2014-02-20

And it’s time to update this cumulative index again. There’s material here for first edition, second edition, and the 2.5 revision. 

The Dualistic Exalted:

The Dualistic Exalted (first edition) were designed for dimension-hopping, or lower-powered, Exalted games. They’re reasonably formidable, but no match for an army, and can fairly readily be opposed by a group of experienced mortals or by a dragonblooded character without massive delving into charm combos.

Zareth Elaris, Dualistic Exalt from Creation, and expert magician. Includes the Coat of Flames, the Sigil of Issilor, and quite  a few bits of alchemical magic.

Sergeant Jack Rackham: A dimensional wanderer from modern earth with superhuman strength.

Deadlands to Exalted Conversions: Characters and Magic,  Bestiary.

The Minions of the Dimensional Auditors (AKA “When Dice Attack”).

New Charms:

Solar Charms:

Modern Solar Charms: For First Edition, and an early attempt. Thus, some wonky mechanics in spots. Includes Occult, Lore, Computer, Engineering, and Firearms charms. The formatted PDF version HERE has  the vehicle trees, but never did get descriptions for them.

Integrity Charms: Charms for manipulating and transcending your destiny.

The Way of Manse and Demesne: Charms for enhancing manses, binding artifacts, and advanced geomancy.

Manse Enhancement and The Dragon Vortex: An extension of The Way of Manse and Demesne to upgrade geomantic effects – and some notes on Design Beyond Limit (and why it really doesn’t work).

Performing for Creation: Manipulating Deception, Light, and Darkness. First edition charms, but still quite usable.

Guardian Presence Charms: Charms for enhancing your followers.

Occult Charms: Some quasi-sorcerous first edition charms.

Occult Combat Charms: How to use Occult as a combat skill.

Dreaming Narrative Conquest: Dreaming up a Raksha Ally. Includes a couple of new Raksha charms;  one for feeding and one for accessing universal dreams.

Charles’s Original Charms (scroll down): Includes the Laborer’s Word, the Engines of Creation, Awaking the Sleeping Serpent, The Radiant Indulgence of Gaia, Invoking the Hidden Stars, and the Alchemists Hidden Fire.

The Path of the Smiling Tiger: Crafting and Invoking your own Inner World – and the Whispering Lore (Charm Access Bestowal) Manse Power.

The Soul of Chaos: Building and Monitoring your Inner World.

Charmed Lives and Constitutional Religions: Ten charms for improving your Cult.

Geomantic Emulation: Becoming a focus of Geomantic Power and Growing Manses.

The Evolutionary Principle: How to build up your powers during a fight.

Will Into Wonder, Wyld Shaping Technique, and The Primal Forge: Turning Wyld Shaping Technique into something usable.

Factory-Cathedrals: Includes the Prefabrication Protocols crafting charm.

The Whispering Voice (Scroll Down): A Charm of Mass Persuasion.

Upgrading Excellencies: New new excellencies and related charms. Includes Unconquered Ability Perfection, a general charm-replacer.

Upgrading Excellencies II: Yet more new excellencies.

World-Body Charms, Part I and Part II: Evolving towards becoming a Primordial Power.

Raksha Charms:

Dreaming Thunder Guardian: Summoning defenses from the Wyld.

Mysteries of the Raksha: The sorcery and thaumaturgy of the Raksha.

Dreaming Narrative Conquest: Includes a couple of new Raksha charms;  one for feeding and one for accessing universal dreams. See Raksha Charms II, below for an updated Harvest of the Winds.

Raksha Charms: Summoning better beasties, summoning yourself, the easy button, splitting your mind, material fantasies, adding mortals,  to yourself, private realities, and temporary abilities.

Raksha Charms II: Bypassing Charm prerequisites, incorporating hearthstones, producing temporary grace-copies, creating temporary grace-magics, updated Harvest of the Winds (for harvesting motes from Mortal populations), entering mortal dream-nexi (update for Continuum of Dreams), updated Forge of Dreams for making better fantasies and Wyld Stunts, Wyld Stunts per Session (not “story”), finding cheaper ways to use charms, drawing on the mythic traits of your assumptions, getting passive bonus dice, virtual artifact armor, defensive Wyld Stunts, gaining multiple health tracks, and mutating mundane animals/producing shaping weapons.

The Aspiring Ishvara: High-essence Raksha Charms – Boosting your Glorious Hero Forms, learning how to drop the Shaping keyword,  how to Respire in Creation, how to resist Iron and order-imposing charms, accessing spirit charms, engulfing others in your narrative, and empowering better freeholds.

In the Style of the Renaissance Masters: Lending your own perfection to your tools and items.

Veiling the God’s Eyes: Raksha Thaumaturgy, updated to fit with the Errata and Grace Magic (Scroll down).

Transmigration Of Mortality: How a Raksha can share his or her powers with a mortal host.

Martial Arts:

Twilight Voyages and the Reborn: How death works in Exalted – and a Terrestrial Martial Art designed to defeat it.

Mortal Martial Arts: Basic Martial Skills for Mortals.

Quixotic Knight Style (Terrestrial Martial Art): A style for mortals who want to fight minor monsters.

Body And Spirit Symphony Style (Terrestrial Martial Art): How to mutate yourself with inner power. Also, the Mutation Manse (***).

Hand of the Ancestors Style (Terrestrial Martial Art): How to form symbiotic relationships with ghosts.

Condensed Martial Arts: Martial arts with much fewer – and far more general – charms and levels of use for Mortals through Sidereals.

Simplified Martial Arts, The Tiger Style: How to build far simpler Martial Arts. Includes it’s form artifact.

Simplified Martial Arts; The Crane Style: Another simple tiered martial art. Includes it’s form artifact.

The simplified Hero Styles (Offsite Link): Solar Hero (And the Smashfists of the Sun and Reinforced Mail of Resilience), Lunar Hero (and the Claws of the Moon and Evershifting Gem), Throne Shadow (and the Vizier’s Torc), Violet Bier of Shadows (and the Blade of the Battle Maiden), Terrestrial Hero (and the Mail of the Sea and Wavefists), Dark Messiah (and Oblivion’s Hand), and Infernal Monster (and One Hand Fury).

The simplified Five Dragon Styles (and their Form Artifacts, Offsite Link).

Lunar Charms:

Profiling: Deducing facts about your targets from afar.

Landbound: Binding yourself with a territory.

The Moonlight Forge: Creating artifacts by adventuring.

Shapeshifting Knack: Manse emulation.

Spells and Thaumaturgy:

Exalted Grimoire: A selection of new, mostly utility, spells for first edition – although most of them should still work just fine.

Terrestrial, Celestial, and Solar Spells: A selection of new utility spells for the second edition.

Biothaumaturgy: Medical Magic (under the second hearthstone).

Advanced Exalted Thaumaturgy (also  Available as a PDF). A drastically-expanded system for first-edition Exalted thaumaturgy. Also suitable as a complete magical system for lower-powered white-wolf mechanic games. With a few tweaks, we’re currently using it for second edition and (most likely soon) as a wholesale replacement for Sorcery.

Releasing Souls from Soulsteel (scroll down): For when you’ve just got to let some people out.

Summary of Adenic Thaumaturgy (scroll down): The upgraded powers of Charles’s advanced thaumaturgical initiation, with links to the basic Winding Way Manse effects and being Inside Aden).

The “I Have Common Sense Prognostication” (scroll down): A near-future look to see if something is likely to be a disaster…

Primordial Charms:

Jouten Formation: Charms to let the Primordials make Jouten.

Sidereal Abilities:

Primordial Astrology: How Astrology operates after the Healing of the Mask (and why it’s much simpler these days).

Abyssal Charms:

Invocation of Evisceration, Mountian-Shattering Wind Kata, Soul-Binding Chains of the Void Serpent Style, Abyssal Juggernaut, Whispers Of Despair, Seven Arrows of Sinful Priesthood, Pyre-Flame Holocaust (Notes Only). Various combat charms.

Manses and Geomancy:

Geomancy and General Effects:

There are several geomancy-related spells in the two collections of spells, just above.

Geomantic Engineering: Usable rules for engineering demesnes.

The Way of Manse and Demesne: Charms for enhancing manses, binding artifacts, and advanced geomancy.

Manse Enhancement and The Dragon Vortex: An extension of The Way of Manse and Demesne to upgrade geomantic effects – and some notes on Design Beyond Limit (and why it really doesn’t work).

New Manse Powers: Spiritual Stronghold and Nexus, Ambrosial Font, Essence Battery, Awakened Little God, Sacred Ground.

Yet More Manse Powers: Integrated Enhancement Artifacts (for adding manse construction points), Staff Artifacts, Guardian Loa, Thaumic Resonance, Thaumic Puissance, Dance of the Dragon Lords (Essence Boosting).

Wyld Revocation and what you can do with it: Ways to use Wyld Revocation to create exotic powers.

Kaiju, Manses, And Building On A Cult: Mental Demesnes, the Kaiju Aspect, the Wyld Kingdom manse power, and Mechagodzilla (Kaiju Manse-5). New artifacts – the Absolute Zero Cannon, Accumulative Temporal Labyrinth, Shinamaic Lance, and Wyldstorm Cannon.

Factory-Cathedrals: Basic features, Helpful Artifacts (Essence Forge, Essence Charger, Essence Scriber, Wyldsphere), Narrative Construction, Forgestones (variable level crafting hearthstones), and the Prefabrication Protocols crafting charm.

Geomantic Focus (Artifact 1 to 5): A way to emulate Hearthstones – albeit with some serious downsides. The Belt of Cruatch (example).

The Path of the Smiling Tiger: Crafting and Invoking your own Inner World – and the Whispering Lore (Charm Access Bestowal) Manse Power.

Manse Augmentation Rules (scroll down): Rules for adding boosting artifacts to manses to increase the manses powers.

The Abyssal Entrapment Package (scroll down): For when you really do need to hit some Abyssal Exalts with a Manse.

Manse Seeds (3) (scroll down): For when you want a manse without all the trouble of actually building one…

Galileo (scroll down): A Synergistic Overmind – and librarian.

Relocating Manses: When you really need your manse moved RIGHT NOW (Scroll Down).

Fantastic Freeholds: Revised rules for Freeholds – to make them actually worth bothering with. Includes several new freehold elements – the Treasury, Hedge, and Manse with revised rules for the usual ones.

Specific Manses:

The Orrery of Istalian (Sidereal-3): A Celestial Manse for observing the Stars of the Underworld. The Cloak of Twilight Stars power and some new Artifacts – Celestial Forge, Agathean Pool, and Veil of Maya.

The House of Phantoms (Lunar-1): A small library that lets you talk to simulations of authors and characters.

Hoenheim (Wood-5): A mystical headquarters for young mage-crafters with MANY advantages. The Willow-Branch Stone, the Lesser Provider and Local Surveillance powers, new Artifacts – Whispering Echoes and the Athanor of Devon. With it’s upgrade, a list of it’s gates can be round HERE (scroll down).

The Halls of Alternity (Lunar-5): A manse offering access to other realms. Two sample realms – The Last Refuge and the Temple of the Fallen Sun (with the Provider II power), and the Shadow World and it’s Eternal Spires.

Mardi Gras (Earth-5): The Grace Stone, artifacts – the Heart of Rakastan, Gossamer Loom, and Multitracking Amplifier.

The Bazaar of the Bizarre (Manse ****): A manse that empowers mortals to defend creation. The Unbindable, Binding Word, the Assumption of Purpose  and Greater Magical Conveniences. Converting Mortals into Manse Guardians.

Seed of Worlds (Manse *****): A recursive dimension-creation manse of nigh infinite power. The Fate-Linked power (provides proper souls for those born within).

Sakoda Springs (Water-1):  A minor manse now known as the Fountain of Youth.

Rasarin’s Vista (Water-1):  An author’s retreat, to watch the antics of small sapient water mammals.

Dudael, the Hierarchical Forge (Solar Celestial Manse-5): A primordial Factory-Cathedral in Yu-Shan, New Artifacts – the Veilward and Essence Scriber. New Powers – Narrative Construction, Unbindable, Advanced Magical Conveniences, the Primordial Archives, notes on Other Dimensions and their Perfect Defenses.

Yggdrasil, the Tree of Worlds (Wood-5): A gate to the Green Galaxies. Includes Advanced Magical Conveniences, several new artifacts  – a Portal Control System (or “Stargate”), a Pocket Dimension Generator, a Sampo, and a Thaumaturgic Forge.

The Oberian Geomantic Academy (Lunar-4): A manse for training and equipping Masters of Thaumaturgy. Includes seven new Artifacts; The Spirit Forge, the Breath of Magic, and the Five Thaumaturgical Foci – the Sigil of Mastery, Spellwright’s Wand, Journeyman’s Seal, Elemental Athame, and Mirror of the Essence.

The Roanapur Manse (Travel-5): A manse for creating dimensional overlays. Exotic Aspect (Travel), Advanced Magical Conveniences (Talisman Powers), the Alternate Gate Locations power. Also Ruki, Chosen of Battles/Alchemical Hybrid, and two Artifacts – the Necklace of Cinders and Shard of Dream.

The Winding Way (Sidereal-4 or Any-5): A manse that empowers greater thaumaturgy. The Gem of Vision, Major Magical Conveniences (all to boost thaumaturgy), tweaked versions of the the Five Thaumaturgical Foci – the Sigil of Mastery, Spellwright’s Wand, Journeyman’s Seal, Elemental Athame, and Mirror of the Essence. New manse powers – the Tidal Surge, Multipresence, and Thaumic Puissiance.

The Reiskaer: (Sidereal-5, subordinateWood-3 and Earth-2 manses). The flying cities of the Jadeborn. Includes thaumaturgy-boosting artifact Control Panels and the new powers of Wyld Spaces, Geomantic Bounding, Metric Isolation, Spatial Scaling, and Harmonic Convergence.

Hidden Twig Village (Wood-5): A training camp for God-Bloods, run by Oniwabanshu (“Garden Keeper”) Jun. Includes three new artifacts – the Perceptor of War, the Harp of Losselyn, and the Secret Fire. The Lesser Aspect of the Divine spirit mutation charm, Kuji-Kuri Mastery spirit thaumaturgy charm, the Talisman of Swift Fortune, and the Bracers of the Night Warrior.

The Hospitable Paths (Wood-5): A medical center that heals all those who come it’s way. The Advanced Life-Sustaining power.

Aden Shining Dream, the Third Circle: Charles’s manse-based Quasi-Devas.

Brigadoon Starship-Manses (Aden-5): Starship-Manses, for when you want to travel in comfort. Includes the Sympathetic Loom, Ansible, Observation Dome, Orrery of Antikythera, and Tik-Tok the Clockwork Autopilot.

The Pillars of Irem (Fire-1): A small firedust-collecting manse belonging to Zareth.

Body And Spirit Symphony Style (Terrestrial Martial Art): How to mutate yourself with inner power. Also, the Mutation Manse (***).

The Hundredfold Resplendent Academy: A peerless martial arts training center. Includes the Arsenal Sphere.

The House of Winds (scroll down): A minor wind manse repaired and amplified.

Starlight Path’s Manses (Sidereal-5) (scroll down): Adding additional gateways to Yu-Shan.

Toho Studios: Notes only.

Alora Nagandurga, the Citadel of Enlightenment (Aden 5): Notes. A school for Exalts and replacement for the Cult of the Illuminated. Includes the Natural Learning and Personal Training Montage manse powers.

The Privacy Manse (notes): A manse for restoring sanity to broken minds.

The Okavango Springs Manse: A manse for rendering a region once more moist and fertile – and for helping out the local tribes. (Scroll Down).

The Preceptor Of Ancient Ways and the Preceptor Of Rising Minds: Two infernal manses – one for the Reclamation, one for founding colonies of animal-people. Includes the Forge and Lathe of Souls, the Metamorphoses Chamber, and the Molecular Assembler.

Nachdenken-Dammerung– Reflection on Falling Shadows: A sun-stalling manse (notes only).

Mechagodzilla: A Greater Kaiju Manse and how to build him.

Mothra Leo, a Greater Kaiju Manse.

The Hanging Gardens – a Raksha Freehold of immense power. Part I, Part II, Part III, Part IV, Part V, Part VI. Includes the Forge Of Ways sub-manse (scroll down).

Hearthstones:

Building Hearthstones: Rules for making and upgrading Hearthstones.

Hearthstones I (First Edition): Armory, Artificer, Augmentation, Essence, Eternal Forest, Eye of Issaril, Gem of Supernal Clarity, Ironhands Gem, Living Stone, Philosopher’s Stone, Powerstone, Savant’s Eye, Spellstone, Speakers Stone, Spellbinder’s Stone,

Hearthstones II: Ambrosial Chalice, Iron Master’s Stone, Merchant’s Stone, Pheonix Star, Prayerstone, Protean Stone, Quartz Mirror, Sorcerer’s Eye, Wraithstone.

Hearthstones III: Build Rules Examples – Builder’s Stone, Surgeon’s (or Franken-) Stone, Radiant Sunstone, Shadow Warrior’s Stone, Earthblood Stone. Includes rules for Biothaumaturgy.

Hearthstones IV: Black Opaline Inkstone, Lens of the Moon, Stone of Radiant Purity.

Hearthstones V: Philosopher’s Stone (second edition version), Specter General Stone, Destined King Stone, Wall of Octri Stone, Happy Wanderer’s Azurite Songstone, Earthmaster’s Stone, Soothing Heart Stone, Honorable Diamond Gem, Xaverite Cubicon, Grand Gem of Vision, Song of the Spirits Stone, Silicon Mind Stone, Phantom Castle Stone, Sardonyx of Elemental Mastery, Wyld Heart Stone, Adamant Cascade of Sorcerous Mastery, Black Emerald Before the Dawn, Nising Weirdstone, Essence Armoring Carbuncle, Fate Defying Ruby, and Grace Stone. Also, Social Units, War, and Virtual Behemoths.

Hearthstones and Motives: The Radiant Heart Ruby – and Charles’s Intimacies and Motives.

Artifacts:

General Theory:

Exalted Artifact Creation. An artifact design-and-creation system. Originally first edition, but it continues to work just fine.

Lesser Exaltations: A summary of the effects of Charles’s package of manse and artifact based boosts for his mortal friends.

Shards of Exaltation: What you actually need to put in an “Exaltation Artifact” and how you might go about it.

Enhanced Artifact Armor (second item); Making artifact armor worthwhile.

Perfectly Protected Links (scroll down): For tying into manses and other power sources remotely.

Building Artifact Armor: General rules for constructing upgraded Artifact Armor – along with some Sample Armor Designs.

Wyld Endowments: How Raksha can empower mortals.

Artifact Designs:

Aquila-Class Military Shuttle and Helmstones (Both-4): A modern ship with an essence-drive and a wide range of operation and stones which adapt any air vehicle for use in space.

The Crystal Arena (2): How to do your training in the Matrix.

Dancing Dragon Ring (1) (scroll down): A minor device for slightly easing the use of non-combat charms.

Lesser Sigil of the Moon (3): Generic boosters for aides and allies.

The Soul-Sheathe (3): A storage method for artifacts that require both continuous access and top security.

Commando Armor (3 or 4): Breaking down Commando Armor in the Artifact Design System – and making variations.

The Behemoth Cloak (4): Artifact armor that’s actually worth wearing.

The Wonderworker’s Mantle (3): A versatile set of tools for advanced crafting.

Charles Dexter Ward, Twilight Artificer: Includes the Libram of Fallen Stars (5), Orb of the Archmage (4), Talisman of Vigor (4), Courier’s Belt (1), and Seal of High Sorcery (2).

Resplendent Butlers Accouterment (2): Turning basic mortals into durable and superb servants.

Stargate Command: Retargeting Manse Gates for interstellar travel.

The Oberian Geomantic Academy: Includes the Spirit Forge, Breath of Magic, Sigil of Mastery, Spellwright’s Wand, Journeyman’s Seal, Elemental Athame, and Mirror of the Essence.

Geomantic Focus (Artifact 1 to 5): A way to emulate Hearthstones – albeit with some serious downsides. The Belt of Cruatch (example).

Dreamstones and Enhanced Artifact Armor: A time-out device and making artifact armor worthwhile.

Thaumaturgic Artifice: Least Rune Weapons and Greater Rings of Thaumaturgic Mastery.

Sigil of Issilor, Coat of Flames, Assorted Alchemical Items: Using your occult skills in battle, a coat that acts as an alchemical lab, and an assortment of handy alchemical items.

Ring of the Earth’s Blood, the Staff of Elzeard: A couple of artifacts belonging to Elzeard.

Kaiju Manses: Includes the Absolute Zero Cannon, Accumulative Temporal Labyrinth, Shinamaic Lance, and Wyldstorm Cannon – albeit only with basic discriptions.

Factory-Cathedrals: Includes the Essence Forge, Essence Charger, Essence Scriber, and Wyldsphere.

The Orrery of Istalian: Includes the Celestial Forge, Agathean Pool, and Veil of Maya.

Hoenheim: Includes Whispering Echoes and the Athanor of Devon.

Mardi Gras: Includes the Heart of Rakastan, Gossamer Loom, and Multitracking Amplifier.

Dudael, the Hierarchical Forge: Includes the Veilward and Essence Scriber.

Yggdrasil, the Tree of Worlds: Includes Pocket Dimension Generator, Sampo, and Thaumaturgic Forge.

The Roanapur Manse: Includes the Necklace of Cinders and Shard of Dream.

The Winding Way: Includes tweaked versions of the the Five Thaumaturgical Foci (1) – the Sigil of Mastery, Spellwright’s Wand, Journeyman’s Seal, Elemental Athame, and Mirror of the Essence.

The Reiskaer: Includes thaumaturgy-boosting Control Panels.

Hidden Twig Village: Includes the Perceptor of War, the Harp of Losselyn, the Secret Fire, the Talisman of Swift Fortune, and the Bracers of the Night Warrior.

The Hundredfold Resplendent Academy: Includes the Arsenal Sphere (2-5).

Manse Seeds (3) (scroll down): For when you want a manse, but don’t want to bother with building it.

Elsewhere Wallet (scroll down) (varies): When you REALLY want to protect your credit cards.

Wyld Hart Stones (scroll down) (2): Minor charms to let non-exalts handle wyld-tainted areas comfortably.

Brigadoon Starship-Manses (Aden-5): Starship-Manses, for when you want to travel in comfort. Includes the Sympathetic Loom, Ansible, Observation Dome, Orrery of Antikythera, and Tik-Tok the Clockwork Autopilot.

The Sigil of the Dawning Age (2): Thaumaturgic Boosters and Sigils of Enlightenment, to start a new age of Thaumaturgy.

The Preceptor Of Ancient Ways and the Preceptor Of Rising Minds: Two infernal manses – one for the Reclamation, one for founding colonies of animal-people. Includes the Forge and Lathe of Souls, the Metamorphoses Chamber, and the Molecular Assembler.

Skoll, Swallower of Suns: An automaton designed to capture the Sun, and perhaps the ultimate armor.

The Cosmic Knights: Mortals empowered to act as cosmic guardians and the Cosmic Knight Armor.

Revised Artifact Armor: General Design Rules and some Samples – Juggernaut Armor, Thunderbolt Battleweave, Vest of Elemental Mastery, Mantling Dream of the Peerless Warrior.

The Cabalistic Tree of Life: For when you want massive boosts to Thaumaturgy (Scroll Down).

Stormwhip (Scroll Down): A less damaging, but extremely accurate and versatile, three-dot weapon.

Raksha Steeds and Elegant Silver Bridles: Fine trappings for the horse of your dreams.

Thaumaturgical Artifice II: The Staff of the Magi and the Traveler’s Pouch – two items which have wandered over from AD&D for a visit.

The Ranger’s Hat, Lash of Fate, and Ithaquan Firewand. Items for more classical adventures.

Martial Arts Artifacts: The Wings of the Crane, Mask of the Tiger,

The Smashfists of the Sun, Reinforced Mail of Resilience, Claws of the Moon and Evershifting Gem, Vizier’s Torc, Blade of the Battle Maiden, Mail of the Sea and Wavefists, Oblivion’s Hand, and One Hand Fury (Offsite Link). The Five Dragon Styles, Assorted Martial Arts Form Artifacts.

Raksha Items:

Raksha Spells of Summoning; Waking Circle Oneiromancies: When you need massive amounts of trinkets. With expanded rules for creating items.

The Logic of Inevitability (Waking Circle Oneiromancy): A way of remotely-operating your minions.

Cinamistics: The Blessings of the Silver Screen: How to obtain movie powers and special effects.

Conversation Pieces (scroll down) (2): For when you need to talk at length in mere moments.

Hammerspace Mallet (scroll down) (0):

Necklace of Dreams (scroll down) (0, 1, or 2): A selection of stored shapings.

Stopped Hourglasses (scroll down) (0): You’ve always got a minute to talk.

Whisper of Normalcy (scroll down) (0): When you want people to doubt the evidence of their own eyes…

Look At My Silly Hat! (scroll down) (1): A convenient hat to let you pass among the mortals unsuspected.

The Mantling Dream of the Peerless Warrior (Scroll Down): How to wrap yourself in a narrative of victory. For how to build your own Mantles, see artifact armors General Design Rules.

Militaristic Raksha Treasures: Tale of Heroism, Barking Dog, Mantling Dream of the Peerless Warrior, Portable Foxhole, Oriflamme of Conquest, Aspect of Pan, the Wondersmith’s Oath, Mirth Like Mail, the Stormtreaders Oath, and the Oath of the Distant Wanderer. For when you want to equip some combat troops.

The Trappings of Gilgamesh: Syldian the Hammer of Wyld Judgement, the Heart of the Kingdom, the Storm-Kings Banner, and the Can of Beer.

The Voices of Stilled Tongues: A set of high-powered grace-tools.

The Cloud of Awe, Shamanic Way, and the Phoenix Oath: Social and magical tools for the Raksha. Sirrush and Humbaba as Shaping Weapons.

Fantastic Freeholds – and their built-in artifacts.

The Artifacts of the Hanging Gardens (Scroll down): The Brush of Etherill, On Joyful Tides, Essence Of Civilization, Rite Of The Masons, Scholars Tome, Handy Haversack, Crafter’s Drum, Music Of The Spheres, Flower Of Contentment (scroll down),

Grace Magic for the Minor Graces: Replicants (Mirror Grace), Behemoth Boosters (Way Grace), Seals, Oathstones, Messenger Staves, Ushabti, Economic Indicators, Tomes, and Franchises (Means Grace), and Narratives and Subplots, Stereotypes, Typecasts, Directives, and Scripts (Thorn Grace).

Freehold Treasures (Scroll Down): The Oaths of Recovery, Essence Abundance, Fursuiting, Bushido, Perfection in Life, and Enduring Health, as well as the Wyld Hart Stilled Cauldron (an alchemic factory and formulary).

The Tablet of Destiny, Grand Seal of Solomon, The Mythic Flame, The Directional Titans and the Heart of Ancient Ways. Four mighty N/A artifacts of the Raksha, along with the Stormwhip (a conventional item), Echoes of Divinity Armor (a midrange one), and the Heart of Ancient Ways (a minor one).

Raksha Steeds and Elegant Silver Bridles: The horse of your dreams and a helpful bridle for it.

The Fountain of a Thousand Dreams and the Manifest Destiny Totem: Two powerful dreams of the Raksha.

Wyld Endowments: How Raksha can empower mortals.

The Ranger’s Hat, Lash of Fate, and Ithaquan Firewand. Items for more classical adventures.

Setting:

Storming the Gates of Yu-Shan: Just how secure IS Yu-Shan anyway?

The Primordial Geas: The limitations of the Primordial Geas.

Exalted Cliches – “Mortals Never Win!”: Why you should never let a cliche do your thinking for you.

Heroic Scaling: Changing the Descriptions, not the Mechanics.

Let’s Take This Elsewhere!: How secure IS elsewhere and what do we know about the place?

The Geometry of Creation (scroll down): Fitting billions of light years into a rather narrow compass.

The Cauldron-Born: What happens when Raksha try to bond with an Exalted.

The Modern Raksha and their Mutation Packages. The Wyld Essence mutation.

Manse Enhancement: Includes some notes on Design Beyond Limit (and why it really doesn’t work).

Twilight Voyages and the Reborn: How death works in Exalted – and a Terrestrial Martial Art designed to defeat it. Also, Death, Gods, and the Loom of Fate.

Exalted Modern – the Resource Background: Resources above five and modern values, major purchases as artifacts and major buildings as manses.

Charles Dexter Ward, Twilight Artificer: Includes character creation modifications and background notes, Creating and Buying Superior Items,

The Silver Fates and the Victory of Samsara: A forked-timeline setting for Exalted.

The Barques Of A Million Years: The Great Search of the Jadeborn.

Keeping Lesser Types In The Game: Making experience and purchase adjustments to keep “lesser” player characters usable.

The Modern Gates Part I, Part II, Part III, Part IV, Part V: The locations of Yu-Shan’s gates in the modern world and their various unique properties.

Mutations: Basics and Essence Awakening, <a href="http://ruscumag.wordpress.com/2011/01/10/exalted-muta

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