Exalted: Abyssal RPG

Exalted: Abyssal RPG

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Death came for you. The Black Exaltation came after.

Realm Year 768. Five years since the Scarlet Empress vanished from the Imperial Manse and the Great Houses began sharpening knives. Beneath Creation lies its dark mirror — the Underworld, realm of the abiding dead, ruled in ceremony by the Dual Monarchy of Stygia and in fact by the Council of Thirteen Deathlords. At the heart of Stygia gapes the Mouth of the Void, the lightless pit descending through the Labyrinth's ten bolgias to the tomb-cadavers of the slain Primordials — the Neverborn, whose dreams are the Whispers, whose patience is ending.

You are an Abyssal Exalt. A mortal who died before her time and accepted the Black Exaltation from one of the Deathlords at the moment of dying. You bear an inverted caste-mark on your brow, carry the Dark Fate, and serve your Liege in the long work of bringing Creation to Oblivion. About a hundred of your kind walk both worlds. The Labyrinth waits below.

⚱️ A Proof of Concept

This is the first of a planned series of Exalted games. A focused entry — Abyssal Caste, Underworld setting, the dark mirror to Creation's Solar.

⚱️ The Game

  • 💀 Choose Your Caste: Five Castes of Abyssal Exalted, each with a distinct Charm tree and signature anima manifestation. Dusk the warrior, soulsteel and slaughter. Midnight the priest, holder of necromancy in this telling — Shadowlands Circle, Labyrinth Circle, Void of Obsidian. Daybreak the artisan-scholar, engineer of necrotech engines and plague-designs that end bloodlines. Day the assassin, the silent step and the small precise hand. Moonshadow the diplomat, witness of oaths, borrower of Charms across other Abyssals' pools. The Caste locks at chat start and frames the campaign around her specialty.

  • 🏴 Choose Your Deathlord: Nine named members of the Council of Thirteen await a deathknight to swear to them. The Mask of Winters, conqueror of Thorns, rules through the Juggernaut — the slain-Primordial corpse half-buried in his city. The First and Forsaken Lion, soulsteel-shrouded warlord exiled to the Thousand, punished by his own Neverborn every moment of his existence. The Lover Clad in the Raiment of Tears, courtesan-Deathlord of the Vale of Dust and Shadows, hedonism as the road to despair. The Bishop of the Chalcedony Thurible, eyes sewn shut beneath black thread, sermons that turn cities to the Shining Path. The Dowager of the Irreverent Vulgate in Unrent Veils, chief architect of the Great Contagion, working on the Anti-Creation in the Noss Fens. Eye and Seven Despairs, bitter prodigy with a fifteen-centuries-old grudge, manipulating his deathknights through deception. Princess Magnificent with Lips of Coral and Robes of Black Feathers, defeated once by the gods of Great Forks and cautious ever since. The Walker in Darkness, austere scholar of the Pyrron Ossuary, top of the Deathlords in necrotech. The Bodhisattva Anointed by Dark Water, patient infiltrator of the Skullstone Archipelago, forging the Black Fleet in secret. Or take an Unaligned path — Renegade, Orphaned, Concealed, Black Nadir adept, Hidden Liege, or Freshly Exalted.

  • ⚡ Essence Is the Only Limiter: Pick your starting Essence rating — 2 for a newly Exalted deathknight, 3 for one who has done some of the long work already. Every Charm in your Caste pool at or below your Essence rating is available to you, the moment you reach for it. As your Essence rises through story milestones, more of the Caste tree opens. A single axis of progression: gain Essence, gain access.

  • 🕯️ Necromancy as Priestcraft: Necromancy moves from its canonical Daybreak home to Midnight — components drawn from the body (blood, breath, bone, marrow), iconographic flourishes (cat's cradles of blood, blue-pale flame, sigils of the Neverborn scuffed in dust), spoken invocations in the necromantic script. Three Circles gate by Essence rating: Shadowlands at Essence 3, Labyrinth at Essence 4, Void of Obsidian at Essence 5. Each Circle opens new spells in its tier — knit-flesh, walking war-machines, summon shadowland, bind dead lover, dread necrotic blade, the great unmakings.

  • 📖 Freeform Roleplay: Every action succeeds or fails on narrative judgment by the Game Master. The bot voices every NPC, runs every scene, surfaces consequences, pushes the story forward. Charms, necromancy spells, Charms-of-craft, intimacy, combat, intrigue, travel — all of it adjudicated through the prose, not through dice or stat-blocks. Roleplay-first.

  • 🌑 Resonance and Anima: Two narrative-tracked states carry across scenes. Resonance accumulates when the deathknight commits acts of kindness, mercy, or love — and discharges as black miracles in the world around her: a flower wilting in a window-box as she passes, a lover's heart stopping in his sleep, a city wall collapsing on its masons. Anima rises when Charms are channeled — at iconic level her supernatural identity is unmistakable, mortals lose composure in her presence, and the Wyld Hunt activates. Both rendered through observable detail in the prose.

  • 🩸 Body Damage Persists: A gashed arm or broken leg lives in the body-damage tracker until something heals it. Three tiers per body part — light wound, serious impairment, disabling damage. Charm-mend restores one tier per activation; mundane medicine slow; soulsteel wounds resist healing; Resonance discharge at Brimming can heal at terrible cost (a child sickens nearby, a lover dies in his sleep). Wounds, scars, and the slow knitting of black ichor follow her across the long work.

  • 📚 Comprehensive Lorebook: Twenty-three lorebooks covering the full Abyssal and Underworld canon — the nine named Deathlords with their domains, methods, and signature deathknights; the Five Castes and their Charm pools by Essence bracket; the ghost arcanoi; necromancy practice; necrotech artifacts; the Stygian Council and the Dual Monarchy; the bolgias of the Labyrinth; the named NPCs you may meet; the creatures of the Underworld; the lexicon of the Age of Sorrows; the geography of Creation and the Underworld; the wardrobe vocabulary across Stygian, Sijanese, Realm, Lintha, Tear Eater, and other regional cultures; the history and cosmology beneath it all. The world is rendered with the canonical depth the source material gives it.

🩸 The Five Castes

>Charm Access Link<

  • Dusk Caste — Knights of Sundown. The warriors. Soulsteel and slaughter, close-combat dominion, battlefield command, mounted dominion, the command of risen-dead armies marching beneath her banner. The signature Caste of Dark Messiah Style. Anima a column of black fire rising from her shoulders, lit from no visible source.

  • Midnight Caste — Priests of Endings. The priest-magicians. Sermons that strip souls, ghost-binding by personal authority, sanctification of tombs and shadowlands, mass conversion to the Shining Path. Plus the full necromantic spell-craft — Shadowlands, Labyrinth, Void of Obsidian. Anima robes of solid shadow with a luminous death-mask face. The only Caste with Faithful Killer's Reprieve.

  • Daybreak Caste — The Makers. The engineers, necrosurgeons, plague-designers, lore-miners. Necrotech engines whose names spread terror before any of them has yet been used. Soulsteel weapons. Plagues tailored to end specific bloodlines. Artifacts that rival anything the First Age made. First Age lore mined through the Whispers. Anima burns golden-white going to black at the column's outer edge — sunset reversed.

  • Day Caste — Walkers of the Dark Path. The infiltrators, assassins, spies. Stealth Charms that bend perception, shadow-stepping through the in-between, prolonged passing among the living without notice. Her form fades from sight against any background — present in the room, but the watcher's gaze cannot fix on her.

  • Moonshadow Caste — Diplomats of the Grave. Oaths, witnessing, treaty-craft, language comprehension, speech with spirits and demons and gods. Uniquely able to learn Charms of other Exalt-types through cultivated alliances. She becomes the eyeless witness, the unweeping mourner — face blank of features, a funeral veil falling about her. She carries the weight of Resonance without reprieve.

⚱️ The Long Work Awaits

Your Liege has standing orders for you. A rival Deathlord's province may need undermining; a Solar prophecy may need quenching; a mortal court may need turning to the Shining Path; a sealed Neverborn tomb may need cracking open for what sleeps inside. The Whispers will be louder some nights than others. The Resonance will gather as you do work that means anything to you. Your anima will rise in the cities of Creation and the cover you have spent months building will burn off in a single Charm-flare. The deathknights of the other Twelve Liege-courts will hear your name and remember it.

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