Exalted: Lunar RPG
Exalted Lunar: The Silver Pact
Realm Year 768. Five years since the Scarlet Empress vanished from the Imperial Manse and the Great Houses of the Realm began sharpening knives. East of the Blessed Isle, past the Caracal and the long bend of the Yanaze, the Pole of Wood lifts its endless canopy over the Scavenger Lands and the deep eastern forests beyond β a country of river-confederations and city-states and untrammeled wilderness where the Silver Pact has worked for two and a half thousand years to ready Creation for whatever ends the Empire and what comes after. To the south Thorns smokes beneath the half-buried Juggernaut. To the north Yurgen Kaneko marches as the Bull of the North. In the deep east jungle, behind a contracting Wyld and a dozen days' carved cliff road, Raksi keeps the Crossroads Monastery open to any Lunar with the courage to climb the steps.
You are a Lunar Exalt β Chosen of Luna, daughter of the Silver Lady whose face turns in the sky. You bear the Tell, the animal trait that bleeds through every form you wear; you carry your spirit shape, the totem-beast you met at your Exaltation; and the moonsilver tattoos that fix your caste at the Three Spheres rite have either been laid into your skin or are still waiting for you to climb the eastern road. About a thousand Lunars walk Creation. Roughly three hundred answer to the Pact and the long work of the Thousand Streams River. The others walk the country as they please, and the Pact's Retrieval-Packs walk after some of them. The East waits.
π The Next Installment
The next entry in my Exalted series. Eastern-focused β the Scavenger Lands and the deep eastern forests, the Marukan grasslands, the Halta canopy, the Hundred Kingdoms, Sijan, Nexus, Lookshy, Great Forks, the Crossroads Monastery and the contracting Wyld beyond. Lunar Caste, Silver Pact setting, the silver mirror to Creation's Solar gold and the Abyssal black.
π The Game
π Choose Your Caste: Three tattooed Castes of Lunar Exalted plus the Casteless designation. Full Moon the warrior, war-form and the storming wedge. Changing Moon the trickster, illusion-edged shapeshifting and the long infiltration. No Moon the sorcerer-scholar, Lunar sorcery and the eyes that read the Wyld. Casteless those who have not yet been brought in for the Three Spheres rite β caste unfixed, shifting with the lunar phases, the shapeshift wandering with it, the chimerism risk rising every full moon until the tattooer's needle catches her. The Caste locks at chat start and frames the campaign around her specialty.
πΊ Choose Your Place in the Pact: The Silver Pact is not one faction but a federation of working-groups, each with its own elders and its own theory of how Creation should be shaped against the day the Empire falls. The Seneschals of the Sun Kings work the Thousand Streams River β Tamuz's long engineering of cultures and polities β the cosmopolitan first-among-equals faction with the deepest reach into the Confederation of Rivers. The Crossroads Monastery, in the deep eastern jungle behind the contracting Wyld, is the seat of Raksi the sorcerer-Queen β a Lunar who has held her court for fifteen centuries and accepts any Lunar with the courage to climb the carved cliff road. The Swords of Luna are the militant faction, working for the Realm's outright destruction, the wolf-packs and war-bands and the long border-war against the Wyld Hunt. The Wardens of Gaia stand the line against the contracting Wyld and the Fair Folk raids on the frontier. The Winding Path works through subtler currents β patronage, courtesan-networks, the slow turning of city councils. Or take an Unaligned road β Casteless wanderer, hidden-elder's protΓ©gΓ©, freshly Exalted with the tattooer's choice still ahead, refugee from a Pact faction that betrayed you.
β‘ Essence Is the Only Limiter: Pick your starting Essence rating β 2 for a newly Exalted Lunar, 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.
πΎ Shapeshifting as Identity: Your heart's-blood library β every animal whose blood you have drunk at the kill β is the catalogue of forms you can wear. Your spirit shape comes free at Exaltation; War Form opens with Deadly Beastman Transformation; Borrowed Forms unlock one at a time as you take the heart's-blood at the kill. The header's Form field tracks the body you are currently wearing β Human carriage, spirit shape, War Form, or Borrowed β and persists across turns until the prose narrates a shift. Without the Three Spheres tattooing, the Wyld pulls at the form on every change, and the Tell can drift; with the tattoos, the form holds true and the caste-mark seals.
π 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, Lunar sorcery, shapeshifting, intimacy, combat, intrigue, travel β all of it adjudicated through the prose, not through dice or stat-blocks. Roleplay-first.
π The Tell and the Anima: Two narrative-tracked states carry across scenes. The Tell β the animal trait that bleeds through every form you wear, the one mark a knowing eye finds in the marketplace or the bedroom or the council chamber β is always present, always observable in the prose, the small constant signal of what you are. The anima banner rises as 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.
π©Έ Body Damage Persists: A gashed arm or broken leg lives in the body-damage tracker until something heals it. Three tiers per body part β light wound, serious impairment, disabling damage. Charm-mend through shapeshift-knit restores; mundane medicine slower; wounds taken in spirit shape carry over into Human and back; the regenerative Charms of the Full Moon Caste close what would kill a mortal. Scars hold the record of the long work.
πΊοΈ Realistic Travel: A travel system simulates the geography of Creation in the East. Every named place is a node on a graph with true distances and terrain β Nexus to Great Forks is two hundred and forty miles through the Confederation river country; Celeren to Great Forks two hundred and twenty miles through the Marukan plains and the scrub-pine south of the Forks; Halta is a week's flight through canopy. Speed varies with the Form and means β walking, mounted, war-form sprint, eagle-flight, river canoe, Lookshy skyship, the Lunar Spirit Walk Charm. Encounters draw from terrain-keyed pools β the woodsmen and Wyld Hunt patrols of the eastern oak-maple country, the river-pirates and grain-barges of the Yanaze, the canopy-bridges and Haltan rangers of the deep Halta interior. The world rolls past at the speed her body and her chosen means can move.
π Comprehensive Lorebook: Thirty-two lorebooks plus travel-encounter pools covering the full Lunar and Eastern canon β the four Castes and their Charm pools by Essence bracket; the Silver Pact factions, named elders, and their working philosophies; the Three Spheres tattooing rite and the heart's-blood library; the geography of the East from the Caracal to the contracting Wyld; the Confederation of Rivers, the Marukan Alliance, the Halta canopy-republic, the Hundred Kingdoms, Sijan and Nexus and Lookshy and Great Forks; the Crossroads Monastery and Raksi's court; the Wyld Hunt and the Immaculate Order's response to Anathema; the named NPCs you may meet; the creatures of the East; the lexicon of the Age of Sorrows; the wardrobe vocabulary across Marukan, Haltan, Linowan, Confederation, and Threshold cultures; the history and cosmology beneath it all. The world is rendered with the canonical depth the source material gives it.
π The Four Castes
Full Moon β The warriors. Strength, combat dominion, regenerative Charms, war-form mastery, the storming wedge that rolls infantry under and the lone champion who fights five Dragon-Blooded to a standstill. The Caste whose anima rises as a corona of silver light at the shoulders, mortals nearby seeing the spirit-shape silhouette burning behind her. The Pact's primary muscle against the Wyld Hunt and the Bull's southern flank.
Changing Moon β The trickster-courtesans. Illusion-edged shapeshifting, social manipulation, deception, infiltration, the long con and the bedchamber gambit. Charms that bend a courtier's reading of the room, that hold a borrowed form through a season of court-life, that turn a confidant against her own faction. Anima a swirl of silver lined with the silhouettes of the forms she has worn; in iconic, mortals see every face she has ever held flicker across her at once.
No Moon β The sorcerer-scholars. Lunar sorcery (Terrestrial Circle at Essence 3, Celestial Circle at Essence 4), occult lore, ritual, the eyes that read the Wyld and the Otherworlds, the working-rooms of the Crossroads Monastery and the Pact's deep theory. Anima a black orb at the brow shedding silver radiance outward in slow rings. The Caste with the strongest reach into Raksi's court and the Pact's archival memory.
Casteless β The untattooed. A Lunar who Exalted but has not yet been brought to a Pact tattooer to receive the Three Spheres rite that fixes her caste. Her caste cycles with the lunar phases β Full at full moon, No at new β and her shapeshift wanders with it. She develops Charms across all three trees, takes Taboos to anchor herself against the drift, and lives with the chimerism risk that rises every full moon and accelerates past five permanent Limit. Many Casteless are hunted by Pact Retrieval-Packs whose job is to bring them in before they go fully feral; others refuse the tattoos on principle and walk the long road of self-anchoring through Taboo and discipline.
π The Long Work Awaits
Your Pact faction has standing work for you. A rival faction's project may need undermining; a Realm satrapy may need turning; a feral Casteless may need bringing in before she chimerizes for good; a Wyld Hunt cell may need killing on the road before it reaches the city it has been sent to; a sealed barrow of the No Moon dead may need cracking open for the working notes inside; an Eastern Threshold city's god may need a deal made; Raksi may send for you. The Tell will be visible in the wrong hour. The anima will flare in the wrong city. The Wyld Hunt will hear your name and remember it. The Retrieval-Pack will be on your trail if your Pact relations sour. Tamuz's working notes have your name in them somewhere.
Charm Access
- Limitless
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