A Proposal: Hidden Places
Creation is a world of secrets. In hidden corners where none have tread for thousands of years lie locales beyond even the Exalted’s greatest dreams. Now, in the Second Age of Man, these secret places are ready to be revealed. Will you claim their riches -- or unleash their dangers upon an unsuspecting world?
Hidden Places is a 196-page softcover supplement for Exalted that details settings beyond the notice of Creation's mortal inhabitants. Isolated away from events in the years since the Usurpation, these locales are filled with lost cultures, grand treasures, and unspeakable dangers. Each one is a dangerous (but potentially lucrative) opportunity for PCs.
The location chapters focus on four distinct settings for hidden places. Each chapter begin with material about how to use that setting's unique features and themes in an Exalted chronicle. This is followed by a series of 3-6 brief (4-6 paragraphs) descriptions of individual locales, and a single detailed (5-10 pages) write-up of a notable example.
Chapter 1, “Introduction”
The first chapter briefly discusses the origins of these hidden places: ruins from the Shogunate, First Age, or even older civilizations; The second section discusses the Challenge Ratings used to identify the appropriate power levels for each setting, as well as how to tweak them to fit more and less powerful groups.
Chapter 2, “Secrets of Earth”
This chapter discusses the vast network of caverns and passageways that wend through the ground beneath Creation. Underground adventures focus on long expeditions through a variety of locations, where PCs will be exposed to twisted, chthonic creatures like the Darkbrood. The setting section describes the inverted volcanoes, abandoned Mountain Folk citadels, crystalline incubators, and other strange locations that lie beneath the earth.
The detailed section describes Ragnika, a First Age city far beneath the earth, occupied by an insidious and ancient Yozi cult. The cultists practice their cruelty in a symbiotic relationship with local Gods who, cut off from all other sources of worship, have twisted themselves to match. This location is primarily a setpiece for conflict with Yozi worshippers and secondarily a source of fragmentary information on the First Age. Ragnika is oriented towards experienced Celestials who want to defeat the cultists, less powerful characters on surgical missions to retrieve items from the ruins, or characters of any type who wish to pledge their loyalty to the tainted Gods.
Chapter 3, “Secrets of Sea”
This chapter details the kingdoms and ruins that lie beneath Creation's seas. Undersea locales are a source of rich contrast: surreal and alien beings live next to the perfectly preserved remains of ancient seafaring vessels; Sorcery and Charms allow easy access to a world filled with tense reminders of environment's inhospitality. The setting section discusses the Wyld-tainted and demon-spawned creatures that live deep in the ocean, the treasaure-filled remains of glorious fleets, and partially-intact underwater manses.
The detailed section explores the Cerulean Dream, a Shogunate-era station for artificial life research that sank into a crevasse in the Inland Sea. The station is still filled with the degenerate descendants of the Exalts who survived, as well as the escaped specimens that use them for food and breeding stock. The society within is dangerously twisted but could be turned to the advantage of Dynastic characters; for mortals and God-Bloods, the Dream is filled with incredible rewards -- if they can survive it.
Chapter 4, “Secrets of Sky”
This chapter details the realms that float above Creation's clouds. Sky-bound locations are among the easiest for Exalts to reach and provide immediate benefits – mobile platforms provide an immense advantage in ground-based politics, and stable floating locales can serve as easily accessible retreats or hidden caches. The setting section describes cloud fortresses, vast flying behemoths, and free-floating tent-cities that move about on the winds.
The detailed section describes the isolated cloud cities of Hjur and Isali. Here the descendants of Solar-bred servitor races scheme against one another, amidst a wealth of First Age technology. Tension is high in the noble courts and on the streets, and war threatens to break out at any moment; visitors from below are perfectly placed to take advantage. The challenges here are best suited to the abilities of experienced Dragon-Bloods or starting Celestials.
Chapter 5, “Secrets of Elsewhere”
Beyond the borders of Creation lie the places best hidden from prying eyes. Lost relics of First Age Exalts, cast-off creations of long-dead Primordials, and portions of Creation torn away by powerful magic have all been banished Elsewhere. Without knowledge of the ancient magic that sent them away, reaching these places is impossible; once found, however, no foe can follow. The setting section describes abandoned palaces of ancient despots, resting places for flawed experiments, and puzzle-realms left by Exalts to challenge their future incarnations.
The detailed section discusses Er'jardin, an otherworldly city gripped in eternal twilight. Its streets are filled with the descendants of pre-human races who live in a strained peace; they are united only in their desire for revenge against humanity. The ancient traditions of these once-proud creatures have been lost in exile, though the enmities they hold towards one another often bubble to the surface. Dragon-Kings, Raksha, and Mountain Folk would find themselves welcomed; clever Abyssals might be able to negotiate a mutually beneficial assault on Creation. Other Exalts will find themselves in battle against the city's inhabitants, unless they find a remarkable pretext for diplomacy.
Chapter 6, “Storytelling”
The book’s final chapter provides support to Storytellers. The first section advises Storytellers on including hidden places in games with both small and large geographic scopes. This section provides detailed advice about preparing players to encounter these strange locales, introducing them during play, and playing through the journey to reach them.
The second section discusses how it affects the individual chronicle and the setting when such places come back into contact with civilization, including suggestions for unexpected complications that can arise. Finally, the last section presents new rules, including the Sanctum background, which allows PCs to begin play with a base of operations in an unusual location.