Abyssals Draft Manuscript
Abyssals Draft Manuscript
Chapter One
The storm threatened apocalypse, dividing the sky with pikes of bright fire. It was the end of all upon the
sea. But at the Siren's Call, there were no worries, no yellow whispers. Ships would scuttle or float on;
they would all perish or survive to morning. What could they do? What did it matter? The air was heavy,
the atmosphere manic, the tavern overstuffed with grotesques and goons.
The Kingeater grinned at her partners, her dice-hand smooth in charcoal leather, her overturned tricorn
hat heavy with silver bits.
"You wanna cheat so much, you buy the next round." Aft the Mast bared rows of razor teeth, a
sharkfolk’s signature smile.
“I never cheat,” the Kingeater swore, Essence prickling her fingertips. She pocketed the silver and swept
the tricorn over her head — the better to hide her welling caste mark.
"I don't want another round," the ghost of Fair Armando protested. "It tastes like piss and I can't feel it no
more anyway—"
The typhoon crested, shaking the graffiti'd walls, shattering a window of rotted glass. A tavern's-worth of
monstrous freebooters paused dicing and drinking, moving as one to throw a table against the breach.
"Get us a different round," Fair Armando suggested. "The song."
"Oh, aye!" Aft the Mast bellowed. "That Old Song!"
"I couldn't," the Kingeater played at modesty, but she was already atop the table, her long black frock coat
slipping from her shoulders and the lyrics surfacing in her mind.
One by one the revelers fell silent: spirits, beastfolk, and folks yet queerer all listening on in awe. Their
stares and the storm ignited a spreading sting in her heart, like a waking limb gone to pins and needles.
Death itself wailed out of reach and yet she stood, she sang. That Old Song flowed from her, lyrics in a
haunting language she didn’t understand.
A stranger with dark eyes shining sprang to his heels.
She remembered all keen and sudden like a painting. They played That Old Song at her wedding, and she
wore the summer sky for him — him, all handsome-fine in a cloud of feathers, giving her the moon to
wear on her finger.
The stranger was singing That Old Song, his beautiful black eyes soft and fond.
Essence itched under her skin. A spectral dread seized her throat and left her sputtering, shocked. The
Kingeater, her sword-hand furious in charcoal leather, drew Lucrèce and ran him through.
The Siren's Call exploded with the gleeful rage of thirty-some scoundrels. Aft the Mast threw himself
snarling after the stranger’s crew. Fair Armando pulled his spectral knife and vanished.
Laughing amidst the abrupt chaos and violence, the stranger grabbed the fellsting’s blade and withdrew it
from his bare chest. The Kingeater wrenched Lucrèce free and struck him in the jaw, her fist a blinding
blue.
"Who are you?" she demanded, aflame with waking agony. "How do you know that song?"
He rubbed his jaw, the bold tattoos roving his arms a lively, dazzling silver. "I wanted to ask you the same
things." The stranger's voice was a hearth fire she abandoned when she left home. It was a light at the top
of a tower, and her soul wailed out of reach.
She threw her fist again. He caught it in his palm, his grip cracking her knuckles, radiant silver Essence
bleeding into her void-blue anima. Those lovely dark eyes hardened with fresh suspicion. “…But what
are you?”
She shuddered as if struck. The Kingeater twisted away from his grasp, crashed through the brawl,
through the doors, into the cataclysmal storm. She fled the stranger like a ghost before gravehounds,
anguished without knowing why, aghast at what else he might ask her.
Chapter Two
Prince Yhata — Revered Protector of the Jackdaw Throne, keeper of the eight sacred scrolls, wielder of
the pearl-handled dagger named Truth, and ruler of the Kingdom of Sable — sat in his great hall with the
Walker in Darkness as his guest. The prince’s retainers were gone, his guards dismissed. He sat alone
with the Deathlord, on a plain wooden chair where the petitioners normally gathered. The Jackdaw
Throne, its feathers carved into the black marble so perfectly they seemed freshly molted, loomed empty
on the dais.
Yhata was a man in his middle age, the victor of a hundred battles. He’d led his people through times of
riches and famine, and defended Sable with honor when the kingdom’s riches drew neighboring powers’
greedy eyes. But beneath his princely demeanor ran a grief as deep as the Sea of Shadows.
The Walker didn’t need his informants’ reports to know it was there. Yhata wore it in the tightness around
his eyes and the set of his shoulders, as heavy as any crown — the childhood loss of his older sister
Ralaya in a raid, Sable’s true prince. What heights might the kingdom have reached with her guidance?
Under her rule, they might have rivaled Rake, or swept across the Hundred Kingdoms and built an empire
great enough to give Vaneha pause.
But Yhata was cautious where she’d been bold, and had spent his life in the shadow of what might have
been. Perhaps, if she’d been alive when the Company of Martial Sinners made camp outside of Sable’s
walls, she’d have mustered a resistance, no matter how doomed. She might have sent the Walker’s
messenger, with his message stating I can give you what you need, back to the Ebon Spires missing his
head. Prince Ralaya might have let her people die rather than cede Sable to the Deathlord and his
mercenaries, but Yhata was not Ralaya. He’d received the messenger as an honored guest, and invited the
Walker in Darkness to dine with him.
“Even now,” said the Walker, “Vaneha prepares for conquest. Their generals will set their sights on your
kingdom, and your people will die. If they don’t crush you, Thorns will finish what they started.”
“And you’re not here to do the same?”
“What need do I have of that, if we’re allies? You’re weary of war. Of the loneliness that comes with a
throne. I’m asking very little of you, and in return, I can give you that which you want the most.”
The dagger Truth — forged by the goddess Ninegala herself a thousand years before — lay unsheathed
on the table between them, resting atop a large bejeweled case. It was said that its blade would cut false
words from the air if they passed over it. It remained inert.
“I want nothing more than for my people to be safe,” said Yhata. Now the blade chimed softly, and a fine
ash fell to the table. The prince gasped, and tried again. “What I want, no one can give me.”
“Even now, she makes her way here,” said the Walker. “Your sister, returned from the land of the dead to
rule beside you.” He ran a pale blue finger over the case. “Surely that’s worth sharing the wisdom in your
sacred scrolls?”
For a moment, the prince seemed like he might balk. What was written on them was for Sable’s rulers
alone. His predecessors had guarded their secrets proudly. Ralaya had made him swear to do the same,
preventing anyone from attaining the dangerous knowledge within. But then Yhata unclasped the case
with shaking fingers and, one by one, unfurled the scrolls.
The Walker smiled as he read them; he hadn’t expected negotiations to go this easily. Ralaya was no
longer the woman Yhata had known; she was a warrior-ghost, a black-masked Sainted Sinner, loyal to the
Walker through and through. But the eager prince had made his bargain, and the time for questions and
clarifications was past.
Chapter Three
Waves lapped gently at the sands as the Mariner of the Final Shore pulled their skiff ashore. They’d
sensed this place from afar, and directed the crew of their ship, the Stonefish, to sail toward it, but the
Mariner had known as soon as they saw the mists shrouding the island that they needed to explore it
alone.
It was a tug they felt sometimes, like a strong current pulling them toward a forgotten sea. Thus far, it
hadn’t pulled them under.
Above, the sky was full of cold blue stars. The Mariner had known Creation’s fixed constellations since
they were a child, and had wondered at the inconsistent firmament of the Underworld when they sailed
through misty shadowlands. Later, they’d learned other methods of navigation from ghost sailors when
they took work on ships, but the Mariner sometimes still looked for those stars they’d named the Shining
Lady, the Cat’s Eye, or the Beacon.
The Mariner trudged through fine black sand toward the tree line, following the tracks of some great beast
that had dragged its belly and tail along the beach to bask a while before returning to the sea. As they
passed through clusters of spindly trees, they startled a flock of azure-winged birds that were feasting on
the carcass of a deer. The birds took to the skies croaking the names of the Mariner’s dead loved ones.
As they walked, the Mariner kept expecting to encounter the island’s ghosts. Who dwelled here, among
the streams filled with sweet water and the forest flush with game? The animals here were both those
native to Creation and creatures of the Underworld. Wild boar rooted through the underbrush, while a
pack of barghests roamed close by. Rations snatched mice in their razor-sharp beaks. The Abyssal
wondered if this was a place like their home, drifting from one world to another. Perhaps its living
inhabitants had grown weary of the uncertainty and set sail for firmer shores.
The Underworld had certainly asserted itself here. Black vines snaked along the ground and twined
around the trees, choking them like garrotes. Bright purple flowers dripped from them, releasing the
heady scent of blood and rot. Some had eyes that watched the Mariner as they passed. Others had needle-
sharp teeth, and strained towards them, eager for a taste of flesh. When the wind sighed through the
forest, its voice was near-human, and it carried the sounds of a funeral dirge the Mariner half
remembered.
They followed the stream to a place where the forest ended and a sheer rocky cliff gave them a view of a
ruin below. It stretched out for miles, the remains of a sprawling city. Its walls had long since fallen, the
rubble marking the city’s boundaries now overgrown with those brilliant purple blooms. Carrion birds
nested in the towers that still stood, and along the wide boulevard where once there must have been grand
festivals, a pack of phantom horses roamed.
It was then the Mariner realized that they’d been wrong about the presence of ghosts. The island was the
ghost. Now that they knew it, they felt it surrounding them, felt its ancient death, and the weight of its
former vitality. That sense of being pulled on a current came back. In another life, they’d been present for
its demise. Had they done this? Had they been the one to wrench it from the world, or had they been its
protector and failed in their duty as a Lawgiver? The star they thought of as the Beacon — a star they
hadn’t seen since childhood — shone bright over a building with its marble dome still mostly intact.
Perhaps they’d find answers within.
Heart aching with another lifetime’s loss, the Mariner sought a way down.
Chapter Four
They had taken the boy’s fingernails first. They didn’t stop when he told them he could get the money
back with interest. By the fourth, he had told them about his secret cache of silver, set aside for finally
escaping Nexus one day. By the fifth, he realized they didn’t care what he told them, and that he was
going to die.
He awoke in the ruined temple, hazy with burning pain and the memories of cruel laughter. As he opened
bleary eyes, he saw his own corpse, streaked with blood, pocked with bruises and wounds. His killers
were there, frozen in time, etched with smiles of chilling satisfaction.
He was not alone in this frozen time. A vast figure clad in black armor draped with tarnished chains,
stood in the temple’s entry, too large to have crossed its threshold. The figure’s masked face watched him
with rapt attention.
“Well then, is it the old god of the temple, come at last to deliver me? Or are you come to ferry my soul
away? Well, have at it, I’m not afraid of you!”
A lie. Even outside his flesh, the presence of the spirit caused the boy to shiver. Long familiarity with
danger told him that he was in the presence of one of the world’s true terrors.
The figure spoke, voice reverberating in the darkness: “No god I, and no shepherd to your soul. I am here
to recruit.”
“Recruit for what?”
“In a place beyond the world you know, a great war of my making is brewing. I seek lieutenants of
uncommon talent to further my design.”
The boy barked a bitter laugh.
“I think you’ve made a mistake, lord. I’m nobody. See here, where my talents landed me.”
The boy felt the apparition’s attention shift momentarily to his dying body, then to the cruel tools and
ghoulish faces of his killers.
“I do not make mistakes. You came from nothing but have taken much. Your name commands fear in the
dark corners of this city. You are clever. Observant. An assiduous judge of character, and not afraid to get
your hands dirty. In you, I see the potential for great things. This life has given you no opportunity to
realize it, but I give you that opportunity now. I give you honor as a prince among the dead. I give you the
respect of your few peers and the obedience of your lessers. I give you the loyalty of a general, if you give
me the loyalty of a soldier.”
“Oh? And what, you’re going to write my name in the clouds while you’re at it?”
“No. Your name is to be forgotten with your mortal frailty and your former life, never to be remembered.
That is the cost of greatness, vengeance, and survival.”
The figure reached down and extended a clawed hand. The boy flinched back before he recognized the
gesture as a handshake.
The boy could sense the truth in the figure’s words, and the offer of true power before him. He looked
down once more at his own body. He saw a dead boy and a wasted life — never living up to his ambition,
thwarted by the world.
“Good.” he said, taking the freezing, metal-clad hand in his own. “I want to forget it.”
The terrifying figure inclined his spike-crowned head fractionally.
“Then stand in glory, my Chosen. My deathknight. Kill this chaff, then depart south, and seek me by my
omens. When we meet, our work can begin in truth.”
The boy breathed in his Second Breath. He opened his eyes; a heartbeat later, his erstwhile captors began
screaming. Their blood was a baptismal crust upon his hands when he finally knelt before his Deathlord at
the Thousand, pledging himself as The One Who Walks Behind You.
Chapter Five
The Voice That Speaks in Silence sat motionless upon his mount, a vast skeleton-serpent which framed
him like a gruesome, writhing throne. From that vantage, he beheld them: the tomb-bodies of his dead
gods, the Neverborn. Blood wept from his caste mark, tracing down his dark skin to the channels
engraved in his silver half-mask. He forced himself to recall the patterns he had inscribed, the sacred
geometry of their asymmetrical paths dividing and rejoining. They carried the blood over his unblinking
left eye, which blazed darkly with his Essence, and to the right corner of his mouth, where laughter-prone
lips were set in grim determination. He could almost hear it, after all this time…
Time. Its movement was fluid, turbulent, within the Labyrinth. In these tombs, it was a tortured skein, an
unsolvable knot, each moment frozen in constant motion. Was this how the Neverborn felt, in the
nightmare of their eternal unbeing? Or was he merely a stone that looked upon a mountain and thought
itself the same?
Same. His pilgrimage through the Labyrinth was the same as walking Creation’s dragon lines in his
youth, a simple ritual of endurance. Through rivers of teeth, fields of broken toys, knife-trees and
Essence-snares, he walked, arriving here, where he began, where he had given up his name. What had
they done with his name, these sleepers? A quirk of his usual humor touched his lips, the laugh-lines
drinking of his flowing blood. Never-born, never-named, what use have you for our names?
Names. Mere sounds, symbols without significance — like the Whispers that intruded on his thoughts,
tantalizing, daring him to interpret them. But that, he mused, was the trap. The mind built itself patterns
from words, stars, entrails, dreams...But if he gave in to that impulse now, if he had the hubris to think
that he, out of every soul that had ever died, could divine the true words of the corpse-gods...he'd end up
like a nephwrack, preaching dross to a congregation of eager fools.
Fools. Only they listened overlong to the echoes of the Whispers. The Whispers break the mind, but the
silence breaks the soul. In the great, yawning spaces between the echoes lurked a paradigm shift,
“Perhaps...there is meaning!” becomes “Perhaps...there is no meaning!” As one of Death's Lawgivers, to
dance upon on the knife's-edge of such distinctions was his chivalry.
Chivalry. It defined him: the very rhythm to which he danced. His fingers drummed idly on the broad
skull of his throne-serpent, some nameless song so old he had forgotten where he learned it. Beneath the
silence of the Labyrinth is the sound of the Whispers. Beneath the sound of the Whispers is the silence of
despair. Beneath that...
His staring eyes blinked at last, focused on the fingers that tapped away of their own accord. He surged
upright, his serpents lashing their tails in irritation, the crystals woven in his long hair chiming. For the
second time, he favored the dead gods with a wide, triumphant grin.
Beneath that silence...there is another sound.
Chapter Six
The Bleeding Lily Crowned in Shackles sat in an uncomfortable high-backed chair amid a ring of
similarly inauspicious personages. Another hour stretched into infinity. She stared upwards into the
gruesome vaulted ceiling and entertained her wandering mind by counting the bony joins where each
buttress met the roof like the ribs of a great beast. As a Moonshadow, she oversaw the summit and bound
any agreements the long-dead council might request.
Other deathknights shifted in their chairs, which were never meant to support the weight of physical
bodies. Some were enforcers shipped to this summit alongside their snake-tongued courtiers as a show of
strength.
A Dusk Caste that the Bleeding Lily recalled as the Kingeater lounged near her with one long leg
carelessly slung across its carved arm. Every so often, her eyes flitted toward the Lily with just a hint of
salacious intent. The Bleeding Lily did not return the looks — one lover under fraught circumstances was
enough.
With that reminder, her daydream shifted to Meadow's warm touch and the full softness of her lips
against her mouth and neck. The second this dusty specter called a recess, she planned to slip out of the
shadowland and find her way to her shepherdess's field.
The next time she met the Lily’s eyes, though, the Dusk flashed a roguish wink. The Lily felt her cheeks
flush and glared back. This provoked a burst of inappropriate laughter from the Kingeater, and then the
awkward silence a council interrupted.
"Is something the matter?" the ghostly chairman asked.
"Nothing, your grace," the Kingeater said in an appealing, rough voice, "but I think the members of this
assembly with flesh and blood may be growing tired. Perhaps we can resume at midnight."
The ghost considered her words and then nodded, albeit grudgingly. "We shall be adjourned, then."
The Lily wasted no time bolting from the chamber. She kept her head down to avoid unwanted
conversations and focused on the motion of one boot in front of the other. She failed to notice the
Kingeater crossing her path until they collided.
The Dusk seized a fistful of her blouse and pulled her uncomfortably close. She smiled mercilessly at the
Lily with pointed teeth grazing her painted bottom lip. "Where are you off to in such a hurry?"
The Lily pushed against the solidness of the Kingeater's chest and her silver and black jacquard vest to
force space between them. "None of your business. I need to stretch my legs."
The Kingeater’s wicked smirk widened into a wolfish grin. "Which is it? An unbelievable excuse or none
of my business?"
"Both. Go away." The Lily slapped away her hand again.
"We could stretch together," the Kingeater said with a lascivious wink. "C'mon. Let's have a bit of fun."
The Lily decided whether to be disgusted or aroused and settled on a mix of both. "No. Don't you have
something better to do?"
The Kingeater eyed her with brutal scrutiny. "You have someone else, then, who you're rushing off to
meet." She paced a dangerous circle around the Bleeding Lily. "Let me guess... Some mortal you're
keeping your identity from? How dreadfully romantic."
The Lily flushed. "No, nothing like—"
The cold kiss of metal pressed against her throat as the Kingeater blocked her passage with knife in hand.
"You're a lovestruck fool, the Bleeding Lily Crowned in Shackles. That kind of romance isn’t for us.”
“I disagree,” the Lily said. Dark Essence circulated through her body and she moved, faster than thought,
past the Kingeater. Without looking back, she sprinted toward the sliver of daylight winking through the
exit.
“A hunt, is it?” The Kingeater’s cruel laughter echoed down the hallway. “I’ll catch you both, then.”
The Lily heard the rush of power and heavy footfalls catching up behind her. She knew she was no match
for a Dusk Caste in single combat, but she would never lead this wolf to her Meadow.
***
The shepherdess watched the sun dip toward the horizon and waited until the moon rose high. Knowing
her lover would not appear tonight, Meadow stood and returned home.
Chapter Seven
Queen Askaté greeted the Mariner with dangerous familiarity. The queen had known them for years, and
though she had been warned before, she made to speak the Mariner’s lost name. With more forcefulness
than was a guest’s right, the Mariner gestured for silence, the mark of their Exaltation flaring on their
brow in warning. Askaté soured, but complied, withdrawing back to her broken throne of driftwood and
sea-glass.
She could have motioned for Mariner to take a plush seat arrayed beside her throne, but kept them
standing as recompense for her injured pride. She was old, and powerful, and well-learned in the ways of
the Underworld. But she didn’t truly comprehend what the Mariner was, or what the Abyssals would
mean for the future of the dead. There was a day when she would look back upon this snub and rue it. The
Mariner didn’t relish that. They pitied it.
“You return to us with a Deathlord’s favor,” she said, adjusting the dozen silver rings that weighted down
her willowy fingers.
“The Walker in Darkness sends his greetings to you, Queen Askaté, and offers his recognition for your
friendship — three grand gowns of vesper-silk from his finest tailors, a coronet of bronze and obsidian,
and wine enough to fill my hold, which your servants are already transporting to your banquet halls, my
lady.”
“Your lady,” she said, wounded afresh. “Your queen. You were my student before you were his servant.”
Proud as ever, the Mariner thought. It was the way of the dead, who were born of ritual — they had
trouble accepting change. They would see to that, in time, but the Mariner felt great affection for Askaté,
haughty as she was. She had been their patron and tutor in necromancy for a decade before their
Exaltation.
“Your instruction has been my guiding star,” the Mariner said. “But there are other matters I would
discuss, your majesty.”
“Yes, your missives said as much,” the queen replied. “And they are accurate, are they, in your choice of
quarry? The Ravenous Maw of Uxet is a grotesquerie; a profanity upon the seas of the dead. So many
ships have been crushed within its toothy maw, fishing boats and war-galleons alike. For the love I bear
you still, I do not wish to see you throw your life away so fruitlessly.”
“For the work I have in mind, no lesser creature’s fangs would do, your majesty, and my life…it has
already been spent. You know that, even if you don’t wish to recognize what stands before you.”
“Choose some other quest,” she said, and the Mariner watched her hands twist into blasphemous gestures
and mudras. A trickle of incense wreathed the Abyssal’s head and attempted to ensnare their senses. It
was an unworthy trick, prideful and ignorant. When they had studied necromancy under her tutelage, this
had been the way of things: When she couldn’t convince them of her wisdom, she attempted to change
their mind by gross force.
Things were not as they were, though, and the Mariner swept the spell away with a casual gesture. The
mark of Daybreak burned once more upon their brow, and their anima swelled like a hurricane. The
Mariner stood at the center of phantasmagorical winds, and the world smelled not of incense but blood
and salt. They approached Queen Askaté and she flinched, feeling the necromantic power gathering
around her former pupil.
“I heard once that an excellent teacher hopes to be surpassed by their students,” the Mariner said. “Allow
me to show you what I have learned.”
Chapter Eight
Evening rain made slick the eaves of the gabled roof. The Gallows Bride crouched under her cloak of
waxed black canvas, considering the device in her arms.
It works, or it doesn't, she reasoned. If this shot failed, she would have another. Ledaal Chuyin could run
— and like all cowards, run well — but he would never hide from her for long.
She lifted the matte-black barrel, two meters long and riveted with orichalcum and blue jade. Salt-white
tubing fed from a barbed soulsteel armband dangling at her hip, alongside the weapon's stolen cartridges.
Had the Mask noticed the artifact's absence? The Day Caste knew it was one-of-a-kind, though not
necessarily priceless.
Just like you, Chuyin.
The weapon crackled with ambient hatred. The Bride sharpened her senses, because across the misty
courtyard, a fourth floor window shone from the Hall of Bittersweet Chrysanthemums. That meant Ledaal
Chuyin was taking his opium in the library. Slowly, inexorably, the Gallows Bride reached for the first
cartridge.
Crisp feathers rustled by her side. She froze, only her solemn brown eyes moving. A rain-glossed raven
hopped toward her, head tilted in curiosity. The Bride considered it in silence.
No raven, she realized, skin prickling.
Half a heartbeat later, the bird was a scattering of violet stardust. The Bride scrambled behind a chimney
stack, struggling to shield her sensitive eyes, the weapon rattling and keening.
She was found out. How? By whom?
The chimney stack cracked, collapsed. The Bride twisted aside, a star-wreathed blade plunging past her
shoulder. Rain and crumbling stone framed a fate-whetted face: nose like an axe, hair like spun gold, eyes
like amethysts.
Her body wouldn't allow her to linger. The Bride sprung from her hands, twisting through the air like a
hanged corpse in a gust of wind. There was nothing but mist and night. I land, or I don't, she reasoned.
Shingles cracked under her heels like the sound of a snapping neck. A memory resurfaced: Mnemon
Getha, violet eyes unblinking while they fitted her and Blameless Crane with nooses. But this was no
Dragon-Blooded youth hunting her. The Bride's brain burned with the effort of remembering.
"Never thought I'd find you here," she murmured into the dead wind, trusting it to carry her words. Her
fingers worked at the barbed soulsteel. The bands were stinging cold, but that was nothing compared to
the pain goring her arm when she locked them into place. The tubes turned garnet-dark. All at once she
was dizzy, her heart fluttering. She might only get one shot after all.
"You’re accomplice to the murder of an Archon," the Bride continued coolly, sliding a heavy cartridge
into the chamber.
"Everything has an ending," the mist whispered to her.
"But not Ledaal Chuyin?" Black lightning crackled between the rivets. Hatred lanced through her veins.
A violet star shone across the dark. Her hand flew across the hammer, her finger strangled the trigger.
THE FORMATTING IN THE FOLLOWING TWO PARAGRAPHS IS INTENTIONAL
It caught them in the shoulder, not a gout of flame like the Bride expected but a sph_re of utt_r dark.
They bled in bla_k rays, s_ream_d with no so_nd. The Whispers were de_f_ning.
The Gallows Bride crouched under her waxed black cloak, silent while the th_ng that had b_en Mnemon
Getha became nothing.
When the whispers faded to a drone and the last of the assassin’s Essence had inverted, the Bride finally
allowed herself a shiver. With the wretched strength of a terrified and wounded animal, she ripped the
bands from her arm, relieved at the sight of her red blood.
She was injured, spent, horror-struck, and the window on the fourth floor was dark.
But he would never hide from her for long.
Chapter Nine
The queen wasn’t alone in her chamber when the Viscount Wreathed in Ruby Mists came calling. Her
guards were gone, as they’d been paid to do. The entire wing of the palace was still, except for the
Viscount’s swift passage. He’d arranged for that, too. The lock on her door fell open at his touch, its pins
crumbling to rust.
She should have been alone, asleep in her bed amidst dozens of silken pillows and beneath a pile of furs.
Indeed, she slept, oblivious to the cold northern wind gusting through her open window and lending the
chill of the grave to the chamber. The Viscount might have found that amusing, since that was why he
was here in the first place, except for the person who waited with her.
Leaning against the bedpost, between the queen and her would-be killer, stood a Weeping Raiton Cast
Aside. She wore plain woolen robes and no armor that the Viscount could see, but her grimcleaver,
ominously named The Taste of Blood, rested against the footboard in easy reach. He knew of her —
sworn to no Deathlord, a scholar of the Old Laws. He’d not yet had the pleasure of meeting her, though
her stance and the circumstances told him this was no social call.
Business first. He rushed toward the sleeping queen, daiklave slicing the air...But a Weeping Raiton was
faster than he'd imagined, that grimcleaver coming up between them in a blur. Soulsteel screamed where
his blade met its haft, the battle-song of two cursed weapons meeting in equal mettle.
“Hold,” she said, as the encircled disk of her Caste mark seeped bloody on her forehead. “Attend my
words, deathknight, and know that your mission is flawed.”
He could have pushed past her; he was quick and a Raiton’s reputation was that of an arbiter and
philosopher, not a fighter. He could have killed the queen and then argued about it. But the very fact of
the Moonshadow’s presence gave him pause. If someone wanted the queen saved, or the Viscount
bloodied, they would have sent a warrior. Intrigued, the Viscount disengaged from her. She didn’t lower
the grimcleaver until he’d retreated several steps.
“How is it flawed?” he asked. “I’m here bringing justice at the Lover’s behest.”
“You carry out your mistress’ will,” she agreed, “but not that of the Neverborn.”
“The Lover Clad in the Raiment of Tears serves the Neverborn.”
“She serves herself. Think of it — a year from now, two at most, the people of this city will revolt. The
queen and her court take and take while they starve. They won’t be so kind as to cut her throat while she’s
warm and safe in her bed, dreaming pleasant dreams. Who are you to give her an easy death and free her
from the torment to come?”
The Viscount stared, and let his instincts measure her words against his sense of death’s chivalry. “I’ve
taken vows—”
“—to the Neverborn first and foremost.” The Moonshadow gestured toward the queen, who slept on as
soundly as the dead, perhaps lulled by a Weeping Raiton’s will. “Your liege would install a puppet in her
place to further her own cause. Let the queen live to see her downfall. Or better yet, help her shape it.”
She stepped away, leaving him a clear path to the queen, but the Viscount found himself unable —
perhaps even unwilling — to take it.
Outro
The shipyard lay hidden in a mist-shrouded harbor on the Isle of Bitter Tears. The Mask of Winters had
quietly built it and ferried the workers there, where they labored to produce ships made from the bones of
a dead behemoth dragged from the depths. Spindly looking scaffolds and drydocks littered the shore. A
beacon tower grown from pale coral loomed up over it all, though no light shone at its peak to guide
crews to safety.
The Gallows Bride stood at the prow of the skiff as the Mariner steered out of the billowing mists. They
were protected for a time, the spray clinging to them even as they sailed out of it, drawn along by a
gesture the Mariner made. The Kingeater hauled on the oars, propelling them through the waves toward a
small cove. The Voice That Speaks in the Silence and the One Who Walks Behind You were already
ashore, rowed there by the Mariner’s crew. Now the Stonefish and its crew would wait on the other side
of the mists, watchful for the Circle’s return.
The Mask’s fleet was a formidable sight, even if dozens of ships were still just frames. Impressive as they
all were, they were overshadowed by what was obviously meant to be the Mask’s new flagship. The
Gallows Bride knew little about boats, aside from how to fight aboard them, but even to her untrained eye
the ship seemed menacing, violent, and swift. If she’d spotted it giving chase through a spyglass, she’d
worry for whatever vessel she was on. It was made of gleaming wood and polished bone, and she was
certain from its shape that the ribbing beneath the hull was that of some great pelagial beast.
A figure paced the deck, tall and broad, with the hilt of a grand daiklave peeking up over their shoulder.
The Bride knew that confident stride, and the slash of crimson that lined his cloak. The Knight of Broken
Shadows. She’d patrolled at his side many times, before she’d renounced the Mask’s service. He was one
of her most zealous hunters.
The skiff pulled even with a rocky jetty, and the Gallows Bride readied her bow. “This is far enough for
me,” she said. “I’ll draw him off. You two get to the ship.”
The Kingeater held the boat steady as the Bride clambered up onto the rocks. “Are you sure? I can come
with you. The Mariner could take the ship alone.”
“There’s something else belowdecks,” said the Mariner. “I can feel it.”
“Ah,” said the Kingeater. “Seems like I have a job to do anyway.”
The Bride smiled. “It’s all right. We have old business best left between the two of us.”
“Luck to you, then,” said the Kingeater. “When this is all over, I’ll take you sailing.”
The Bride muffled a laugh so it didn’t carry out over the water, then she gently pushed the skiff away
from the jetty, and straightened to face her old friend.
The arrow flew straight and true, burying itself in his shoulder and spinning him with the force of its hit.
His hand came up to tug it free or break it off, but already it was corkscrewing deeper and deeper into his
flesh, spurred on by cruelty and Essence. She pushed back her hood and let the wind whip her violet hair
around. The Knight recognized it and wasted no time. He vaulted from the deckrail and onto the water,
rushing across the surface of the waves toward where the Bride waited on the jetty.
***
Walks Behind’s informants had mentioned the shipwrights and architects being funneled from the Mask’s
stronghold of Black Diamond to the isle, but seeing the sheer number of them in person was still
impressive. The docks buzzed with activity as workers transported materials, shaped wood, and sewed
sails. Messengers hurried between drydocks, and cooks parceled out bowls of fish stew for the living.
Many of the workers were undead, but even those gathered for the scent of warm stew and fresh bread.
Walks Behind and the Voice moved through them with the air of inspectors examining the shipyard’s
progress. Few challenged them as they made their way through, and those who did quickly ducked their
heads and averted their eyes at Walks Behind’s imperious frown. He’d cowed some of Stygia’s most
dangerous criminals with that look; it worked just as well on the Mask’s laborers.
The guards at the beacon tower, however, weren’t quite so easily moved. These were dedicated soldiers,
ghosts from the Lookshyan legion used to enemies attempting to infiltrate their ranks. The Mask had
hardly been secretive about his maneuvering; he certainly would have expected his rivals to respond, and
the guards had their warnings.
Still, that was something Walks Behind could use. He strode straight up to the tower’s gate, nodding in
satisfaction as the half-dozen ghost-guards closed ranks. “Good,” he said, adopting a general’s booming
tone. “You’re assembled and ready. We’ve been betrayed.”
A murmur rippled through them, and their commander stepped forward. “By whom?”
“Our liege is dealing with that. Our duty is to root out the saboteurs before they can do any harm.” He
swept an arm toward the shore, to the cove where his allies had beached their skiff. It was empty now, the
Kingeater and the Mariner already gone, their bootprints leading toward the shipyard. “Go,” he said.
“Stop them. The dock’s guards are already on watch, but we might be able to catch them before they
make it there.”
The commander barked a sharp order, and her troops fell in line. Walks Behind had only a moment to
relish the triumph as they marched toward the cove.
A shadow filled the gate, and the whisper-screams of soulsteel accompanied the darkness that bloomed
around the nephwrack barring their way.
The Voice stepped even with Walks Behind, pushing up the sleeves of his robes to reveal arms tattooed
with sigils and snakes. “I’d thought the others were going to do all the heavy lifting,” he said. He raised
his hands, and all around the courtyard, the ground trembled. This isle had once been a burial place, and
now the dead beneath it clawed at the earth, eager to serve.
***
The Kingeater launched herself onto the flagship’s deck with one mighty leap, bounding over cowering
dockworkers. The Mariner wasn’t far behind, hauling themself up the scaffolding in a matter of seconds.
They’d been right about the Knight of Broken Shadows not being alone. Waiting for them on the deck
was a man seven feet in height, wearing a helm fashioned from a siaka’s skull, its many-toothed maw
framing his face. He was one of the leaders in the Mask’s Perfect Circle, named the Duke with Seven
Jaws. The Kingeater had heard tales of him — an admiral, a shapeshifter, and a terrifying foe.
She unsheathed her rapier and spread her arms wide. “Come on, then. Let’s begin.”
The Duke laughed, a sound hollow as the grave. He hefted a massive mace and raced for the Kingeater,
his steps thundering across the deck. The Kingeater was a blur of motion herself, phantoms splitting off
from her shadow to dart in and stab at him even as she dove beneath his swing.
Behind her, the Mariner intoned words that made the Kingeater’s gut twist. As she rose up behind the
Duke, the admiral’s movements slowed. His limbs grew stiff and pale as veins of ivory shot through his
skin and solidified. He moved despite it, groaning as his corpus cracked and bled, but the Mariner’s spell
gave the Kingeater an opening. Chains shaped from her Essence spooled out from her and wrapped
around him, immobilizing him further. “The Mask should have sent more of you,” the Kingeater said.
Then the Duke’s form twisted and writhed as he changed shape beneath her grasp. The Kingeater sprung
backwards, chains still taut, eager to see what else he had in store.
***
Sea spray surrounded the Bride and the Knight as they faced one another along the jetty. He stood,
daiklave drawn, regarding her with regret. “You could come back,” he said. “Even now, the Mask might
forgive you.”
The offer was empty, and they both knew it. She’d sold their liege’s secrets again and again, not to buy
her own power, but to chip away at his. The Mask rewarded ambition — if she’d done it for her own
personal gain, he might have given her a chance to earn back his good graces. But her actions were an
affront to him, and while she had benefited, the profits were of the hide-saving kind. She’d bought safety
and protection, boltholes and allies, but little more.
“I can never go back,” she said. “I made sure of it. But you could come with me, if you wanted.”
The Knight shook his head. “Far better for me to haul you in myself. I imagine the reward will be quite
handsome.”
“I tried,” she said. “Remember that when I send you back to him bloodied.” The Bride reached into her
shadow, and from it drew a broadsword shaped and honed with her hate. Then she dove toward him with
a roar that matched the ocean’s fury, stepping into shadows thrown by the crashing waves and
reappearing behind him with a mighty swing.
***
Walks Behind reached the tower’s summit alone. From below came the sound of the Voice’s sermon as
he clashed with the nephwrack, punctuated by the sound of his fists in their righteous rage. The
Moonshadow looked out over the isle, where he saw the chaos his Circle had sown. The docks were in
disarray, their planks twisted into strange labyrinthine configurations at the Mariner’s bidding. Down on
the jetty, the Gallows Bride stood alone, resting on her blade a moment as she watched a body sink
beneath the waves. On the flagship, the Kingeater soared into the air and dove gracefully toward her
hulking opponent, making their fight look like a dance. The Mariner was busy with the flagship’s sails,
unfurling them before turning to haul up the anchor.
He peered out into the mists, scanning for shapes in the dense cloud, but whatever lay beyond remained
stubbornly hidden.
Only one thing left to do.
Walks Behind pulled several vials from his robes, handling them carefully as he mixed their contents atop
the silver disk in the center of the space. Bright blue fire shot forth from them, a beacon made of
pyreflame to cut through the mists. “It’s time!” he called down to the Voice, hoping his own shout would
cut through the priest’s battle-frenzy.
From below came the sound of something wet and heavy tumbling down the spiral stairs. A moment later,
his companion peered up at him, exhilarated. “We should run,” he said. “He won’t be down for long.”
***
The Mask’s flagship groaned and creaked as it broke free of its moorings. Its sails filled with the
whipping winds, and it picked up speed as it headed toward the mists. Alarms sounded from the harbor
behind them. It wouldn’t be long before the Duke with Seven Jaws would recover and give chase.
“It’s a long way to Stygia,” said the Bride.
“We’ll have the Stonefish with us,” said the Mariner. “My crew is good; they’ll buy us extra time.”
“We’re close enough to Black Diamond that they’ll catch us before long,” said the Kingeater. “Two
against the Mask’s fleet. I hope you all can swim.”
“About that,” said Walks Behind as they passed through the mists. Behind them, the pyreflame beacon
burned, hazy but a clear landmark. They emerged from the mists to find not only the Stonefish, but a score
of other ships besides, bearing the flag of the Damned Sails. Aikeret herself, crimson coat flapping in the
wind, raised a hand from the prow of the Sanguine Marauder.
“I met with Aikeret before we set sail,” he said. “She offered us an escort, to show that her allegiance is
still with the Silver Prince.”
The pirate fleet joined them in formation as the Mariner set course for Stygia. The Bride looked out over
the waves as the Isle of Bitter Tears receded into the mists. “I suspect the bounty on my head might have
tripled,” she said, as the Kingeater joined her at the rail.
“Let him try,” she said. “Now come on. I found some wine in the cargo hold, and I promised I’d take you
sailing.”
Introduction
“There is only one liberty, to com e to term s w ith death; thereafter
anything is possible.”
— Albert Cam us
Never before has Creation known the perils of the Abyssal Exalted. They have emerged from the gloom
of the Underworld as champions of death, sworn to the service of the Deathlords and the Neverborn. Each
was offered the gift of the Bleak Exaltation at the moment of their own demise, and each chose to
willingly become an agent of the apocalypse. Their motivations are as manifold as any others — they may
seek destruction or domination, malice or justice, ancient secrets hidden and forbidden or sheer iron-
willed survival.
In service to their lieges, these deathknights will grind the Underworld to heel and scour life from the face
of Creation. Or…they might break from those oaths and set themselves up as death’s own Lawgivers,
ruling empires of the dead as sages, arbiters, and reapers. All that can be known for sure is that with the
Abyssal Exalted loosed upon the world, it will never be the same again.
Lexicon
Abyssal Exalted: The Chosen of the Neverborn, whose deathly powers are dark mirrors to the magic of
the Solar Exalted.
afterlife, primeval: A location in the Underworld that naturally resonates with a certain kind of death,
such as murder victims, the drowned, or those struck by lightning.
afterlife, ritual: A location in the Underworld that resonates with the prayer and rites of a particular
culture from Creation.
behemoth: A term for any unique, powerful being that doesn’t otherwise fit a particular category; the
Underworld is full of undead behemoths of terrible power and enigmatic nature.
chivalry of death: A code of conduct emanating from the nature of the Neverborn, rewarding their
servants for inflicting torment, slaying worthy foes, and spreading death’s embrace until Creation and the
Underworld are one.
deathknight: A term for an Abyssal who serves a Deathlord liege. Those who break from the Deathlords
are known as deathknights-errant.
Deathlords, the: Ghosts of the Exalted who swore to serve the Neverborn in exchange for power. They
are charged with the annihilation of Creation, and entrusted with the Abyssal Exalted as their vassals.
Dual Monarchs, the: Ancient and powerful ghosts who ruled over Stygia before the conquest, now
largely relegated to ceremonial duties.
ghost: A dead being’s lingering soul, which retains warped echoes of their personality, will, and purpose.
Usually refers to the remnant of the higher soul; lower souls are instead known as hungry ghosts.
grave goods: Significant objects and wealth buried or burned alongside a body during its funeral, which
appear alongside their ghost and often become particularly beautiful or valuable in the Underworld.
Labyrinth, the: A subterranean nightmare-realm that exists below the Underworld, inhabited by specters
and other dead horrors.
Lethe: An enigmatic force that predates the Underworld, washing away the memories of a soul’s past life
before it moves on to reincarnation.
hungry ghost: A remnant of a being’s lower soul which retains traces of their personality and passions,
but which is possessed of animalistic intelligence and instincts.
Monstrance of Celestial Portion: Mystical vessels constructed by the Deathlords, allowing them to
wield power stolen from the lost Solar Exaltations to identify and Exalt their Abyssal champions.
necromancy: A system of spellcraft that is equal to sorcery, but focused on the Essence of death and the
Underworld.
nephwrack: A specter who serves as a high priest to the Neverborn, losing almost all their former
identity in exchange for power and dark purpose.
Neverborn, the: those ancients who were slain during the Divine Revolution and now suffer agonizing
nightmares in their massive tomb-bodies.
shadowland: A death-touched place where Creation and the Underworld overlap, allowing ghosts and
mortals to interact; its boundaries lead to Creation by day and the Underworld by night.
specter: A ghost twisted by the influences of the Labyrinth or the Neverborn, almost always becoming
hostile or alien in the process.
spirit art: The common magics possessed by some ghosts, including possession, curses, blessings, and
other powers; sometimes referred to as arcanoi by scholars.
sobriquet: The title an Abyssal uses in place of their original name, usually given to them by their
Deathlord shortly after Exaltation.
soul: The spiritual presence of a being; mortal souls are usually divided into the higher soul (which
contains a being’s reason and memory) and the lower soul (containing instinct and passion).
soulsteel: One of the five magical materials, a black steel alloy forged from fragmented souls.
Stygia: The grandest city of the Underworld, and one of the few created by the dead themselves; it was
conquered by massed armies of an alliance known as the Stygian Pact.
Underworld, the: The land of the dead, a realm of existence where the souls of the living go after death,
sometimes to pass into Lethe, and other times to linger as ghosts.
Whispers: The agonized voices of the Neverborn as they rage within their tombs, which can corrupt
those who listen but also provide terrible enlightenment.
Suggested Resources
The following media may offer inspiration for players and Storyteller interested in sagas of blood-stained
ambition and necromantic power.
Classics
The Saga of Hervor and Heidrek, source unknown: A legendary Icelandic saga, the section
“Hervararkviða” depicts sheildmaiden Hervor’s martial exploits and struggles. Her confrontation of the
ghost of her father to claim his cursed sword is a perfect example of how Abyssals might retrieve potent
artifacts from the dead.
Fiction
The Locked Tomb series by Tamsyn Muir: This series follows the adventures and affairs of powerful
necromancer-nobles and their knightly attendants, offering ample inspiration for the bloody ambitions of
the Abyssals and the courtly politics of the Deathlords — as well as the feats made possible by powerful
necromancy.
Manga
Berserk by Kentaro Miura: The story of a bloody-handed warrior with an enormous sword and a grim
fate as he struggles for revenge against a former friend. This manga codified the intricate Gothic
aesthetics that inspired the Underworld, and Guts’ quest pits him against a Deathlord-like god of evil.
Content warnings for depictions of graphic and sexual violence.
Television
Castlevania, by Warren Ellis: While the video game series is an excellent inspiration for Abyssals
throughout its many entries, the Castlevania animated series adapts and condenses many of its most
relevant themes. Dracula and the later Council of Sisters are strong examples of the intrigue Deathlords
and established Abyssals might be entangled in, while Alucard’s journey is a model for deathknights-
errant who break from their masters to forge a new destiny.
Revolutionary Girl Utena by Be-Papas: While an unusually vibrant inspiration, Utena is rich with the
Baroque chivalry of the Abyssals, and the strange motivations of its characters model the passion plays of
the dead. Its Black Rose arc is particularly grim, with an antagonist who evokes the destructive
philosophies of the Bishop and Lover. Content warnings for abuse, gaslighting, and sexual assault.
Video Games
The Dark Souls franchise by From Software: These games are filled with nightmarish, beautifully
decaying purgatories inhabited by lonely souls haunted by purpose, passion, and melancholy. Its bleak
vistas perfectly evoke shadowlands and the Underworld.
Chapter One: The Abyssal Exalted
The Abyssal Exalted ride forth from the sunless lands on pale horses. They bear black blades forged from
the damned, and lair in the barrows of fallen kings. Sacraments and cerecloth are their finery; funereal
incense, their perfume. As deathknights, they pledge fealty to unholy lieges, serving as their greatest and
most terrible champions. As Death’s Lawgivers, they bring a new order to the Underworld, toppling
ancient dynasties and conquering great empires of the dead.
Death’s Chosen are creatures of dark passion and the romance of the grave. Graced with bleak majesty,
they are warrior-poets, necromancer-kings, and philosophers of death. They follow a strange chivalry,
staying their hands at unexpected moments for reasons of their own. Thus do they serve the will of the
Neverborn, the slain ancients entombed in the Underworld’s depths.
The Abyssals are newly come to the world, and Creation and the Underworld alike tremble at their
arrival. Armies of the dead shamble forth from the shadowlands; dark gospels poison the kingdoms of the
living. The Deathlords hope for the fulfillment of their ambitions. The Neverborn long for the world’s
end. But the Abyssals’ dark future is theirs alone to decide.
History
It has been but five years since the first Abyssals rose, but the forces behind their creation were set into
motion long ago.
Knights of Tumult
Already, the Deathlords’ plans have grown bolder as their Abyssal champions have grown into their
power. The Mask of Winters’ conquest of Thorns remains the most audacious move made by them,
revealing the Deathlords’ presence and nature, but he’s not alone in the expanding scope of his ambitions
— agents of the Heron take ever-greater bounties, assassinating dignitaries and heroes across the world,
while the Bishop’s Shining Way swells its flock with the sermons of its deathknight-clerics. The Abyssals
ride forth as conquerors leading armies of the damned, prophets spreading bleak doctrine, and
necromancers leaving blight and corruption in their wake.
The Abyssals have scarcely had time to realize the fullness of their own power and ambitions. Creation’s
order crumbles, while the Underworld’s balance of power has been cast into flux. Out of the corpse of the
dying present, there are many futures Death’s Chosen might carve.
Abyssal Nature
When an Abyssal draws her Last Breath, her mortal life ends. Her flesh still lives, but her soul is dead.
The thread of her fate is severed, and her name is cast aside. Death’s Essence flows through her, marking
her forevermore.
Should they stray from the Underworld’s dark sanctuary, Abyssals are rejected by Creation itself, finding
no home among the living. Stepping out of the shadowlands, they feel a slight discomfort, which builds to
an awful, vertiginous anguish the farther they go and the longer they remain in the living world. Its
sunlight is too bright, its air is too thin, and its beauty seems faded in their eyes, compared to the majesty
of death.
The Abyssals are not doomed to serve the Neverborn’s apocalyptic desires, but those who fail to uphold
their dark oaths face consequences for dereliction. The Great Curse that fell upon the Solars has taken
root in the Abyssal’s vow to end all life. When their transgressions rouse the curse, it calls doom down
upon them and the world around them. Renegade Abyssals who defy the Neverborn’s will are eerie
figures, haunted by ill omens and dark miracles.
Forsaken Names
When an Abyssal accepts her Deathlord’s bargain and renounces her place among the living, she
sacrifices the name she had in life. The dark miracle of her Exaltation flenses it from her as she is reborn,
and she will never bear another name again. In its place, she claims a sobriquet or title suited to their role
as a champion of the Deathlords and Chosen of the Neverborn: The Hollow Carnifex of the Unclean
Legion, the Falling Tears Poet, the Keeper of the Raven Promise.
Abyssals who cling to their lost names court doom, for they risk stirring their accursed Essence if they so
much as answer when called by their former name. That name belonged to one who was alive, and it is
not meet for Death’s Chosen to bear such affectations of mortality.
Essence Fever
The power of death flows through an Abyssal, calling out to be used. This Essence fever urges
deathknights great and awful deeds, almost intoxicating to those who’ve yet to master their Essence. Its
pull is strongest when an Abyssal is gripped by dark passions or tempted by her worst impulses.
Many Abyssals soon learn to control their Essence fever, either under their Deathlord’s instruction or by
self-discipline and force of will. Its motivation can be channeled toward an Abyssal’s own ends, but she
must still confront the worst parts of herself as she does.
Past Lives
Abyssals experience memories of their past incarnations in many ways: strange dreams, intense dejà vu,
feverish visions. Some fall into flashbacks, reliving ancient history. Others’ memories play out in the
world as baleful omens of their Great Curse. This most often occurs when an Abyssal encounters
someone or something she knew in one of her past lives.
For most Abyssals, the moments they remember most strongly from their past lives as Solar Exalted are
their deaths, and this ancient enmity weighs heavily upon their souls and deeds. Other memories are
dimmer. The First Age is hazy and nondescript; the Divine Revolution is all but lost, remembered only in
nameless passions and nightmarish visions.
The Usurpation is still a fresh wound for some among Death’s Chosen. Driven by memories of lost glory,
they seek to reclaim their stolen thrones and avenge themselves against their betrayers. Others nurse their
predecessor’s ancient grudges against the past lives of other Exalted — sometimes their own closest
companions.
Like the Solars, the Abyssals are heir to more than just memories. The barrow-treasures of their past lives
are theirs by right. Debts, obligations, and feuds incurred by her predecessors may be held against her by
the ghost of ancient Exalted and other timeless spirits. Some find themselves drawn to the Lunar Exalted,
for the sacred union of the Chosen of Sun and Moon endures undiminished by the Abyssals’ corruption.
Longevity
The Abyssal Exalted have been promised immortality by the Deathlords. Having been created only five
years ago, they can’t know for sure whether this is true, but those who’ve investigated their bleak
masters’ claims find little reason to doubt them.
Initiation Rites
A deathknight’s service begins with her tutelage. Each Deathlord has their own approach to training new
Abyssals, but all Death’s Chosen must study the skills with which they are to serve their liege, the
civilities of the Underworld, and the code of death’s chivalry. Each Abyssal’s course of study is tailored
to them, and to the future their Deathlord envisions for them. A Dusk Caste who was little more than
hired muscle in life might have the makings of a general in her master’s eyes, studying warfare at his side
on the battlefield, while a Daybreak surgeon may be granted the time, resources, and ghostly tutors to
perfect her research as she unlocks the secrets of necromancy.
Once an Abyssal’s training has progressed to her liege’s satisfaction, the Deathlord will often command
her to undertake a journey across the Underworld, either alone or alongside a Circle of fellow
deathknights. For most Abyssals, this is their first exposure to ghostly society, and there is much they
must learn of the ways of the dead to serve their masters’ will. Such grand tours also provide their first
opportunity to begin making allies and connections of their own within the Underworld.
A Deathknight’s Labors
At first, a fledgling Abyssal’s duties are meant more to provide her with experience than to serve her
Deathlord’s goals. As she wins her master’s trust, she’s rewarded with new privileges and new
responsibilities. Her Deathlord might entrust her with leading his forces to conquer a necropolis-kingdom,
or appoint her to govern a troublesome tributary in the Underworld or in Creation that requires her
expertise.
Each Deathlord has unique perspective on how best to employ their deathknights. Depending on her
strengths and her Deathlord’s needs, an Abyssal might serve as a general, spymaster, artificer, bodyguard,
ambassador, or assassin. A Moonshadow Caste’s passion for poetry might go unappreciated by some
Deathlords, while others might see her potential as an evangelist or propagandist. But no Abyssal is
chosen lightly — each has a part to play in their Deathlord’s plans.
Some deathknights spend much of their time working at their Deathlord’s side, while others visit their
master in person only between expeditions that take them to far corners of Creation or the Underworld.
Often, an Abyssal’s duties require her to work alongside her fellow deathknights, in pairs, trios, or
occasional Circles.
Deathknights-Errant
Despite the Deathlords’ best efforts, not all Abyssals are content to serve their masters. Some come to
regret their dark oaths and renounce the Neverborn entirely, while others chafe under the rule of the
Deathlord who claimed them. These renegades are known as deathknights-errant, tragic heroes who
wander Creation and the Underworld alike.
Most deathknights-errant who succeed in escaping their master flee in the days soon after their Exaltation,
before their Deathlords’ agents have tracked them down. Once an Abyssal has been found and brought to
her master’s place of power, escape becomes far more difficult — though never impossible. Such would-
be renegades must choose their moment carefully, and often turn to other allies or patrons to facilitate
their defection.
Many deathknights-errant return to their mortal lives at first, but rarely stay long. To do so invites the
dark doom of their Great Curse, promising tragedy to come. Some pursue personal ambitions forbidden to
them by their Deathlords. Others embrace their role as Death’s Lawgivers, seeking rank among the dead
as prophets, conquerors, or revolutionaries. Some deathknights-errant even turn against the Deathlords
and their Neverborn masters, swearing defiance to the end.
Not all deathknights-errant are traitors. One might forsake a Deathlord, but remain faithful to the
Neverborn, serving the fallen ancients as they see fit. In time, these Abyssals might find a new master,
pledging themselves to another Deathlord whose goals and methods align with their own.
Even Abyssals who reject the Neverborn’s will remain bound by it. Many deathknights-errant still
observe death’s chivalry, lest the cost of their transgressions consume them utterly. They must seek
middle ground between what their conscience allows and what the Neverborn demand, visiting doom on
tyrants, slave traders, crime syndicates, and their ilk. Such is the justice of the Death’s Chosen.
The Deathlords are formidable in tracking down their wayward champions, but mighty as they are, their
forces are finite, and there is only so much they can justify for a single deathknight. A renegade Abyssal
might find herself pursued by packs of specters, necromantic horrors, strange Underworld bounty hunters,
or loyalist deathknights, but not the entirety of a Deathlord’s legions of the damned. With caution,
cunning, and vigilance, a deathknight-errant might keep her freedom — at least until the next time her
former master’s hounds come baying for her.
Death’s Lawgivers
The Solars of old were Creation’s Lawgivers, and the Abyssal Exalted are heirs to that legacy. As Death’s
Lawgivers, the Abyssal claim the right to cast down the old orders of the Underworld and raise up new
ones, delivering the dead out of bondage and tyranny. When the people are ignorant of the Old Laws, the
Abyssal Exalted bring knowledge. When they intervene in the affairs of the dead, they are not living
interlopers, but dread and holy personages of the sunless realm.
As Death’s Lawgivers, the Abyssals can also be champions of the dead among the living. Some lead
ancestor cults from the shadowlands or defend the faithful as holy guardians. Others are speakers for the
dead, eulogizing the unmourned and ensuring their names are remembered. Still others still might
preserve the knowledge and traditions of long-extinct cultures, rebuke the living when they fail to honor
their ancestors, or keep watch over ancient ruins.
Abyssals who embrace their role as Death’s Lawgiver need not compromise their loyalties. Most
Deathlords see value in having ambitious deathknights, especially when those deathknight’s goals win
them allies and favor among the dead.
A Sunlit Path
Some Abyssals ultimately find peace with what they’ve done and what they are as Death’s Lawgivers,
champions of the dead, the doom of the wicked. But for others, their accursed existence is a constant
reminder of their unforgivable sin. Some dream of the day when life’s Essence fills their veins and their
oaths to the Neverborn are shattered.
Such hopes may yet be fulfilled. The Abyssals were created by corrupting Solar Exaltation, and a dim
spark of the Sun’s flame burns within their poisoned hearts. None know what such a journey might look
like, but there is a possibility. If one could find the way, they could be cleansed of the Neverborn’s
corruption, transformed into one of the Solar Exalted and freed from their damning vow.
The details of what this transformation entails are left to individual Storytellers and playgroups to devise.
It shouldn’t be an easy journey or short one. Such redemption should come as the culmination of an
ongoing story, potentially an entire chronicle. Storytellers should emphasize the Abyssal’s personal
growth over external assistance. Even if the Unconquered Sun himself denies her, redemption is not
beyond the Abyssal’s reach. The quest along the sunlit path might involve self-sacrifice, opposing the
Neverborn’s forces, passion for life, building positive relationships with the living, and clinging to hope
even when all is darkest.
Solar Corruption?
If an Abyssal can become a Solar, is the reverse also possible? Just like redemption,
this possibility is left up to the Storyteller. Even if the truth remains unknown in
your game, some Deathlords believe it may be the case, and take especial interest
in Solars who seem like they could be tempted to their damnation.
Chapter Two: The Deathlords
The Deathlords are the Underworld’s reigning terrors. Vengeful ghosts of the Usurpation, these
necromancer-tyrants sold their souls to the Neverborn, the ever-writhing corpses of the world’s makers.
They remember little of who they were in life. Their names are gone, consigned unto the void, and
centuries of undeath have warped them into things no longer human. Like all ghosts, they are creatures of
obsession almost entirely consumed by their greatest passions — their ambitions are monstrous, their
passions grotesque, and their hatred illimitable.
Secret History
In life, each Deathlord was among the Exalted who fell in the bloody cataclysm that ended the First Age,
including both the betrayed Lawgivers and their foes. Each, in time, found their way to stand before the
tombs of the Neverborn, and desecrated the Old Laws to make a pact with the dead gods. Thus rose the
Deathlords, sworn to the world’s end.
The Deathlords did not ride out of the Labyrinth like a storm to fell Creation all at once. Their rise was
slow, unnoticed by the living and most among the dead. As the world of the living recovered from the
Usurpation, the Deathlords set about amassing power. The First and Forsaken Lion recruited the greatest
warriors among the dead to their Legion Sanguinary. The Mask of Winters sowed spies among the
Underworld’s kingdoms, laying the foundations of his intelligence network. The Dowager of the
Irreverent Vulgate discovered unimagined necromantic horrors writ on towering bone steles. As centuries
passed, they carved out their Underworld domains, establishing their place among the great powers of the
dead.
Then came the Great Contagion, plunging Creation and the Underworld alike into upheaval. Few know
that it was one of the Deathlords, the Dowager, who loosed the apocalyptic plague upon the living. In the
chaos that followed, many of her peers made their bids for power. The Stygian Pact, an uneasy coalition
of Deathlords and other great Underworld conquerors, marched on Stygia, sacred necropolis of the Dual
Monarchs, citing the influx of the Contagion dead as a pretext to establish military order. Mighty as
Stygia’s defenders were, the Dual Monarchs were ultimately forced to surrender to the thirteen
conquerors. Meanwhile, in the periphery of the Underworld and the shadowlands beyond, those
Deathlords not involved in Stygia’s conquest reaped the benefits of upheaval and the flood of new ghosts
to cement their powerful positions.
Agenda
The Bishop is fanatical in his devotion to the Neverborn. While all Deathlords have sworn to the world’s
destruction, the Bishop is among the few actually committed to this goal. Once he’s consumed the souls
of all the living and the dead, he reasons, he will have power enough to complete the work of ending the
world: shattering the continents and boiling the seas, quenching the lights of the firmament, and releasing
the Neverborn from their long penance. Then and only then shall he permit himself oblivion,
extinguishing the souls of all things.
But what the Bishop does not realize, what he refuses to realize, is that he fears oblivion. His piety and
devotion to the Neverborn are sincere, but they are not perfect. Perhaps this flaw in his conviction
subconsciously guided his hand when he wrote his doctrine, providing himself a veritable eternity before
he need confront the world’s end. There are still millennia left before the great devouring will be
complete, by the Bishop’s reckoning; why concern himself now with what comes after? But if one of his
deathknights were to learn of this weakness, they might find themselves forced to choose between their
faith and their liege.
Deathknights
The Bishop desires his Abyssal’s piety and faith, counseling them in theological matters and inviting
them into his personal library, home to countless translations and revisions of the Tome of Endless Night
and copies of nearly every text the Bishop’s doctrine has ever inspired. He would have them be his saints
of the Shining Way, hastening Creation’s end just as loyally as their liege.
The Bishop’s wrath is inflamed when his deathknights refuse to heed his wisdom or blaspheme against it,
yet he holds it in check. He knows the futility of indoctrinating the Exalted by force; his wayward
deathknights must find the way to the truth in their own time. Young Abyssals still given to sympathy for
the living are given tasks and quests throughout the lands where the Shining Way is followed, showing
them the faith as it is to those who practice it.
Notable Followers
Born into a small village in the Silent Meadow, the Celebrant of Blood grew up immersed in the Shining
Way. She was scarcely past adolescence when she made her final pilgrimage to the Hidden Tabernacle,
seeking release from the depths of depression. Impressed by her zeal, the Bishop promised that she’d one
day know oblivion’s succor, but that she would first know greatness as a saint to death. The Daybreak
Caste is among her liege’s most faithful deathknights, as skilled an evangelist as she is a necromancer.
Yet she’s still parochial in her understanding of the Shining Way, often shocked by differences in beliefs
and practices across the many lands where the faith holds sway — even to the point of holding impromptu
inquisitions to root out what she deems intolerable heresies.
In life, the Harbinger of the Ghost-Cold Wind was a Haslan shaman, an interpreter of dreams and
intermediary to his clan’s ancestral ghosts. As an Abyssal, he still serves his people’s dead, defending
them from agents of other Deathlords and speaking their will to the living across the Haslanti League. The
Harbinger laid down his life protecting the tomb of his clan’s heroic ancestor from desecration, and gladly
accepted the Bishop’s offer to take his revenge. But while he’s pledged obedience to his Deathlord, the
Moonshadow Caste refuses to recant his people’s traditions and espouse the Shining Way. Much as this
frustrates the Bishop, he permits the Harbinger his folly. The deathknight has become well-loved by the
Haslanti League’s dead, and may one day prove useful to the Deathlord’s goals.
Severed Limb’s Discretion rules Ikh Bayan, one of the Silent Meadow’s many petty princedoms, a
ruthless ghost-prince whose professed devotion to the Shining Way is purely political. Decades ago, they
lost much of their kingdom’s territories to neighboring rivals in a protracted war sparked by a schism in
the Hidden Tabernacle’s ecclesiastical hierarchy. Obsessed with reclaiming these holdings, the specter
now conspires with agents of the Lover Clad in the Raiment of Tears, seeking to frame those rival princes
for treasonous complicity with the Bishop’s most hated rival among the Deathlords.
Once an Immaculate monk, the heretic Pyre’s Shadow is now the longest-lived of the Bishop’s
pyreflame apostles, emulating Hesiesh’s example of restraint. Pyre’s Shadow preaches that, just as the
Elemental Dragon of Fire incarnated among the living as Hesiesh, so too did he incarnate among the dead
as the Bishop. At the Deathlord’s bidding, the apostle spies on the Realm’s Northwestern satrapies, easily
passing himself off as just another monk. When a satrapy’s Dragon-Blooded raise Wyld Hunts against the
Bishop’s agents, Pyre’s Shadow must abandon his restraint, burning away his soul to stand against them.
Agenda
Vengeance weighs heavily on the Heron’s mind. Once, she reigned from the House of Bitter Reflections,
a palace of obsidian mirrors in the shadowland known as the Field of Endless Raitons. It was there that
the patron gods of Great Forks bested her, dealing her a devastating defeat. Though the gods’ power paled
in comparison to the Heron’s, they had discovered the secret weakness by which she might be slain
forever — or at least convinced her that they had. The Deathlord retreated, leaving her dominion ripe for
the taking by neighboring Underworld powers.
The Heron has spent the centuries since rebuilding, but she’s yet to reclaim the heights of her power. In
truth, her defeat weighs heavier on her than she admits. She refrained from claiming another shadowland
dominion, fearful that another champion of the living might uncover her secret weakness, and has avoided
the Scavenger Lands altogether. But with the Abyssal Exalted, things have changed. Flanked by an honor
guard of deathknights, the Heron might one day stride into the palace-sanctum of Great Forks’ gods to
claim her revenge.
The Heron’s retreat has not changed her overarching goal: to spread such terror among the living that they
will willingly subjugate themselves to her in death. While she might enjoy mass murder, she takes far
greater pleasure in her victim’s absolute surrender to their fear. She murders heroes and leaders of the
living, unleashes spectral assassins to plunge cities into mass panic, and deploys small bands of ghostly
riders on terror raids through shadowlands. She espouses little reverence for the Neverborn, but death’s
chivalry is seemingly second nature to her, as if her every whim aligned with the Neverborn’s will.
Deathknights
All Deathlords prize their Chosen, but the Heron more than most, for they’re her greatest hope of
reclaiming her lost power and prominence. She goes to almost excessive lengths to secure their loyalty,
studying their needs and desires with the same nigh-obsessive scrutiny she gives her victims. Her
deathknights are fêted and celebrated with parades and festivals as often as they care to be; all the
splendors and vices of Stygia are theirs if they so choose. Most Deathlords could survive a single
defection or betrayal, much as it might cost them, but such a loss would take more than the Heron can
afford.
Sowing fear remains the Heron’s foremost goal as ever. She gives her deathknights great license in their
choice of methods. She also dispatches them to secure assets, allies, and territory necessary to rebuilding
her power, to stymy the efforts of her political rivals, and to win favor from ghostly cities and kingdoms
through grand festivals or courtly intrigue. The Deathlord’s cautious in deploying her deathknights,
preferring to do so only when she’s confident in the quality of her ghostly spies’ on-the-ground
intelligence. She can’t always afford this luxury, but shows more restraint than her peers.
For all the Heron can offer her deathknights within her Stygian dominion, she can’t imprison them there.
Loathe as she is to do so, letting her Chosen pursue their own goals and attend to personal affairs is
necessary to maintain their loyalty — though such deathknights might be trailed by the Heron’s spectral
servants to protect and retrieve them should they find themselves outmatched.
The Heron offers her Abyssals tutelage in stealth, subterfuge, and courtly graces. For those whose skills
or ambitions lie elsewhere, she retains ghostly teachers and experts from Stygia and beyond. She teaches
them little of the Neverborn or death’s chivalry, though her deathknights need only follow her example to
serve the dead titans’ will.
Notable Followers
The Heron has entrusted much of the Quarter Magnificent’s governance to the Son of Crows, once
nothing more than a traveling actor. Most important among his official duties is arranging the carnivals,
parades, and galas that the Quarter’s famous for, a role that satisfies his desire for public adoration and
acclaim. At times, he’s called away from Stygia on diplomatic matters, whether attending another
Deathlord’s court as an envoy or negotiating terms of surrender for cities terrorized by the Heron. These
duties leave ample room for leisure, taking in Stygia’s fashion, poetry, and theater.
All Clad in Tatters Came the Mountebank Knight is the Heron’s spy in the houses of the other
Deathlords. Almost unnervingly serene, the Day Caste takes seriously their duty to the one who saved
them from death’s door, insinuating themselves among the retinue of her rivals for as long as she requires.
They pass themself off as an Abyssal in a different Deathlord’s service, a ghostly prince, or an
ambassador from a kingdom of the living, winning the trust of the Deathlord’s advisors, agents, and
deathknights. But such is their composure that even the Heron couldn’t see their fatal flaw — the
Mountebank is ruled by their heart in matters of romance, a liability that could see them turned as a
double agent.
Sinews Spun Upon the Loom serves as the Princess Magnificent’s bodyguard and the Black Heron’s
hunting hound. His perfumed veils and jeweled finery conceal the countless soulsteel daggers sheathed
within his own ghostly flesh. The Heron esteems him as highly as her own deathknights, trusting none
save him to select her victims for her. Sinews’ loyalty is beyond reproach, but he’s at times frustrated by
his lady’s delight in purposeless violence. If he thinks a victim might distract the Heron from some crucial
matter, the nephwrack may kill the unfortunate himself rather than reporting back.
Lady Shapeblighter is a master moliator, a ghost skilled in reshaping and transforming the phantasmal
forms of others. She’s sets herself apart from the Quarter’s competition with her work’s incredible detail
and precision, and with the less-than-legal services she offers to fugitives seeking to throw off a tail,
charlatans scheming to “borrow” another’s identity, or debtors starting a new life. The Heron’s court has
long made use of the Lady’s services, and she regards the Deathlord with an aunt-like fondness. While
her gifts are of no use to deathknights, she’s a font of information on goings-on in the Quarter, Stygia’s
criminal underworld, and the personal intrigues of the Heron’s courtiers. Such information isn’t cheap,
though young Abyssals may receive a few pointers on the house. After that, they might have to sabotage a
rival’s business, lend her their influence in district politics, or retrieve ancient treatises on moliation.
Deathknights
The Dowager is an inconstant liege. She spends much of the time in a fugue-like reverie, speaking to her
Chosen only in inscrutable prophecies and gnomic pronouncements. While such utterances are never
meaningless, even the wisest of her Abyssals often struggle to decipher them. When the Dowager stirs
from her fugue, she has much to say to her deathknights. She speaks at length of the Neverborn, their
desires, and their torments, describing the horror of their existence as if she had experienced it herself.
She is often unnervingly calm, for she knows the Neverborn’s triumph is inevitable. But should her
Abyssals ride alongside her when she hunts, they bear witness to a pitiless thing of hatred and hunger,
disdaining speech for bestial snarls.
Even when the Dowager’s Abyssals can understand her cryptic demands, she knows the least of the
Creation by far among her peers. At times, she forgets that the world of the living is anything more than a
speck of her own making, and assumes that it follows the laws of her nightmarish whims. It is as a matter
of necessity, then, that her deathknights take considerable initiative in interpreting her orders and
proactively serving her will — far more than other Deathlords’ Abyssals. So long as the final outcome
serves the Neverborn’s will, the Dowager is rarely displeased, though it may well go unnoticed entirely.
At times, the Dowager’s deathknights must stand against the horrors that their mistress has unleashed.
When her beasts of pain and fear prey on her own cultists, when her curses go awry, when her unleashed
nightmares draw the ire of Underworld enemies, it falls to her Chosen to hunt them down and set things
right. At least, that’s what her deathknights have decided. Lacking a liege’s guidance, the Dowager’s
Abyssals largely turn to each other to decide how best to serve her.
The Dowager eagerly shares her vast knowledge with her deathknights, even in the grips of delirium.
Those who solve her riddling words and meditate on her paradoxical pronouncements learn much of
necromancy, geomancy, and other fields of knowledge that the Deathlord has mastered. Those seeking
instruction in archery or tracking receive it firsthand, joining the Dowager in her hunt.
The Dowager speaks often of death’s chivalry, teaching that they are ironclad laws of existence,
unbending and unbreakable. Service to the Neverborn is not a choice for those who’ve sworn themselves
to damnation. She’s yet to share her final plan for the Well of Udr with any of her deathknights, but
should one of them stray from the Neverborn’s cause, she might reveal in a bid to win them back to the
flock.
Hunting Grounds
No one is safe in the Noss Fens. Mortal travelers passing through it are rarely seen again, and even gods
fear to tread. The eerie bog is shaded by willows, manicheels, and tremendous banyans, their limbs
overgrown with black moss. A stagnant, putrid scent fills the air, for every plant that grows here is
undead, finding no sustenance in the shadowland’s corrupted waters. The fens have little wildlife, though
it’s not uncommon to find an animal’s corpse floating stone-still in the mire — at least, until it becomes a
meal for one of the shadowland’s denizens, living or dead.
By night, the dead emerge to hunt the living. They number in the tens of thousands, grotesque
abominations shaped from the flesh of both human and beast. Some of the horrors unleashed by the
Dowager lair in the swampland as well, preying upon the living and the dead like. When the stars are
right, the Deathlord joins in the hunt, slaking her bloodlust and offering sacrifices unto the Neverborn.
The Dowager’s citadel, the Mound of Forsaken Seeds, lies at the Noss Fens’ heart. Much of the strangely-
angled ziggurat lies submerged beneath endless layers of peat and rot — from the outside, it seems
nothing more than a large burial mound. It was once a holy place, but the Dowager has corrupted its
sacred geomancy into a monument to her and Neverborn’s glory. Here and there, remnants of its makers
can still be found: age-worn idols of forgotten gods, mosaics depicting long-forgotten histories, the ruined
tombs of prehuman kings.
The Mound is filled with winding corridors and spiraling passageways, leading to decay-ridden chambers
adorned with trophies of the Dowager’s hunts and tapestries of woven soulsteel. Anyone foolish enough
to trespass is unlikely to escape with their lives, even if they avoid the temple’s mistress, for the Mound is
stalked by ravenous corpse-beasts, nightmares beyond number, and things that lurked here long before the
Dowager came. Some chambers and hallways are filled with smoke, dust, and unbearable heat, twisted
elemental corruptions of the Mound’s puissant geomancy.
The Well of Udr lies at the Mound’s center. The Dowager has made its chamber her throne room, by vast
shrouds of spiderwebs and soul-shattering necromantic wards. Even her deathknights must struggle not to
recoil in its presence, assailed with disorienting vertigo and a sense of cold unease. It is here that she is
most often found, seeking new horrors within the Well’s darkness.
Notable Followers
Born into the Corpse-Flower Coven, the Shoat of the Mire longed to be chosen as a sacred child, but
was passed over by the ghost-priests time and again. In her thirteenth year, disconsolate with despair, she
fled from her village into the Noss Fens, and soon met a grisly end. The Shoat knows not why the
Dowager saw fit to save her, but she’s sworn to repay the life-debt she owes her liege. Unlike some of the
Dowager’s deathknights, the young Dusk Caste has embraced her role as the sacred child she never was,
an eager intermediary between the Dowager and the coven. But her acerbic tongue and teenaged
temperament are liabilities here, and she’s made many enemies among the ghost-priests.
Kindly and somber, the Menhir Raised in Doleful Silence seems out of place among the Dowager’s
deathknights, an avuncular figure who makes a methodical science of brewing tea. He seems far too
genial to be a mass murderer, a poisoner responsible for more than a dozen deaths. He doesn’t supply any
details, context, or justification when he reveals this, leaving his fellow Abyssals to wander at his past. He
takes a great interest in both the toxic and medicinal properties of the Noss Fens’ unliving flora,
performing strange alchemical experiments whose purpose remains secret.
Foremost among the Corpse-Flower Coven’s ghostly priesthood, the fanatical specter-saint Autumn’s
Mourn is a monstrous creature of holy wrath. He has stood closer to the Dowager than any shade before
him, and learned a forbidden path, piercing his corpus with needles made of soulsteel forged from
fragments of himself. The price of his newfound power has reduced his identity to tatters, but he’s no
longer capable of regret. He knows no empathy for the living coven, and regards the Abyssals warily,
fearing they’ll usurp his position as the Dowager’s divine guardian and most trusted scribe.
Centuries ago, gripped with fell rage, the Dowager unleashed Nha Kef-Tah from the Well of Udr, a
primeval nightmare of death by water. A hydra-like serpent of endlessly branching coils carved with
blasphemous sigils, the behemoth proved beyond even the Deathlord’s power to bind. It fled out of the
Noss Fens and into the Sea of Shadows, where it’s become a terror to seafarers. While the Dowager
scarcely remembers the Nha Kef-Tah, her coven venerates it as a divine beast of the end. In time, the
Dowager’s deathknights may connect the coven’s tales with reports of hazards at sea.
Agenda
The Eye seeks not to serve the Neverborn but to understand them — and to use them. The Deathlord has
imagined countless possibilities, whether harvesting eldritch organs for world-killing weapons, forging
tomb-bodies into a legion of soulsteel colossi, or redefining the Old Laws from atop undying shoulders.
The multiplicity of their plans and their manic flitting from project to project has made the Eye a talented
improviser out of necessity; they are not committed to any single scheme, but to the sheer scope and
contours of their ambition: The Neverborn and Creation both gorgeously broken to their will.
For all their ennui, the Eye is patient, so long as they have plans and countermeasures to contrive.
Accordingly, they have spent centuries investing in contingencies should their experiments with the
Neverborn finally go too far — especially in the face of the Lion’s imprisonment in his soulsteel armor
and the Dowager’s warped return from her destruction. In secret warrens throughout the South, the
Deathlord caches weapons and reagents against some future need. Most of all, he seeks ways to buttress
his immortality should he have to reform himself. The hidden library of Oquze contains decades of
journals detailing their every thought, grand and trivial alike, and in the basalt vault known as the
Gravemind, they sometimes take counsel from a half-realized simulacrum of themselves, meant to
preserve a perfect (but currently woefully incomplete) copy of their identity against corrosion.
Deathknights
The Eye offers Exaltation only to those who offer considerable value to their research or — far more
often — pique their unpredictable and insatiable curiosity. The end result is that the Deathlord is often
narcissistically fond of their deathknights, delighting in their foibles and triumphs. Though they do not
see their Abyssals as peers — never would they see them as peers — the Eye collaborates and associates
in the way a distinguished academic would with favored pupils. The Eye places few if any restrictions on
their access to the Deathlord’s research and innovations, including prototype artifacts and experimental
necromantic spells.
In return, the Deathlord inflicts their ever-shifting moods upon their deathknights, expecting their
absolute indulgence. It is not uncommon for an Abyssal to waken in their chambers with the Deathlord
looming over them, waiting to explain their newest mission. Other times, the Eye demands exhaustive
postmortems of projects and missions, prodding their vassals to consider every possibility of how a quest
might have gone otherwise for good and ill alike.
Attempts to rescue the Eye from their darker moods are rewarded if successful, but this is rare — the
Deathlord’s strongest rebukes have always come to those deathknights and servants who try to spur them
to action during their worst melancholic fugues, saddling them with onerous and dangerous work out of
crude spite. Ambitious deathknights may find themselves given considerable latitude to serve in their
Deathlord’s stead during these episodes, knowing that any boundaries they overstep may be forgiven if
they can produce either tangible results or provocative theories.
Cold House
Hidden in a chill alpine valley in the Summer Mountains stands the Glade of Weeping Bones. Skeletal
trees grow from the shadowland’s sickly soil, dripping blood from pale crimson flowers. At the center is
Cold House, a megalithic manse hewn from blue-black stone before the dawn of history. Vast as it
appears, it is even larger within, filled with endlessly shifting corridors, rooms of inscrutable purpose, and
staircases that ascend and descend miles beyond reason.
Though common thought holds that the Eye is in control of Cold House, the Eye tests this constantly,
seething when they encounter the vestiges of the House’s many previous masters and their edicts still in
force. The reclaimed wings of Cold House play at a bleak habitability, with cavernous parlors, frigid
halls, and comfortless bedchambers. Venture deeper, and malevolence creeps to the fore. Explorers have
discovered caverns decorated in fine ebony and snake-shed, mile-long crawlspaces inhabited by corpse-
spiders with legs of wilted flowers, and libraries of blank books that bleed when opened. These deep
places are of greatest interest to the Eye and Seven Despairs, who orders regular expeditions to procure
interesting prodigies and finally locate the manse’s hearthstone chamber, whether Cold House permits it
or not.
Beyond the grounds of Cold House, the Eye and Seven Despairs rules over a small empire of trading
posts and caravanserai that skirt their valley and its surrounding climes. Brokers from feuding nations and
emissaries from warrior-clans travel hundreds of miles to secure weapons, their wagons heavy with silver,
jade, exotic resources, or corpses of academic interest. Particularly influential or intriguing buyers are
offered Cold House’s fraught hospitality; all others must make do with the network of brokers — living
and dead alike — who trade in the Eye’s unique wares.
The Eye’s investments in the Underworld seem at first to mirror those of Creation, selling weapons and
strange inventions to those with interesting ambitions or generous purses. Beyond this, the Eye and Seven
Despairs extracts unique goods from a number of afterlives they have loosely colonized. They are —
largely unknowingly — a tormenter figure in a dozen faiths across Creation based on stories that ghosts
relay to their ancestors cults about a mad-eyed savant with an arm of glass and bronze who terrorizes
ambitious shades with vivisection, dismemberment, and spiritual dissolution.
Notable Followers
One of the Eye’s most cherished deathknights is the Seven-Degreed Physician of Black Maladies, a
necrotech prodigy and emissary to the Mask of Winters. The child of erudite Dynasts, discountenanced
and disinherited when his Exaltation never sparked, he was shuffled off to cousins in the far-off Empire of
Prasad and promptly forgotten. Rather than allow the peculiarities of Prasadi culture to impede his self-
guided “study” of anatomy, he dealt brisk business with Corporal grave robbers and murderers to satisfy
his demand for bodies. The Corporals were caught and executed, the anatomist executed by a vigilante
mob — and the Eye earned the fealty of a kindred spirit. The Physician relishes his work with the
Deathlord now that he is freed of petty concerns like “ethics” and “reverence of life,” but his recent
collaboration with the Mask of Winters and attendant deathknights has him wondering if he was too hasty
in accepting the first offer presented to him.
The River Which Finds the Riven Door was denied her due in life; when she was called to Rubylak to
prove her mastery of hunting, lore, and warfare, her family’s rivals arranged for particularly cruel and
perilous trials. The Eye came to her as she bled out at the bottom of a pit trap, recognizing her for her
many cunning expeditions into the ruins that dot the Silver River. As a Day Caste, she hides her face
behind an ebony otter-mask and leads a corps of bound ghosts, undead constructs, and ghost-blooded
scavengers, delving into First Age ruins and Labyrinth kingdoms at her Deathlord’s behest. She shares his
fascination with Cold House, keeping copious journals of her investigations that only infrequently gall the
Eye when she discovers some secret that had been denied to him. Her latest discovery is a semi-stable
passage to a Linowan ruin only days from Rubylak; she has not yet shared this fact with her Deathlord
despite its import, wrestling with how to best balance this opportunity to revenge with her vestiges of love
for those who were once her people.
The merchant-prince Jilas Winds-of-Hyacinth is one of the Eye’s mortal favorites, falling from their
grace only during the rare visits where she hasn’t brought a gift to match her previous tribute — most
recently, a pale-haired oracle who wanders the grounds of Cold House, uttering uncontrollable prophecies
and prayers to a star-touched father he knows not. She has grown wealthy even beyond the Guild’s
standards as one of the Eye’s foremost brokers, obfuscating her oversized cut of weapons sales from the
Eye and Guild alike. Nearing seventy, she seeks the Eye’s leave to retire, but the Deathlord refuses to
treat with any of her apprentices. Jilas knows that if she leaves without the Eye’s protection, the Guild’s
audit will uncover decades of deception, and so she remains year after year, tasked with finding ever-
escalating gifts. For a credible promise of protection, she could arrange a grand reception with the
Eye…or discrete passage into the depths of Cold House, secreted away in this year’s shipment of
curiosities.
Seneschal is a ghost ancient almost beyond reckoning. He is the steward of Cold House — its caretaker,
prisoner, conduit, pawn. In his tenure, he has served many masters who attempted to tame Cold House,
advising them on its perilous moods and overseeing the hundreds of ghosts who serve within its cursed
halls. His mind is wracked with the house’s ceaseless murmurations, and so he routinely unburdens
himself by breaking off decades of memory, forming them into semi-independent echoes who scurry the
house’s halls to manage his many affairs. He is long overdue for this rite but clings to his identity even as
his grip on reality deteriorates. Some say that the Eye has forbidden him to do so for fear of losing some
scrap of lore that Seneschal has acquired of late, while others speculate that Seneschal is enthralled to the
Eye as a true believer, pupil, or even admirer, and does not wish to risk losing those feelings. Whatever
the reason, Cold House’s grasp on Seneschal grows by the day; in this mania, he unleashes ever-greater
dangers from the manse’s depths, surveys the Eye’s deathknights for insight into their lord, and brokers
bargains of his own for exotic talismans and elixirs to fortify himself against his growing corruption.
V aran’s R uin
An Exalted hero of the First Age, Varan fell in the Usurpation, but clung to
existence as a ghost. Undaunted by death, he wandered the Underworld’s wastes,
protecting the living from the horrors that poured through the countless
shadowlands opened in the Usurpation. He was sought out by spectral disciples
of the Neverborn and tempted with promises of dark power, but refused their
offer with the edge of his blade.
In time, Varan met the First and Forsaken Lion, who was not pleased at the sight
of the hero. After their battle’s end, the Lion hollowed out his soul and reforged
the hero’s blade with soulsteel smelted from Varan’s own ghost. When the
daiklave is drawn, what remains of Varan howls with monstrous hunger and
ancient pain.
Agenda
Centuries have passed, but the Lion’s aim remains unchanged: conquest. They dream of seeing every
corner of the Underworld broken and brought to heel by the Legion Sanguinary, of a sunless empire that
answers to a single master. In their early days as a Deathlord, the Lion’s wars were driven by boundless
ambition and bellicose fervor, glad of war and slaughter. Now, all that remains is grim resolution in
seeing them through to their end. When the final battle is won, when there is no more Underworld to
conquer, perhaps their dead heart will know something akin to pride once more.
The Lion’s martial ambitions have never extended into the world of the living. They share the
Neverborn’s contempt for Creation — a meaningless, transient world. It is bitter irony, then, that the
Neverborn have bade them slaughter the living. The Lion is scrupulous in this service, but has no
enthusiasm for it. Their token observances of death’s chivalry often serve their own ends as well. When
they deploy their forces through the shadowlands to march on Creation, they care more for the number of
ghosts conscripted from the victims than the despair and agony with which they died. As a result, the
Lion is an obscure figure to those in Creation, compared to the likes of the Mask of Winters or the Silver
Prince.
Since their punishment at the Neverborn’s hands, the Lion has turned increasingly to the study of the
Underworld’s secrets, entrusting more and more of their military operations to generals and now
deathknights. Perhaps their search is for a weapon, some ancient artifact or apocalyptic rite to tip the
Underworld’s balance of power. Perhaps they seek freedom from their curse, though few believe their
poisoned heart could harbor such hopes. Or perhaps they would be freed from the Neverborn, searching
for a way to either end their eternal suffering or to finally destroy them.
The Thousand
The Lion scorns the shadowland lairs of other Deathlords, repulsed at the notion of dwelling so close to
the living world. They sought out the Spears of Victory, a mountain range in the Underworld’s southern
reaches that offers an afterlife to the shades of soldiers denied the burial rites. By their command, the
mountains were carved and hollowed into vast fortress-city called the Thousand. Ghosts called to its
afterlife are now conscripted into the Legion Sanguinary, pressed into another chance at martial glory.
The mountainous citadel is a maze of treasure halls, puzzle-rooms, libraries, forges, arsenals, and trophy
rooms. Much of it is occupied by a cavernous barracks capable of holding six full armies of the Legion
Sanguinary. The cavern’s uttermost depths predate both the Thousand and the afterlife before it. They’re
roamed by strange beasts unremembered even by the dead. Those venturing into them occasionally return
bearing strange treasures of unknown purpose, created by whatever dwelt in the depths long before
humanity.
Deathknights
The Lion is a cruel master to most, but can’t afford to show their deathknights such treatment. They feel
little empathy for their Abyssals, brook no disrespect from them, and make stark examples of failure, but
they’re neither unreasonable nor malicious. That’s the most their Abyssals can hope for — there is no
kindness in the Lion, nothing left of the charismatic warlord who was beloved by their soldiers.
The Lion hopes that their Abyssals will one day be their most trusted generals, and seeks to shape their
deathknights into champions worthy of such respect. They freely teach their students all they know of
warfare, swordplay, Underworld lore, politics, and necromancy’s first and second circles. Success is
rewarded, whether with triumphal processions, plundered riches, governorships in the Endless Marches,
artifacts from the Lion’s own arsenal, or access to the forbidden texts kept in their personal library.
Failure is punished, but with an eye toward ensuring the deathknight learns what needs to be learned from
their defeat.
Many of the Lion’s deathknights given positions of authority in the Legion Sanguinary, leading
companies or entire armies, while the penultimate rank of General Diablerie has become a shifting
position, held by whichever deathknight the Lion has the most confidence in. Others hold elite positions
for their specialist roles. This has bred resentment among the Deathlord’s old guard of ghost-officers,
though their malice largely falls upon the deathknights who’ve replaced them rather than the Lion.
When the Lion instructs their deathknights in death’s chivalry, they speak not of glorious service to the
Neverborn, but of grim necessity. The Deathlord expects their Abyssals to be just as scrupulous as they
are in honoring death’s chivalry, though they mislike those who show too much zeal for the Neverborn.
While the Lion rages against their masters, they are no ally to traitorous Abyssals who would defy the
Neverborn’s will or deathknights-errant seeking redemption. Perhaps they could be won over, but after
centuries of constant agony and all-consuming hatred, they refuse to let anyone achieve the freedom that
they’ve been denied.
Notable Followers
Haughty and scornful, He Who Walks on Laughter is drunk on power and Essence fever, having
Exalted less than a year ago. He studied warfare and leadership from a young age as a member of
Champoor’s Sanjhar caste, and won the Deathlord’s favor with his rapid understanding of First Age
strategic concepts like air superiority. The Dusk Caste uses his favored position to agitate for increasing
aggression, but finds no purchase with the Lion. He now conspires with some among the Legion’s
generals who share his bellicose ambitions.
A master of espionage, infiltration, and military intelligence, the Meticulous Owl was already a trusted
servant of the Lion before he Exalted, recruited from the ranks of a shadowland ancestor cult. He is never
without his black jade death-mask, for an ill-fated pilgrimage into the Labyrinth left his body warped and
withered. Some among the Lion’s deathknights whisper that the eerily loyal Day Caste spies on them as
well as the Deathlord’ foes, reporting any signs of disloyalty directly to the Deathlord.
The ghost of an ancient Dragon-Blooded warlord, Ashes of the Lotus is the Lion’s most trusted general,
having fought alongside them in life. Before the creation of the Abyssal Exalted, she was the Legion’s
General Diablerie, but she’s been relegated to a lesser generalship to make way for a procession of the
Lion’s less-experienced favorites. Her bitter resentment over this has yet to overcome her loyalty to her
one-time friend, but she delights in their deathknights’ failure. She’s too cautious to directly sabotage
their efforts, but offers tacit approval and deniable support to the efforts of other disgruntled officers.
Feast of the Centipede’s Daughter is the Lion’s acting general in Stygia, maintaining strict military
order in the Legion Sanguinary’s barracks in the Iron Hills district. The Medoan ghost-warlord is perhaps
more paranoid even than her master, seeing intrigue and infiltrators around every corner. She’s concerned
by the Lion’s tentative alliance with the Black Heron, fearing whatever ulterior motives the Deathlord
might harbor. She increasingly spends her time investigating the Heron and her servants — an obsession
that, to Feast’s horror, has begun to spill over into romantic infatuation.
Agenda
The Mask’s current project is preparing for war against the Empire of Aki, aiming to break its power and
annex its heartlands to the Acheron League. His agents muster troops, forge alliances with buffer states
and rebellious Akeitan provinces, and undermine the Empire by turning its Council of Royals against one
another, spreading dissent among the populace, spying, sabotage, assassination, and the like, while
thwarting rival Signatories’ efforts to do the same to the League.
His short-term goal is reclaiming Thorns’ old provinces and annexing key neighbors. This serves many
purposes: reinforcing a valuable Abyssal’s loyalty, easing the Neverborn’s slumber through slaughter,
amassing undead troops for the Acheron League’s conquests, and — by inflaming the Scavenger Lands’
people against Deathlords — harassing his rival, the Walker in Darkness. His agents strengthen alliances
with Thornish provincial lords and pliable neighboring polities, find or fabricate further casus belli on
targets for annexation, and foment other conflicts in the River Province to distract Lookshy and the
Council of Rivers. He aims to forge a united Thornish kingdom that supplies undead troops for the
League long-term, but will abandon it if necessary.
The Mask pursues many lower-priority schemes in the background. He desires leverage over rival
Signatories in Stygia, gathers lost relics and forgotten magics in the Underworld and Creation, spies on
rivals and allies alike, and engages in petty one-upsmanship with the Silver Prince and other worthies
purely for entertainment. Such plots serve as excellent proving grounds for untested deathknights.
Black Diamond
The city of Black Diamond is the heart of the Acheron League, a sprawling metropolis dominating the
continent of Tholos in the eastern Underworld. Silver-roofed guard towers rise from beetle-black basalt
city walls and along the many grand bridges crossing the river. Untamed sprawl spreads outside the walls;
inside stands a triumphal procession of civic buildings, their monolithic marble and silver facades
interrupted only by carefully manicured parks and elaborate monuments to the Perfect Circle and the
Mask himself.
Over a million skillful ghosts gather here. Some came at sword’s point from the Mask’s conquests; he
lured others with opportunities to fulfill their passions. Today Black Diamond throngs with masterful
artisans, ambitious merchants, and insightful scholars. Meanwhile, tribute, trade, and plunder all flow to
the city’s coffers, funding its extravagance. As a result, Black Diamond is a cultural touchstone to rival
almost any other in the Underworld.
The Perfect Circle holds a central role in Black Diamond’s culture. Ghosts in a duke’s service wear
emblems indicating their affiliation; other utter propitiatory prayers to avoid the Circle’s attentions. It’s
customary at formal meals to set a place “for the duke” should one appear — though most among the
dukes claim this prerogative no more than once every few years, it remains a firm custom for fear of their
approbation or in hopes that they might grant some minor favor. The Mask of Winters once held a distant
role as the city’s founder, but cults to him have risen since he claimed the Signatory’s seat.
Masks are a notable sight in the city, even by the standards of the Underworld. Sumptory laws prescribe
thirteen ranks through which a ghost may ascend, earning the right to don masks of ever-more elaborate
designs and luxurious materials. At the lowest end, a tenant-farmer might don a crude construct of rough-
carved wood, while the grandees of the higher ranks go about in sumptuous visards and gaudy masks of
porcelain, abalone, and ivory.
Artificers, geomancers, and necromancers labor to create enchanted weapons, automata, siege weapons,
ships, and the like to enhance the League’s military might. These experts pool their knowledge within the
smoldering ziggurat of the Hall of Attainment, an academy of necromancy and occult arts famed across
the Underworld. Like the Mask himself, the academy is a place of ambition and striving, born out of its
origins as a home-in-exile for those sages expelled from Stygia during the failed collegia rebellion. The
Mask funds his scholars lavishly, attempting to woo masters away from their ancient towers to mixed
effect, forcing prideful ghosts long-set in their ways to work alongside juniors ravenous for progress and
acclaim.
The Perfect Circle resides in the many-spired circular structure called the Ring — or, by some, the
Beartrap. The dukes rarely gather in full amid its bleak, shadowy halls; their lieutenants represent them
while they move about the League managing political affairs, resolving unnatural disasters, putting down
bandits and rebels, and the like. Ghosts fear being called to the Ring; few petition or lobby the monstrous
dukes, who aren’t swayed by wealth or connections. Sixteen wordless sentinels stand guard over the
Ring’s gates, each with a fabled soulsteel weapon fit for an executioner.
The Mask’s manse-palace, the Spire of Endless Midnight, rises like a thorn from the middle of the River
Acheron at the city’s exact center. Behind its impregnable obsidian walls and occult wards, he gathers his
most precious treasures, labors on his most secret necromantic experiments, and shackles his most secure
prisoners. Though his current campaign keeps him in Thorns, he still returns on occasion to oversee the
mechanisms of empire, and he will reestablish himself here should Juggernaut fall.
Deathknights
The Mask values drive and ambition in his deathknights, and encourages them to better their skills and to
pursue private projects — so long as that doesn’t interfere with his own goals. Whenever possible, he
prefers to Exalt those whose ambitions or interests align with tasks he wishes to set them to; he deems this
elegant, and makes it less likely that they’ll seek independence or enter service with his rivals. Likewise,
he’s not above wooing another Deathlord’s vassal, but only if the Abyssal truly seems like a better fit in
his own employ.
Soon after a deathknight’s Exaltation, the Mask takes some action that significantly furthers that
Abyssal’s long-term goals, with the intent of both inspiring loyalty and incurring a debt. This is coldly
calculated, but often effective nonetheless. For example, with the Prince Resplendent in the Ruin of Ages,
who’d been a penurious scavenger lord in life, he arranged the humiliation and bankruptcy of a longtime
rival, transferring her assets to the Prince — including records and cipher keys to a certain First Age ruin
whose contents the Mask desired.
The Mask doesn’t concern himself with his deathknights’ ideology or their private agendas, so long as
they serve him loyally and pursue his goals successfully. He generously rewards exemplary service and
decisive successes, but supports his own interests in doing so. Generals and warriors receive estates and
military forces at the empire’s borders; spymasters and socialites earn titles and intelligence assets in
Stygia, Black Diamond, Thorns, or other key cities; occultists learn spells and pact with esoteric entities
whose powers mesh with some upcoming task. He carefully selects artifacts to match their recipients’
personalities and styles, occasionally crafting them himself, but in exchange he expects to hear dramatic
tales of victories achieved through their use.
Notable Followers
The Rightful Heir by Red Iron Rebuked — also called the Red Iron Rebuke — rules Thorns on the
Mask’s behalf. When the Mask came to him during his imprisonment, starved and feverish within his cell,
he accepted the Mask’s bargain: freedom and his city’s throne in exchange for fealty. Today, this gaunt
Moonshadow Caste stands as the nominal sovereign ruler of Thorns. Once an introverted poet and
huntsman with little personal ambition, he wishes to do right by his people, but remains embittered; he
sees the city’s current suffering as a mirror to how he once suffered, and aims to ease its people’s troubles
with spoils and tribute. He still seeks out his brother’s surviving allies among the rebel Thornish
provinces to make them pay for their role in usurping him.
Though tall, strong, and hale, the Seven Seasons Widow shows the marks of many decades in her gray
hair and seamed face. Over her long life, she’d been a far-traveling mercenary, then the war-leader of a
now-defunct confederation of city-states west of Nechara, then finally a prince’s chief military advisor.
The Mask found her as she lay dying of old age, and offered life and strength; today, this Dusk Caste
warrior-general oversees the Mask’s war efforts in Creation, finding grim satisfaction in decisive
victories, wild revels among her troops, and collecting battle trophies. She chafes as nominal vassal to the
Heir, who determines when she may go to war and still holds a grudge over her brutal tactics during the
conquest of Thorns. She also struggles to obtain reinforcements and supplies from the Mask’s longtime
ghost-generals, who feel slighted by her sudden ascent.
Many years ago, Safram Amaya — a minor aristocrat and a scholar of natural philosophy — held high
rank in Thorns as an advisor to the Autocrat Mazandan Sepehr. They tutored the Autocrat’s children, and
became close friends with the one who would become the Heir. Later, to protest the Heir’s blinding and
imprisonment, Amaya renounced their rank and went into voluntary exile. Upon conquering Thorns, the
Heir called them back and made them a noble of the highest rank. Amaya remains uncomfortable with the
dead, and worries about the morality of involvement with Anathema, even as a friend. Nonetheless, they
remain unswervingly loyal to the Heir, serving as his envoy to neighboring provinces and polities and
advising him on political and economic matters. They try to steer him toward upholding the common
people’s needs, bringing petitions from desperate citizens to his attention — despite the animosity this
earns from venal court officials.
A score of puissant nephwracks and similar spectral entities comprise the Perfect Circle, the Mask’s
regents in the Acheron League. They include the Mask’s enigmatic spymaster and shadow-weaver, the
Duke of the Blindfold; the horrid blazing war-beast called the Duke Who Embraced the Pyre; the
Duke of the Hoarfrost Spear, a cruel strategist and battle-champion; an alluring, ruthless administrator
and master of the requiem arts, the Duke with No Heart; the Duke with Seven Jaws, a devious and
ferocious shapeshifter-admiral; and a brilliant and vindictive exchequer and soulfire-wielder, the Duke of
the White Jade Hoard. Many of these have found themselves working uncomfortably alongside Abyssal
newcomers or even supplanted entirely. Though obedient to the Mask via bargains and bindings, their
pride and jealousy may provoke friction and strife with his deathknights.
Agenda
The Lover considers herself a devout servant of the Neverborn, bringing Creation a step closer to its end
with each victim broken by her ordeals. Little by little, the torment of individuals erodes the foundations
of cultures and societies, spreading the Lover’s truth like an insidious decay. She is a meticulous
perfectionist in this, unwilling to compromise her principles or her craft in the name of expedience. She
ignores any criticism of this from her fellow Deathlords, deeming them rash and intemperate. With all
eternity in which to end the world, why should she settle for anything less than absolute perfection?
As a master necromancer, the Lover has raised up armies of corpses from beneath the snows and
summoned primeval horrors of the Underworld to capture and occupy shadowlands across the North. She
has no dreams of conquest beyond these shadowlands’ boundaries; rulership holds no appeal for her, and
would rather the living submit to despair than the point of a sword. Instead, the shadowlands serve to
spread her message across the North. Spectral envoys and disciples emerge from these conquered
shadowlands bearing her teachings to distant lands; necromantic horrors shamble forth to crush those who
think they can stand against the Lover. Now it is her deathknights that ride forth, spreading despair and
corruption in their lady’s name.
Deathknights
The Lover prizes her deathknights as her greatest disciples, having overcome the ultimate test of Abyssal
Exaltation. In exchange for their service, they receive her mentorship in necromancy, artifice, and
understanding the desires of the living and the dead. Those skilled in persuasion, philosophy, or art learn
to test and subvert the living, while those who strengths lie elsewhere hone their skills to exemplify the
Lover’s bleak truths through action. They might be rewarded with control of a shadowland conquered by
her forces, made margraves of the Lover’s dominion, or be given command of one of the shambling
armies raised by her necromancy.
The Lover asks little of her deathknights, but expects much. At times she bids them return to the Fortress
of Crimson Ice to recount their deeds, taking eminent satisfaction at every prince driven to despair, every
monastery tempted into nihilistic heresy, every Sworn Kinship divided by honeyed words or a daiklave’s
edge. She bids those Abyssals without triumphs to report accompany her when next she finds a victim to
test, that they might learn from her and perhaps even take over the torment themselves. The Lover can’t
leave everything to her deathknights’ discretion, though, for there is much to be done in her conquest of
the Northern shadowlands and her dealings with rival Deathlords, requiring military and diplomatic
missions.
The Lover’s tutelage marries death’s chivalry to her philosophy, teaching that breaking the will of the
living is more pleasing to the Neverborn than mere slaughter. She encourages restraint and patience over
passionate zeal, promising her Chosen that there’s time enough for all they long to accomplish. She offers
a similar view to those contemplating their vows to destroy the world, urging them to focus on more
pressing matters and take a long-term view to the apocalypse. But she still expects her Chosen to
faithfully serve the Neverborn. She does not punish the wayward openly, but those who commit egregious
violations receive duties and missions meant to reveal the folly of their ways.
Notable Followers
The Curate of the Desecrated Sacrament delights in the hypocrisy of the righteous. Presenting himself
to princes, magnates, and priests as an ambassador of the Lover, he wins his way into their confidences —
and at times, their arms — so that he might expose their infidelities and improprieties. In contrast to his
stern Deathlord, the Curate makes sport of such schemes, almost playful in the audacity with which he
tempts fate. His vainglory hasn’t gone unnoticed: the Mask of Winters has set in motion schemes to snare
the Curate in his own game, compromising him as a double agent against the Lover.
Once a Tear Eater shaman, the Shadow of the Ash Arrow is now the Lover’s envoy to the Great Dead.
Her blessing has made the Moonshadow a holy figure, acclaimed as one of the Great Dead. While the
Lover avoids intervening in Tear Eater religion, the Shadow believes they can reconcile it with her
teachings, portraying the Great Dead as divine emissaries of the Lover who willingly forgo freedom from
desire to guide their descendants. Converting the clans and their Great Dead to this new theology would
be no mean feat, but it pales in comparison to persuading the Lover. For now, the Shadow plunders ruins
in search of ancient scriptures and takes counsel with ghostly mystics and savants, drawing on teachings
from many faiths to compose an irrefutable argument.
Blue Sigil is a petty aristocrat of the port city of Grieve, her jovial manner concealing her mocking
cruelty. Like all who’ve drunk of the city’s fabled White Elixir, she’s become an undead revenant, unable
to bear the sun’s touch. She’s sent envoys to the Fortress of Crimson Ice to beseech the Lover’s favor,
seeking the Deathlord’s tutelage in necromancy to gain dominion over all Grieve’s revenants — including
its queen, Shield Glory. Her entreaties succeeded in catching the Deathlord’s attention; now, the Lover
tests Blue Sigil to see if the princeling is worthy of becoming her student, and perhaps one day her
puppet-queen.
The Sorrow-Siren no longer remembers why he was cursed to become one of the Loveless; his mortal
life is lost to him. He preyed on the lost and the lonely, offering the warmth of his campfire and the rattle
of dice, but the Great Contagion slew the mortals he fed upon, dooming him to starvation and maddening
isolation. In the depths of this agony, he heard the whispers of the dead titans; now, he is never alone. The
Lover favors him, pleased to see him finally attain enlightenment. No longer does he hunger; instead, he
evangelizes the Neverborn to both the living and the Loveless, teaching them to hear the whispers.
Agenda
Though he professes his loyalty to the Neverborn, the Deathlord has only ever served his own ambition of
seeing all Creation remade to his grand design. Breaking the barriers between the living and the dead as
he forged his ideal society served the slain ancients’ will, as does the spread of Skullstone’s culture, but
it’s for pride’s sake that he does this, not piety.
The Prince expands his empire slowly, ensnaring Western polities in trade agreements and treaties that
leave them economically dependent on Skullstone and receptive to the Sable Order. He sends sages and
merchants as spies to aid in this process, as well as his lictors. Later, he reveals loopholes, clauses, and
debts that force them into becoming protectorates. Governments become puppets, and native practices
erode under migration from Skullstone and schools that teach Sable Order values and turn people against
their traditions.
Unaligned Exalted have historically proven difficulty for the Prince to manage, so he regards them warily.
Outcastes are treated respectfully but not deferentially, for they too number among the living. Their
movements are monitored constantly by the Deathlord’s agents; on occasion, he’ll extend invitations to
visit him. Rarely, he offers patronage to those who demonstrate great loyalty. Necromancers receive
harsher treatment, pressed into service to the state if discovered. They’re compensated lavishly, but kept
under scrutiny — and hired covertly — for what they can do to thanatocrats.
While a hundred matters concern him, he is a cunning delegator, apt at choosing the perfect vassal for
every task. The majority of his personal attention now turns to undercutting the Western Trade Alliance
with exclusivity deals, expanding the Black Fleet, making overtures of alliance to House V’neef or
Peleps, and securing a stronger foothold in Stygia. Throughout these projects, he works to cultivate his
deathknights, testing and rewarding each of them in turn as he integrates them into the perfect machine
that is Skullstone.
Deathknights
The Silver Prince loves his deathknights the way a horse racer loves his prized stallions: their success is
his own, each victory swelling his pride and reputation. As his Chosen, they’re esteemed as thanatocrats,
enjoying immense celebrity in Skullstone. Skullfolk consider it a privilege to meet their lord’s
deathknights, and their duty to accommodate them, though they don’t do so mindlessly. Abyssals are
gifted lavish estates in Onyx or Stygia, attended by zombie servants and invited to galas and
necrotheaters; their fashion sparks trends, their affairs are torrid gossip.
The Prince offers tutelage in administration, captaincy, courtly graces, and ethics, always imparting Sable
Order philosophy through his lessons. Those seeking instruction in other matters can learn from expert
tutors, the finest Skullstone has to offer. He makes little mention of death’s chivalry, trusting that his
deathknights will intuit what they need to know of it from the Sable Order’s teachings — even where his
own philosophy diverges from the will of the Neverborn. He’s confident that in time his deathknights will
become true believers in the Sable Order; he enjoys debating the topic with them, relishing how they
make him refine his arguments. Whether he would be so magnanimous in defeat remains unknown.
Though careful to let them pursue their own interests, the Deathlord expects service on behalf of
Skullstone. Abyssals quell unrest in protectorates, negotiate trade deals and treaties, slay mighty foes, and
explore the Underworld for lost islands and treasures. He regularly loans out his ship Perfection’s Reach
to favored deathknights, whose name is known in every port of the Underworld. Among their standing
orders is to open and expand shadowlands whenever practical, to lengthen Skullstone’s grasp mile by
inevitable mile.
Thanatocrats fear and resent Abyssals, wary of what they, like necromancers, can do to the dead. But they
also see opportunity in courting them. Deathknights are plied with gifts and offers of favor-trading by
elites seeking to curry favor with the Prince, or make a puissant ally.
Adherents of Note
The Knight of Ghosts and Shadows is among Skullstone’s foremost ambassadors, a Northern warrior-
poet and necromancer who serves as the Prince’s envoy. Their gentle melancholy aura, intricately tragic
plays, and androgynous fashion have won them admirers in Onyx and abroad in the West and
Underworld. The Cerenye family (p. XX) courts them by sponsoring performances of their work, seeing
the Moonshadow Caste as a way to bend the Prince’s ear; thus far, the Knight is happy to oblige them,
demonstrating blatant favoritism that vexes other High Families. They were Chosen by the Lover, but
defected to the Silver Prince for greater luxury in Onyx. In their incessant favor trading and networking,
the Knight sells the least of the Lover’s secrets to interested parties; should the luxuries slow or their new
liege ask too much, they might start selling the Prince’s secrets too.
As admiral of the Black Fleet, the Drowner of Saints has put down spirit-court rebellions, slain
behemoths on the Sea of Shadows, and smashed pirate ships to splinters with his signature grand
goremaul, the Weight of Oblivion. He’s reserved, taciturn and grim, a seasoned commander and sailor;
his smiles are rare, revealing shark teeth that bespeak his God-Blooded heritage. But inside, the Dusk
Caste burns with hatred against the Azurite Empire (Across The Eight Directions, p. XX) for a life of
bondage mining iron in the Finreefs. He dreams of provoking war with Azure, more for revenge than
justice – his broad back bears a lattice of lash scars. His loyalty to the Silver Prince, born out of gratitude,
has thus far kept his planned vengeance simmering, but as war threatens to break out, the Drowner may
finally have the opportunity he’s longed for.
When pirate Moray Darktide Exalted as a Dawn Caste Solar, the Silver Prince expected a challenge to
his authority. To his shock, the orphan from Port Jyna sailed to Onyx to declare his loyalty to Skullstone
and unwavering belief in the righteousness of the Sable Order. Since then, Captain Darktide and his
Shades have become legends as Black Fleet privateers, clashing with Sea Lords, stopping piracy, and
passing out the spoils of ocean exploration to the downtrodden. Moray is the very ideal of a Skullfolk
captain: dark, handsome, quick with his orichalcum daiklave and quicker to smile. Quietly, he’s cynical
about human nature stemming from a rough childhood, but this only fuels his zeal. For all that the Prince
is fond of Moray, the Deathlord is wary, too; Moray’s heart is with Skullstone itself, not him. Currently,
Moray’s ire is reserved for the corruption of the High Families and colonial viceroys, but the Silver Prince
has him watched at all times, wary of the day that changes.
Grim Admonition is chief among the Prince’s lictors, the Ghost-Blooded secret police in service to the
Ministry of Harmonious Divisions (p. XX). She wears the pewter half-mask that is a lictor’s badge of
office, its brow marked with a symbol sacred to the Prince. A skilled infiltrator in his own right, she has
spent her thirty years as chief personally apprenticing dozens of lictors who have now risen to prominence
among the order. The Prince allows this because Grim Admonition never weights the dice for her
apprentices — if they succeed, it is because she has a peerless cunning for cultivating talent and
discretion. Her inquisitions into the affairs of thanatocrats have left her with many puissant enemies in
Skullstone, and she now surveys her fellow lictors for her successor — and also turns her gaze upon the
Prince’s deathknights, for dark horse candidates.
Agenda
The Walker sees the triumph of the Neverborn whenever ambition, pride, or fear of death drive the living
to accept his damning pacts. He laughs when the so-called righteous abandon their ideals and call it
necessity, when kingdoms decay and collapse as princelings war over the scraps of power he’s offered
them. The living can’t help but succumb to venality, hypocrisy, and self-degradation. What value, then,
can life have? Such are the teachings of his obscure faith.
The Walker sees death’s chivalry as a religious creed, offering up his worship through obedient service to
his masters. Yet he has no real desire to see Creation destroyed. The realm of the living offers him foes to
battle, princes to beguile, and fools to snare in his soul-binding pacts; how could he give up his greatest
pleasures? He knows himself a hypocrite and makes strange, painful penance to the Neverborn to expiate
his guilt.
The Walker took no part in the conquest of Stygia, but insinuated himself among the conquering
Signatories of the Stygian Pact soon after their triumph. He greets their envoys and ambassadors in his
embassy-manse, the Pyramid of Venomous Malachite, and has come to exercise more power over the
Signatories than many realize.
Stygia holds little else of interest to the Walker, save for the intriguing mysteries of the Dual Monarchy,
but he prizes his foothold nonetheless. It offers him leverage in diplomatic dealings with other
Underworld powers, and leaves him well-positioned to undermine the Mask of Winters and the First and
Forsaken Lion, fellow Deathlords whose impiety has incurred the Walker’s disfavor.
Deathknights
The Walker impresses upon his Chosen the importance of their knightly role, emphasizing death’s
chivalry in every aspect of his Abyssals’ tutelage. He likewise exhorts them to uphold their vow of world-
murder, rankling at his own hypocrisy. Yet he also seeks to subtly give them reasons to cling to Creation
as he does — love, revenge, hedonism, curiosity, or whatever other motivations seem suited to an
Abyssal’s personality.
The Walker does not pact with his deathknights; beguiling and ensnaring his own Chosen would offend
the Neverborn, by his view. He’s a generous patron, offering them necromantic tutelage, their pick of the
Company’s plunder, secret knowledge of the Labyrinth, and positions of authority within the Company of
Martial Sinners or as his envoys to the Scavenger Lands or Stygia.
The Walker’s deathknights hold the highest rank in the Company of Martial Sinners, serving as the
Deathlord’s champions and honor guard. No matter an Abyssal’s talents, her prowess has a place in the
Company, whether dueling outcastes and Exigents, infiltrating enemy ranks, forging artifacts and terrible
siege weapons, raising undead hordes, or negotiating terms of surrender. But the Walker’s interests are
far-ranging; he might send a Circle to sabotage a diplomatic summit in Stygia, seek out a First Age
necromancer’s crypt-manse lost beneath the Burning Sands, or palaver with faerie princes of the Wyld.
Notable Followers
A cosseted aristocrat, the Intinctor of the Worm’s Chalice’s inexperience and foolhardy arrogance
proved his end in his first real battle — but since his Exaltation, the Walker has honed him into a living
weapon, tutoring him in arts better suited to his strengths. Now, the Dusk Caste is among the Company’s
paramount war-necromancers, boastfully narrating his triumphs to his undead scribe Phalange. Esteemed
as he is among the Company, his vainglory may yet prove his undoing. While the Walker is cautious in
choosing his battles, carefully weighing diplomatic implications, the ferocious Intinctor is easily
provoked into ill-considered battle.
War made an orphan of the Saint Unburdened by Pernicious Flesh and a blighted shadowland of their
home. Their upbringing by the shades of family members long dead taught them the value of ancestor
cults to both ghosts and their descendants; now, the Midnight Caste is patron and defender to such cults
throughout the Scavenger Lands. This arrangement suits the Walker for now; he values the alliances the
Saint has forged and the intermingling of the living and the dead. But in the end, the ancestor cults are but
a tool for the Deathlord; should he sacrifice or betray them, it may turn the Saint against him.
Duke Lu is the Walker’s familiar, a six-headed barghest that stands taller than the Deathlord and is
counted as one of the great beasts of the Underworld. For millennia, he has devoured the corpses of gods,
monsters, and the Exalted, seeking some elusive mystery found only in rotting flesh. Such feasting has
battened his spirit and Essence; as the Deathlords are to other ghosts, so is Duke Lu to the Underworld’s
canine shades. The Walker won the barghest-king’s friendship defending him against a Wyld Hunt sent to
end the beast’s rampaging through the Scavenger Lands; the centuries have tempered this into
unbreakable loyalty. In battle, Duke Lu’s favored place is by the Walker’s side, but he also leads the
Gluttonous Sinners, who offer up the choicest morsels of the battlefield to their commander.
Avaricious Sinner Czoki and Sainted Sinner Jakun are emissaries for the Company, wandering the
Scavenger Lands and the nearby Underworld to recruit new members, spread propaganda of the
Company’s triumphs, and negotiate contracts or terms of surrender that don’t merit a personal appearance
from the Walker. Czoki, a ribald Ghost-Blooded swordsman, handles matters of coin and speaks to the
self-interest and base desires of his audience. Jakun, a hungry ghost enlightened by centuries of
meditation, spreads the Walker’s creed and makes appeals to morality, ideology, and politics. The two are
lovers more often than not and know each other’s every quirk and foible; they occasionally make a game
of exchanging masks and passing themselves off as the other.
Other Deathlords
Nine Deathlords are known throughout the Underworld, but this may not be a complete telling of their
names and natures. Storytellers and players are explicitly invited to add to their number, inventing new
Deathlords of their own design to serve as Abyssal patrons, allies of desperation, or world-ending
antagonists.
Integrating a new Deathlord begins with either creating space for them in the current tableau of the
Underworld, or explaining why they’ve been absent from its politics at large.
Making a Deathlord an established part of the setting often requires moving pieces around the board to
create space for them. Where are they operating out of in the Underworld and in Creation? Which
Deathlords and other powerbrokers are in that same region? What are their relations like? What have they
accomplished over the centuries — from projects as grand as the Bishop’s cultivation of the Shining Way
to small victories such as the Heron’s consolidation of major Stygian crime syndicates.
In contrast, there are many reasons why a Deathlord might only just be stepping into the spotlight. They
might have their redoubt in a particularly distant or isolated location, operate through a puppet-state, or
else disguise themselves as a lesser power to deflect unwanted attention. When they reveal themselves
and take to the stage, the question becomes: Who knew beforehand? How have they prepared? And what
opportunity finally provoked them?
Opportunities
While the details of any additional or alternative Deathlords are left firmly for each play group to decide
for themselves, there are some ripe opportunities that are worth mentioning:
• The Dreaming Sea, in all its eldritch mystery, might be a fruitful place for a Deathlord’s domain
in Creation. The region is home to all manner of ancient powers and ruined empires which could serve as
a smokescreen for the Deathlord’s unholy power, or provide ample opportunities to consolidate resources.
• The Blessed Isle was once the greatest capital of the First Age, and perhaps there is a Deathlord
who will not abandon it, despite the challenges such a domain provokes. They would contend with the
region’s lack of shadowlands and the might of its Immaculate exorcists, forcing them to act with either
infinite subtlety and restraint, or else to robe themselves in false piety, subverting the Shogunate and
Realm with heretical cults or offering ambitious Dragon-Blooded ghosts the opportunity to cling to
existence in exchange for their service.
• A reclusive Deathlord might have been trapped within their domain, either by the senseless
thrashing of the Neverborn or the efforts of heroic mortals, ghosts, or Exalted. An imprisoned Deathlord
might have spent centuries recuperating within a cursed sepulcher, spreading their influence as within the
nightmares of surrounding polities, or weaving a terrible geomantic corruption that will see them released
from their cage with catastrophic effects for the Underworld and Creation alike. The terrible being
beneath Capstone is one candidate for such a story, with the help of their cultists in nearby Darkheart.
• Existing ghostly potentates may be “promoted” to Deathlord status for a particular chronicle. This
provides more material to work with in conceptualizing their themes, ambitions, and goals, which can be
scaled up to afford them greater influence on the Underworld and Creation. The Signatories of the
Stygian Pact (p. XX) are prime candidates for this, as are other ghostly powerbrokers like the Sovereign
of Chains (p. XX).
• While the Deathlords are the ghosts of the Usurpation — among Creation’s deadliest events —
others may have pacted centuries after. A powerful Dragon-Blooded or Sidereal ghost slain as part of the
Great Contagion might have sold their soul to the Neverborn for power even as they plot revenge against
the Dowager, or a mighty Lunar hewn down as part of the Fair Folk invasion might now have set their
sights on spreading the calcifying touch of death across the Wyld, leading their deathknights in a crusade
that risks setting off a new invasion.
• The Exalted weren’t the only being touched by the Usurpation. Many of Creation’s non-human
civilizations fell en masse during the protracted war that followed the initial strike, and others like the
ghosts of certain powerful Niobrarians were conscripted into the Usurpation as participants even in death.
Perhaps the rare ghost of a Dragon King emperor, grieving the ill-spent lives of their fallen people, now
sits atop a throne of bone and crystal, plotting revenge on humanity and its Exalted paragons. One of the
Niobrarians — perhaps even the towering wraith of a fallen Spoken — might also have taken a
Deathlord’s mantle, dredging the corpses of their kin from where the sea has long preserved them in
shadow and muck before breathing the gift of un-life into them.
Chapter 3: The Underworld
The Underworld should not be.
Before the first ancient was slain in the Divine Usurpation, there were only the cleansing waters
of the River Lethe and the formless Sea of Shadows. The fallen ancients who became the
Neverborn birthed the Underworld in their agonies, shattering the orderly mechanisms that had
until that time ensured that souls passed from one life to the next in a gentle and uninterrupted
cycle. The first isles and continents rose from their corpses, vast landscapes built from a
foundation of grief.
Since that time, the Underworld has accreted itself, islands rising and shifting according to the
enigmatic Old Laws of death and the tectonic forces of living memory and ritual. Ghosts strand
themselves upon its bleak shores to seize hold of a semblance of life. Some luxuriate in palatial
splendor, sated by the reverence of grateful descendants; others dwell in wretched afterlives of
toil or torment.
This is the Underworld: Gravestone kingdoms and their undead tyrants, vistas of heartbreaking
beauty and heart-seizing terror, passions which blaze hot enough to burn even in death…and yet,
doomed to diminish in the fullness of time. Here are told the stories of the dead — ghostly
potentates, corpse-behemoths, and the Abyssal champions who topple thrones or forge undying
empires.
Ghosts
To understand the Underworld, one must understand the ghosts who inhabit it. It is a truth known
across Creation that death is not always the end. Most mortals may go their entire lives without
seeing a single shade, but not a one doubts that ghosts walk the world at night, in the shadows, or
in the lands of the dead.
Nature
A ghost is not the person it seems to be; it is a remnant, a reflection, a relic. Most mortal souls
pass from life into reincarnation without leaving a ghost, but some tarry, resisting the pull of
Lethe. It may be that their death was sudden, violent, wrong; but other times, they may be
tethered to undeath by the call of duty, a quest for personal enlightenment, or a lover’s fierce
desire to express their literally undying feelings one last time. While some deaths may
predispose a soul to cling to existence and identity, there are no guarantees — sometimes a soul
unjustly murdered passes easily to its repose, and other times a contented farmer’s shade lingers
to enact a centuries-long pantomime of their laboring life.
The term ghost usually refers specifically to the shade left from the tattered remnants of a being’s
higher soul, which is the seat of their memory and identity. Remnants of the lower soul are
instead hungry ghosts; rather than being drawn to the Underworld, they usually lodge in their
own corpse, emerging at night to feed their mindless appetites for carnage.
A ghost is not made of flesh and blood, but of corpus: Spiritual matter made tangible in the
Underworld. In Creation, ghostly corpus is intangible and may be injured or destroyed by
exposure to sunlight. Those who travel the lands of the living do so at night, and even then,
require magic to interact with the physical world, either to solidify their corpus or to possess a
corpse or host.
Newly formed ghosts typically resemble their living selves, though many have exaggerated
deathmarks that accentuate the manner of their passing. A drowned man may drip forever with
brine and trail clutching seaweed, a mother slain by fever might radiate heat like a bonfire, and a
hanged murderer might find the noose around their neck as much a part of their spiritual body as
any other appendage.
These changes tend to grow more notable as a ghost waxes in age and power. Whether they
elongate into willowy giants, twist their faces in the snarling rictus of a jaguar-devil, or replace
their skin with strips of talismanic paper, the dead take many forms to emphasize what they hold
fast to from life — and what they have already surrendered to oblivion. Others don masks to
replace faces eroded by time, or to signal that they have moved beyond their mortal life and have
claimed a new identity in death.
Ghosts do not have the same physical needs as the living, but they have powerful memories of
those needs. A ghost who goes without food will not starve, but her corpus may wither as hunger
becomes her all-consuming thought; the same is true of water, and of sleep, and of connection,
and of all the other mortal necessities. When the ghost-farmers of long-vanished Ptar harvest
grain alongside the Styx to make bread and beer for Stygian worthies, it is not because starvation
will unmake them, but because the lucky ghosts who consume these will derive pleasure from
texture and taste, and alleviate the memory of hunger.
Passions
None endure death’s cold touch unchanged. It is a simple truth that when one dies, things are left
behind — memories, feelings, and ambitions fade and ebb. What endures in a ghost are often
only the most powerful aspects of their identity, now magnified by the loss of lesser drives: A
ghost who clings to the thread of revenge might retain her wrath but lose much of her joy, while
one fettered to existence by a bodyguard’s vow of eternal service might forget other oaths, or the
pride of fatherhood, or his skill at poetry. Few ghosts are wholly without nuance, for death is
likely to leave bits and pieces that the ghost must fit together into a new identity, but they are
always changed.
Many ghosts lose themselves in emulation of the patterns they once lived by: Masons raise
building of unearthy stone, vintners bottle wines tinged with beautiful regret, artisans and
performers hone their craft, and bureaucrats file truly ceaseless paperwork in the offices of
Underworldly brokers. Others lose themselves to whichever passions dominate their patchwork
identity — a humble farmer slain by a callous warlord might become a vengeful assassin,
defining himself through a single moment of pain, blood, and regret.
Regardless of what anchors a ghost to their unlife, these passions give them shape and purpose.
Most will seek any opportunity to indulge themselves, transforming Underworld societies into
operatic passion plays. A courtier’s ghost needs to gossip and intrigue, and a warrior’s needs to
test themselves against superior opponents. These urges are stronger even than the echoes of
their physical needs; given a choice between sating passion or hunger, most ghosts will gladly
choose passion.
Veneration
Cultures throughout Creation know to honor the dead. Rites protect against the rise of hungry
ghosts, speed ancestors to peaceful reincarnation, or fortify ghosts with phantom wealth and
power. Sacrifices symbolic of worldly goods — paper treasures, clay coins, and costume armor
— often manifest in the Underworld as valuable gifts, made luxurious by the sweet reverence of
the living.
These offerings manifest subtly and irregularly, thought to be dictated by the interplay of the Old
Laws and the Calendar of Setesh. Most ghosts can expect sacrifices to appear somewhere
between a day and a week after they are rendered; those with homes often find offerings simply
appearing in their cupboards and storehouses, while those without often wake from slumber with
new tokens arrayed around them or secreted on their person.
A meager offering of half-vinegar wine at a family shrine may sometimes be richer than even the
finest vintages of Kesundang when the sacrifice is imbued with difficulty, sincerity, and
meaning. Some of that quality extends to the work of ghostly artisans; prayer flows through their
hands into the swords they forge and the bread they bake, granting surpassing and even
supernatural quality.
The greatest of the gifts of the living are grave goods — those things interred alongside the dead
in their original funeral. These grave goods appear with the ghost at the moment of their
awakening, and which are bound to them by the Old Laws; they cannot be stolen except by
powerful magic, though they may be traded, gifted, or taken by force under threat of destruction.
Humble offerings given with care, long-practiced ritual, and good fortune can become beauteous
panoplies endowed with wondrous qualities, from ever-burning candles to teapots which steep
their brew in the taste of daydreams. It is not unknown for artifacts and similar treasures to
emerge from particularly generous, mourned, or powerful tombs, and many an undead hero or
ruler’s ascent to greater glory after death has been aided by grave good wonders they could have
never wielded in life
Ancestor-cults are common throughout Creation. The gods are often distant and strange in their
motivations, but powerful ancestral ghosts are viscerally human, even when distorted by death.
These cults may arise when a beloved matriarch becomes powerful in death through prayer, or
when such a ghost rises to power themselves and offers their patronage to descendants. In the
best cases, these cults offer meaning to ghosts and protection to their worshippers; in the worst,
they become extortion rackets or dysfunctional families where the long-dead exact the standards
of another age upon great-grandchildren without allowance for context or change.
Grave Goods and Tomb Robbing
Plundering a grave is perilous, even for a pious descendant. Taking a grave
good from its resting place endangers its echo in the Underworld, and
ghosts can often sense those who disturb their resting places and seize their
beloved treasures. Many cultures which inter powerful weapons and tools
also develop rites to mitigate these situations.
In the icy climes of Lastlight, warriors offer their own blood and swear
oaths in an ancestor’s name so a barrow-blade may be brought forth to
serve the next generation. The women of Ajatmir contact their
grandmothers in psychedelic trances, begging for the use of enshrined jade
armor for a particular task or quest. These borrowers sometimes become
the true owners of an artifact when an ancestor passes into Lethe or
relinquishes her claim; other times, those who wish to borrow a direlance
of particular renown must convince several generations of former wielders
as to their suitability, offering recompense and veneration to each in turn.
Magic
Ghosts are creatures of deathly Essence, and their many strange magics are spoken of throughout
Creation, known to both rough superstition and attentive scholarship. Savants living and dead
sometimes speak of these varied powers as the spirit arts, a catch-all term for mystical abilities
both natural and learned. A newly-formed peasant’s shade may have a trick or two to terrifying
the living with cursed nightmares or a blood-chilling grasp, but puissant and enlightened ghosts
may develop a knack for possessing the bodies of the living and dead, or the gift of moliation by
which they may permanently reshape ghostly corpus. They may lay blessings and curses, change
their forms, glimpse dire prophecies, or spew forth pyreflame, to name only a handful of
miracles. These powers often arise from a ghost’s personality, nature, and the manner of their
death, growing more potent and esoteric as they refine their Essence.
Some paths to ghostly power echo those of the living: training, meditation, and secret lore may
all deepen a ghost’s spiritual potency. Others grow strong on prayer and sacrifice, or steal power
from ghosts bound into their service, or conduct blasphemous rites to the Neverborn. Still others
defy explanation, singular prodigies who rise from the grave with inexplicable powers and
epiphanies.
Ghosts of the Exalted and other powerful beings often retain vestiges of their former gifts. These
are not their lost Charms, but reflections of them seen through the dark mirror of the
Underworld: A Solar may glow with the wan light of a paler sun, while his Lunar mate’s ghost
may still flit between a dozen haunted shapes. They are far from the only ghosts of great and
terrible power, however, and those who lived and died as mortals sometimes begrudge the ghosts
of the Chosen, keeping them from dominating Underworldly politics through diplomacy,
intrigue, and war.
Powerful ghosts sometimes craft miracles from soulsteel — a magical material that alloys rare
Underworld ores with anguished souls. Veins of this cursed metal sometimes form in afterlives
where natural forces compress and temper the screaming souls of the damned, but the vast
majority is deliberately made in mausoleum-foundries. Ghosts forged into soulsteel exist in
perpetual agony, though this may take many forms; many forge-saints attest that heartbreak,
wrath, and tragedy all impart a unique resonance to their grim treasures. Many ghosts shy from
soulsteel, which is seen as the mark of those Underworld powerbrokers without scruples or
mercy; others seize upon these wonders, reasoning that true torment is to leave those souls in
agony without use or meaning.
An Imperfect Immortality
Forever is a very long time, and even the dead may die. If destroyed by daylight or violence,
weak ghosts are often utterly unmade, their tatters either falling into nonexistence or passing into
reincarnation. Those with particularly powerful passions or ardent worshippers may reform as
spirits sometimes do, rebuilding their corpus over a period of days, years, or centuries. These
ghosts often return having lost something of themselves, whether a single memory or their
lifelong love for a cherished spouse.
When a ghost’s passions gutter out like flames starved of fuel or the ties that bind them to
existence fray and break, they risk spiritual collapse. As a ghost loses the things that anchor
them, the call of Lethe grows louder and louder, and sooner or later, all ghosts succumb. Their
corpus evanesces as they rejoin the cycle of reincarnation. Others, stricken with ennui, give
themselves to the Labyrinth and, in its darkest precincts, vanish into nonexistence.
Only ghosts who tie themselves to truly eternal tasks can endure across ages, but even those aims
may not sustain them forever. Ancient ghosts jealously guard the objects, societies, and
bloodlines which give them purpose beyond the turning of millennia. Much of the ebb and flow
of power in the Underworld has turned on these precious anchors, with century-long duels to
seize hold of baubles that serve no purpose except to anchor a hated foe’s existence.
There is a slow turnover in the Underworld as ghosts fade away. Many afterlives boast shrines
and temples whose purpose is long forgotten, but which the remaining dead still care for by rote.
Underworldly empires may outlast their founding dynasties, their usurpers, and the usurpers of
their usurpers. The Underworld is not a record of Creation’s past, but a place where things of
Creation’s past go to wither, to change, to become something else until only a shadow of what
was remains.
Other Denizens
While mortal ghosts predominate throughout the Underworld, they are not its only inhabitants.
Phantom Beasts
Few are the animals who leave a true ghost, or even a hungry ghost — such shades come
primarily from familiars whose souls are entwined with their human masters, forming an anchor
in death. The wild fauna of the Underworld are not ghosts as such, but rather they are reflections,
the Underworld’s Essence giving shape to the memories of its ghostly inhabitants.
Savants have a hundred names for these creatures, but most can be translated as something akin
to phantom beasts. They are part of the environment of the Underworld, enacting simple urges
and instincts: A vast boar with blood-matted fur seeks to kill those who enter its stomping
grounds, stately vesper-wolves bay paeans to the worthy dead, and pyre-maggots seek out
blazing hearts where they may fester and flourish.
Ghosts hunt, fear, and domesticate these phantom beasts in mimicry of living animals. These
creatures’ innate connection to the geomancy of the Underworld means that few flourish beyond
their natural environment, but enterprising shepherds and husbands have rituals and spirit arts by
which they may tame horses of consolidated grief or memory-devouring buzzards for sale to
ambitious collectors.
Specters
Specters were ghosts. To scholars, they still are, but the dead do not claim them. They fear them,
shun them, flee from them when they can and propitiate them when they must, for specters are
those desperate and despondent ghosts who have been twisted by the influence of the Neverborn.
Some fall into this sad fate through a spiritual malaise that opens them to the dark whispers that
emanate from the depths of the Underworld’s deepest fundament; others seek out the Neverborn
of their own accord, sacrificing ever-greater parts of themselves in exchange for power.
And power they receive, for specters glut themselves on the gory font of the Neverborn. Their
Essence quickens, their spirit arts deepen, and they realize shattered insights into necromancy
and other secret lore. Some sip at this power carefully, walking a knife’s edge to try and retain a
semblance of their mortal reasoning and motivations. Others drink greedily, losing themselves in
ecstasy and horror.
The latter become the nephwracks, high-priests of the Neverborn. Specters are dangerous beings,
distorted by power, but the nephwracks are utterly lost souls. Little remains of their original
identity, and even those scraps are warped to the service of the dead architects of reality.
It is a small mercy to the Underworld at large that specters often content themselves as petty
kings, and nephwracks rarely find cause to leave the Labyrinth. On the dark days when they do
ride through the lands of the dead, all but the greatest ghostly heroes sense the coming of
something more terrible than death itself.
Behemoths
As in Creation, the behemoths of the Underworld are manifold and impossibly varied. It is a
catch-all category that vexes scholars and sages who aspire to a more discrete taxonomy. Many
are the congealed remnants and tattered organ-souls of the Neverborn, given nightmarish form
bereft of purpose. Others are shadows of cultures, cities, and even concepts whose spiritual
residue had enough gravity to form something not unlike a ghost — sentient wars that reenact
themselves by possessing the dead, or cruel plays which seize unwilling souls for their
performers and audience alike. Still others simply are: The leviathan Umaza has never lived, and
yet she is undeniably born of death’s dark allure; the walking-temple of The Peregrination is the
impossible dream of ghostly pilgrims given form.
Prehuman Ghosts
Humans are not the only mortal creatures to tarry in the Underworld, though they are the vast
majority. Shades from many servitor-species created by the ancients may be found in their
afterlife enclaves or upon the cosmopolitan streets of Stygia. They are looming, ghostly gigantes
of Epoch; the aquatic inhabitants of the fallen Niobrarian League; or the seven-eyed ascetics of
Xo.
The most common of the prehuman ghosts are those of the Dragon Kings. Though bound to a
unique system of reincarnation, their souls sometimes linger in the Underworld, especially with
their living population whittled to a fraction of what it once was. They command several
Underworld strongholds, from the Nineteen-Gates Road to the city of Durance, where crystal
spires slowly crack under the weight of ghost vines heavy with ashen flowers.
The Neverborn
The Neverborn define the Underworld. Their tormented, fitful slumber gave it shape and
structure; their agonies fill its ambiguous skies with storms of lightning and sorrow. In the
deepest part of the Labyrinth, they languish in their own tomb-bodies, praying for a relief that
can never come, for death was never meant to contain or dissolve beings of such vast scope and
spiritual puissance. They are neither alive nor dead nor undead; all that they are is suffering.
The Exalted
The Abyssals are the Underworld’s truest Chosen, filled as they are with death’s own Essence,
but they are not the only Exalted entangled with the lands of the dead. Throughout the First Age,
Exalted heroes have plumbed the Underworld in search of its secrets. The fabled Black Nadir
Concordat penetrated places of power steeped in the darkness of the Neverborn and the mystery-
sanctums of the Old Laws in their search for power. Those Chosen with a gift for necromancy
often dwelled within the Underworld to immerse themselves in its strange lessons, or to raise up
kingdoms of blood and bone.
Even in the Second Age, some Exalts still keep redoubts in the Underworld. More than one
shahan-ya maintains a Lunar enclave there, and the Bureau of Destiny’s Divisions of Secrets and
Endings both record useful routes for Sidereal agents to travel. The half-living Exigent known as
the Barrow Prince owns townhouses in Stygia, Dari, and other cities of the dead, trading tales
from Creation for the wisdom of the dead.
The Liminal Exalted do not call the Underworld home, but they are frequent visitors, driven by
the distant urging of their Dark Mother to enforce the boundaries between life and death. Those
who spend significant time there often do so to keep tabs on particularly dangerous ghosts,
keeping them in check lest they consolidate power enough to invade the realm of the living. At
least one is counted as an honorary gondolier of the Transcendent Way; he seeks not merely to
hunt or exorcise his ghostly quarry, but to guide them to accept Lethe’s gentle call.
Nature
The Underworld drowns in endless water. Black oceans stretch between and beyond the furthest
horizons, lapping at the shores of crumbling kingdoms reenacting the century old-deaths of their
civilizations. Lightless tributaries curl around palaces of shining bone and the fields of eternally
toiling dead they overlook. Travelers seek passage across the vast rivers and bottomless sounds,
reckoning by the Underworld’s own strange rules of distance, direction, and correspondences.
Although the Underworld is dominated by its dark waters, it still has isles, mountains, deserts —
and the vast Stygian archipelago, the closest thing to a continent in size. It is difficult to speak of
true distance where the Underworld is concerned, for it is an ambiguous place, subject to erosion
and delusion and mystery. The best of its maps — such as those drafted by the Geometer’s
Daughters (p. XX) — concern themselves less with absolute distance and more with correlation,
illustrating the ways that certain afterlives and other Underworldly locales relate to one another
with useful lies about the intervening countryside to satisfy mortal minds.
The Underworld is not a reflection of Creation, but an echo. Its northern climes are not
Creation’s North; its southern latitudes are not the South. Nonetheless, cultural ties do provide
some touchstones with Creation — the honored dead of the Eskari (Lunars, p. 85) and their
Khaztun neighbors inhabit ghostly isles that are never more than a day’s journey from one
another, and the afterlives of the Saltspire League stand along the strange banks of a trench
where flows a river of salt and sand. Shadowlands (p. XX) likewise tend to stabilize Creation’s
relationship to the Underworld, drawing associated afterlives towards one another in either
sudden upheaval or slow, tectonic drift.
Travel and trade throughout the Underworld combine practical difficulties with mystical ones.
Bereft of stable stars or predictable trade winds, ghostly sailors develop other means of charting
their course, whether following in the wake of phantom leviathans, piloting their ships under the
auspice of oracular trances, or reconciling the movements of the Calendar of Setesh with local
geomancy. Whether travelers go by land or by sea, they know to be cautious of the Underworld’s
perilous environs, and wary of the raiders and behemoths who waylay merchants, pilgrims, and
heroes.
Those who brave these challenges have much to gain. Some do so in search of resources and
treasure, like the blood-apples of Egir which renders corpus youthful and faintly luminous.
Others attempt to escape some wretched afterlife, but often find that the same Old Laws that sent
them there conspire to draw them back there whenever the opportunity arises. Polities like
Stygian and Dari of the Mist rise to prominence from their mastery of trade routes and ability to
exert their power over neighbors; in this way, the land of the dead is not so different from that of
the living.
There is neither day nor night as Creation recognizes it. Pockmarks of dead stars pit the face of a
quiet sky one moment, while something crumbling and massive casts a shadow across the
surface of the Underworld another. The dead who consider the passage of time have no true sun
or moon with which to keep their count. What order exists in the Underworld’s sky is due to the
Calendar of Setesh, a marvel created by the Dual Monarchy (p. XX). Thanks to that nigh
immortal working, the dead can trust that a period of light will follow a period of dark, that
evening and dawning stars will shine and then slip below the horizon even as the rest of the sky
follows older, stranger law.
The Underworld’s weather follows its own dictates, masses of motionless, bloated clouds
refusing to give forth either rain or glimpses of any space beyond while sapphire winds buffet
another unliving precinct, leaving drifts of softly glowing dust. Sometimes, pallid smears of
leprous color offer diffuse, unwholesome light to the dead and rare living visitors below. Other
times, auroras of rich, deep color spill strange hues onto the lands and shades beneath them.
Rarely, there is no evidence of sky at all — instead an upward expanse without trace of hue,
depth, or difference.
Creation’s elements have their dark mirrors in the fundament of the Underworld, seen through its
dark lens: The winds may howl with the screams of anguished specters, and fire burns in an array
of unnatural colors, each marking a certain appetite. The most dangerous of these is pyreflame, a
sickly gray-green fire which needs no fuel and consumes flesh, corpus, and soul alike.
Afterlives
Throughout the Underworld there are thousands of enclaves where ghosts are drawn together by
either the enigmatic properties of death’s Essence or the binding power of cultural rites. When
mortals speak of an afterlife, these are the places they mean, and savants reckon them as either
primeval afterlives or ritual afterlives, according to their origin and nature.
Primeval afterlives are places formed by the Underworld’s natural processes. They resonate with
a facet of death, calling to those ghosts who share in that place’s nature as a lighthouse beckons
its fisherfolk back to shore. Those who die without the benefits of their culture’s rites, or who die
particularly charged deaths, find their ghosts forming here among kindred souls who met a
similar end. Those who perish searching for food for their loved ones find themselves in hollow
realms with their ever-ravenous brethren, that demise echoing across Creation’s breadth and
history. The Mansions of Stygia (p. XX) are among the most widely-known of these primeval
afterlives, but countless examples can be found throughout the Underworld.
Ritual afterlives are shaped by living cultures for their dead through burial rites, funerary
practice, and veneration. The rituals and attention of the living, imbued with the collective
weight of generations, slowly change the Underworld, stirring invisible currents which carve
afterlives from cold stone, raise new islands from black waters, and draw wayward souls to their
long-dreamt ancestral home. In these places, paper houses burnt on holy pyres become long-
standing mansions, and rough cairns of painted stone become prismatic glory-halls. Stories from
the dead make their way back to living descendants, forming a virtuous cycle that strengthens the
foundations of their afterlife — but sometimes also mortars it with new fears and anxieties. Even
the worst and most wretched of these afterlives may have a certain appeal: Better to eat ashes
with one’s forebearers in a familiar hell than to venture into the formless dark of a foreign world.
The many afterlives of the Underworld exert a strange gravity upon the ghosts who form there.
Even the greatest savants of the First Age could not explain why a ghost buried in extravagant
ritual might find herself form in a primeval afterlife far from the lands of her foremothers, or
why a fisherman’s shade might find himself in one of the realms of the drowned dead rather than
any of the others.
The Labyrinth
Beneath, between, and throughout the Underworld winds the Labyrinth, a twisting warren whose
tendrils stretch across its length and breadth. It is mutable even by the Underworld’s standards,
changing and reshaping itself according to chaotic whim and inscrutable pattern. It has its own
mind and its own malice, infected by the troubled dreams of the Neverborn whose tomb-bodies
reside in its uttermost depths.
Time itself stretches and compresses within, leading many a strategist or tyrant to dream of
stealing a march on their opposition, perhaps with an army that arrives moments after being sent.
Space is equally uncertain, and cartographers and explorers stand to gain a satrap’s ransom in
payment if their maps of stable passages and warnings of hazards remain accurate long enough.
More than anything else, the Labyrinth is known for the terrible sound of the Whispers, which
beguile those who hear them with the promises and ravenings of the Neverborn. Even a husk
hidden away in the most isolated sepulcher will have moments when their secret thoughts are
intruded upon by the Whispers. Ghosts who have surrendered to their negative emotions or been
eroded away by time and ennui find themselves especially drawn to these inchoate murmurings,
which grow ever louder and clearer as they walk the Labyrinth.
Those who have begun to lose themselves to the Whispers are labeled specters by those who
look upon them with fear, derision, or pity. Worst and greatest among them are the nephwracks,
specters anointed to the Neverborn as their high-priests; these abhorrences seek out omens,
ciphers, and other signals buried within the noise, each believing themselves the sole prophet of
the Neverborn. They gather congregations of eager specters with their wild-eyed charisma and
necromantic might, erecting grand edifices and undertaking unthinkably ambitious projects with
the zeal of those who have long ago cast off the last shreds of morality and self-doubt.
Still, the rewards of navigating the Labyrinth outweigh the risks — or are tantalizing enough to
appear to. The dead hunger for sensation and catharsis, and as the passages shift and mutate, new
wonders and terrors that promise to fill the void within them are constantly revealed. Jade-Eye
Kirin was called down into the dark by the voice of her youngest son, and for some time she
allowed herself to ignore the other voices that joined the chorus. Khalm of the Forsaken Skies
infiltrated a dread specter’s treasure hoard, but was surrounded by automatons of moss-crusted
coral when she seized a tome bound in human leather. Ten Thousand Devil Eater spent a year
seeking the fountain of amethyst flames that would harden his skin into unbreakable armor, and
returned to the living world fully satisfied, bringing glorious revenge upon the tyrant who
oppressed his people. His family refused to look him in the eye afterwards, but he neither knew
why, nor cared.
In the depths of the Labyrinth, specters and nephwracks sometimes carve out cult-kingdoms,
ruling over their subjects according to ancient schemes, chaotic whims, and the Whispers of the
Neverborn. These strange lands are peopled primarily by slaves, captives, and true believers on
the path to specter-hood themselves. From their dark thrones, specter-princes enact
incomprehensible necromantic rites to bolster their own power, pursue personal theories, or
satiate their appetites for suffering.
Each of these Labyrinth kingdoms is uniquely strange. Sonderance of Vicissitudes, her eyes
gleaming with inverted reflections of all she gazed upon, commands her subjects to reenact the
final dream they experienced in mortal life. The grand theater she built to accommodate these
performances grows larger and more complex by the year, and her troupes range far and wide in
search of the actors she requires. Specters in the thrall of Thundering Dissolution join their minds
with his in the Symphony of Omnipresence, a psychic whirlpool that shears away the borders
between their consciousnesses. Perched upon a rare part of the Labyrinth that opens unto a
Shadowland, the nephwrack Penance Scythe has spent centuries infiltrating the faiths of local
mortal communities, directing worship to himself — and snaring souls for his kingdom, drawn
there by his perversion of the Old Laws.
Strangest of all are the deep and incomprehensible horrors who stalk the lowest precincts of the
Labyrinth, and whose multiplicity defies any attempt to catalog them. When encountering a
many-limbed figure that drinks the color from its surroundings, a blood-hued mist that begs
frantically for forgiveness even as it rips its victims apart, or a collection of children moving in
perfect unison as grave soil pours unceasingly from their mouths, one can only speculate whether
they have found a god’s nightmare given form or a being that was once much like themselves.
No matter what those who delve into the Labyrinth encounter, there is one — only one — true
certainty: They will never be the same again.
History
When those ancients who became the Neverborn perished, they crashed through the center of the
Underworld and plunged into its depths. Coming to rest in the bowels of the Labyrinth, they
withdrew into themselves, their endlessly tormented corpses forming their own tombs.
Ghosts of those who died sudden, unexpected deaths have been drawn to this place since the
Underworld’s earliest days. They raised petty citadels on islands at the River Styx’s mouth, and
feuded for control of the region while banding together to fight off mortwights and nightmare-
beasts that rose from the pit. Such ghosts — now gathered into patrician enclaves called
Mansions — remain proud of this ancient heritage.
Centuries later, Stygia proper was founded by ghosts seeking to build a place of their own.
Gathered by demagogues and prophets from across the Underworld, they found both common
ground and ritual significance. The wisest and most learned among them — later dubbed the
Seven Divine Counselors — plumbed the Old Laws to codify the rites and ceremonies by which
Stygia became a place of power.
As their magnum opus, the capstone of the great work that was Stygia, they either discovered or
created the Dual Monarchs — the Monarchs do not speak of their origins, and those few
contemporaries who still exist report wildly contradictory accounts with genuine conviction.
Four beings in two bodies, the Monarchs embodied the power and mystery of the Old Laws.
Spreading their mantle across the immortal city, the Monarchs performed numerous miracles,
from invoking a tempest to drown the Fallen Spear Imperium’s invading armada to constructing
the Calendar of Setesh that defines time throughout the Underworld.
Stygia’s priesthoods — the far-wandering gondoliers and the sanctuary-guarding custodes —
spread outward as evangelists of the Dual Monarchs. Soon, ghosts throughout the Underworld
were praying to the Monarchs, empowering them further and strengthening the Old Laws,
fueling the city’s grand mausoleums with reverence. Though Stygia still knew its share of
conflicts, such as the revolt of the great artistic collegia against the Dual Monarchy, it was
nonetheless a time of peace unparalleled in Underworld history.
This peace unraveled as the Usurpation and the Shogunate’s wars flooded the Underworld with
renewed storms and armies of militant ghosts. Then came the Grand Tempest, as the Contagion’s
death toll shook the pillars of the Underworld and cracked the Calendar of Setesh. Vast typhoons
of shadow and dark lightning swept across the lands of the dead, their winds laden with ravening
specters led by terrible nephwrack-princes. The Veinous Stair vomited forth horrors at the heart
of Stygia itself, ravaging the immortal city.
Outsiders saw opportunity in Stygia’s struggle for survival. These warlords, courtiers, and
necromancers turned their eye toward the Underworld’s capital and assembled their forces for
conquest. Converging on the mouth of the Styx, they chose to cooperate rather than fighting one
another, signing the Stygian Pact by which they’d divide the city between them.
In the centuries since, Stygian life has been defined by endless intrigues. Each Signatory seeks
greater control over the immortal city and its influx of prayer; the Deathlords among them aim to
spread the influence of the chivalry of death and suppress the Dual Monarchs’ philosophy; the
Mansions feud with artisans’ guilds, district leaders, and merchant princes for scraps of power
and influence. The common dead often find themselves caught up in aristocratic scheming,
revolutionary fervor, day-to-day grifting, or simple familial strife.
Today, the immortal city buzzes with tension. New ghosts flood in ever faster amid the rising
death toll of the Time of Tumult; the coming Realm civil war threatens a new tempest. The
Deathlords, following the Mask of Winters’s lead, are on the move. And now the newly
appearing Abyssal Exalted tread Stygia’s streets like colossi, spreading awe and terror in their
wake.
Geography
Stygia sprawls across dozens of rocky islands on the River Styx delta, ringed by great cliffs as
dark and gleaming as the waters. The islands themselves have all but vanished beneath millennia
of construction; structures pile upon one another, with piers and bridges and towers forming a
three-dimensional maze around a web of canals. Seven great hills rise among the islets. The
Mansions once claimed them as their seats of power. Even today they remain prized real estate,
though the Signatories now squabble for control of their heights.
Society
Stygia is a mélange of strangers and cliques. Where most Underworld cities revolve around a
single afterlife, Stygia contains many, all butting up uncomfortably against one another. They’re
joined by a steady flow of immigrants who come to pursue political ambitions, engage in trade,
study in its libraries or ateliers, make pilgrimages to its holy sites, escape tyrannical or torturous
afterlives, or simply enjoy the decadent lifestyle available in the Underworld’s most
cosmopolitan city.
Found family predominates among relationships here. This typically manifests as coteries and
social networks bound together by friendship and other commonalities — whether profession,
religion, or culture of origin, or even shared desire for bitter rivalry. Sometimes these found
families take more literal form in surrogate relationships. For example, a mother’s ghost may
bond with a younger woman’s in place of her real daughter, who might in turn be reminded of
her own mother, a favorite teacher, or a beloved queen. This often generates sprawling surrogate
families with an irregular network of bonds.
In addition to supporting such relationships, established organizations also provide social
structures approximating what ghosts knew in life, as well as opportunities to pursue many of
their passions. These range from the Mansions and collegia to businesses, criminal organizations,
secret societies, and social clubs.
Governance
As conquerors, the Signatories dominate matters of policy and law. As a practical matter, they
allow other voices. City governance falls to the Cimmerian Council, composed of 21
representatives: one from each Signatory, one from each of the four Dual Monarchs, and one
each from the Mansions, the collegia, the district regents, and the Cruor. In practice, peripheral
representatives’ votes are often swayed by one Signatory or another via clientage, bribes, or
threats.
Where law and order were once a matter for the Mansions, over the millennia they’ve fallen at
various times to the Dual Monarchs, the district regents, and the Monarchs’ legates. Today, while
the Mansions, collegia, and Signatories prefer to resolve their followers’ issues internally, the
regents adjudge other conflicts in their domains. In theory, the Monarchs retain supreme judicial
authority, but the Pact forbids the Monarchs from directly challenging a Signatory; thus, any
criminal sheltered by a Signatory is above prosecution. All manner of rogues now take shelter
beneath a Signatory’s aegis, their freedom from Stygian justice contingent upon service to their
new master.
Major crimes include slaying or perpetually imprisoning citizens, betraying city secrets to
nephwracks, stealing or destroying grave goods, despoiling valued artworks or interrupting
important performances, and harming a citizen’s descendants or shrines in Creation. Common
punishments include confiscation of grave goods, periods of servitude to the plaintiff or city,
imprisonment, and exile. The significance of certain punishments varies with the defendant’s
age; the younger the ghost, the more income they’ll likely have from their descendants’
offerings, and the more they’ll be harmed by any given length of imprisonment keeping them
from their ancestor cults.
Other Deathlords
Some Deathlords maintain holdings and interests in Stygia despite not
being Signatories. For instance, the Bishop funds the sky-scraping
Cathedral of the Unwinding Pyre to spread the Shining Way.
Meanwhile, the Eye has dispatched the skeletal Steel-Feather Scribe
— once a priest of fallen Vanileth — as his agent in Stygia, to liaise
with ghostly artisans and seek out texts and prototypes of arcane
engineering.
Once hounded by the Stygian Navy, legendary corsair-queen Aikeret of the Damned Sails
usurped its admiralty after leading the Signatories’ fleets against the immortal city. She cuts a
dramatic figure even among Damned Sails peers; obsidian medals and nacreous chains jangle
upon her crimson greatcoat, and beneath her hat’s broad brim, blue flames burn in empty
sockets. Having worked her way up from nothing in death as in life, she relishes luxury and
craves challenge; she regularly hunts pirates who rejected her sovereignty or seize cargo-laden
ships unwilling to pay Stygia’s tolls. She supports the Prince, her ships privateering in his name
throughout the Sea of Shadows.
The Emerald Shogun has always been Signatory for the Eternal Emerald Shogunate, though it’s
unclear if the same ghost has always worn the Shogun’s green jade mask. When the Great
Contagion struck, millions of ghosts flooded the Howling Marshes where disease-slain dead
often appear, among them the shades of over a thousand Exalted from the Dragon-Blooded
Shogunate’s gentes. The Emerald Shogun quickly rose to power wielding the Lancet, an
enigmatic ghost-slaying weapon said to manifest the Contagion itself. The Shogun rarely visits
Stygia, whether for fear of dangers there or of being usurped by his turbulent court in his
absence; he sends courtiers, diplomats, and generals in his place, tasked with gaining ascendancy
over the Stygian Archipelago.
Fathom Hermit Shell is the current Signatory for the Eemi, an enigmatic league of aquatic
necromancer-lords residing in the Sea of Shadows’ depths. Shell wears a towering suit of
elaborately patterned bronze armor without visible openings, its mossy, verdigrised surface
perpetually dripping salt water. Their booming voice echoes from afar, as though deep
underwater. Some speculate that the suit is a remotely directed puppet; other say it’s larger on
the inside, with the true Fathom Hermit Shell a vast creature swimming within a boundless sea.
Shell speaks rarely, briefly, and cryptically. They evince little interest in Stygian affairs, and
casually sell their vote in council for occult lore, arcane relics, and favors that they have to date
almost never used.
Fer-Ai-Zo-Yun of Dis, Signatory for the Epoch — a coalition of prehuman ghosts of the
Dreaming Sea — scarcely ever visits Stygia in person, as few doorways or chambers
accommodate his massive 50-foot frame. His current representative, Dream-That-Walks,
resembles a pungent, tiger-sized chimera of bear, horseshoe crab, and starfish. While most
prehuman ghosts have little truck with Stygia’s dead due to despising and resenting humanity,
Dream-That-Walks shows great interest in the immortal city’s customs, odors, and bells. They
also convey their Signatory’s demands, which revolve largely around obtaining obscure trade
goods and ghostly slaves, and accessing the Calendar of Setesh for inscrutable divinatory
purposes.
The Quicksilver Burin stands as Signatory for the Hall of Attainment, an association of
practitioners of artifice, geomancy, necromancy, and the spirit arts. The Hall was founded by
Stygian exiles from the collegia rebellion, given shelter and prestige in the city of Black
Diamond under the auspices of the Mask of Winters. A renowned lapidary and moliator, the
Burin appears as a tall, angular figure of living cinnabar, their manner stilted and precise, their
touch etching surfaces with scrollwork like spreading frost. They vote on the council to bolster
the collegia and the Mask, offering lavish gifts of artifice and lore in exchange for support; in all
other matters, they sell their vote for favors.
Sapphire Chain serves as Signatory at the pleasure of the Council of Royals of the sprawling
Empire of Aki. Appearing as tall and fresh as the prime of her youth, this richly dressed courtier
attends all meetings personally, and is intimately familiar with every power player in the
immortal city. Though she presents a genial, attentive public demeanor, her ruthlessness is
legend; the Royals hold her ghost-clan as well-treated hostages, and she knows they’ll suffer for
her failures. Fearing the growing threat of the Mask’s neighboring Acheron League, the Empire
of Aki now backs the agenda of his rival the Walker in Darkness, who supports the empire in
exchange for accepting his bleak faith as its official religion.
Ukhala Enlightened-in-Blood has stood as Signatory for the Fallen Spear Imperium since the
conquest of Stygia. A millennium ago, she rose to mastery of the primal afterlives of violent
death as their empress-saint, wielding a terrible strength said to draw upon the River of Blood
itself; she rules much of the Stygian archipelago, and her battle-thirst is never wholly slaked.
Disturbing crimson glyphs crawl across her skin like insects; when she speaks, walls drip with
half-clotted gore. She sees the Shogun, the Lion, and now the Mask as rivals, opposing them in
council on principle. She seldom attends in person, sending her more polished and analytical
staff officers as representatives.
The White Thyrsus, as the youngest ghost-priest of the Hundredroot, represents his order as
Signatory. The ghost-priests venerate and feed a vast, malevolent spectral forest that subsumes
ghosts who sleep beneath its boughs, absorbing their power and knowledge into itself. Their
order rejects the Transcendent Course and seeks to undermine the Dual Monarchs, desiring that
the Hundredroot eventually absorb the entire Underworld; they likewise oppose the Shining Way
and death’s chivalry. Though the Hundredroot has no real allies in Stygia, the Thyrsus — a
renowned adjudicator and poet, now preternaturally comely and charismatic in death — has
many friends, always couching a vote against one Signatory’s interests as support of another’s.
Sesim Ruseka (p. XX), once a necromancer-prince of the fallen Rotting Lotus Empire, stand as
the latest Signatory for the avian hosts of the Thousand Tempests. He sees and hears through
spectral birds; his flocks nest everywhere amid Stygia’s rooftops, gathering the city’s secrets.
Having gained his seat with the Black Heron’s support, he serves her interests, but courts other
Signatories to win their favor and so disentangle himself from his patron. Ruseka aims to one
day reclaim his empire; until then, he’d see the immortal city prosper.
Pact Intrigues
Pact intrigues run the gamut from petty personal grievances to grandiose political schemes.
Signatories have all manner of tools to undermine or gain leverage over their rivals, ranging from
subtler efforts such as bribery, blackmail, extortion, and trumped-up charges to more direct
means like theft, sabotage, kidnapping, and assassination.
The Abyssals’ arrival gives the Deathlords the upper hand. Goals that ghostly agents had failed
to achieve over the centuries may yet be achieved by deathknights. Meanwhile, other ghosts seek
to embroil Abyssals in their schemes with exorbitant gifts, or by invoking personal connections
or shared ideals.
Noteworthy Individuals
Born a slave, Lady Persimmon rose from consort to queen mother before her untimely death in
a power struggle. Confident, charismatic, and analytical, she’s attained high standing in the Red
Mansion — overseeing numerous prestigious artistic gatherings, and often representing the
Mansion before the Cimmerian Council. She courts district regents, Mansion elders, and collegia
grandmasters; amasses wealth and influence to tempt suitors; and undermines rivals via
blackmail, fabricated evidence, and whisper campaigns. Recalling her humble birth, Lady
Persimmon offers charity to impoverished ghosts and supports ending slavery in Stygia. Her
outspoken abolitionism has earned enemies; she fears assassination, and keeps skilled Red
Mansion bodyguards close.
Long ago, rage and despair drove Anouph of the Leopard Skin to specterhood. Rescued by the
legendary gondolier Reshka of the Gates, he joined the priesthood to spare other ghosts from the
same torments. While he knows Stygia’s rivers intimately, he travels more by land, having lost
many boats escaping Signatorial agents — particularly those of Ukhala Enlightened-in-Blood,
whose lieutenant he once was, and who took his departure as a betrayal. He’s more willing than
most gondoliers to work with specters and other dark entities — including Abyssals — but acts
cautiously, lest he compromise his principles.
Stygian aesthetes pay well to attend viewings of the Lazuli Blue’s paintings, and even more to
watch one being painted. Heavy, short, and dark, his face covered by a wrinkled long-nosed
porcelain mask, he speaks gently with his subjects as he works, and so touches their souls to
portray their dreams on canvas. Of late the Silver Prince has become his patron, though the
Prince allows none to attend his sittings and spirits the portraits away to a private collection. His
peers whisper, troubled by the dark mood sinking its hooks into his dead heart. Many of Stygia’s
elite desire access to the Blue; they’d owe a favor to any who’d disentangle him from his patron.
The Prince fears that a rival’s agents might discern some secret weakness by interrogating the
Blue about the dreams he’s painted, and will see him destroyed should he seem ready to speak.
Neighbors
The city of Namtar was once a shanty-town in Stygia’s outskirts, hastily built to cordon off
anyone the Stygians deemed “undesirable” during a period of consolidation. Failed powerbrokers
like the Strawman Kings, Apomene of the Razor Veil, and the Thousandfold Legion of Khisad
were exiled there to shame them, but they found its dispossessed inhabitants uncommonly
strong-willed, forging them into a city in their own right. Namtar’s rebellion was slow and
subtle, refusing to recognize Stygia’s laws and taxes one by one as it grew just strong enough to
press each issue. Over time, the strange geography of the Underworld shifted to reflect this
distance; today, the blackwood palisades of Namtar overlook a vast salt flat that separates it from
its mother city. Year by year, Namtar strengthens its hold over the afterlives and trade routes to
Stygia’s south, making open warfare ever more appealing to those in Stygia who remember the
abject misery it was originally intended to be.
Contemplation is a refuge for those Immaculates who find themselves drawn to Stygia’s
mansions by sudden death. These ghosts erected their own temple-complex on the hills beyond
Stygia’s eastern gates where they might better examine their moral failings and make themselves
worthy of their next life. Generations of Dragon-Blooded shades serve Contemplation as its
guardian council, leading their fellowship in proselytizing against the false faiths of the dead.
The conquest of Stygia and now the rise of cults like the Bishop’s Shining Way have softened
Contemplation’s judgment of the Transcendent Course, which at least recognizes ghostly
existence as imperfect and temporary; recent decades have seen them offer quiet support to
gondoliers and custodes after a rare visit from emissaries of the Dual Monarchs.
The isle of Egir is sacred, for only here can one find the dark orchards of the blood-apples,
impossibly red and sweet as regret. Egir’s moon-eyed caretakers are those who died in the throes
of ecstasy, and their memories nourish the orchards until they are left empty and smiling. The
Dual Monarchs made it a sanctuary during their long reign, but now the Signatories jockey
between one another for control. The Fallen Spear Imperium occupies it at present, but the Eemi
have begun to test their blockades, cursing ships with especially subtle necromancies. The priests
of the Transcendent Way and Stygian dignitaries alike seek a diplomatic resolution to the
growing tension between these Signatories, lest Egir and Stygia alike suffer in the crossfire.
The City
Round huts and blocky houses on spindly legs line the edges of both rivers, safely above even
the worst high tides. The resolutely independent and intentionally unemployable flock to these
Tall Houses, as if distance from the city and its rivers could keep them from being enmeshed in
its commerce and intrigues. Largely they cannot; many provide for their afterlives with
occasional contract work for the companies and indebted at the city, and small boats going to-
and-fro are common.
The docks are enormous, visible as great looming shapes even through the thickest of Dari’s
mists. Built up over century upon century of growth, their lowest levels sink into the silt, while
the tallest piers see rigs swaying at building height, awaiting ocean-crossing ships from
Skullstone or other powerful ports such as the Jugurthintine Teeth or the Quiet Harbors. Day or
night, only the most fearsome weather can halt work, and many indentures count their hours to
freedom seeing to the transport of goods or upkeep of the facilities here.
Clusters of houses in foreign styles interspersed with impressive mansion-palaces border the
docks and crowd the waterfront. Potentates and merchants find odd neighbors here; one can
purchase Sijan funerary finery while in the shadow of the tastefully ominous Fallen Sky
Embassy, or pay enormous sums for agents of the Eye and Seven Despairs to offer weapons of
soul-shriveling horror. Ancient war texts of the Dawntime Keepers can be perused while
imbibing draughts suffused with memories of peaceful youths and torrid affairs, decanted in
lands further east.
Old Dari is at once less and more impressive. Its sprawling square buildings and tiered homes are
made of grey and white streaked stone, much of it from living cities that once gave Dari much of
its identity. With those long fallen, its inhabitants repair the occasional damage or construct the
rare expansion out of black Underworld rock and ghostly mortar. Many who dwell here were
once indebted, but unlike those of the Tall Houses, prefer a life of relative comfort in the city
once their slates are cleaned. Skilled artisans, silver tongued courtiers, and wise sages all offer
their services, often aided by indebted assistants whose contracts they’ve purchased or leased.
Throughout the Working Lanes, the companies keep their workforces close. Crowded barracks,
stacked flophouses, and tangled alleys between great tenements are kept out of sight by tastefully
manicured plants and art. Some indentured find their time strictly regimented by their contract
holders, and are often seen dashing to their next assignment. Over time, most adapt to the
strictness of their contracts and bosses, and turn to stealing as much time as they dare in
conversation and rare leisure amongst the covered walkways and tunnels that connect the
buildings. Gambling games such as Ivory Tiles and common dice are common amongst the
tunnels, as are shared meals when food is available. Interrupting such activities and disrupting
time clawed back from the companies is widely regarded as unconsciously rude, and ghosts that
flout the convention quickly find themselves dangerously unpopular.
Others, either due to the structure of their contracts or the preference of their debtholders, find
themselves with time to themselves. Some attempt to find companionship or purpose in Old
Dari, but quickly discover that many freed ghosts who remain consider it uncouth or unlucky to
tarry with those still locked in-contract. Some head to the docks and foreign quarter, finding dead
countrymen or friendly acquaintances amongst visitors.
The Lock and Tomb district dwarfs all the others in grandeur and import, many of the tallest
buildings looking out over the Working Lanes and toiling masses. Headquarters for Dari’s
powerful companies vie for space and primacy here. The offices of the Timeless Order of
Manacle and Coin move between their ever-expanding towers, the top levels given over to the
supremely powerful owners while servant-clerks and debtor-archivists labor below. The Blue
Sarong Society’s open air salons serve as both a demonstration of their mastery of aesthetics and
their impressive wealth, which the Four Quarters Company attempts to match with their famous
gilded gardens, plants preserved in undying metal and thanotic amber. Many lesser companies
now occupy the sarcophagus-tower of the fallen Bone Notch Register, decorating the approach to
the looming ossuary with their own public works, as impressive for the valuable space they take
up as their contents.
The Companies
Dari’s indentures find themselves twice-bound by the city’s properties: first by a supernatural
period of quiescence and agreeability that accompanies nearly every rescue, then by magically
powerful contracts enmeshing them within the company’s employ. These contracts writ into Old
Law give the companies and Dari as a whole its economic import and impressive Underworld
reputation. Each company has their own method, but their results are the same: they magically
prevent the indebted from stealing, revealing, or allowing harm to befall their employer’s goods.
The ancient imprint that suffuses Dari is one of contractual repayment, however, and not endless
servitude; even should the companies desire eternal slaves, the suasions of Old Law they rely on
abandon them if they try to take total advantage of their erstwhile servants, as the now-destroyed
Bone Notch Register discovered when they tried to sell their employees as chattel to foreign
interests. The powerbrokers of Dari watches as the Register’s overseers starved and withered
away into nothing but avaricious dust, an object lesson in those who dare too much.
Accordingly, while tasked with labors that may take them across the Underworld, most of the
indentured find their companies treating them as junior employees. And for many, the companies
will try to retain their services even after magical suasion expires. There are only so many who
die for debt, after all, and training a new employee is always a miserable chore.
The Timeless Order of Manacle and Coin
Not the oldest of Dari’s companies but certainly the largest, the Timeless Order is known across
the Underworld. Fearless, ruthless, and rapacious in its dealings, the organization takes after its
founder, the mysterious and powerful Sovereign of Chains (p. XX). The Order pulls more of the
newly dead from the waters every season, manacles and collars inscribed with terms of indenture
as one-sided and harsh as the Order can make them without risking the fate of the Bone Notch
Register.
Their employees transport cargo too distasteful for the other companies to unthinkable ports of
call. Stygian exiles and a healthy concern for foreign powers lead many of Dari’s companies to
shun commerce with the Deathlords, leaving the Timeless Order’s employees to oversee
caravans delivering doomed souls to the Thousand at the Lion’s command, grosses of war ghosts
and horrors to the Mask’s eager war machine, and the plunder of lost cities to the Lover’s
fastness.
Dari’s merchants likewise shrink from soulsteel, so the Sovereign of Chains gladly corners the
market, using it in shackle and sword alike. The Timeless Order pays a premium for contracts for
skilled artisans willing to work the material. Some of the Order’s high officers go so far as to
wear jewelry of delicately worked soulsteel in graceful loops and gleaming studs, the whispering
ornaments rumored to convey Underworld secrets to their bearers while unsettling their
counterparts in trade negotiations.
Indentured employees of the Timeless Order are constantly reminded that there are fates worse
than working under the Manacle and Coin, and so when the time comes for their debts to be paid,
many choose instead to stay on, clinging to the beast out of misplaced loyalty, ambition, or fear
of purposelessness. Some seek to rise in its ranks, holding the chains rather than being bound by
them; others have forgotten what it was to live at their own will, and see no afterlife beyond what
the Order offers.
The Geometer’s Daughters
Nam the Unceasing died mid-brushstroke, splattered ink leaving a dragon-line which ran across
the southern coast of the Blessed Island unfinished upon her final living map. She resumed in
death; Nam standing on the banks of the Foundation and the Revelation, pulling the dead from
water and mud. She handed them a clay tablet and stylus, and told her new assistants: “It is now
time to measure and write.”
The Geometer and her student-servants had mapped three safe routes from Dari to Stygia before
one suggested that she could, in fact, profit from maps of the Underworld. Nam and her growing
workshop moved from a tall-legged house surrounded by tents to comfortable stone abode in Old
Dari, and then, as the no-longer-indebted employees named themselves her daughters and pulled
more free to Measure and Write, a great mansion in Lock and Tomb.
The Geometer’s maps are as accurate as any of the Underworld can be, and centuries of
experience have refined her once-mortal arts. Local maps shift to correct themselves as safe
routes become dangerous or new shortcuts open up, while regional maps curl and slowly burn as
they become less accurate, warning their owners of outdated information through smeared lines
of ash. A few can even guide a traveler to ancient behemoth corpses, fallen Underworld stars
spilling out their last bright exhalations, or even into and through the myriad horrors of the
Labyrinth.
Nam cares more for mapping the world than she does for counting obols, but her eldest
Daughters embrace ambition. Many are willing to pay the exorbitant fees they demand. While
Nam has quietly provided geomantic survey information to the Eye and Seven Despairs to keep
her Daughters safe in the regions around Cold House, her Daughters attempt to play Dari’s other
companies, Underworld warlords, and even the agents of Deathlords against each other by
offering or withholding accurate maps and surveys.
The Four Quarters Company
It’s hard to get treasures from sunlit Creation in the Underworld. Even grave-persimmons
sweetened by the tearful prayers of relatives lack something of the original fruit, and lumber
harvested beneath the living sun gives finely grained furniture a palpable warmth. So when the
beloved outcaste-lord Paramount Torch died in unpaid gambling debts and found himself
indentured in Dari, he promised his debtholders a harvest from the living world, delivered by his
descendants through a shadowland route discovered in his travels.
His masters celebrated their fortune, until realizing that the terms of his contract had been met.
They briefly attempted to force Paramount Torch to stay in their employ, but discovered that his
daughter had sent the green jade daiklaive Spring Perfume along with the finest luxuries. He took
the company by its keen edge, traitors hewn down or bound with shackles of creeping vine.
Trading exotic Underworld rarities and lost treasures to his family in return for Creation’s
bounty, Paramount Torch was soon able to grow the Four Quarters Company larger and larger.
Befriending and sometimes freeing other Dragon-Blooded ghosts who hailed from across
Creation, the outcaste expanded a network of contacts and commerce between the living dead
throughout the Threshold. Reviled by Immaculate monks who know of it, the Four Quarters
Company offers the dead and the living the filial comfort of the ancestor cult alongside a promise
that is understood across Creation: Let’s all get rich.
Within Dari, Paramount Torch lavishly gifts company leaders and visiting worthies with
offerings of the sweet, fragile scent of life, gaining him many friends and favors. Many wonder if
the Four Quarters might one day outweigh the Timeless Order in influence and might, whether
through friends bought with heady memories of life, or at edge of ancestral daiklaives.
The Blue Sarong Society
Smiling, painted courtiers escort dignitaries from private tomb-palaces to Stygian galas,
gleaming ghostly blades at their side. A veiled and perfumed emissary offers a living prince the
hand of his lost love in marriage, bridging the world of the living and the dead. Lost children
miraculously return to their parents tell them about the nice lady who saved them, and the
prayers she told the parents to repeat for the next year in return. The doyens of the Blue Sarong
Society frown when porters of the Timeless Order claim that Society sells people. No, they
insist, they sell hope. Hope to reach one’s destination safely; hope to find the right lover, the
right partner, the right hand in the darkness of the Underworld. The indebted who dare bring up
the ethics of selling hope often find themselves assigned to less glamorous duties.
Always, the Society seeks to extend the debts owed to it past Dari’s contracts, enmeshing the
living and the dead in favors owed, promises spoken, and families entangled through chthonic
marriages. What was once a process of building up influence over stately decades and centuries
has now become a matter of years and seasons, as the Blue Sarong Society sees the Deathlords’
rise and the Timeless Order’s subsequent brashness a threat to their carefully cultivated plans.
The Society seeks ever greater influence over the living and the dead alike, agents undertaking
riskier missions and liaisons as the Society seeks to turn bartered hope and cultivated favor into
secret might, casting down the Timeless Order and seizing the Society’s rightful place as
supreme authority over Dari and its web of debt and commerce.
The Mists
Dari of the Mist cannot exist apart from the lands and clime which surround it and support its
strange undying laws. The city’s population is bolstered every year by the days of dry tides. For
a brief period, the air around Dari is clear and the rivers recede to a fraction of their flood height,
exposing banks of glittering mud and clay. A bumper crop of the indebted dead often squirms
there, insensate and helpless until rescuers dig them out and levy onerous indentures for their
troubles.
When the skies turn silver and the mist grows heavy and low, those in the Tall Houses make sure
they’re well secured, and those in the city proper check their ceiling for leaks, because the season
of the argent monsoons is upon them. Rain hammers the area for days, the rivers roaring to full
flood, and almost anyone who dares try to cross is swept away to darker waters. This is a
momentous day for many indentured, as the magic binding the longest-toiling to their aged
contracts fades regardless of the balance of their debts, freed by storming jubilee. Even those
whose contracts are too new or unfulfilled to be freed by the rain celebrate the day, looking to
the future as the unliving rarely do. There is an end, they whisper in the presence of contract
holders. There is an end, desperate revels in the Walking Lanes sing out. Companies who
disagree with the rain’s reckoning tend not to argue with the newly freed too loudly,
remembering the fate of Bone Notch Register.
The city’s titular mists vary in color and thickness day-to-day. Great respect is given to fortune-
tellers and mystics able to forecast the mist’s nature for more than a handful of days in a row, an
accolade rarely given out. Sometimes, though, they are able to give warning of particularly
dangerous or fortunate fogs, and so it is considered unlucky to ignore their advice.
The quiet mist seeps out of the sky on the blackest nights. All light from afar and movements of
the Calendar are blotted out, the smothering blanket of mists muffling sounds and making ghosts
doubt their own senses. It is a time when many of the dead are consumed by their inner demons,
when specters walk just beyond the city walls, and when only the brave or desperate travel. Even
the Timeless Order is loathe to send out its mighty caravans, unwilling to risk their investments.
The sour mists arise from the Revelation when it froths and the Foundation when it curdles,
greenish-yellow banks of fog that presage upheaval in the mortal world. Mediums and honored
ancestors listen for the amplified voices of those calling from Creation, while companies such as
the Blue Sarong and the Four Quarters consider it an auspicious time to begin Creationward
business.
One the rarest days, the fog billows crimson and golden, like a tired sun comes to consume Dari.
A great ghost arrives: the Unnameable, a leviathan-metropolis casting a gleaming wake in which
Dari floats like a minnow. Along with its passage comes memories of the city’s ancient dead,
and any ghost who can bring the Unnameable’s treasures back within Dari’s walls can secure
their existence for decades. The enormous wealth in treasure or knowledge is counterbalanced
by the assurance that any who remain within its walls when the golden-red billows subside will
disappear along with the First Age wonders. Some swear they have seen such unfortunates when
the Unnameable returns, acting out the passions of an ancient city which consumed them.
Neighbors
Pirates, smugglers, and renegades have taken shelter in the coastal shadowland of Fallen
Spindle for centuries, a sprawling settlement built around the broken spire of a First Age
lighthouse. In recent decades, Guild-affiliated traders have been seen more and more often,
dodging heavy tariffs, Realm-backed blockades, and angry local rulers in Fallen Spindle’s harbor
and crooked streets. Most of Dari’s companies conduct business with independent operators in
Fallen Spindle or use the shadowland to access the living lands beyond, but lately the Timeless
Order has begun to engage with Guild traders directly. Trade has rapidly increased, as
Underworld treasures and resources are traded for ever-increasing amounts of living veneration
and manacle-clad labor. The other companies already seek to move against the Timeless Order,
looking either to cut short its profitable relationship with local Guild factors, or to coopt it for
themselves.
The Invisible Towers loom and shimmer, starlight structures dating back to the First Age.
Ancient ghosts rule over the Towers, their ways arcane and alien to the living and younger dead
alike. Still, the oasis of safety they provide has allowed ghostly fortunes to rise, first as
Contagion dead traded away ghostly glass relics from Chiaroscuro’s founding in return for great
wealth, and then again as ghosts from the Delzahn and their subjects brought new grave goods
and tokens of veneration to trade. While little congress happens through the well-policed
Whispering Circle shadowlands, this has made the Invisible Towers an increasingly valuable
destination for Dari’s caravans. The companies hope to establish firmer footholds amongst the
Towers, nearing open violence as they fight to secure the lucrative trade routes. The Invisible
Towers’ rulers look on impassively as the companies struggle, assembling something strange and
dire from accumulated First Age components.
Many nomadic peoples across the South quietly prayed for their fallen relatives to find their way
to the Sweetwater Mirage even after Immaculate missionaries attempted to destroy the practice.
Ancestral mentors and heroic dead dwelled in the ephemeral oasis, lush with waters bittersweet
with memories of life and broad-leafed plants that break the heat. And then Timeless Order of
Manacle and Coin came. Unable to sway the locals with foreign goods or ensnare them in one-
sided trade deals, the Timeless Order resorted to brute force, seizing the oasis through bonded
war ghosts, and turning it into a hub for their ever-expanding interests in the South. So far, the
Timeless Order mercilessly stamps out any resistance, enslaving or soulforging those who resist
their rule, but the other companies have begun to make overtures to both the dead who call the
Mirage home and the living who wish to one day see it. Another uprising runs the risk of the
quiet afterlife being damaged beyond repair, but the companies consider that a worthy price to
pay for countering the Sovereign of Chain’s ambitions.
Sheath
The base of the mountain is covered in a dense forest where hungry ghosts wander freely, never
able to find the path that leads higher into Kesundang. This is the Forest of Wandering Hunger,
and many Kesundang chiefs hunt down hungry ghosts and the phantasmic ogres who are born
when its blood monsoons mix with fetid muck. Even here, one can hear the dancing, singing, and
raucous laughter of those at Kesundang’s peak.
Within the forest cuts a river, and the river opens up into an indigo great lake, known as the Lake
of Satisfying Suffering. Traveling ghosts bathe in the lake to relieve wounds against their
Essence, but find their will tested whenever they attempt to leave the forest. If they succeed, then
they are free; if not, then they will find the lake again and again. Before they know it, the lake
consumes them, pushing back its shore inch by soul-taking inch. When the monsoons relent, the
lake drains to reveal the calcified souls lost in its waters, never to reincarnate.
The city of Mulang lies at the base of the mountain path that leads up its argent stone. Its silver
walls give the outpost-city a temple-like quality, as it is easy to chisel and craft intricate bas-
reliefs upon them. Particularly glorious ghosts who have come to rest in Kesundang travel here
to have their exploits crafted upon the ever-expanding kota wall.
Mulang is a large city that prides itself on the warrior-monastery where ghosts master the martial
arts travelers bring from across the Underworld. Mulang Temple houses various warrior-monks
that protect the city’s borders would-be invaders and erstwhile ogres. Whispers among the
Underworld’s prophet-winds sing of the inevitable seizure of the mountain by the First and
Forsaken Lion, and it is this that the Mulang warrior-monks perfect their diamond bodies to
defend against.
Mulang has cave paths that lead throughout the mountain, forest, and even directly to the shore,
but they have recently become infested with the mindless ghosts of indiscriminate slaughters.
Born of that same violence, a gigantic snake-spirit slithers across the paths, which have become
so large and convoluted that it can hide within it. Even the Mulang warrior-monks dare not face
it, having been given a name by those few who glimpse it from a safe distance: the Emerald
Serpent of Certain Repose.
Blade
Blade is a winding path that encircles the Sword Mountain. Numerous outposts and steadings lie
along its curves and bends, which takes days to be travelled in full. Saints and their pupils dwell
in these shrines and monasteries, purifying the ghost pilgrims who travel the Blade through trials
of ritual combat and grueling austerities, pitting ghosts against nightmare-beasts and tempting
them with wealth and pleasure. Most who dare the Blade settle there; having failed to achieve
glory, they instead perfect themselves and hone those who would attempt the same feat they
failed.
These holy rites are threatened by those specters who climb Blade themselves, having escaped
the masses that teem in Sheath. Denied entrance to Dragon Maw City, they vent their wrath on
any who dare the pilgrimage, becoming a trial in and of themselves. Exorcists seek glory by
stamping out these lurking horrors, banishing them to an appropriate torment such as the Azure
Lotus Inferno (p. XX).
Hilt
Atop the Blade lies the Hilt, where the slope curves into a U-shape like the mouth of a massive
snake. Beneath that curve lies the titular Dragon Maw City, where the dead dwell in glory. The
city burns brightly at night, its light obscured by clouds of brush strokes. There is a somber
melancholy, arriving here, at first — like one has arrived at the end of all things. This shatters
upon entering the city’s walls to meet its joyous inhabitants.
Here, death is not a curse or a punishment, it is a celebration. The great pagodas and stupas
connect to each other with holy ropes of red, black, and white. The kettlebells are struck every
hour. The brimming lights never dim, shining like bliss. Flowers and gardens are abundant,
overflowing. There is no need for want: rice and coconut wine are in excess here, alongside a
heady soma which mixes milk, wine, and honey. Communities form around drinking banquets
that stretch for days of revelry.
Of course, the joy comes at a cost. Most who dare the Sheath and Blade will be turned away at
the Hilt, or fall into despair along the way, or succumb to any of the thousand dangers that
bedevil those who make the attempt. There is no joy in Mulang or at the shrines of the Blade; it
evaporates like sweat, only to condense within the clouds of Dragon Maw City. That joy
sweetens the wine; that joy waters the gardens. If the Sword Mountain took no new pilgrims, that
joy would evanesce away, for the city’s delight is a stolen one.
The center of the city is the Palace Temple of King Ema Sarripad, enclosed in tall crimson walls,
with four stupas jutting out from each corner, halls stretching out in every cardinal direction to
create a cross. The peak of the palace is a temple with a giant statue of King Ema, eyes bulging
and lion-maned, many-armed so as to wield the responsibilities of a King: the spear for
protection, the thunderbolt for enlightenment, and the stylus for recording their subjects.
Pommel
The peak of Kesundang is silent and serene, a stark contrast to the joys of Dragon Maw City. As
one walks paths of quiet grass and blossoming hibiscuses, the sound of the city fades away into
nothing but bird-chirps. Pathways here are arrayed as the spokes of a wheel, and at its hub is the
Tree of Law and Life, a gigantic strangler fig with tree upon tree upon tree atop each other,
creating a pagoda of verdance. The branches and the trunk and the roots are all marked with
ineffable tallies, representing mortal lifespans in a counting system now lost to time, though
perhaps those that sing Old Realm can decipher it.
Ghosts that seek respite from the festivities of the city come up here to watch, to listen, to sing
and to meditate. They sometimes watch Ema Sarripad in the aspect of a woman with head shorn
as a sign of grief, wreathed in ivory burial raiment. Ema Sarripad is calm, and speaks with the
ghosts, and takes her time. She walks up to where the tree must be inscribed and she etches with
her stele — once for every death in all of history. There are no grand proclamations, even for the
greatest deaths; tyrants and paupers alike earn the equal dignity of a stroke of her stele. There is
nothing in existence simpler than death.
Everything happens, will happen, and will have happened. Here is the truth of death: it cannot
leave. Life cannot leave. Ema Sarripad cannot leave the Tree of Life. She knows that in the
dreadful march of time, the dead will destroy Kesundang, and she can do nothing about it. She
marks her own lifespan upon the Tree of Life.
Prominent Figures
The head of the Mulang warrior-monks is a woman named Lotus Blossoming Twice. She
wields a sword of razor-edged hibiscus, and is wreathed in lamellar made of blackened stone.
Stoic, devoted, and stern, she takes her responsibilities with grave seriousness, and expects the
same of the other warrior-monks who fight under command. She reserves her compassion only
for those who intend to climb the Blade whom she deems worthy, but unready, taking them into
her care for months or years of patient training.
The four corners of the city are guarded by the Four Kotapala, or City-Guardians. The north is
guarded by the Guardian-Hawk Vainateya. The south — where most travelers enter — is
guarded by the fierce Demon-Knight Wessowan, of the six hands, who wields a parasol folded
like a club. The east, where where the Garden of Plenty lies, is guarded by Graviya, the Horse-
Headed Fire-Wielder, who meditates at the edge of the rocky outcropping upon a burning wheel.
Finally, the west, where lies the dangerous path that leads up to the Pommel, is guarded by
Snake-Headed Sish, bound for five eternities as atonement for the sins of his last reincarnation.
He wields a diamond urumi, which when uncoiled completely can affect the flow of time.
The ghost known only as Delight is the hostess of Dragon Maw City; her silent signs call the
bells to ring or still at her discretion, and no banquet wine is taken before a drop is decanted for
her approval. Her golden palanquin may pass Sheath and Hilt without danger or trial, and so she
sometimes ferries those loved ones of Kesundang’s heroes who could not survive the journey
themselves — but always for a terrible price, such as centuries of service or the forfeiture of
treasured memories.
Neighbors
If Kesundang is a sword, the canyon of Rive — and the empire therein — was one of its great
swiping blows. Its towers are built of twisting iron, and gruesome foundries belch forth the
industrial smoke that comes from smelting the rich veins of soulsteel left from millions
slaughtered in the sword’s attack. Artisans and merchants dare the inner city only when a
northerly corpse-wind clears the smoke; even the breathless dead are otherwise reduced to
coughing fits if unaccustomed to the bilious miasma.
Stark Hallow rests in the shadow of Kesundang, on an island off its northern coast. Founded by
warrior-poets who deemed the indulgences of Dragon Maw City an empty temptation, Stark
Hallow is a complex of temple-barracks dedicated to a half-dozen ascetic philosophies. They
sometimes raid as high as the Hilt, tossing their spoils into the ocean as a grim object lesson to
the ghosts of Kesundang. The Hallow’s greatest ghosts render their corpus into ever-finer matter
until they become little more than whisper and presence.
The ghosts of Tsiwa dwell atop a crocodile behemoth; the lesser crocodiles who swim the waters
around Kesundang are its offspring, born of its cast-off teeth and scales. Here are gathered the
souls of those who died to the jaws of hungry animals, their corpus forever torn. The Tsiwa
sometimes intercept souls destined for the Sword Mountain, forcing them into a century of
bondage as a gladiator or jester for their amusement; those who acquit themselves well are sent
on their way with panoplies of crocodile-skin armor and ivory spears.
Afterlives
IF POSSIBLE, PLEASE FORMAT ABOVE HEADING BIGGER THAN A NORMAL LEVEL 1 HEADING—
THE FOLLOWING LEVEL 1’S ARE ALL PART OF “AFTERLIVES” UNTIL “SHADOWLANDS”
Cross the wind-swept plains and the fetid swamps of the Underworld, and you will find afterlives
beyond all counting. Some are primeval, arising from the Essence of death itself — battlefields
where dead soldiers waken to fight and fight anew; salt-blasted hells where murderers are
condemned to an eternity without slumber. Others are born of ritual and culture, shaped by the
living of Creation as home and haven for their honored ancestors.
Ixcoatli’s Shadow
While Ixcoatli’s theomilitary teaches its citizens that reincarnation awaits those not chosen for
godhood due to heroic deeds, serpent-soldiers, raiton-priests, and servant-toilers alike find
themselves upon the Underworld’s shores as often as any others. For those who do not
immediately fall into despair or chase after unfinished business in the living world, this poses a
question: what do those unprepared for an afterlife do with one?
Ixcoatlitzlim soldiers who feel cheated of a hero’s death often see this as a time of testing and
waiting. Forming units from likeminded dead, they drill and train, preparing for some day when
they will be called again into action. For some, this keeps them sparring, mustering, and
sharpening themselves for centuries. Others find the skills they’ve brought from life and refined
in death in high demand in the Underworld, selling their services to whatever general, Deathlord,
or hero can offer them reward or purpose.
The Temple of Twiceborn Lives offers another answer to Ixcoatlitzlim ghosts. It is a great
edifice of black stone emerging from abyssal waters, where scholars beseech all to record their
memories, deeds, and understanding of the world. Ixcoatli’s greatest raitonfolk savants and
scaled generals have recorded wisdom, strategy, and advice within ebony scroll-cases and upon
basalt slabs, alongside clay tablets detailing the best way to skin bush-pigs written by human
hunters, and tapestries woven by nursery attendants illustrating how to prevent infant serpents,
raitons, and humans from quarreling. While the temple’s oldest curators can provide visitors with
an immense repository of knowledge, they remain silent on how exactly the temple continues to
expand so readily, or what lies beneath the dark waters at its foundation.
The common people of Ixcoatli die just as surely as its masters. People of the Greenstone clans,
humans and froglike beastfolk integrated into the Empire long ago, believe in even more
precisely regimented reincarnation and apotheosis. Their grave-settlements spill out around busy
barracks and temple tombs, platform-houses and half-sunken frogfolk abodes filled with shades
wearing serpent and ration masks, attempting to recreate the order of Ixcoatli’s high society in
their unlives.
The recently conquered people of the Great Canopy Towns offer lavish sacrifices in secret for
their dead, hoping to ward off harsh servitude they believe their deceased will suffer from their
conquerors. Their ghosts occupy soaring mansions larded with the gifts of the living, waiting for
demands from serpent-ghosts and raiton-shades which rarely come. Instead, they find themselves
trading with shades of the long suppressed Middle People, those caught between Ixcoatli’s
predecessor empires and subjugated by their unified might. With goods and magics cultivated
over centuries, gained through plutonian trade or Underworld raiding, the ghosts slowly build
and furnish their own city of the dead. Some wish to defy Ixcoatli in death, while others plan
more actively, seeing an underworld strongpoint from which to raid nearby shadowlands.
The living priest-generals of the theomilitary stridently oppose any contact with Ixcoatlitzlim
ghosts, engaging teams of exorcists and sacred spearmasters to expel any who insist on making
their presence known. The Imperial Dyarchs are rumored to take a more pragmatic view, and
several volumes of lost lore donated from the Imperial households to public-works temples of
late have been basalt slabs of uncertain providence.
Sky Pavilion
Long before the Immaculate Philosophy held sway in the Varang city-states, the Varangian dead
ordered themselves as they had in life: complex astrological calculations dictating hierarchy,
purpose, and import. Rejecting a sky of dead stars and the meager celestial motions of the
Calendar of Setesh, the dead of Varang erected Sky Pavilion through enormous effort, fueled by
lavish funerary processions and grave gifts: a structure covering all of the Varang lands-of-the-
dead, crystal simulacra of constellations gleaming in bejeweled light from a woven sky.
Their lives once guided by astrological prescriptions, Varang’s ghosts need simply look up to
follow the stars’ course in death. Those heretics who wished to seek undead accolades beyond
their astrological sphere were driven beyond Sky Pavilion’s borders. While these pariah-ghosts
are popular strawmen for the afterlife’s many problems, the truth is that Sky Pavilion creeks
under the weight of its ghostly notables. Princes and worthies were lauded for centuries with the
fabled Varangian consistency, ensuring that Sky Pavilion’s ranks swelled with generation upon
generation of noble ghosts unwilling to compromise their dignities in death. Their mausoleum-
palaces abut one another on regimented streets as if being squeezed ever tighter, and every
decision made requires the consent of dozens of high officials — ensuring that such decisions
rarely, if ever, get made.
Since the Realm’s conquest of the Varang and generations of Immaculate instruction, Varang’s
newer dead often see their ghostly existence as a failure to fulfill their astrologically appointed
duties. Those dead princes who reigned in Varang’s glory days attempt to instill civic pride in
the shades of their descendants, but that pride is undercut by the fact that Sky Pavilion’s titular
wonder is languishing. Its once-glorious mechanisms fall into disrepair year by year, and the
cloth-of-night that is its dome is pocked in places by holes where the milky un-light of
Underworld stars intrudes into their perfect order.
The treasures which Sky Pavilion barters away to secure partial repairs cannot be easily replaced
in an era of Immaculate dominance, but for many of Varang’s august dead, the guidance of their
manufactured sky is worth any price. Meanwhile, ghosts from less lofty spheres see an
opportunity to seize what was denied to them in life, the riches of Varang’s princes theirs if they
dare the ascent to mend the failing heavens…or, some now consider, collapse the entire system
along with the false sky.
Tsaati Sineth is one such iconoclast, dead no more than a decade and yet flush with ambition and
strengthened by worship from a particularly resilient ancestor cult. She agitates for a new system
that will cast all ghostly horoscopes into question, defining their spheres not by memories of
their day of birth, but by the hour of their death. She has found an unlikely ally in the shade of
V’neef Asima, a disgraced Immaculate who believes that such a system would send Sky
Pavilion’s worthies into despair — and leave them open to Immaculate correction, a deed that
she believes would ensure her auspicious rebirth.
Other Afterlives
In the humid Fields of Jamiyun, ghostly farmers toil and laze in the oppressive heat of a never-
ending summer. The ghosts here died of exhaustion amidst their labors in fields and rice paddies
throughout Creation. It is a languid afterlife, tiring but peaceful under the rule of King Jamiyun;
neighbors war against one another to control the roads in and out so they might dominate its
export of cereals and grains rich with the reverence of honest work. These rivals join together
only to fight the Three Bandit Kings, specter-warlords who bedevil the Fields of Jamiyun
infrequently with scourges of flame, frost, and locusts.
The Azure Lotus Inferno is a valley of wicked beauty, covered in gorgeous lotuses that bloom
despite an abominable cold. This grave-chill freezes a ghost’s corpus, making the phantasmal
echoes of blood and tears run sluggish in their forms. The valley is one of many primal afterlives
that ensnares the souls of those who die weighed down with guilt for their sins, and those who
try to leave find themselves buffeted back to the valley by winds of driving hail. Slowly, these
wretched ghosts become lotuses themselves; the daring sometimes venture into the valley to
retrieve petals for use in necromantic rites, or to consult the semi-sentient voices that dwell in the
valley’s winds, speaking in a rattle of lotus seeds.
In the cavern-fortress of Seizing, avaricious ghosts burrow bare-handed through yielding
Underworldly stone in search of veins of gold, electrum, and the rare soulsteel of those whose
tunnels collapsed and crushed their corpus in ages past. Pale echoes of the Whispers of the
Neverborn enflame the greed of all who dwell here, transforming them into misshapen serpents,
ever-hungering to amass wealth that they will never spend. A perilous shadowland tunnel
sometimes connects Seizing to the depths of one of Uluiru’s nearly-emptied mines, where the
destitute and desperate sometimes unwittingly stumble into death’s realm in search of treasure.
Wan Akore is one of the Underworld’s failed moons, a lumpy mass of barely luminescent
bleached coral. It fell into the Sea of Shadows long ago, and now wanders its waters like a
moving island. Ghosts who come ashore — whether as explorers or the newly dead caught in its
tides and gravity — find the hospitality of the necromancer-sage Zalar, who offers them feverish
delights. Those who succumb to his charms will remain on Wan Akore, slowly calcifying into
coral so the moon may grow larger, corpus by unwitting corpus.
The Peregrination is a cathedral that ambles on great legs of gristle and ivory; the ghosts of this
afterlife follow in its wake, for they are the souls of pilgrims who died in their journeying. It is
the fondest hope of these ghosts to ascend the cathedral, overtaking it during one of the rare
moments when it stops as if to survey its surroundings, but few can make the sheer climb
required to surmount it. Those who manage are welcomed by the cathedral’s attendants, who fete
the pilgrim, anoint them in sacred acid-oils, and pour their dissolving corpus into a vast reliquary
chalice. Powerful ghosts sometimes visit to sip of the distilled wisdom of those worthy souls,
gleaning strange insight or visions of the distant past.
Sometimes, when one of the Underworld’s unreliable relict-moons shines just bright enough,
travelers may find the Protruding City, which hangs from the vault of the gloomy sky like a
chandelier. It is a muted, silent place; sounds distort as if submerged in water. Its ghostly citizens
regard visitors with sorrow, ennui, and resignation, for communication is impossible — they
have no mouths to speak nor hands to sign or write, and more esoteric attempts draw the
attention of many-eyed horrors who otherwise slumber in the city’s bowels. Savants claim that
the city is a cage for the souls of those who died as assistants in some First Age working, bound
to keep their master’s secrets beyond even eternity. The Lover sometimes visits to study the nine
obelisks at the city’s heart, gleaning some necromantic wisdom from their ever-changing
inscriptions; in rare moments of mercy, she unmakes a willing supplicant from the city’s silent
ghosts, granting them the reprieve of oblivion.
In the phantom-forges of the Ruined and Rattling Temple, smith-ghosts worn down by time to
little more than strong-backed silhouettes operate pyreflame furnaces to continue their life’s
labors. The halls are hung with masterpieces, born from the smelted reminiscences of master
artisans and warriors, alloyed with Underworldly iron. They rarely work in soulsteel, and then
only when a would-be-client stirs all seven forge-lords with rare pleas of heartbreaking
beauty…or dire sacrifices of gore and vengeance, which ancient pacts compel them to accept.
Authors who die believing another living soul has never read their greatest works incarnate in
Manuscript, a wistful, melancholic place of weathered columns and aqueducts that flow with
ink. Many go through a ritual of unwriting their manuscripts by reading them aloud to their
assembled peers, each time removing one word from the text, until it is gone. Some leave pauses
where the words once were, which stretch on agonizingly over the iterations, while others
remove the silences, lending their work a poetic quality as it dwindles. Listeners often find that
these fragmentary works contain details of the linguistic and historical traditions of cultures
found nowhere else in Creation, though the authors may have difficulty recalling when their
accounts are factual or fictional.
Those who find joy in the art of combat revere the colosseum called Tournament. Dead and
living warriors venture there hoping to meet the mythic founders of their arts, learn puissant
techniques, and reunite with fallen friends or foes. Many cannot withstand the maelstrom of
Essence generated by the duels within its concentric walls; ramshackle viewing platforms and
scrying devices litter the approach. Within the first wall, hopefuls endure esoteric regimens of
training and sparring until they are winnowed out or defeat one of the Ostiaric Instructors. The
second ring, though populated exclusively by ancient legends and other mountain-shattering
savants, retains an aura of camaraderie, even tranquility. Here, even blood-crazed berserkers and
corruption-drowned monstrosities may find an end to their rampages and a path towards self-
mastery. Within the final, translucently-thin wall, three forms face each other, poised in stances
of utter martial perfection. Whenever one of them shifts to a more advantageous position, a
flurry of analysis ripples through the community, venerated manuals penned or rewritten.
Stalker’s Lair is a mist-shrouded chain of forested islets featuring halls whose baroque
architecture is riddled with secret passages and intricate puzzles. The ghosts within enjoy a
contemplative afterlife, punctuated by moments of abject horror as they are fed upon by a many-
legged behemoth, semi-aquatic and feline. The hunter devours bites of their memories as its
food, and drinks in the resulting fear and confusion. It processes the memories into compressed
spheres glowing Essence, which it regurgitates into caches scattered above and below the water.
Debates over the solutions and functions of the various puzzles, methods for avoiding or sealing
the beast, and the reason for the current conditions are constantly shifting as ghosts lose and
regain memories they can only hope are their own.
The Dragon King cycle of reincarnation follows its own rules, many of their souls remaining
long-dormant in their unhatched eggs, and some walking the Underworld’s Nineteen-Gates
Road, which weaves through a complex series of interconnected afterlives. It carries their souls
through trials and lessons, sharpening or correcting their instincts. Passing through the One-Pack
Gate requires collaboration between the isolated, and those who corrupted their Essence with
monstrous acts must purify it by enduring the Waterless Realm and the ordeal of the Sun Gate at
its end. Other ghosts, and the rare, determined hero or scholar, are permitted passage through up
to eighteen Gates, marking them as friends of the Dragon Kings and some assimilating the
culture enough to make a home of the worlds they’ve journeyed through.
The dead of the Anointed Steppe are wrapped in scrolls covered in intricate print, expediting
their passage through The Queues. Ghosts process along jade walkways which intersect and
diverge as their exacting bureaucratic requirements dictate. Elaborately-masked sacred animals
interrogate the ghosts and process their scrollwork at endless checkpoints. Their heroic and
shameful actions are recorded and tallied, the ink flowing from the scroll to manifest into an
ethereal display or condense into a physical bauble, gradually freeing the ghost of its
attachments. Rarely, especially enlightened or heinous memories materialize as half-sentient
entities or artifacts of numinous power, which are ferried away by efficient squads of spirit
animals to be safely stored until they can be allocated to appropriate descendants and
reincarnations.
Shadowlands
IF POSSIBLE, PLEASE FORMAT ABOVE HEADING AS IF IT WAS BIGGER THAN A LEVEL 1
HEADING—THE FOLLOWING LEVEL 1’S ARE ALL PART OF THE “SHADOWLANDS” SECTION
There are places where the lands of the living and dead intersect, coexisting in an ambiguous
peace. These are the shadowlands, where the two worlds share a common boundary. These
liminal spaces prove useful to anyone with plans to move from one realm to the other — ghosts
with unfinished business, enterprising traders, and grieving lovers alike.
During the day, the shadowland’s borders lead to Creation. Any traveler seeking to escape the
Underworld need only find a shadowland and wait for the sun to rise to make their way back to
the world of the living. At night, the reverse is true — those who leave its borders find
themselves in the Underworld instead. Regardless of the time, humans and ghosts can physically
interact without the need for any magical intervention, making corpus as solid as flesh.
Though shadowlands offer easy access to the dead, they are not welcoming places of respite.
Few crops grow within them; sunlight drifts to the ground as if through a perpetual cloud cover;
forgotten horrors from the depths of the Underworld crawl to the surface. Enough time spent in a
shadowland warps the body and mind of the living. Where the Wyld chaotically transforms,
shadowlands draw their residents ever closer to death. Thoughts become morbid and macabre.
Physical bodies become pale and gaunt, as if afflicted with illness. Some mortals resist this
change easily, while others succumb to death quickly and join the ranks of the Underworld's
ghostly population.
Ghostly blessings and ritual magic can mitigate the worst of these changes, but not prevent them
utterly — those who dwell within a shadowland are always marked by its influence in time.
Those who dwell among the dead for generations often become accustomed to the strangeness of
the shadowlands and the Underworld, with wraithsome features like sickly-pale hair, razored
fingernails, or milk-white eyes that see what the living cannot.
Animals may change as well, becoming skeletal, frightening versions of themselves. Docile
labor beasts take on aggressive tendencies or develop a taste for blood, while companion animals
obsess over protecting their owners to a lethal degree. In rarer instances, exposure turns ordinary
creatures into shambling monsters who feast on the living and threaten to escape into Creation if
not contained. Flora are similarly affected, spreading forests of ivory-barked trees and toxic
fungi.
These factors make forming a homestead in a shadowland challenging and undesirable. Those
who choose to make their livelihood within one are desperate, compelled by death, motivated by
faith or belief, or some combination of them all.
Origins
Shadowlands rise from a variety of circumstances, but the most common by far is an atrocity
resulting in mass death. These include sites of major battles, cities ravaged by plague, or the
aftermath of a great fire or flood. In the wake of these events, the two worlds press violently
against one another, forming a shadowland. This is not inevitable. Funerary rites and community
mourning can forestall or prevent the development of a shadowland, settling the roiling spirits of
the dead. Powerful militaries like the Realm have corps of exorcists and mourners follow in train
with their soldiers to consecrate battlefields.
Other shadowlands emerge as the result of obscure processes, creating places where the veil
between the two worlds is naturally porous. Poetically-minded academics refer to these
improbably ancient passages as the eldways, and opine that they marked the journeying of
forgotten gods or deathly powers that predate the Divine Revolution. Others are cyclical,
appearing and disappearing by some enigmatic calendar — including the shadowland known as
the Grief of Meru, five years overdue to open again on the western slope of the mountain at the
center of the Blessed Isle by the reckoning of long-dead savants.
Necromancy can tear open shadowlands as well. Reckless or overzealous necromancers
sometimes rip at the fabric of Creation, their magic seeking to make the world more like the land
of the dead. These shadowlands are oft tainted by the nature of the careless spell that brought
them into being, creating breathless chasms, geysers of blood, or barrows haunted by music that
lures in unwary mortals to partake of a dance that will last the rest of their short lives.
Other deathly powers create shadowlands on purpose. This is difficult and costly, especially
when compared against the expedience of wholesale slaughter, but sometimes subtlety is worth
its expense. Necromantic workings, geomantic manipulation, and rare treasures are applied to
knit together the worlds of living and dead. Rare phalanx-fruits sometimes blossom on the
outstretched hands of certain behemoth-corpses; when planted in Creation, they sprout ashen
trees laden with ebony leaves in a matter of days, sucking the land’s vitality dry in one greedy
gulp to leave a shadowland behind.
An Aristocracy of Death
In Skullstone, those soon to die present themselves to the Black Judges, esteemed necromancer-
justiciars. Those whom the Judges deem worthy become thanatocrats — ennobled ghosts, whose
corpses are preserved in funerary clothes and doused in incense and perfumes. Thanatocrats
display their bodies like withered treasures, with some among them learning to pilot them at
night. They rule over the living in luxury, take leading positions in government and religion,
commanding reverence from their descendants; the most-celebrated dead of Skullstone have
festivals thrown in their name, orchestrated by families of means.
Every major island of the archipelago is home to several Black Judges, but it is thought that they
look most favorably upon those who make their final pilgrimage to the capital of Onyx, perhaps
recognizing the dedication of the dying, or that the Silver Prince himself might spy them from
overlooking Mount Vashti. Strange elixirs and folk medicine are sought after to delay the
moment of death until one can be brought before the Judges. Altogether, roughly one in eight
citizens become thanatocrats, a plurality of whom are drawn from Skullstone’s ruling and
colonial elite.
Those deemed unworthy or who die away from a Black Judge are made into mindless zombies
by morticians of the Gentle Hands of Renascence. All zombies are property of the state by
default; families who want their loved ones back — which is most, for sentimental purposes —
must purchase them at steep price. Most zombies are stripped of their flesh, but can be embalmed
on commission or at state request. They’re commonly dressed in funerary masks and robes, and
perfumed if embalmed.
Zombies are the engine that powers Skullstone: they farm and mine, dredge for ocean treasures,
build and crew ships, and perform other simple, physical labor to free the living from the toil that
is common elsewhere in Creation. Even poor families have a few zombies to work their fields,
and the wealthiest own hundreds or thousands. Theft or destruction of a zombie, or failure to
report a death and hand over its corpse, are offenses punishable by execution, prosecuted
viciously by House of Night inquisitors. Most zombies persist for a few decades at most before
their body finally disintegrates; precious favorites are given thaumaturgical treatments to
preserve them for centuries.
While the Sable Order promises eternal splendor, even great thanatocrats eventually succumb to
Lethe’s release. This is seen as a defect of character, a fault in either the thanatocrat or her
family. Truly ancient thanatocrats are tethered to Creation by prayers of thanks at dusk and
dawn, the cultivation of attachments and inflaming of passions, and ceremonial gift-gifting.
Rarely, the Silver Prince interferes directly, preventing a thanatocrat from passing on according
without sharing his reasons for doing so. Deliberately forcing a thanatocrat to pass on is a dire
insult to the whole family, the likes of which initiates blood feuds.
Within the shadowland’s bounds, it’s rare for ghosts to occur naturally. Those that do have not
earned their afterlife, and are shunned at best, exorcised violently at worst. Hungry ghosts are put
down with expedience, or else captured and bound to serve the state.
The Archipelago
The Skullstone Archipelago is synonymous with the empire that rules it — once, it held its own
name, but few endure who remember. Its largest islands are dead volcanoes, the rest small islets
strewn across the cold ocean. Skullstone enjoys little of the moderating current that warms the
Great Western Archipelago; fog is constant, with mild temperatures in the summer and bitterly
cold snows all winter. The weather fluctuates weirdly when winds blow in from the Underworld,
such as rains of blood. Littoral waters are stained dark through commingling with the Sea of
Shadows.
The entire archipelago and its waters lay inside a shadowland, expanded over centuries from
Darkmist. On the rare clear day, the sun is weak; little in the way of large flora lives there, while
precipitation and fog are nigh perpetual. Erosion is a universal problem, necessitating constantly-
maintained earthworks to prevent landslides, as well as import of chalk to reduce soil acidity for
farming. Of the archipelago's many mountains, only Mount Vashti has endured unscathed,
preserved by the Crown of Eternity's unique geomancy.
The archipelago is divided into two parts: the Heart Isles in the west and the Dependency in the
east. The Heart Isles consist of Darkmist — largest of the archipelago’s islands by far — and the
neighboring Greyshores, Cormorant, Seagate, and Stark’s Reef. They’re the coldest, wealthiest
and most populous part of Skullstone. Population concentrates in and around Onyx on Darkmist
and on coasts, with interiors sparsely populated.
The Dependency refers to the rest of the archipelago, whose islands are all present or former
protectorates undergoing the final steps of assimilation. These islands are smaller, warmer and
flatter. Its peoples have integrated into the empire and largely view themselves as Skullfolk,
though individual islands often practice old traditions modified to Sable Order orthodoxy. Some
forsake their island identities in favor of presenting themselves as distinguished subjects of the
Silver Prince, with dreams of becoming wealthy and retiring to Onyx. Others, from more
recently incorporated protectorates, quietly preserve their identities and traditions; but even they
are believers in the Sable Order, by and large, their homes shaped by the years of cultural
hegemony.
Both regions maintain their own tensions. Bandits and dissidents populate the mountainous
highlands of the Heart Islands; a group of noble politicians were driven from Cormorant by the
Prince for refusing to relinquish lands to the state, where they went on to conquer Kerkeis (Heirs
to the Shogunate, p. 246). The Dependency decays under high taxation rates and minimal
governmental aid, and pockets of would-be rebels seethe across it, wary of the last group who
tried — and failed — in the Nineteen Nights of Shame.
Government
Skullstone government is strongly centralized around Onyx, with most its ministries
headquartered there. Examples include the House of Night’s tax collectors, accountants and
census keepers; the Gentle Hands of Renascence who train Black Judges and whose morticians
maintain thanatocrats’ reliquary-corpses; and the Office of Holy Travail, who oversee
earthworks, zombies and their labor. Becoming a bureaucrat is a sign of virtue and sagacity as
well as a guarantor of wealth, providing better lives for the aspirant’s whole family — if she
passes the grueling annual examinations hosted in Onyx. Corruption can buy positions, but an
incompetent bureaucrat humiliates her entire family.
Two assemblies advise the Silver Prince. The Elder Council numbers seven of the most
influential and esteemed thanatocrats, who advise on matters of foreign policy, economics, and
war. Members hold their seats for centuries; new members are appointed by the Prince from the
Younger Council only when a member passes into Lethe.
The Younger Council numbers seventy members living and dead. Governors — traditionally
living bureaucrats appointed as heads of each island — automatically hold office, comprising
around half; the rest are nominated from the Black Fleet, merchants, ministries, and noble
families. This office is largely ceremonial, serving as a sinecure and vector of intrigue. They can
propose matters to the Elder Council, but these are rarely passed unless already backed by
powerful voices in the senior chamber.
Islands controlled by Skullstone that aren’t fully incorporated are called protectorates. Each is
run by a viceroy, a thanatocrat appointed by the Elder Council. Viceroys maintain their own staff
like governors, working through local elites to run protectorates. Theoretically kept in check by
lictors, in practice viceroys grow less accountable to Skullstone the more remote their
protectorate, with the most influential and remote viceroys running theirs like private kingdoms.
Skullstone’s famous Black Fleet is small by the standards of other great Western powers,
restricted by Skullstone’s lack of timber. It boasts sleek caravels, enormous galleys, and oared
carracks. Ships are covered and crewed almost entirely by zombies, hoisting sails and rowing
ceaselessly. Fleet ships patrol coastal waters, escort merchant ships, and carry goods to foreign
ports. Duties rotate, but at any time half of the Fleet is engaged in economic activity.
Though it wages no wars, the Black Fleet is Skullstone’s favorite weapon of imperialism by
carrying dignitaries and spying merchants, extracted resources, Sable Order texts, and
necromancers and zombies. Captains and merchants alike keep detailed logs of the happenings in
every port they visit, vital information to feed the ministries trade policies and identify
opportunities to pull neighbors isles into the Dependency. Officership is viewed as an unpleasant
stepping stone to advancement elsewhere or a path to joining the thanatocracy. The highest
levels of the Fleet are largely thanatocrats, and ships crewed exclusively by the dead,
colloquially called ghost ships, lead trade expeditions into the Underworld.
Esoteric forces beyond Skullstone’s fearsome deathknights also exist, deployed primarily in the
Underworld. Creation knows little of these: monsters from the Sea of Shadows tamed by
necromancers; whale-corpses possessed by nemissaries; and strange, singular constructs such as
the Cloud Eater.
Religion
Religion in Skullstone is centered around worship of thanatocrats and a state-approved pantheon
called the Seventy-Seven Exemplars, consisting of ennobled ghost-saints and death-touched
gods. Mortals honor the Prince, their bodhisattva, by emulating the virtues of his Exemplars,
evoking them at sunrise and sunset and when speaking with the dead. Priests from the Office of
Just Reverence oversee Sable Order ceremonies in urban cathedrals and isolated cloisters, filing
reports to ensure their deities remain virtuous, loyal, and controlled. The Office is headquartered
in the cathedral-city of Remonstrance on Greyshores, the religious hub of the archipelago; away
from urban centers, spirits hold more power and clergy overlook disobedience, out of piety or
corruption.
The Exemplars include the Rose Corpse, patron of young lovers, beauty and compassion;
Clement Vesper, psychopomp-god of evening deaths, prayed to for grace and humility; Amazja
Ink-Tears, saint of the written arts and sadness; and solemn Suffers-in-Silence, beseeched for
tenacity in hardship and deliverance from misery.
Onyx
On the western slopes of Mount Vashti on the isle of Darkmist rests the metropole of Onyx. The
capital of Skullstone glitters softly above Deliverance Bay, an oil painting in monochrome.
Obsidian spires rise above crowded street corners, urban lighthouses whose beams cut through
dark nights, weather, and smog. Basalt stoas wrap plazas showcasing marble statues of ghost-
saints, and thanatocrats take their leisure on palanquins, ferried down vast boulevards by
zombies.
Lights of every color stain the night in Mistbloom district, home of bureaucrats and would-be
officials, adjacent to the city center. Art galleries, fine restaurants, tea houses and bordellos stay
open at all hours, their interiors warm and welcoming. Literati debate literature and study for
exams, and locals graffiti walls with poetry. Mistbloom is also home to Onyx’s famous
necrotheaters where trained zombies perform; in mezzanine boxes, elites intrigue and gossip,
hoping to catch the Silver Prince or one of his deathknights enjoying a show.
Closest district to the Silver Prince’s palace, Curve-of-Ivory houses Skullstone’s elites. Noble
families, wealthy merchants and esteemed government dignitaries dwell in sprawling, multi-
story villas of un-mortared, un-insulated stone. Bridges and aqueducts thread canals and grand
plazas. Elevated roofed corridors, colloquially referred to as the Ventricles, connect Curve-of-
Ivory to the Crown of Eternity for passage to government buildings.
The admission ceremony to the Obelion, Onyx’s foremost university, sees students have their
craniums figuratively split open: now and forever, their minds will be open to the knowledge of
Skullstone. Savants and artists from Skullstone, its protectorates, and the Underworld itself
gather (or are gathered) in its halls to create, teach, and research — provided they don’t question
the Sable Order. Eccentricity is the norm; the elderly Baihu Wilting Sun teaches necromancy
between meandering lectures about natural philosophy, while legendary sophist Emoln’s ghost
teaches history and ethics through languid days-long seminars punctuated with sudden, turbulent
interrogation and debate.
Most of Onyx’s population resides in the labyrinthine Ebon Canton. Families crowd in
tenements that lean over twisting alleys, aspiring bureaucrats and their families alongside
tradesfolk and people from the protectorates dreaming of prosperity and ennoblement. Quality of
life ranges from squalid to fair. Criminals and persecuted ghosts conduct dealings in bootleg
masoleums and hidden catacombs.
All trade in Onyx — and most in Skullstone — eventually flows through the port-district
Atramentous Heart. Tax collectors count tribute in lithic warehouses; thanatocrats board vast
ships, one-upping each other in the extravagance of their luggage. Traders from Creation and the
Underworld meet here to do business under whale-oil lamp posts, hawking wares and services
unique to their worlds; afterlife city-ships hire puissant guards to fend off pirates, undersea
ghosts sell shadowpearls to Guild factors, and outcaste privateers buy arms from spectral
artificer-princes.
In the Doors of Tomorrow sugar refineries, blast furnaces and shipyards throng with zombies
who never stop working. The heart of industry and military in Onyx, its drydocks house the
Black Fleet. The district is ringed by the headquarters of several dozen impotent trade guilds and
unions; they exist as an ornament to Skullstone’s industry, given ceremonial prestige only as
long as they remain unflinchingly patriotic.
The High Families
The so-called High Families are old, influential, and quarrelsome, forever
intriguing against one another. Most prominent among them are the
Menjaro, eldest and most politically powerful, renowned for their Black
Fleet officers and bureaucrats; Sijapuros, genteel merchants, philosophers,
and diplomats with the most privately owned zombies; Amhala, the
youngest who are gaudy clergyfolk and crimelords who frequently engage
in familiar street brawls with Menjaro scions; and the Cerenye, romantic
artisans, scholars and explorers.
Noteworthy Individuals
Seated on the Younger Council, Vekan Amhala craves war. The thanatocrat spent his life
suppressing rebellions among protectorates, in one case famously exterminating an entirely
island over a breach of trade agreement to replace its populace with zombie laborers. His piety is
as strong as his bloodlust; he believes the Sable Order’s steady hand must pacify barbarians
before they destroy themselves. One of the Bloody Poppies (p. xx), his commitment to the
conspiracy is tested by his desire to extirpate the entire Menjaro family. He looks for ways to
undermine and embarrass them, jeopardizing the entire group if his efforts are exposed.
Solemn Ember-Among-Ashes, saint of the hearth and patron to children and paupers, is among
the most beloved Exemplars. Pious beyond reproach, they advocate for the common people to
the Silver Prince, and they sponsor the monastic order called the Drifting Cinders, whose priests
give alms and agitate for more equitable laws. Long favored by the Prince, the two have recently
fallen out over new polemics from the Cinders concerning inequality; Ember fears the Cinders
may be outlawed, and she replaced as Exemplar.
The very image of a solemn Black Fleet captain, iron-haired Give-Praise Gloam speaks through
her first mate until she reveals herself as outrageously foulmouthed. The cherfully amoral
merchant built her fortune through smuggling and information trading, cultivating a vast web of
contacts. She does this while spying for the Prince, double dipping by selling intelligence to the
highest bidder, or the one with the best bottle of wine. Nothing brings her more joy than bringing
interesting foreigners home — then they’re helpless to evade her pumping them for information
of interest.
Neighbors
Eighty years ago, Skullstone lictors deposed the mad prince of Wreath, turning the hilly, fertile
island into a shadowland protectorate. Now it’s the empire’s premier holding in the Neck, nexus
of all trade between Skullstone and the greater West. Wreath’s viceroy, Itaja Menjaro, rules the
island as his personal fiefdom, local nobility enriched via cooperation. Anzí funerary customs
involve sealing the dead in catamarans bearing grave goods; the viceroy plunders these ships and
reanimates corpses to work unto disintegration, and forbids ancestors from contacting their
descendants.
Rebels look for allies to help reignite revolution and cast off their overlords, especially among
their Anzí kinfolk who fled the island — most of whom now reside in the Crescent Archipelago
(Heirs To The Shogunate, p. 244) — but are viewed strangely for their acceptance of the dead
and necromancy. The feeling is largely mutual.
Brimhera is a protectorate by necessity. Desolated by Azurite privateers, the volcanic island-
nation signed treaties with Skullstone for aid and protection. Zombies rebuilt Brimherani roads
and cities, raised schools and courts; now, trade goes only to Skullstone. Brimhera’s dead, once
honored as emanations of the island itself, are marginalized under the Sable Order as dead who
endure without the blessing of Black Judges. Both worship and discussion of them are
discouraged; older Brimherani revere them quietly, while youths abstain entirely. The few
unexorcized ghosts endure in the holy Smoke Curtain Grotto, where they hide — and debate — a
course of action with the few living who still dare attend them.
Half of a continent sank into the Underworld all at once in the Usurpation, shattering into dozens
of ghostly kingdoms divided by swollen black rivers. This is the Demersal Anarchy, whose
dead have never stopped drowning under endless rains. Mightiest among its warlord-ghosts are
the Lacrimal Hexarchs, who rule from citadel-ports of stained glass. Even they struggle to resist
Skullstone; the Silver Prince has extracted wealth and treasures from the region for centuries.
Yet none know what relics lay at the Anarchy’s heart, where the rains fall hardest and behemoths
wander; the Prince is eager to send an expedition to find out.
Thorns
Once, music echoed along the streets of Thorns, spilling out from concert halls and teahouses,
and down from sumptuous apartments where the wealthy held salons. Artists captured snatches
of city life in vibrant paintings and dynamic sculptures. Diners enjoyed hearty stews, and
sausages heavily spiced with paprika. They nibbled on airy pastries spread with plum jam, and
paired dishes with sweet golden wines from the countryside’s many vineyards. Students flocked
to Thorns’ sprawling colleges to learn from and debate with renowned philosophers; aspiring
playwrights debuted their works in the grand Vaszyan Theater.
The city was a vassal of the Realm, though the Empress’ demands were rarely onerous. With the
Realm’s blessing, Thorns continued its own loose governance over several dozen lesser
provinces and city-states, collating their tribute and bringing historically quarrelsome aristocrats
into line.
Nearly 20 years ago, Thorns’ sudden and unusual attempt at expansion — and its armies’
subsequent failures — drove its population to the brink of civil war. Before the city could fully
heal the economic and social wounds left in its aftermath, an even greater disaster brought it low.
Four years ago, the Mask of Winters invaded, decimating Thorns’ defenses and turning the once-
glorious city into a shadowland — a citadel for the dead and beachhead of invasions still to
come.
Recent History
While the city mourned the death of its hereditary autocrat, Mazandan Sepehr, the Realm saw an
opportunity to strengthen their influence in the Scavenger Lands. Dismissing the autocrat’s elder
son as too much like his father — content with Thorns’ status in the region and disinclined to
rally its nominal vassals into a force of any meaningful strength — a dozen Dragon-Blooded
advisors approached the younger son, Istban. They offered him their backing if, in exchange,
he’d begin a military campaign against members of the Confederation of Rivers.
The bitter young man needed little convincing: Istban ordered his elder brother blinded and
thrown into a cell. The few administrators who objected to this power grab had two choices:
renounce the heir or occupy an adjacent cell. He remained alone in his imprisonment for another
13 years.
With the throne secure, Istban attempted to rally his vassals for conquest, but found little
enthusiasm from city-states and duchies for whom Thorns was a nominal tax and an oath sworn
too many generations ago. In late 750, he nonetheless sent forth the armies he could levy into the
River Province. Later dubbed The Autocrat’s War, what Istban and his advisors intended to be a
short, victorious conquest that would stir patriotism and increase Thorns’ regional footprint
instead dragged on for four years.
The final conflict drew in forces from throughout the region, including detachments from Nexus,
Great Forks, and other Confederation lands. All armies suffered heavy losses, due to the
fierceness of the battle and First Age weaponry deployed from both camps. While no formal
treaty was signed, the Battle of Mishaka ended the war — and with it, Thorns’ expansionist
attempts.
Thorns nearly fell into civil war in the immediate aftermath. The early months of the Autocrat’s
War sparked nationalist sentiment as common folk sought the chance to rise in station through
battlefield service and profits from plunder; Thorns’ failure crushed those hopes and made the
earlier patriotism ring hollow. Many of the city’s brightest young minds enlisted or had been
conscripted and died in the fruitless campaign; their losses severely impacted the city’s economy,
work force, and culture.
Toward the middle of 763, Istban visited the cells beneath the palace one last time. Years of
damp, neglect, and isolation had taken their toll, and his elder sibling was dying. Still, Istban
granted him no mercy, leaving him to perish alone in the dark. Shortly thereafter, the prisoner
went missing. A quiet but frantic search by Istban’s closest advisors turned up no useful leads.
The Invasion
Before the massive corpse-fortress Juggernaut burst forth before the gates of Thorns, Creation’s
denizens knew little to nothing of the Deathlords or their Abyssal knights. Thorns’ mortal
soldiers had no training that prepared them to defend against the invaders. Its Dragon-Blooded
garrison was swiftly overwhelmed, as the Mask of Winters sent his lieutenants into the city with
a host elite Lookshyan ghosts, zombie infantry, nemissaries, Underworld beasts, and other
horrors.
The city fell within days. The massive casualties — including the entirety of its garrison forces,
civilian defenders, and the Autocrat and his personal guard — turned Thorns into a shadowland.
Its buildings lay gutted and charred; shrines to its gods were obliterated, the Immaculate temples
reduced to rubble and ash. Those survivors who didn’t flee hid amidst the wreckage and emerged
into a city where the sun shone only weakly, and the ghosts of neighbors who’d died defending
their homes helped them sift through the debris.
The Mask of Winters views Thorns as a strategic bastion. It’s his beachhead in Creation, chosen
for its rough proximity to his Underworld holdings and because it was neither a Realm satrapy
nor a member of the Confederation of Rivers. The city holds little sentimental value for him, but
the blind deathknight known as the Rightful Heir by Red Iron Rebuked (p. XX) now resides in
the autocrat’s palace and sits on its throne. Once, he was Istban’s elder brother; now — at last —
he rules the city that was his by right.
Juggernaut
The undead behemoth that is the Mask of Winters’ corpse-fortress lies outside of Thorns, its
rotting bulk forming hills and gorges as the groaning carcass shifts in uneasy slumber. Bone-
spikes protrude from its spine, to which massive chains are attached. It rarely moves, but the
destruction it can wreak with a swipe of its arm is no trivial matter. It could grasp a Talon’s
worth of soldiers in its fist and crush them with little effort.
Teams of necromancers, artificers, and sorcerer-engineers have carved barracks and luxurious
quarters for the Mask’s deathknights within Juggernaut’s rotting shell. Scavenger lords trade
rumors of artifacts and other treasures hidden in alcoves of hollowed-out bone. Networks of
blood vessels serve as a guide for those familiar with the corpse-fortress’ layout, but these can be
a deadly maze to intruders, leading the unwary toward pits full of bilious fluid or forests of
grasping sinew. Cavalry and infantry stream out from between Juggernaut’s exposed ribs when
the march is called.
The Mask’s palace rises from between Juggernaut’s shoulders, a castle of polished bone and
gleaming gristle. The Deathlord is often in residence within, receiving reports from his agents in
Creation and the Underworld. He entertains diplomats in the Unveiled Hall, whose walls
reverberate with the sluggish beat of Juggernaut’s dead heart. The Mask uses such meetings as
both a threat and a boast: From the tops of the palace’s towers, his guests see the sheer expanse
of territory he’s taken and transformed in such short order. Confident generals understand how
swiftly the Mask’s armies might overwhelm their own, while more timid or pragmatic rulers
recognize the sense in remaining in the Deathlord’s good graces.
Thorns Today
Thorns has fallen far from its former splendor, though that decline began long before the Mask
of Winters’ assault on the city. The heavy casualties incurred during the war with the
Confederation sapped much of its vibrancy; scholars and artists were conscripted to fight
alongside its working-class infantry, and a generation of rich and poor alike returned home atop
the funerists’ wagons. Many left during the following years, seeking an escape from poverty,
unrest, and grief.
Today, the weak sun throws long shadows across emptied-out quarters. There’s work to be had
for the living and the dead alike. The city’s buildings — characterized by their dramatic pointed
arches, rib vaults, and soaring spires and lantern towers — suffered heavy damage in the
invasion. Driven by nostalgia and determined to transform it into more than a beachhead for the
Mask of Winters’ troops, the Red Iron Rebuke funds construction projects to restore Thorns to its
former glory.
However, the Underworld’s influence can be felt throughout: basalt replaces pale marble, and
stained glass windows depict the Mask of Winters and his deathknights’ epic deeds. Troops
living and dead put on military displays under the Seven Seasons Widow’s command in the
Amphitheater of the Cloven Sky. Statues of Thorns’ famed performers and orators line the arena,
though many have grown strange and twisted— vines grow in the cracks and wrap choking
tendrils around stone necks, even as storms of scouring rain melt the marble into new shapes.
The stubborn and faithful refuse to leave, eking out a living under their new circumstances.
Musicians compose dirges and perform for the deathknights and their ghostly visitors. Crime
bosses and smugglers fill the void left by murdered administrators. Many who didn’t flee after
the invasion stayed due to poverty, illness, or fear. Even those with the means to leave find it
hard to do so, as the Red Iron Rebuke has implemented new restrictions on travel.
Others revel in the changes, incorporating the shadowland into their new identity. New styles are
inspired by Stygian fashion, Underworld festivals as syncretized with Thornish holidays, and
customs adopt to the dead, such as keeping nocturnal business hours, making offerings before
feasts to nourish ghostly guests, and learning dead languages to converse with Underworld
neighbors.
Culture
Most homes in Thorns display elaborately carved and painted gates made of oak that residents
and visitors must pass through. Larger estates’ gates have two entrances: one large enough for a
carriage to pass beneath, the other sized for people on foot. The carvings depict the family’s
ancestors and their deeds, the Elemental Dragons, and blessings from the gods. Most gates are
topped with a shingle-roofed dovecote, where household members placed offerings and grave-
goods for their ancestors. The shadowland’s appearance has reunited some families with beloved
elders, making the gates a gathering place where youths consult with those who’ve gone before.
Other ghosts, whose families died in the fighting or fled the city, keenly feel the loss of the
offerings they once counted on.
Many Thornish dishes feature mahleb, a spice derived from ground cherry seeds. Used in breads
and pastries, it’s also mixed into a soft cheese that’s brined and braided. Savory dishes include
stews heavy with beef, potatoes, and cabbage, served with tangy sour cream to cut through the
fat. Often, a sweet pasta coated in ground poppy seeds comprises a second course. Though the
vineyards have struggled, cooks with access to pre-invasion vintages braise meats or roast
vegetables in it, and bottles scavenged from abandoned homes are common barter. Enterprising
vintners coax new varieties of grapes out of the bleak shadowlands soil, bottling wines that taste
of regret.
Poverty, scarcity, grief, and uncertainty have taken their toll on the city’s artistic and scholarly
culture. Residents are often too busy eking out a living to pursue their passions, though this
doesn’t mean the city is devoid of art and music, or that no great thinkers remain among the
citizenry. Musicians still play in teahouses and wineshops at the end of a long day. Eager to
restore Thorns to the center of learning and culture it was in his youth, the Red Iron Rebuke
sponsors public art projects, procures texts for libraries, invites performers to enliven his galas,
and commissions playwrights and troupes. Some Thornish artists disdain those who accept his
patronage, though many understand the need to put food on the table.
For many among the rabble, art is also an act of rebellion: workers sing protest songs; street
performers dramatize to the people’s plight; philosophers publish scathing missives on hidden
printing presses; and graffiti artists depict the Mask and his lieutenants in garish detail. The
Seven Seasons Widow sends her officers to root out the culprits on occasion, but they rarely find
them — residents saw nothing, and the rebellious know to go masked and quiet. Pamphlets are
often burned after reading, their details passed on by word of mouth.
Due to its long relationship with the Realm, the Immaculate Order had a strong presence in
Thorns. Temples to the Dragons dotted the city, and Immaculate monks were among the first
defenders when the Mask of Winters attacked — which numbered them among his lieutenants’
first targets. The few survivors were mostly recalled to the Blessed Isle, or escorted refugees to
safety in other Threshold cities. A few remain, protecting those who seek their aid or funneling
information on the deathknights’ activities to contacts outside of Thorns. The city’s other gods
fared better in the invasion’s immediate term, though the diminished population has left many
adrift as years passed and their worshipers died or fled. Some have left Thorns altogether,
following their adherents to other locations.
Thornish Refugees
Those Thornish who fled the invasion maintain their identity and culture
in enclave wherever they could establish a niche. Since few of those who
fled did so with more than what they carried, such communities are often
relegated to lower-class neighborhoods where they reside, such as the large
community in Nexus’ Nighthammer district, Lookshy’s Lower City, or near
Jiara’s river dockyards. Circumstances drive them to an egalitarian
welcoming of people coming from any social station to live side by side,
united by the memory of Thorns that was. Aided by former smuggling
gangs, they maintain informal networks along trade routes to help new
escapees find other friends and relatives who may have survived and
reunite those separated from their loved ones. Thornish elites with enough
wealth or foreign ties eschew such communities and live as guests among
their allies abroad, lobbying their hosts in Calin, Rook, or the Realm itself
to muster the forces to retake Thorns.
Governance
Although the Mask of Winters is often in residence in his palace atop Juggernaut, he leaves
management of the city to the Rightful Heir by Red Iron Rebuked. The deathknight has
reclaimed the title of autocrat and rules from the palace in which he and his usurper brother were
raised. The Heir tells all who will listen that he loves Thorns, and wants to do right by its people.
Privately, however, he can’t help but stoke his anger — for more than a decade he was left in a
cell to rot and few people lifted a finger to help him. While he recognizes that the people were
limited in their ability to aid him — what could they do, when Istban’s coup came at the Realm’s
behest? — he sometimes regards their current suffering as just punishment.
The Red Iron Rebuke grants titles and responsibilities to those servants and gaolers who offered
him succor during his imprisonment. Some, like the pampered seneschal Abarna Djeney, are
simply bad administrators, unprepared for being stewards of a city ravaged by poverty and
upheaval. Djeney oversaw a wealthy household before the Mask’s invasion, and possesses
neither an understanding of large-scale food distribution nor the contacts among Thorns’
criminal element to prevent theft or help procure additional goods. Others were corrupt even in
his father’s day, or have justified their decisions as doing what it takes to survive, even if it
comes at others’ expense.
Thorns’ people haven’t entirely embraced the Red Iron Rebuke’s return. While those who follow
his rules can live comfortably, pockets of resistance exist. Many chafe at the idea of taking his
charity when their loved ones died or were permanently injured during the invasion.
The Red Iron Rebuke holds particular resentment for the Dragon-Blooded and agents of the
Realm. He orders any found in Thorns to answer — painfully — for the crime of aiding his
brother. However, many Thornish residents adhered to the Immaculate faith, and remember the
Realm’s influence as a stabilizing one. A rebel group calling itself the Branches of Sextes Jylis
work to smuggle refugees to other cities where Thornish exiles have established homes. They
stand ready, should Jiara’s garrison come to their aid, or the Mouth of Peace send Immaculate
reinforcements from the Blessed Isle, but thus far their requests for help have gone unanswered.
Rumors have reached the Heir of a potential challenger to his hard-won authority: the ghost of
his brother Istban. A group of the usurper’s supporters — living and dead — have rallied around
him, providing shelter and offerings, hiding him from the Heir’s agents, and seeking
opportunities to put him back on the throne. Such knowledge infuriates Red Iron Rebuke; though
he believes this entity to be a convincing imposter, he must tread carefully nonetheless.
Mistreating his brother’s supporters only serves to drive more people to his side.
Afterlife
As a center of art and culture, Thorns’ ancestral afterlife was one of ease and leisure. In the
lavender-filled gardens of the Misty Revels, ghosts continue practicing the arts they loved in life,
or begin studying those they were denied access to. Paths wind throughout the island’s chilly but
pleasant climes, leading to promontories where painters capture Underworld vistas, or to
amphitheaters where musicians, orators, and thespians perform. For all its beauty, it is also land
of delirium and rueful introspection — its inhabitants find themselves utterly engrossed in their
art, isolated from one another even when a crowd gathers to regard the strange tides that
sometimes frost the isle’s shores with sapphire dust.
Many Thornish ghosts feel a measure of guilt even as they dwell in the Revels. Immaculate
teachings prepared them to pass into Lethe and rejoin the cycle of reincarnation after death, and
yet they linger. A handful of faithful Immaculate ghosts populate a distant corner of the isle,
visiting the Revels proper to harangue others into accepting Lethe’s embrace. A patient specter-
prince known as Abrigos courts these zealots under the guise of false piety, seeking a foothold in
the Revels where he can lure its artists into slavery for the well-to-do of Stygia.
Since the Mask of Winters invaded, fewer and fewer ghosts appear in the Revels. Most are those
of Thornish refugees, buried in their new lands with ceremonies and grave goods of home. The
ghosts of those who die in Thorns itself tend to remain in the shadowland city, put to work on
rebuilding or drafted into the Mask’s growing army. Some puissant ghosts of the Revels with
enough clarity of mind make the journey back to Thorns, where they take on rebel artists as
apprentices.
Noteworthy Individuals
The vineyard god Drinks-the-Sun saw much of her domain wither when Thorns became a
shadowland. For years, the fields that had once rang with hymns in her name lay fallow and
ashen, and her once-plump cheeks grew gaunt as sickness and poverty took her worshipers. Ever
resourceful, she’s reinvented herself, taking on additional duties as a protector of the sick — a
job the god Bitter Daro abandoned when he fled. An honored guest at Thornish salons both
before and after the invasion, she’s familiar with the city’s power-brokers and their rivalries. She
carried out a brief affair with the Seven Seasons Widow, though the two haven’t been seen
together in months.
Merchant prince Casim Thurat’s route takes his caravan from Thorns to Nexus, providing the
shadowland city with food, weapons, slaves, and materials. Thurat’s reliability pleases the Mask
of Winters, allowing the caravan a degree of latitude and providing its members — including the
Liminal Exalt Dame Crimson (Adversaries of the Righteous, p. XX) — opportunities to
smuggle refugees out of Thorns. Thurat’s motives aren’t entirely altruistic; his business turns a
healthy profit, and he counts some of the city’s crime bosses among his valued clients. He has
also ferried works of art out of Thorns, selling them to collectors around the Scavenger Lands.
While his main focus is on masterpieces made by mortal hands, he has on occasion acquired
artifacts instead; the Prince Resplendent has yet to discover this, but is unlikely to respond
warmly.
Samaha Terez serves as a scribe for the Abbot of Hunger and Dust, recording his decrees,
penning missives, and composing canticles from his wisdom. Formerly a poet in Istban’s court,
Terez rode out the siege in the hidden passageways formerly used for private conversations and
liaisons. She was discovered while venturing into the kitchens for food; deemed a spy and
dragged before the Abbot, her eloquent speech saved her life. She navigates among the Abyssals
and their intrigues as best she can, but quietly receives overtures for palace intelligence from
rebel factions.
Neighbors
Nearby polities are wary of Thorns and its new leadership. The Scavenger Lands remembers its
sudden expansion when mortal rulers and their Dragon-Blooded allies were in charge; now that
it’s under control of a Deathlord, local rulers watch warily for what conflicts might arise.
The Mask of Winters is careful in the relationships he aims to build. The horse lords of nearby
Marukan pay close attention to the Deathlord’s movements; their Council of Elders is divided
on whether they should treat with the Mask’s emissaries, or turn them away and risk a war. The
plateaus their clans are scattered across offer some protection should Thorns’ army march upon
them, and near-neighbor Lookshy maintains its largest redoubt in their lands, but victory isn’t
guaranteed. With every new territory Thorns annexes, more Councilors find it prudent to
consider to the Red Iron Rebuke’s offers.
Lookshy projects a strong posture against the Mask from afar. However, the Seventh Legion
makes no preparations to go to war just yet, and encounters between Lookshy and Thorns’
diplomats have been wary but cordial. The lack of action on Lookshy’s part has forced other
polities in the area to consider how best to protect themselves. Some even see opportunities that
had formerly been unthinkable — like the silver-rich satrapy of Perse, which courts an alliance
with the Mask of Winters in the hopes of throwing off Realm suzerainty.
Other Shadowlands
In Ashen Grave, dark clouds rain down gentle ash and cinders, the memories of the volcanic
eruption that transformed a city into a shadowland. Its ghostly inhabitants are made of vague,
smoky corpus and speak with raspy voices; nearby cultures sometimes venerate them as saints.
Faithful cultists are rewarded with access to sulfurous pits that bestow visions of how they will
die. Others among the living trade for the Grave’s many obsidian treasures with offerings of
meat, wine, and ice carted down from nearby mountains.
In the forests of the East, the unfortunate may find the Depthless Pines, a place where Creation
bleeds away beneath the darkness of the canopy and blends into the Underworld. Most travelers
have little idea they've stepped away from the living world until they realize that the forest has
fallen silent and what light filters to the ground has taken on a wan and grayish coloring. The
ghosts within ride ancient beasts, long extinct; they lead travelers off the beaten path to feast of
their flesh and blood, or to drive them mad for their amusement. Scavenger Lords pay high
prices for the forest’s supple gray lumber.
The Academy Eternal was a center of sorcerous learning in the Shogunate whose three great
masters, terrified of the oncoming Contagion but loath to relinquish their privileged positions,
sacrificed countless pupils in experimental rituals. They hoped to create a timeless demesne, but
instead pulled the surrounding area into the Underworld. The grounds outside the Academy’s
wards are a maddening sight, unpredictable pockets of time accelerating, freezing, and reversing
as their mindless working wars with the Calendar of Setesh. Only a few have been desperate
enough to risk their souls and lucky enough to escape the affected region, promising wealth,
knowledge, and glory to any who can reverse the working or enter it to free them. By day, its
borders lead to the tiny, forbidden island of Regret, off the Blessed Isle’s southern coast.
In the cold seas of the Northwest there lies a ring-island shadowland known as Seripsa — or, to
some savants, the Atoll of the Dark Mother. Despite its forbidding location, Seripsa sometimes
serves as meeting place for powerful dead — even some among the Deathlords, when the need
arises. Conflict is forbidden, for the damp and rocky ground is consecrated to the Old Laws;
those who betray an oath sworn here find themselves burdened with curses that no spell can
countermand, as the waters of the Underworld and Creation alike conspire to drown them at
every opportunity.
Chapter Four: Character Creation
This chapter details the process of creating Abyssal player characters.
Traits
You’ll make a number of choices about your character’s system traits in character creation. It
may help to skip ahead and read about those traits or reference their description in Exalted Third
Edition. A quick summary:
Caste: Your Caste is an archetypal role of deathly power. It makes it easier for you to gain
Abilities that fit that role and determines your anima powers. See p. XX
Attributes: Your character’s innate strengths and aptitudes (Exalted, p. 148).
Abilities: Your character’s skills. (Exalted, p. 149). Abilities also determine what Charms you
can learn. In addition to your Caste Abilities, you’ll also pick Favored Abilities, which receive the
same discounts, letting you broaden your character beyond their Caste’s archetype.
Apocalyptic Ability: One of your character’s Caste Abilities is their Apocalyptic Ability, letting
you learn Charms from it even if you don’t meet their Essence minimum.
Specialties: Your character’s specific areas of expertise within their Abilities (Exalted, p. 123).
Merits: Miscellaneous traits associated with your character's origin and backstory (Exalted, p.
157). Some provide mechanical advantages, while others give narrative benefits, like wealth or
minions. If you want an artifact or manse, you’ll take it as a Merit.
Charms: The Abyssals’ supernatural prowess. Charms are the most complicated part of the
game, but you don't need to read them all — just those available at Essence 1. Each Charm
requires a certain Ability rating, so you may want to pick Charms before Abilities. See Chapter 6.
Intimacies: Your character’s relationships, beliefs, and other aspects of their personality
(Exalted, p. 170). It’s harder for social influence to sway you against your Intimacies, but it’s
easier to convince you to do something your Intimacies support. Charms and other magic may
also draw on your character’s Intimacies.
Limit Trigger: A condition that causes your character to gain Limit, building to a terrible
manifestation of her Great Curse. See p. XX.
Step 2: Attributes
Each Attribute begins with one dot. Next, of the categories of Attributes — Physical (Dexterity,
Stamina, Strength), Social (Appearance, Charisma, Manipulation), and Mental (Intelligence,
Perception, Wits) — choose one as primary, another as secondary, and the third as tertiary.
Distribute eight dots between your primary Attributes, six dots between your secondary
Attributes, and four dots between your tertiary Attributes. Attributes can’t be raised above five.
Step 3: Abilities
Choose five of the Abilities associated with your Caste as Caste Abilities.
Dusk: Archery, Athletics, Brawl, Melee, Resistance, Ride, Thrown, War.
Midnight: Integrity, Larceny, Linguistics, Lore, Performance, Presence, Resistance, Survival.
Daybreak: Awareness, Bureaucracy, Craft, Investigation, Lore, Medicine, Occult, Sail.
Day: Athletics, Awareness, Investigation, Dodge, Larceny, Socialize, Stealth, Survival.
Moonshadow: Bureaucracy, Integrity, Linguistics, Occult, Presence, Ride, Sail, Socialize.
Next, pick five Abilities of your choice as Favored Abilities. Taking Brawl as a Caste or Favored
Ability also makes Martial Arts a Caste or Favored Ability.
Choose one of your Caste Abilities as your Apocalyptic Ability. You can learn Charms of your
Apocalyptic Ability as though you had Essence 5.
Divide 28 dots among your Abilities. Each starts at zero, and can’t be raised above three without
spending bonus points. Abilities can’t be raised above five. Each Favored Ability must have at
least one dot assigned to it.
Assign four specialties (Exalted, p. 123). You must have at least one dot in an Ability to take a
specialty in it.
Step 4: Merits
Choose ten dots of Merits.
Abyssals in a Deathlord’s service at character creation gains them as a three-dot Mentor for free
and distribute five additional dots among the Backing, Command, Contacts, Cult, and Resources
Merits.
Step 5: Charms
Choose fifteen Charms (p. XX). Most Abyssal Charms require a minimum rating in their
associated Ability — if you don’t qualify, you’ll need to raise that Attribute’s rating with bonus
points.
You may choose Martial Arts Charms or Evocations in place of Abyssal Charms. If you choose
Ivory Circle Necromancy or Terrestrial Circle Sorcery as a starting Charm, you may also learn
spells in place of Charms.
Death’s Champions
The above rules are for creating Abyssals who’ve been Exalted for no more than a year. For more
experienced deathknights, make the following changes:
• Your starting Essence is 2.
• Choose thirteen dots of Merits, in addition to bonus Merits from your Deathlord.
• Choose twenty Charms.
• Spend eighteen bonus points.
Step 2: Attributes
• Place one dot in each Attribute.
• Divide 8 dots among primary Attributes, 6 dots among secondary Attributes, and 4 dots
among tertiary Attributes.
Step 3: Abilities
• Mark your Caste Abilities.
• Select five Favored Abilities, which can’t be the same as Caste Abilities.
• Select one of your Caste Abilities to be your Apocalyptic Ability.
• Divide 28 dots among all Abilities. None may be raised above 3 without spending bonus
points, and each Favored Ability must have at least one dot.
• Assign four specialties.
Step 4: Merits
• Select 10 dots of Merits.
• If you serve a Deathlord, gain them as a Mentor and distribute an additional five dots
among their associated Merits.
Step 5: Charms
• Select 15 Charms.
Castes
Dusk: Merciless killers, warrior poets, ruthless strategists, and terrifying warlords, the Dusk
Caste ride out from the Underworld leading armies of the undead and leave only death in their
wake.
Caste Abilities: Archery, Athletics, Brawl, Melee, Resistance, Ride, Thrown, War.
Midnight: Speakers for the dead, subversive cult leaders, Underworld mystics, and undying
martyrs, the Midnight Caste drive the living to despair, spread the ancestor cult, and poison
societies with their words.
Caste Abilities: Integrity, Larceny, Linguistics, Lore, Performance, Presence, Resistance,
Survival.
Daybreak: Master necromancers, genius artificers, philosophers of death, and implacable
inquisitors, the Daybreak Caste wield the forbidden wisdom of the dead and violate the natural
order in pursuit of power.
Caste Abilities: Awareness, Bureaucracy, Craft, Investigation, Lore, Medicine, Occult, Sail.
Day: Relentless assassins, masters of intrigue and infiltration, assassins, merciless inquisitors,
and hunters of the guilty, the Day Caste walk among the living like wolves among sheep.
Caste Abilities: Athletics, Awareness, Investigation, Dodge, Larceny, Socialize, Stealth, Survival.
Moonshadow: Underworld diplomats, honey-tongued deceivers, envoys to the living, and
keepers of the Old Laws, the Moonshadow Caste sow discontent among the living, make and
break treaties, and raise up empires of the dead.
Caste Abilities: Bureaucracy, Integrity, Linguistics, Occult, Presence, Ride, Sail, Socialize.
Abyssal Nature
Death’s Chosen are heirs to a legacy of heroism that has been warped and corrupted by the Deathlords.
They are not
Life in Death
The Abyssal Exalted have not died, yet death is their very Essence. They’re considered undead only when
this is beneficial for them. Both living and lifeless, they don’t receive the usual benefits of undeath.
Creatures of Darkness
Sworn to the murder of Creation and suffused with the unholy power of the Neverborn, the Abyssals are
marked as creatures of darkness by their very nature. This renders them vulnerable to certain magic —
especially that of the Solar Exalted. However, this isn’t immutable: a deathknight who proves herself an
ally of Creation might eventually cease to be creatures of darkness. For Abyssals who seek redemption by
becoming Solars (p. XX), this is almost always part of their journey. This is a narrative milestone rather
than a mechanical one, something that should come at the resolution of a deathknight’s narrative arc or at
an especially dramatic moment.
Enemies of Fate
When an Abyssal draws their Last Breath, the thread of their fate is severed by what should be their death
— and yet they live. Suffused with the otherworldly power, they who should not live don’t exist within
fate’s weave. They can never return, no matter how long they spend in Creation, though Sidereal magic
can temporarily restore an allied deathknight’s place within fate.
Death’s Chivalry
Obeying death’s chivalry brings an Abyssal into a dark harmony with her Exaltation, calming her
troubled soul. When she faces great hardships or making significant sacrifices to fulfill death’s chivalry,
she gains one Willpower and rolls one die, losing Limit equal to her successes.
When an Abyssal accomplishes a major character or story goal that upholds death’s chivalry, her
temporary Willpower rises to equal to her permanent Willpower if it’s not already higher. She rolls
(higher of Essence or 3) dice, losing Limit equal to her successes.
Martial Arts
Abyssals have Mastery with Martial Arts (Exalted, p. 427). They can learn Sidereal Martial Arts under
under the tutelage of a Sidereal — or through battle against one.
Evocations
Abyssals are resonant with soulsteel and certain exotic substances of the Underworld, and neutral with all
other materials (Arms of the Chosen, p. 16).
Merits
New Merit: Whispers (•• or ••••)
Type: Purchased
Prerequisites: Non-Abyssals must commune with the Essence of the Neverborn within the Labyrinth or a
similar font of the dead titans’ power to acquire this Merit.
Abyssals seeking spiritual communion with the Neverborn learn to hear the Whispers of the dead titans,
an almost-silent susurrus that is the dead titans’ perpetual death rattle. Those who wander the Labyrinth
may come to hear them too, as the Deathlords have; ghosts who do so are sometimes called specters.
There are no words, no demands, no explanations; the Neverborn speak in cryptic premonitions and
nightmarish visions. Those who listen to Whispers can glean insight and meaning from them, but they
take a heavy toll on minds never meant to bear them and unable to shut them out.
Once per session, a character with Whispers can pay one Willpower to invoke one of the following
benefits:
• Introduce a fact about death, the undead, the Underworld, or necromancy without requiring an
applicable Lore background, or add (higher of Essence or 3) non-Charm dice if she has one.
• Add (higher of Essence or 3) non-Charm dice on any roll to navigate the Underworld or avoid the
perils of its terrain, or on rolls to understand the thoughts and passions of the undead (including read
intentions and profile character actions).
• Add (higher of Essence or 3) necromantic motes towards a spell she is shaping. This isn’t
compatible with sorcery.
• Call on her Whispers in a Decision Point as though they were a Major Intimacy of nihilistic
despair and enmity towards all living things — or, for characters with four-dot Whispers, a Defining
Intimacy.
Characters with four-dot Whispers can do so once per day instead.
Some Abyssal Charms have the Whispers keyword, granting additional benefits to characters with this
Merit.
Drawback: Whispers can distract or overwhelm those receptive to them. Once per session, the Storyteller
may inflict either a –(Whispers) penalty on a social or mental roll, or a −1 penalty to Resolve or Guile for
an instant. The player can describe what alien or horrifying sensations her character experiences as part of
her stunt.
Existing Merits
Allies
An Abyssal’s Lunar mate is a five-dot Ally. Most ghosts are one-dot Allies; especially powerful ones are
three-dot allies.
Backing
Many Abyssals holding Backing within organizations and institutions led by their Deathlords, like the
First and Forsaken Lion’s Legion Sanguinary or the ecclesiastic hierarchy of the Bishop of the
Chalcedony Thurible’s Shining Way.
Command
Many Abyssals lead battle groups of zombies or war ghosts (Exalted, pp. 502-504), which possess Might
1. Such battle groups cost an additional dot.
Demesne/Manse
Deathknights often claim Abyssal demenses and manses, whether in shadowlands or the Underworld
proper.
Familiar
Abyssals can take undead animals (p. XX) as familiars. Zombie animals can only be familiars if they still
retain a spark of the animal’s identity.
Retainers
Most ghosts are two-dot Retainers, as are Ghost-Blooded. Especially powerful ghosts may be four-dot
Retainers.
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Dusk Caste
Dusk heralds the coming night, the darkness that sweeps across Creation as the sun dies. One day, it will
never rise again. Such is the grim promise of the Dusk Caste. They are the right hand of death, the Swords
of the Abyss, butchering armies and laying waste to nations. When the Peacebringers ride to war, they
leave naught but corpses and silence in their wake. They exult in slaughter, in the forsaken hymns of their
victim’s screams and the sound of soulsteel cutting flesh.
The Children of Ash count peerless killers, brilliant tacticians, morbid warrior-poets, and merciless
warlords among their ranks. They uphold death’s chivalry through martial prowess and strength of arms,
granting the gift of peace with the edge of a blade. They serve their Deathlords as generals, bodyguards,
tacticians, and front-line champions, leading armies of the damned against their masters’ foes. It is rare
that the Deathlords deploy the full force of their might, but that may soon change now that the Dusk Caste
command their legions.
Most Deathlords prefer to choose Peacebringers from those already skilled in violence and warfare,
whether it’s a young hero cut down on the battlefield or a seasoned veteran who’s reached the end of her
years. Others are chosen for their murderous potential, given the power to act on the hatred, bloodlust, or
avarice that festers within their hearts. Some Deathlords enjoy choosing Dusk Castes from those who died
violently, savoring their poetic justice of a Peacebringer avenging their own death.
Renegade Dusk Castes wield their deadly prowess to their own ends. They might roam the Underworld as
sellswords or wandering heroes, championing ghostly armies and waging the wars of the dead. Others
turn their blades against the wicked, whether otherworldly fiends or all-too-human monsters, protecting
those they hold dear by cutting down that which threatens them. Peacebringers who hold positions of
command may convince their soldiers to defect with them, forging elite mercenary companies — and
occasionally lending aid to their Deathlords’ foes.
Caste Mark: Peacebringer’s Caste Marks are a dark mirror of the Dawn Caste’s: eight-pointed starbursts
of darkness bleeding from their edges.
Anima Banner: A Dusk Caste’s anima banners are pitch black, occasionally edged with gray or tinged
with dark reds or purples. It’s sometimes accompanied by screams of terror, a sound like an endless death
rattle, or the scent of blood, ash, or rust.
Iconic Anima: A storm that rains blood and offal; a vast spectral figure of a ferocious nocturnal predator
or slavering carrion-eater; a black-mailed fist descending from the sky to strike the earth; a legion of
phantom knights marching behind her; etc.
Anima Effects: Dusk Castes’ anima effects enhance their battle prowess, making them terrifying
champions of death (p. XX).
Caste Abilities: As unparalleled masters of violence and warfare, Dusk Castes choose Caste Abilities
from Archery, Athletics, Brawl, Melee, Resistance, Ride, Thrown, and War.
Associations: Death by violence, the season of spring, the color white, the Eastern direction, the full
moon.
Sobriquets: Peacebringers, Children of Ash, Swords of the Abyss, They Who Sing Forsaken Hymns.
Concepts: Aristocratic duelist, avenger of the dead, chivalrous warrior-poet, Deathlord’s general, foul-
mouthed cavalier, gladiator set free in death, killer for hire, slayer of the wicked, veteran legionnaire, war-
necromancer.
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Midnight Caste
Midnight silences the world’s endless clamor, revealing the alluring beauty of the night as the sun lies
dead. Hidden by the deepest of darkness, the dead conduct their forbidden rites. This, the Midnight Caste
teaches, is the true face of death, a beauty unblemished by life’s imperfection. They Who Speak
Blasphemous Truths preach death’s glory to the living, promising freedom from suffering in the embrace
of the grave. Such is the Deathspeakers’ compassion that they will not rest until all have escaped from the
meaningless lie that is life. Among the dead, they are bleak prophets and terrible god-kings, exerting their
authority as Death’s Lawgivers.
The Children of Silence are skilled in swaying minds and subverting beliefs. They bend the wills of the
living and the dead alike through fiery rhetoric, enthralling performances, or spiritual teachings. The
ignorant and the foolish shun death’s perfection, and so the Echoes of the Abyssal must often conduct
their dark rites in secret, employing all manner of subterfuge. They serve the Deathlords as evangelists,
hierophants, and patrons of forbidden death-cults, spreading their masters’ bleak gospel through both the
Underworld and Creation. Some Midnight Castes willingly seek out the Whispers of the Neverborn,
seeking a deeper communion with the fallen titans.
Many Deathspeakers are chosen from those who have already embraced death in their mortal life:
ancestor cultists, funerealists, denizens of shadowlands, morbid outcasts, and more. Others are chosen for
their devotion and zeal: ascetics who fast unto death, willing martyrs, cultists who defy the suppression of
their faith. Some Deathlords delight in choosing Midnight Castes from those whose faith has been broken,
tempting monks to death’s service.
Midnight Castes who defy their dread masters often embrace the mantle of Death’s Lawgiver. They might
champion ancestor cults, speaking for the dead and rebuking their faithless descendants, or preach their
own gospels of death. Others seek rulership, wresting kingdoms of the dead away from unworthy rulers
and casting down decrepit regimes. Some scorn the Deathlords, but not their cause, becoming dark
prophets of the Neverborn and leaders of apocalyptic cults.
Caste Mark: Deathspeakers’ Caste Marks are dark reflections of the Zenith Caste’s, solid black discs that
bleed from their edges.
Anima Banner: Most Midnight Castes’ anima banners are blacker than black, visible even in total
darkness, though some are tinged with deep blues. It’s sometimes accompanied by eerie hymns, the
murmuring of insects, or the cries of nocturnal predators, or by the scents of dead flowers, funereal
incense, or burnt offerings.
Iconic Anima: A ruined temple or mausoleum; a spectral choir singing paeans to the Abyssal’s glory; a
sacrificial bull dying atop an altar of blood-stained basalt; leaden tablets engraved with unholy
commandments; etc.
Anima Effects: Deathspeakers’ anima effects let them reanimate the dead, summon ghosts to their
corpses and bind them as familiars, and sway others through words or performance — especially the
dead. (p. XX).
Caste Abilities: As death-priests, subversive demagogues, and dread prophets of the Neverborn,
Midnight Castes choose Caste Abilities from Integrity, Larceny, Linguistics, Lore, Performance,
Presence, Resistance, and Survival.
Associations: Death by nature, the season of summer, the color yellow, the Southern direction, the half
moon.
Sobriquets: Deathspeakers, Children of Silence, Echoes of the Abyss, They Who Speak Blasphemous
Truths.
Concepts: Ancestor cult priest, blasphemous theologian, disgraced monk, judge of the dead, leader of a
forbidden cult, prince of the Underworld, revolutionary leader, speaker for the Neverborn, shadowland
nomad, subversive orator.
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Daybreak Caste
As the hated sun rises to drive back the dark, its light banishes the last lingering mysteries, lest these
blasphemous truths be discovered by the living. But there is no secret that can be kept from the Daybreak
Caste, no forbidden lore that lies beyond their grasp. The Bleak Exaltation has given them all eternity to
master the world’s mysteries and hone their unclean arts, achieving a perfection denied to mortal scholars.
Relentless in their pursuit of knowledge, the Pyrekeepers seek out ancient libraries of long-dead
civilizations, pore over forbidden tomes of deathly lore, and conduct gruesome experiments on corpses
and souls.
The Children of Bone seek knowledge of all kinds, from lost texts of long-dead civilizations to the
research notes of an alchemist’s apprentice on the verge of a breakthrough. Some jealously hoard their
learning, burning libraries, murdering scholars, and defacing monuments to keep their secrets out of
others’ hands. The Deathlords prize the knowledge their Pyrekeepers can offer, along with their skill as
necromancers, artificers, and delvers of the Underworld’s depths. Some ply the Sea of Shadows, carrying
out voyages of exploration or retrieving ancient secrets from far corners of the sunless realm.
The Deathlords seek insight, cunning, and ambition in their Daybreaks. The Pyrekeepers’ ranks include
the likes of savants, physicians, and learned elders, but also those who’ve dirtied their hands in pursuit of
knowledge, like scavenger princes, grave robbers, and inquisitors. Mortal necromancers are especially
prized, gifted pupils eager for their masters’ dark knowledge. Those whose curiosity proves their undoing
are especially appealing as Daybreaks to some Deathlords.
Renegade Daybreak Castes are still driven by the pursuit of knowledge — indeed, some defect so that
they may dedicate themselves wholly to the study of the Underworld’s secrets. Some hoard whatever
knowledge they find for themselves, while others profit off secrets, acting as intelligence brokers to
princes, merchants, and even other Deathlords. Some errant Pyrekeepers turn their wisdom to
compassionate ends, tending to the sick or building marvels of engineering, though the gruesome nature
of their work may disquiet the living.
Caste Mark: Pyrekeepers’ Caste Marks resemble those of the Twilight Caste: black circles with only the
top half filled, dripping with blood that weeps from its edges.
Anima Banner: A Daybreak Caste’s anima banner is typically a black mingled with greys, purples, dark
greens, bruise-blues, and dark reds. It’s sometimes accompanied by the sounds of twisting muscle and
splintering bone, or the smell of rotting parchment, charnel smoke, or embalmed corpses.
Iconic Anima: Labyrinthine patterns of impossible geometries; an ever-watching eye that shines with
baleful light; countless tomes set ablaze in an inferno of pyreflame; a withered tree whose boughs bear
gruesome fruit; etc.
Anima Effects: Pyrekeepers’ anima effects let them draw power from dark inspiration grant insight into
supernatural forces, and let them vanish and reappear in places steeped in death (p. XX).
Caste Abilities: Scholars of the forbidden and masters of death’s mysteries, Daybreak Castes choose
Caste Abilities from Awareness, Bureaucracy, Craft, Investigation, Lore, Medicine, Occult, and Sail.
Associations: Death by pestilence, the season of autumn, the color orange, the Western direction, the
crescent moon.
Sobriquets: Pyrekeepers, Children of Bone, Eyes of the Abyss, They Who Work Unclean Arts.
Concepts: Artisan of undead horrors, battlefield chirurgeon, calculating strategist, Deathlord’s artificer,
explorer of the Underworld, historian of a bygone era, necromantic prodigy, obsessive magistrate,
scavenger prince, scholar of forbidden knowledge.
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Day Caste
The light of day promises safety to the living, but its promise is a lie. Death can come anywhere, at any
time, and there is no refuge from it. The Day Caste are the proof of this, the hidden knives of the
Deathlords. Those Who Dwell Among the Wretched walk unseen in Creation, insinuating themselves into
mortal communities like wolves hidden among the flock. Only the trail of bodies that litters their their
wake betrays their presence, though the Daywalkers are gone long before their victims are found. All that
the living can do is weep over the grisly remains as their delusions of safety are shattered forevermore.
The Children of Blood are masters of subtlety, upholding death’s chivalry from the shadows. Many are
killers, well-versed in the arts of unseen death, while others are masters of espionage, tracking, or
criminal endeavors. Day Castes serve their lieges as assassins, spymasters, thieves, and saboteurs, both
among the living and within the citadels of their Deathlord’s foes. Some act as their liege’s unseen
enforcers, leading their Deathlord’s secret police to root out dissent and disloyalty within the ghost-king’s
domains. Others deal with the Underworld’s crime syndicates, subverting them to their Deathlord’s ends
— or their own.
The Deathlords choose many of their Day Castes from those already skilled in subterfuge: grifters,
thieves, poisoners, spies, and the like. For other Daywalkers, subtlety isn’t a skill, but a part of their lives,
whether by choice or necessity: dissidents under harsh regimes, escaped slaves fleeing pursuit, urchins
living on the streets. Some Deathlords seek only the most callous and hateful of Day Castes, lest the
Children of Blood come to feel sympathy for the mortals they must often walk among.
Some renegade Day Castes sell their services as spies and assassins, commanding a hefty fee for their
incomparable prowess. Others turn their skills to political or ideological ends, while others seek a
redemption of sorts by hunting down and slaying the wicked. Some renegade Daywalkers never leave
their Deathlord’s service, working from within to undermine their liege’s agenda, assassinate key agents,
and leak information to powerful rivals.
Caste Mark: Daywalkers’ Caste Marks mirror those of the Night Caste: empty black circles that bleed
from their edges.
Anima Banner: A Day Caste’s anima banner is typically black and grey, sometimes tinted with sickly
greens. It’s sometimes accompanied by whispering voices, stifled screams, or eerie silences, or by the
scents of extinguished candles or poisonous flowers.
Iconic Anima: Phantom assassins made of sharp-edged shadows; a gallows hung with the corpses of the
Abyssal’s most recent victims; spectral images of coiling serpents or other venomous animals; a cloud of
mist stained crimson with blood; etc.
Anima Effects: Daywalkers’ anima effects grant insuperable subtlety, concealing their anima, their
presence, and their identity (p. XX).
Caste Abilities: Walking unseen among the living in pursuit of their prey, Day Castes choose Caste
Abilities from Athletics, Awareness, Investigation, Dodge, Larceny, Socialize, Stealth, and Survival.
Associations: Death by chance, the season of winter, the color indigo, the Northern direction, the new
moon.
Sobriquets: Daywalkers, Children of Blood, Shadows of the Abyss, They Who Dwell Among the
Wretched.
Concepts: Criminal kingpin, Deathlord’s spymaster, deep cover agent among the living, hunter of the
wicked, infamous assassin, relentless bounty hunter, shadowlands smuggler, street urchin, thief spared
from the gallows, vigilante detective.
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Moonshadow Caste
As the bloodstained moon eclipses the sun, the dark of night swallows up the day. The living look up to
the baleful omen hanging in the sky, holding their breath as they silently pray for it to pass. Such is
grandeur of the Moonshadow Caste. They are envoys of the end, harbingers of doom who speak in
honeyed words. They stand at the crossroads of life and death in a darkness that is neither day nor night,
bringing together the living and the undead.
The Children of Dust are masters of diplomacy and manipulation, silver-tongued schemers versed in the
etiquette of both Creation and the Underworld. As emissaries and ambassadors of the Deathlords, they
conduct negotiations with neighboring powers, traveling to the courts of foreign powers to forge binding
treaties that seem to benefit both sides. Secretly, they sow discord and foment upheaval, rendering
communities both living and dead vulnerable to their Deathlord’s plots. Some are tasked with preserving
order within their liege’s domain, arbitrating disputes among the Deathlord’s servants and subjects.
The Deathlords often seek their Moonshadow Castes from those gifted in deception: demagogues
peddling lies to the masses, treacherous courtiers skilled in palace intrigue, double-dealing power brokers.
Even the pettiest of deceptions might catch a Deathlord’s eye: the child who lies to avoid her parents’
wrath, the rake who feigns love for her paramours, the merchant with crooked scales. Other Webspinners
are chosen for their skill in shaping societies or overseeing complex affairs of state, like pitiless tyrants,
bureaucratic functionaries, leaders of cultural movements.
Some renegade Moonshadows seek to create a better world, one that has no place for their Deathlord —
and perhaps, no place for the dead. Among the living, they often work through envoys, proxies, and
agents, manipulating affairs in Creation from the Underworld’s shadows. Among the dead, they can
proclaim their authority openly as Death’s Lawgivers, excising corruption and unjust laws like a cancer.
Some seek to rally opposition against their former liege, forging coalitions between unlikely allies and
sabotaging the Deathlord’s diplomatic relations.
Caste Mark: Webspinners’ Caste Marks are an inversion of the Eclipse Caste’s: a black disc within a
black ring that bleeds from its edges.
Anima Banner: A Moonshadow Caste’s anima banner is typically colored with translucent grays and
blacks, sometimes glimmering with faint pale purple and green. It’s sometimes accompanied by the sound
of clinking chains or scratching quills, or by sickly-sweet scents of pomegranates, perfume, or honey.
Iconic Anima: A vast spider web, lit by moonlight; a procession of gilded and bejeweled skeletons; a
barrow-hoard of ancient treasures; a death-barge sailing a river of shadows; etc.
Anima Effects: Webspinners’ anima powers let them seal oaths, learn the magic of strange spirits, and
invoke ancient pact of hospitality.
Caste Abilities: As ambassadors and diplomats of the Underworld, Moonshadow Castes choose Caste
Abilities from Bureaucracy, Integrity, Linguistics, Occult, Presence, Ride, Sail, and Socialize.
Associations: Death by deprivation, Calibration, the color silver, the Central direction, the gibbous moon.
Sobriquets: Webspinners, Children of Dust, Judges of the Abyss, They Who Walk Within Webs of
Deception.
Concepts: Agent provocateur, assassinated noble, courtly intriguer, Deathlord’s propagandist, envoy of
the dead, master of brinksmanship, merchant of death, shadowland shaman, tragic poet, Underworld
power broker.
END ONE-PAGE SPREAD
Anima
As the Abyssal Exalted expend Essence, they become wreathed in the chilling darkness of their anima
banner. For every five motes of Peripheral Essence she spends in an instant, her anima banner rises
one level.
BEGIN TABLE
Anima Effects
For one mote, an Abyssal can:
• Cause her Caste Mark to manifest for as long as she desires.
• Sense the approximate location of any nearby shadowlands.
• Extend fangs, allowing her to deal lethal damage with decisive savaging attacks against grappled
enemies. She can drink the blood of the living to regain motes if they’re willing or helpless, gaining one
mote for each level of lethal damage she inflicts.
Dusk Anima Effects
Death is Inevitable (Permanent): At bonfire anima, the Peacebringer adds (Essence/2, rounded up) to her
base Initiative when she resets to base Initiative after a decisive attack.
Fear Made Flesh (Permanent) The Peacebringer adds (Essence/2, rounded up) non-Charm dice on
threaten rolls and other fear-based influence, and can affect characters who’re normally immune to fear,
like zombies and automatons. This doesn’t overcome magical immunity to fear.
Walking Apocalypse (10m; Reflexive; Instant): The Peacebringer resets all Charms related to combat
and movement. Once per day.
Character Advancement
Abyssals gain five experience points per session.
BEGIN TABLE
Abyssal Experience
Abyssals can earn Abyssal experience by fulfilling Experience Bonuses and Role Bonuses. She can
achieve each of these once per session, which grants two Abyssal Experience. It can be spent on any
experience cost except learning Abyssal Charms.
Expression Bonus
Once per session, a deathknight can earn two Abyssal Experience from:
• Expressing or upholding Major or Defining Intimacies in a way that reveals something significant
about her or provides character growth.
• Facing significant challenges or danger to uphold Major or Defining Intimacies.
• Facing significant obstacles from Flaws (Exalted, p. 167).
Role Bonus
Once per session, a deathknight can earn two Abyssal Experience from:
• Intentionally ceding the scene’s “spotlight” to another player character to set him up for an
interesting or dramatic moment or directly supporting him in such a moment.
• Dusk Caste: Using martial prowess in service to death’s chivalry; defeating a powerful enemy;
harming, killing, or destroying someone or something the Peacebringer has a negative Major or Defining
Tie toward; inciting violent conflict or wanton destruction to uphold a Major or Defining Intimacy.
• Midnight Caste: Using social influence or leadership in service to death’s chivalry; Inspiring a
nontrivial character to uphold one of the Abyssal’s Major or Defining Intimacies in a significant way;
enduring great hardship for the sake of a Major of Defining Intimacy; or spreading the worship of the
dead, the bleak doctrine of the Deathlords, or similar teachings.
• Daybreak Caste: Using intellect, knowledge, or necromancy in service to death’s chivalry;
discovering lost lore of the Underworld or similarly valuable knowledge; learning something that helps
advance or protect a Major or Defining Intimacy; creating a last work of supernatural power, like an
artifact or necromantic working.
• Day Caste: Using stealth, subterfuge, and underhanded means in service to death’s chivalry;
stealing something that help furthers her or her Circle’s goals; gaining an advantage against someone by
uncovering his secrets; upholding a Major or Defining Intimacy through illicit or illegal means.
• Moonshadow Caste: Bringing the living and the dead together in service to death’s chivalry;
resolving a significant dispute; overcoming social or geographical obstacles that stand in the way of her or
her Circle’s goals; inspiring or taking part in the destruction or transformation of a social institution.
Training Times
Raising traits with experience points requires training or time spent gaining practical experience. Multiple
traits can be trained simultaneously if it makes sense. A mentor can reduce the times listed below, as can
devoting one’s time fully to training.
BEGIN TABLE
Raising Essence
An Abyssal’s Essence increases once she’s spent a certain amount of experience (not including Sidereal
experience). She must then cultivate her Essence while meditating in the Underworld’s depths or other
places tainted by death, though a player character’s Essence may increase instantly in dramatic, character-
defining moments.
BEGIN TABLE
Essence 2 50 xp
Essence 3 125 xp
Essence 4: 200 xp
Essence 5: 300 xp
Essence 6: Only available at Storyteller’s discretion.
END TABLE
When using experienced character creation rules, (p. XX), reduce these thresholds by 50.
Gaining Limit
An Abyssal who defies her dark purpose, rolling dice and gaining Limit equal to her successes under the
following circumstances.
• When she purposefully saves a life or acts indirectly to save many lives, she rolls three dice.
Mercy shown in the name of death’s chivalry doesn’t incur this.
• When she interacts with the living as though she were one of them, she rolls two dice. This
doesn’t punish simply for being seen as one of the living — she’s free to infiltrate Creation, so long as she
never forgets that her place is among the dead.
• When she answers to the name she had in life or otherwise acknowledges her mortal life, she rolls
one die.
Each of these triggers can only occur once per scene.
Losing Limit
The Abyssal can lose Limit in a number of ways
• Upholding death’s chivalry (p. XX).
• Accomplishing a legendary social goal (Exalted, p. 134), which lets her lose one Limit.
• Spending downtime among the dead, which lets her lose one Limit. She can gain this benefit in
Creation if she surrounds herself in the trappings of death.
Bleak Expiation
An Abyssal doesn’t experience Limit Breaks or reset her Limit when she reaches Limit 10. Instead, the
Abyssal Great Curse takes the form of Bleak Expiation, a torment inflicted upon the deathknight by her
own baleful Essence.
Expiation occurs under the following circumstances:
• Once the Abyssal reaches Limit 10, the Abyssal automatically suffers Expiation at the next
dramatically appropriate moment.
• The Storyteller can call for Expiation once per session.
• An Abyssal’s player can invoke Expiation once per session. The Storyteller may delay it if it
would be dramatically inappropriate in the current scene.
When an Abyssal suffers Expiation, she rolls (higher of Essence or 3) dice, or ten dice if she’s at Limit
10. She loses Limit equal to her successes, minimum one, as the Great Curse stirs. The Storyteller
determines what form this, allocating the Limit purged by the roll among the manifestations listed below
or similar effects. The severity of a manifestation is rated like an Intimacy, based on how much purged
Limit it costs: one for Minor, two for Major, or three for Defining.
Expiation in Brief
A summary of Expiation:
Step 1: The Abyssal reaches Limit 10, or her player or the Storyteller inflicts
Expiation (maximum once per session, each).
Step 2: The Abyssal rolls (higher of Essence or 3).
Step 3: The Abyssal loses Limit equal to her successes, minimum one.
Step 4: The Storyteller spends the purged Limit on the Expiation’s effects (1 for
Minor, 2 for Major, 3 for Defining).
Blight
A Blight taints the world with death’s Essence, corrupting natural things with the touch of rot, entropy,
and decay.
Minor Blights are eerie and unnerving, but can’t cause anything more than superficial harm. Their effects
are limited to the Abyssal’s immediate presence — out to long range in combat. Ongoing effects last for
one day unless otherwise specified. Examples include:
• Food spoils or crumbles to ash.
• Temperatures fall rapidly.
• Flames are snuffed out.
• Nearby vegetation wilts, and grass dies when the Abyssal walks over it.
• Standing water freezes.
• A chill wind follows in the Abyssal’s wake.
• Shadows lengthen and grow darker.
Major Blights have a larger scope, capable of affecting a large town or a significant portion of a city. It
can inflict meaningful harm or destruction, comparable to what mundane dangers or calamities might
cause. They last one session unless otherwise specified.
• Crops wither and cattle are born stillborn in large numbers for the next season.
• A sudden thunderstorm fills the sky, raining down tears and crackling with black lighting.
• Corpses rise as ravenous zombies, remaining animated until the next sunrise.
• Insects, vermin, and other small animals die en masse.
Defining Blights can affect small cities or much of a large city, potentially inflicting supernatural perils.
They last one session unless otherwise specified.
• A shadowland opens for (Abyssal’s Essence) days.
• A great thunderstorm fills the sky, crackling with black lightning and raining down chips of
razor-sharp bone.
• An earthquake ravages the land, unearthing ancient graves.
• The dead rise en masse as rampaging zombies, remaining animated for the rest of the story.
Corruption
The Great Curse poisons the Abyssal’s soul, twisting her into a heartless champion of the grave.
Whatever compassion they cling to turns to ash, while hatred drowns out the light of hope.
All levels of Corruption share three effects: imposing Intimacies, weakening Intimacies, or inflicting
Whispers.
Imposing Intimacies
The Abyssal gains an Intimacy with the same intensity as the Corruption. This can’t be resisted with
Willpower, and the Intimacy can’t be weakened by any means for the rest of the session. Examples of
suitable Intimacies include
• Negative Ties, especially toward the living.
• Intimacies based on cynicism, despair, or sorrow.
• Principles that reflect a positive outlook on death.
• Principles that align with death’s chivalry.
• Ties of fascination for things that are darkly beautiful, like graveyards, blood, wolves, or spiders.
Weakening Intimacies
The Corruption weakens an Intimacy of the same intensity or lower. It can’t be restored to its former
intensity for the rest of the session. Suitable Intimacies are those antithetical to the kinds of Intimacies
that Corruption can inflict. Examples include:
• Positive Ties toward the living.
• Intimacies based on hope, joy, or compassion.
• Principles that reflect a negative outlook on death.
• Principles that run counter to death’s chivalry.
• Intimacies related to things from the Abyssal’s mortal life.
Imposing Whispers
The Abyssal temporarily gains Whispers (p. XX). Minor Corruption inflicts two-dot Whispers for one
session. Major Corruption can inflict two-dot Whispers for one story or four-dot Whispers for one
session. Defining Corruption inflicts four-dot Whispers for one story. The Abyssal can gain Whispers
permanently for experience debt (p. XX).
Stigmata
Stigmata brand the Abyssal as one of the damned, marking her with an eerie and unworldly figure. Some
are subtle, omens recognized only by the wise. Others are unmistakable, revealing the Abyssal’s dark
nature to all who see her.
Minor Stigmata are subtle, either difficult to notice or possible to explain away. They last one scene
unless otherwise specified. Examples include:
• The Abyssal’s skin becomes unnaturally cold.
• The deathknight casts no reflection, or her reflection appears as a rotting corpse.
• The smell of grave dirt and decay clings to the Abyssal.
• Raitons follow the deathknight in large numbers.
• The Abyssal’s shadow distends, its proportions growing warped and inhuman.
• The deathknight’s presence unnerves animals.
• The deathknight’s eyes glow red, are filled with solid black, or undergo similar changes.
Major Stigmata are much harder to conceal or explain, marking the Abyssal as a thing of death. They
last one session unless otherwise specified. Examples include:
• The Abyssal’s hands drip endlessly with blood, soaking through anything used to cover them.
• The Abyssal’s shadow takes on a life of its own, moving independently of her.
• Animals flee from the deathknight’s presence unless they’re familiars or have been trained for
battle.
• The Abyssal suffer a Minor Stigmata for one session.
Defining Stigmata are unambiguous and unconcealable manifestations of monstrosity. They last one
session unless otherwise specified. Examples include:
• The Abyssal’s flesh rots and withers, giving her the appearance of a shambling corpse and
inflicting a −3 penalty on Appearance rolls.
• Eerie phantoms swirl around the Abyssal, weeping or silently screaming.
• Mortals find the Abyssal’s presence unbearable, bleeding from the eyes when they look on her
and treating any positive Ties toward her as one step weaker.
• The Abyssal suffer a Major Stigmata for one story.
Storytelling Expiation
The Great Curse isn’t meant to punish players. The Storyteller should use it to
create dramatic moments or conflicts for a deathknight that will be enjoyable for
the players, if not for their characters. Keep this in mind both when deciding when
to invoke Expiation and when choosing effects. Choosing multiple Minor effects
may be less harsh than a single Major or Defining one, but it may set up a better
moment in the story.
Thralldom
Thralldom usurps the Abyssal’s will, holding her to the vows she’s sworn. It compels the Abyssal to do
something that either upholds death’s chivalry, exemplifies her Caste’s role, or otherwise serves the
Neverborn’s will. The Thralldom’s level determines what level of task it can compel (Exalted, p. 216):
inconvenient tasks at Minor, serious tasks at Major, and life-changing tasks at Defining.
Thralldom can only compel acts that the Abyssal could complete in the current or next scene. It can’t
force her to act against an Intimacy whose intensity equals or exceeds the Expiation’s, nor can it compel
anything would be unacceptable influence (Exalted, p. 220).
Chapter Six: Charms
Great and terrible is the power of the Abyssal Exalted. Their prowess is a dark reflection of the Solars’
arete, corrupted by the bleak power of the Neverborn and the baleful legends forged by the Deathlords.
Dice Limit
Abyssals can’t add more than (Attribute + Ability) dice from Excellencies or other magic to a roll, or
more than ([Attribute + Ability] / 2, rounded up) to a static value.
Keywords
Abyssal Charms use the following keywords in addition to those listed on Exalted, p. 253.
Versatile
Combat Ability Charms with this keyword can enhance attacks and parries with Martial Arts if the
Abyssal uses a weapon compatible with that Ability. Versatile Charms from multiple combat Abilities
can’t enhance the same action.
Whispers
This keyword provides additional benefits for Abyssals with the Whispers Merit (p. XX). Such effects
often use (Whispers) calculations. Its value equals the Merit rating of the Abyssal’s Whispers.
Whisper Charms sometimes invoke the Abyssal’s use of her Whispers. This means they count against the
reset limit on using Whispers.
Archery
Barrow-Knight Panoply
Cost: —; Mins: Archery 1, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Abyssal is one with her arsenal, each weapon an extension of her killing intent.
While the Abyssal has one full-cost attunement to an artifact weapon, she reduces the attunement cost of
further artifact weapons by three motes each. This doesn’t stack with other discounts. It doesn’t matter
what Ability the weapons use.
If the deathknight ends her full-cost attunement, she must commit enough motes to bring another
attunement to its full cost, or else all discounted attunements end.
Special: This Charm may alternatively be learned as a Brawl, Melee, or Thrown Charm.
Bloodthirsty Arrow
Cost: 1m; Mins: Archery 2, Essence 1
Type: Supplemental
Keywords: Uniform
Duration: Instant
Prerequisite Charms: None
The Abyssal’s arrow twists through the air in search of her prey.
The Abyssal reduces an enemy’s Defense bonus from cover by one, or inflicts −1 Defense on an enemy
without cover.
If the attack benefits from aiming, it can strike enemies behind full cover, passing directly through the
obstruction as long as there’s some opening for the attack to pass through. However, such enemies still
receive +3 non-Charm Defense from the cover.
Stealing Motes
A number of Abyssal Charms let them steal motes. Motes can only be stolen from
characters with mote pools of their own, and the deathknight can’t steel more
motes than an enemy has. She may choose whether to drain personal or peripheral
motes with such effects, adding them to the same pool she steals from.
Sun-Swallowing Voracity
Cost: 4m; Mins: Archery 4, Essence 2
Type: Supplemental
Keywords: Dual, Mute
Duration: Instant
Prerequisite Charms: Splinter of the Void
The Abyssal’s arrow shares her hunger for the world’s end, drawing in and devouring all light.
If the Abyssal’s attack hits, it extinguishes all light sources other than anima banners that her projectile
passed within short range of while in flight. Mundane light sources are snuffed out, while magical lights
return once the scene ends.
If the attack’s target has an anima banner, it’s reduced by one level if he suffers withering damage, or
resets to dim if he’s crashed. Against decisive attacks, he loses one anima for each level of damage he
suffers.
When used outside of combat, no roll is required unless the deathknight attempts a particularly difficult
shot.
World-Wounding Darkness
Cost: 6m, 1wp; Mins: Archery 5, Essence 3
Type: Simple
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Sun-Swallowing Voracity
The Abyssal wounds the world, revealing the terrible emptiness beyond existence.
The Abyssal makes a special decisive attack against all characters within short range of a point within her
weapon’s range., without needing to aim. The roll is difficulty 1 by default, but the Storyteller may
increase it for especially tricky shots.
If successful, the projectile pierces through reality, a void that draws in everything within close range.
Characters within short range of the projectile must roll (Stamina + Resistance) or (Dexterity + Athletics)
against the Abyssal’s attack roll. Battle groups suffer a −4 penalty.
Those who fail this roll are pulled into close range of the void and fall prone. Affected target suffers
(Abyssal’s Essence) dice of decisive damage as the void tears flesh from bone, plus an additional die of
damage for each success by which the Abyssal’s roll beats theirs, up to a maximum of the deathknight’s
Initiative. This damage ignores Hardness and doesn’t reset the Abyssal’s Initiative.
Special activation rules: If the Abyssal uses Sun-Swallowing Voracity together with this Charm, it
extinguishes all light within medium range of where the projectile falls, as well as those it passes within
short range of.
Heart-Numbing Spike
Cost: 5m, 1wp; Mins: Archery 5, Essence 4
Type: Supplemental
Keywords: Decisive-only, Psyche
Duration: Instant
Prerequisite Charms: Gasp of Dead Gods, Screaming Wraith Arrow
As the deathknight and her alien masters have flensed away their old identities, so must her foe.
If the Abyssal deals 3+ decisive damage, her enemy loses one Willpower, plus an additional Willpower
for each 10 on the damage roll, maximum (higher of Abyssal’s Essence or 3). For each point of
Willpower he loses, one of his positive Intimacies is weakened by one step. Defining Intimacies can’t be
affected unless the damage dealt exceeded the target’s base Resolve. The Abyssal can target specific
Intimacies she’s aware of; otherwise, the Storyteller chooses. The victim may resist this by paying an
additional Willpower for each Intimacy he wishes to preserve
If this attack incapacitates the Abyssal’s victim or reduces his Willpower to zero, he loses all memories
associated with any Intimacies that are completely eroded. If someone or something reminds him of an
Intimacy, he may pay three Willpower to regain his memories of it.
Reset: Once per scene. Once the Abyssal uses this Charm against a character, he’s immune to further
uses for (his Resolve) days.
Athletics
Raiton’s Nimble Perch
Cost: 3m; Mins: Athletics 1, Essence 1
Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: None
The deathknight’s footwork and poise approach perfection, moving with the grace of those no
longer burdened by flesh.
The Abyssal gains perfect balance, and can stand or run on surfaces too narrow or weak to support her
normally without needing to roll.
Earth-Forsaking Attitude
Cost: 3m (+3m per 3 range bands); Mins: Athletics 3, Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Spider Pounce Technique
The Abyssal drifts through the air with eerie weightlessness.
The Abyssal can make a horizontal leap without needing anything to kick off against, , and can end her
movement in midair. On her next turn, she must use this Charm again to continue the leap or fall to the
ground. In addition to any horizontal motion, she descends one range band for each consecutive use of
this Charm past the first, though a stunt can circumvent this. Leaps that span multiple range bands require
a running start.
Alternatively, the Abyssal can avoid all damage from a fall. For falls greater than two range bands, she
must pay a three-mote surcharge, plus another three motes for every three range bands beyond the third.
With an Athletics 4, Essence 2 repurchase, the Abyssal may pay a two-mote surcharge to use this Charm
without jumping, gliding eerily across the ground. She doesn’t lose elevation while gliding through mid-
air and can cross multiple range bands without needing a running start.
Corpse-Might Surge
Cost: 3m; Mins: Athletics 5, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Dread Strength Discipline
Exerting herself beyond the limits of what mortal flesh can endure, the Abyssal revels in unholy
strength.
The deathknight adds (Essence) dice on a feat of Strength and adds +2 to her effective Strength rating to
determine what feats she can attempt. If this raises her effective Strength over a feat’s minimum, each dot
over adds an additional bonus die.
Behemoth-Felling Approach
Cost: 2m, 2i; Mins: Athletics 3, Essence 1
Type: Supplemental
Keywords: Perilous, Uniform
Duration: Instant
Prerequisite Charms: Dread Strength Discipline, Shadow Races the Light, Spider
Pounce Technique
The deathknight topples even the greatest of foes, slaying titanic beasts with bounding strikes,
superior strength, and incomparable speed.
When the Abyssal attacks a Legendary Size enemy, she adds an automatic success on the attack roll and
ignores the defensive benefits her enemy receives from his size. This doesn’t let her grapple him.
This Charm’s Initiative cost is waived and it loses the Perilous keyword against enemies the deathknight
has a negative Major or Defining Tie toward.
Blood-Curdling Swiftness
Cost: 3m; Mins: Athletics 3, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Shadow Races the Light
The Abyssal lunges for her victim with inhuman speed, a gruesome nightmare too swift to
escape.
The Abyssal treats a successful rush as a threaten roll against her target. If successful, he must use his
next turn to flee the deathknight or otherwise seek safety, suffering a −3 penalty on movement actions
opposing her until that turn ends. This costs one Willpower and (Abyssal’s Essence) Initiative to resist.
With Athletics 5, Essence 3, the Abyssal can pay a one-Willpower surcharge to extend this Charm’s
influence to all enemies who witnessed the rush.
Nowhere Is Safe
Cost: 5m, 1wp; Mins: Athletics 4, Essence 2
Type: Reflexive
Keywords: None
Duration: One hour
Prerequisite Charms: Shadow Races the Light
The Abyssal moves with the speed denied to those born of flesh — she is as a shadow, a
nightmare, a creeping dread.
The Abyssal doubles 9s on rushes and opposed Athletics rolls in speed-based competitions. When she
rushes an enemy, he loses one Initiative for each 10 she rolls. Outside of combat, she moves with
incredible speed, capable of maintaining a speed of (Dexterity x10) miles per hour over open terrain.
If the Abyssal reactivates this Charm at the end of its duration, she waives its Willpower cost.
If the Abyssal has Superior Weapon-Body (p. XX), it adds (Essence) dice on rolls enhanced by this
Charm instead of doubling 9s.
Sky-Cleaving Wraith
Cost: 7m, 1wp; Mins: Athletics 5, Essence 3
Type: Simple
Keywords: None
Duration: Until the Abyssal stops leaping
Prerequisite Charms: Earth-Forsaking Attitude
Gathering her Essence, the Abyssal leaps to the sky with a horrible screaming sound, her
passage carving a bloody red cut through the sky.
The Abyssal can use her movement action to make a tremendous leap on her turn, jumping up to four
range bands horizontally or three range bands vertically. She can’t jump fewer than three range bands
normally, but using Spider Pounce Technique lets her make a controlled jump of two range bands. Such
leaps can’t be flurried, but the deathknight can make one reflexively on the turn she uses this Charm.
If there are any enemies within close range when the Abyssal leaps, she must make a disengage roll with
(Strength + Athletics) to do so.. If she succeeds, enemies within close range whose opposed rolls failed by
2+ successes fall prone. Trivial enemies automatically fall prone.
On Wings of Night
Cost: 10m, 1wp (2m or 2i per turn); Mins: Athletics 5, Essence 3
Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: Sky-Cleaving Wraith
Eerie wings unfurl from the Abyssal’s anima, beating down soundlessly to send her skyward.
The Abyssal can fly with her movement actions, letting her move vertically or horizontally through the air
and hover in place when not moving. If she uses Stepping Outside Existence while in flight to rush an
airborne foe, she waives its Willpower cost.
In combat, the Abyssal must pay two motes or two Initiative at the start of each subsequent turn.
Otherwise, this Charm ends, causing her to drift harmlessly down to the ground.
Special activation rules: The Abyssal can use this Charm reflexively at the apex of a leap made with
Sky-Cleaving Wraith, waiving its Willpower cost.
Superior Weapon-Body
Cost: —; Mins: Athletics 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Corpse-Might Surge, Death Draws Near, Earth-Forsaking
Attitude (x2)
The Abyssal has honed her body to a perfection denied to the living.
The Abyssal doubles 9s on Athletics rolls.
Light-Killing Stride
Cost: —; Mins: Athletics 5, Essence 5
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Last Wind Empowerment
The Abyssal transcends speed and distance — she is the darkness that precedes light, the
death at the end of all life.
The Abyssal automatically succeeds on a rush or an opposed Athletics roll in a test of speed. On extended
actions, she counts as having rolled one more success than her opponent, if her own roll isn’t higher.
If multiple characters use an effect like this Charm, such as Solars’ Living Wind Approach, each receives
a result of one success more than the highest number of successes on any one roll.
Reset: Once per scene.
Awareness
Awful Clarity Insight
Cost: 5m; Mins: Awareness 2, Essence 1
Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: None
Death has sharpened the Abyssal’s senses, lending her perception inhuman clarity.
The Abyssal doubles 9s on Awareness rolls.
Bloodshed Beckons
Cost: 5m, 1wp; Mins: Awareness 4, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Superior (Sense) Focus (x2)
Her senses honed to a razor’s edge, the deathknight is attuned to the flow of violence.
The Abyssal adds (Perception + Awareness) dice on a Join Battle roll. For each 10, she rerolls one failed
die, starting with 1s and moving up.
For each failed die that’s rerolled into a successful one, the Abyssal banks one automatic success. For the
rest of the scene, she can add these banked successes on any Awareness rolls she makes opposing an
enemy’s Stealth.
Shadow-Eating Spirit
Cost: 3m; Mins: Awareness 4, Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Superior (Sense) Focus
Even the bravest must strain to meet the depthless pits of the Abyssal’s eyes.
The Abyssal can use this Charm after an Awareness roll opposing another character’s Larceny or Stealth.
Up to (Essence) of his 1s subtract successes when determining if he beats the Abyssal’s roll. This doesn’t
affect other characters’ opposed rolls.
Special activation rules: This Charm’s duration can be extended as per the Awareness Excellency.
Shroud-Piercing Clarity
Cost: —; Mins: Awareness 4, Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Shadow-Eating Spirit
Who can escape the Abyssal’s notice? Her awareness is the inevitability of the grave.
The Abyssal reduces the cost of Shadow-Eating Spirit by one mote, and is no longer limited in how many
1s she can penalize the opposing character for.
If the Abyssal has purchased Superior (Sense) Focus twice, the opposing character’s 2s also subtract
successes.
If the Abyssal has all three purchases of Superior (Sense) Focus, the opposing character’s 1s subtract two
successes instead of one.
Shadow-Slaying Impulse
Cost: 1m, 1wp; Mins: Awareness 5, Essence 2
Type: Reflexive
Keywords: Uniform
Duration: Instant
Prerequisite Charms: Bloodshed Beckons, Ominous Portent Method, Shadow-
Eating Spirit
The deathknight deprives her foes of the shadows’ safety, forcing them into the open.
The Abyssal reflexively makes a decisive attack against a concealed enemy that she’s aware of. If she
hits, her enemy is driven from his current hiding spot to a new one, and must roll (Dexterity + Stealth) to
maintain his concealment as usual. He can reflexively move one range band if necessary to do so, but this
uses his movement action for the round. If there aren’t any other hiding spots he can reach, his
concealment is broken automatically.
Inhuman Perfection of (Sense)
Cost: —; Mins: Awareness 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Superior (Sense) Focus
The Abyssal’s unwavering focus casts aside the frailty of mortal limitation.
This Charm upgrades Superior (Sense) Focus, and must be purchased separately for each set of senses.
While using Superior (Sense) Focus to enhance the chosen set of senses, the deathknight gains addition
benefits:
• The range at which she can make out fine sensory detail is further extended: one mile for vision
or hearing, or (Essence/2, rounded up) miles for scent.
• Instead of reducing sensory penalties by one, she halves them, rounded down.
• When she makes a (Perception + Awareness) roll using an enhanced sense, she reduces the cost
of any instant-duration Awareness Charms she uses to enhance it by one mote each. If all five of her
senses currently benefit from this Charm, she gains this discount on all Awareness rolls, including Join
Battle.
• While using Awful Clarity Insight, she rerolls 6s until they cease to appear on Awareness rolls
using the enhanced sense.
Brawl
Brutish Violence Exercise
Cost: —; Mins: Brawl 1, Essence 1
Type: Permanent
Keywords: Uniform, Versatile
Duration: Permanent
Prerequisite Charms: None
The Abyssal overwhelms her foe’s defense with sheer force, sending him reeling back.
The Abyssal can use Strength instead of Dexterity on unarmed attacks and attacks with heavy weapons.
Such rolls don’t benefit from effects that grant bonus Strength dots, double successes on Strength rolls, or
replace her Strength with a higher value.
Blood-Drinking Palm
Cost: 2i; Mins: Brawl 3, Essence 1
Type: Supplemental
Keywords: Decisive-only, Versatile
Duration: Instant
Prerequisite Charms: Agony Crucible Strike or any three Martial Arts Charms
Bloodying her fists against countless foes, the Abyssal feasts on crimson bounty.
When the Abyssal deals damage with a decisive attack, she steals (enemy’s wound penalty + 1) motes
after damage has been applied, maximum (Dexterity, Stamina, or Strength). If she incapacitates her
victim, she steals (his Essence + 3) additional motes, which don’t count toward this limit.
Against grappled enemies, the Abyssal can use this Charm to make a savaging attack by baring fangs and
drinking their blood. She deals lethal damage, and can steal motes equal to her rounds of grapple control
if that’s higher.
Scream-Rousing Sermon
Cost: —; Mins: Brawl 3, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Dark Messiah’s Wrath
Even in the depths of murderous rage, the Abyssal preaches her bleak gospel with bloodied
fists and thunderous words.
Dark Messiah’s Wrath no longer prevents the Abyssal from making influence rolls unrelated to combat so
long as they inspire despair, sorrow, or other negative emotions, instill Principles that she holds or
negative Ties, or leverage such emotions or Intimacies with persuade actions.
While using Dark Messiah’s Wrath, the Abyssal gains +1 Resolve and adds dice equal to her wound
penalty on any influence rolls she makes, maximum (highest social Attribute). Any enemy whose Resolve
is beaten by an influence roll loses one Initiative.
Sinner-Flaying Remonstration
Cost: 5m, 1wp; Mins: Brawl 4, Essence 2
Type: Reflexive
Keywords: Clash, Decisive-only
Duration: Instant
Prerequisite Charms: Owl Seizes Mouse
The Abyssal’s murderous instincts respond to the slightest provocation with brutal speed,
lunging to strike her foe before he can touch her.
The Abyssal reflexively clashes an attack with a decisive attack.
A Brawl 5, Essence 3 repurchase reduces this Charm’s cost to four motes if the Abyssal’s wound penalty
and her victim’s wound penalty have a combined total of −4 or higher.
Hundred-Handed Onslaught
Cost: 5m, 1wp; Mins: Brawl 5, Essence 2
Type: Simple
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Sinner-Flaying Remonstration
The Abyssal’s fists swing with blinding speed, hammering her enemy with blow after blow.
The Abyssal makes ([Stamina or Strength/ 2, rounded up] + 1) decisive attacks against a single enemy,
dividing her Initiative evenly among all attacks, rounded up. Each 10 that appears on the damage roll of
these attacks adds one die to the damage rolls of all subsequent attacks made as part of this Charm.
A Brawl 5, Essence 3 repurchase increases the number of attacks the Abyssal can make to ([higher of
Stamina or Strength] + 1), and adds additional damage dice: +1 die on the first attack, +2 on the second,
and so on.
Foe-Fed Abattoir
Cost: 2m; Mins: Brawl 5, Essence 3
Type: Reflexive
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Unmatched Cruelty Approach
Screams and desperate cries for mercy only stoke the Abyssal’s hunger for violence.
When the Abyssal’s Initiative is reset by succeeding on a decisive attack, she can use this Charm to add
+2 to the base Initiative she resets to.
Titan-Murdering Grasp
Cost: 3m; Mins: Brawl 5, Essence 3
Type: Supplemental
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Embrace of the Grave
No giant is beyond death.
The Abyssal adds (Essence) automatic successes on a grapple attack roll, and her enemy’s 1s on the
control roll subtract successes. For the duration of the grapple, she adds (Essence) dice of damage on
savaging attacks. If she knows Blood-Drinking Palm, its Initiative cost is reduced by one.
The Abyssal can use this Charm to grapple enemies with Legendary Size, though she can’t drag, restrain,
throw, or slam them without an appropriate stunt.
Life-Annihilating Castigation
Cost: 7m, 3i, 1wp; Mins: Brawl 5, Essence 4
Type: Simple
Keywords: Aggravated, Perilous, Withering-only
Duration: Instant
Prerequisite Charms: Entropic Scourge Annihilation
Soul-destroying pyreflame swirls like an inferno around the Abyssal, revealing the awful depths
of her wrath.
The Abyssal makes a withering attack, multiplying her post-soak damage by her (opponent’s base wound
penalty + 1) and rerolling 1s on the damage roll.
If the deathknight crashes her opponent, pyreflame erupts from within him, inflicting (Abyssal’s Strength)
dice of aggravated decisive damage, ignoring Hardness and rerolling 1s until they cease to appear. Each
10 on the withering damage roll adds another die of decisive damage — and if the Abyssal used Entropic
Scourge, so do 9s. An opponent killed with this attack is burned away to nothing, leaving no ghost or
even ashes.
Reset: Once per scene unless reset by incapacitating an especially powerful enemy, like an Exalt.
Bureaucracy
Calculated Avarice Understanding
Cost: —; Mins: Bureaucracy 1, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
Experienced in unscrupulous dealings, the Abyssal cheats others while ensuring none ever
dupe her.
The Abyssal gains the following benefits.
• She adds (Essence) automatic successes on rolls with any Ability to appraise the condition of
goods or recognize their value in a given market.
• She adds an automatic success on read intentions rolls against prospective buyers or sellers
seeking to transact with her.
• She gains +1 Resolve against bargain rolls and similar influence.
• She gains +1 Guile against effects that would reveal her dishonesty in mercantile dealings, such
as misrepresenting the value of goods being sold.
Traitor-Extirpating Instinct
Cost: 5m; Mins: Bureaucracy 3, Essence 1
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Subtle Functionary Ways
The deathknight judges a soul’s worthiness to serve.
The Abyssal makes a (Perception + Bureaucracy) read intentions rolls against a member of an
organization, adding (Essence) automatic successes. Success reveals the strongest Tie he holds towards it.
She succeeds automatically against characters who don’t use magic to resist or who have less temporary
Willpower than her.
With a Bureaucracy 5, Essence 3 repurchase, the Abyssal can use this Charm to discern Ties towards
organizations she belongs to, rather than her target. She only succeeds automatically against characters
whose permanent Willpower is lower than her own, even if they don’t use magic.
Principles of Misrule
Cost: 2m; Mins: Bureaucracy 2, Essence 1
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: None
The Abyssal is well-versed in the failings of the living and dead alike, citing their vices with
ministerial scorn.
The Abyssal can use Bureaucracy specialties as Lore backgrounds to challenge or introduce facts,
substituting Bureaucracy for Lore when she does. She doesn’t need a specialty for facts closely related to
her backstory or experiences, like the markets of a merchant prince’s homeland.
The Abyssal doubles 9s if the fact involves corruption, deceptive business practices, or other bureaucratic
wrongdoing, or if it involves the Underworld or the undead. She doubles 8s if it involves both.
Grave Imposition
Cost: 6m, 1wp; Mins: Bureaucracy 5, Essence 2
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Serpent Knows Its Own, Wicked Bargain Mastery
The deathknight brooks no argument or vacillation, pinning down each point of negotiation with
frightening efficiency.
The Abyssal doubles 7s on a bargain roll with Presence or Socialize. If her target resists with Willpower,
she gains one Willpower.
Shade-Summoning Conscription
Cost: 10m, 1wp; Mins: Bureaucracy 5, Essence 2
Type: Simple
Keywords: Mute
Duration: Instant
Prerequisite Charms: Efficacious Hierarchy of the Damned, Principles of Misrule
The Abyssal’s shadowy network of underlings and catspaws draws the wicked and the damned
into her service.
The Abyssal rolls ([Charisma, Intelligence, or Manipulation] + Bureaucracy), doubling 9s. Every two
successes let her immediately gain one dot of Followers or Retainers. The characters these Merits
represent are recruited into the Abyssal’s organization. She can specify her requirements of the characters
she recruits in detail; if any recruits that match her description exist to be recruited, her agents will find
them.
At the end of the story, the Merits are lost as the recruited characters move on from the organization,
unless the Storyteller deems that the Abyssal’s treatment of them qualifies to retain them long-term as
Story Merits (Exalted, p. 158).
With Essence 3, the Abyssal can also use this Charm to gain Allies, Contacts, Cult, and Mentors.
Reset: Once per story unless reset by accomplishing a legendary social goal.
Regime-Toppling Whisper
Cost: 13m, 1wp; Mins: Bureaucracy 5, Essence 3
Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: Cunning Subversion Style
The Abyssal’s words eat away at organizations like acid, sowing discord with rumors and lies.
The Abyssal rolls ([Charisma or Manipulation] + Bureaucracy) to sabotage a project or other bureaucratic
task she’s aware of, as her player retroactively describes a whisper campaign or similar effort she’s
previously mounted against the project’s leader. That character opposes the deathknight’s roll with
whatever (Attribute + Ability) pool is most appropriate to the targeted project.
If the Abyssal succeeds, the sabotaged project will suffer at least (Essence) botches over its duration.
Each extra success she rolls adds an additional (Essence) botches. Such botches typically result in
breakdowns of communication within the organization, failing morale among project members, and
strained relationships between the project’s leader and others within the organization, if they aren’t
already the case.
Reset: This Charm can’t be used on an organization more than once per story.
Soul-Dominating Debt
Cost: 5m, 1wp; Mins: Bureaucracy 5, Essence 3
Type: Simple
Keywords: Mute, Psyche
Duration: Instant
Prerequisite Charms: Due to the Dead
On the occasions that she can be moved to largesse, the deathknight demands repayment with
interest.
The Abyssal makes a ([Charisma or Manipulation] + Bureaucracy) bargain roll with (Essence) automatic
successes against a single character to demand repayment of a debt to her or an organization she belongs
to. If the Abyssal succeeds, the weight of the debt is magnified in her victim’s mind, driving him to repay
it as soon as possible — even if he doesn’t actually owe it.
For debts that must be paid in money or goods, he’ll provide an amount representing a Resources
expenditure that’s one dot higher than what he owes (Exalted, p. 578). If he must perform a service to
repay the debt, this counts as a persuade roll to convince him to do so, reducing the level of Intimacy
needed to support the Abyssal’s demand by one (Exalted, p. 216). The Abyssal can demand repayment
for debts that aren’t actually owed, but no more than a one-dot Resource expenditure or an inconvenient
task. If he dies before repaying the debt, he lingers as a ghost, still bound by this Charm’s influence.
Resisting this influence costs (Abyssal’s Essence) Willpower. Doing so renders a character immune to
this Charm for one week.
This Charm is more effective against characters whose permanent Willpower is equal or less than
(Abyssal’s Essence). She doesn’t need to roll against them and they can’t resist with Willpower. Such
characters will give whatever she asks to repay the debt, even pledging to serve the Abyssal for the rest of
their lives — and beyond. Whether or not the debt actually exists is irrelevant.
Suffer No Betrayal
Cost: —; Mins: Bureaucracy 5, Essence 5
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Accursed Overlord Authority, Hateful Scorn Panopticon
Transgressors against death’s law must be brought to justice.
Hateful Scorn Panopticon alerts the Abyssal when an organization member acts against an Intimacy
imposed by Accursed Overlord Authority or witnesses someone else doing so. (This isn’t limited to
negative Ties).
If the transgressor is a member of the organization, the Abyssal can reflexively use Accursed Overlord
Authority to impose a Defining Tie of vengeful hatred toward him on that organization, instantly forming
one herself. She waives its Willpower cost against mortals and Essence 1 ghosts.
Craft
Entropic Crucible Understanding
Cost: —; Mins: Craft 1, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The deathknight’s legend of blood and destruction inspires her to feats of dark genius and fatal
design.
The Abyssal gains craft points as though she’d completed a basic project (Exalted, p. 240) when she:
• Upholds death’s chivalry (p. XX) either by using something she’s created or through her intellect.
• Obtains valuable raw materials or components for one of her Crafts.
• Successfully introduces a fact related to one of her Crafts or challenges such a fact.
• Succeeds on a Medicine roll while using equipment or medicine she created.
Compatibility Check
Charms like The Anvil Screams that specifically enhance Craft rolls for projects
can’t be used with other Craft rolls, like Magnificent Cenotaph Allure’s influence
roll.
Barrow-Mound Stockpile
Cost: —(+7m); Mins: Craft 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Ceaseless Wicked Toil
Prolific in her dark craft, the Abyssal artisan is rarely found empty-handed.
When the Abyssal uses Ceaseless Wicked Toil while facing a significant challenge, she can pay a seven-
mote surcharge to reveal more dramatic contingency and preparation, as long as it could be completed
with a single major project (Exalted, p. 239-240). Examples include a strategic cache of ammunition, a
canoe concealed by a lakeside, a lavish banquet awaiting unexpected visitors, etc.
If this preparation’s larger than the Abyssal could carry on her person, her player declares a nearby
location where it’s stashed. She can’t reveal something that would solve the challenge outright.
If successful, the Abyssal is awarded as per a major project. If she fails, she still receives the rewards of a
basic project with the flawed item.
Reset: Once per session.
Soul-Tarnishing Treasures
Cost: 3m, 1wp; Mins: Craft 5, Essence 3
Type: Reflexive
Keywords: Psyche
Duration: Indefinite
Prerequisite Charms: Five-Fold Malice Curse
Death’s Lawgiver pours her malice into her works, tempting those who bear them to dark deeds.
Upon completing a craft project, the Abyssal imbues her with a malign influence, compelling the object’s
owner to engage in some destructive or criminal behavior related to it. A sword might demand violence,
while a chalice might encourage drinking to excess. The Abyssal makes a special ([Charisma or
Manipulation] + Craft) persuade roll to determine the compulsion’s strength.
If the object’s owner has a Resolve lower than the Abyssal’s successes, he faces its temptation whenever
he has the opportunity to engage in the chosen act. He enters a Decision Point, requiring him to cite an
Intimacy whose intensity depends on the level of project used for the creation: Minor for basic or major
projects, Major for superior projects, or Defining for legendary projects. This influence only triggers
while a character has the objection on his person (or is inside of a structure), and doesn’t affect the
Abyssal.
Once a character has faced (Abyssal’s Essence) Decision Points, he’s immune to this Charm’s influence
for the rest of the story. However, the only way to be permanently freed of it is to abandon the object —
even magic capable of breaking Psyche effects is ineffective. Doing requires entering a Decision Point
and citing an Intimacy as above, but costs three Willpower.
Betrayal-Spurring Gifts
Cost: 15m, 1wp; Mins: Craft 5, Essence 5
Type: Simple
Keywords: Psyche
Duration: Indefinite
Prerequisite Charms: Coveted Prize Craftwork or Drawn to Death’s Beauty
The gifts and treasures that fall from the hands of Death’s Lawgiver are fetters for those who
claim them, subjugating them to her dark will.
The Abyssal may use social influence to leverage gifts she’s made for others as though they were Ties of
gratitude to her. Gifts created with basic or major projects count as Minor Ties; those made with superior
projects count as Major Ties; those made with legendary projects count as Defining Ties. The gift need
not be on a target’s person, so long as he remains in possession of it.
Additionally, while using this Charm, the Abyssal waives the mote costs of Drawn to Death’s Beauty,
Five-Fold Malice Curse, Magnificent Cenotaph Allure, and Soul-Tarnishing Treasures, including uses
that are already active. Once this Charm ends, she must commit those Charms’ mote costs as usual to
maintain them.
Dodge
Ephemeral Presence Elusion
Cost: 1m; Mins: Dodge 2, Essence 1
Type: Reflexive
Keywords: Uniform
Duration: Instant
Prerequisite Charms: None
The deathknight is as insubstantial as a ghost, slipping past the blades of her enemies.
The Abyssal can activate this Charm after an attack roll against her to subtract one success.
As Receding Frost
Cost: 2m; Mins: Dodge 4, Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Incomparable Phantom Form
As the Abyssal escapes, the chill of her passing strips the speed from her pursuers.
When the Abyssal disengages, 1s on opposing character’s rolls subtract successes.
Doom-Denying Grace
Cost: 4m; Mins: Dodge 4, Essence 2
Type: Reflexive
Keywords: Uniform
Duration: One scene
Prerequisite Charms: Ephemeral Presence Elusion
With each blow the Abyssal evades, it seems less and less possible that she might ever be
struck.
The Abyssal can use this Charm after successfully dodging an attack, subtracting one success from
subsequent attack rolls against her.
This Charm is incompatible with armor.
Striking at Shadows
Cost: 5m; Mins: Dodge 5, Essence 2
Type: Reflexive
Keywords: Uniform
Duration: Instant
Prerequisite Charms: Stolen Victory Reversal (x2)
Exploiting every flaw in her enemy’s form, the Abyssal lets him defeat himself.
The Abyssal can use this Charm after dodging an attack, causing her attacker to lose Initiative equal to the
1s on his roll.
Wraith-Form Avoidance
Cost: 4m, 1wp; Mins: Dodge 5, Essence 2
Type: Reflexive
Keywords: Uniform
Duration: Instant
Prerequisite Charms: Stolen Victory Reversal (x2)
Cloaked in nothingness, the Abyssal dances through all that would harm her.
The Abyssal perfectly dodges an attack or other source of harm, even if it’s undodgeable. This doesn’t let
her defend against ambushes. Uncountable damage is negated completely; she becomes immune to a
recurring source of uncountable damage.
Reset: Once per scene, unless the Abyssal successfully dodges three decisive attacks using Incomparable
Phantom Form.
Foe-Shaming Defense
Cost: 5m, 3i, 1wp; Mins: Dodge 5, Essence 3
Type: Reflexive
Keywords: Counterattack, Perilous, Withering-only
Duration: Instant
Prerequisite Charms: Striking at Shadows
The Abyssal toys with her enemy, evading his blow at the last possible moment to force him to
overreach.
After successfully dodging an attack, the Abyssal can use this Charm to make an unblockable withering
counterattack, rolling (Dexterity + Dodge). It has (higher of Dexterity or 3) raw damage. If she damages
him, he’s knocked prone and suffers a −3 penalty on rolls to rise from prone.
The Abyssal doesn’t gain Initiative from hitting or dealing damage, banking half of it, rounded up, in a
separate pool. The baneked Initiative can only be spent on the Dodge Excellency using Ephemeral
Presence Elusion or on Dodge Charms. It’s lost if she’s crashed or uses this Charm again, or once the
scene ends.
Breath-Seizing Mist
Cost: 5m, 1wp; Mins: Dodge 5, Essence 4
Type: Simple
Keywords: Decisive-only
Duration: Until expulsion
Prerequisite Charms: Tenebrous Cloud Dissolution
The Abyssal flows into her victim’s lungs as a river of freezing mist, choking the life out of him
from within.
While using Tenebrous Cloud Dissolution, the Abyssal pours herself into an enemy’s lungs. She rolls
(Dexterity + Dodge) opposed by the (Stamina + Resistance) of a character within close range. In combat,
this is a difficulty 5 gambit that’s unblockable and undodgeable. Trivial characters and sleeping
characters don’t receive a roll to resist.
If successful, the victim begins to suffocate (Exalted, p. 232) and is unable to speak. He suffers a −3
penalty on all actions. The Abyssal can’t take other actions while suffocating him, but she can’t be
targeted by attacks or similar physical actions unless they benefit from appropriate magic or a stunt. She
waives Tenebrous Cloud Dissolution’s Initiative cost and can’t end that Charm voluntarily unless she
leaves her host.
On each of the victim’s turns, he can attempt to expel the Abyssal with another (Stamina + Resistance)
roll opposing her (Dexterity + Dodge roll). This action can’t be flurried. If he fails, the Abyssal steals
(Essence) Initiative from him.
While this Charm can affect enemies who don’t need to breathe, like zombies or characters using certain
magic, it can’t affect enemies with no lungs or respiratory system at all, like most automatons.
Integrity
Death’s Inscrutable Mask
Cost: —; Mins: Integrity 1, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Abyssal stills her heart, assuming the enigmatic mien of a corpse.
The Abyssal can Integrity instead of Socialize to calculate her Guile. As long as her demeanor in a scene
remains subdued and unemotional, she gains +1 Guile against rolls that would reveal her emotion-based
Intimacies or similar information about her emotions.
Murder-Saint Dedication
Cost: 2m; Mins: Integrity 2, Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: None
Whatever compassion the Abyssal feels for the living, she does not permit it to impede her.
The Abyssal gains +2 Resolve against influence that would weaken a negative Intimacy. This doesn’t
protect Ties to the deathknight’s Lunar mate; her heart is not so easily hardened against him.
This Charm’s cost is waived when used to protect Ties toward mortals. With Integrity 5, it’s waived for
Ties toward any of the living.
Wyld Exposure
Resisting exposure to the Wyld is a (Wits + Integrity) roll; failure results in
unwanted transformation that count as Flaws (Exalted, p. 167), addiction, or
Derangements. The difficulty, consequences for failure, and frequency at which
the roll must be made depend on the Wyld’s intensity. Certain ritual practices,
meditative disciplines, and warding talismans may add bonus dice; accepting
faerie hospitality may impose penalties. Once a character fails a roll against
exposure, she doesn’t need to make rolls for that specific location again for the rest
of the story.
Different Wyld locales have their own distinctive character. The mutations they
inflict reflect this: a glacial ziggurat transforms people into living ice; a
subterranean labyrinth twists those who pass through it into pale, elongated
creatures; a forest of speaking beasts traps humans in animalistic forms.
BEGIN TABLE WITHIN SIDEBAR
Intensity Difficult Interval Possible Effects
Bordermarch 3 Monthly Addiction. Largely superficial
transformations. No Derangements.
Middlemarch 5 Weekly Addiction. Minor Derangements.
Undesirable transformations, inflicting a −2 penalty on a limited range of actions
or similar detriments: physical dependency on an unusual substance, vulnerability
to iron, etc.
Deep Wyld 7 Daily Addiction. Major Derangements, or increasing
existing Major Derangements to Defining. Life-altering transformations: bodily
reconstructions that impose a −3 penalty on a broad range of actions; eternally
rotting and unhealing flesh; sapient, parasitic organs; etc.
END TABLE
Characters who roll against the Wyld may choose to go into experience debt to
purchase up to five dots of thematically appropriate mutations whether they
succeed or fail.
Freedom in Chains
Cost: 7m, 1wp; Mins: Integrity 5, Essence 3
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Gloaming Soul Reinforcement
The deathknight has sworn an oath to the Neverborn that can never be unspoken. No lesser
binding can truly hold her.
The Abyssal can use this Charm to break free of Psyche effects, possession, or any other magic that exerts
control over her body, mind, or soul. Before she can do so, she must first be forced to act against one of
her Intimacies or against death’s chivalry by it. After a scene spent contemplating or brooding over these
events, she can use this Charm to break free of that effect’s control.
Reset: Once per story, unless reset by accomplishing a major character or story goal in a way that
upholds death’s chivalry.
Clarity in Hatred
Cost: 10m, 1wp; Mins: Integrity 5, Essence 3
Type: Reflexive
Keywords: Whispers
Duration: Instant or Indefinite
Prerequisite Charms: Freedom in Chains
Clinging to what little remains to define her, the Abyssal finds an unassailable truth in the worst
of herself.
The Abyssal perfectly defends against a Psyche effect, Shaping effect, or sorcerous curse by invoking one
of her negative Defining Intimacies. She can commit this Charm’s cost indefinitely to become immune to
that kind of effect for as long as she keeps that Intimacy at Defining intensity. Defending against a
Shaping effect only grants immunity to other Shaping effects that change the same aspect of the Abyssal
— resisting a physical transformation won’t help her against spiritual mutilation.
If the Abyssal invokes a Principle protected Eternal Enmity Approach, she must give up its protection for
this Charm’s duration.
With Essence 5, this Charm’s cost is reduced by three motes.
Whispers: The Abyssal can invoke her Whispers instead of an Intimacy. If she extends this Charm’s
duration, she can’t invoke her Whispers again until it ends.
Reset: Once the Abyssal ends this Charm, she can’t use it again until she’s spent a scene acting in
accordance with a Defining Intimacy she intends to use it through.
Ego-Slaying Mastery
Cost: —; Mins: Integrity 5, Essence 4
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Becoming the Unfeeling Shade, Dark Will Ascendant
Meditating upon nothingness, the Abyssal silences the ceaseless clamoring of the self.
The deathknight adds a free full Excellency to Resolve or Guile, or on an Integrity roll.
Reset: Once per scene, unless reset by successfully asserting Resolve against influence that opposes one
of the Abyssal’s Defining Intimacies.
Immortal Malevolence
Cost: 1wp; Mins: Integrity 5, Essence 5
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Ego-Killing Mastery, Revenge Beyond Reason, World-Ending
Void Apostle
The Abyssal has fettered her soul and found eternal life, rising again and again from certain
death so long as there is hatred still left in her heart.
The Abyssal can use this Charm when she’s incapacitated or would suffer death for any reason, surviving
it by calling on a Defining Intimacy protected by Eternal Enmity Approach. She seems to die, yet endures
in a torpor that’s indistinguishable from death by anything less than Eye of the Unconquered Sun.
Come the next sunset, the Abyssal rises, with all damage and crippling injuries healed no matter how
severe they were. She may drag herself out of a grave, well, or the ashes of a pyre where hopefuls burned
her corpse. The only way her foes can kill her is to wait for her to rise, then try again. She can invoke
World-Ending Void Apostle when she rises, and can use it with Charms to aid in escaping imprisonment.
In exchange for the Abyssal’s survival, the chosen Intimacy loses Eternal Enmity Approach’s protection
for the rest of the story.
Special activation rules: If the Abyssal uses Sworn to Endless Vengeance together with this Charm to
swear vengeance on the enemy responsible for her “death,” she waives its Willpower cost. If she
successfully takes her revenge, she restores Eternal Enmity Approach’s protection to the chosen Intimacy.
Investigation
Crime-Unveiling Wickedness
Cost: —; Mins: Investigation 1, Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: None
Beneath the Abyssal’s conscious mind dwells a watchful darkness, always seeking out traces of
mystery.
Whenever the Abyssal could gain relevant information from a case scene or profile character action, her
intuition reveals this fact to her. The Storyteller should give her player a vague description of why it
would be useful — for example, that there’s a hidden trap she could detect with a successful case scene
roll, or that someone present in the scene is behaving suspiciously enough to warrant a profile character
roll.
Deception-Piercing Stare
Cost: 3m; Mins: Investigation 4, Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Uncanny Detective Practice
Having seen through the great lie of life, Death’s Lawgiver easily winnows falsehoods from truth.
The Abyssal can tell if someone is lying when he makes a statement. If the statement contains partial or
incomplete truths, she discerns which parts of the statement are false or misleading.
Against magic capable of contesting this perfect discernment, the Abyssal rolls (Perception + In-
vestigation) for her opposed roll, adding (Essence) automatic successes. The opposing character’s 1s and
2s subtract successes from his roll.
Corpse-Questioning Technique
Cost: 3m; Mins: Investigation 3, Essence 2
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Crime-Unveiling Wickedness
Invoking the Old Laws’ authority, Death’s Lawgiver compels the testimony of the dead.
As the Abyssal examines a corpse, she rolls (Wits + Investigation) against the Resolve it had in life. She
may face penalties if a great deal of time has passed since it’s death or if it’s in poor condition, but if she
can overcome these, it’s possible to wrench answers from corpses that are no more than skulls.
Success revives an echo of the corpse’s selfhood, though little of its personality remains. The Abyssal can
ask the corpse one question, plus an addition question for each extra success. Corpses’ memories of their
lives fade rapidly. A freshly-slain corpse remembers only the last (Abyssal’s Essence) days of its life.
After a day, this is reduced to (Abyssal’s Essence) hours, then that many minutes once a second day has
passed. Once a third day passes, the corpse can only remember its final moments. Corpses can also recall
events in their immediate surroundings from the last (Abyssal’s Essence) days.
Against a zombie or other reanimated corpse, the Abyssal doesn’t roll. Instead of this Charm’s usual
effect, it stirs the zombie’s lingering selfhood and lets the deathknight question it through normal social
influence or Charms like Unsurpassed Interrogation Method, even if it’s mindless.
Reset: Once per scene. This Charm can’t be used on the same corpse more than once.
Mystery-Slaying Genius
Cost: —; Mins: Investigation 5, Essence 2
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Phantom Justiciar Technique
The deathknight’s razor-keen reasoning exposes truths that others would rather stay buried.
The Abyssal doubles 8s on an Investigation roll.
Reset: Once per scene.
Heart-Haunting Condemnation
Cost: 7m, 1wp; Mins: Investigation 5, Essence 3
Type: Simple
Keywords: None
Duration: Indefinite
Prerequisite Charms: Whispers of the Vengeful Dead
Those who defy the justice of Death’s Lawgiver must face the wrath of the dead, tormented by
accusing specters and dreams of chains.
The Abyssal makes a ([Charisma, Manipulation, or Wits] + Investigation) threaten roll, accusing someone
of a crime or wrongdoing and urging him to confess and face punishment, provide restitution to his
victims, or otherwise atone. She doubles 8s if she presents evidence of her claim, or doubles 7s if the
evidence is conclusively damning. If she beats his Resolve but he spends Willpower to resist this
influence, he’s cursed to face the Abyssal’s justice.
Each night, the cursed character is beset by haunting apparitions, eerie omens, and awful nightmares,
echoing the Abyssal’s accusations. Their psychological impact is represented by the deathknight
repeating her influence with another threaten roll, as above, which she can enhance with magic as usual.
Against mortals with Willpower less than or equal to the deathknight’s Essence and trivial characters, a
successful roll may result in them being haunted to death should the Abyssal wish it, found drained of
blood or entirely bleached of color.
This haunting counts as a sorcerous curse. It ends once the Abyssal has made a number of additional rolls
equal to her extra successes, minimum one.
With Essence 5, when the Abyssal uses Lingering Echoes of Anguish to witness a crime or wrongdoing
that offends one of her Defining Intimacies, she can use this Charm from afar, paying a thirteen-mote
surcharge. Her initial threaten roll is conveyed by a haunting manifestation, no matter where her target
may be. She can only do so once per story.
Reset: This Charm can only be used on a character once per story.
Shadow-Magistrate’s Eidolon
Cost: —(+4m or +9m); Mins: Investigation 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Lingering Echoes of Anguish
The shadows of the unseen world whisper secret truths to those who listen.
The Abyssal can pay a four-mote surcharge when she uses Lingering Echo Meditation to experience a
more lucid vision, reliving events from the perspective of the primary aggressor as if she had been there.
She can make Awareness and Investigation rolls to examine things, and can use magic to enhance these
rolls normally. She can also use Investigation Charms that make sense in this context, like Deception-
Piercing Stare, though she can’t use Simple Charms.
The Abyssal experiences the emotional state of the character whose perspective she adopts, though
gleaning any insight into his thoughts, motives, or memories requires a profile character roll against him
within the vision. She gains a Minor Intimacy chosen by her player based on whatever emotion the killer
felt.
Alternatively, the Abyssal may pay a nine-mote surcharge to reconstruct a vision of a non-violent event
with a case scene roll. There must be physical evidence of the event for her to examine, and she may
suffer a penalty from old, damaged, or misleading evidence. She can choose whose experience she
perceives the scene from.
Soul-Invading Glance
Cost: 7m, 1wp; Mins: Investigation 5, Essence 3
Type: Simple
Keywords: Mute, Psyche, Whispers
Duration: Instant
Prerequisite Charms: Unsurpassed Interrogation Method
Death’s Lawgiver rips secrets from her suspect’s mind, battering down the doors to mind and
soul.
The Abyssal makes a special profile character roll to pull information from someone’s mind. If
successful, she can psychically interrogate them, as with Unsurpassed Interrogation Method. She can
choose to learn one of the target’s Intimacies instead of asking a question.
If the Abyssal succeeds, her victim can feel a malevolent presence intruding on his mind as she seeks out
information, but can’t identify her as the source. Once her interrogation is complete, his memory of it is
erased unless he spent Willpower to refuse at least one question.
Whispers: The Abyssal can invoke her Whispers to ask an additional question. She can wait until after
using her other questions to do so.
Larceny
Master Criminal Panache
Cost: —; Mins: Larceny 1, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The Abyssal knows the ways of the ruthless and the desperate, effortlessly insinuating herself
into the criminal underworld.
The deathknight may reflexively invoke any of the following attitudes. Each can be leveraged with social
influence as though it were a Minor Tie.
Familiarity: Criminals perceive the deathknight as a fellow criminal, viewing her as a potential
accomplice to be recruited, a threat to their turf, or potentially as a member of their own organization.
Menace: The Abyssal exudes terror. Criminals and those who are frequently victimized by criminals
view her as a threat to be avoided — a serial killer, vigilante, or similar peril.
Receptivity: The Abyssal adapts the bearing of one open to illicit business. Characters seeking to solicit
illegal or seedy services perceive the Abyssal as the perfect procurer of whatever they wish to obtain,
while those offering such services perceive her as a desirable customer.
Vulnerability: The Abyssal chooses a specific crime. Characters intending to commit that crime will
view her as their ideal victim — charlatans see her as a guileless rube, thieves as a wealthy and inattentive
target, and so on.
Only one of these attitudes can be active at a time, but the Abyssal can change between them reflexively.
Lock-Weathering Touch
Cost: 1m or 5m; Mins: Larceny 2, Essence 1
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: None
The Abyssal shatters whatever bars her way.
For five motes, the Abyssal destroys a mundane lock, manacle, or similar restraint with a touch, rusting it
to nothingness.
Against magically-enhanced locks, the Abyssal can pay one mote to double 9s and add (Essence)
successes, assuming she has appropriate tools. She bypasses the lock even on a failed roll — instead,
failure indicates an unfortunate development, such as a guard coming to investigate, her lockpicks
breaking, a trap being triggered, or similar.
Reality-Subverting Gesture
Cost: 1wp; Mins: Larceny 5, Essence 2
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisite Charms: Death Claims All (x2)
The Abyssal’s phantasmal grasp reaches through the veil to seize her prize.
The deathknight doubles 9s on a roll to pickpocket or steal an item, and can call stolen items to her hand
from up to (Essence x3) feet away, or short range in combat. Such objects vanish instantly into her hand
without crossing the space between them, undeterred by any obstacles.
Death-Cheating Deception
Cost: 1wp; Mins: Larceny 5, Essence 5
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Phantom Thief Perfection
Having cheated death once, it is a small matter to do so again.
The Abyssal can use this Charm when she’s incapacitated or would suffer death for any reason. Any
damage that would fill her Incapacitated health level is negated, as are other fatal effects. Her anima fades
to dim, and she immediately joins battle with (Wits + Larceny), ignoring her wound penalty, and gains a
pool of motes equal to twice her successes. These motes can only be spent on Dodge, Larceny, and
Stealth Charms to aid in avoiding or escaping the present danger, and are lost if not spent by the end of
the scene.
This also counts as a roll to enter concealment if the Abyssal’s current location affords her a suitable
hiding spot, or if there’s one within close range. If it’s the latter, the Abyssal reflexively moves to it,
without using her movement action. Onlookers who she hides from are convinced that they saw her die.
Reset: Once per story.
Linguistics
Scathing Cynic Attitude
Cost: —; Mins: Linguistics 1, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
Merciless in her criticisms, the Abyssal dismisses the words of lesser authors and orators.
The Abyssal can calculate her Resolve with ([Intelligence, Perception, or Wits] + Linguistics) against
effects conveyed through language — spoken, written, or otherwise. She gains +1 non-Charm Resolve
against written influence.