Resources for Exalted Second Edition
Please note: You must create separate user accounts for Lore 5 and the ECR forums.The Chosen of Azure
By Dragon of theDawn
Submitted on 02 Aug 2009 at 01:03:15 PM EDTLast updated on 12 Aug 2009 at 10:30:30 AM EDT
Category: Character Types
The Empyreal Exalted
The Empyreal Exalted are the chosen of Azure, The unattainable sky. His domain was the sky and it embraced the other Incarna. He gave them a place of being so that they may perform their great works. He shared his vastness and power with his Incarna brothers and sisters. In return they shared their power with him. The more the Incarna shared with him the more protected they were.
His chosen enjoyed that sharing of power also. They could learn almost any charm, gift or power that they other Incarna had to offer. His chosen preformed the duties that the lesser Elemental dragons do now.
Azure was the first Incarna to fall at the onset of the Primordial War. His chosen launched a surprise attack upon a Primordial whose name is now forgotten. As retaliation for the strike another Primordial seized Azure and all his chosen and it hurled them into deep in the wyld. For thousands of years they were tortured and warped.
Some years ago the chosen of Azure, the Empyreal Exalted returned. They ability to learn the powers of others greatly has diminished but they can still access many of the powers of the Incarna. Their time in the Wyld drove them mad. They now wander creation looking for a purpose unconsciously attempting to fulfill their old duties of protect and keeping the peace.
His chosen enjoyed that sharing of power also. They could learn almost any charm, gift or power that they other Incarna had to offer. His chosen ones were the defended the sky, managed the winds and ruled all that dwelled there in Azure’s name. Much as the lesser Elemental dragons do now.
To the Primordials these “helpers” seemed to be nothing more than glorified servants. They had a few neat tricks, but ultimately these “helpers” were only human. Nothing for beings as potent as the Primordials should concern themselves with.
In his wisdom, long before the first strike of the Primordial War fell, Azure granted his chosen the “Breath of Azure”. This endowment created a very strong flow of essence between him and his chosen ones and granted them more power than they could ever achieve on their own.
When the war began his chosen launched a surprise attack and fought the Primordials with all their soul and lost themselves in the process. Their heroic but doomed surge gave the Chosen of the Sun the moment of weakness they needed to fell the first primordial of the War.
After the first Primordial fell it did not take long for the others Primordials come to their senses and realize what was happening. Their counter attack was launched by a very devious primordial that could see Azure’s connection to his exalted. It seized Azures Breath and used that trail of essence as chain to throw Azure and all of his Chosen deep into the wyld, far beyond the pole of air, to a place where shape has never been known. That was the last creation knew of Azure.
Azure was lost to creation but he did survive. The moment that the near dead body of Azure and his chosen landed, chaos grabbed them. In his weakened state he could not fend off the unshaped Rakasha and the unshaped Rakasha gleefully played with their souls. So completely were they consumed by the wyld that now only but the most powerful of creation can remember who Azure ever was.
Eons later, on a bright day, a few Solars and Lunars were hiding in the bordermarches of the north. They had barley survived the initial slaughter of the usurpation and were hoping for a moment of peace so they may mourn their betrayed comrades. Their grieving was interrupted when the mountains began to crumble as a sand castle under the hand of a destructive child. They raced into the wyld to search for the source of this destruction and found a behemoth of immense power ripping it’s way into creation.
The battle was legendary. Creation had not seen such a display of power since the primordials fell. If there was one witnesses to the battle it’s tale would have lasted for ages. Alas the mountains were empty. All creatures and spirits ran for their lives. Even the spirits of the mountains hid deep in the ground.
Finally after much battle and blood the beast was felled. When a sun king landed the final blow that should have been the end but as the death stroke fell the beast exploded in blast of essence as bright as the sun. The madness and pain of Azure and his children were released upon them. Our hapless heroes where caught an inescapable wave that ripped their very souls apart. Their minds were lost to chaos and our heroes tore themselves to pieces. How or why the souls of Azures chosen where inside the behemoth or what became of Azure no one knows and no one will probably never will.
The souls of the Empyreal Exalted were grateful for the release for almost immediately after the initial burst of essence they went to lithe. But their shards did not go to Lytek as they where designed to do. That function was destroyed in by eons in the deep wyld. Instead the pieces of Azure went to find new heroes to keep the skies safe. In their demented way the Shards of Azure were still attempting to perform their duties.
Sadly, so deep was the damage of the wyld that their exaltations were actually verdicts of utter madness. That raving madness was a blessing to creation because the minds of the “chosen ones were so bent by the wyld that they could not even use the powers they were given.
Only recently has some semblance of sanity returned to the Sky Kings. No one really knows why. Perhaps the years of hopping from one mad man to the next acted as a spiritual scrubber and maybe the madness of the deep wyld lessened in each incarnation. It is foolish to contemplate the workings of the wyld.
This awakening has not escaped the powerful denizens of creation. The awakening of the Empyreal Exalted does not concern them. What makes them uneasy is what this awakening may be a harbinger of. As much as they miss their lost brother they truly do not wish for Azure to return. What could be more terrifying than a wyld warped Incarna?
In the real world:
Azure: –adjective
1. of or having a light, purplish shade of blue, like that of a clear and unclouded sky.
2. Heraldry. of the tincture or color blue.
–noun
3. the blue of a clear or unclouded sky.
4. a light, purplish blue.
5. Heraldry. the tincture or color blue.
6. the clear, cloudless sky.
Empyreal: –adjective
1. pertaining to the highest heaven in the cosmology of the ancients.
2. pertaining to the sky; celestial: empyreal blue.
3. formed of pure fire or light: empyreal radiance.
In Exalted:
Azure: The Lost Incarna of The Sky
Empyreal Exalted: The chosen ones of Azure
Sobriquets: Changeling, Zephyr, Cloud Walker, Sky King, Welkin, Warden, Wyld One (Derogatory)
Azure, the Unattainable Sky. His domain embraced the other Incarna. Through him they performed their great works. He was the first defense, the mouth and the eyes of all those who dwelled in his domain. Through him all Incarna could comminute and share power instantaneously. Through his unyielding eyes the celestial powers could see all that was below them that was not hidden from the sky and with the added power of the his fellow celestials behind him even that which was hidden never stayed hidden for long. The more power the Incarna invested in Azure the more power they had at their disposal.
One of the gifts granted to him by his fellow Incarna was the access a portion their powers. His chosen enjoyed a similar boon. They could learn the charms of the other Celestial Exalted with little effort. This gave his chosen, The Empyreal Exalted, the zephyr like flexibility needed to defend the vast sky of creation.
When Azure was strong his Chosen flew through the sky shining with the light of sun, moon and the stars. Azure was the lover/son of Gaia and by her love for him she gave his chosen access to her gifts as well.
Now that they are broken and mad the Empyreal Exalted cannot shine as brightly as the once could. Their ability to can channel different forms of essence has become more restricted. Their acquired banners are now diminished in light and power. But regardless of their losses they can still access powers that more focus exalted could never achieve.
A New Sky: Charm Guidelines
The Empyreal Exalted are casteless. They have some natural abilities based on which wind the their shard was built from (explained later) but other than that they have no caste or charms of their own. The shards of the Empyreal Exalted are essentially malleable black slates that can morph into different types of exalted shards. This morphing capacity grants them the ability to learn the charms of acquired casts. Before an Empyreal can learn charms it must first acquire a cast. A caste is a specific exalted type such as a Solar Night Caste or a Lunar Full Moon Caste. To acquire a cast means that the Empyreal’s shard of exaltation gains the ability to transform into a near exact copy of another exalt type. The only way to acquire a caste is for the Empyreal to find another exalted one and some how get them to participate in a complex ritual.Ritual of Attunement
In order to learn a charm from a different type of exalt they must find an exalt willing to allow the Empyreal to attune to the exalts essence pattern. A Changeling can learn one essence type (Cast) per point of permanent essence. This has to be done so that the shard can morph into the correct “shape” to channel the appropriate essence. The Empyreal must spend one week in close study of the exalted one that is willing to be the focus of the ritual. On the sunset of the last day of that week the focus channels a massive amount of essence (25 motes) into the Cloud Walker. Once the essence transfer is complete the Empyreal falls into a deep trance where they dream of what it is to be a chosen one of that cast. This trance lasts for 2 days. On the morning of the third day the Empyreal awakens and becomes iconic with an exact copy of the participating exalts anima banner blazes around him.Example:
If a solar dawn caste was the focus of the ritual and his banner had a herd of bulls crashing through the air, the Empyreal’s solar dawn caste banner would be a heard of bulls crashing through the air, but not as bright or powerful.
Gift of Azure
Cost: 5m, Mins: -, Type: Simple, Keywords: Obvious
Duration: until de-commitment
Prerequisite Charms: None
Once the Empyreal attunes to a new exalted cast she can activate this gift to tune her shard of exaltation to the essence of the chosen cast. While the Zephyr keeps 5 motes committed to this charm they are considered an exalted one of that cast. If the chosen of Azure wants to change her cast she must reactivate the charm. This ability cannot be dispelled by any power less than a primordial.
Charm Guidelines
The Exalted of Azure once had the ability to be almost any other exalted type. One moment they burn with the light of the sun and then the next glow with the light stars. The time in the wyld has weakened this ability. They can still learn charms from other exalts but they are much more restricted now.
Empyreals CANNOT acquire Abyssal and Infernal casts.
Empyreals CANNOT learn spirit charms because they do not have a shard to mimic.
Empyreals CANNOT learn Fair Folk Charms because they do not have a shard to mimic.
Empyreals CANNOT learn Lunar Knacks.
Empyreals CAN learn Solar, Abyssal, Infernal, Sidereal or Lunar charms that do not require willpower to be spent.
Empyreals CAN learn Abyssal and Infernal charms that have the mirror keyword and use them while using the mirror solar caste.
Empyreals CAN learn all terrestrial charms.
Empyreal CAN be taught charms by God’s to as long as the charm fits the other restrictions.
ANY perfect charm requires willpower to be spent.
Upon a successful ritual of Attunement the Empyreal can use any charm from that type of exalt that uses the primary aspects (skills, attributes, ect.) of that particular caste.
Solar Castes
Dawn: A Empyreal Exalted who is using this cast can only use charms whose minimum requirements are based in Archery, Martial Arts, Melee, Thrown or War
Zenith: Integrity, Performance, Presence, Resistance or Survival.
Twilight: Craft, Investigation, Lore, Medicine or Occult
Night: Athletics, Awareness, Dodge, Larceny or Stealth.
Eclipse: Bureaucracy, Linguistics, Ride, Sail or Socialize
Lunar Castes
Full Moon: A Empyreal Exalted who is using this cast can only use charms whose minimum requirements are based on Strength, Dexterity or Stamina
Changing Moon: Charisma, Manipulation or Appearance
No Moon: Perception, Intelligence or Wits
Sidereal Caste’s
Chosen of Journeys: A Empyreal Exalted who is using this cast can only use charms whose minimum requirements are based on Resistance, Ride, Sail, Survival and Thrown
Chosen of Serenity: Craft, Dodge, Linguistics, Performance and Socialize
Chosen of Battles: Archery, Athletics, Melee, Presence and War
Chosen of Secrets: Investigation, Larceny, Lore, Occult and Stealth
Chosen of Endings: Awareness, Bureaucracy, Integrity, Martial Arts and Medicine
Dragon Blooded Caste
Fire: A Empyreal Exalted who is using this cast can only use charms whose minimum requirements are based in Athletics, Dodge, Melee, Presence and Socialize.
Air: Linguistics, Lore, Occult, Stealth and Thrown
Wood: Archery, Medicine, Performance, Ride and Survival.
Earth: Awareness, Craft, Integrity, Resistance and War
Water: Bureaucracy, Investigation, Larceny, Martial Arts and Sail.
Example:
If an Empyreal learns a Lunar Full Moon anima banner then he can only use lunar charms that use Strength, Dexterity, and Stamina while he has the Full Moon caste active.
Martial Arts and Sorcery
Empyreal Exalted are celestial level Exalts. Thus they can learn celestial martial arts as they would learn charms from another exalted. The Chosen of Azure can learn up to celestial level spells. Spells are learned normally.
Combo’s
An Empyreal exalted cannot combo charms from different exalted Casts.
Example:
Joe the Empyreal Exalted can’t combo a solar Dawn Cast charm with a Lunar Full Moon Charm.
They can however combo charms that can be used with the same cast.
Example:
Joe the Empyreal chooses to combo a athletics charm with a dodge charm that he can use with his Solar Night Cast.
Even though they are restricted in what they can combo an Empyreal can combo charms that meet her restriction more cheaply than others. The cost for a Empyreal to combo charms that are legal for them to combo is half the normal cost rounded up.
The Forging of Azure’s Chosen
At their height the Empyreal exalted flew through the skies and commanded the winds as the lesser elemental dragons do today. Now in their broken state their influence is even lesser than the lowliest elemental. Their birthright gives them some very minor powers that manifest as they grow in power. Each shard was forged out of the very wind it self. Even though their power is greatly diminished there is still a constant minor breeze about them. From the breeze you can tell which wind their power comes from. Shards forged from the Western winds are always humid and smell of the sea. Exaltations from the Northern winds are cool and frosty. Southern winds are warm. Eastern winds smell of the forest and blows leaves that were never there. As an Empyreal exalted advances their power and gains more essence they unlock special abilities that come from deep in their soul. These abilities are not considered charms and do not need to be purchased. They simply manifest as the Empyreal grows in power.Eyes of Azure
Cost: 2m, Mins: Essence 2, Type: Simple
Keywords: Obvious
Duration: 1 Action
Prerequisite Charms: None
The Welkin gains this ability when there essence has reached 2. They learn to be aware of the small currents and eddies of the air around them. This gives them a sense all material moving objects in essence yards radius.
Touch of the Sky
Cost: 3m, Mins: Essence 3, Type: Simple
Keywords: Obvious
Duration: Instantaneous
Prerequisite Charms: None
At Essence 3 the empyreal unlocks his influence on the very winds around him. By focusing on particular point he can direct a rush of wind at his target. Any object that is that is less that one once per point of essence and with his line of sight he can direct this rush of air at.
Cloud Stepping
Cost: 4m, Mins: Essence 4, Type: Simple
Keywords: Obvious
Duration: 1 Scene
Prerequisite Charms: None
As the chosen of Azure advance in power he begins to understand his connection to the sky. He can now tap into that connection and internalize it. This revelation allows the zephyr to leap and bound like never before. While this gift is active the Warden adds their essence to all jump and speed scores. In addition they add their essence in soak dice versus damage from falls.
Joyous Dance of the Heavens
Cost: 5m, Mins: Essence 5, Type: Simple
Keywords: Obvious
Duration: 1 Scene
Prerequisite Charms: None
The exalted of Azure has now become a power to recon with. They have begun to tap into the ancient power that they once had. When this gift is active the chosen one adds double their essence to all jump and speed scores. In addition the Empyreal Exalted can reduce damage from falls by one damage level per point of essence.
Artifacts
An Empyreal does not a have a magical material that is aligned to them, but they can align to the magical material. If the Changeling activates an anima banner of a corresponding exalt they can attune to it and get all the benefits that an aligned exalt would get. When the Empyreal turns the anima banner off they are still attuned to the item but do not keep the benefits.
To Be One of the Lost
STEP ONE: CHARACTER CONCEPT
A concept is the first step to making a interesting character. Who was your character before the were give Gaia’s “Gift”? Where were they born?
The more you can fill out your characters history the better you can play the character.
CASTE
Cloud Walkers do not have their own castes but they do start with an acquired cast. The player may choose one acquired caste that the character may start with. The player may choose to purchase another caste with freebie points.
MOTIVATION
Next, establish your character’s Motivation: a sentence describing her driving goal. Obviously, people have various goals, but this goal should be the primary one, defining how your character interacts with the world.
STEP TWO: ATTRIBUTES
An Empyreal exalt is physically, mentally and socially on par with other celestial exalted. They start with eight points to be used in the characters primary attributes, six for their secondary attributes and three for their tertiary attributes.
STEP THREE: ABILITIES
The life of an Empyreal is varied and chaotic. They have an opportunity to learn many skills for a plethora of sources. A changeling starts with twenty-five points to spread around, as the player likes. In addition a player may select two favored skills that they can advance in quicker than the others.
STEP FOUR: ADVANTAGES
BACKGROUNDS
Backgrounds measure such things as a character’s wealth, social connections and fame (or infamy). Unlike other Exalts Empyreal have only five dots to assign among their Backgrounds. Backgrounds should tie into your character concepts, as defined in Step One. No Background can be raised above three dots without the use of bonus points. Buying the fourth or fifth dot of a Background with bonus point’s costs more than buying the first, second or third dot. See the “Bonus Point Costs” table, page 103.
Because the Empyreal are new to creation there are certain backgrounds cost more than usual. An Empyreal Exalted must pay double the normal cost for Backing, Followers, Influence, Manse and Artifact.
New Background:
Echoes
This background is almost exactly like the Sidereal Savant background but the knowledge that the Empyreal taps into does not come from the vast libraries of Yushan. It comes from the memories of the all the previous chosen ones that possessed the characters shard of power. The shards of Azure do not go to Lytek due to their damage in the wyld. Thus when a changeling dies the shard begins searching for a host almost immediately. The memories and such of the old host and all others before it are still hanging to the shard when it finds a new host. Of course the strongest of these memories are of the 1rst age. When using this background a botch means that the character is lost in a flood of past memories for one action.
Cast
Chose one cast type at character creation.
CHARMS
An Empyreal can start with 7 charms for their acquired casts.
Remember to follow the charm guidelines.
Empyreals CANNOT acquire Abyssal and Infernal casts.
Empyreals CANNOT learn spirit charms because they do not have a shard to mimic.
Empyreals CANNOT learn Fair Folk Charms because they do not have a shard to mimic.
Empyreals CAN learn Solar, Abyssal, Infernal, Sidereal or Lunar charms that do not require willpower to be spent.
Empyreals CAN learn Abyssal and Infernal charms that have the mirror keyword and use them while using the mirror solar caste.
Empyreals CAN learn all terrestrial charms.
Empyreal CAN be taught charms by God’s to as long as the charm fits the other restrictions.
ANY perfect charm requires willpower to be spent.
VIRTUES
A changeling starts with one free dot in all four Virtues and get five additional dots to assign. No Virtue may be higher than three dots unless the player spends bonus points. Choose one Virtue with at least three dots rating as your primary—this Virtue is the root of your character’s Virtue Flaw.
Wyld Kissed
Every Empyreal exalted starts the game with a mental derangement of Deficiency level and a physical mutation of Pox level. The physical mutation has its obvious pros and cons. The mental deficiency is much more vital to character development. It is their power check, much like the other exalted’s great curese.
This derangement is meant to be mostly inconvenient but there will be times when their derangement interfere with their goals. In order to over come their mental deficiency an Empyreal must succeed on a willpower roll. The difficulty depends on the situation. If they succeed they can manage their deficiency. If they fail they must indulge it on a level appropriate for the results of the roll and the situation. At anytime and only if necessary they can control their madness for a scene by spending a willpower point, but when they do so they gain limit. When this happens they must roll their essence and every success adds point of limit.
When the exalted one reaches limit break they are completely lost to their madness for 24 hours. After that the characters limit track is cleared out and it begins again.
General Mental Derangement Examples:
Obsession
Delusion
Compulsion
Addiction
Phobia
Dysfunction
Disorder
STEP FIVE: FINISHING TOUCHES
WILLPOWER
Add your character’s two highest Virtue ratings for her initial Willpower. You can increase Willpower to no higher than 8 with bonus points. Only characters with two Virtues at 4 or higher may begin the game with Willpower above 8.
INTIMACIES
Intimacies are things that your character cares about on a meaningful level. You may choose a number of Intimacies equal to your character’s dots of Compassion.
ESSENCE
Empyreals begin with an Essence rating of 2. You can raise this value with bonus points, but characters may not start the game with an Essence above 3. A changelings Personal Essence pool equals the sum of the character’s permanent Essence, plus twice her Willpower. A Lost One’s Peripheral Essence pool equals the sum of four times the character’s Essence, plus twice her Willpower, plus four times her highest Virtue.
HEALTH LEVELS
A chosen of Azure possess seven health levels, just as any mortal: one -0 level, two -1, two -2, a -4 and one Incapacitated health level. They may gain additional health levels for every Ox-Body Technique they purchase. The amount of health levels gained depends on the type of cast the Ox-Body comes from. The effect of the chosen Ox Body only applies when the appropriate cast is being used. A character may purchase Ox-Body Technique as many times as she has dots of Stamina.
BONUS POINTS
Assign bonus points to help you fine-tune your character to fit your concept. Raising Abilities, Backgrounds or Virtues above 3, or raising Essence above 2, at character creation, requires you to use bonus points. You have 15 bonus points to spend.
CHARACTER CREATION SUMMARY
• STEP ONE: CHARACTER CONCEPT
Choose concept and Motivation.
Note caste’s anima powers.
• STEP TWO: ATTRIBUTES
Note that all Attributes start with one dot before you add any.
Prioritize the three categories: Physical, Social, Mental (8/6/4)
Choose Physical Attributes: Strength, Dexterity, Stamina
Choose Social Attributes: Charisma, Manipulation, Appearance
Choose Mental Attributes: Perception, Intelligence, Wits
• STEP THREE: ABILITIES
Select Favored Abilities (5; may not be the same as Caste Abilities).
Choose Abilities (25—none may be higher than 3 without spending bonus points). Select two favored abilites.
• STEP FOUR: ADVANTAGES
Choose Backgrounds. (5—none may be higher than 3 without spending bonus points) Note: An Empyreal Exalted must pay double the normal cost for Backing, Followers, Influence, Manse and Artifact, Charms (7), Virtues (5—none may be higher than 4 without spending bonus points) and a Derangement.
• STEP FIVE: FINISHING TOUCHES
Record Essence (2), Willpower (the sum of the character’s two highest Virtues), Personal Essence pool (Essence + [Willpower x 2]), Peripheral Essence pool ([Essence x 4]+ [Willpower x 2] + [highest Virtue x 4]) and health levels (7 + any gained from Charms).
• BONUS POINTS
Bonus points (15) may be spent at any time during character creation.
BONUS POINTS
Trait Cost
Attribute 4
Ability 2 (1 if a Favored or Caste Ability)
Background 1 (2 if the Background is being raised above 3)
Specialty 1 (2 per 1 if in a Favored or Caste Ability)
Virtue 3
Willpower 2
Intimacies 3 to increase starting Intimacies to (Willpower + Compassion).
Acquired Cast 10
Essence 10
Charms 7 (4 if in a Favored or Caste Ability)
Trait Cost Training Times
Attribute rating x 4 (rating) months
Favored Ability (rating x 2) – 1 immediate
Ability rating x 2 (rating) weeks
All Charms 10 (double normal training time)
Virtue rating x 3* immediate
Willpower rating x 2 immediate
New Ability 3 3 weeks
New Specialty 3** 3 weeks
Spell 10 (spell circle) weeks
Essence current x 9 (rating) months
| List |

