves the daily fight for survival to some degree or
  another.  In the Season of Air, fires must be kept up and a clear path to the grain
  storage must be maintained.  In the Season of Water, the houses must be maintained
  to avoid damage from the rains, and the mud between the houses must be coated with
  reeds or leaves to keep it from becoming a bog.  In the Season of Earth, the fields
  must be tended and the appropriate sacrifices made to the gods of the land and harvest.
  There are also mid-year celebrations around this time.  In the Season of Wood, the
  harvests must be gathered and made ready for storage, and this is usually when the
  king comes looking for his share.  In the Season of Fire, they must watch their cooking
  fires carefully, lest the dry reeds that litter the floor and the thatching that makes up
  the roof catch fire from a stray ember.  And during the five days of Calibration, the
  people rarely leave their houses unless there is a very good reason.
  There are, of course, the usual events that go on in any group of people.  Fights and
  arguments happen nearly daily, and are usually resolved soon after they start.
  Whenever there is something unusual going on that requires the decision of the elders,
  the rest of the village speculates and rumors start to fly about one family or another.
  When Thrain is asked to mediate a dispute, it is not uncommon for similar rumors
  and mud-slinging go on.
  The most frequent event that breaks the normal routine is when a group of bandits
  will try to raid the village.  These bandits usually number on about a dozen, and they
  are usually more malnourished than the villagers.  The bandits normally get away
  with some food and a few items.  Very occasionally, they will take a child or woman
  from the village as they go, but these raids usually end badly for the bandits that try
  it.
  
  Page 6
  Plot Hooks for Timberford
  Here are some ideas for adventure seeds within the area of
  Timberford.  These could be easily expanded to encompass
  more than just a throw-away adventure.  Some suggestions
  will be included to that effect, but given the size of the village,
  it probably will not figure prominently in a long-running
  campaign, especially one that is already on-going when this
  village is dropped into it.
  Bandit Raid!
  A larger than average group of bandits attacks the village
  while the PCs happen to be passing through.  The bandits
  mistake the PCs for rich merchants or nobility and seek to
  take their money.  If the PCs drive off the bandits without
  harming many of them, the villagers will be suspicious and
  might feel that the PCs are setting them up, making themselves
  look like heroes to get something more out of the villagers.
  If the PCs demand some reward for saving the village, then
  the villagers, seeing how easily they defeated the bandits,
  will pay what they can, but will also request that the river
  god sanction them and prevent them from passing his river
  again.
  This plot hook could be expanded by making it so that the
  bandits are funded by the antagonist of your story, and are
  actually there to either herd the PCs in a specific direction or
  in a weak attempt to kill them.  In any case, be sure to leave
  clues to their identity on the bodies of any bandits that they
  capture or kill.
  Power Grab
  One time too many have the elders sided with that new king.
  Styrkaar has decided that his family can run things better
  than the council and starts consorting with other nearby
  villages to plan a takeover of the village so that his third son
  will be a new king in the area.  What he doesn’t know is that
  the river god set up the council of elders many generations
  ago and will not be pleased with this development.  When
  Styrkaar begins his bid for power, the river will become much
  rougher for its entire length, and will become nearly
  impassable at all locations where there is not a physical
  bridge.  Anyone that uses that river for their livelihood will
  know that something is wrong and could call in the PCs to
  investigate.
  This plot hook could again be expanded by using your Big
  Bad as the motivator behind the event.  Have Styrkaar being
  influenced in some way by your antagonist so as to destabilize
  the region by disrupting the river.  Perhaps this is done as a
  prelude to killing the river god itself and depriving the land
  of water.
  Child of the Sun
  Lulach makes an obvious choice for any Dragon-Blooded
  game.  The thing to remember is that he is not a combat
  monster.  His talent lays in not being found.  He is also a
  good woodsman and knows how to set traps.  He would likely
  lead the PCs a merry chase through trapped woods and into
  bear caves.  This adventure idea is a good chance to use some
  of those creatures from the Creatures of the Wyld excerpt, or
  even some from the full book if you have access to it.
  In any case, Lulach makes a good Bad Guy.  No one knows
  what he really does out in those woods.  Maybe he is
  summoning demons, maybe he is a cannibal that likes to
  capture and hunt humans and then when he is done, cut them
  up and eat them.  Maybe he is secretly working for your Big
  Bad towards his ends in this region.
  Sanctioned
  Have the PCs pass through the village and then at some point
  later, have them try to cross the river again.  When the river
  god makes it impossible for them to cross, have them find
  out that they have been found guilty of some event in the
  village of Timberford.  When they go to investigate, tell them
  of some serious crime that occurred right around the time
  that they were there, and that it was determined that they
  were at fault.  Give them the chance to investigate if they
  want, though any evidence would be so old that they probably
  would not get much from it.  But you should leave at least
  one good clue for them, and probably more than just one,
  pointing to the real culprit.  Once they have figured out who
  it was, let them clear their name (unless it really was them, in
  which case, let them live with their actions).
  This one fits neatly into nearly any campaign as one more
  instance of the Big Bad causing the PCs grief.  Even if you
  don’t want to use your own Big Bad and just have this as a
  chance for the PCs to frame their antagonist(s), then let them
  do that too.  Who know?  Maybe making it impossible for
  their enemies to cross that river would be a good thing.
  And Finally…
  The last plot hook for this article is actually in the next section.
  Here I’ve used the plot hook that I have actually used for a
  session, and written it up into a short scenario.  There are
  going to be a number of unexplained items in here, but that is
  as it should be, in my opinion.  Doing so leaves the Storyteller
  with some ready-made hooks.  And if you are not ready to
  answer and your players still ask “What was up with those
  Dream Flies?”  Just do like I do and tell them, “Yeah.  That
  was strange wasn’t it?”
  
  Page 7
  Making the Game Darker
  If you want to add in a little bit of
  darkness to the game, you can
  play up some of the grittier
  aspects of these scenes.  For
  example, the villagers only move
  when they need food or water.
  Which means that they have been
  relieving themselves right where
  they have been sitting.  So you
  can play up the smells and sounds
  for a little bit of graphic reality.
  Another thing that you can do to
  add a somewhat darker aspect to
  any investigation of the village is
  to have he PCs note that there do
  not appear to be any children left
  in the village.  If they conduct an
  extensive search of the
  surrounding lands, they will find
  a nest with small bones scattered
  around here and there.
  Adventures
  Murmurs of Dark Secrets
  By Lael Buchanan
  Setup
  The Village of Timberford is under a curse.  The people do only what they must to survive, they wander around as if in a
  daze and only move when they need to get food or water.  Other than the basic needs of survival, they simply sit and
  murmur incomprehensibly to themselves.
  As the PCs approach the village of Timberford, have them make an Awareness Test to see if they notice the noise from the
  villagers.  You can also offer them the chance to roll to see if they notice the lack of normal activity within the village.  Once
  they are actually in the village, there is very little chance that they will miss the sounds or the lack of activity.
  When the PCs look around the village, they will find the people sitting in their houses murmuring to themselves.  If they get
  close enough to listen carefully to a villager, the will be unable to make out the exact language that is being spoken, nor will
  they be able to make out any meaningful words.  If any of the PCs use a Charm that
  allows them to see Spirits in the area, they will notice that there are nightmarish
  Dream Flies perched on the shoulders of all of the villagers.  (For Stats on Dream
  Flies, see page 37 of Games of Divinity)
  If the PCs try to get one of the villagers to snap out of the trance that they are in, it
  will not take too much to succeed at getting them to wake up.  However, if the villagers
  are left alone for more than a few minutes, they will resume their murmuring trance.
  Villagers that are brought out of the trance will be very disoriented and will have no
  knowledge of the past few days.
  If the PCs search the surrounding countryside, they will also find a small camp of
  bandits that had been planning to raid the village.  The bandits are also entranced,
  and snapping them out of their trances will almost certainly result in a fight as they
  will react negatively towards strangers in their camp.  Again, if the bandits are left
  alone for any length of time, they will return to their trances.  There will also be a
  young lady with them, she will be tied up and gagged, though she will still be entranced
  and trying to murmur.  She will also be remarkably malnourished because she has not
  been able to feed herself or drink any water.
  Story
  The true story of what is happening is this.  The bandits have been raiding Timberford
  with greater frequency lately.  They have been carrying off more and more food and
  valuable items.  Recently they even kidnapped the youngest niece of Eyfura.  In
  response to this, Eyfura started looking through her books to find something that could aid her in either getting her niece
  back or in taking vengeance on the bandits.
  Unfortunately, what she actually summoned was an Amphelisia, also known as a Teakettle Courtier.  Little did she know
  that this demon would so quickly get out of her control and make the village into its lair.
  The Amphelisia itself will be wary of any strangers entering the town and will wait to see if it can seduce them with its
  whispers.  If it cannot, then it may try to use Confusion on them, it may simply attack, or it may hide if it sees any evidence
  that the strangers are more powerful than it is.
  
  Page 8
  Notes:
  I have assumed that the
  Amphelisia’s murmuring, along
  with its Confusion Charm, would
  have a much greater effect on
  Mortals than it would on
  supernatural creatures or Exalted.
  The trance that the population is in
  is the result of the Amphelisia
  simply being in the area and its
  murmuring whispers having a kind
  of contagious effect on the mortals
  nearby.
  Should the PCs actually be mortals,
  and you choose to go with this
  interpretation of the demon’s
  powers, then you might want to
  make the PCs make daily
  Willpower Checks to keep from
  falling victim to the demon’s
  influence.
  Conclusion
  About the only way to free the village from the grip of the Amphelisia is to kill or
  banish the demon.  Any confrontation with the demon is hazardous due mainly to its
  poison.  If the PCs fail to kill the demon, then it will hide out in the village well,
  poisoning the well before it leaves for greener pastures.
  When the Amphelisia attacks or is attacked, the first thing that it will do is to call up
  the snakes and insects of the area to form its armor.  When the creatures are called,
  they will begin to fall from nearby trees and rooftops.  It will sound very much like
  rain, and the “pools” and “puddles” that form from this black rain will then flow
  towards the demon.
  The thing to keep in mind is that the formation of the armor takes three turns.  If the
  Amphelisia is attacked first, then it will probably seek to run and hide until it can call
  its armor.  Otherwise, if the Amphelisia chooses to attack first, then there will be
  three rounds of the PCs hearing sounds like rain, seeing a black rain falling from the
  trees, and seeing the “water” flow towards a central location, even flowing uphill if
  need be.
  Below I have included a 4”x6” reference card for the Amphelisia.  You can print out
  another copy of this page, cut it out and paste it to a 4”x6” index card.  For those that
  use the European paper sizes, an A6 Card should be about the right size for this
  reference card.  It won’t be a perfect fit, but I don’t believe that you will lose any
  information.
  Using the Amphelisia:  The important thing to remember about the Amphelisia is its
  extra actions from Principle of Motion.  If the Amphelisia is agitated or provoked,
  then it might use these actions for initial attacks, otherwise it will probably save them
  for defense.  Another important aspect of its attacks is the Poision that it has.  This
  poison is added to the damage of the Tentacle Attacks and is the main effect caused
  by the Poison Spray.  Poison Rules are on Page 243 of the Main Rulebook.
  The Teakettle Courtier
  Charisma:  3
  Manipulation:  1
  Appearance:  2
  Strength:  2
  Dexterity:  4
  Stamina:  3
  Perception:  3
  Intelligence:  1
  Wits:  4
  Athletics:  2
  Awareness:  2
  Brawl:  3
  Dodge:  4
  Survival:  3
  Charms:
  Confusion
  Materialize
  Principle of Motion
  Cost to Materialize:  33
  Base Initiative:  8
  Dodge Pool:  8
  Attacks:
  Bite:
  Spd: 8, Acc: 5, Dam: 5L, Def: 4
  Tentacle:
  Spd: 8, Acc: 5, Dam: 5L+Poison,
  Def: 8
  Poison Spray:
  Spd: 10, Acc: 9, Dam: Poison, Def:
  9
  Essence: 3
  Essence Pool:  65
  Willpower:  5
  Soak: 1L/3B
  Soak*:  8L/10B (Venomous
  Creatures 7L/7B)
  Poison:  up to two exposures per
  day are effective.  Difficulty 3, 1L/
  4L damage, 1 minute/-6 penalty.
  The Courtier can spit or drool 1
  gallon of venom per minute at a
  cost of 1 mote of Essence each
  Health Levels:
  -0
  �
  -1
  ���
  -2
  ���
  -4
  �
  Inc
  �
  Other Notes:  Summoning the
  venomous creatures that form it’s
  hide when angry takes three turns.
  The Amphelisia’s Appearance
  drops to 0 when they swarm over
  it’s body, but it gains access to its
  armor and the tentacle and Poison
  Spray attacks
  Temperance:  2
  Valor:  3
  Compassion:  1
  Conviction:  4
  
  Page 9
  Sensory Acuity Prana
  Keen Hearing/Touch
  Technique
  Keen Sight Technique
  Keen Smell/Taste Technique
  Distant Hearing/Touch
  Technique
  Distant Sight Technique
  Distant Smell/Taste
  Technique
  Avatars of the Sun Child
  Names in the Wind
  A W A R E N E S S
  Awareness
  By Lael Buchanan
  Distant Sight Technique
  Cost:  5+ Motes
  Duration:  One Scene
  Type:  Simple
  Minimum Awareness:  4
  Minimum Essence:  3
  Prerequisite Charms:  Keen Sight Technique
  The PC is able to extend his sight to a distant location
  which he has physically visited previously.  The range of the
  Charm is equal to the PC’s Essence in Miles.  This Charm
  does not enhance or change the PC’s ability to see.  Each
  additional mote doubles the range of the Charm.  The maxi-
  mum range to which this Charm may be extended is equal to
  the PC’s Essence x 1,000 Miles.
  Distant Hearing and Touch Technique
  Cost:  5+ Motes
  Duration:  One Scene
  Type:  Simple
  Minimum Awareness:  4
  Minimum Essence:  3
  Prerequisite Charms:  Keen Hearing and Touch Tech-
  nique
  Description:  The PC is able to extend his hearing and
  touch to a distant location which he has physically visited
  Charms
  
  Page 10
  previously.  The range of this Charm is equal to the PC’s
  Essence in Miles.  This Charm does not enhance or change
  the PC’s ability to hear or feel.  Each additional mote doubles
  the range of the Charm.  The maximum range to which this
  Charm may be extended is equal to the PC’s Essence x 1,000
  Miles.
  Distant Smell and Taste Technique
  Cost:  5+ Motes
  Duration:  One Scene
  Type:  Simple
  Minimum Awareness:  4
  Minimum Essence:  3
  Prerequisite Charms:  Keen Smell and Taste Technique
  The PC is able to extend his smell and taste to a distant
  location which he has physically visited previously.  The range
  of this Charm is equal to the PC’s Essence in Miles.  This
  Charm does not enhance or change the PC’s ability to smell
  or taste.  Each additional mote doubles the range of the Charm.
  The maximum range to which this Charm may be extended is
  equal to the PC’s Essence x 1,000 Miles.
  Names in the Wind
  Cost:  2 Motes
  Duration:  Instant
  Type:  Reflexive
  Minimum Awareness:  4
  Minimum Essence:  4
  Prerequisite Charms:  Distant Hearing and Touch Tech-
  nique
  The PC can reflexively spend 2 motes of essence to hear
  when someone speaks his name and they are referring spe-
  cifically to him.  If the PC spends the essence, then he learns
  who spoke his name and in what context, though not neces-
  sarily the specifics.  If he does not spend the essence, then he
  simply knows that someone, somewhere, spoke his name.  This
  Charm has no effective range limit and works throughout
  Creation
  Avatars of the Sun Child
  Cost:  5+ Motes and 1 Willpower per Avatar
  Duration:  One Scene
  Type:  Simple
  Minimum Awareness:  5
  Minimum Presence:  5
  Minimum Essence:  4
  Prerequisite Charms:  Distant Sight Technique, Dis-
  tant Hearing and Touch Tech-
  nique, Distant Smell and Taste
  Technique
  Description:  This Charm allows the PC to create an
  avatar of himself at a distant location which he has physically
  visited previously.  This avatar has full sensory awareness,
  and can communicate with nearby creatures, assuming the
  PC can understand them.  The avatar is not capable of physi-
  cal action or of using Charms or Spells.  The PC can only
  have a number of Avatars equal to his Essence at any one
  time.  Range of this Charm is equal to the PC’s Essence x 5
  miles.  Each additional mote spent on each duplicate doubles
  the range of the Charm, and the PC cannot spend more addi-
  tional motes than twice his Essence on any one duplicate.
  How to use these Charms:
  These Charms are fairly straight-forward.  The one
  thing that a Storyteller must remember about the Distant
  (Sense) and Avatars of the Sun Child Charms, is that the PC
  must have previously visited the location that he wants to
  sense or send an avatar to.  This is the one most important
  limitation on these Charms, and the Storyteller should not let
  these Charms be easily abused.
  The thing to remember about Names in the Wind is
  that the Player should be given the option of spending the
  motes to know more.  If the Player chooses not to spend the
  motes, then he will only know that his character’s name was
  spoken.  If, on the other hand, the Player chooses to spend
  the motes then he should only be given the Context in which
  the character’s name was spoken, but will not hear any part
  of the actual conversation.
  
  Page 11
  Distant Sight Technique
  Awareness
  Cost:  5+ Motes
  Duration:  One Scene
  Type:  Simple
  Minimum Awareness:  4
  Minimum Essence:  3
  Prerequisite Charms:  Keen Sight Tech-
  nique
  Description:  The PC is able to extend
  his sight to a distant location which he has
  physically visited previously.  The range
  of the Charm is equal to the PC’s Essence
  in Miles.  This Charm does not enhance
  or change the PC’s ability to see.  Each
  additional mote doubles the range of the
  Charm.  The maximum range to which this
  Charm may be extended is equal to the
  PC’s Essence x 1,000 Miles.
  Distant Hearing and Touch Technique
   Awareness
  Cost:  5+ Motes
  Duration:  One Scene
  Type:  Simple
  Minimum Awareness:  4
  Minimum Essence:  3
  Prerequisite Charms:  Keen Hearing and
  Touch Technique
  Description:  The PC is able to extend
  his hearing and touch to a distant location
  which he has physically visited previously.
  The range of this Charm is equal to the
  PC’s Essence in Miles.  This Charm does
  not enhance or change the PC’s ability to
  hear or feel.  Each additional mote doubles
  the range of the Charm.  The maximum
  range to which this Charm may be ex-
  tended is equal to the PC’s Essence x 1,000
  Miles.
  Distant Smell and Taste Technique
  Awareness
  Cost:  5+ Motes
  Duration:  One Scene
  Type:  Simple
  Minimum Awareness:  4
  Minimum Essence:  3
  Prerequisite Charms:  Keen Smell and
  Taste Technique
  Description:  The PC is able to extend
  his smell and taste to a distant location
  which he has physically visited previously.
  The range of this Charm is equal to the
  PC’s Essence in Miles.  This Charm does
  not enhance or change the PC’s ability to
  smell or taste.  Each additional mote
  doubles the range of the Charm.  The
  maximum range to which this Charm may
  be extended is equal to the PC’s Essence
  x 1,000 Miles.
  Names in the Wind
  Awareness
  Cost:  2 Motes
  Duration:  Instant
  Type:  Reflexive
  Minimum Awareness:  4
  Minimum Essence:  4
  Prerequisite Charms:  Distant Hearing
  and Touch Technique
  Description:  The PC can reflexively
  spend 2 motes of essence to hear when
  someone speaks his name and they are
  referring specifically to him.  If the PC
  spends the essence, then he learns who
  spoke his name and in what context,
  though not necessarily the specifics.  If he
  does not spend the essence, then he sim-
  ply knows that someone, somewhere,
  spoke his name.  This Charm has no ef-
  fective range limit and works throughout
  Creation
  Avatars of the Sun Child
  Awareness/Presence
  Cost:  5+ Motes and 1 Willpower per Avatar
  Duration:  One Scene
  Type:  Simple
  Minimum Awareness:  5
  Minimum Presence:  5
  Minimum Essence:  4
  Prerequisite Charms:  Distant Sight Technique,
  Distant Hearing and Touch Technique, Distant Smell
  and Taste Technique
  Description:  This Charm allows the PC to create
  an avatar of himself at a distant location which he
  has physically visited previously.  This avatar has
  full sensory awareness, and can communicate with
  nearby creatures, assuming the PC can understand
  them.  The avatar is not capable of physical action
  or of using Charms or Spells.  The PC can only have
  a number of Avatars equal to his Essence at any one
  time.  Range of this Charm is equal to the PC’s Es-
  sence x 5 miles.  Each additional mote spent on
  each duplicate doubles the range of the Charm, and
  the PC cannot spend more additional motes than
  twice his Essence on any one duplicate.
  
  Page 12
  Charm Combos
  Graceful Dance of Falling Stars
  By Lael Buchanan
  (Archery/Dodge Combo)
  Minimum Archery:  3
  Minimum Dodge:  2
  Minimum Essence:  2
  Charms:
  Dazzling Flare Attack (1 mote per 2 damage dice) (Supple-
  mental)
  Phantom Arrow (1 mote per arrow) (Supplemental)
  Reed in the Wind (2 motes per dodge) (Reflexive)
  Trance of Unhesitating Speed (Cost Varies, Multiple Shots)
  (Extra Action)
  Wise Arrow (1 mote per die to Archery Test) (Supplemental)
  Description:
  When the character activates this combo his Essence bursts
  around him with each mote forming a small star that orbits
  the character’s body.  As the character moves the stars that
  are his essence shimmer and glow, trailing behind him con-
  fusing his enemies.  After he draws the bow and just as he is
  about to release the string, a star falls from his anima to be-
  come the arrow that he will fire.  The arrow traces it’s way to
  the target as fast as a shooting star and impacts with a burst of
  essence.
  How to use this Combo:
  Since this combo is based largely on Trance of Unhesitating
  Speed, it can get quite expensive to use, but can also be very
  effective at taking down a small group of enemies.  Because
  of the cost, this combo is usually used only against one or two
  very dangerous enemies, and then the character will need to
  stunt around quite a bit to recover enough essence to be ef-
  fective.
  Unerring Solar Fury
  By Lael Buchanan
  (Archery Combo)
  Minimum Archery:
  4
  Minimum Essence:
  2
  Charms:
  Solar Spike (1 mote per 2 dice of damage) (Simple)
  Trance of Unhesitating Speed (Cost Varies, Multiple Shots)
  (Extra Action)
  Wise Arrow (1 mote per die to Archery Test) (Supplemental)
  Description:
  As the character draws his bow, bolts of solar fire begin to
  form between the string and the bow.  Upon release of the
  arrows, they stream towards their targets in a burst of essence
  and fire.
  How to use this Combo:
  This Combo is based on Trance of Unhesitating Speed,
  which means that it can get quite expensive to use.  Because
  of the special minimum damage rules for the Solar Spike
  Charm, this Combo is particularly useful against Abyssals or
  other heavily armored Creatures of Darkness.
  Miraculous Grace of Anointment
  By Lael Buchanan
  (Medicine/Martial Arts Combo)
  Minimum Medicine:  4
  Minimum Martial Arts:  5
  Minimum Essence:  3
  Charms:
  Anointment of Miraculous Health (10 motes) (Simple)
  Striking Serpent Speed (6 motes, 1 Willpower) (Extra Ac-
  tion)
  Description:
  The PC’s speed becomes inhuman as he moves from one
  wounded soldier to the next, leaving a wake of glowing es-
  sence that falls onto the wounds of the injured and begins to
  heal them at an incredible rate.
  Notes:
  The purpose of this Combo is to allow the Healer to heal
  multiple people or multiple injuries on a single person very
  quickly.  Since a Simple Charm replaces the Dice Actions
  provided by the Extra Action Charm, the PC will not nor-
  mally make any actual attacks with his Martial Arts in the
  turn that he uses this combo.
   In a combat situation, the Storyteller may require
  Dexterity + Martial Arts (Difficulty 3) rolls to touch friendly
  targets.  (The reason for the Difficulty 3 is under Marking
  Targets (pg. 238 of the Core Rulebook.)
  It is also worth noting that this combo will probably
  be extremely expensive, since the PC *must* use Anointment
  of Miraculous Health at least as many times as the number
  of extra actions generated by Striking Serpent Speed.
  
  Page 13
  Manses & Demenses
  Manse of the Maddened Spirit
  (Manse •••)
  By Lael Buchanan
  Description:  One of the first manses created following the
  Great Contagion.  The Manse of the Maddened Spirit was
  intended as a watchtower from which the Wyld could be ob-
  served and preparations could be made should the barbarians
  and their Fair Folk masters returned.  The Manse was built on
  the top of a mountain overlooking the edge of Creation.
  The manse was constructed by an inexperienced, but bril-
  liant, sorcerer-architect with strong ties to the Bronze Fac-
  tion.  In his attempts to make the Manse stronger than the
  Demesne would naturally support, he bound not only the
  power of the Demesne, but also the power of a very powerful
  local spirit.  The binding was not quite right however, and
  after a particularly brutal fight against a group of Wyld bar-
  barians, a part of the spirit that remained free awoke from its
  binding and found itself fractured by all of the death surround-
  ing it.  It still had ties to the manse, though as part of its es-
  sence was bound into the construction of the manse.
  The spirit tried at first to reason with anyone that it could find
  to help it destroy the manse and be free, but the few people
  that passed that way were either not powerful enough to de-
  stroy the manse or had no interest in helping.  Over the centu-
  ries the spirit has gone mad trying to either free itself from the
  manse or to sleep the dreamless sleep of a bound spirit.  This
  madness has infected the rest of the manse and eventually
  extends to anyone that stays in or near the manse for any length
  of time.  Anyone that actually attunes the manse is bound for
  madness.  The spirit eventually took to trying to kill anyone
  that came near in the hope that they would, in turn, kill it or
  destroy the manse, but to no avail as yet.  The maddened souls
  of all those that the spirit has killed are now bound to the
  manse and to the spirit as well.
  System:  Anyone that sleeps within 10 miles of the Manse of
  the Maddened Spirit will experience nightmares of being
  trapped or confined in a small space.  If someone should set
  up a house anywhere within 10 miles of the manse, they would
  need to make a Willpower roll every five years to avoid pick-
  ing up some form of mental illness.
  Anyone actually attuning the manse will need to make a Will-
  power roll every 3 months to avoid gaining a mental illness,
  this roll must be made regardless of where the owner of the
  manse is, even if he is on the other side of Creation from this
  manse.
  The Manse is rating ••• so long as the Spirit is still bound to
  it.  If the Spirit should be freed or destroyed without destroy-
  ing the Manse, then its rating drops to •.
  Hearthstone:  The Stone of Murderous Rage
  Description:  The Hearthstone of the Manse of the Maddened
  Spirit is a blood red stone.  The color seems to swirl and
  churn beneath the surface of the stone.  Any that hold this
  stone are that much closer to madness, and those that are ac-
  tually attuned to it have a mad rage barely kept in check be-
  neath the surface of their mind.
  System:  Anyone that is not attuned to the Manse that holds
  this stone will feel their temper get shorter the longer they
  hold the stone.  This is especially true when they are in an
  enclosed space or when they are restrained in some way.
  Anyone that is actually attuned to the manse and has the stone
  in their possession is in danger of losing control of their rage
  at any moment.  Any time their actions are restricted in any
  way, either by law or by the action of another, the character
  must make a Willpower roll to avoid suffering from the same
  effects as the Berserk Anger Limit Break (pg 133 Main
  Rulebook.)  The difficulty of the Willpower roll goes up by
  one for each successful roll.  Thus the first time it happens the
  Difficulty is 1, if that roll is successful, then the next check
  will be at Difficulty 2 and so on.
  The actual purpose of the Manse does show through this
  Murderous Rage, however.  So long as the Spirit is bound to
  the Manse, the Hearthstone also provides its user with free
  and constant use of the Reflex Sidestep Technique, making it
  nearly impossible to sneak up on the user.
  If the Spirit is freed or destroyed without destroying the Manse,
  then the powers of the Hearthstone are greatly reduced, but
  they are wholly beneficial.  A person attuned to, and in pos-
  session of, the Hearthstone will have the difficulties of all
  Perception checks reduced by one.
  
  Page 14
  NPCs
  Dragon-Blooded
  Tepet Tanaka
  By Lael Buchanan
  The Isle of Jade Grass lies to the north of the realm, to the west of the mainland, and
  south of the glaciers of the true north.  It is a large island, with jade green grass on the
  coasts and an interior that is covered by a wide range of environments.  On the south-
  eastern coast of this land lies the satrapy of Tepet Tanaka.  Tanaka is a very minor
  member of the House Tepet and holds very little in the way of real power.
  On paper, his satrapy is very large comprising nearly the entire Isle of Jade Grass.  In
  fact, his power is extremely limited.  He does not even have a full Talon of troops at
  his command, and can barely manage any real level of control over the lands
  immediately surrounding his own.  The natives of this island consort with Spirits and
  just about every village and town has their own God-Blooded king.  The various
  villages and towns constantly war against one another, and raid each other for supplies
  and captives.
  Tanaka has resigned himself to not having any real control over the lands that are
  supposed to be his, but the one thing that he swears is that he will never suffer an
  Anathema to live.  Any time there is even a hint of an Anathema on his island, he will
  take most of his troops and go to hunt it down.  As yet, however, he has never faced
  a real Anathema.
  Tanaka was born the 4th son of a minor member of the Tepet family.  He was sent for
  his primary schooling to the military school in Chanos.  He was a mediocre student,
  at best, and never made it into one of the secondary schools.  When his schooling
  was done, he traveled for a few years seeking adventure.  Eventually he was recalled
  to his father’s house to become an upstanding member of society.  He was given the
  satrapy of the Isle of Jade Grass.  More of a backhanded insult than anything else, the
  Satrapy was nearly uncontrollable, and was almost completely unsupported by his
  family beyond t absolute minimums.
  Tanaka has learned to live with his lot in life and has gained a measure of humility
  from the experience.  He has become a decent example of what a Dynast should be.
  He has grown to be more responsible than he was in his youth and is now a fairly
  responsible member of society.  He still hates that he is responsible for the day-to-
  day operation of his Satrapy, but he cannot find anyone else that knows how to do it
  that he is willing to trust with his fortunes.
  In Combat, Tanaka favors the use of his Diaklave to other forms of combat.  With
  Dragon-Graced Weapon, he knocks his opponents down and then finish them as they
  lay prone at his feet.  Should he need a quick short ranged attack, he prefers to use his
  Elemental Bolt Attack.
  Name: Tepet Tanaka
  Aspect:  Air
  Attributes: Strength 3, Dexterity
  4, Stamina 3, Charisma 4,
  Manipulation 4, Appearance 2,
  Perception 2, Intelligence 3, Wits
  2
  Virtues: 
  Compassion 
  2,
  Conviction 3, Temperance1 , Valor
  3
  Abilities: Archery 1, Athletics 2,
  Awareness 3, Bureaucracy 2,
  Dodge 
  3, 
  Endurance 
  2,
  Investigation 1, Linguistics 2, Lore
  2, Martial Arts 1, Medicine 1,
  Melee 3, Occult 1, Performance 2,
  Presence 3, Ride 1, Socialize 2,
  Survival 2, Thrown 1
  Charms: 
   
  Dragon-Graced
  Weapon, Elemental Bolt Attack,
  Flickering Candle Stance, Glowing
  Coal 
  Radiance, 
  Ox-Body
  Technique 
  (x2), 
  Threshold
  Warding Stance, Wild-Wandering
  Forester Charm
  Base Initiative:  6
  Attack:
  Jade Daiklave
  Spd: 12, Acc 9, Dam 8L, Def 9
  Dodge Pool:  7 Soak:  13L/17B
  (12L/14B Jade Articulated Plate)
  Willpower: 6
  Health
  Levels:  -0/-1/-1/-1/-1/-2/-2/-2/-2/
  -4/Inc.
  Essence:  2
  Essence 
  Pool 
  (Personal/
  Peripheral):  10/12 (11 Motes
  Committed)
  Other Notes:
  Abilities marked with a * are
  Favored Abilities.
  
  Page 15
  Name: Tepet Kornia
  Aspect:  Air
  Attributes: Strength 2, Dexterity
  2, Stamina 3, Charisma 2,
  Manipulation 4, Appearance 3,
  Perception 3, Intelligence 4, Wits
  3
  Virtues: 
  Compassion 
  3,
  Conviction 3, Temperance 2, Valor
  1
  Abilities: Archery 1, Athletics 3,
  Bureaucracy 
  2, 
  Dodge 
  2,
  Endurance 1, Investigation 1,
  Larceny 4, Linguistics 5, Lore 2,
  Martial Arts 1, Medicine 4, Melee
  2, Occult 1, Performance 1,
  Presence 1, Ride 1, Socialize 2,
  Stealth 2, Thrown 3
  Charms:  Language Learning
  Ritual, 
  Poisoned 
  Tongue
  Technique, Thousand Tongues
  Meditation, Voice of Mastery,
  Voices on the Wind, Wind-Carried
  Words Technique, With One Mind
  Base Initiative:  5
  Attack:
  Jade Daiklave
  Spd 11, Acc 6, Dam 7L, Def 6
  Dodge Pool:  4 Soak:  11L/12B
  (10L/9B 
  Jade 
  Reinforced
  Breastplate)
  Willpower: 6
  Health
  Levels:  -0/-1/-1/-2/-2/-4/Inc.
  Essence:  3
  Essence 
  Pool 
  (Personal/
  Peripheral):  10/17 (9 Motes
  Committed)
  Other Notes:
  Abilities marked with a * are
  Favored Abilities.
  Tepet Korina
  By Lael Buchanan
  Tepet Korina was a linguistic prodigy.  In her primary schooling, she seemed to be
  able to pick up languages with an ease that no other could manage.  Her teachers
  catered to her strengths and taught her all the languages that they could.  When she
  Exalted, they continued to teach her linguistics and the various Charms of Language.
  She was a destined for greatness, and could easily have become one of the finest
  teachers of linguistics at any of the secondary schools.
  She, however, had other ideas.  She craved the opportunity to learn the languages
  first hand from the natives that spoke them.  When she graduated from her primary
  school, she joined with her cousin Tepet Tanaka and went adventuring in the periphery.
  In their years together, they join in the Ritual of Sworn Brotherhood.  Though most
  of their Brothers have since fallen, they are still together.
  Korina has stuck by her cousin through many hardships, and has even joined him in
  his comfortable exile on the Isle of Jade Grass.  She enjoys the opportunities presented
  by living here, though as she has the chance to not only learn the native language of
  the surrounding villages, but also to study the linguistic drift from one village to the
  next and to learn their folk tales.
  Although she prefers to study the people around her, she has no compunction about
  killing or hurting them should they prove difficult or unruly.  She is no slouch with a
  sword, and is at least the equal of most trained mortals.  Her ability with linguistics
  though is her strongest asset.  When she is forced to fight, she will use her Charm,
  With One Mind, to enhance the fighting abilities of her friends.
  
  Page 16
  Ledaal Mokale
  By Lael Buchanan
  Another of Tanaka’s Sworn Brothers, Mokale was the pride and joy of the House of
  Bells.  His skill with a bow was second only the great masters of the House.  The
  Seers of Ledaal foresaw that he would lead great armies in the name of the Empress.
  When she disappeared, however, everything was thrown into chaos.
  Mokale, disgusted with the behavior of his peers, left the Realm and joined his Sworn
  Brother, Tepet Tanaka, on the Isle of Jade Grass.  He has been here for just a few
  years and serves with Tanaka in his satrapy.  Mokale prefers to spend his time out
  hunting the wild creatures of the isle.  The more dangerous the creature is, the better
  he likes it.
  Among the Brothers, Mokale is the most strong willed.  He is also the one with the
  highest status back in the realm.  His parents were of very good breeding and he is
  likewise very strongly aspected.  If he were to request aid from House Ledaal, he
  would most likely get it in some form or another.  He rarely does so, however, and
  does a good job of making sure that the others do not know just how much influence
  he really has.
  Mokale prefers the Isle just the way it is.  He prefers to be the only Law of the Realm
  on the island, and he prefers to be the one to take the glory if anything important
  happens.  He hopes, much as Tanaka does, that a real Anathema will show itself on
  this island so that he can make a name for himself as a Wyld Huntsman.
  In combat, Mokale prefers to hang back and use his bow to best effect.  Swallows
  Defend the Nest is an Extra Action Charm that will make him quite effective against
  small groups of enemies.  And it is important to note that Spring Follows Winter is a
  Reflexive Charm and can be used even in the same round as Swallows Defend the
  Nest.  The high-end defensive Charm, Seven-Year Swarm Volley makes Mokale a
  very useful person to have on your side when under fire from multiple attackers at
  range.  The defensive Charm Sparrow Dives at Hawk makes it dangerous to attack
  one of Mokale’s friends even with a melee weapon.
  Name: Ledaal Mokale
  Aspect:  Wood
  Attributes: Strength 3, Dexterity
  4, Stamina 2, Charisma 2,
  Manipulation 3, Appearance 2,
  Perception 4, Intelligence 3, Wits
  3
  Virtues: 
  Compassion 
  2,
  Conviction 2, Temperance 2, Valor
  3
  Abilities: Archery 5, Athletics 1,
  Awareness* 3, Bureaucracy 2,
  Dodge 
  2, 
  Endurance* 
  3,
  Investigation 1, Linguistics 1, Lore
  2, Martial Arts 1, Medicine 2,
  Melee 2, Performance 1, Presence
  1, Ride 1, Sail 2, Socialize 2,
  Stealth* 3, Survival 2
  Charms:  Dragonfly Finds Mate,
  Harvest of the Hunter, Life
  Swelling Sap Strike, Seven-Year
  Swarm Volley, Sparrow Dives at
  Hawk, Spring Follows Winter,
  Swallows Defend the Nest
  Base Initiative:  7
  Attack:
  Short Powerbow:
  Spd 7, Acc 11, Dam 5L, Def 0
  (Rate 3, Range 300)
  Dodge Pool:  6 Soak:  7L/6B
  (6L/4B Jade Breastplate)
  Willpower: 5
  Health
  Levels:  -0/-1/-1/-2/-2/-4/Inc.
  Essence:  3
  Essence 
  Pool 
  (Personal/
  Peripheral):  12/23 (6 Motes
  Committed)
  Other Notes:
  Abilities marked with a * are
  Favored Abilities.
  
  Page 17
  Wulfgrim
  Wulfgrim’s Mother was a powerful Wolf Spirit whose pack roams the wilderness of
  the Isle of Jade Grass.  His father was a wolf of that spirit’s pack.  Wulfgrim was
  raised among the wolves as a wolf.  It was not until many years had passed that his
  mother taught him the Charm to change his shape.
  Once he had learned how to assume a human form, he began to seek experiences
  among the humans and found that he liked their way of life better.  Wulfgrim has
  been among the humans for nearly 20 years now and has made a name for himself as
  one of the best bounty hunters in the land.
  Wulfgrim sometimes works for the Dragon-Blooded, but that is only occasional work
  since they are usually too proud to seek his help.  Most of the time, he finds work by
  tracking bandits and other rogues from one village or another.  He has had one or two
  encounters with Lulach, but the two have never directly confronted each other.
  Wulfgrim is a surprisingly friendly person, very open and interested in people.  Even
  though he has lived among humans for many years now, he still finds them and their
  societies fascinating.  He enjoys parties and general revelry, much to the
  disappointment of his mother, who would prefer it if he came home and helped lead
  and protect her pack.
  Wulfgrim has made a number of very good friends, and several of them travel with
  him when he takes a job hunting someone or something.  He and his friends have a
  very strong friendship and have saved each other’s lives many times over.
  In Combat, Wulfgrim is equally at ease with most forms of melee and knows well the
  use of the Bow.  He will usually use Donning Spiritual Armor early in any combat for
  the added protection.  When he uses this Charm, his skin grows a layer of fine fur that
  helps to protect him from harm.  If he is fighting a particularly difficult opponent,
  then he will use Uncanny Prowess to boost his dexterity for the attack.
  Name:  Wulfgrim
  Attributes: Strength 3, Dexterity
  4, Stamina 3, Charisma 3,
  Manipulation 3, Appearance 2,
  Perception 5, Intelligence 3, Wits
  3
  Virtues: 
  Compassion 
  2,
  Conviction 3, Temperance 2, Valor
  4
  Abilities: Archery 3, Awareness 4
  (Tracking 2), Dodge 3, Endurance
  2, Investigation 4, Lore 1, Martial
  Arts 3, Melee 3 (Daiklave +2),
  Occult 2, Survival 3 (Tracking +2),
  Charms: 
   
  Confusion,
  Dematerialize, Donning Spiritual
  Armor, 
  Hurry 
  Home,
  Shapechange, Tracking, Uncanny
  Prowess
  Cost to Materialize:  22
  Base Initiative:  7
  Attack:
  Jade Daiklave
  Spd 10, Acc 11, Dam 8L, Def 11
  Dodge Pool:  7 Soak:  4L/7B
  (3L/4B Buff Jacket)
  Willpower:  7
  Health
  Levels: -0/-1/-1/-2/-2/-4/Inc
  Essence:  2
  Essence Pool:  30 (5 Motes
  Committed)
  Other Notes:
  Wulfgrim’s Shapechange Charm
  only allows him to change between
  Human and Wolf forms.  Also, by
  spending 3 motes of Essence,
  Wulfgrim can perceive all
  immaterial spirits for one scene.
  
  Page 18
  Virtue Flaws
  Solars
  By Lael Buchanan
  Compassion:
  •
  Cruel Lover:
  If the character is already involved in a ro-
  mantic relationship when her Limit Breaks, then she
  will take to abusing, either physically or emotion-
  ally, her lover for a number of days equal to her Com-
  passion.  If she is not currently in a romantic rela-
  tionship, then she will do everything in her power to
  find someone and get them to love her, all while abus-
  ing any trust that they give to her.
  Break Condition:  Whenever the character
  feels that her trust and faith in any relationship (not
  just romantic relationships, but also friendships) has
  been abused or that she has been used unfairly by
  someone.
  •
  Defender of the Suffering:
  When the character’s Limit Breaks, she must
  find the nearest group of people that are afflicted
  with some form of suffering, be it from disease or
  oppression of some form.  For a number of days equal
  to her Compassion, the character must work to find
  a way to ease the suffering of the group.
  Break Condition:  Whenever the character sees
  a group of people that are suffering needlessly.
  •
  Beneficent Martyr:
  When the character’s Limit Breaks, she will sell
  or trade any items in her possession (including arti-
  facts) so that she can then give the money to the lo-
  cal poor people and the needy.  She will work for a
  number of days equal to her Compassion to either
  sell all of the equipment, often taking the first offer
  she receives that is somewhat reasonable (Artifact
  dots +1 or +2 in Resources dots would be consid-
  ered reasonable by the character for her artifacts).
  If she is able to sell all of her possessions and give
  the money to the poor before the Limit Break wears
  off, she will take any job she can find and give the
  salary to someone that could not otherwise provide
  for himself.
  Break Condition:  When the character sees the
  homeless and destitute people suffering under their
  poverty.
  Conviction:
  •
  Foolishly Hardy
  The character becomes inured to the risks in-
  volved in any event or activity.  When the character’s
  Limit Breaks, he will become completely foolhardy,
  absolutely convinced of his ability to get through
  anything that can be thrown at him.  He will take any
  risk to accomplish his current goals, heedless of the
  danger to himself or others.  This state will last for a
  number of days equal to his Conviction.
  Break Condition:  When the character does
  something that could get him killed, but succeeds
  without any real effort (scores 5 or more successes
  more than he needed to succeed).
  •
  Iron Fisted Ruler
  The character believes that he is the only one
  that is fit to lead will attempt to impose his will on
  anyone nearby, treating any resistance to his rule
  harshly.  For a number of days equal to his Convic-
  tion the character will attempt to take over any orga-
  nized group of people that he encounters.  Any re-
  sistance will be met with aggression, and any ag-
  gressive resistance will be met with violence.
  Break Condition:  When the character suggests
  a course of action that is either rejected by the group
  at hand or is vetoed by the person that is currently in
  the lead.
  •
  Self Preserving Abandonment
  The character suffers under the weight of his
  responsibility and will sometimes seek to escape it.
  When the Character’s Limit breaks, he will act nor-
  mally for a number of day equal to twice his Con-
  viction.  However, at any time that things get diffi-
  cult for the group that he is with, or the group that he
  is with is threatened with physical harm, he will aban-
  don them at their time of greatest need.
  Break Conditions:  When the character is re-
  sponsible for saving another person in their group.
  Temperance:
  •
  Absentminded Foolishness
  When the character’s Limit Breaks, she becomes
  less aware of her surroundings and the events around
  her.  Her memories of recent events become hazy
  and she tends to lose track of things very easily.  For
  a number of days equal to her Temperance, the char-
  acter cannot function normally.  She will be very
  easy to distract with even the smallest of distrac-
  tions, and will be completely unable to follow a train
  of thought for more than a few moments.
  Break Condition:  Whenever the character
  must remember or keep track of a complex situation
  for more than a day at a time.
  •
  Compulsive Liar
  When the character’s Limit Breaks, she is com
  
  Page 19
  pletely unable to tell the truth for a number of
  days equal to her Temperance.  Any inquiry must be
  answered with a fabrication of some sort.  The char-
  acter will attempt to make the lies as believable and
  consistent as possible so as to avoid detection of her
  condition
  Break Condition:  Whenever the character re-
  veals a secret that she was not supposed to share
  with anyone.
  •
  Oath Breaker
  When the character’s Limit Breaks, she will feel
  the need to make promises and oaths to anyone that
  requires any service of her.  She will make promises
  freely and will be completely sincere about them at
  the time.  She will even make promises to people
  that are in a position to enforce those oaths, such as
  Spirits or Eclipse Caste.  She will not, however, feel
  any need or desire to actually keep the oaths and
  promises made while under the effect of this Limit
  Break, and will often actively seek to break them,
  even if they are magically enforced, for example, by
  the Eclipse Caste Anima Power.
  Break Condition:  Whenever someone else
  breaks their oath or promise to the character.
  Valor:
  •
  No Fear of the Supernatural
  When the character’s Limit Breaks, he is com-
  pletely immune to the fear that is caused by bizarre
  or powerful supernatural creatures.  This means that
  the character will behave normally in the presence
  of such a creature and treat it as if it were not a dan-
  ger to him.
  Break Condition:  When the character is faced
  with a supernatural creature that is powerful or ter-
  rifying, especially creatures that pose a direct threat
  to the character.
  •
  Battle Cowardice
  When this character’s Limit Breaks, he will act
  as if he is immune to fear until such time as he is in
  the middle of a difficult fight, so long as that fight
  happens within a number of days equal to twice his
  Valor.  Once he is in a difficult fight, he will wait
  until things have gotten bad for his side and then run
  away, leaving his friends.
  Break Condition:  Whenever the character
  helps to achieve victory over a particularly difficult
  opponent.
  •
  Thin Skinned
  When the character’s Limit Breaks, he becomes
  very sensitive to insults and taunts.  For a number of
  days equal to his Valor, the character will respond
  to insults and taunts with aggression.  Should the
  individual that delivered the insult or taunt not back
  down, then the character will likely respond with
  violence.
  Break Condition:  Whenever the character is
  forced to suffer an insult without complaint.
  
  Page 20
  Artifacts
  Swathing of the Fabric of Night (Artifact •••)
  By Brian D. Schenck
  During the First Age, the Night Caste served as the secret
  police of the Realm.  They were tasked to investigate, infil-
  trate and eventually execute known traitors to the Realm.  As
  they were required to blend in and go relatively unnoticed,
  any protection they carried with them had to be easily con-
  cealable or virtually undetectable — just as the Solars who
  wore it.
  Relatively common among their ranks during the First Age,
  Swathing of the Fabric of Night was a great boon to its wearer.
  As tough as some heavier armors, it had the great advantage
  of appearing as nothing more than a simple black vest, jacket
  or even shirt.  However, behind this simplistic facing was
  woven Orichalcum fabric, woven finer than any tapestry.  As
  such, it would pass undetected to any attempt to search the
  wearer.
  The weaving of the fabric, as well as enchantments laced
  into the Swathing, enhanced the natural power of the Night
  Caste to go undetected.  Shadows bent closer to the wearer
  and eyes would pass over the wearer and simply refuse to
  see the person.  Even footsteps would be muffled by the en-
  chantments laced into the Swathing.  As a result, any roll to
  detect the wearer is increased by 2.  The Swathing of the
  Fabric of Night requires a commitment of 6 motes of Es-
  sence.
  Horns of the Stag Lord (Artifact ••••)
  by Lael Buchanan (With special thanks to Colin Chapman for the Klave
  Stats)
  The Horns of the Stag Lord were crafted by a powerful Nature
  Spirit for his child many centuries ago.  The child was known
  throughout his lands as the greatest huntsman to have ever
  lived.  Renowned for his ability to hunt equally well with
  either knife or bow, this God-Blooded child of Nature was
  the embodiment of the predator’s nature.
  Though his name is lost to history his artifact remains.  The
  Horns of the Stag Lord are a pair of enchanted knives, each
  about two feet from pommel to tip whose sheaths look very
  much like slightly curved horns.  The end of each sheath is
  connected to the other by a string that is always taut and
  seems to be nearly indestructible.  Each knife also has what
  appears to be a hearthstone setting on the base of its pommel;
  however the pair will only accept one hearthstone at any time.
  While using the knives, the wielder suffers no off-hand penalty
  to weild them both at the same time.
  When the knives are held, sheathed, with the bases of their
  pommels touching each other, they lock into place and the
  string that runs from the ends of the sheaths forms the string
  for a short powerbow.  If the Horns have a Hearthstone set in
  them, then in its bow form, both of the knives’ hearthstone
  settings clasp the stone at the same time.
  The final and most minor of the enchantments placed upon
  the blades make it so that the blades will never accidentally
  come out of their sheaths.  Only when someone grasps the
  blade with the intent of drawing it will the blade come free
  from its sheath.  Note that anyone can grab the blade a
  unsheathe it, not just the one who has attuned them.  The
  Horns of the Stag Lord require a commitment of 10 Motes of
  Essence to attune.
  Name
  Soak (L/B)   Mobility   Fatigue   Commitment   Artifact
  Swathing of the Fabric of Night
  10/8
        -0               0            6                      •••
  Name
  Spd
  Acc
  Dam
  Def
  Artifact
  Minimums
  Horns of the Stag Lord
  +3
  +1
  +3L
  +0
  ••••
  Str •
  Acc
  Dam
  Rate
  Range
  Artifact
  Minimums
  +2
  +2
  2
  250
  ••••
  Str •••
  
SOURCE: textdata/thevault/Storyteller [multi]/Exalted/Adventures & Extras/Lore of the Second Age.pdf