Tag: exalted

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    Along the eastern coast of the [[Inland Sea]], between the nation of "Harbourhead":http://wiki.white-wolf.com/exalted/index.php?title=Harborhead to the South and the city of "Thorns":http://wiki.white-wolf.com/exalted/index.php?title=Thorns to the north, …

  • Main Page

    Introduction

    In this wiki you will find general information on the world of Exalted, and specific information on the Savage Coast.

    Red Curse

    _"It is said that in the distant past, before the first age of the world, in the great war against the [[Primordials]], that one of their number was slain upon the land of the Savage Coast, its blood and body consumed into the very land, twisting it by …

  • Vermeil

    Vermeil is the ever-present red dust which pervades the [[Savage Coast]], it is said to be the dried blood of a slain [[Primordial]]. Vermeil is luminous enough to self illuminiate, though not enough to see by, and slightly magical which interferers with …

  • Smoke Powder

    Often seen as a regional variation on the southern [[Firedust]], Smoke Powder is actually an entirely unrelated alchemical compound produced from [[Vermiel]] and [[Steel Seed]]. It produces very little fire, but its concussive properties have been …

  • Kappa

    Petty subjects of the water court, Kappa are troll like creatures with bowls in to tops of their heads, if the water in these bowls is spilt they loose both their strength and their ability to move freely on land. Kappa are known for their mischievous, …

  • Blood Kappa

    The [[Kappa]] of the [[Yazak Stepps]] have been twisted by the effects of the [[Red Curse]], the water the once filled the bowls in their heads has been replaced with [[Vermeil]], and their flesh and hair have been changed to the colour of rust. Spilling …

  • Demi Humans

    h1. Demi-Humans Throughout the history of the Savage Coast the courts of Terrestrial Gods and Elementals have always kept close relations to the people of the region, over the millennia this closeness has resulted in several distinct spirit-touched …

  • Lupins

    Canine humanoids, the Lupins make up much of the population of [[Renardy]], and can also be found in scattered number in the [[Savage Baronies]], and [[Harath]]; tough they are rare throughout the rest of the [[Savage Coast]], and unheard of in the …

  • Rakasta

    The Rakasta are feline humanoids, they populate the kingdom of [[Bellayne]] where their culture is split between the settled town dwellers, and the nomads who perpetuate the Rakasta's ancient traditions. A few Rakasta have also settled in [[Harath]], …

  • Tortles

    The Tortles are an exception to the accepted origins of the [[Inhuman]] races, they are an ancient race their origins shrouded in the mists of the First Age. In form they are bipedal creatures of the "Testudinoidea":http://en.wikipedia.org/wiki/ …

  • Cinnabryl

    A crimson, shiny, slightly glowing metal, warm and slick to the touch, leaving a rust red residue when worn next to the skin. Cinnabryl is rare and expensive, it is unique to the [[Savage Coast]] and only found in large deposits in a few remote areas …

  • Red Steel

    Red Steel is the depleted remains of [[Cinnabryl]] used to protect someone from the [[Red Curse]]. It is a lightweight, dull red metal, weighting little more than half that which steel does. Red Steel is hard without being brittle, and can be crafted with …

  • Local Hero

    Champions of the masses, Local Heroes fight for the common people against the forces of oppression. A Local Hero can never have more than Resource 2 or they loose the good will which they garner with the common people.

  • Honourbound

    Soldiers, mercenaries, freedom fighters, crusaders, and professional duellists are all to be found amongst the Companies of Honourbound warriors who choose to give their life to the code and protocol of The Warrior's Honour. Honourbound are warriors …

  • Inheritor Background

    Each dot in the Inheritor Background grants to further [[Legacies]], with all advantages and disadvantages that entails. Decisions must be made as to where the Inheritor was when they gained the additional Legacies. An Inheritor may possess no more …

  • La Sangre Vermeil

    Student of the Thaumaturgial Arts can learn to exert control through rites, rituals, and preparations. *Initiates of La Sangre Vermeil* can perform:- * The Rite of Maintenance on another person, or group of people, to hold back the detrimental effects …

  • Legacies

    One of the first signs that a person has become affected by the [[Red Curse]] is the development of a Legacy. These powers are the beneficial side effect of the curse, one which has shaped the balance of power in the [[Savage Coast]] since time began. …

  • Cay

    h1. The Kingdom of Cay At the Eastern edge of the Bayou the Kingdom of Cay is the domain of the Caymas lizard men. * Capital - Tu’eth (population 8,900—all caymas).. * Population - almost exclusively Caymas, some Humans, Demi-humans, and Tortles. …

  • Hojah

    * Capital - Shkodar (pop 8,000). * Population - mostly human, some wood and earth kin. * Ruler - Margrave Bosit Hojah * Typical NPC - Seafaring Trader. Hojah trades almost exclusivly by sea, and maintains most of the lighthouses in the region of Los …

  • Nova Svoga

    * Capital - Nova Svoga (pop 5,000). * Population - mostly human, some fire and air kin. * Ruler - Stefan Karvich, Regent. * Typical NPC - Farmer or Trapper. A peaceful agricultural state, which has suffered badly in recent wars. It shares …

  • Slagovich

    * Capital - Slagovich (pop 17,000). * Population - mostly human, many water kin, some other demi-humans. * Ruler - Margrave Miosz II. * Typical NPC - Merchant or poor urban peasant. Slagovich is built on a plateau, the cliff edges of which overlooks …

  • Zagora

    * Capital - Zagora (pop 9,000). * Population - mostly human, some wood, fire, and air kin. * Ruler - Margrave Munte III. * Typical NPC - Patriotic Warrior. Based along a river valley, Zagora shares a long obrder with Hule. It is home to many …

  • Zvornik

    * Capital - Raska (pop 7,000). * Population - mostly human, some earth, fire, and air kin. * Ruler - Margrave Galven Zvornik. * Typical NPC - Farmer or travelling trader. River trading nation, occasionally feuds with Slagovich but is currently at …

  • Renardy

    h1. The Kingdom of Renardy * Capital - Louvines (pop 32,000). * Population - mostly Lupins, some Humans, Demi-humans, and Tortles. * Ruler - King Louis IV "Le Cabotine", son of Gaston de Clairvault. * Typical NPC - bourgeois or peasant. * Patron …

  • Narvaez

    h1. Baronia de Narvaez Though Narvaez is a large and fertile barony its people suffer on the edge of famine and poverty due to the heavy taxation levied by its ruler _Baron Hugo "El Despiadado" de Narvaez y Montoya_ to support the barony's military, …

  • Races

    h1. Races of the Savage Coast Most of the population of the Savage Coast are Human, however many [[Demi Humans|Demi-Human]] and [[Inhuman]] races also inhabit the Savage Coast as a result of the area's colourful past. * [[Demi Humans|Demi-Humans]] …

  • Backgrounds

    h1. Character Backgrounds The Savage Coast offers many roles within its society. _I am simply writing a list here of all the kits in the Red Steel setting, I will expand on those which are important to the setting such as the Inheritors, but there …

  • Kingdoms

    h1. Kingdoms of the Savage Coast h3. The Kingdoms of Humanity bq). North of the baronies are a small range of mountains and fertile lands which support large stretches of forest and grasslands. Around these elements rest the nations of Robrenn and …

  • The Savage Baronies

    h1. The Savage Baronies bq). "I feel it only appropriate that I begin my description of the Savage Coast with the Savage Baronies, including my homeland of Saragón. In some ways, these small states are misnamed, for they are certainly less “savage” …

  • Horses

    h1. Horses of the Savage Coast There are a nearly unlimited verity of horse breeds in use along the Savage Coast, these are just a few of them. h3. Lookshy Blue The Lookshy Blue is a draft horse breed of uncommon size and strength, frequently …

  • Luck

    *Ability Score -* Player's Choice *Description -* When activated this legacy allows the player to re-roll a dice roll which they did not like the result of, and then choose the most beneficial result. *Affliction -* The character is _somewhat_ …

  • Parasites

    h1. Parasites of the Savage Coast h2. Inheritor Lice These tiny parasites resemble common head lice, usually inhabiting the hair or fur of the host creature. They cause their victims to deplete cinnabryl more quickly; the level of increase depends …

  • Trosip

    h1. Trosips h2. A.K.A. Death Dust or Breath-Stealers Trosips look like dark grey motes of dust and fluff. They blend in very well with ordinary cave, dungeon, or household dust. Trosips are attracted to the body heat of sleeping creatures. They …

  • Light

    *Ability Score -* Dexterity *Description -* When activated this legacy creates a reddish illumination which springs forth from some point on the caster's body, as determined at acquisition, and illuminates the surroundings for 10m as one might expect …

  • Armour

    *Ability Score -* Charisma *Description -* When activated this legacy alters the caster's skin, changing it to a deep red colour, and sometimes creating a covering of scales or another armoured appearance, this covering does not hamper the character in …

  • Swim

    *Ability Score -* Intelligence *Duration -* 2 Long Ticks per Level *Description -* When activated this legacy increases the speed at which the caster can swim at Dexterity+6 metres per Tick as their natural aquatic move speed, the Legacy last for …

  • Sight

    *Ability Score -* Stamina *Description -* When activated this legacy grants the caster one of the following for twice their level in Long Ticks. # The ability to see heat in great detail, such that they may navigate in total darkness, and identify …

  • Projectile

    *Ability Score -* Willpower or Temperance. *Description -* When activated this legacy allows the caster to fire missiles from their body. This legacy bring on a physical change when activated the caster sprouts a horn from which the projectiles are …

  • Anti Missile

    *Ability Score -* Willpower, or Temperance. *Description -* When activated this legacy protects the caster from mundane missiles of all sorts, either causing them to veer away at the last moment, or simply rebound harmlessly off the character. Magical …

  • Shoot

    *Ability Score -* Willpower, or Temperance *Description -* When activated this Legacy grants the caster twice the Perception in bonus dice to ranged combat rolls. In addition if the caster is not Exalted they may count tens a two successes as an Exalt …

  • Fly

    *Ability Score -* Willpower, or Temperance *Description -* When activated this Legacy allows the caster to fly at twice their Dexterity + Athletics in metres. If the caster is already able to fly this Legacy increases their speed by Dexterity + …

  • Fight

    *Ability Score -* Intelligence *Description -* When activated this Legacy grants the caster twice the Perception in bonus dice to close combat rolls. In addition if the caster is not Exalted they may count tens a two successes as an Exalt for the …

  • Spikes

    *Ability Score -* Charisma, Manipulation, or Appearance. *Duration -* This Legacy last for twice the caster's Level in Actions. *Description -* When activated this Legacy causes the caster to grow spikes over their entire body. The spikes are all …

  • Acid Touch

    *Ability Score -* Charisma *Description -* The character produces acid from the hands or mouth(caster's choice, but one chosen, the source of the acid cannot be changed). The acid does no harm to the caster, but causes damage to an opponent if the …

  • Find

    *Ability Score -* Dexterity *Description -* This Legacy helps the caster locate a known or familiar object. If a sword is desired, for example, the Legacy guides the caster to the nearest one (possibly held by a companion). If a specific item is …

  • Missile

    *Ability Score -* Constitution *Description -* The caster can release missiles of magical energy from the fingertips. Each _Missile_ causes 6L damage, and the caster can release one _Missile_ per every three levels of experience (one at 1st-3rd level, …

  • Strength

    *Ability Score -* Intelligence *Description -* When this Legacy is activated, the caster's Strength becomes 6 for a number of rounds equal to their level. If the character's Strength is already 6 or more, the caster receives +2 bonus to Strength (to a …

  • Timeline

    "Exalted Calendar":http://www.deathangel.co.uk/mk2/Calandar.html h2. RY 362-363 Calibration - Sorcery fails throughout the Savage Coast, ancient arcane mechanisms which had functioned flawlessly since the fall of the [[First Age]] failed, many never …

  • Combos

    Combos can be a bit confusing, so I'm going to try and clarify the rules here. For reference the rules are on *P.244* of the Exalted 2nd edition core book. h2. Building a Combo At character creation Combos cost *1 bonus point per charm* in the Combo …

  • Resources

    Each level of resources is worth very approximately /five times/ the level below it. Resources not acquired as Backgrounds are finite in nature, so if you gain Resources 3 of something once you have made a Resource 3 purchase with it, it's gone. You …

  • Rewards and Boons

    While righteousness's may be its own reward, those you aid in the name of the Unconquered Sun may choose to reward you in their own way. h2. Story 3 - The Festering Heart * [[:albi | Albi De Loix-Volant]] receives his Resource 2 retainer, and his …

  • XP Rewards

    *Everyone gets the End of Story XP*


    h2. Story 1 - The Village of the Damned h3. Game 1 - Phil & Paul *A duel, and a plea. Followed by an ambush* Played a session - 4xp h3. Game 2 - Phil, Paul, Lester, & Chris *A meeting and …

  • Shock

    *Ability Score -* Strength *Description -* The caster can release an electrical charge from a hand, chosen as activation. At first level the power can only be used at touch range, or conducted through a metal weapon. The range increases by one metre …

  • Myrimdon

    The Myrmidon is a soldier. The character can be an officer in an army or a mercenary. In times of war, Myrmidons are heroes; in times of peace, they are viewed as parasites who provide no useful service. On the Savage Coast, a Myrmidon is often a front …

  • Noble

    A Noble character belongs to the highest social classes of the land. As children, Nobles receive tutoring and training to give them skills and opportunities beyond those of more common folk. They are used to the finer things in life. Nobles also have a …

  • Spy

    Because wars and other conflicts are common on the Savage Coast, almost every government employs spies to gather information from other countries and relay it back to their superiors. A Spy might work directly for a government official, for the military, …

  • Swashbuckler

    This character is roguish and acrobatic, a daring individual who wields rapier and rapier wit with equal skill. Though possibly capable of wearing armour and wielding heavy weapons, a Swashbuckler is more comfortable when lightly armed and armoured. …

  • Bellayne

    h1. The Kingdom of Bellayne * Capital - Leminster (population 30,300). * Population - mostly Rakastas, some Humans, Demi-humans, and Tortles. * Ruler - Queen Catherine I “The Lioness,” daughter of the late King Lionel I of Dorsythe. * Typical NPC - …

  • Beast Rider

    The Beast Rider is an elite warrior in his culture, one who has bonded with a particular type of mount. Beast Riders are common enough on the Savage Coast but are still intimidating and a little exotic to most people. A Beast Rider often serves as a …

  • Defender

    The Defender is a paladin-like character, the guardian of a faith, religion, or church. A Defender can be champion of any philosophy or faith but is bound by the tenants and the precepts of the belief the character supports. Defenders are found …

  • Gaucho

    The Gaucho is a warrior of the pampas, the grasslands of the Savage Coast’s southern regions. Gauchos herd cattle and other beasts, living off the land for weeks at a time, then entering a town for a little rowdy relaxation. Gauchos are unruly frontier …

  • Savage

    A Savage warrior is one from a primitive tribe, usually one with a stone age technology and hunter-gatherer or basic agricultural methods of food production. The character is in tune with the natural world and usually serves as a tribal guardian and …

  • Militant Thurge

    The Militant comes from a culture that uses thaumaturgists extensively in its military. Generally, the culture is either a warmonger society or one constantly besieged by others. With the frequency of wars on the Savage Coast, every culture with an army …

  • Mystic

    The Mystic is a character who values philosophy, art, and scholarship and uses them for self-enlightenment. The character sees magic and travel as roads to knowledge. Generally peaceful and contemplative, the Mystic is uncommon on the Savage Coast but …

  • Wokani

    Wokani are usually thaumaturgists from primitive cultures. These characters are very concerned with nature; they will not live in cities, and they disdain “unnatural” equipment. In many ways, a Wokan is like a druid, serving as a protector of nature. …

  • Fighting Monk

    The Fighting Monk seeks spiritual enlightenment through physical discipline. This includes learning a special fighting style and consists of long hours of labour, exercise, meditation in uncomfortable positions, and practice. These characters learn the …

  • Shaman

    The shaman is a priest devoted to a particular tribe, stressing the needs of that tribe over all other concerns. While most priests are identified with their Immortals or religions, the Shaman is most often identified with a tribe. A Shaman is a …

  • War Priest

    These characters are clerics of battle. They are relatively common among nations that maintain armed forces. War Priests are devoted to war and often to Immortals who encourage it. They carry the faith to soldiers, fighting beside them. These clerics …

  • Web Master

    The Webmaster druid is dedicated to the protection and fostering of insectoid and arachnid life, wherever it is found. Webmasters always come from Herath. That nation’s forests have numerous insects and spiders, both normal and giant. * Races and …

  • Bandit

    The bandit is a robber who accosts passers-by on lonely roads. Bandits generally group together for effectiveness, setting up a camp in the wilderness, away from law enforcers. They are not uncommon on the Savage Coast. Some are refugees of wars, …

  • Scout

    The Scout is an independent rogue who operates primarily in a wilderness setting. One might say that Scouts are to regular thieves as rangers are to fighters, but Scouts usually avoid the strict ethics of the ranger archetype. They work as guides, …

  • Herald

    The Heralds of [[Bellayne | Bellayne]] are well known throughout the Savage Coast as bringers of news and brokers of information. Most Heralds belong to guilds (all headquartered in Bellayne), while a few are “freelancers” who work for hire and often have …

  • Skald

    The Skald is a historian for a culture with a strong oral tradition. In the SAVAGE COAST setting, this includes only the country of Eusdria. Skalds also accompany war parties from their clans, inspiring their compatriots and memorizing each feat of the …

  • Trader

    Traders are wandering storytellers and merchants among the less civilized cultures of the Savage Coast. Most are native to one of those cultures, but some few are from PC races. Representing one of the few links among different primitive tribes, they are …

  • Scavenger Lord

    With the tumultuous end of the First Age many great treasures were left forgotten in the ruins of a more glorious time. The Scavenger Lords use a combination of skill, esoteric knowledge, and plain luck to enter into these ruins and come back alive. …

  • Savage Coast

    h1. Gazetteer of the Savage Coast bq). "The diverse nations of the Savage Coast offer many opportunities for grand adventures. Even I, known as an intrepid explorer, have found sights wondrous or horrible enough to cause me to tremble. Over the years, …

  • Robrenn

    h1. The Confederated Kingdoms of Rebrenn * Capital - Eyf (population 25,200). * Population - mostly Humans, with some Demi-humans, and Tortles. * Ruler - King Edwix II, son of “The Night Harrow”. * Typical NPC - common farmer or crafter, follower of …

  • Eusdria

    h1. The Kingdom of Eusdria * Capital - Othmar (population 7,500). * Population - primarily humans, wood-touched, and earth-touched. * Ruler - King Sigismund III the Great, son of Godegesil. * Typical NPC - Honourbound or Myrmidon warrior. * Patron …

  • Shazak

    h1. The Kingdom of Shazak * Capital - Ah’roog (population 7,500). * Population - mostly Shazaks, a few Tortles and Caymas. * Ruler - Shaz XII “The Slick,” son of Shaz XI “No Tail.”. * Typical NPC - Shazak tribesman. * Patron Immortal - Ka’ar. …

  • Affliction

    Those who are unfortunate enough to be left without protection from the [[Red Curse | Red Curse]] run the risk of becoming afflicted. The Afflicted are twisted by their Legacy, their bodies contorted into unnatural shapes and forms. Affliction comes on …

  • Saragon

    h1. Baronia de Saragon * Capital - Ciudad Matacán (pop 6,600). * Population - mostly Humans, with some Demi-humans, Rakastas, Lupins and Tortles. * Ruler - Barón Balthazar de Montejo y Aranjuez. * Typical NPC - scholar researching the frontiers of …

  • Gods

    h1. Gods In Creation there is a god for everything, each river and stream, each road and byway, every city, sword, and mountain range is possessed of its very own god, who's reason for existence is to guard, nurture, and protect its portfolio. Most of …

  • Immortals

    h1. The Immortals The Immortals of the Savage Coast are a local pantheon of Mortals made Gods. Worshipped for their deeds in life The Immortals are heroes of ancient times who have been deified for, or indeed through, their deeds. The Immortals are …

  • Senses

    *Ability Score* - Strength *Duration* - 2 Long Ticks pre level *Description* - The caster gains superb senses of sight, hearing, smell, and touch. The character can note small details (such as a disguise or a hidden door) by sight, hear faint sounds …

  • Gas Breath

    *Ability Score* - Charisma, Manipulation, or Appearance. *Duration* - 1 round/level *Description* - By activating this Legacy, the caster can expel poisonous, gaseous breath from his lungs. If the gas is not expelled before the Legacy expires, its …

  • Ator

    h1. The Kingdom of Ator * Capital - Gurr’ash (population 3,200). * Population - Gurrash, a few Shazaks, and a handful of Cayma slaves and “snacks”. * Ruler - Queen Ator I “Old Gray Fangs,” slayer of King Osh III. * Typical NPC - Gurrash raiding …

  • Create Liquid

    *Ability Score* - Strength. *Duration* - Instantaneous *Description* - The caster can create water, wine, or milk with this Legacy, up to _four gallons per experience level_. The type of liquid is determined each time the Legacy is activated, and it …

  • Repel Metal

    *Ability Score* - Intelligence. *Duration* - 1 round/level *Description* - Metal weapons cannot hit the caster when this Legacy is activated. During this time, any metal swung or hurled at the character veers away at the last moment. Metal worn …

  • Gargona

    h1. Baronía de Gargoña * Capital - Ciudad Real (pop 11,700). * Population - mostly Humans, with some Demi-humans, Rakastas, Lupins and Tortles. * Ruler - Baronesa Esperanza “La Ilustre” de Sotto y Rivera. * Typical NPC - an artist, poet, or scholar, …

  • Falzeno's Junction

    An inn run by the Guild near the coast of [[Gargona | Gargona]] at the intersection of the [[Rio Maldito]] and a [[The Traldaran Empire | Traldaran]] canal running north along the coast. A small compound, surrounded by a two metre high stone wall. The …

  • The Traldaran Empire

    h1. The Traldaran Empire During the chaos at the end of the First Age, the Shogunate attempted to maintain stability from the former seat of the old realm, The Blessed Isle. Too much of the infrastructure of the former Realm was reliant upon the …

  • Vilaverde

    h1. Dominio de Vilaverde * Capital - Porto Preto (pop 9,800). * Population - mostly Humans. * Ruler - Barão Jorge “O Temerário” de Vilaverde. * Typical NPC - boisterous swashbuckling fighter. Vilaverde is home to high-spirited people who travel …

  • Cimmaron

    h1. Cimmaron County * Capital - Smokestone City (pop 11,500). * Population - mostly Humans, with large populations of Earth-Touched, Grass-Touched, and Tortles. * Ruler - Sir John of the Wain, Duke of Cimmaron. * Typical NPC - wheellock wielding …

  • Torre de Manzanas

    h1. Torre de Manzanas The seat of [[:50075 | Don Luis de Manzannas]], baronet of Aranjuez and the primary defensive fort on the Barony's eastern boarder. Its troops are commanded by Castellan [[:50079 | Miguel Hernando de la Montoya]].

  • Detonate

    *Ability Score* - Willpower or Temperance *Duration* - Instant *Description* - The caster can cause an object to explode. The object must weigh between one and five kilos and must be within 10 metres of the caster. Only a complete object can …

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