TEXT: SplinterS of the Wyld
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  SplinterS of the Wyld
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  SplinterS of the Wyld
  Written by Genevieve Cogman, Peter Schaefer, John Snead, Alan Alexander
  Developed by Dean Shomshak, Eddy Webb
  Edited by Carl Bowen
  Layout and Design by Brian Glass
  Art by Bentobox Studios, Jeff Holt, Imaginary Friends Studio, Priscilla Kim, Shipeng Lee and UDON
  Cover Art by UDON
  © 2009 CCP hf. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, 
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  Maidens of Destiny, the Manual of Exalted Power the Lunars, the Manual of Exalted Power the Sidereals, the Manual of 
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  of Terrestrial Directions, the Scavenger Lands, the West, the East, the South, the Compass of Celestial Directions, Yu-Shan, 
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  SplinterS of the Wyld
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  INTRODUCTION
  Sometimes writers write too much. The Com-
  pass of Terrestrial Directions, Vol. II—The 
  Wyld offers many locations, people and creatures 
  for Exalted games, but the writers produced quite a 
  bit more than we expected. It seemed a shame just 
  to throw the excess material away, though. Then, 
  over time, other books ended up with little scraps 
  and fragments of Wyld lore, and those seemed too 
  cool to leave in the oblivion of a computer trash bin. 
  Before we knew it, we had a lot of pieces with no 
  home, so we decided to stitch them together into a 
  crazy quilt of additional game pieces for your Exalted 
  series. The result is Splinters of the Wyld, additional 
  glimpses of the madness waiting at Creation’s rim. 
  Strictly speaking you don’t need The Wyld to use 
  the material within for inspiration, but there are a 
  lot of references to The Wyld and other books that 
  will help explain some of the concepts within.
  
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  the MiddleMarcheS
  little Mouth
  Somewhere in the Northeastern Wyld, near 
  many other landmarks but rarely visited, stands a 
  black granite statue about the size of an elephant. 
  It is the bust of an unknown man. This person 
  would look handsome if the statue were in the 
  proper shape, but it suffers a bizarre deformity. 
  From the lower lip down and from the upper lip to 
  the top hair, it looks fully human. At the mouth, 
  however, the man’s head bends backward to open 
  freakishly wide. Ringed by perfect, undistorted 
  teeth, the mouth looks like an endless gap in space 
  of undisturbed darkness.
  The statue’s Little Mouth is a direct conduit to 
  the Mouth of the Void. A fool who leapt directly 
  into it would fall straight down into Oblivion. 
  People who exercise greater care can climb along 
  the inside of the mouth and find themselves crawl-
  ing on the lip of the Mouth of the Void. The statue 
  does not provide a reverse path. The vacant nature 
  of Air has enough affinity with the Void that one 
  can go from Little Mouth to Oblivion, but not 
  back again.
  Still, traces of the Abyss’s nature infect the 
  surrounding region. Although the waypoint is deep 
  in the Middlemarches, visitors from Creation suffer 
  Wyld exposure as though it were the Bordermarches. 
  Some of the local beasts also feel the effects, look-
  ing more wan or deathly; a few change so far as to 
  have visible bones in places, though to no ill effect. 
  Despite the deathly taint, the waypoint is not a 
  shadowland. The connection to Oblivion makes 
  Little Mouth something much worse.
  the feather StairWay
  In the Northeast, between the driftlands and 
  the icicle forests farther east, a gigantic diamond 
  feather thrusts from the ground. Its shaft pierces the 
  frozen earth and ice, and the feather’s vanes climb 
  at an angle into the clouds. This is the Feather 
   
  THE NORTHERN 
  WYLD
  
  SplinterS of the Wyld
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  Stairway. Many creatures from the Wyld, 
  Creation and other places dwell within this 
  curious waypoint, maintained by a mysteri-
  ous landlord.
  Treasure hunters should not cut away 
  the diamond of the stairway, because each 
  chip taken spawns a snow ghost. These eerie 
  entities follow thieves of the stair and as-
  sault them in the night, re-forming the next 
  night if they are slain. Once they kill the 
  thieves (or whoever now owns the chips), 
  they return the stolen diamond chips to the 
  stair and repair the damage as if it had never 
  been done. No thief has ever discovered 
  the means of ending the pursuit—going to 
  the Elemental Pole of Fire. Should a snow 
  ghost appear there at night to slay a thief, 
  the enormous heat of the Elemental Pole 
  would melt it, and it would never return. 
  See the “Creatures of the Wyld” section 
  (pp. 37–40) for snow ghost traits.
  The actual stairway is inside the rachis, 
  the hollow shaft of the feather. An open 
  doorway lets people enter where the rachis 
  meets the ground. Inside, visitors find a mile-
  wide stairway going as far up and down as 
  anyone can see. The smooth, concave wall 
  shimmers. Ascending, several hundred yards 
  of travel reveals the first barbs of the feather’s 
  vanes on both sides of the vast stairway. Each 
  hollow barb forms an enormous passageway 
  several miles long and as wide as a half-dozen 
  city streets. Here, the smooth walls let in 
  light from outside or glow softly at night. 
  Occasional decorations adorn the walls, 
  from paintings and wall-hangings to pieces 
  of sculpture, running the gamut of quality 
  from the crudest daubs to masterpieces. Every 
  half-mile or so, there is a small collection of 
  furniture and a greater quantity of decora-
  tion, including bookcases and rugs.
  Where a feather’s barb would have a 
  barbule, there is a landing and a doorway 
  to an apartment where various creatures 
  dwell. The apartments bear labels such 
  as “Striking Aspect” or “Effervescent.”  
  
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  The barb-hallways have names like “Silver Bells 
  Hall” or “Affair-Ridden Assembly.” Individual 
  apartments can thus be described by their full 
  names: the Striking Aspect of Silver Bells Hall or 
  Effervescent Affair-Ridden Assembly. By standing 
  at the end of the appropriate barb and stating a 
  resident’s name and apartment, that individual is 
  notified of a visitor, assuming she is home.
  The Feather Stairway holds thousands of apart-
  ments. The farther up the stairway, the shorter the 
  barbs become. The apartments grow larger and more 
  lavish, and the inhabitants become more rarefied. 
  As each apartment occupies a parallel space, much 
  like spirit sanctums, there is no limit to the size 
  of the quarters, but they still begin smaller and 
  grow larger.
  Myriad people live in the many apartments. 
  Not many are raksha, since the landlord of this 
  apartment house does not permit shaping on 
  the premises. Spirits of all kinds make up a large 
  portion of the population. Exiles from Yu-Shan, 
  fugitives from the Terrestrial Bureaucracy or former 
  residents from Malfeas keep their homes here, 
  as do Celestial and influential Terrestrial gods 
  or elementals who want a “bachelor pad.” Even 
  ghosts occasionally find the leverage to afford a 
  home in the Feather Stairway.
  Other inhabitants are less classifiable. Some 
  are smaller behemoths or surviving Primordial cre-
  ations, such as Arad the Hunter and Ymilarusian of 
  Scarlets (who both have homes near the top of the 
  feather). At least one is a mysterious hekatonkhire 
  who despises the Underworld, Labyrinth and Void 
  passionately enough that she refuses to return there. 
  A few apartments hold entire clans of Wyld mutants. 
  Many apartments await new occupants.
  To obtain an apartment, a would-be resident 
  must meet the landlord and arrange some manner 
  of tribute as rent. The contract stipulates that a 
  resident must never raise a hand against another 
  inhabitant, inside the Feather Stairway or out. To do 
  so voids the lease and ensures certain expulsion.
  The Feather Stairway’s master calls itself 
  Diamond Voice. It occupies the top three apart-
  ments, weaving their unreal spaces into one vast, 
  palace-sized suite at the top of the feather. This 
  unseen landlord accepts any request for an audi-
  ence, pleased to show off its opulent home and 
  meet new prospective residents. Diamond Voice’s 
  presence is like a space growing so dark that no 
  one can see, except that everything grows so bright 
  and scintillating that sight is impossible. Its voice 
  resounds in people’s ears.
  Diamond Voice gives residences only to those 
  who can offer something it wants. Its desires are 
  esoteric and unpredictable, so a tribe of mutants 
  might get away with offering a mutilated gazelle 
  carcass every month, while a Celestial god might 
  be required once per decade to provide a name not 
  spoken in millennia.
  Diamond Voice can instantly end the life and 
  existence of anyone it has met. The person is not 
  dead, but must spend the rest of her life as someone 
  else completely. It does not advertise this power. 
  Fortunately, Diamond Voice uses this power only 
  to eliminate those who break its rule of neighborly 
  peace, so they can never return.
  the White MarSheS
  Farther eastward lie the White Marshes, sur-
  rounding a hill of clouds and ivory at their center. 
  The domain is all swamplands and sinking pools 
  of snow, and will-o-wisps glide lazily through the 
  treacherous terrain. The raksha masters of this 
  freehold invite visitors to stay for as long as they 
  wish, but they also expect their “guests” to perform 
  services for them. The longer visitors stay, the more 
  degrading and humiliating the services become. 
  (The raksha use their victims’ shame and anger as 
  a conduit to feed upon their souls.) Visitors who 
  object are stripped naked and turned out into the 
  marshes, where they find that the paths lead to 
  slow and suffocating death, or back to the raksha’s 
  dwellings again, but never to actual safety.
  Since these raksha live in the Middlemarches, 
  they do not need to devour human souls. They merely 
  enjoy it. Master Seldrim and Mistress Berincalle, 
  the androgynous brother and sister who lead the 
  freehold’s raksha, dance together in the snowstorms 
  and couple gleefully while they plot how to lure 
  Terrestrial Exalted into their hands. They hunger 
  for more and better prey, but are too lazy to exert 
  
  SplinterS of the Wyld
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  themselves to gain it. The raksha of this freehold 
  have few dealings with the Guild. Instead, they 
  simply steal victims from anyone who comes within 
  the range of their storms and lures. Of course, very 
  few people from Creation venture this far into the 
  Wyld. Even the villages and tribes of Wyld-dwelling 
  folk move away one by one. The Fair Folk of the 
  White Marshes capture fewer victims every year. 
  Soon they must choose between their indolence 
  and their desire for souls upon which to feed.
  the father of BirdS
  From his aerie in the Wyld, the Father of Birds 
  watches the activity of all Northern winged crea-
  tures. Although he does not belong to the Celestial 
  Bureaucracy (indeed, he is not a god of any kind), 
  the Father of Birds files reports on all things he sees. 
  His endorsements of hunting smaller creatures and 
  regurgitating nuts are glorifying; his condemnations 
  of inter-bird conflict are scathing.
  Bird-child hybrid servants file everything their 
  father writes in his extensive (perhaps endless) 
  archival hallway. No one ever gets permission to 
  review the Father’s archives, but someone who 
  did so illicitly would have access to endless, florid 
  descriptions of hatching eggs, migrations, wing 
  cleanings and other minutiae.
  The Father of Birds himself is eight feet in 
  height, muscular in build and paternal in aspect. He 
  wears a white toga much too light for the climate 
  and has two great, white wings. When showing off, 
  he has a 16-foot wingspan.
  People receive audiences with the Father of 
  Birds quite often, whether they request them or not. 
  The Father is most known for his ability to bestow 
  wings upon other creatures, and his penchant for 
  doing so. He thinks that any living thing is better 
  off with wings, even creatures that blatantly don’t 
  need them. The Father of Birds has inconvenienced 
  many snow wyrms by granting wings that only slow 
  their flight.
  The Father of Birds makes an exception only 
  when people seek him out to ask for wings. Then, 
  he grows haughty and judgmental. Such people must 
  prove themselves worthy of such a blessing before 
  the Father of Birds will provide it. And he judges 
  no one as worthy. Every petitioner is somehow 
  inferior to his precious birds, whether in terms of 
  beak hardness, flight speed, talon strength or other 
  qualities that a petitioner almost certainly lacks.
  Wings received from the Father of Birds are the 
  Wings abomination (Exalted, p. 290). His power 
  is to grant a significant mutation at will.
  the flight Zone
  Many things in the Northern Wyld can fly. 
  Sometimes the air is so strong, it is hard not to. In 
  the Flight Zone, air becomes more buoyant than 
  it is in Creation. In the First Age, inexperienced 
  Exalts came here to practice the flight they could 
  achieve through Charms and artifice. Others 
  brought their aerial combat or courier corps here 
  for training. Vanileth, the Shogun of Artificial 
  Flight, took pleasure in frequent visits to observe 
  or advise the trainees. He still occasionally comes 
  here to look upon the region and brood.
  Ruins of the First Age accommodations and 
  storage units remain. The facilities were reinforced 
  against Wyld exposure, but even those measures 
  eventually failed. Today, only the tips of two styl-
  ized wings rise above the hundreds of feet of snow 
  that cover the ground. Nothing else of the manse 
  where visiting Celestial Exalted once resided re-
  mains above the snow.
  Uncovering the Flight Zone’s manse now would 
  be a tremendous feat, as would be returning it to 
  its original, functional state. One who did it would 
  possess a hearthstone (Manse •••) that adds two 
  successes to all rolls regarding flight. In the surround-
  ing dormitories and equipment sheds, one might 
  find various tools of flight such as jump harnesses 
  and transcendent phoenix pinions (see The Books 
  of Sorcery, Vol. I—Wonders of the Lost Age, pp. 
  52–53), as well as treatises on the practice of flight 
  and the theory behind such artifacts.
  Any rolls dealing with the act of flying gain one 
  bonus die in this waypoint, and characters suffer 
  half normal damage for falling. The higher a person 
  flies, the stronger the upward lift gets. Every 1,000 
  feet of altitude adds another die to flight actions.
  Flying too high here makes it difficult to leave 
  the skies. Once the flight bonus becomes greater 
  
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  than three dice, any at-
  tempt to land suffers an 
  external penalty equal 
  to (flight bonus – 3). 
  Once a character goes 
  high enough, he has 
  little chance of coming 
  down again. Though it is 
  nearly impossible to see 
  from the ground (with 
  mortal eyes, at least), a 
  Dragon-Blooded corpse 
  flies in a repeating pat-
  tern several miles above 
  the manse. It wears jade 
  wings of the raptor (see The Books of Sorcery, 
  Vol. I—Wonders of the Lost Age, p. 54). At that 
  height, the air is so strong that nobody could ever 
  get the body down. Few even dared try, with such 
  an example.
  the deep Wyld
  the Sleeper’S teMple
  Three hundred years ago, an Air-aspected 
  Immaculate named Mnemon Iurans traveled to 
  the Elemental Pole of 
  Air in order to rear a 
  temple there to Mela. 
  Her efforts won the 
  favor of Colis-Jahmen, 
  the major-domo to the 
  Elemental Dragon. He 
  ordered lesser elemen-
  tals to assist her by 
  building the walls, so 
  that Iurans herself could 
  engrave the Immaculate 
  Scriptures on the altar. 
  Colis-Jahmen then laid 
  a spell of deep preserving 
  sleep upon Iurans, so that she could rest unharmed 
  by the temperatures. She still sleeps beneath the 
  altar, waiting to be woken by some worthy visi-
  tor. Her magitech gear, set with several powerful 
  hearthstones, lies beside her. She is old-fashioned 
  by current standards, and would stand loyally with 
  her House if awoken.
  
  SplinterS of the Wyld
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  Wyld pocketS and tainted landS
  Winding StairS
  Not far from the Neck lies Winding Stairs, a 
  freehold of mystery and dreams where the native 
  raksha rarely speak to one another. Each one keeps 
  her own mortal captives to drain of dreams and 
  emotions. They attempt to enrapture each other in 
  illusions, caught in a web of endless competition. 
  The inhabitants are not sure themselves who rules 
  Winding Stairs, but proclaim absolute fidelity to 
  their unknown monarch. While Winding Stairs 
  falls under Pearl Court hegemony, a number of 
  these Fair Folk also follow the Jet Court. The 
  freehold often serves as a way-stop between the 
  two courts.
  The doorway to Winding Stairs looks like a 
  huge scallop in the side of a reef. Inside, the palace 
  twists in on itself like a whorled shell, with stairways 
  leading between the rooms. The stairways follow no 
  logic. They can travel in any direction, but always 
  eventually lead where the raksha want to go. By 
  local convention, the rooms are zones of peace, so 
  all attempts to charm or delude others must take 
  place on the stairs. Some raksha whisper that the 
  true ruler of the place is lost on a staircase between 
  two rooms that were simultaneously destroyed, and 
  will not emerge until the original rooms reappear 
  or are rebuilt.
  Beneath the silver-and-opal palace lies an 
  ancient deposit of starmetal that struck the ocean 
  floor during the Usurpation and was lost from the 
  records of the Sidereals. This starmetal deposit gives 
  the freehold an unusual force of destiny that the 
  raksha, creatures of chance and whim that they are, 
  do not understand. When affairs of the Western 
  raksha become tangled with the Exalted or other 
  powerful creatures, Winding Stairs usually sees an 
  important meeting or confrontation.
   
  THE WESTERN WYLD
  
  10
  the MiddleMarcheS
  the glaSS Shark
  Not far from the realm of Skyport swims the 
  Glass Shark, the last (and perhaps first) of its kind. 
  At first glance, it seems like just another Wyld 
  monster, a shark large enough to swallow a First Age 
  ten-masted vessel whole, with room to spare. Most 
  who see it flee and never experience the wonder it 
  has to offer.
  Once swallowed, a person (or ship and crew) can 
  live comfortably inside the Glass Shark for a long 
  time. Fresh water drips from high, arching ribs, and 
  live fish often float down its gullet. What’s more, 
  the shark is entirely invisible from the inside except 
  for its jaws and teeth. No creature can see in, but 
  every creature inside can see out.
  The Glass Shark travels a complex loop. From 
  a far corner of the Northwestern Middlemarches, it 
  zigzags erratically toward the Southwestern Middle-
  marches and back. As it swims, it passes through 
  nearly every recorded Western Middlemarch region 
  and many that are new or have just never been seen. 
  From within the Glass Shark, one can take a full 
  tour of the Western Middlemarches.
  illuStriouS Waterfang pirate
  Creation’s West endures a superabundance of 
  pirates, but the greatest pirate of all dwells in the 
  Wyld. Illustrious Waterfang Pirate is about eight 
  feet tall (or long) and covered with rough, emerald 
  scales. His long, muscular legs end in irregular fins. 
  When underwater, Illustrious Waterfang twists 
  and locks them together to create a single tail. His 
  hands end in talons. A series of fins on his head 
  resembles dreadlocks. When he smiles, his eerily 
  large mouth reveals a set of very sharp teeth and 
  two long, thin fangs.
  Illustrious Waterfang Pirate is violently territo-
  rial. Creatures of the Wyld have long since learned 
  not to come near the rock and coral reef he calls 
  home. Countless piles of shining treasures and lost 
  artifacts litter the cave where he dwells—but no 
  one dares to risk his bite.
  When the pirate bites someone or something, his 
  thin fangs inject venom, not into the bloodstream 
  but into the Essence of his victim. It affects living 
  organisms and inanimate objects (like ships) with 
  comparable effectiveness. Over the next hour or so, 
  the victim’s body… loosens. Skin becomes translu-
  cent, then ripples and becomes almost transparent. 
  The victim feels weak, sloshy, as though his muscles 
  could no longer grip each other and his flesh were 
  trying to slip off his bones. This causes no pain. At 
  last, the victim sluices down onto the deck of his 
  ship or dissipates forever into the ocean, the trans-
  formation into seawater complete.
  Usually, though, Illustrious Waterfang Pirate 
  uses his venom on ships. He cares absolutely noth-
  ing for the sailors or captain, desiring only to seize 
  the goods in a ship’s hold. Recent disorders have 
  reduced shipping, so Illustrious Waterfang has seen 
  fewer vessels wander into his grasp. Displeased with 
  this, he has begun traveling from his home in search 
  of ships riding low in the water. He rarely has to 
  venture far into Creation. Illustrious Waterfang 
  Pirate finds his richest pickings with ships of the 
  Realm, but with few such ships heading west in the 
  current troubles, he takes most of his prizes from 
  other pirates. This cannot help but cause trouble 
  throughout the West.
  The creature’s favorite tactic is to follow a ship 
  until it is far from any possible help, then bite it 
  several times without attracting attention. Once the 
  ship has turned to water and dumped its contents in 
  the sea, Illustrious Waterfang Pirate kills any of the 
  crew necessary (and several who aren’t, just for fun) 
  and steals away any goods to his lair. Occasionally, a 
  member of the crew has some method to protect the 
  ship; Illustrious Waterfang Pirate then uses Swiftfin, 
  his javelin, to end their lives for interfering.
  Against a fleet with a treasure too attractive to 
  ignore, Illustrious Waterfang Pirate swims quietly 
  beneath their hulls, biting several of them. Their 
  liquefaction distracts the rest of the fleet and often 
  prevents them from escaping.
  Motivation: To acquire. Illustrious Waterfang Pirate 
  cares little for what he collects. He prefers objects 
  of value, but he must collect.
  Attributes: Strength 8, Dexterity 6, Stamina 10; 
  Charisma 4, Manipulation 7, Appearance 3; Percep-
  tion 6, Intelligence 4, Wits 6
  
  SplinterS of the Wyld
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  Virtues: Compassion 1, Conviction 4, Temperance 1,  
  Valor 3
  Abilities: Athletics 5, Awareness 5, Dodge 3, Investi-
  gation 3, Larceny 5, Linguistics (Native: Old Realm; 
  Others: Seatongue, 4 Western tribal dialects) 2, 
  Lore 2, Medicine 4, Martial Arts 3, Melee 4, Occult 3  
  (Wyld +2), Performance 5 (Lies +2), Presence 4, 
  Resistance 4 (Poison +3), Sail 5, Stealth 6, Survival 5,  
  Thrown 5 (Swiftfin +3), War 2
  Backgrounds: Artifact 3, Resources N/A
  Essence Powers:
  Illustrious Water Infusion—This power imbues Il-
  lustrious Waterfang Pirate’s bite with his infamous 
  toxin. It costs eight motes and causes his next bite 
  attack, be it on a living creature or something in-
  animate, to inject the venom.
  Scent of the Fat Man—This ability, combined with 
  everyday research and tracking, enables Illustrious 
  Waterfang Pirate to find his prey. He can smell out 
  quantities of already-possessed treasure within 100 
  miles. He learns the direction, distance to within 
  10 miles, approximate composition (jade, silver, 
  promissory notes, daiklaves and so on) and value 
  (total Resources rating and highest Artifact rating) 
  of anything with at least a Resources 3 value. This 
  power costs 10 motes and one Willpower, and bestows 
  only immediate knowledge, requiring repeated uses 
  to track down a target.
  Tax-taker’s Wish—Many treasures Illustrious Water-
  fang Pirate acquires would be ruined in the water, or 
  would eventually spoil. Neither event would please 
  him. This power, which costs five motes, indefinitely 
  preserves an object in good condition, ignoring the 
  effects of both time and water. Essence-using savants 
  who know of this ability (very few indeed) are jeal-
  ous that the Essence is not committed.
  Join Battle: 11
  Attacks:
  Punch: Speed 5, Accuracy 10, Damage 8B, Parry 
  DV 11 (6), Rate 3
  Bite: Speed 6, Accuracy 9, Damage 8B, Parry DV —,  
  Rate 1
  Javelin (Swiftfin): Speed 4, Accuracy 16, Damage 16L*,  
  Parry DV 12 (6), Rate 1
  * Swiftfin can inflict lethal or bashing damage at 
  Illustrious Waterfang Pirate’s whim.
  Soak: 15L/18B (Tough hide, 10L/8B)
  Health Levels: -0/-0/-1/-1/-1/-1/-1/-2/-2/-2/-2/-2/-
  2/-2/-4/-4/Incap
  Dodge DV: 7 
  Willpower: 8
  Essence: 5 
  Essence Pool: 80
  Other Notes: Swiftfin, Illustrious Waterfang Pirate’s 
  javelin, dissolves into seawater the tick after it is 
  used. After that point, its wielder may reflexively 
  grasp it out of any body of seawater of sufficient size. 
  When solid, the javelin looks like shimmering, black 
  jade with a banner of red silk attached. Illustrious 
  Waterfang Pirate may use it for a defense as long as 
  it is currently at hand.
  illuStriouS Waterfang’S VenoM
  Illustrious Waterfang Pirate’s venom has 
  these traits: Damage: 8 Stamina/10 minutes, 
  Toxicity: 4L, Tolerance —/—, Penalty (5 – 
  Stamina). With each dot of Stamina loss, 
  the victim becomes more translucent and 
  rubbery (like gelatin) until he collapses as a 
  puddle of water. Against inanimate objects 
  (most notably ships), each point of Stamina 
  damage reduces the target’s soak by two, 
  with the object turning completely to water 
  when it has no more soak. Artifact vessels 
  and equipment resist the poison much like 
  a human does, using a dice pool equal to 
  (Artifact rating x 2). The damage “heals” 
  as if each dot of Stamina lost were a level of 
  aggravated damage.
  Some Charms, such as Hull-Preserving 
  Technique or Shipwreck-Surviving Stamina, 
  can help keep a ship from dissolving. At the 
  Storyteller’s discretion, Storm-Weathering 
  Essence Infusion may add two successes to 
  the ship’s roll against the poison.
  Queen of the loSt
  A lost goddess lies in these waters, having 
  slipped into madness as the Wyld and the waters 
  devoured her former lands. In the First Age she 
  was Soanthe-of-the-Waves, protective goddess of 
  
  12
  a proud archipelago, and worshiped as an image of 
  the dawn. When the raksha invaded, she rose up to 
  protect her people and her islands. Yet, as the Wyld 
  advanced, the lands that revered her were lost. The 
  raksha ravaged and destroyed her worshipers, and 
  the waves of chaos swept over her temples. Soanthe 
  was left powerless, trapped deep in the Wyld, cast 
  down and chained.
  Some raksha worship Soanthe for a diversion. 
  They named her Queen of the Lost, Mistress 
  of the Forgotten and Lady of the End-
  less Depths. In turn, they 
  set their human 
  slaves to prais-
  ing her as well. 
  Soanthe’s na-
  ture changed, 
  warped by the 
  Wyld and by 
  her own loss-
  es. Her story 
  became in-
  t e r w o v e n 
  with that of 
  the raksha 
  in the free-
  hold that 
  held her 
  prisoner. 
  She be-
  came their 
  prize as well 
  as their captive, 
  the Lady in Chains, 
  as capricious and bitter 
  as the raksha themselves. 
  Soanthe has nearly forgotten her true 
  nature, and her mansion in Yu-Shan stands decrepit 
  and empty. The raksha are pleased to treat her as 
  one of their own. She raids and hunts with them, 
  and her tormented dreams ebb and flow through the 
  freehold where she dwells with them.
  the SteaM tideS
  In the far Southwestern Middlemarches, the 
  Steam Tides make travel a danger. Where the water 
  of the West mingles with the lava of the South, the 
  ocean waters turn completely to steam. As a ship 
  approaches, the sea at first releases thin tendrils of 
  warm mist, then comes to a boil. Eventually, the 
  water becomes too gaseous to buoy up the ship, 
  which gradually rides a diminishing ocean into an 
  unending pit of boiling water—but the crew is par-
  boiled by then anyway. If the sailors have some way 
  to protect themselves from scalding, they can live 
  off the coalfish and vapor hawks until they run 
  out of drinkable water. Before they die of 
  dehydration instead of boiling, they 
  may glimpse the vol-
  cano at the center 
  of it all—if the 
  steam clears.
  The ex-
  plorer Silver 
  Reng hopes to 
  reach the fa-
  bled volcano 
  and find the 
  treasure it 
  must have. 
  After all, 
  the Wyld 
  is a place 
  of stories, 
  and lost 
  islands in 
  the middle 
  of dangerous 
  seas always have 
  treasures. Over a decade ago, 
  he stole the plans to a Haslanti 
  hot-air dirigible and rigged a sailing 
  ship for the adventure. Since then, he has been 
  trying to sail and fly to the center of the Steam 
  Tides, but he never succeeds. Between scarcity of 
  supplies, angry vapor hawks and other dangers, each 
  expedition ends in failure, killing all the crew but 
  him. Somehow, the Wyld releases him to try again, 
  and it will continue to do so until he somehow ends 
  his story.
  Jade-Beaked Ukari has not found the treasure 
  yet herself, but she has never tried. This Child of 
  
  SplinterS of the Wyld
  13
  Luna spends most of her time riding the hot winds 
  of the Steam Tides in her spirit shape, that of an 
  albatross—and using powerful Charms against the 
  heat. Rather than seeking a treasure, she stores 
  valuables of her own within the volcano. Among 
  her fellow Lunars, Ukari has a reputation for know-
  ing the best places to hide things, including people. 
  She currently spends time alone, contemplating 
  the hidden connection between Solar and Abyssal 
  Exalted and allowing her reputation to grow through 
  her absence. Someone who wishes to explore the 
  volcano for its treasure or contact Ukari had better 
  have a trick up his sleeve to get there.
  the Whale iSlandS
  A traveler can see the Whale Islands from quite 
  far off. They hang hundreds of yards in the air, sup-
  ported only by the unending spouts of water from 
  the blowholes of enormous whales.
  These huge black whales swim slowly through 
  the waters of the Middlemarches with their mouths 
  open. In this manner, they gather water to sup-
  port the islands and collect food for themselves. 
  Meanwhile, they live out a life cycle of their own, 
  communicating with each other through a series of 
  low moans and producing young that also grow to 
  support an island.
  Younger whales propel water with less force, so 
  they support only the smaller islands, which hang 
  lower in the sky and provide easier access for visi-
  tors from Creation. Getting up to the lowest islands 
  is a minor feat, as they are no more than 100 feet 
  in the air. Moving from there to the higher places 
  requires patience and some ingenuity. The islands 
  always hover above their respective whales, which 
  swim about each other as they feed and interact, so 
  travelers must time their ascent carefully and prepare 
  to scale at least 100 feet to each successive island.
  Two cultures live in the Whale Islands. They 
  each speak a separate dialect of Seatongue, and each 
  calls itself simply “the People.” The people who live 
  on the whales’ backs call the islanders the Sky People. 
  The people who live on the islands call the folk who 
  dwell on the whales the Whale People.
  The Sky People have ropes and readily help 
  visitors climb up to their islands. The Whale People 
  taught them that to visit another place is an invita-
  tion to be eaten. It makes them very welcoming of 
  strangers. They treat visiting characters very well 
  until the feast. When their guests run or fight, 
  the islanders believe it is just part of the guest gift 
  to bestow a hunt and combat. Visitors may roam 
  between islands at will, because the Island People 
  inhabit them all. The only thing visitors may not 
  do is leave.
  The Island People are tall and dark, and usually 
  wear only breechcloths. Their society is so haphazard 
  that children sometimes rule over entire factions 
  of them. Nothing they do really matters as long as 
  their island stays floating in the air. On the topmost 
  island lives the current guardian of the islands and 
  his or her many wives and husbands. The guardian 
  supposedly oversees the defense of the Whale Is-
  lands, but exercises little real command. Really, the 
  guardian family is a dynastic legacy in the middle of 
  near anarchy, set up by an unknown entity centuries 
  ago to protect a magical artifact. By this point, the 
  guardian family has forgotten everything except that 
  it should live on the oldest and highest island.
  The Whale People do not eat strangers. It is 
  their way to eat what the Sky People drop or discard 
  from their bountiful gardens and orchards. From this, 
  they learned that anything that comes from above 
  is food, including Sky People who once descended 
  to meet their neighbors. Now, Sky People do not 
  come down anymore. Not on purpose.
  The Whale People insist that each of them is 
  the transitive spirit of a great whale. When a new 
  whale is born, one of the Whale People must leap 
  into the new whale’s mouth to give it a soul. If the 
  whale dies anyway (as many of them do), the spirit 
  was not strong enough or pure enough. Families 
  that produce unworthy spirits lose standing in the 
  community. Inside each whale that lives, they say, 
  is the seed of a soul that, if swallowed, can ease a 
  person’s worst suffering.
  Whale People mix their food with blubber they 
  cut from the creatures they ride. Their unique diges-
  tion cannot subsist on solely whale blubber or the 
  food that drops from the sky; they must consume 
  both. Their careful butchery trims excess fat from 
  the quick-healing whales, ensuring that the whales 
  
  14
  can move quickly enough to consume enough food 
  to stay alive and water to keep the island aloft, sup-
  porting the Sky People. The Sky People, in turn, 
  drop fruits and vegetables down to the Whale People. 
  This interdependence could break easily, but it has 
  somehow remained stable for centuries.
  the deep Wyld
  aSleep in the deep
  Wings-of-the-Storm, the first viceroy of the 
  Elemental Dragon of Water, rose up in horror dur-
  ing the Usurpation as he saw the Dragon-Blooded 
  cut down their Solar masters. He was bound with 
  ties of friendship to a number of the Eclipse Caste, 
  and sought to rescue them from destruction. As 
  he entered the Western sea, a number of Sidere-
  als raised a mighty astrological curse against him. 
  They bound him to lie on the border between the 
  Elemental Pole of Water and the Western horizon 
  until the day that one of the Eclipse Caste Solars 
  whom he had failed to save should come to forgive 
  him. He lies a thousand fathoms down, bound in 
  sleep, while lesser spirits tend and guard his un-
  conscious body.
  
  SplinterS of the Wyld
  15
  the BorderMarcheS
  goujuen, the infinite city
  The raksha led by Farame Silvereyes travel be-
  tween lairs, but currently take shelter at the fortress 
  of Goujuen, the Infinite City. Farame is a minstrel 
  whose voice could lure a baby from his mother’s 
  breast. Young men and women come running to 
  her, begging to be taken away to share her bed. 
  The raksha of her entourage prize music. They treat 
  skilled human singers and musicians well, pacting 
  with them to learn new songs and even releas-
  ing them after a set period of entertainment. (Of 
  course, the duration of that set period is likely to 
  be decided by the raksha, and any promised reward 
  likely contains a catch.)
  From the outside, Goujuen looks like a small 
  walled town of obsidian and gold. Within its four 
  gates, however, its streets and corridors go on forever 
  and bend subtly at the horizon. It is actually an old 
  Solar manse capping a four-dot demesne. Its architect 
  designed it as an experiment in spatial recursion 
  (perhaps inspired by, or inspiring, the city of Ilio 
  Stara—see The Compass of Celestial Directions, 
  Vol. II—The Wyld, p. 134). Goujuen can provide 
  lodgings for an infinite number of people.
  Perhaps more importantly, Goujuen’s infinitude 
  protects its center and the presumed stronghold of its 
  builder. Farame’s is only one of the half-dozen raksha 
  bands that live in Goujuen. All are of comparable 
  strength. They constantly feud and make and break 
  alliances while they attempt to discover the city’s 
  secrets. None of them have yet mapped the manse’s 
  full geometry or located its hearthstone. Farame’s 
  band offers fealty to the Lapis Court. She parleys with 
  Neshi of the Double Whips to organize an expedition 
  that would pierce Goujuen’s secrets to the core and 
  allow it to be converted into a freehold.
  ranu’S Silent oneS
  The Fair Folk known as Ranu’s Silent Ones hunt 
  through the savannas west of the Summer Mountains.  
   
  THE SOUTHERN 
  WYLD
  
  16
  These raksha always hunt at midday and in total 
  silence. They disdain luring humans from their 
  houses, and would rather go hungry than lower 
  themselves to the seduction games practiced by other 
  Southern raksha. As a result, they are few—barely 
  a dozen—but all are highly skilled, and they race 
  the dry winds across the savanna.
  Although they hunt in the Southern edge of Cre-
  ation, Ranu’s Silent Ones lair in the Bordermarches, 
  where the Summer Mountains turn volcanic. They 
  have no freehold. Their nest of lava tubes runs be-
  neath a tall spire of black stone, whose shadow always 
  points toward the Elemental Pole of Fire whatever 
  the time of day. The lava tubes stay unnaturally cool, 
  walled and floored with amber and jacinth. Yellow 
  silk birds and crystal children serve the raksha. Ranu 
  himself never speaks, communicating by gesture or 
  by writing on strips of human skin.
  the plain of Singing aSh
  Traveling across the Plain of Singing Ash 
  guarantees only that a traveler becomes filthy, but 
  many go there to become wise. At its center, a tall 
  and thin black-iron volcano constantly exhales 
  clouds of soot. Songs also emanate from thin air in 
  this plain, though the ignorant attribute the singing 
  to the ash.
  Each song heard on the plain is an actual song 
  that has been sung at some time. Scholars of music 
  quest to reach the plains and record the lost music 
  of yesterday; historians visit to learn of the wars and 
  heroes of the past. Other visitors can never predict 
  what they’ll hear, but could pick up interesting tid-
  bits. A betraying vizier might have sung quietly the 
  details of her plot to her beloved son, or a famous 
  thaumaturge-engineer could singsong a powerful 
  recipe rather than write it down.
  
  SplinterS of the Wyld
  17
  What song one hears depends on both time 
  and place, and the songs shift in a pattern that is 
  hard but not impossible to predict. This is a form 
  of vision-questing (see The Compass of Celestial 
  Directions, Vol. II—The Wyld, pp. 139–141), but 
  the time interval is only days rather than months, 
  and limited to finding particular songs. Storytellers 
  can apply a bonus or penalty of up to three dice to 
  the player’s (Perception + Occult) roll, depending 
  on the generality or specificity of the knowledge the 
  character seeks. For instance, seeking “songs from 
  the Old Realm” could give the player a +3 bonus, 
  because the request is so general. Seeking “songs 
  that Silur might have made up as she developed her 
  theory of magic” would impose a -3 penalty because 
  it’s so specific… and assumes that the arch-sorceress 
  put her thoughts to melody as she worked.
  the MiddleMarcheS
  the Baking duneS
  People sometimes speak of “baking sands,” but 
  only these dunes of the far Southwest actually live 
  up to that description. The desert here steams, giv-
  ing the dunes the appearance of baking bread, as the 
  fire of the South meets the water of the West. The 
  location’s name has a deeper meaning, though. Food 
  is the fuel of life, and the Baking Dunes are edible. 
  The sands taste like spiced sugar. Beneath them lies 
  a layer of moist clay with the texture of dough. If a 
  lump of said clay is separated and buried in the steam-
  ing sands for an hour, this clay becomes a delicious 
  confection very similar to sugared bread.
  Some property of the Baking Dunes gives things 
  baked there nutritious properties. Eating two hand-
  fuls of baked clay makes a single decent meal, and 
  anything buried and baked there becomes similarly 
  worth eating. You could bury a disease-ridden hu-
  man brain or a hunk of granite and take it out safe 
  and delicious, though the rock would be too hard 
  for most humans to bite.
  Even farther down, a layer of magma flows slowly 
  toward the ocean-Wyld farther west (where it creates 
  oceans of steam, in which certain creatures swim). 
  This is one of the heat sources that bakes anything 
  buried in the dunes (though the sun contributes 
  as well). A glob of magma, buried in the sand and 
  baked, reduces to a chalky orange paste that, when 
  mixed with the juice of certain summer fruits, be-
  comes an elixir of health equal to seven bounties 
  paste (Exalted, p. 378).
  the fire door
  The Fire Door stands in nearly a dozen places 
  across the Southern Middlemarches. Its shape varies. 
  It might look like a standard door set into a wall, a 
  trapdoor in the floor or grand double doors in the 
  unexplored recesses of the Marching Sands. In every 
  case, however, the door is completely ablaze, a door 
  made entirely of flame.
  With proper protection (such as sturdy fireproof 
  gloves), an explorer can open the Fire Door. Through 
  it, one can see an entire flaming landscape—not a 
  far cry from what can be found many other places 
  in the Southern Wyld. Stepping through the door 
  reveals the difference: That one step changes the 
  traveler from a being of Creation into an entity of 
  living flame. The metamorphosis does not harm the 
  person, and allows him to explore the fiery world 
  on the other side in relative safety. Characters who 
  proof themselves against such shaping effects, such as 
  Solars using Integrity-Protecting Prana or tattooed 
  Lunar Exalted, do not become flame, which has the 
  unfortunate effect of not protecting the character 
  against the eternal fires on the other side of the 
  door. Such a person would be wise to have powerful 
  protections against the heat and fire before passing 
  through the Fire Door.
  Beyond the Fire Door, a traveler finds Seared 
  Creation. It looks like a replica of some other part of 
  Creation, rendered in solid and liquid flame. Through 
  the space-bending properties of the Wyld, Seared 
  Creation stays perfectly to scale. Sidereal Exalted 
  who visit the realm beyond the door wonder how 
  this waypoint manages to remain true to its source. 
  Some posit a mysterious connection to the Loom of 
  Fate. However it happens, it happens. As far as any 
  visitor can tell, every mountain, stream, forest and 
  building in Creation has a flaming duplicate.
  The people of Seared Creation have a human 
  shape and nature, if not composition, just like peo-
  ple outside the Wyld. Some are friendly, some cruel 
  and all try to get along and get ahead in the world.  
  
  18
  After some time in the fiery world, a character 
  learns to tell the fire-people from one another. 
  Stay somewhat longer, and one learns to read 
  their emotions.
  Yet, in truth, there is no Seared Creation. 
  Instead, the region through the Fire Door is a form-
  less realm of flame. It takes on the shape of a place 
  familiar to the first person to pass through the Fire 
  Door, then shifts according to its visitors’ percep-
  tions. As people imagine they travel, the waypoint 
  changes its appearance to match. Explorers easily 
  come to believe they occupy an entire alternative 
  Creation when they actually move back and forth 
  within a single waypoint. Some people can become 
  lost within Seared Creation, absorbed into its truth, 
  and disappear. Other explorers find them only by 
  tracking them down within Seared Creation, which 
  takes its cues from everyone inside it to make a false 
  world as mutually acceptable as possible. Charms 
  that completely block unnatural mental influence, or 
  infallibly penetrate illusions and delusions, reveal the 
  true formlessness that lies beyond the Fire Door.
  jade oaSiS
  This small waypoint offers a deadly relief in the 
  midst of unforgiving desert, volcanoes and flame. 
  Here, the Middlemarches’ fiery substance gives way 
  to a small field of vibrant green grass, pale white 
  palms with broad leaves, a shimmering pool, scattered 
  black stones and red sand. It seems like a place of 
  peace and quiet and, most importantly, a cool place 
  to relax. Here, tears of suffering do not turn to steam 
  before they reach the greedy sands.
  As its name suggests, everything in the Jade 
  Oasis is actually made of that magical material. 
  Only the slight stony sheen to the various materials 
  
  SplinterS of the Wyld
  19
  gives their true nature away. Even the small pool 
  itself is made of liquid jade. The oasis’s promise to 
  travelers is not entirely false. All of it, though jade, 
  can serve its seeming purpose. The grass is comfort-
  able. Travelers can crack the white jade coconuts 
  and sup upon the white jade milk and meat. Most 
  importantly, people can drink the jade water. All 
  these things are as healthful and nutritious as their 
  true counterparts would be in Creation… as long as 
  one stays within the Jade Oasis.
  Taking anything away from the Jade Oasis 
  changes its nature. The farther they go from their 
  source, the more like stone they become. Blades of 
  grass become hard and brittle, and liquids thicken. 
  In Creation, they become nothing but jade—good 
  for a merchant, but terrible for someone who needs 
  that drink of water.
  It doesn’t help that the consumables remain so 
  for three scenes after a traveler leaves the Jade Oasis. 
  If, by that time, a character who partook has not 
  eliminated this food and drink, she feels the pains of 
  having jade embedded within her system. A character 
  immediately suffers two unsoakable dice of lethal 
  damage if she took a drink, four if she ate, six if she 
  did both. These wounds are internal and cannot be 
  healed until surgery removes them. At least the cost 
  of the surgery is paid by the blockages.
  Last of the Jade Oasis’s qualities is that it is never 
  far for travelers in the Southern Middlemarches, but 
  neither is it easy to reach. It can connect to nearly 
  all other waypoints that far in the Wyld; only some 
  dangerous places and raksha strongholds are sepa-
  rated from it. Explorers could come upon it at any 
  time, as long as they do not actively seek it. For this 
  reason, usually only explorers who have never heard 
  of it can find the Jade Oasis, because all others wish 
  for it in their times of need.
  the Marching SandS
  This waypoint wanders the Southern Middle-
  marches in the form of a colossal mammoth. Twenty 
  miles long and nearly as high, the sand-creature 
  marches slowly and aimlessly, accidentally devastat-
  ing Wyld cultures and acting much like a natural 
  disaster. Sand constantly rises upward through its 
  body, lifted from the deserts it crosses until it reaches 
  the mammoth’s head and back, where it falls to the 
  ground or blows away. It sometimes picks up vast 
  stones from the earth, which look like small pimples 
  on its immensity until they come crashing to the 
  ground months later.
  Complex tunnel systems thread through the 
  Marching Sands’ form, averaging four yards wide. 
  They are surprisingly stable and solid for a giant 
  creature made of shifting sand. Tunnels open all 
  over the monster’s bulk. Openings in the feet provide 
  access to the Marching Sands’ interior, and others 
  in the head or tusks let people reach the mammoth’s 
  greatest heights. Occasionally, disasters close tunnels 
  or open new ones. Although the Marching Sands 
  constantly absorbs and shed its substance, the tunnels 
  are relatively constant—something placed in them 
  could stay there through the turning of an Age.
  Inside the Marching Sands lives Master 
  Garudo, one of the Lunar Exalted whose Exalta-
  tion dates from the end of the Low First Age. Long 
  ago, Garudo drew mortal followers from Southern 
  Creation and created his own small society within 
  the beast. He has developed and taught thauma-
  turgic techniques that ward off the Wyld’s effects 
  a little. He hopes eventually to develop a strain 
  of human that resists mutation.
  Master Garudo’s Sandmen, as they call them-
  selves, travel in groups for safety and hunt at night 
  when the desert is cool. They have developed books 
  full of tactics for dealing with the fantastic threats of 
  the Middlemarches. They are generally friendly to 
  explorers they meet, but the Sandmen are not averse 
  to consuming human flesh in times of famine.
  When the Wyld is strong and surges nearer Cre-
  ation, the Sandmen occasionally leave the safety of 
  the Marching Sands and communicate and trade with 
  people of Gem and other nearby societies. Garudo 
  encourages them to return with wives or husbands 
  for fresh blood, and he occasionally introduces new 
  populations to mingle with his people.
  Even after several centuries, Garudo and his 
  Sandmen have not fully explored the Marching 
  Sands’ interior. Master Garudo has found many 
  secrets, treasures and monsters in the March-
  ing Sands, and has no doubt that many more  
  await discovery.
  
  20
  the Sea of BullS
  On a field of pumice and black sand, the Sea 
  of Bulls ebbs and flows. An apparently infinite 
  herd of black bulls with golden horns constantly 
  stampedes out of a bed of boiling black lava, then 
  runs westward and disappears into a white cloud of 
  steam after several miles. Each bull is identical save 
  one part of the body that is made of orichalcum 
  rather than flesh or bone. Acquiring this treasure 
  involves killing a bull and somehow saving the 
  valuable piece before the endless stampede tramples 
  it into the ground, never to be seen again.
  Savants who know of the Sea of Bulls sometimes 
  speculate that piecing together an entire bull from 
  the small bits of orichalcum would trigger some-
  thing wondrous—instant Exaltation, ascension 
  into godhood or something even more fantastic. 
  Currently, a museum in the Varangian city of Third 
  Bell contains the largest single collection… so far, 
  despite pressure from the Realm to hand over the 
  precious orichalcum.
  The bulls are not alone. Hundreds of ghostly 
  soldiers are doomed to run forever on the back of the 
  Sea of Bulls or fall and be trampled—until they rise 
  again a day and night later. Each of these soldiers 
  was once a dream-warrior that Ahlat, Southern 
  God of War and Cattle, drew from the mind of 
  one of his wives to set to warring for his guests’ 
  entertainment. When such a phantom survives 
  or escapes, it finds itself drawn to the Sea of Bulls. 
  What knowledge or powers the ghostly soldiers 
  have—being born of dream and given substance 
  by a Celestial god—no one can say.
  the Wildfire court
  A hollow globe of smoky crystal perches on a 
  six-mile pillar of volcanic rock. Here the Wildfire 
  Court convenes and plans its misdeeds. The birth 
  of the Court of the Orderly Flame, a convention 
  of fire elementals that tries to keep order in the 
  Southern Terrestrial Bureaucracy, left many fire 
  gods and elementals discontented. Some tried to 
  join the forming political scene and were rebuffed. 
  Others just wanted the freedom to do as they 
  pleased. As the Orderly Flame grew stronger, these 
  unhappy creatures fled to the last place they could 
  find privacy: the Wyld.
  In their crystal refuge, members of the Wildfire 
  Court meet to trade complaints about the state of 
  Creation and plot new ways to disrupt the Court of 
  the Orderly Flame. The spirits bring the treasures 
  they have stolen, storing them for future mischief, 
  and boast about what trouble they have already 
  caused. The spirits convene on nights of the new 
  moon. On these nights, the crystal globe shines 
  from all the flame these spirits produce. From far 
  away in the Middlemarches, it resembles a weak 
  sun or a strong full moon.
  Few of the Wildfire gods had any influence 
  over the Wyld when their group formed, but many 
  of them now cooperate to protect their tower and 
  themselves from further changes in nature or aspect. 
  The Court of the Orderly Flame has not yet realized 
  the organized nature of the gods’ and elementals’ 
  rebellion, but the Wildfire Court intends to change 
  that soon.
  The discontented spirits settled here because 
  the crystal sphere is impenetrable to all things and 
  creatures of fire—including the Court’s members—
  unless it first receives the smoke of a particular 
  herb from the East. The spirits don’t know who 
  discovered this fact or how, but they enjoy a secret 
  bastion secure from the nosy Orderly Flame. They 
  also produce an uncommon call in the South for 
  an otherwise unremarkable herb.
  the deep Wyld
  Secret StairS of flaMe
  Nestled deep near the heart of the Elemental 
  Pole of Fire is a way to Malfeas. It passes down a 
  long staircase of flame elementals that have been 
  slain and beaten into steps, and it leads to the do-
  minion of She Who Lives in Her Name. The Yozi 
  does not allow her agents or her component souls 
  to pass through this entrance into Creation, fearing 
  that it would be discovered, but instead saves it for 
  later use. Not even the Elemental Dragon of Fire 
  knows of its existence.
  
  SplinterS of the Wyld
  21
  the MiddleMarcheS
  cutting WoodS
  The Eastern Middlemarches hold many forests 
  of glass, metal, ice or gemstone. Ice forests also grow 
  in the North, and mineral forests in the South. Some 
  of these forests retain the resilience of wood, but 
  others are dangerously brittle. Any impact might 
  send down a shower of razor-edged leaves and twigs 
  as sharp as arrowheads. High winds can turn the 
  entire forest into a killing zone.
  Forests of ice and glass are the most fragile. Twigs 
  and branches have no soak at all, and even the tree 
  trunks have no more than 1L/2B soak. Any branch 
  thinner than a grown man’s wrist breaks when it 
  suffers even a single level of damage, while trunks 
  take only one level to damage and seven to destroy. 
  Gemstone forests tend to be a little sturdier (add 
  +1L/1B soak), while metal forests generally offer 
  at least 1L/2B soak for twigs and branches and the 
  trunks may be solid metal pillars. You never know in 
  the Wyld, though. Something that looks like solid 
  steel or bronze might actually be as brittle as glass.
  Any impact that damages a tree in a Cutting 
  Wood causes slicing, piercing shards to rain down 
  on everyone within three to seven yards of the 
  tree, depending on the tree’s size. The cutting rain 
  generally deals half as many dice of damage as the 
  attack on the tree, to a maximum of 6L. The rain of 
  shards cannot be parried without a stunt, but it can 
  be dodged. Give the rain of shards a dice pool of (6 
  + the number of levels of damage the rain inflicts), 
  and compare the results of the attack roll to the 
  Dodge DV of everyone in the area.
  A windstorm in a Cutting Wood is best treated 
  as an environmental effect. A supernatural ice 
  storm (Exalted, p. 131) makes a good analogue to 
  such a peril.
  grandiloQuent garden
  Travelers find this giant-sized garden when 
  they first come upon the enormous wooden fence 
   
  THE EASTERN WYLD
  
  22
  designed, presumably, to keep huge herd animals 
  out. It certainly won’t keep out normal animals—a 
  mammoth could fit under the lowest rail.
  Inside the garden are miles and miles of veg-
  etables and other plants, all sized for someone many 
  times larger than a human. All the standard crops 
  one can find in the East are present, from cabbages, 
  radishes and carrots to qat and opium poppies. 
  Anything people grow in rows can be found here 
  in similar, if larger, rows.
  Although the foods are edible (and the drugs 
  pleasantly potent), some explorers have trouble eat-
  ing what they find here—because what grows here 
  can talk. Every individual plant can speak and ap-
  pears to have its own mind, memory and personality. 
  String beans make up one “race” and tomato plants 
  another. Rows and other sections make communities. 
  Some marijuana plants make generalized, disparag-
  ing remarks about the pumpkins, but they’re not all 
  that prejudiced. The plants cannot move, but they 
  still manage to have active social lives. They quiet 
  down when strangers enter the garden, but they 
  never stay silent for long.
  That’s part of the problem. Some of the crops 
  are actually… plants, set there by the mysterious and 
  frightening farmer that rules Grandiloquent Garden 
  to inform on their comrades. He is never seen by most 
  of the garden’s inhabitants, so he borders on myth 
  for them. Still, the flora whisper that one should not 
  talk of escape or make light of the farmer, because he 
  might come for those who misbehave and tear the 
  life from them with his mighty hands. They say that 
  the farmer can hear every word spoken in the garden, 
  but this is untrue. Certain of the plants know how to 
  contact the farmer, and occasionally someone who 
  has grown too bold disappears in the night.
  “Farmer” is the only name for the creature that 
  owns Grandiloquent Garden. He lives in the colossal 
  
  SplinterS of the Wyld
  23
  farmhouse at one corner of the garden, visible from 
  anywhere within its boundaries. Farmer generally 
  enters the garden twice in the lives of each crop: 
  once to plant and once to pull. (Making wayward 
  plants disappear is the exception.) His body, large 
  enough that the fence reaches only to his mid-
  chest, is made entirely of the crops he has grown 
  over the years.
  It is Farmer’s nature and desire to grow ever 
  larger, which he accomplishes by growing season 
  after season of crops, pulling them and adding 
  them to his bulk. From a distance, the colors of the 
  plants blend to make him look rather human, if very 
  green. Up close, there’s no question that he is the 
  conglomerate of uncountable vegetables. His voice 
  is that of all the vegetables of his body speaking 
  together as one.
  Each time Farmer completes a growing season 
  (about once every decade), he harvests the crops 
  and sorts the plants. Most, he eats or smokes. The 
  cream of his crops he adds to his own body more 
  directly, growing in size. He then replants with seeds 
  from his own body. Since he is now larger than he 
  was, he rebuilds the entire farm to match his new 
  size before the next season’s crops begin to grow 
  from the ground. The plants also grow larger than 
  they did before, remaining proportional to the rest 
  of the farm.
  Farmer has no ambition in life other than to 
  farm, eat and grow. Still, he fears and hates fire, as 
  it once consumed his farm and much of his body, 
  reducing him greatly in size. Someone playing on 
  this fear might be able to manipulate Farmer into 
  assisting various causes—at least until it’s time for 
  the harvest.
  farMer
  Motivation: Farm. Eat. Grow.
  Attributes: Strength 16, Dexterity 3, Stamina 11; 
  Charisma 2, Manipulation 4, Appearance 2; Percep-
  tion 3, Intelligence 2, Wits 4
  Virtues: Compassion 1, Conviction 4, Temperance 2,  
  Valor 4
  Abilities: Athletics 4, Awareness 3, Craft (Wood) 1 
  (Carpentry +1, Gardening +2), Dodge 1, Integrity 2, 
  Investigation 4, Linguistics (Native: Forest-tongue; 
  Others: Old Realm) 1, Martial Arts 3, Melee 3, Pres-
  ence 4, Resistance 4, Survival 2, Thrown 4
  Backgrounds: Resources 2
  Special Abilities:
  Immense Vegetable Creature—Farmer’s enormous size 
  makes him very easy to hit, but nearly impossible 
  to damage (and besides, he’s made of vegetables). 
  He suffers a -3 penalty to his Dodge DV due to be-
  ing so large. By the same token, though, his huge 
  fists, feet or farm tools have +6 Accuracy against 
  human-sized foes.
  Arrows and similar narrow, piercing weapons (in-
  cluding firewands and flame pieces) cannot deal more 
  than one level of damage to Farmer unless they are 
  empowered by Charms, in which case they cannot 
  deal more than the attacker’s Essence in damage. 
  After rolling for damage against Farmer, no matter 
  what the source, cut the number of resulting levels in 
  half, as attacks do little more than mash and knock 
  a few vegetables from his body.
  Replenishment—If Farmer is in his garden, he can 
  heal damage to himself by grabbing vegetables and 
  adding them to his body. Doing so is a standard 
  miscellaneous action and heals three levels of any 
  sort of damage (bashing, lethal or aggravated).
  Join Battle: 7
  Attacks:
  Punch: Speed 5, Accuracy 13, Damage 16B, Parry 
  DV 8, Rate 3
  Kick: Speed 5, Accuracy 12, Damage 19B, Parry 
  DV 4, Rate 2
  Clinch: Speed 6, Accuracy 12, Damage 16B, Parry 
  DV —, Rate 1
  Giant Farm Implement (Blunt): Speed 6, Accuracy 12,  
  Damage 22B, Parry DV 6, Rate 1
  Giant Farm Implement (Sharp): Speed 6, Accuracy 12,  
  Damage 18L/6, Parry DV 6, Rate 1
  Soak: 6L/11B
  Health Levels: -0x6/-1x12/-2x12/-4x6/Incap
  Dodge DV: 1 
  Willpower: 8
  Essence: 4
  Other Notes: Because of Farmer’s long arms and 
  legs, his base Move is 10 yards and his base Dash 
  is 16. He can kick and stomp opponents within 
  three yards of himself, and his oversized farm tools 
  increase his reach to eight yards. He cannot punch 
  
  24
  human-sized foes unless they place themselves at 
  least waist-level to him. Farmer can whack at en-
  emies with the flat of a shovel, chop at them with 
  the blade of a shovel or hoe.
  MuShrooM Stalk SWaMp
  In this strange swampland, toadstools float 
  cap-first in water thick with algae, duckweed and 
  small, water-going fauna. The toadstool caps range 
  in size from a hand span to a quarter of a mile. From 
  them grow white, spongy stalks of commensurate 
  thickness. The thickest stalks are a few hundred feet 
  across. Thick or thin, the stalks rise into a murky 
  sky, where they are topped with more toadstool caps. 
  Sometimes the top cap belongs to the same variety 
  as the cap at the bottom, and sometimes they are 
  entirely different. They rock a bit on their floating 
  bases, but the toadstools never topple.
  Explorers unfamiliar with the East’s bounty of 
  toxic foodstuffs might feel tempted to eat some part 
  of these toadstools. Outdoorsmen with more expe-
  rience recognize them as the most deadly varieties 
  known to man. People who frequent Mushroom 
  Stalk Swamp (a select group indeed) know that 
  they are both right.
  Eating safely from the swamp’s toadstools is like 
  dining on the infamous fugu of the Western islands. 
  It requires the chef to take specific cuts only and 
  prepare the food carefully. And, since everything else 
  in the swamp is poisonous (and many also venom-
  ous), to eat there is to eat toadstool.
  Despite the danger of starvation or any one of a 
  long list of terrible, toxin-induced deaths, travelers 
  sometimes seek out the Mushroom Stalk Swamp. 
  The raksha and their servants never enter its border. 
  No one knows why except the raksha themselves, 
  but this makes it a safe haven for the raksha’s prey. 
  Some raksha love to play cat with their mice, wait-
  ing as long as it takes for the hunted to die or come 
  out and be caught. Other raksha simply call off the 
  hunt in disgust that their game could come to such 
  a boring end.
  Someone who climbs a toadstool stalk all the 
  way to its other cap can discover the most bizarre 
  property of the Mushroom Stalk Swamp. He finds 
  that the cap there floats in a swamp of its own, which 
  also teems with life. The explorer also realizes that 
  the cap he thought was up is actually down, and 
  he is now standing on a toadstool cap looking “up” 
  at another cap in a murky sky. A person can leave 
  the Mushroom Stalk Swamp and find himself in a 
  different section of the Eastern Middlemarches, pos-
  sibly thousands of miles away. The world feels like 
  it isn’t “right-side-up,” though, and this sensation 
  can drive one mad.
  Sinner’S MarSh
  This marsh is not for all sinners—only those who 
  choose to overindulge their taste for liquor. The East 
  is home to many of the best and worst distilleries ever 
  to produce brandy, whiskey, ales, rice wines, malts 
  and other spirits, so the Eastern Wyld reproduces 
  those spirits in Sinner’s Marsh.
  In the marsh, thousands of separate pools of dis-
  tinct colors dot the lightly forested landscape. Each 
  perilS of the SWaMp
  Preparing a non-toxic dinner from the 
  floating fungi requires a successful (Intel-
  ligence + Craft [Water]) roll at difficulty 3. 
  Failure means ingesting the equivalent of 
  one dose of coral snake venom with every 
  mouthful.
  Climbing to the other Mushroom Stalk 
  Swamp and leaving without climbing back 
  to one’s original perspective triggers a Wyld 
  exposure roll at difficulty 5. A character 
  whose player fails this roll suffers an affliction-
  strength derangement that he has left the 
  real, right-side-up Creation and entered an 
  upside-down, other Creation that looks much 
  like the real world—but isn’t. A deranged 
  character becomes obsessed with looking for 
  inconsistencies and differences that “prove” 
  the world isn’t real. Finding the Mushroom 
  Stalk Swamp again and climbing to the other 
  side does not cure the derangement—the 
  character thinks he’s just found yet another 
  fake Creation.
  
  SplinterS of the Wyld
  25
  contains a unique alcoholic beverage. Many of these 
  have been brewed or distilled at some point or time 
  in Creation, ranging in quality from the Empress’s 
  favorite plum wine to the worst wood alcohol that 
  ever made a man blind. The real finds are the drinks 
  never seen or tasted outside of Sinner’s Marsh—these 
  are why the real connoisseurs seek it.
  Large and small koi swim lazily in these pools, 
  uniquely-colored to highlight the individual spirit’s 
  hue and translucence. Eating one of these fish curses 
  a person with bad luck (three botched rolls, applied 
  whenever the Storyteller would find it most humor-
  ous) and taints the pool forever. Barring such a 
  terrible event, the pools never dry up. When a pool 
  runs low, a small rain cloud forms above it. The local-
  ized shower washes the pool clean and causes small 
  trees to grow, whose flowers drip nectar that slowly 
  refills the pool with its specific drink. This is also 
  how new pools formed when Creation’s folk devise 
  new drinks, or when Sinner’s Marsh unpredictably 
  creates one of its own.
  A dog lives here, a mutt of clearly poor breed-
  ing. It has no name but is apparently a great lover of 
  spirits. It welcomes any visitors and is always eager 
  to discuss and debate the merits of various drinks. 
  The dog refuses to tell others how it manages to live 
  in a region that seems to produce no food of any 
  nutritious value, perhaps because it prefers company 
  to cohabitants.
  khryal
  (An expanded version of the material in Scroll 
  of Fallen Races: The Dragon Kings, p. 15.)
  Even those in Creation who hear tales of the 
  wonders of Rathess, ancient capital of the Dragon 
  Kings, are often too daunted by the dangers of the 
  city to mount serious expeditions. Although the 
  city’s location is reasonably well known, savants 
  also realize that Rathess has seen repeated scaven-
  ger raids over the last seven centuries. Given the 
  ruined city’s huge and known population of feral 
  stalkers—Dragon Kings who lost their civilization 
  and sentience—the potential rewards might not seem 
  worth the risk. Over the last few decades, however, 
  rumors of a more lucrative prize made their way back 
  to civilization: the lost outpost of Khryal.
  According to the tale of a wounded explorer 
  who escaped the area and made her way back to a 
  Realm outpost before she died, Khryal is an ancient 
  Dragon King citadel located within a Wyld zone 
  about 350 miles southeast of Rathess, on the south 
  side of the Vaniwayan River. Some powerful and 
  forgotten magic enables the citadel to resist being 
  within a Middlemarch. Its First Age infrastructure 
  remains nearly intact. Even more remarkably, a 
  colony of civilized Dragon Kings still lives in Khryal. 
  They have endured in isolation since the end of the 
  First Age and maintain their advanced society to 
  the present day… though the explorer found them 
  quite unfriendly.
  Any explorer who makes his way through 20 
  miles of Middlemarches to Khryal can indeed dis-
  cover an intact society of about 200 Dragon Kings. 
  They are of the Raptok breed: lean, scaled human-
  oids with claws, fanged muzzles, tails and crests of 
  feathers along their heads, spines and forearms. The 
  Dragon Kings live peacefully in a small First Age 
  community with working Essence lights, magical 
  plumbing, moving vehicles and all the other ame-
  nities that First Age society took for granted. The 
  Dragon Kings are hostile to most explorers—probably 
  lethally so—but they happily form an alliance with 
  any Exalted who come to Khryal. This is especially 
  the case for Twilights, No Moons or master crafts-
  men and savants of any caste or aspect.
  The Dragon Kings eagerly reveal the secret 
  of Khryal’s survival to such sages: The bowels of 
  Khryal hold a still-functioning reality engine, one of 
  the devices used by the First Age Solars to convert 
  the Wyld into stable Creation. The Dragon Kings 
  know how to maintain the reality engine, but they 
  lack the technical skill to use it to actually alter 
  the conditions of the surrounding Wyld zone. As 
  a result, while Khryal has successfully resisted the 
  Wyld since the Fair Folk invasion, its inhabitants 
  cannot leave without risking destruction or muta-
  tion in the Wyld zone.
  Or so these “Dragon Kings” say, at least.
  the truth of khryal
  In fact, nearly everything the Dragon Kings 
  reveal to visitors is a lie—including their identity 
  
  26
  as Dragon Kings. The inhabitants of Khryal are 
  actually Fair Folk, mainly hobgoblins with a few 
  noble leaders. Khryal really was a First Age citadel. 
  The Shogunate really did keep Khryal’s Dragon 
  King personnel to operate its potent magitech. 
  The Great Contagion, however, wiped out all the 
  original inhabitants. Worse, the citadel’s reality 
  engine (used to stabilize reality for certain delicate 
  technomagical devices, now wrecked) somehow 
  suffered damage. The damaged reality engine in-
  duced powerful Wyld storms throughout the area, 
  creating the 50-mile-wide Middlemarch that now 
  surrounds Khryal.
  Eventually, local Fair Folk investigated and 
  discovered Khryal. They could not overcome the 
  citadel’s defenses until about 200 years ago, when 
  they hit upon the strategy of using their glamour 
  magic to masquerade as Dragon Kings. Since then, 
  these Fair Folk have lived the lives of First Age 
  Dragon Kings while maintaining and studying the 
  reality engine.
  These Fair Folk wish to understand and master 
  the technology underlying the reality engine. They 
  understand that the malfunctioning engine creates 
  the Wyld zone around Khryal. Mechanisms that 
  could transform a major city into a Middlemarch 
  with the flip of a switch would give the Fair Folk 
  an enormous advantage in their struggle to destroy 
  Creation. They want to learn how to build reality 
  engines, so they can run them in reverse.
  The second goal of the Fair Folk—which argu-
  ably interferes with the first—is simply to enjoy the 
  experience of life in Khryal. Few raksha adopt any 
  role as intensively or as long as these have. After 
  spending centuries as Khryalian Dragon Kings, 
  most of them are addicted to the experience. It 
  doesn’t hurt that the manner in which the dam-
  aged reality engines manipulate Wyld energies 
  is, for some reason, highly pleasurable to the Fair 
  Folk. Although it is difficult to interpret the alien 
  mindset of a raksha, the best analogy might be to 
  say that the Fair Folk find living as Dragon Kings 
  
  SplinterS of the Wyld
  27
  in Khryal to be erotically stimulating. Only com-
  pletely different.
  Unfortunately for the Fair Folk, while they 
  can maintain the reality engine (at least as long as 
  they continue to wear the shapes of Dragon Kings), 
  they admit defeat in trying to reverse-engineer the 
  device. Accordingly, they now try to lure in Exalted 
  who might master the reality engine, in hopes they 
  can cajole them into revealing the artifacts’ secrets. 
  In this case, the Fair Folk really have no weapon 
  except subterfuge. Despite their numbers, the Fair 
  Folk are simply not a serious challenge for a circle 
  of Celestial Exalted—at least not Exalted who pos-
  sess the power, experience and knowledge the Fair 
  Folk require.
  The greatest disadvantages the raksha face are 
  the nature of their disguises and, concomitantly, 
  the danger that the citadel itself poses to the raksha 
  if those disguises slip. The potent glamour used to 
  create these disguises is not dispelled by the touch 
  of cold iron. A character needs a (Perception + Es-
  sence) total of at least 9 to have any chance of seeing 
  through the glamour. Even then, the disguises still 
  function, but the character can see glimpses of the 
  Fair Folk’s true form out of the corner of her eye if 
  her player succeeds at a (Perception + Awareness) 
  roll at difficulty 4. Twice a month, however, the 
  Fair Folk must renew the glamour used to create the 
  disguises. This takes place in a ritual celebration the 
  Fair Folk call the Two-Moon Festival. Although 
  the “Dragon Kings” try to prevent any guests from 
  observing the Two-Moon Festival (during which the 
  raksha briefly leave the city and resume their true 
  forms), a clever character can use this opportunity 
  to discover the truth about them.
  claiMing khryal
  Khryal is essentially a large fort, with six largish 
  buildings contained behind a fortified adamant 
  wall. The buildings are full of minor artifacts, but 
  most of these do not function outside Khryal’s 
  limits. They draw their power from the same manse 
  that powers the reality engine. Non-Essence wield-
  ers can use them, but only within the confines of 
  the citadel. There are no transportation artifacts 
  within Khryal, no artifact weapons rated higher 
  than two dots and no weapons at all made of any 
  magical material. The citadel has powerful defenses 
  against the Fair Folk, though they have currently 
  been circumvented.
  If any raksha reveals his true form within the 
  confines of Khryal, his player must attempt a Valor 
  roll for every six hours spent in the fortress and get 
  at least two successes in order to remain within 
  half a mile of the citadel. For the purposes of this 
  defense, a raksha reveals his true form when he 
  uses any Fair Folk Charms other than Beguile and 
  Undetectable Lie. The defense mechanisms can 
  also see through any form a raksha takes except 
  that of a Dragon King adopted through the special 
  glamour sorcery spell used by the Khryalian Fair 
  Folk. As a side effect, all of the wonders of the citadel 
  cease to function for one month after the anti-
  Fair Folk defense systems activate, as all available 
  power in excess of that used by the reality engine 
  is redirected to the defenses. At the Storyteller’s 
  discretion, Khryal may have other defenses that 
  it can put at the disposal of any characters that 
  masters the fortress.
  the reality engine
  The reality engine was the pinnacle of Old 
  Realm magitech. They surpass the understanding of 
  the most puissant minds of the modern Age. Cur-
  rently, the engine surrounds Khryal with a stable 
  buffer of pseudo-reality stretching about five miles 
  in every direction from the citadel’s walls. Beyond 
  that, a Middlemarch extends another 20 miles, with 
  a mile of Bordermarch beyond that.
  See The Compass of Celestial Directions, Vol. 
  II—The Wyld, pp. 28–29 for information about 
  re-tuning and repairing reality engines. With a few 
  weeks of study, a gifted savant could re-tune the 
  engine to create a corridor of stable reality through 
  the Wyld zone, or repair the device and eliminate 
  the Wyld zone entirely.
  Actually reverse-engineering a reality engine 
  (as the Fair Folk would like) is completely beyond 
  the capacity of anyone save a master artisan with 
  at least six dots each in Essence, Lore, Occult and 
  Craft (Magitech). Even if a non-Solar character 
  met the Essence and Ability requirements, building 
  
  28
  a new reality engine requires a fully operational 
  factory-cathedral or decades spent in study, research 
  and crafting the Artifact tools needed to build 
  the reality engine—not to mention an incredible 
  outlay of resources. It also certainly requires highly 
  specialized Solar Craft and Lore Charms, or the 
  Sidereals would have produced their own reality 
  engines long ago.
  the fair folk of khryal
  In their Dragon King disguises, the Fair Folk 
  are at a serious disadvantage in comparison to any 
  invading force of Celestial Exalted. While disguised, 
  the Fair Folk are Dragon Kings in every way that 
  matters, except that they lack that race’s distinctive 
  magic. Accordingly, for disguised Fair Folk, use the 
  traits for the Dragon King Raptok in Scroll of Fallen 
  Races: The Dragon Kings (pp. 42–43), except 
  that they have none of the traditional Dragon King 
  magical powers. Astute characters might find this 
  suspicious. If exposed as Fair Folk, the Khryalians 
  consist of about 180 hobgoblin extras (see Exalted, 
  p. 286), led by 15 cataphractoi and five diplomats 
  (Exalted, p. 284–285).
  the deep Wyld
  healing herBS
  Alone among the poles, the Elemental Pole of 
  Wood actively tries to devour visitors from Creation. 
  Life feeds on itself, and here the power of life is 
  strongest. As every apothecary knows, Wood is the 
  element of medicine and poison—they are the same; 
  only the dosage matters. At the Elemental Pole of 
  Wood, everything heals and everything kills.
  Anyone who consumes matter from the el-
  emental pole might be healed of disease, poisoned, 
  transformed into something else or maybe all three. 
  For every mouthful of material from the Elemental 
  Pole of Wood, a character’s player must roll on the 
  Wyld Mutation table multiple times (see Exalted, 
  p. 283 or The Compass of Celestial Directions, 
  Vol. II—The Wyld, p. 140). In the elemental pole 
  itself, roll three times on the line for the Deep Wyld. 
  For material brought out of the pole, roll twice on 
  the line for the Middlemarches.
  Success means healing all diseases (mundane 
  diseases outside the pole; supernatural diseases, 
  including the Great Contagion, if the person con-
  Khryal, a Magnitude 1 Supernatural Dominion
  Military: 1 
  Government: 1 
  Culture: 2
  Abilities: Integrity 2 (Keeping Secrets +2), Occult 1 (Fae Wonders +3), Performance 2 (Awe-
  Inspiring Bluff +3)
  Virtues: Compassion 2, Conviction 3, Temperance 4, Valor 2
  Virtue Flaw: 7 Current Limit: 2
  Willpower: 7
  Bonus Points: 5 
  External Bonus Points: 3
  Notes: As a dominion, Khryal’s power is almost entirely a bluff. The resident raksha pretend they 
  possess awesome and powerful Dragon King lore and First Age magitech when actually they under-
  stand very little about these things. The dominion’s bonus points go to Integrity and Performance 
  specialties for maintaining the bluff. The external bonus points come from the raksha’s connections 
  to other Fair Folk and their own powers. These points go to the Occult specialty, which represents 
  how the Khryalians can produce wonders of glamour and gossamer with which to bribe or bamboozle 
  power brokers in other dominions. The leader of the Khryalians, a noble raksha called Rashka, 
  the Timbrel Matachin, is a sorcerer with legitimacy. In Limit Break, the Khryalians can no longer 
  maintain their elaborate lie. They sweep through accessible communities in a cavalcade of wonder 
  and horror that reveals their true nature, most likely ending their imposture for good.
  
  SplinterS of the Wyld
  29
  sumes the material at the pole itself). In the absence 
  of disease, success grants the healing of one level of 
  aggravated damage, three levels of lethal damage 
  or all levels of bashing damage.
  Failure means poisoning, as if by arrow frog 
  venom—one dose per non-success rolled.
  A botch means the character incurs an 
  abomination, or six points of lesser mutations. 
  This effect has nothing to do with the Wyld, 
  though. Rather, the surging Essence from the 
  Elemental Pole of Wood makes the person evolve 
  into something else.
  In the First Age, Exalted doctors brewed 
  matchless medicines from leaves, bark, roots and 
  flowers harvested from the Elemental Pole of Wood. 
  These secrets are now lost, or known only to gods 
  of medicine in Yu-Shan. Recovering them would 
  be a formidable quest all by itself.
  
  30
  Despite the distance that separates the civilized 
  world from the Wyld, the two regions do interact. 
  Some people set aside their fear and revulsion of 
  Wyld-dwellers for the sake of profit.
  trading With Wyld BarBarianS
  A few tribes of Wyld barbarians swap treasures 
  from the Wyld (such as life flowers—see sidebar) 
  for useful goods from Creation. Ordinary barbarians 
  seldom trade with Wyld barbarians, but the Guild 
  has no such reservations. Young and ambitious 
  Guild representatives can earn riches and status 
  through expeditions to meet Wyld barbarians… if 
  they survive. These same merchants also sometimes 
  trade with beastmen or relic races from the First 
  Age. Sure, most people think the Wyld-dwellers are 
  blasphemous mockeries of the human form—but the 
  Guild sees them as profitable blasphemous mockeries. 
  A few Guildsmen even learn to see Wyld-dwellers 
  as people.
  potential Wyld triBeS
  When designing tribes of Wyld barbarians, 
  Storytellers can take inspiration from ancient 
  wonder-tales about distant lands and the strange 
  folk who live there, such as the Chinese Shan Hai 
  Jing (or Classic of Mountains and Seas) and the Ro-
  man writer Pliny. The ordinary giants and pygmies 
  of these stories made it into the Generic Fantasy 
  Warehouse, but the stranger creatures remain vir-
  tually ignored. These are only a few of the bizarre 
  races that people once imagined living in the lands 
  beyond reliable knowledge.
  Arimaspi: These strong and warlike one-eyed 
  giants (a less familiar version of the famous Cyclops 
  of Greek myth) battle griffins to take gold from 
  the beasts’ nests. Also known as the yimumin  
  or qizhongmin.
  Asinaga: The Long-Legged People are larger 
  than ordinary humans in any case, but their greatly 
   
  CONTACT WITH  
  THE WYLD
  
  SplinterS of the Wyld
  31
  extended legs make them truly gigantic and enable 
  them to run quickly. They live near the seashore 
  and wade in water too deep for humans. Also known 
  as changgumin or changjingmin.
  Astomi: The Apple-Smellers have no mouths. 
  Instead, they live off the odors of fruit and flowers, 
  especially apples. Bad smells can kill them.
  Blemmyae: The Headless People have their 
  eyes and mouth on their torsos. Some descriptions 
  say that blemmyae have golden-hued skin. Other 
  stories say they eat people. Also known as epiphagi 
  or anthropophagi. The Chinese spirit Hsing-t’ien 
  has the same appearance.
  Cynocephali: The Dog-Head People have ca-
  nine heads and, some say, fur. Instead of speaking, 
  they bark like dogs. Most tales call them ferocious 
  cannibals, but Mandeville’s Travels describes a nation 
  of pious cynocephali who all wear a small silver or 
  golden image of an ox to represent their god. Also 
  known as quanrong.
  Danermin: The Pendant-Ear People, or pan-
  otii, are variously described with oversized ears 
  reaching to their shoulders, to their elbows or all 
  the way to the ground. All versions have exception-
  ally keen hearing. The panotii with the largest ears 
  sleep using one ear as a mattress and the other as 
  a blanket, and some stories describe them gliding 
  on their extended ears.
  Dinglingmin: The Horse-Legged People, or 
  hippopodes, have human bodies but the legs and 
  hooves of horses. They run with great speed and 
  live as nomads.
  Maomin: The Hairy People are pygmies with 
  bodies covered in short, dense fur like that of a boar. 
  They live in mountain caves, go naked despite the 
  cold, eat millet and train four kinds of birds.
  Sciapodes: The Shadow-Foot people, or 
  monopods, live in a very hot country. They have 
  just one leg and a foot so large they can use it 
  as a sunshade while they rest in the hottest part 
  of the day. Sciapodes run (or rather, hop) with 
  great speed.
  Tenaga: The Long-Armed People are larger 
  than ordinary humans, with amazingly long arms. 
  They stand on the shore and snatch fish out of 
  the water, or grab people from passing boats. 
  Also known as changbimin. Asinaga and tenaga 
  sometimes team up, with each tenaga riding on an 
  asinaga’s shoulders, to combine their height, reach 
  and running speed.
  Troglodytes: The Hole-Creepers live in caves 
  and cannot speak. Some tales say they eat snakes 
  and lizards, or go on all fours. Tales describe other 
  mute races that communicate by gestures, so perhaps 
  troglodytes do too.
  Yibimin: The One-Arm People are each only 
  one half of a normal person, with one arm, one leg, 
  one eye and one nostril. If they want to walk and 
  act normally instead of hopping around, yibimin 
  must strap themselves together in pairs.
  life floWerS
  These glowing blue orchids grow only in 
  the deep forest of the Far East, where the trees 
  grow miles tall. During the First Age, these 
  were among the most valuable wonders that 
  the tree folk harvested for their masters. They 
  are still some of the greatest treasures obtained 
  from the fringe of the Wyld. Merchants who 
  deal fairly with the tree folk can still acquire 
  life flowers and become extremely wealthy 
  from this trade.
  When a wounded character eats a life 
  flower blossom, she heals wounds three 
  times as fast as normal for that day, and is 
  cured of all but the direst diseases. An even 
  rarer species of life flower, which glows a soft 
  purple, cures all known diseases except the 
  Great Contagion. People who consume it 
  also heal as much in a day as they would in 
  a week. The purple life flower grows only in 
  the farthest Eastern Bordermarches, where 
  the ground has given way to endless trees. 
  The bonuses from both types of flower apply 
  only to wounds the character incurred before 
  he took the life flower.
  Cost: •••• (blue flower), ••••• 
  (purple flower)
  
  32
  Here is an expansion of the Mutations section 
  in The Compass of Celestial Directions, Vol. II—
  The Wyld, pp. 144–148.
  alternate nutriMent
  The mutant can eat and digest something her 
  species does not normally consider food, such as 
  meat-eating rabbits or people who live off sweet 
  odors. The creature might still eat the normal food 
  of its species. If not, the alternate nutriment is com-
  mon enough that feeding presents no significant 
  difficulty.
  This pox stacks. Taken once, the mutant can 
  feed on some substance that at least some natural 
  creature regards as food, such as people who can digest 
  grass and leaves as a cow could. Taken twice as an 
  affliction, the mutant feeds on something bizarre but 
  harmless, such as ground red ocher or newly fallen 
  snow. Taken three times, as a blight, the mutant can 
  eat and digest something that should be physically 
  impossible or even lethal, such as solid rock, flute 
  music or concentrated acid. The basic pox might 
  not be obvious, but affliction and blight versions 
  always include blatant physical changes such as iron 
  grinding-plates for teeth, to chew up pebbles.
  A mutant can have the Diet negative mutation 
  as well as Alternate Nutriment, for a creature with 
  truly strange requirements, such as a mutant who 
  can survive only on the smell of apples.
  extended liMBS
  One set of the mutant’s limbs extends to freakish 
  length. Extended arms add one yard to a person’s 
  reach; extended legs add one yard to a person’s Move 
  and two yards to Dash actions.
  The basic mutation is a pox, but it can stack. 
  Taken twice to become an affliction, its effects 
  double. Taken three times, as a blight, its effects 
  quadruple (i.e., +4 yards to reach or +4 yards to 
  Move and +8 yards to Dash).
   
  MORE MUTATIONS
  
  SplinterS of the Wyld
  33
  headleSS
  A creature with this abomination lacks a head. 
  Since this is still a more-or-less positive mutation, 
  however, the creature’s mouth and eyes relocate 
  to some other part of its body. This abomination 
  may combine with other mutations. For instance, a 
  mouth relocated to a headless person’s belly could be 
  a Hideous Maw (The Manual of Exalted Power—
  The Lunars, p. 208).
  MiSSing Body part
  A creature with this negative mutation does not 
  have a sufficient number of a particular anatomi-
  cal feature. The One Eye deficiency is an example. 
  Others include people with only one arm, one leg or 
  one ear. The mutation is a deficiency if the missing 
  body part causes minor but easily survivable prob-
  lems. For instance, one leg would be a deficiency 
  if it were centrally placed and strengthened so the 
  person could hop as fast as he used to run. Taken 
  repeatedly, the mutation can become a deformity—
  survival becomes problematic for a person without 
  arms, say, or legs (unless positive mutations supply 
  alternate limbs). Intermediate cases, such as a person 
  who loses a leg to the Wyld but can move using 
  crutches, are debilities.
  regeneration
  This abomination is also the result of taking the 
  Exalted Healing affliction twice. The Wyld mutant 
  heals lethal damage at the same rate as an Exalt heals 
  bashing damage, and aggravated damage at the rate 
  of lethal damage. Doing so costs the mutant three 
  motes (if an Essence-channeler) or one Willpower 
  point per day. What’s more, the mutant grows back 
  severed limbs, crushed eyeballs and other such dam-
  age. For the same three motes or one Willpower, he 
  can instantly heal any effect short of actual maiming 
  to which the Crippling keyword applies.
  Re-grown body parts, however, grow back wrong. 
  Serpent scales cover the re-grown hand; the re-grown 
  eye functions but is made of wood. The character 
  always carries two points’ worth of Skin/Hair Color 
  to represent these harmless but visible and disturbing 
  deviations from her proper physical form.
  
  34
  Here is an expansion of the Derangements sec-
  tion in The Compass of Celestial Directions, Vol. 
  II—The Wyld, pp. 148-150.
  Manic/depreSSiVe
  This is an expansion of Mood Swings, Exalted, 
  p. 288. In the high times, the character has energy 
  enough to do anything and can take on the world. 
  Hitting her lows, nothing is good enough, nothing 
  will help and she might as well lie down and starve 
  to death. The mood swings become more rapid and 
  extreme with greater levels of derangement.
  Deficiency: The derangement has a slow pace, 
  providing about three days of mania and three 
  days of depression each month, about two weeks 
  separated. During the manic period, the character 
  ignores penalties from fatigue and lack of eating, 
  drinking or sleeping (though she can still die of 
  deprivation). The character requires successful 
  Temperance rolls to resist impulses to sing loudly 
  when she’s happy, start a fight over minor irritations 
  or finish any task that takes more than a scene before 
  moving on to something else. All penalties hit her 
  at the end of the high. During the low, the player 
  must roll Conviction for the character to initiate 
  any new plan or continue it past a scene.
  Debility: The character shifts more quickly. Each 
  phase of mania and depression lasts five days, with 
  only one to 10 days of normalcy between phases. 
  Temperance and Conviction rolls are at -1 die, and 
  all tasks suffer a two-die penalty as the character 
  itches to drop what he’s doing for some other idea 
  (which seems foolproof and utterly brilliant) or 
  wants to give up because it’s all futile. While manic, 
  the character eats or sleeps only when forced to 
  and tends to babble.
  Deformity: Each manic, depressive or equable 
  phase lasts one to five days. Temperance and 
  Conviction rolls suffer a -2 external penalty, and 
  all tasks suffer a four-die penalty. While manic, 
  the character tends to rave incoherently because 
  the ideas and impulses come so quickly. While 
   
  MORE DERANGEMENTS
  
  SplinterS of the Wyld
  35
  depressed, the character can hardly get out of bed, 
  except possibly to drink or drug herself into a stupor. 
  In either phase, the character might additionally 
  suffer hallucinations.
  Multiple perSonalitieS
  More than one person lives in the character’s 
  head. Multiple personalities usually develop to 
  handle circumstances that the (or an) existing 
  personality cannot. A proud and noble character 
  might gain a cowardly personality that can flee a 
  mind-bending Wyld danger. He might gain another 
  when only an insidious, lying poisoner will do and 
  so on. This derangement often accompanies muta-
  tions that give characters multiple heads.
  Typically, the player’s character is considered 
  one of the personalities and the others are under 
  the Storyteller’s control, but players can control 
  all personalities, if they and the Storyteller would 
  like. The character does not remember what 
  happens when another personality is dominant. 
  Characters who gain additional derangements after 
  developing Multiple Personalities have a chance 
  that one of the “other” personalities develops that 
  mental dysfunction.
  The derangement might not be immediately 
  evident to other people. As the derangement grows 
  in severity, however, personalities become more 
  fragmented, specialized and divergent from the 
  character’s own.
  Deficiency: At its mildest, the character has 
  only two personalities. Both are (relatively) sane 
  and complete. One, his own, is normally dominant. 
  When the character encounters the sort of situation 
  in which the secondary personality excels (often 
  something the character subconsciously wishes to 
  avoid), his player rolls the character’s Temper-
  ance. Success prevents the identity from rising; 
  
  36
  failure gives it the lead. In control, the personality 
  (which is functionally identical to the character) 
  does whatever it is wont to do. At the end of every 
  scene, the personality’s player rolls Temperance. 
  Failure ends its control over the body and returns 
  the baseline personality.
  Debility: The character has three to five per-
  sonalities. At least one of them is psychologically 
  troubled all on its own. In situations that would 
  draw out a particular personality, the character’s 
  player rolls (Temperance) at difficulty 2. Failure 
  releases the relevant personality. A personality 
  remains in control until its player fails a difficulty 
  1 Temperance roll, made at the end of each day, or 
  until it encounters a situation that better suits one 
  of the other personalities—in which case it has the 
  same chance of submitting as any other.
  Deformity: All the personalities are of approxi-
  mately equal strength. There could be five or more, 
  but many are quite submissive and resemble each 
  other a great deal. At least half the personalities are 
  completely broken, and the character often seems 
  excessively delusional when he acts like a five-year 
  old child, an old woman, a cold-blooded killer or 
  a self-loathing flagellant. The character might also 
  suffer auditory hallucinations as different personali-
  ties break the barriers of mind and chatter with each 
  other. The major personalities have their own Social 
  and Mental Attributes and some different Abilities—
  but nothing exceeds the original character’s traits. 
  They are merely fragments of the baseline character. 
  The personalities rise and fall as needed, and the 
  original personality is frequently forced under. The 
  character might be able to watch in horror as he 
  performs actions he never wanted to perform.
  
  SplinterS of the Wyld
  37
  SnoW ghoSt
  A snow ghost looks like a nude, genderless 
  human outline, invisible except for the flakes of 
  snow that whirl through it. In an actual snowstorm, 
  attempts to spot a snow ghost suffer a -5 external 
  penalty. Although it is as light as falling snowflakes, a 
  snow ghost’s touch inflicts terrible wounds. If its tar-
  get is immune to cold-based environmental damage 
  (as by Element-Resisting Prana or similar Charms—
  Elemental Adaptation: Air is not enough), a snow 
  ghost inflicts only lethal damage.
  Snow ghosts are automatons: Valor rolls for 
  them never fail and other Virtue rolls are never 
  necessary. They have no genuine minds, only 
  directives and simple, fixed plans of action that 
  neither natural nor unnatural mental influence 
  can change.
   
  CREATURES OF  
  THE WYLD
  Although snow-ghosts are particularly associ-
  ated with the Feather Stairway (see pp. 4–6), they 
  can appear in other ways at the Storyteller’s option; 
  for instance, as an occasional, random side effect of 
  using powerful magic in frozen fog or in Northern 
  Middlemarches.
  Wing children
  Each of these creations of the Father of Birds 
  (see p. 7) is a unique mix of human child and 
  some sort of bird. Half-raptor wing children are 
  the most common, but a determined observer can 
  find nearly any avian represented. Wing children 
  cannot disobey the Father of Birds, and they revere 
  him without question. The traits presented are for 
  a reasonably combat-capable wing child; others are 
  more or less physically able.
  
  38
  creatureS of the WeSt
  kraken-Whale
  These beasts appear to be nothing stranger 
  than whales of unusual size… until they open their 
  mouths. Inside their maws, the kraken-whales 
  hide rough, broken-looking teeth and eight huge, 
  mottled tentacles that can double their normal 120-
  foot length. The ever-hungry kraken-whales can 
  eat nearly anything, and attack boats and anything 
  else they see for sustenance. Although few observe 
  them separately, kraken-whales are actually two 
  symbiotic beasts, a kraken living inside a huge whale. 
  The kraken’s tentacles grasp food, and the whale’s 
  monstrous teeth mash it up for digestion.
  liVing iSlandS
  Many islands float in the Western Middle-
  marches, each one an adventure waiting for 
  discovery. These particular “adventures” are alive. 
  While they appear to be normal floating islands 
  anywhere from several hundred yards to a few miles 
  across, their malleable flesh merely settles naturally 
  into the shapes of mountains and jungle trees.
  Living islands usually rest quietly, letting sus-
  tenance flow into underwater mouths as they drift. 
  Explorers can awaken the island by trying to dig too 
  far through the ground or lightning bonfires. Then, 
  the island becomes hostile. It makes travel difficult 
  by “growing” dense thickets of brambles, opening 
  deep chasms, creating sharp rocks underfoot or 
  otherwise controlling the terrain. The living island 
  can also grow tentacles or snapping beaks to attack. 
  Such battles usually end with the island growing 
  a mouth on its back, which chews up its meal and 
  sends it straight to the creature’s stomach.
  People can encounter these creatures anywhere 
  in the Western Bordermarches or Middlemarches, 
  and raksha occasionally use them as homes or ve-
  hicles. Living islands seldom survive in Creation, 
  which stifles their protean nature. The few that 
  manage the feat grow more solid and static, be-
  coming little more than islands with a heart. Some 
  islands occasionally shape themselves into giant 
  hermit crabs or other creatures, with their legs or 
  feet tucked away beneath the now-stable shell.
  tentacle Man
  Tentacle men are roughly humanoid, but they 
  have the mottled, rubbery skin of octopi and they 
  have no heads. Where the neck would be on a 
  human, this monster instead has eight suckered 
  tentacles and a large beak. Tentacle men stand at 
  least twice the height of a normal man, and their 
  long tentacles give them at least 10 feet of reach. 
  Normally, they walk on the bottom of the sea, but 
  they can swim at their normal speed or walk on dry 
  land for long periods.
  Tentacle men live in small family units when 
  left alone, but they are easily tamed. Several West-
  ern Fair Folk use them as servants or workhorses. A 
  few raksha breed tentacle men in captivity.
  creatureS of the South
  fire Whale
  Fire whales are huge, whale-shaped beasts 
  constantly sheathed in blazing flames. They swim 
  in the largest fire rivers and seas of the South. No 
  fire can harm them except for the rare and deadly 
  golden fire. These creatures are usually peace-
  ful, but the sight of things not aflame sometimes 
  enrages them, causing them to ram vessels and 
  try to consume intruders. Fire whale skins dance 
  with flame-fur, which feels warm and silky to the 
  touch. The skins are useful in many applications 
  dealing with fire.
  Manticore
  These creatures look like large lions whose 
  semi-human heads are even broader than normal—
  creating space for a wide mouth with three rows of 
  shark teeth. The manticore has a long scorpion’s 
  tail that injects venom from its barbed stinger (use 
  arrow frog venom; Exalted, p. 131). Mortals, weak 
  Fair Folk and young Dragon-Blooded might evenly 
  match a manticore, but entities that are more 
  powerful have little to fear from them.
  Manticores are at least as clever as the smart-
  est apes and can perfectly imitate any voice they 
  have ever heard. Worse, they can make this 
  voice come from anyplace within 30 yards of 
  their actual location. While manticores are not 
  smart enough to carry on a conversation, they 
  
  SplinterS of the Wyld
  39
  can learn what sounds attract people to them, 
  such as calls for help.
  creatureS of the eaSt
  cat tree
  The smaller sort of tree in the Cat Forest (not 
  to be confused with the great cat-trees) consists 
  of many normal-sized cats, crawling up and down 
  the mass that somehow keeps its tree-shape as it 
  travels with the forest. Cat trees attack visitors 
  only if severely provoked, at which point many 
  small claws whip out of the “trunk” to tear at the 
  tree’s attackers. Each attack inflicts only one die of 
  damage, not adding extra successes on the attack 
  for determining damage.
  hatra
  These small, gliding carnivorous beasts look 
  like a furless cross between small monkeys, cats and 
  flying squirrels. A single hatra presents little threat 
  to an experienced traveler, but the flocks of 30–60 
  in which they attack can kill even large animals.
  Hatra live throughout the Eastern woodlands 
  (which is why they also appear in The Compass 
  of Terrestrial Directions, Vol. III—The East). 
  In the Wyld, however, these small creatures hatch 
  from hatra trees. The wide and bush-like trees stand 
  from 15 to 30 feet tall and can hatch as many as 
  six hatra a day in season. Hatra live on their trees, 
  guarding the source of future eggs and eating what 
  comes near. When a tree becomes overpopulated, a 
  flock of hatra migrates away from the tree. Several 
  of the creatures bury themselves underground to 
  become seeds for a new hatra tree.
  Vine WyrM
  Vine wyrms resemble nothing so much as a 
  dragon’s head with an unending neck, but when 
  quiet and still it is easily mistaken for one of the East’s 
  impossibly thick vines, or perhaps a vine-covered 
  tree. These are deadly mistakes. A vine wyrm can 
  strike quickly and without warning, usually biting 
  twice. The first bite injects its venom, which slows 
  the prey and begins the digestion process, and the 
  second bite often takes its prey whole. Hanging from 
  far above, most vine wyrms never need to move 
  in pursuit of prey. If it comes in range for the first 
  attack, it should be in range for the second.
  Vine wyrms can grow to be up to 100 feet long 
  and six feet in diameter. They slither like snakes 
  through the trees. The wyrms rarely appear outside 
  the Eastern Bordermarches and Middlemarches, but 
  sometimes venture into the Southeastern jungles. 
  Venom: (8L/action, 3, —/—, -4).
  
  40
  Name 
  Str/Dex/ 
  Per/Int/ 
  Health 
  Attack 
  Dodge DV/Soak
   
  Sta 
  Wits/Will Levels 
  (Spd/Acc/Dmg/Rate) 
  Creatures of the North
  Snow-Ghost 
  3/6/8 
  3/1/2/1 
  -0x4/I 
  Ice Razor Touch: 4/10/3A/2 5/4L/8B
  Abilities: Athletics 4, Awareness 2, Dodge 4, Martial Arts 3, Stealth 4
  Snow Lion  
  10/3/8 
  3/1/2/3 
  -0x2/-1x2/-2x3/-4/I 
  Bite: 6/7/12L/1, 
  2/6L/12B
   
   
   
   
  Claw: 5/7/10L/2 
  Abilities: Athletics 3 (Tunnels +3), Awareness 3 (Tremors +3), Dodge 2, Integrity 1, Investigation 2, Martial Arts 3,  
  Presence 2, Resistance 3, Stealth 3 (Ambush +3), Survival 3
  Wing Children  2/3/2 
  2/2/2/4 
  -0/-1x2/-2x2/-4/I 
  Talon: 5/6/4L/2 
  2/1L/3B
  Abilities: Athletics 3, Awareness 2, Dodge 2, Integrity 2, Investigation 3, Martial Arts 3, Presence 1, Resistance 1, 
  Stealth 2, Survival 2
  Creatures of the West
  Kraken-Whale  
  18/3/20 
  2/1/1/6 
  -0x6/-1x4/-2x4/-4x2/I 
  Bite: 6/9/21L/1,  
  2/12L/23B
   
   
   
   
  Clinch: 6/10/18B/8
  Abilities: Athletics 2 (Swim +3), Awareness 2, Dodge 2, Integrity 4, Investigation 2, Martial Arts 4 (Bite +2, Grab +3),  
  Presence 5 (Intimidation +2), Resistance 4, Stealth 1, Survival 4
  Living Island 
  20/4/17 
  1/1/1/6 
  -0x8/-1x4/-2x4/-4x2/I 
  Bite: 6/12/+24L/2,  
  3/11L/20B
   
   
   
   
  Smash: 5/11/22B/3, 
   
   
   
   
  Clinch: 5/9/20B/2
  Abilities: Athletics 1, Awareness 3, Dodge 2, Integrity 3, Investigation 1, Martial Arts 5 (Bite +2), Presence 2, 
  Resistance 5, Stealth 1, Survival 4
  Tentacle Man  
  9/4/8 
  4/1/3 
  -0x2/-1x4/-2x3/-4/I 
  Bite: 4/7/7L/1,  
  3/6L/11B
   
   
   
   
  Clinch: 6/10/9B/3
  Abilities: Athletics 2, Awareness 3, Dodge 2, Integrity 1, Investigation 1, Martial Arts 3 (Clinch +3), Presence 1, 
  Resistance 1, Stealth 2, Survival 3
  Creatures of the South
  Fire Whale  
  12/2/14 
  1/1/2/4 
  -0x5/-1x6/-2x3/-4x2/I 
  Bite: 6/4/16L/1,  
  1/7L/14B
   
   
   
   
  Ram: 6/5/20L/1
  Abilities: Athletics 2 (Feats of Strength +3), Awareness 2, Dodge 1, Integrity 4, Investigation 1, Martial Arts 2 (Bite +1,  
  Ram +1), Presence 2 (Intimidation +1), Resistance 4, Stealth 1, Survival 3
  Manticore  
  8/4/6 
  3/1/3/3 
  -0x2/-1x3/-2x3/-4/I 
  Bite: 6/8/11L/1,  
  3/6L/9B
   
   
   
   
  Sting: 5/10/9L + poison/1
  Abilities: Athletics 3, Awareness 3, Dodge 2, Integrity 2, Investigation 2, Martial Arts 4, Performance 3, Presence 2,  
  Resistance 2, Stealth 4, Survival 3
  Creatures of the East
  Cat Tree  
  1/3/10 
  2/1/3/4 
  -0x6/-1x5/-2x5/-4x3/I 
  Scratch: 3/8/1L/10 
  2/7L/13B
  Abilities: Athletics 1, Awareness 5, Dodge 1, Integrity 3, Investigation 1, Martial Arts 3 (Scratch +2), Presence 3, 
  Resistance 5, Stealth 1, Survival 3
  Hatra 
  1/4/2 
   3/1/3/3 
  -0/-1/-2/-4/Incap 
  Bite: 4/8/3L/2 
  3/1L/2B
  Abilities: Athletics 3 (Climbing +1), Awareness 3, Dodge 4, Integrity 1, Investigation 2, Martial Arts 4, Resistance 2,  
  Stealth 4, Survival 3
  Vine Wyrm  
  9/5/8 
  4/1/3/6 
  -0x3/-1x3/-2x4/-4/I 
  Bite: 5/11/13L + poison/1 
  4/12L/15B
  Abilities: Athletics 3 (In Trees +2), Awareness 3, Dodge 4, Integrity 2, Investigation 1, Martial Arts 4, Presence 4, 
  Resistance 4, Stealth 4 (In Trees +3), Survival 4
  
SOURCE: textdata/thevault/Storyteller [multi]/Exalted/Exalted Splinters of the Wyld 2e.pdf