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Review of Exalted: The Abyssals


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Exalted: The Abyssals

The latest in a series of so-called Fatsplats for Exalted, Abyssals covers the Dark Servants of the Dead Gods and Deathlords. Thus far these have been quality, hefty tomes, providing equal parts game world information, new character types, and nifty crunchy bits. Does Abyssals continue the series in style? Read on.

Physical Properties

Abyssals is a 289 page hardback with a combination Matte and Gloss cover. The text uses a Serif font, and is easy to read. The pages are of decently high quality paper. I havn't had it long enough to comment on the binding.

Art

The art in Abyssals is generally high quality; no pieces lept out at me as being "out of place" or mood breaking. Melissa Uran's style continues to refine itself to the better, and Ross Cambell's piercings and mutilations fit here better than in some of the other sourcebooks his art has graced. There are the standard Exalted page borders; a few pages have a light grey background, and a similar light grey texture is used for box text, with a few using black background with white text, usually for content that is directed at the gamesmaster.

Content

Abyssals does not just cover the Abyssal Exalted, athough the majority of it's content is Abyssal oriented. It covers the Shadowlands, where the Underworld and the Mortal World touch, the Underworld proper, and the Labyrith, where the Malfeans, dead Primordials of the Forgotten Ages lie eternally. As well as rules for Abyssal PCs, we get rules for both normal and heroic Ghosts, who are much like Mortals, excepting their access to the Ghostly Charms (called, as those of you who have followed White Wolf for years might guess, Arcanoi). It requires the core Exalted rulebook for play.

There's a large amount of non-rules information; description of various cultures burial practices, society and history of the Underworld, and what it means to be a Ghost or Abyssal. As well, there's a nice thick GM's advice chapter, providing information on both Loyal and Renegade Abyssal campaigns.

Which brings us to the point.

What are Abyssals?

Abyssals are corrupted Solar Exalted; they sold their names to the Malfeans in return for unlife. The individual who became the Abyssal wasn't always Exalted before the change; the Deathlords can fuse the corrupted Solar Spark at the moment of death; indeed, this seems to be the most common tactic. Abyssals are not nice people; they sold their name for immortality in exchange for their part in the total anhilation of EVERYTHING. While some of them doubt their choice, many don't; after all, what greater liberation is there than death? What greater release than oblivion?

Abyssals are extremely nasty killers; I'd say that they're better at just killing than Solars. On the other hand, they loose alot of general charm abilities; their Presence Charms can only command Fear, their Bureaucracy Charms can only Tear Down, and their Socialize Charms only breed Suspicion and Hatred, while a Solar can do all that and more. Their power level is above the Lunars, but slighly below the Solars due to their focus; a skilled Solar is the Abyssal's better in all but sheer death-dealing prowess.

You mention the Underworld. Tell me more.

The Underworld is a dark reflection of Creation. The Shadowlands are where it touches Creation. They were created when the Primordials died; the Creation was too small to hold the Creator, and it streched and warped and finally duplicated itself. In places where Death is strong, the Underworld and Creation Touch, creating a Shadowland. In a Shadowland, everything that lives there is touched by death; plants don't grow, childern are stillborn.

Until the Ursupation, the Underworld was ruled by powerful Ghosts. During the Usurpation, the Malfeans saw their chance; they captured the souls of several very, very powerful Solars and offered them revenge in exchange for Service. These became the Deathlords, who later took control of large swaths of the Underworld, although not all of it. More recently, the Yozi taught the Malfeans how to Exalt a mortal, and aided them in shattering the Jade Prison that held the Solar Essences; some of them escaped, but many were rounded up and split between the Yozi and the Malfeans. Those entrusted to the Malfeans became the Abyssals.

So, that's it?

Well, there's alot more than I can cover in a capsule review; there's almost as much setting information as the original Exalted book, and plot hooks fairly drip from the artifacts, characters, and locations. The charms, by and large, are either "been done before in each book" or "Wow, that's nasty and cool", and it's about an even split; the charms that use bone and blood as armor and weapons are extremely cool, in my mind. On the whole, a very good suppliment which covers FAR more than just Abyssals; it makes a very interesting case for a Heroic Ghost campaign.
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