Map of Creation

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<——- Click the map to the left to see/download a full-size map of Creation.


The Compass of Terrestrial Directions

The Scavenger Lands

Volume I – The Scavenger Lands

Since the fall of the Dragon-Blooded Shogunate eight centuries past, the Scavenger Lands have forged their own destiny in defiance of both the odds and the forces of the Scarlet Empire. Shattered by the twin blows of the Great Contagion and the subsequent invasion by the Fair Folk, the former River Province of the Shogunate rebuilt itself, eschewing the Realm’s help and its dominance. Defending their independence again and again over the centuries, the states of the Scavenger Lands have grown into economic powerhouses and bastions of freedom that are the envy and inspiration of the rest of the free world.

The Compass of Terrestrial Directions, Vol. I—The Scavenger Lands is a setting book designed to provide players and Storytellers with all they need to play games set in any of the numerous states of the Confederation of Rivers. From the deiocracy of Great Forks to the Realm puppet-state of Greyfalls, from the military dictatorship of Lookshy to the myriad tiny nations that make up the so-called Hundred Kingdoms, there are settings aplenty for every type of group and style of play, complete with dominion traits for Exalted’s optional Mandate of Heaven rules.

Chapter One: The History of the Scavenger Lands
This chapter offers a detailed overview of River Province history. From its First Age origins as the breadbasket of the Old Realm to its present incarnation as the defiant Confederation of Rivers, this region has always influenced the affairs of nations Creation-wide.

Chapter Two: The Heart of the Scavenger Lands
This section focuses on Nexus, the most populous city of the Scavenger Lands. Crouched like a bloated spider at the confluence of the River Province’s three greatest waterways, the lawless city of Nexus exerts enormous influence on the Scavenger Lands and beyond through its web of trade routes spun by economic powerhouse, the Guild.

Chapter Three: Warlords of the Scavenger Lands
Chapter Three focuses on Lookshy and one of its martial allies, the Marukan Alliance. From the fortress-city of Lookshy, the mighty Seventh Legion sallies forth to defend the Scavenger Lands from its many enemies, be they imperial legions, barbarian invaders or even the unfathomable Fair Folk. Yet the Seventh Legion does not operate alone. Tied by treaty to the other states of the Confederation of Rivers, the field forces of Lookshy have often operated alongside the armies of other River Province nations. One of its most respected allies is also detailed here, Marukan, home of the rightly feared horselords.

Chapter Four: The City of Temples
This chapter concerns itself with Great Forks, one of the Confederation’s most powerful states and one ruled directly by three powerful gods: Spinner of Glorious Tales, Weaver of Dreams of Victory, and Shield of a Different Day. Eschewing the Immaculate faith, the people of Great Forks share their city with a number of minor divinities and God-Bloods, many of whom immigrated to the city because of its renowned tolerance.

Chapter Five: Empire of the Dead
This section covers Thorns, a totalitarian state suffering under the despotic rule of the Deathlord Mask of Winters. Once loyal subjects of the Realm and devout followers of the Immaculate faith, Thorns’ people now slave for the Deathlord and his Abyssal champions and are forcibly converted to the blasphemous ancestor cult.

Chapter Six: Last Bastion of the Scarlet Empire
Chapter Seven concerns itself with the final outpost of the Realm in the Scavenger Lands, Greyfalls. Ceded to the Empress by the treaty ending the Realm’s third invasion of the River Province, Greyfalls was long considered a provincial backwater to which were sent the dregs of Realm society. Thanks to the efforts of House Nellens, however, the country has enjoyed a rebirth of sorts and now threatens to use its newfound economic and military might to expand into sovereign Confederation territory.

Chapter Seven: The Empty City
In the heart of the Hundred Kingdoms lies the lost First Age city of Denandsor. Protected by a cursed miasma and an army of robotic guardians, its greatest treasures still wait to be uncovered by the Exalts clever or tenacious enough to best its defenses.

The West

Volume II – The West

The ocean is deep. Island-continents rise and fall again. The West is the least populated Direction of Creation, and yet the seas are far from empty. The Wyld is always close in the West, and its human inhabitants stretch out lines of trade and commerce between the islands and archipelagos, to defend against the encroaching chaos beyond the world and those who’ve been touched by it.

The Compass of Terrestrial Directions, Vol. II—The West is a setting book, designed to provide players and Storytellers all they need to set games in Creation’s oceanic frontier. From the Coral Archipelago’s gambling halls through the necropoli of Skullstone, south through the Neck’s tribes and the Wavecrest Archipelago’s volcano gods, further south through the territories of the Lintha pirates and finally down, into the depths, to sunken Luthe, this book details the Direction of Creation least explored by mortals and least understood.

Chapter One: A History Written on Water
This chapter covers the history of the West, from the time of Creation’s forgotten beginning through all the cataclysms of the past and into the world’s troubled present.

Chapter Two: Jewels in the Foam
The Wavecrest Archipelago, the Neck and the culture of the Tya, female sailors who forswear their gender to pursue life on the high seas, represent three of the West’s most peaceful and idyllic of societies, but in the Age of Sorrows, peace is relative. Even these jewels of the Western Ocean are shadowed by the horizon’s dark tidings, and Wavecrest’s volcano gods are ever hungry for sacrifices.

Chapter Three: An Ocean of Silver and Jade
The Coral Archipelago tolerates no weakness. This nation’s relentless pursuit of excellence and the dominance of all who surround it—culturally, militarily and financially—leave the rest of the Western nations wary. Sea Lord Nemoran wishes to bring an entire Direction under his heel, and with the Realm faltering, there may be none to stop him. By comparison, the Denzik Merchants pursue trade and fortune with no ill will, spreading the wares of their clients across a great circuit ’round all the waterways of the world. Come, see the Denzik city-ship. No greater concentration of curiosities and treasures exist anywhere else in Creation.

Chapter Four: Mist-Webbed Isles
The Silver Prince, the Skullstone Archipelago’s master, claims he’s founded a utopia where the living and the dead exist side by side. Skullfolk fear not death, and labor not in life, for the souls of the dead stay to advise their living relatives while the bodies of the dead perform all the manual labor. But the Deathlord also known as the Bodhisattva Anointed by Dark Waters lies.

Chapter Five: Demon Pirates of the Western Ocean
This chapter reveals the origin and activities of the Lintha Family, the most notorious and feared criminal syndicate in Creation. The Lintha claim descent from the Yozi Kimbery, the Sea That Marched Against the Flame. Through her patronage, they spread their demon-cult across all Creation’s waters, and with her Chosen, they’ll revenge themselves against a world that wronged them at the dawn of history.

Chapter Six: Lost in the Depths
This chapter sheds light on three of the West’s hidden societies. In sunken Luthe, Leviathan’s scions live out their lives in worship of their Great Whale God, and even today carry out a terrible revenge against an ancient tragedy. In the City of the Shining Reefs, the heart of the pelagial empire beats more slowly every year. Though one of Creation’s oldest remaining civilizations, it lies on the verge of extinction.

Chapter Seven: Gods and Monsters of the West
The spirits, heroes and creatures native to Creation’s great ocean are allies of great strength and enemies of inescapable tenacity.

The East

Volume III – The East

Of all the sectors of Creation, the East possesses the greatest habitable area. This region curls around the Scavenger Lands in an immense arc. In the First Age, many strange and wonderful cities rose in the East. The Great Contagion and the Fair Folk invasion laid most of them low, and the forest reclaimed the ruins. New societies grow in the East, now, largely untouched by the Realm—and frequently isolated from each other as well. Some have ancient roots. Others are entirely new. Not all this growth, however, is sane or healthy. Many dangers lurk in the East: some obvious, many hidden.

The Compass of Terrestrial Directions, Vol. III—The East is a setting book, designed to assist players and Storytellers who want to set their Exalted series in Creation’s forested frontier. The East holds many societies, from miniscule tribes to the sprawling wilderness kingdoms of Halta and Linowan. Some of these cultures reach toward new heights of civilization, while others wallow in degeneracy. In the Time of Tumult, they all face new challenges.

Chapter One: Roots of the East
This chapter gives an overview of Eastern history, from the time of the pre-human Dragon Kings to the present.

Chapter Two: The Empire Wilderness
Halta and Linowan, the two largest nations of the East, have fought each other almost since their founding. Each nation claims the patronage of a powerful god and fights in that god’s name. For centuries, the war between the river-loving Linowan and the tree-dwelling Haltans was a stalemate. Recently, however, the Realm and the Bull of the North both intervened in the eternal war. Leaders in both Linowan and Halta now ponder the possibility that their long war might finally end in the complete destruction of one side—or both.

Chapter Three: Strange Hybrid Flowers
Many Eastern countries are quite small, but are no less unique for their size. This chapter describes the funereal city-state of Sijan, the hawkriders of Mount Metagalapa and the enigmatic nation of Chaya. In each of these three places, mortals live in strange partnership with other intelligences.

Chapter Four: Savage Lands
A great many Easterners do not live in nations at all. They belong to tribes. This chapter describes a number of the tribes dwelling in the Eastern forests. Some tribes, such as the Ten Tribes of the remote East, might become nations in time. Others, such as the Wyld-touched Arczeckh Horde, seem caught in savagery. The grimmest societies of the East, however, occupy ruins from the First Age. In Mahalanka and Rathess, remnants of ancient civilization join with Exalted power and madness to produce horrors that may well explode across the East.

Chapter Five: Gods and Monsters of the East
A wide variety of spirits, peoples and wild creatures live in the East and shape its destiny. This chapter describes a number of influential gods and Exalts, beastmen and other people who seem at least partly human, and various animals and monsters. Some might become allies or resources for Eastern characters; others serve as deadly foes.

The South

Volume IV – The South

The South of Creation draws its character from the Elemental Pole of Fire. Only high mountaintops there experience prolonged cold, and its furthest regions are volcanic wastelands too hot for mortal life. The pole’s influence also expresses itself in the heat of spices and the fire of well-cut gems, both of which the South has in abundance. The South is Creation’s treasure-chest, and it knows the fires of greed and ambition that have forged empires and burned them down again. It is a land of magnificent cities amid fertile fields and haunted ruins in barren deserts. This direction of Creation offers many opportunities for adventure, with staggering rewards for the bold—and staggering loss for the foolish.

The Compass of Terrestrial Directions, Vol. IV—The South is a supplement for the Exalted game. It describes the sector of the threshold that feels the influence of Fire. It offers a guide to Creation’s warmest and wealthiest region for Storytellers who want to set a series in the South, and for players to create Southern characters. From the shores of the Inland Sea to the deep deserts, seven great nations dominate life in the South.

Chapter One: Up from the Ashes recounts the history of the South: the fabulous glories of the Old Realm, the horrors that ended those glories, the painful struggle to build new societies and the challenges that could burn those societies down again.

Chapter Two: Broken Jewel of the South details the region’s largest and richest city: Chiaroscuro, a city of glass towers and squalid slums now ruled by the Delzahn, nomad conquerors from the desert. Fragments of the Old Realm’s glories survive in Chiaroscuro. Can those glories be built again?

Chapter Three: His Eye Is Always on You
describes Paragon, whose immortal autocrat rules through the power of a mighty relic of the Solars. Through sometimes harsh expediencies, the Perfect of Paragon has built an oasis of peace and order. The Age of Sorrows, however, brings new dangers and new choices to Paragon and its absolute monarch.

Chapter Four: Nothing Ever Happens in the Lap
offers a guide to the South’s dullest, quietest city-state… or so its people fervently hope. Centuries of peaceful submission to the Realm are about to end, though—one way or another. If the Laplanders do not choose their path in the Time of Tumult, many others are ready to choose for them.

Chapter Five: Beyond the Dreams of Avarice
describes the city-state of Gem, the Southernmost city of Creation. Mortal greed built a city in a desert—and constantly threatens the city with civil war.

Chapter Six: Five Peoples, One Shame
deals with the kingdom of Harborhead. For centuries, the warlike Five Peoples of Harborhead lived in grudging proximity to each other and in humiliated submission to the Realm. As the Realm withdraws its power, will the Five Peoples reach for empire or turn against each other?

Chapter Seven: Bound by Clock and Caste
details Varangia, a confederation of city-states that fits every person into harmonious, predestined roles based on horoscope. Except for the people it doesn’t—or people who become too unhappy in their occupations—or whom passion draws into forbidden liaisons—or who hire criminals to help them impersonate a higher caste—or the slaves… This confederation’s clockwork society is breaking down.

Chapter Eight: Flowers and Secrets
is a guide to AnTeng, a profitable satrapy that seems thoroughly, if not
happily, obedient to the Realm. From the Three Princes who rule An-Teng’s provinces to the peasants in the rice-fields, however, the Tengese hide much from their overlords. Powerful gods and ancient secrets are at work in An-Teng.

Chapter Nine: Gods and Monsters of the South
describes several of the South’s leading divinities, including the powerful and political Court of the Orderly Flame. A number of the South’s influential Exalts and mortals also appear. The chapter ends with a selection of the strange and powerful creatures that roam the South, from simple animals to a cunning behemoth.

The North

Volume V – The North

Of the five directions of Creation, the North is the coldest and wildest. Every year, frigid winds sweep out from the Elemental Pole of Air to cover the North in ice and snow. Farming is difficult there except along the coasts and in a few sheltered locations, which limits the growth of civilization. Nevertheless, a number of powerful states have grown in the North—and the barbarian tribes who live by hunting and gathering have their own points of interest. In the Time of Tumult, they all need heroes.

The Compass of Terrestrial Directions, Vol. V—The North is a setting book for the Exalted game. It gives players and Storytellers an overview of the North’s people and places, from the tribes of the icewalker barbarians to the fortress-city of Whitewall. If you want to create a character from the North or set a series in this region of wind and frost, this book gives you the background to do so.

Chapter One: Words on the Wind
The book begins with a history of the North. In the ancient past, this direction saw some of Creation’s greatest wonders—and suffered some of Creation’s greatest disasters. Civilization slowly rebuilds itself in the North, but it may yet all crumble and blow away.

Chapter Two: The Once-Holy City
The city of Whitewall was built long ago as a shrine to the Unconquered Sun, but fell into apostasy and ruin. The city’s divine rulers, the Syndics, have restored Whitewall as a bastion of safety and civilization in the North, but powerful, uncanny foes surround Whitewall and seek the city’s ruin.

Chapter Three: The City Under the Mountain
Centuries ago, refugees discovered and settled a lost subterranean city. Gethamane supplies food and shelter from all the North’s dangers. Yet, monsters sometimes rise from the tunnels that stretch out beneath the city’s deepest layers. The people of Gethamane live on top of horror and danger beyond their imagining.

Chapter Four: Air Boats and Ambition
The Haslanti League began as an alliance of barbarian tribes and has grown into a huge (if sparsely populated) nation. Technological innovations such as air boats and iceships make the League a great military power. As the Haslanti seek a middle path between civilization and barbarism, they feel both the temptations and burdens of imperial power.

Chapter Five: Civilization and Barbarism
This chapter describes Northern cultures that never became great nations, but could if given the chance. The Deshan states, satrapies of the Realm, live in brutal slavery, while an equally brutal rebellion builds. Shanarinara finds unexpected challenges to its democratic traditions in wealth that attracts a surge of immigrants. Meanwhile, the icewalker barbarians continue to live in small, nomadic bands, their culture holding greater subtleties than most civilized folk imagine. The North also holds many little city-states and minor tribes… not all of them human.

Chapter Six: Sun and Ice
In 10 years, the Solar warlord called the Bull of the North forged icewalker tribes into an army that defeated the Realm and wrested an empire from the North. This chapter provides a glimpse of Yurgen Kaneko’s dominion. The Bull wants to conquer the world and restore the Old Realm—but beyond his drive to conquer, can he and his fellow Solars also rule?

Chapter Seven: Gods and Monsters of the North
From the great Celestial gods of war to malevolent Wyld barbarians, a wide variety of spirits, mortals and monsters shape life in the North. The Compass of Celestial Directions, Vol. V—The North concludes with a selection of people and creatures that may become friends or foes to the Exalted.

The Compass of Celestial Directions

The Blessed Isle

Volume I – The Blessed Isle

Originally home to the gods in the time before the Primordial War and the center of the Solar-led Old Realm that followed, the Blessed Isle lies at the very heart of Creation and is home to the Scarlet Dynasty that has ruled Creation for the past eight centuries. The Isle is the pinnacle of civilization in the Second Age and has known peace and prosperity undreamed of by the remainder of the Exalted world. With the disappearance of the Empress, however, the Realm stands at the brink of civil war, as the scions of the Great Houses seek to promote one candidate or another to become the inheritor of the Scarlet Throne. Meanwhile, the long-imprisoned Lawgivers have returned, some with designs to smash the Realm and reestablish the dominance of the Solar Deliberative. Can the Blessed Isle weather this Time of Tumult, or is its long peace finally at an end?

The Compass of Celestial Directions, Vol. I—The Blessed Isle is a setting book designed to provide players and Storytellers with all they need to play games set in the Heart of the Realm. From the rough docks of Arjuf to the delicate spires of the Imperial City, from the foot of the vertiginous Imperial Mountain to the green sands of the picturesque Jade Coast, this book provides settings aplenty for every type of group and style of play—complete with dominion traits for Exalted’s optional Mandate of Heaven rules.

Chapter One: History of the Blessed Isle
This chapter is a concise history of the Blessed Isle from its creation as the abode of the gods to its time as the center of the Old Realm, through the Dragon-Blooded Shogunate on down to the modern-day home of the Scarlet Empire. It includes a timeline of major events in the reign of the Scarlet Empress as well.

Chapter Two: Life on the Blessed Isle
Chapter Two offers an overview of what it’s like to live on the Blessed Isle, whether one is disenfranchised, a slave, a peasant, a citizen, a patrician or even a Dynast. The Blessed Isle is the safest and most prosperous land in Creation. All it demands in return is the people’s freedom.

Chapter Three: The Imperial Government
This section examines the government of the Scarlet Empire, a maze of overlapping agencies and redundant purviews designed to obfuscate the reality that the Empress was the one true power on the Blessed Isle. It remains to be seen if the Imperial Bureaucracy can survive the loss of its architect.

Chapter Four: The Immaculate Order
This section focuses on the Order of the Immaculate Dragons, the most powerful religious institution in Creation and the state religion of the Scarlet Empire. Included are descriptions of the Order’s major religious centers and figures, as well as details of how its monks, nuns and priests advance though the Five Coils from lowly postulants to the Paragons themselves.

Chapter Five: The Land
This chapter concerns itself with the various dominions and prefectures of the Blessed Isle and the cities, points of interest and manses they contain. Divided by geographical region, the chapter provides an overview of who the movers and shakers are in each area, as well as each area’s important natural and supernatural features.

Chapter Six: The Heart of the Realm
Chapter Six focuses on the Scarlet Prefecture and the Imperial City. At the hub of a Creation-spanning empire of Exalted demigods, this region is arguably the most important in the Exalted world and is presented in detail for those who alted wish to set their games there.

Chapter Seven: Gods & Creatures of the Blessed Isle
This section provides traits for the gods and beasts native to the heart of Creation. Although the preeminence of the Immaculate Order keeps the gods of the Blessed Isle on a short leash, the immense prosperity of the Isle and the strength of its institutions have still produced some of the Exalted world’s most powerful gods. Also, while its landsalted were long ago cleared of dangerous predators, the Blessed Isle is still home to a number of unique creatures, some of which were engineered through breeding processes lost to the rest of Creation.

The Wyld

Volume II – The Wyld

The Compass of Celestial Directions, Vol. II—The Wyld is a setting book for the Exalted roleplaying game. This book contains detailed information about the Wyld, the catch-all term for the regions beyond Creation where reality becomes more fluid than solid. Weaker Wyld zones have a few quirks, such as flammable granite or squirrels with sharp horns—small twists in the natural way of things. Where the Wyld is stronger, the surroundings become stranger: trees grow their roots into the sky instead of the ground, and crystal toadstools emit spun-sugar spores. More natural laws bend, or even shatter, allowing life to blossom within solid stone or causing water to boil when it’s cold and freeze when it’s hot.

The Wyld waits beyond the farthest East, South, West and North, a threat that picks at the stitches of the world simply by its very nature. People who encounter the Wyld come away changed, sometimes for the better, often for the worse and always away from human. Some victims change physically: they grow larger or smaller, spit acid, unsheathe claws or grow a second head. Other victims return from the Wyld driven mad by their experiences. Among the threats that the Wyld presents to Creation, the Fair Folk are one of the greatest. They call themselves raksha and the Wyld Rakshastan. Though there are exceptions, most raksha wish to undermine the constancy of Creation and reduce it to the same primal chaos that birthed them. A Manual of Exalted Power will explore the Fair Folk in more depth, but this volume reveals many of their activities and households. Wyld mutants live in tribes and sometimes cities, usually in the regions nearest Creation or just inside the borders of the Wyld. Their customs and habits are incredibly varied. Some Fair Folk present obvious dangers because they practice cannibalism or human sacrifice. A few of these strange tribes could potentially become allies to Creation. However, most Wyld cultures are too improbable to live within Creation; they can only survive in realms of dream and madness.

The magical reality of Creation allows a great deal, but draws the line at people with jack-o’-lantern heads or who can speak only in rhyme. Lunar Exalted also frequent the Wyld. They use the Wyld as a tool and a haven, since their moonsilver tattoos protect them absolutely from the chaos’ body-warping effects. From their territories at the rim of the world, they fight off dangers from beyond. But the Wyld is more than just a mindless threat. It is an adventure opportunity for any Exalted character. The Wyld abounds in lost ruins, treasures and strange peoples just waiting to be discovered. The Lawgivers of old made treaties with the Fair Folk that accomplished sweeping changes in their relationships. Mutant societies wait to be stopped from their hideous misdeeds or converted to a character’s cause. The Lunar Exalted (who become fully fleshed characters of their own in The Manual of Exalted Power—The Lunars) can fight threats to Creation on their own, or they can become potential allies for returning Solars or outcaste Dragon-Blooded.

This book is of limited use without the core Exalted game book. Admittedly, you can find a lot of neat ideas herein that have nothing to do with the Exalted rules and everything to do with bizarre, fantasy-chaos realms where weird things happen. They are tied into the Exalted cosmology, but you can work around that. The Wyld breaks boundaries, even of game systems! You can use The Compass of Celestial Directions, Vol. II in a core game focusing on the Solar Exalted without difficulty, and this book vastly expands the information about the Wyld presented in Chapters One and Seven of Exalted. If the Wyld is already in your game, this supplement will be a great help. Other supplements will draw extensively on this one. Just as The Compass of Celestial Directions, Vol. I—The Blessed Isle is incredibly useful for playing Dynasts of the Realm, this book can add a lot of information and depth to the Lunar Exalted or the Fair Folk.

Chapter One: Creation’s Rim
This chapter describes the nature of the Wyld, including how it deepens from Creation into Pure Chaos. Also included is a brief history of the Wyld, focusing on the assault on Creation during the Great Contagion.

Chapter Two: Life in Chaos
Many different entities live within the Wyld: the Fair Folk, societies of mutants, Lunar Exalted and even stranger things. This section deals with how they survive and what they do out there.

Chapters Three Through Six: The Wyld Directions
Each cardinal direction (except the center direction) receives its own treatment in these four chapters. Because the elemental poles influence the nature of the Wyld, each chapter describes the unique environments that arise when each element mixes with chaos. This information is as up-to-date and thorough as it can be for lands whose only constant is change.

Chapter Seven: Wyld Prodigies
The Wyld doesn’t just affect the land; it also affects people and animals. This chapter describes how Wyld societies seek power or wisdom in chaos, and provides more Wyld-induced mutations and mental derangements. The chapter concludes with a selection of creatures, sample beastmen and rules for playing beastman and Wyld mutant characters.


Volume III – Yu-Shan

Glorious beyond measure, Yu-Shan houses the gods in eternal splendor, just as it did the Primordials before them. Home to the Incarnae and the many other Celestial deities, the Five Bureaus of the Celestial Hierarchy and, of course, the Games of Divinity, Yu-Shan stands today as the ultimate expression of how a metropolis should appear, just as it has since before the dawn of recorded history. But time and circumstance have not been kind to Heaven and its spirits. Though magnificent the Celestial City may still be, it rots from the inside, and the indolence and self-obsession of its inhabitants may yet lead to Creation’s downfall. Have the Incarnae lost themselves totally to their addiction, or are they entrapped? Will the returning Lawgivers return Heaven to greatness, or will they judge it beyond saving?

The Compass of Celestial Directions, Vol. III—Yu-Shan
presents the Heaven of Creation as a fully playable setting for Exalted campaigns. Appropriate especially to Sidereal games, this book is equally applicable for games featuring the Solars. As the Age of Sorrows progresses, any Celestial Exalt who accomplishes goals of note will come under the scrutiny of the Celestial City.

Chapter One: A History of Yu-Shan
looks at that which has transpired in the city of the gods from prehistory’s end up until the present, including the God Wars between Terrestrial and Celestial Bureaucracies that followed in the wake of Balor’s Crusade.

Chapter Two: Life in the Celestial City
covers the lives of the Celestial gods, from basic issues such as timekeeping, economics and travel to the season-to-season lives of Yu-Shan’s social classes, as well as the factions and societies that shape Heaven’s political landscape from behind the scenes. It closes with a look at the Carnival of Meetings, where once each year during Calibration, the gods invite mortals to sample Heaven’s wonders.

Chapter Three: The Celestial Government
delves into Heaven’s five bureaus, their roles, functioning, and internal politics, their strengths and weaknesses, and how they might manipulate the Exalted of Creation or be manipulated in turn. It also covers Heaven’s laws and law enforcement.

Chapter Four: The Celestial City
explores the geography of Yu-Shan, the finest city ever known, the headquarters of the Five Celestial Bureaus, and other notable sites of interest. It then explores the 61 Yu-Shan gateways found across Creation and who uses them. Finally, it presents the Archipelago of the Exiles, an island chain in the uttermost West of Creation where spirit exiles from Heaven bide their time and wait for their chances to return to the City of Splendors.

Chapter Five: The Roll of Celestial Gods
presents five templates of varying power with which to represent the gods of Heaven, followed by a multitude of Celestial personages, their agendas, desires, fears and that which may entice them to take action in Creation once again.

Many spirits mentioned throughout this volume are fully detailed elsewhere in the Exalted line. Here is a comprehensive list of all gods and elementals throughout the various Exalted books at the time of this volume’s publication. Gods with Celestial positions (either due to the nature of their domain or by political appointment) are listed in italics. Readers can refer to this list when referencing a named god not included in this book.

Gods: Dog of the Unbroken Earth (p. 296); GriFei, God of the Imperial City (p. 298); Sikunare, Storm Mother (p. 299)
Elementals: Fakharu, Lesser Elemental Dragon of Water, Censor of the West (p. 302); Huraka (p. 303); Nymph (p. 305); Wood Spider (p. 306)

Gods: Five Days Darkness (p. 151); Hiparkes, Stallion-Lord of the Marukan Plains (p. 147); Shalrina, Daimyo of Faces (p. 149); Shield of a Different Day (p. 143); Spinner of Glorious Tales (p. 139); Tien Yu, Goddess of Lookshy and the Seventh Legion (p. 146); Tu Yu, City Father of Deheleshen (p. 144); Weaver of Dreams of Victory (p. 141)

Gods: Bashixun, Lord of the Surf (p. 129); Child of Siakal (p. 131); The Five Celestial Admirals (p. 139); The Ocean Father, Daimyo of the Seas (p. 133); Plentimon of the Dice, Celestial Minister of Gambling (p. 136); Siakal, the Western Goddess of Battle, Slaughter and Sharks (p. 138)

Gods: Ameru, God of Meru (p. 149); The Ancient of Stone Journeys, God of the Great Coast Road and Travel on the Blessed Isle (p. 154); Field God (p. 155); Flashing Peak, Goddess of the Imperial Mountain (p. 151); Jagalza, Satrap of the Realm (p. 152); Salt God (p. 156); Tachi-Kun, Central God of War and Exalted Warfare (p. 153)

Gods: The Hidden Judges of the Secret Flame (p. 72)

Gods: Baiji (p. 28); Bird of Vanileth (p. 47); Bloody Hand (p. 29); Burning Feather, Lady of Intoxicants (p. 49); Caravan God (p. 31); City God (p. 32); The Court of Seasons (p. 22); Disease God (p. 34); Dream Fly (p. 35); Dryad (p. 36); Forest Walker (p. 38); Grala, Mistress of the Endless Hunt (p. 50); Grandmother Bright, Goddess of Chiaroscuro (p. 52); Hound of the Endless Hunt (p. 48); Kireeki, Huntress of the Waves (p. 54); Least God (p. 39); Leech God (p. 69); Life Tree (p. 40); Lion Dog (p. 45); Madam Marthesine of the Lost (p. 55); The Mammoth Avatar (p. 56); Rabszolga, God of Slaves (p. 58); Mask (p. 41); Road God (p. 42); Scarab Guardian (p. 46); Sessen Douji, the Mountain Boy (p. 60); Soul Thief (p. 70); The Seven Fangs, Gods of Ascending Wood (p. 61); Siren (p. 43); Translucent Alabaster, the Porcelain Lady (p. 62); Vanileth, Shogun of Artificial Flight (p. 63); Verumipra, Ambassador to the Cursed City and Warden of the Exiles (p. 66); Zhuzhiao, High Princep of the Deep Trenches (p. 67)
Elementals: Amabosar (p. 115); Artisan (p. 134); Black Tar Vortex (p. 87); Brine Cur (p. 124); Carmine Lily (p. 135) Chief Storms-As-He-Walks (p. 99); Cloud Person (p. 93); Doldrum (p. 94); Fire Butterfly (p. 115); Flame Duck (p. 116); Garda Bird (p. 117); Gemlord (p. 103); Golden Fire Keeper (p. 87); Heketa (p. 125); Ifrit (p. 119); Jealous Saffron Rage, the Underground Fire, Lesser Elemental Dragon of Fire (p. 113); Jokun (p. 106); Joyous Youth Juritsu, Lesser Elemental Dragon of Wood (p. 131); King of the Wood (p. 136); Kri (p. 107); The Kukla, Greater Elemental Dragon of Earth (p. 102); Llama-Yu (p. 120); Mercury Ant (p. 108); Need Fire (p. 121); Ogime, the Frog Queen, Lesser Elemental Dragon of Water (p. 123); The Quicksilver Queen, Lesser Elemental Dragon of Earth (p. 100); Sandpiper (p. 87); Sandpit Fire (p. 87); Serpent-And-Egg (p. 110); Seventh Amethyst, Minister for Unforseen Events on the Island of Broken Masks (p. 111); Sobeksis (p. 126); Stick Person (p. 137); Storm Serpent (p. 96); Three-Clawed Sage (p. 87); Thunderbird (p. 97); Undertow (p. 127); Urchin King (p. 87); Vodonik (p. 128); Water Child (p. 130); The Wind Masters, Lesser Elemental Dragons of Air (p. 90)

~ A Little Perspective ~