Exalted. .Manual.Of.Exalted.Power. .The.Dragon Blooded

User Manual: manual pdf -FilePursuit

Open the PDF directly: View PDF PDF.
Page Count: 242 [warning: Documents this large are best viewed by clicking the View PDF Link!]

ISBN 1-58846-688-4 WW80100 $29.99U.S.
www.white-wolf.com/exalted
WW80100
DD
RR
AA
GG
OO
NN
BB
LL
OO
OO
DD
EE
DD
Gifted with power
by the Elemental Dragons,
the Terrestrial Exalted
once formed the backbone
of the Solar Deliberative’s
grand army.
Then, when the Solars
went mad with power,
the Dragon-Blooded Host
rose up as one to slay
the tyrants and
set the world aright.
Can the Dragon-Bloods
hold onto the reins of power,
or does the return
of the Solar Exalted
mean the hegemony
of the 10,000 Dragons
is at an end?
A character sourcebook
for ExaltedExalted featuring:
• Details of Dragon-Blooded culture across
Creation, from the Realm and Lookshy
to Cherak and the Forest Witches
• Everything players and Storytellers need
to generate Dragon-Blooded characters,
includingtheir Charms and signature
martial arts styles
PRINTED IN CHINA
1
TABLE OF CONTENTS
BY A LAN A LEXANDER,
KRAIG B LACKWELDER,
PETER S CHAEFER
AND S COTT T AYLOR
10
CREDITS
Authors: Alan Alexander, Kraig Blackwelder, Peter Schaefer
and Scott Taylor
Comic Scripter: Carl Bowen
Storyteller Game System Design: Mark Rein·Hagen
Developer: John Chambers
Editor: Carl Bowen
Art Direction and Layout: matt milberger
Artists: Andrew Hepworth, HOON at mess studios (messs.cc),
Imaginary Friends (with Pilvi Kuusela,Kenneth Loh, Andrew
Murray), Kevin Lau, Aaron Nakahara, Pasi Pitkanen, Melissa
Uran, UDON (with Scott Hepburn, Omar Dogan and Mike
Franchina),Victoria Ying
Cover Art: UDON (
with Andrew Hou, Scott Hepburn and
Espen Grundetjern)
Playtesters: Michael V. Caposino, Darci Chambers, John
Chambers, Josef Fischer, Eric “Grem” Holden, Conrad Hub-
bard, Lydia Laurenson, Hoyt Summers Pittman III, Dustin
Shampel, Joey T., Mike Todd, Rachel “Bunnie” Winter
© 2006 White Wolf Publishing, Inc. All rights reserved. Repro-
duction without the written permission of the publisher is expressly
forbidden, except for the purposes of reviews, and for blank character
sheets, which may be reproduced for personal use only. White Wolf and
Exalted are registered trademarks of White Wolf Publishing, Inc. All
rights reserved. The Manual of Exalted Power the Dragon-Blooded, the
Books of Sorcery, Wonders of the Lost Age, the Scroll of the Monk, the
Age of Sorrows and the Second Age of Man are trademarks of White
Wolf Publishing, Inc. All rights reserved. All characters, names, places
and text herein are copyrighted by White Wolf Publishing, Inc.
The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright
concerned.
This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fi ction
and intended for entertainment purposes only. This book contains mature content. Reader discretion is advised.
For a free White Wolf catalog call 1-800-454-WOLF.
Check out White Wolf online at http://www.white-wolf.com/
PRINTED IN CHINA
FOR USE WITH E XALTED
11
TABLE OF CONTENTS
TABLE OF C ONTENTS
INTRODUCTION 12
CHAPTER O NE: THE S CARLET D YNASTY 16
CHAPTER T WO: THE O UTCASTE 56
CHAPTER T HREE: CHARACTER C REATION 88
CHAPTER F OUR: TRAITS 106
CHAPTER F IVE: CHARMS 124
CHAPTER S IX: MARTIAL A RTS 186
CHAPTER S EVEN: STORYTELLING 214
14
INTRODUCTION
For centuries the undisputed masters of Creation, the Dragon-
Blooded have received a series of wake-up calls in recent years that
served to point out just how tenuous that mastery is. Between the
return of the Solar Anathema and the destruction of the Tepet
legions, the debut of the deathknights, the loss of Thorns and
the mysterious disappearance of the Scarlet Empress, the Dragon-
Bloods have been left reeling. All they believed to be eternal and
unchanging is crumbling before their eyes, and it could be that
the Realm will be next to fall in a war of succession.
It is into this milieu, this Time of Tumult, that the players’
characters are dropped. Will they strive to stop the world from
sliding further into chaos, or will they seek to profi t from its de-
scent? What legends will you tell of their deeds?
As usurpation is the exercise of power, which another hath a right to, so tyranny is
the exercise of power beyond right, which no body can have a right to. And this is making
use of the power any one has in his hands, not for the good of those who are under it, but
for his own private separate advantage.
—John Locke, Two Treatises of Government
THIS IS N OT A C OMPLETE G AME!
Despite its size, The Manual of Exalted Power—The Dragon-Blooded is not a complete game. It is a supplement for White Wolfs
Exalted, a game in which characters take the role of Solar Anathema, reborn demonic despots of the First Age in the view of the Realm’s
Immaculate Philosophy, but in truth, the Sun-blessed rightful rulers of Creation. This supplement does not include descriptions of the game’s
various core traits, rules on combat or a complete setting. It just has an in-depth treatment of the Dragon-Blooded, their societies and the
rules necessary to create and play Terrestrial Exalted characters. You’ll need to have access to the Exalted core rulebook in order to play.
HOW TO U SE T HIS B OOK
The Manual of Exalted Power—The Dragon-Blooded
contains everything one needs to run a game focused on the Ter-
restrial Exalted or to develop fully fl eshed-out Dragon-Blooded
antagonists for another style of Exalted game. Its contents are
as follows.
Chapter One: The Scarlet Dynasty
This chapter focuses on the Terrestrial Exalted scions of the
Realm’s 11 Great Houses, descended from the Scarlet Empress
herself. It also features information on those Dragon-Bloods in the
Realm who Exalt outside of the Dynastic Houses, more commonly
referred to as lost eggs.
15
INTRODUCTION
Chapter Two: The Outcaste
This section covers those Dragon-Bloods outside the Realm’s
purview, offering insights into how the Terrestrial Exalted are
treated in Creation’s major states and giving a specifi c example of
a Dragon-Blooded community located in each of the four cardinal
directions.
Chapter Three: Character Creation
This chapter offers all the rules necessary for one to create a
Dragon-Blooded character.
Chapter Four: Traits
This chapter describes the traits unique to Dragon-Blooded
characters, as well as how existing traits are altered when applied
to the Terrestrial Exalted.
Chapter Five: Charms
This section details the elementally powered Charms wielded
by the Dragon-Blooded.
Chapter Six: Martial Arts
This chapter presents the Celestial martial arts styles practiced
by the Immaculate Order, as well as fi ve similarly aspected (if weaker)
Terrestrial styles. It also presents the “natural” Dragon-Blooded style,
called Terrestrial Hero Style, and the Five-Dragon Style common
among members of the Realm’s military.
Chapter Seven: Storytelling
The book’s fi nal chapter covers the special needs of storytelling
a Dragon-Blooded game.
LEXICON
The majority of terms introduced in the core Exalted book
still apply to the Dragon-Blooded. The following specialized terms,
however, are used more exclusively by the Terrestrial Exalted,
especially those native to the Blessed Isle.
Academy of Sorcery, the: Lookshy’s answer to the Heptagram,
this institution produces the sorcerer-technicians and sorcerer-
engineers—and their mortal thaumaturge assistants—who are so
vital to the upkeep of Lookshy’s dwindling reserve of First Age
armaments.
All-Seeing Eye, the: This organization is the Realm’s elite
secret police force, guarding the Scarlet Throne against corrup-
tion, sedition and treason. Though it employs countless mortal and
Dragon-Blooded agents, its core is composed of spies and assassins
from both House Iselsi and the Sidereal Bronze Faction.
arbiter: See the Splendid and Just Arbiters of Purpose.
armiger: An armiger is a supernaturally puissant arms-bearer
assigned to protect a sorcerer-technician by the Seventh Legion.
Although most are merely skilled thaumaturges, more fantastic
beings, such as demons, elementals, God-Bloods and automata,
sometimes serve in this capacity.
aspect: This term is used to describe the fi ve elemental orienta-
tions of the Dragon-Bloods. It is functionally identical to the caste
division among the Celestial Exalted, but it is more a distinction of
physiology rather than the direct intervention of the gods.
Cloister of Wisdom, the: The secondary school designed to
prepare its graduates for service in the Immaculate Order.
Forest Witches, the: A coven of rebellious Eastern outcastes
who’ve come under the infl uence of a trio of unfathomable forces
dating back to the First Age, if not before.
found egg: A lost egg successfully recovered by agents of the
Scarlet Empire.
Heptagram, the: This is the Realm secondary school devoted
to the study of sorcery and First Age lore.
Host of the Dragon-Blooded, the: A more formal term for
the Scarlet Dynasty.
House of Ancient Stone, the: One of two Realm secondary
school’s for incorrigible Dragon-Blooded youths, the House of An-
cient Stone is located outside Lord’s Crossing. Using a combination
of back-breaking work and harsh punishments, the school is much
more effective at turning out productive members of Dynastic society
than its sister school (i.e., the Palace of the Tamed Storm).
House of Bells, the: This secondary school prepares young of-
cers for service in the Imperial Army and Navy. The school has
a long-standing rivalry with Pasiap’s Stair.
itinerant: A wandering Immaculate monk with special author-
ity to look into matters of concern to the faith.
lost egg: According to the Realm, any Dragon-Blood who
Exalts outside of the 11 Great Houses of the Scarlet Dynasty.
magistrate: A plenipotentiary offi cial acting with the authority
of the Scarlet Empress herself. Magistrates investigate corruption
within the Imperial government at home and abroad, bring charges
against and sentence criminals and watch for signs of treason.
numina: A numina is a former Dragon-Blood who has been
irreversibly changed mentally, spiritually and physically by the Mist
of the Forest Witches.
Obsidian Mirror, the: The headquarters of the Splendid and Just
Arbiters of Purpose, located just outside Juche on the Blessed Isle.
Palace of the Tamed Storm, the: One of two Realm second-
ary schools for incorrigible Dragon-Blooded youths, the Palace of
the Tamed Storm is located in the Imperial City itself. Though
ostensibly devoted to reforming Dragon-Blooded troublemakers
and ne’er-do-wells, it is more concerned with them mastering the
art of keeping up appearances. Most graduates merely end up more
skilled sadists and criminals.
Pasiap’s Stair: Located atop Gray Mask Mountain, this military
academy forges found egg Dragon-Blooded into elite Realm legion-
naires—or it kills them. This school has a long-standing rivalry
with the House of Bells.
primary school: Each primary school is an academy with a
general focus curriculum attended by patrician and Dynastic chil-
dren between the ages of 9 and 14. After graduation, most Exalts
go on to attend one of the Realm’s four most prestigious second-
ary schools, while patricians and un-Exalted Dynasts either begin
training with their families for the roles they’ll fi ll or attend a less
prestigious secondary school in order to continue their education.
Most Dragon-Bloods Exalt during primary school.
secondary school: Each such school is a more advanced
academy than a primary school. The majority of Dynastic Dragon-
Bloods attend one of the Realm’s four elite secondary schools, while
patricians and un-Exalted Dynasts typically attend less prestigious
institutions.
Seventh Legion, the: A rogue Shogunate-era legion that
rebuilt the ancient city Deheleshen into the powerhouse of the
Scavenger lands, Lookshy, following the Contagion and the subse-
quent wars with the Fair Folk. It is directly because of the legion’s
interference that the former River Province remains free of Realm
control to this day.
Spiral Academy, the: This is a secondary school devoted to pre-
paring students for a career in the Imperial Service. Its student body
is also a source for cheap bureaucratic labor for the Scarlet Empire.
Splendid and Just Arbiters of Purpose, the: This is the
ministry of the Scarlet Empire devoted to tracking down lost eggs
and bringing them under Realm control.
18
CHAPTER ONE
THE SCARLET DYNASTY
Every Dragon-Blood in the Realm is a descendent of a Ter-
restrial Exalted soldier in the most potent army Creation has ever
seen. Even at this point in the Second Age, millennia after their
most important battle was fought, the Dragon-Blooded exhibit an
undeniably militaristic bent. Almost since their formation, the
Realm’s legions have been the mightiest military force in Creation.
All of Creation pays tribute to the mighty Realm, and the Realm
provides Creation with civilization, art, culture and, most impor-
tantly, protection.
Yet when the Realm’s supreme and extraordinarily powerful
gurehead, the Scarlet Empress, disappeared, the corruption, deca-
dence and petty resentments that had long been simmering beneath
the surface rapidly took their toll on the empire’s might. It was as
if the Scarlet Empire were a grand, ornate arch, and in the absence
of its keystone, the rest began to crumble.
For now, though, the Realm remains intact and feared. Although
the Threshold has its glorious cities and its shining wonders, the
center of knowledge, power and wealth remains on the Blessed Isle.
And the power structure upon which all else depends is the vast
Dragon-Blooded family called the Scarlet Dynasty.
THE L IFE OF A D YNAST
The members of the Scarlet Dynasty function best as an array of
cogs in a vast, powerful mechanism of war. Too much individuality
is hazardous to a military unit, and the Dynasty is nothing if not
a vast military unit.
The Dragon-Blooded work best in groups, and much of the
culture of the Realm revolves around forging Terrestrials into power-
ful teams called sworn brotherhoods. These units bind themselves
together via sorcerous means and use their combined might to defend
Creation against all those who would act against it.
BIRTH
The state-sponsored hardening of a Dynast into a Dragon-Blood-
ed soldier starts almost immediately. Dynastic children are handed
over to wet nurses within moments of their birth lest they form an
inappropriate bond with their mothers. Infancy is spent among young,
un-Exalted women of the household and nurses who attend to their
every need. Few parents fi nd their children particularly interesting
until they Exalt, and most are happy to remain well away from their
progeny until they prove that they’re worth speaking to.
19
CHAPTER ONE • THE SCARLET DYNASTY
CHILDHOOD
As defenders of Creation, Dynasts must be prepared for anything,
and childhood is when they learn many of the skills for which the
Realm’s Dragon-Blooded are famed. Starting at a very young age,
both Dynastic and patrician children attend expensive academies
where they learn all of their basics: reading, calligraphy, numbers,
Realm history, the fundamentals of the Immaculate Philosophy and
much more. Most young Dynasts see much of their nurses and tutors
and very little of their parents. It is unbecoming for little soldiers to
be overly fond of their parents—or anyone else, for that matter—as
vulnerability of the heart is a major strategic disadvantage. The
core value taught at this age is discipline. War demands discipline.
Conquest demands discipline. Ruling Creation demands discipline.
Any young Dynast who doesn’t learn to behave like an adult and
show an adult’s self-control will likely die before the age of 10.
When all the extraneous layers of a child Dynast’s life—the
strategy games, music lessons, archery practice, calligraphy lessons,
poetry recitals, catechisms of the Immaculate Texts, sparring matches
and frenzied learning and practice—are peeled away, there is one
thing left at its core: the desperate desire to Exalt. The entire child-
hood culture of the Dynasts is built around the expectation that
those children will grow up to be members of the Dragon-Blooded
Host. Childhood is fi lled with rituals, prayers to the Dragons and a
range of odd superstitious behaviors thought to increase the chances
of Exalting. The earliest Exaltations take place even before puberty,
as early as 10 in children of exceptional breeding. From her 10th
birthday until her Exaltation (or her 20th birthday, whichever
comes fi rst), every day could be the day it happens.
Children of Dynastic families who do not Exalt are ignored as
much as possible. They are given a top-notch education, of course,
so that they can at least marry well, but their real chance to serve
their Houses has passed them by. They are disappointments, and
there is no mistaking that fact. Their families fi nd some relatively
non-challenging jobs for them to do in one of the family’s business
interests and pay them a modest family stipend for the handful of
decades that they live. Then they happily forget the failures once
they’ve died. The best an un-Exalted family member can hope for
is to marry an Exalt from another Great House.
FAMILY
Dynasts live in extended families. The largest households
comprise hundreds of members all living together in the sprawling
opulence of an enormous manse. On average, Terrestrials live around
300 years, so it’s possible for over 10 generations of a family to live
in a single manse. In practice, the older generations often grow to
loathe the noise and busyness of their younger family members,
so they arrange for other lodging. Some families are so very close
knit or fi nancially strapped, that the generations are superimposed,
stacked upon one another like books on a table.
The average Dynastic household has upward of 100 closely related
family members, a dozen or so visiting distant cousins who have yet to
strike out on their own, a handful of family friends and 30 to 40 mortals
to take care of the cooking, cleaning, tutoring and secretarial matters.
One thing a Dynastic upbringing is not is lonely. Privacy is nearly
impossible, and where it is possible, it is usually considered suspicious.
Solitude is an unheard-of luxury for the Dragon-Blooded.
20
Much of what a young Dynast needs to know, particularly
etiquette and proper social behavior, is not taught by tutors, but by
family members. Older siblings or cousins generally teach riding,
sailing, hunting and sports or games. The only games young Dynasts
are allowed to play are those that develop hand-eye coordination
or strategic thinking.
At family gatherings, Dynastic children sit at the un-Exalted
tables where they are treated as high-ranking mortals, and their
manners must be fl awless.
The family members a child sees least are his parents, but
parents have learned through the Ages that some positive exposure
is necessary if they hope to have a child’s loyalty later in life.
EARLY E DUCATION
The rudiments of a child’s education are provided at home by
tutors. Dynastic children are expected to know basic calligraphy,
arithmetic and how to read by the age of fi ve. Five is also the age at
which young Dynasts start to learn tumbling, basic dance and, usually,
how to play either the fl ute or the sanxian. By age nine, when they
leave for boarding school, young Dynasts are expected to speak two
languages fl uently (High Realm and one other, usually Low Realm).
They are often taught a range of skills that could be useful later in
life, such as sailing, riding, wilderness survival, archery, rudimentary
self-defense and even swordplay. The life of a Dragon-Blood is long,
and any of a number of skills could save the Dynast’s life.
PRIMARY S CHOOLS
Once their families have provided them with the basics of a
Dynastic education, children are sent off to boarding school. Every
prefecture in the Realm has a number of fi ne academies, and large
cities might have specialty academies for parents who want their
children to go into particular fi elds. There are even decent primary
schools in the Threshold, but most Dynasts living in the Threshold
prefer to send their children to the more prestigious schools on the
Blessed Isle.
Much is expected of a teacher in the Realm, but teachers are
accorded a commensurately high degree of respect. The knowledge
of a good teacher is seen as a valuable gift, and good academies
across the Blessed Isle are exorbitantly expensive. Patricians and
Dynasts can send their children to such schools, but the investment
is much too expensive for most others.
Dynastic and patrician families all send their children to the
same schools. If there were some means of determining which chil-
dren would Exalt and which would not, though, this would certainly
not be the case. Given that the children of two patricians might
eventually Exalt and that even the children of two Dragon-Blooded
can remain un-Exalted their entire lives, however, it’s important
that all children are given the benefi t of the doubt.
Primary schools won’t take a child younger than eight years
old and won’t teach children older than 15. Most children hope to
Exalt by the end of primary school. Those who do not are often of
weak blood and suffer stigma from being a “late bloomer.” Still, a
late Exaltation can be forgiven; not Exalting at all may not be.
The curricula of all these schools include archery, swordplay,
athletics, history, geography, political science, the Immaculate
Philosophy, natural philosophy and spirit lore. Some schools even
teach the basics of thaumaturgy.
Students cannot be failed out of primary school, although prob-
lem children might be returned to their families and told why. Once
the family has shown the child the terrible alternative to succeeding
in school, the child is then enrolled in the next best academy.
SECONDARY S CHOOL
There are four elite secondary schools in the Realm to which a
parent would want to send her child: the House of Bells, the Spiral
Academy, the Cloister of Wisdom and the Heptagram. There are
other schools, but they are for students who are defi cient in one way
or another. The four main schools are highly exclusive and turn away
at least as many students as they admit. Only 20 percent of those who
graduate from primary school continue on to secondary school, and the
vast majority of these students are Dragon-Blooded. The Heptagram
admits only Dragon-Bloods, while the other three schools admit only
those mortals who meet exceedingly rigid admission criteria.
A description of the Realm’s secondary schools can be found
on pages 25-27.
ADULTHOOD
Once a Dynast has graduated from secondary school, she
is considered an adult. Most such Dynasts either return to their
household of origin at this point or go to live with distant relatives
while beginning a career. This is also the point at which many
Dragon-Blooded choose to travel. Traveling around the Threshold
is a perfectly respectable way to spend the fi rst few years after gradu-
ation from secondary school. After all, it shows an interest in the
world that the Dragon-Blooded rule.
DROPOUTS
There are those for whom formal education is not a good fi t.
They tend to drop out after a year or two of study and turn to travel
much earlier. This is troubling but forgivable. One of the strengths
of the Realm is in making the most of every Dragon-Blood, even
those who don’t start their lives in traditional ways. Many dropouts
go on extended ventures into their Houses’ satrapies. Some never
do fi nd their niche and fall into the Immaculate Order, the legions
or some minor wing of the family business.
A Dragon-Blood who drops out for a long period of time can
still make a name for herself if she fi nally realizes what it is she wants
to do and does it well enough to impress her family and others.
DISOWNMENT
Within the Dynasty, a child’s behavior always refl ects on its
parents. Dynastic parents have exceedingly high expectations of
their children and spare no expense to bring them up properly.
Yet sometimes, this doesn’t work out. Some children just have no
drive—or too much drive in the wrong direction.
A child who does nothing at all of worth for one full century risks
being disowned. He might also suffer that fate for being disruptive, for
embarrassing the House in some blatant way or for being convicted
of crimes, especially crimes against the House or the Realm.
If a child does something so bad or so disappointing that his
parents can no longer tolerate him, he may be disowned. This may
happen in one of two ways.
Informal disownment is simply done within the House. The
parents of the child create and spread the fi ction that the wayward
child is not actually theirs. The child is stricken from the House
registers, his family stipend is cut off, and the House’s doors are
closed to him. A child who has been disowned in this way cannot
inherit from his parents, and they are freed of any obligations to
him during the period of his disownment. Informal disownment can
be reversed, but traditionally not for at least 20 years, and usually
only after the child has proven himself capable of behaving like
a proper member of the Dragon-Blooded Host and contributing
responsibly to the well-being of the House.
21
CHAPTER ONE • THE SCARLET DYNASTY
Formal disownment is less common as it is both more work
and irreversible. It requires the child’s parents to fi le a formal
complaint against the child with a magistrate or with the Imperial
Court. This complaint must be agreed to by a senior member of
the House and granted by the Empress (now either the Regent or
the Deliberative). This process is irreversible and done only when
the child has perpetrated something truly, deliberately malicious
or perfi dious against his House or the Realm.
SOCIETY
War without civilization is barbarism, and the Realm is any-
thing but a nation of barbarians. On the contrary, the Blessed Isle
is the place of origin for most of what Creation sees as sophistica-
tion and culture.
Dragon-Blooded who do not shine in the arena of war can often
do so in the arena of social graces. House Cynis is not known for its
great legionnaires, but its parties are the focus of much of Dynastic
social life, which has served the House well for centuries.
The three events around which Dynastic social life orbits are
galas, salons and visits.
Galas are enormous, lengthy parties to which it is traditional
to invite every Dragon-Blood in a region. Getting or not getting an
invitation to a major gala is a clear indicator of one’s place on the
social register. If a particular House always waits until a particular
individual is out of town and unable to attend, it is usually assumed
that there is a story there to be uncovered. Such rumors are the
bread and butter of the Dynastic party set.
Salons are smaller gatherings comprising 10 to 20 Dragon-
Blooded of the same age and interested in particular topics or
activities. Salons can take the form of sanxian recitals, hunting
expeditions, Gateway tournaments, orgies, political debates or
epic indulgences in fi ne food, wine and drugs. A salon can be a
brunch or dinner affair, or it might take several evenings to reach
its completion. Salons are usually much less formal, much less fes-
tive and much less work than galas.
A visit is just that: a visit by one family member to another.
As long as the visitor provides at least two weeks’ notice, the host
is expected to provide accommodations without hesitation. It’s the
civilized thing to do, after all. A guest who stays more than two
weeks is expected to present a “visitor’s gift” of some substance,
enough to cover the costs of hosting her for so long.
SWORN B ROTHERHOODS
Formed among groups of Dragon-Bloods linked by feelings of
great loyalty, respect or fellowship, sworn brotherhoods are akin to
the circles formed by the Solar Exalted, though they are not preor-
dained the way many Solar Circles are. Close friends from school
might choose to join a sworn brotherhood, as might an elite cadre
of legionnaires, a group of Heptagram graduates or even a handful
of close cousins who want to work together.
The brotherhood bond is both social and mystical, created
through oaths of mutual service and protection. Often, a sworn
brotherhood forms for a specifi c purpose, and oaths are taken
regarding that purpose. The purpose of the sworn brotherhood
might be tied to the characters’ goals. A sworn brotherhood could
form around hunting Anathema, improving the Realm, taking
the Scarlet Throne, fi nding First Age wonders or any similar goal.
The actual binding of a brotherhood, however, is the product of
Terrestrial Circle Sorcery (see pp. 122-123).
ADVENTURE AND R ESPONSIBILITY
As the defenders of Creation, Dragon-Bloods cannot avoid
adventure. Any threat the mortal world cannot defend against, the
Dragon-Blooded have to be able to surmount.
Travel and adventure are both expected of Dragon-Bloods.
Even those who have grown older and burdened by responsibilities
and family are expected to go away at least once a year to best a
troublesome small god or hunt down a behemoth. Any Dragon-Blood
who avoids such acts will likely suffer a reputation for cowardice
suffi cient to impact his social and political goals.
LOVE, SEX AND M ARRIAGE
Love is not widely respected in the Realm. It is seen as a
disordering force that leads young Dynasts into inappropriate,
inconvenient and irrational behavior. That doesn’t mean that Ter-
restrial Exalted fall in love any less than mortals—on the contrary,
their passions tend to be a little grander than those of mortals.
Nonetheless, it is seen more as a mild form of madness, common
among the young and foolish, and is not considered a “legitimate”
excuse for doing anything, especially not imperiling long-planned
political alliances. If love develops between two Dynasts who have
been promised to one another, so much the better. If it does not,
then both parties are expected to do the responsible thing and
make the most of things.
To a majority of Dynasts, sex is a physically gratifying form
of play, an entertaining struggle for power and an ongoing hunt
for the next conquest. Sex is a common pastime for many of the
Realm’s Terrestrial Exalts, like Gateway or training for combat. It
is sometimes even a physical expression of love.
Homosexual liaisons are common among the Dragon-Bloods.
Many Dynasts see such arrangements as a kind of noble, intimate
camaraderie—with benefi ts. Many Dynasts are known to prefer
homosexual affairs to heterosexual ones, as such trysts do not come
with the risk of producing bastards that could imperil a political
alliance, muddy a House’s line of succession or take a bite out of
the Dynast’s revenue stream.
As long as a Dynast eventually marries and produces at least
two children, his procreative duties to the Realm are considered
complete, and the rest of his sexual adventures are considered none
of the Realm’s concern. The Empress herself was known to have
a refi ned appreciation of a woman’s touch, and though all of her
legally recognized consorts were men, the majority of her lovers
were women.
HOMOSEXUALITY V ERSUS E FFEMINACY
Same-sex encounters are both common and ac-
cepted in the Realm. Realm lore has a long history of
celebrated warriors who were also lovers extending back to
the Shogunate and beyond. Intimacy between battlefi eld
comrades is almost an institution all its own. What is
not accepted in Dynastic culture, though, regardless of
sexual orientation, is weakness in women or effeminate
behavior in men. Such softness is never tolerated, and is
often harshly ridiculed and even punished. Whatever else
they might be, the Terrestrial Exalted are warriors, and
there is no room for those who assume effete mannerisms
or deliberately portray themselves as “soft” in any way.
22
Dynasts have a reputation for being oversexed and some
Houses, most notably House Cynis, are notorious for their odd and
voracious sexual appetites.
Marriage is the cement that bonds Dynastic families to one
another. It is through marriage that alliances are made (and broken)
and aimless Dynasts are given direction. Most marriages among the
scions of the Dynastic Houses are arranged years, if not decades, in
advance of the union.
Marriage is the institution the Great Houses use to forge al-
liances. It is not seen as a religious union, but as a political one.
Any other purpose of marriage is eclipsed by the necessity of this
one. In this time of uncertainty in particular, the Great Houses
are intermarrying at an astonishing rate in hopes of making one
last round of alliances before the storm that’s brewing breaks and
changes the Realm forever.
Marrying for love is possible—provided the families involved
approve of the match. Couples who marry without permission are
tracked down and taken to a magistrate who annuls the marriage,
and may the Dragons protect them if a child was conceived from
their folly. Inadvertent alliances between Houses caused by such
rash marriages can only lead to problems down the road. The only
good marriage is a strategic marriage.
Originally, mortals were not considered proper marriage mate-
rial for Dragon-Bloods. Mortals were expected to marry mortals;
Terrestrials were expected to marry Terrestrials. Only thus would
the Elemental Dragons’ gift stay strong in the bloodline. Today,
however, political liaisons often require intermarriage between
patricians and a Dynastic House, and the ancient taboo has ceased
to hold any relevance. Only the most hidebound and prejudiced
Immaculates still espouse the stricture. Some young Dynasts are
unaware that such a taboo ever even existed.
DOWRIES
Dowries are uncommon in the Realm, because any marriage
of Dynast to Dynast is considered an arrangement of two equals,
and money is not needed to balance the transaction. A dowry is
necessary when a marriage is made between two unequal parties: a
Dynast and a mortal. This happens most often when two children
from Dynastic Houses are promised to each other at an early age
and one fails to Exalt. Marriages are only rarely arranged between
such young children for precisely this reason, and when they are,
it’s almost always the product of an important political alliance.
In circumstances where a dowry is necessary, the money is meant
to soothe the pride of the Dragon-Blood’s family and compensate for
the decreased likelihood of the marriage producing Exalted. Depending
on which Dynastic House and which patrician family are involved,
even a single such dowry can effectively bankrupt even an unusu-
ally wealthy patrician family. The amount of the dowry is based on
the House’s rate of breeding Exalted. The cost to marry a mortal to
a member of House Nellens would be high, but the cost to marry a
mortal into House Mnemon or Cathak would be astronomical.
The inequality of such a marriage would also be underscored
by the nature of the wedding gifts. Gifts presented to the family of
the Dragon-Blood by the family of the mortal would be extraor-
dinary and lavish (worth at least Resources 4). Gifts presented in
the other direction, if there were any, would be relatively common
items (worth no more than Resources 3, if that).
ADULTERY
Seen as the perfect answer to the fact that Dynasts cannot
marry the ones they love, adultery is a tacitly accepted fact of life
in the Realm. Provided one does nothing to damage the illusion of
a happy marriage with one’s spouse, there are few drawbacks worth
mentioning. As long as nothing is done to damage the political
alliance embodied by the marriage, all is well.
Extramarital affairs are quite common, almost to the point
of being expected. As long as the participants in the tryst show
proper discretion, most family scandals can be avoided. The fi rst
law of discretion, then, is that bastards are not tolerated. A female
Dynast who gets pregnant by a man other than her husband has
three options. Ideally, she should take a strong draught of herbs to
induce a miscarriage as early as possible. Failing that, she needs
either to convince her husband that the child is his or, in dire
straits, take a long leave of absence to travel or “to inspect family
holdings in the Threshold.”
Male Dynasts have an easier time of it. As long as they quietly
support their bastards out of their family stipend, they can usually
keep enough distance from the child that no awkward questions ever
come to light. Male Dynasts who leave a string of bastards in their
wake, however, rapidly fi nd their income stream sorely taxed and
might have trouble affording the consequences of their dalliances.
CHILDREN
Having children, like getting married, is a Dynastic duty. Chil-
dren are seen as symbols of properly consummated marriages. Any
marriage that doesn’t produce at least two children within the fi rst
50 years is deemed null and void, as is any marriage that goes more
than 50 years without producing additional children. Children are
very important in Realm society. They are at once the embodiment
of a political alliance, a sign of hope for the future and a symbol of
the parents’ obligation to the Scarlet Dynasty.
Among the Terrestrial Exalted, producing children is almost
compulsory. The more children a couple produces, the more chance
there is that one of the offspring will grow up to be another member
of the Dragon-Blooded Host. Some Terrestrial women are known to
take particular delight in producing child after child, although physi-
cians have learned that Dragon-Blooded women need at least fi ve
years between children. Otherwise, it starts to age them unnaturally
quickly. The average number of births is eight per century, or about
one every 12 years. A Dragon-Blooded pregnancy lasts a full 15-month
year. Given the sturdiness of Terrestrial physiology, a pregnancy only
begins to show after fi ve months, and an expectant mother may re-
main as active as normal for the fi rst 12 months of pregnancy, with
no signifi cant danger to herself or the unborn child.
Drugs taken to induce long-term sterility are frowned upon,
although those that induce short-term sterility are approved of when
they prevent bastards or the impregnation of mortals. Abortion is
illegal for a Dragon-Blood whose husband has made her pregnant or
for a member of a lower caste who bears a Dragon-Blood’s child, even
if the child is a product of rape. Both the mother and the person who
performed the abortion can be imprisoned or even executed, depending
on their station, the situation and the magistrate involved.
DRAGONS R EST
One thing Dynasts clearly are not is immortal. While they
live much longer than mortals do, even the long life spans of the
Dragon-Blooded come to their close eventually.
RETIREMENT
Although the average life span of a Dynast is around 300 years,
there are those who have lived to nearly 500 without even using
sorcery. Through sorcerous means, the Terrestrial life span can be
23
CHAPTER ONE • THE SCARLET DYNASTY
extended further still. There comes a time, however, when even
the mighty Dragon-Blooded have had their fi ll of work.
Those who have served their Houses long and well are welcome
to take an earlier retirement without taking any cut in stipend.
Those who have produced little for their Houses get a large cut in
stipend upon retiring and again for every 10 years that they don’t
perform some signifi cant act of service for their families.
There is an entire class of “semi-retired” Dragon-Blooded who
have given up their former métier while remaining active in House
politics, overseeing households or otherwise remaining busy in service
to the House without holding an actual job. Many of these Dragon-
Bloods are teachers of some sort, holding honored positions at the great
academies. Others choose not to teach, but to learn, spending their
nal years studying subjects for which their early lives left no time.
The life of a Dynast is so perilous, however, that only about
half even make it to retirement age.
DEATH
Due to the constant combat, the endless assassination attempts
and the myriad dangers of the Second Age, only about a third of
Dragon-Blooded Dynasts die of natural causes.
A Dynast receives one of two types of funeral upon her death. If
she falls in battle far from the Realm, she is given “fi eld rites.” Prayers
are said to the dragons, her body is burned, and her ashes are returned
to her aspect element. Any equipment that might be considered heir-
loom-quality—such hearthstones, jade armor or artifact weapons—is
sent back to her family. Theft is uncommon at times such as these, as
stealing from fallen comrades is considered very bad luck. It also carries
a high risk of earning the wrath of a comrade’s hungry ghost.
THE P ASSAGE R ITE
Members of sworn brotherhoods make to each other
a promise when they swear their loyalty: that nothing
except death will prevent them from retrieving each
other’s bodies and making sure that they receive at least
full fi eld rites. In the past, entire brotherhoods would be
lost trying to retrieve their companions’ bodies, leaving
no one to return for their own. As a result, a more recent
tradition came about. If a brotherhood does everything in
its power to retrieve a fallen member’s body but it becomes
obvious that it cannot succeed without being destroyed,
it can perform a passage rite instead.
This rite requires that the remaining members of the
brotherhood perform the basic fi eld rites without the body
as soon as they can. They must then seek out a parent,
child, spouse, lover or sibling of each of the deceased,
preferably someone about whom the deceased cared deeply
or at least with whom she spent a great deal of time. To
this survivor, they must then present fi ve jade talents, any
personal items belonging to the deceased and one item
of importance from each member of the brotherhood. In
his presence, they swear to always fi ght righteously in the
name of their fallen comrade and to say a prayer for her
at each temple or shrine they enter.
24
A Dynast who dies in the Realm is given a great, ostentatious
funeral gala that reiterates the high points of her life. Her family
might commission poetry, plays and music to be written specifi cally
for the event that retell and hyperbolize the fallen Dynast’s accom-
plishments. House elders deliver heartfelt eulogies remembering the
departed, and swarms of hired mourners wail pitiably near the body.
Such remembrances, it is hoped, help send the soul on its way to
its next, and hopefully more enlightened, incarnation.
Most Dragon-Blooded agree that an unmourned and un-
celebrated soul cannot move on. This is one of the reasons the
popularity of lavish and elaborate funerals. The larger the display,
the easier it is for the soul to move on to its proper destination.
For this reason, some members of the Deliberative have suggested
that a funeral should be held for the Empress. While it is all well
and good to hope that she yet survives, if she’s dead, her great soul
will be unable to move on along its path.
SORCERY
Among the Realm’s Dragon-Blooded, knowledge of one or
two spells does not make one a sorcerer. Any Dragon-Blood might
learn a single spell, and many make the effort to learn Emerald
Countermagic, which most Dynastic schools teach to students
who show the aptitude. Some Houses teach one or two spells to
their members as a means of passing along the high culture of the
Dynasty. After all, in the First Age, it was only the unschooled who
didn’t know a spell or two.
Among Dynasts, the demarcation between knowing a spell or two
and being considered a full-fl edged sorcerer is one’s servants. The gener-
ally held belief throughout the Realm is that sorcerers can be recognized
by their bizarre entourage of spirits, elementals or reactivated First Age
automata. By that defi nition, true sorcerers are quite rare. Those with
such an entourage are respected, even as they are shunned.
As a rule of thumb, about one Dragon-Blood in 10 knows a
spell or two, while one in 25 knows a handful of spells and defi nes
herself as a sorcerer, and one in 50 Dragon-Blooded is truly adept
in the arts of Terrestrial Circle Sorcery.
There’s a sense among Dynasts that sorcerers cannot be entirely
trusted. With powerful students of sorcery such as Mnemon occupying
the very highest levels of the Dynastic power structure, though, no
one is likely to voice such concerns aloud. Still, order is one of the
core values of the Scarlet Empire, and nothing embodies danger
and disorder more effectively than the demon servitors that many
sorcerers summon as the badge of their offi ce. The obvious threat
inherent in a sorcerer’s vast knowledge makes others uncomfortable.
Those with an inkling of just how much more sorcerers know tend
to be more alarmed than those remain completely ignorant of what
is taught at the Heptagram.
Realm culture sees sorcerers as those who parley with demons,
enjoy delving into controversial pre-Usurpation history and delight
in breaking the rules of Creation itself. For the rigid and rule-bound
Realm, such behavior is almost intolerable. Nonetheless, the powers
that be (especially the Empress, Mnemon and most Bronze Faction
Sidereals) are still perfectly aware that sorcerers are some of the last
connections Creation has to the glory of the First Age and the last
great hope of reclaiming some of what was lost. More pragmatically
though, all the Realm is aware that Lookshy has some of the most
powerful sorcerers in Creation, and the Scarlet Dynasty cannot allow
itself to fall behind in the sorcerous arms race. Were it not for those
key factors, it is questionable whether the Realm would allow the
study of sorcery at all. Be that as it may, those who’ve undertaken
the study of sorcery have chosen a diffi cult path for themselves.
No student attends the Heptagram without realizing that she’s
setting herself up to be an outcast from much of Dynastic society.
Mingled fear, resentment and disdain prevents many Dynasts
from relating to sorcerers normally. Socially astute parents often
try to dissuade their children from going off to study on the Isle of
Voices, knowing that it will undermine their social and marriage
options. Some sworn brotherhoods don’t accept sorcerers in their
ranks (ironic given that sorcery is required to formalize such a
brotherhood), though some sworn brotherhoods consist solely
of Heptagram graduates. Sorcerers form a discrete, dread nobility
and their lives run parallel to those of “normal” Dynasts. To be a
sorcerer in the Realm means to devote one’s life to arduous and
esoteric study. It means diffi cult hours spent studying the ancient
and complex patterns of Essence that shift and alter Creation’s
fundamental principles. Not only is the Heptagram’s training in
sorcery rigorous, but it also removes certain blinders from the eyes
of students (e.g., the presence of Sidereals in the Realm). Sorcery
is one of the most potentially dangerous callings available to the
Dragon-Blooded. At this point in the fallen Second Age, much
of the information available about sorcery and its related fi elds is
incomplete, and some is quite hazardous.
Most Dynasts are unclear about just how much sorcerers know
or what they can do, and many sorcerers foster this mystique to
their advantage. Realm sorcerers often have a reputation that far
exceeds their actual abilities, and this reputation is responsible for
much of the isolation sorcerers experience.
Many Great Houses provide separate quarters for the sorcerers
in their family. This segregation is portrayed as a luxury for such a
sorcerer, but it is just as much to keep her away from the rest of the
family, particularly the children, as it is to reward her.
Marriage to a sorcerer is also an issue. Some Houses (notably
Cathak and Peleps) strongly discourage marriage to sorcerers, while
others, such as Mnemon and Ledaal, give extra consideration to
suitors who are Heptagram graduates.
Charms are powerful manifestations of Essence, but most
Terrestrials see them as natural abilities. They tend to view sorcery,
the result of arduous study linked inextricably with the notion of
demons and bad luck, as unnatural.
How sorcerers deal with their lot varies widely. Some make
a point to use sorcery only (and obviously) for the common good
to mitigate the stigma of their profession. Others never mention
their training and carefully avoid saying anything that would expose
them as sorcerers. The members of the fi nal group bear the burden
as regally as possible, surround themselves with an entourage of
automata, elementals and demons in such a way that they almost
challenge anyone to say anything. This last group is both the most
numerous and the one that most Dynasts think of when they think
of sorcerers.
THE S ORCERER IN S OCIETY
So many Dynasts are uncomfortable around sorcerers that
Dynastic society has created a popular, comforting lie that it uses
to avoid them. Sorcerers like being alone, Dynasts believe, as it
gives them time to study and refl ect on the mystic truths laid bare
by their sorcerous training.
This belief is patently false, of course. Sorcerers don’t like being
alone any more or any less than architects, soldiers or merchants
do. They recognize the lie for what it is: a socially acceptable excuse
to forget to invite them to parties, a reason to put them up in the
family manse’s most distant quarters and a blame-free way to send
them on long trips into the Threshold. The lie makes discomfort
25
CHAPTER ONE • THE SCARLET DYNASTY
and dislike look like consideration and concern for the sorcerer’s
well-being, while allowing the bulk of Dynastic society feel good
about its bigotry.
Sentiments toward sorcerers vary by Dynast, of course. Some
Houses make ample use of this lie to relegate all sorcerers to the
farthest margins of daily life, while other Houses recognize the lie
for what it is and refuse to use it. Some Great Houses are known
to have particularly strong feelings toward those who study sorcery.
Houses Mnemon, Ledaal and Tepet are sympathetic to sorcerers
and generally have so many sorcerers in their Houses that they
tend not to treat them any differently from any other Dragon-
Blood. Sorcerers in House Tepet, however, are expected to keep
the theatrical elements of sorcery (i.e., the demonic retinue) down
to a minimum.
House Nellens adores sorcerers and crows its appreciation far
and wide in hopes that those who feel snubbed by other Houses
will be more likely to marry into Nellens. Nellens also provides
its sorcerers with a particularly generous stipend. In return for this
ostensible open-mindedness, House Nellens expects a great deal
from its sorcerers and saddles them with incredibly hectic schedules
and nigh-impossible tasks.
House Cathak, however, is unrepentant in its dislike of sor-
cerers. It does not invite sorcerers to its events, not even the few
who belong to the House. Members are discouraged from marrying
sorcerers, and even long pre-arranged marriages can be called off if
the fi ancé attends the Heptagram.
SORCEROUS S OCIETIES
To make up for the isolation many sorcerers feel, they have
taken to working together in sorcerous societies. Some such societies
are open; some are well-kept secrets. The only thing they have in
common is their devotion to sorcery and their quest for more lore
pertaining to sorcery or the First Age.
SECONDARY S CHOOLS
Patricians who do not Exalt go on to any number of secondary
schools to learn an assortment of petty trades ranging from business
to law to thaumaturgy. While the schools open to patricians are
good, rigorous institutions, they are not up to the task of training
members of the Dragon-Blooded Host.
Four main secondary schools, and two alternatives, serve to
prepare young Terrestrial Exalts for the defense and stewardship of
Creation itself. The training in these places is appropriate to the
skills and strengths of the Dragon-Blooded, and the un-Exalted—on
those rare instances that they have been admitted—have not shown
themselves to have the mettle to master the subject matter taught
in these academies.
THE C LOISTER OF W ISDOM
For those Dragon-Bloods who dedicate their lives to spiritual
pursuits, the Cloister of Wisdom is where they familiarize them-
selves with the sutras—and the devastating martial arts—of the
Immaculate Dragons.
CLOISTER OF W ISDOM R EQUIREMENTS:
In order to play a Cloister of Wisdom graduate, you must
purchase at least Martial Arts 3, Integrity 2 (to refl ect the self-
mastery derived from meditation and self-abnegation), Medicine 2
(representing the monk’s healing techniques) and Resistance 2 (to
refl ect the incredible hardiness developed by the arduous monastic
life) for your character.
With the Storyteller’s permission, Cloister of Wisdom graduates
may take an extra dot of Martial Arts at no cost.
THE H OUSE OF B ELLS
No institution in the Realm better represents the martial
prowess of the Dragon-Blooded Host than the House of Bells. As
the school of war for members of the Scarlet Dynasty, it boasts a
long history of cunning generals, relentless warriors and a lengthy
catalogue of much-storied war heroes. Students of the House (as
it is called colloquially) focus their studies on tactics, strategy,
military history and battlefi eld logistics. They spend countless
hours learning to build and maintain team cohesion. Everything
these Dynasts do is centered on team dynamics. Under the tu-
telage of House instructors (or much older students) small units
drill together practicing armed and unarmed combat, maneuvers,
battlefi eld sorcery and endurance training. These young Dynasts
live and sleep together in barracks; they fi ght and train together;
they even bathe together as a unit. Personal space is unknown to
students of the House of Bells. Individuality is a luxury for battle-
tested generals. Everyone else must know how to be a cog in the
Realm’s great war machine.
HOUSE OF B ELLS R EQUIREMENTS:
A player who wants to play a House of Bells graduate must
purchase at least War 3 (to represent the House’s intense focus on
formation-based strategies and tactics) and Presence 3 (to refl ect
the command and authority wielded by those trained to lead the
legions of the Realm) for his character.
THE H EPTAGRAM
The smallest of the Realm’s four great academies, the Hep-
tagram is located on the Isle of Voices, a small, craggy island off
the north coast of the Blessed Isle. Demons and elementals alike
see to it that the island is inadmissible to any who do not belong
there, and the surprisingly deep channel between the Blessed Isle
and the Heptagram is littered with the fi sh-nibbled bones of those
who thought to go where they were not welcome. This academy
guards its secrets jealously indeed.
IMPERIAL O BLIGATION
Attending the Heptagram is a luxury, and a very
expensive one at that. Therefore, every graduate of the
school is considered to owe the Realm one “Obligation”
for footing the bill for a fi rst-rate sorcerous education.
(An Obligation is some return the Realm expects from
a sorcerer on its investment, from a minor deed to an
arduous, challenging task.) Some sorcerers are assigned
their Obligation immediately upon graduation; others are
assigned theirs years later, after they have become powerful
veteran sorcerers. The Empress usually took the sorcerer’s
power and learning into consideration when assigning an
Obligation, but she would sometimes use Obligations as a
punishment, a reward, a training tool or for other reasons
not directly linked to the well-being of the Realm.
In the Empress’s absence, it is the Deliberative that
calls in Obligations, and this it does in as Machiavellian
a way as one might imagine. Some Houses are punished
by having their sorcerers sent on suicide missions, while
others are made to do the Realm’s dirty work.
26
Academy may get one free dot of the Resources Background to
represent business advantages, contacts and the strategic exploita-
tion of bureaucratic loopholes available to those who graduate from
this school. This free dot cannot take the character above fi ve dots
in the Background.
OTHER S CHOOLS
While the four great academies are the most prestigious schools
open to the Realm’s Dragon-Blooded, they are not the only op-
tions. While the other schools lack prestige, they serve the Realm
in other important ways.
PASIAPS S TAIR
The Realm is a hard place for those “found eggs” who Exalt
from the lower classes or beyond the shores of the Blessed Isle.
Such Dragon-Bloods represent a danger to the Scarlet Empire.
They are spiritually enlightened (as refl ected in their Exaltation)
but unschooled, ignorant. Each one is a loose cannon in a Realm
where order is precious and becoming more so.
Those outcastes who opt for military life train for 10 years at
the fortress-academy known as Pasiap’s Stair.
For more on Pasiap’s Stair, see page 55.
SCHOOLS FOR THE I NCORRIGIBLE
Lastly, there are two other schools on the Blessed Isle for students
whose bad behavior is so beyond the pale, even for spoiled Dynasts, that
no other school will take them. Built more like prisons than schools,
both of these stern institutions show a great willingness to emphasize
the whip over more conventional learning tools. No parent, regardless
The Heptagram is known throughout Creation as the fi nest
academy of magic, alchemy, demonology, divination and thau-
maturgy in the Realm. Among the Terrestrial Exalted, only the
sorcerer-engineers of Lookshy are as knowledgeable where sorcery
and First Age secrets are concerned.
HEPTAGRAM R EQUIREMENTS:
A character who graduated from the Heptagram must start play
with at least Occult 3, Lore 3 and Linguistics 1. Not every Dynast
who graduates from the Heptagram knows sorcery, but no one
graduates from the Heptagram without being fl uent in Old Realm
and knowing the basics of history and occult theory.
THE S PIRAL A CADEMY
The Realm does not maintain its position in Creation through
the might of the Imperial Army alone. Arguments have been made
that it is the Blessed Isle’s complex web of magistrates, ministers,
sub-ministers, satraps, governors, tax collectors and other bureaucrats
that is truly responsible for the hegemony of the Realm.
Those intent on joining the Thousand Scales after gradua-
tion attend the Spiral Academy to learn advanced techniques of
accounting, fi nance, oration, poetry, rhetoric, calligraphy, political
science, and all of the other skills necessary to keep the Imperial
Bureaucracy functioning smoothly.
SPIRAL A CADEMY R EQUIREMENTS
Characters who graduated from the Spiral Academy must start
play with Bureaucracy 3, Investigation 1 and Linguistics 3. At the
Storyteller’s discretion, a character who graduated from the Spiral
27
CHAPTER ONE • THE SCARLET DYNASTY
of her standing, can send a child here without receiving the occasional
glance of pity from her peers, because to do so is to admit to failure at
a Dynast’s most important job: the bringing up of young Dynasts.
It is common knowledge throughout the Realm that students
leave these schools in one of three states: reformed, broken or dead.
That said, the two schools vary a great deal in their approach to
their grim work—and in their results.
THE H OUSE OF A NCIENT S TONE
Located in the hilly farmland outside of Lord’s Crossing is a
sprawling, guarded, patrolled “school” called the House of Ancient
Stone. The enormous, trapezoidal manse at the center of the school
is clearly a First Age fortress of some sort. Composed of smooth slabs
of black stone, it looks as though it rose up fully formed from the
rich, black soil that surrounds it.
Run by Tepet Urono, a battle sorcerer who has served with
the Tepet legions for nearly two centuries, the House of Ancient
Stone is more akin to a work farm than a school, but all students
do get an education in agriculture, history and geomancy. Taking
advantage of the rich farmland around Lord’s Crossing, the House
of Ancient Stone routinely takes in as much for its crops and
produce as it does in the extraordinarily costly tuition it charges
its students’ families.
Tepet Urono is a powerful Exalt, and he runs the House of
Ancient Stone fairly, but with no tolerance for misbehavior or
disrespect. He uses sorcery, dozens of elementals and a range of
artifacts to monitor his charges at all times. One artifact in his
possession makes it impossible to tell a lie within 20 feet of him,
and older students traditionally let younger ones fi nd this out the
hard way.
Students rise two hours before sunup every morning, work in
the fi elds for 10 hours “to rid them of excessive exuberance” and
study intensively for the remainder of the day. Comprehensive tests
are given at the end of every week. Students who refuse to work
or master their studies are fl ogged until they change their minds
or die. Unlike the Palace of the Tamed Storm, however, far more
students graduate each year than die.
Urono stresses team-building efforts in all aspects of the cur-
riculum. Bullies and braggarts, for example, are hung up by their
ankles for 48 hours—or until a classmate frees them (as an object
lesson in the importance of alliances). Cruelty and dishonesty are
severely punished, but Urono also sees to it that kindness, cooperation
and constructive leadership are rewarded in small but meaningful
ways such as extra portions of food, increased authority over other
students or, the rarest of privileges, trips to Lord’s Crossing. Urono’s
goal is not to punish, or even to discipline, but to shape students
into all that Dragon-Blooded should be.
If Urono has a soft spot, it is in his attraction to young men.
While not a common occurrence, Urono has been known to “take
it easy” on attractive male students who offer themselves to him
sexually. If his lovers take advantage of his kindness, however, his
resentment is both swift and brutal.
Graduates of the House of Ancient Stone routinely become
skilled farmers, vintners and apiculturists. Many also become mem-
bers of the legions in good standing, and several graduates every year
opt to continue their education at the Heptagram, where Urono
has many friends on staff.
HOUSE OF A NCIENT S TONE R EQUIREMENTS:
A character who graduated from the House of Ancient Stone
must start with Bureaucracy 2, Lore 2 and Occult 1.
THE P ALACE OF THE T AMED S TORM
Contrary to Dynastic propaganda, the Imperial City does have
a bad section, and at the epicenter of the worst of it is a vipers’ nest
referred to in polite company as the Palace of the Tamed Storm. Far
less expensive than the costly House of Ancient Stone, the Palace
of the Tamed Storm is a place where students learn to smile and
succeed in the classroom even as they learn to extort, scheme, steal,
maim and torture in the barracks. Criminality is the most effectively
taught course in the Palace of the Tamed Storm. The second most
effectively taught course is maintaining appearances.
Sesus Tokaiko is the harridan spider at the center of this web
of misery. She is a cruel woman, prone to threatening her students
with her fi ery anima. The subtleties of reform and redemption are
lost on her. Fear of disfi gurement is her primary motivating tool.
One tired joke around the Imperial City is that Tokaiko is the
most hated woman in the city now that the Empress has disappeared.
Many are waiting and hoping eagerly for Tokaiko to follow in the
Empress’s footsteps.
Given their vicious sensibilities and tactics, Tokaiko’s staff
could easily be members of the Red Piss Legion, but somehow,
they fell short of even that low calling. Many of her “tutors” are
former students hardened enough to manage the crude and violent
student body.
Students at the Palace of the Tamed Storm do master a wide
variety of basic skills, however, because only by mastering the cur-
riculum of the Palace of the Tamed Storm can they leave. It’s up
to them whether they do that in two years or eight.
PALACE OF THE T AMED S TORM R EQUIREMENTS:
Characters who graduated from the Palace of the Tamed Storm
must start with a minimum of Larceny 3 and Socialize 2.
THE S CARLET D YNASTY
The Blessed Realm of the Scarlet Empire is easily the largest
society of Terrestrial Exalts in Creation and, arguably, the most
powerful. The Realm certainly claims to represent the high-water
mark of Dragon-Blooded civilization on Creation’s face since the
fall of the Shogunate.
The Realm is the product of one incredibly powerful woman
and her vast family. That woman is the Scarlet Empress, and her
family is better known as the Scarlet Dynasty. Martial but spiritual,
disciplined but decadent, powerful but imperiled, the Scarlet Dynasty
is a mess of confl icting extremes.
The lives of the Realm’s Dynasts are marked by luxury, opportunity
and wealth—more so than even the Realm’s comfortable patrician
class and a far cry from the desperate lives of most mortals living in
the fallen Second Age. The Immaculate Order maintains that the
Terrestrial Exaltation is a sign of great spiritual advancement, and in so
doing, it cedes the last major institution to the Terrestrial Exalted.
The founder of the Scarlet Dynasty, and its ruler for nearly
800 years, is the powerful Dragon-Blooded sorceress known as the
Empress. Along with a handful of other Shogunate offi cers, she gained
admittance to the long-lost Palace of the Anathema (since renamed
the Imperial Manse), where she successfully activated the Realm
Defense Grid at the moment of Creation’s gravest peril. In so doing,
she saved the world from the swarming chaos of the Fair Folk. Of
those who entered the manse that day, only one emerged, and she
would soon be known by only one title—Empress of the Realm.
No one on the Blessed Isle—Exalted or otherwise—is allowed
the luxury of ignorance concerning the Empress’s founding of the
28
Dynasty. Young children in primary school recite nursery rhymes
about it, and children even younger recognize the fi ve-pointed star
that is the Empress’s imperial seal.
Imperial lore has it that the scarlet star has long been the
sigil of the Empress, a symbol of her Dynasty, and by extension
the Realm, and by further extension, all members of the Dragon-
Blooded Host.
Though the symbols of the Dynasty are well known throughout
the Realm, its best-known facets are the Dragon-Blooded of the
Dynastic Great Houses.
HOUSEHOLDS
It is a great blessing to be born into one of the Great Houses,
and almost all Dragon-Blooded wear their family name so openly
as to be accused of fl aunting it. Extended families develop a very
strong sense of family identity, and Dynastic households are often
enormous, with seven to 10 generations of the same family simul-
taneously residing in a single vast manse.
At times, married Dynasts who have made a name (or a
fortune) for themselves opt to escape the noise, congestion and
family politics of a busy manse and establish a household of their
own. In such cases, the brave Dynasts set off with the basics—their
children, a handful of nieces, nephews and cousins, a small retinue
of servants and slaves—and set up a household in whatever fam-
ily territory they can request (or take) from their House elders. A
household that can hold and administer a larger tract of territory is
typically given more land as it proves its competence to the elders
of the House. A household that shows itself incapable of managing
its lands fi nds its holdings shrinking.
While members of these offshoot families still legally keep the
last name of the House’s founder as their claim to Dynastic birth,
they are also known by the name of the founder of the household.
Sometimes, for convenience or clarity of household affi liation,
Dynasts go by a tripartite name: House name, household name,
given name. Cynis Denovah Avaku, for example, bears the names
of both his grandmother (Denovah) and the name of his great-great
grandfather, the founder of the House of Cynis.
THE L AND G AME
Farming remains the fundamental industry in the
Realm, and land ownership is the key to income for
patricians as well as Dynasts. When Dragon-Blooded
households grow, they usually establish themselves on
another tract of land owned by their Great House. If
this new household is on strained terms with the House
whence it sprang, though, it will acquire new lands for
itself. Patricians grow very concerned when Dragon-
Blooded acquire new tracts of land, because the Great
Houses already control nearly 80 percent of the Blessed
Isle. In theory, they control all of it, as the Realm itself
belongs to the Empress, but the fact of the matter is that
patrician families “manage” some real estate with enough
control that they can be said to own it. The Great Houses
could simply take any land they wanted, but such behavior
would result in a near instant rebellion of every patrician
household on the Blessed Isle.
29
CHAPTER ONE • THE SCARLET DYNASTY
INCOME
Throughout the Blessed Isle, Terrestrial Exalted can be found
doing nearly anything for money except working hard. As spiritually
advanced beings, Dynasts are above menial labor, which is the lot of
mortals or summoned servitors. This is not to say that the Dragon-
Blooded do nothing, just that they have the luxury of choosing how
they want to serve their families and the Empress.
In theory, every Dynast gets a stipend just for being part of
the Dragon-Blooded Host. In practice, those Dynasts who have
shamed or offended their families are conveniently forgotten when
the time comes to hand out jade. That said, only the laziest scion of
the Dynasty is content with the minimum family stipend.
The amount of jade a Dynast actually receives from her family
is determined by a ludicrously complex formula that takes many
factors into consideration. Those factors include age, education,
marital status, whether one’s spouse is mortal or Dragon-Blooded,
service to the family, service to the legions, service to the Wyld
Hunt, service to the Empress, number of children produced, number
of children Exalted and the rarity and strategic importance of any
particular skills the Dragon-Blood possesses.
Young Dynasts, fresh out of secondary school, are often encour-
aged to travel and gain some experience in Creation, preferably
beyond the shores of the Blessed Isle. Travel has historically been
the unoffi cial fi rst métier of most Dynasts as they determine what
they want to do with their lives. As the self-proclaimed defenders
of Creation, it behooves scions of the Dynasty to be familiar with
as much of it as possible.
More driven or competitive scions of the Dynasty enter their
chosen fi elds immediately. Graduates of the House of Bells are given
a commission in the legions; graduates of the Spiral Academy enter
government and business. Young Dynasts who graduate from the Hep-
tagram may remain at the school to perform personal research in the
presence of experienced instructors. Young sorcerers are often engaged
by the Heptagram to obtain rare texts, items or substances from the
Threshold. Monks who study at the Cloister of Wisdom simply don’t
need much in the way of fi nancial resources, so they traditionally get
less from their families than most other Dynasts would. Their every
need is taken care of, though, and they often travel as well. They do
so either to take up residence in a distant monastery, to wander as an
itinerant or to act as support staff for the Wyld Hunt.
THE G REAT H OUSES
The Great Houses of the Scarlet Dynasty are the celebrities,
heroes and nobles of the Blessed Isle. They are larger than life
because it is expected of them to be so. Of the 11 Great Houses
of the Scarlet Dynasty, most are martial, social and bureaucratic
powerhouses, great concentrations of political force that drive the
heavy wheels of empire on the Blessed Isle. Combined, the Great
Houses have nigh total control over the banks, the Imperial Army,
the Immaculate Order, the Thousand Scales and the Realm’s busi-
nesses. They are both church and state within the Scarlet Empire.
A Great House can move against another and not be destroyed,
but the un-Exalted are at the mercy of the Dynasts—a mercy that is
often notably lacking. Noblesse oblige is little more than a quaint,
heretical notion that occasionally, briefl y comes into fashion among
the Chosen of the Dragons. When it does, it is quickly abandoned
when the Immaculate Order reminds the Great Houses that the
Exalted are supposed to lord their power over the un-Exalted as a
privilege of their great spiritual advancement.
HOUSE A SPECT
All but one of the 11 Great Houses of the Imperial Dynasty
clearly show the blessings of a specifi c Elemental Dragon, and this
elemental affi nity inevitably shapes a House’s social, fi nancial and
martial interactions. For a number of reasons, however, including
arranged marriages to off-aspect Dynasts, romantic dalliances and
simple variation in the blood, all Great Houses produce scions of
all fi ve elemental aspects. An Exalted child usually takes after the
aspect of whichever parent has the strongest blood. The affi nity
of each Great House refl ects the aspect of the House’s founder,
and many, if not all, of the House elders share this affi nity. When
a young member of the House Exalts, it is assumed (and hoped)
that she will share her House’s elemental aspect. Many Dynasts
see purity of aspect as a sign of a Great House’s pedigree, and any
House that produces too many Exalts who deviate from the House’s
traditional elemental aspect is quietly (and superstitiously) pointed
out as losing the strength of its blood. Sidereal researchers have
data disproving this superstition, but it doesn’t serve their purposes
to share that with members of the Dynasty just yet.
(In game terms, a character’s aspect can differ from that of her
House and she can still have fi ve or even six dots in the Breeding
Background, as long as both of her parents were Exalted.)
BLOOD AND P EDIGREE
Bloodline and breeding are of the utmost importance to the
Dragon-Blooded. At the beginning of the First Age, all offspring
of the Dragon-Blooded also Exalted. Toward the end of the First
Age, the Terrestrial Exalted bred much too frequently with mortals,
diluting the gift of the Dragons. By this sad point in the Second
Age, the blood of the Dragons has grown so thin that it is even
possible for two Exalted parents to have children who do not Exalt.
Should this dilution continue, there could come a time when the
Gift of the Dragons is lost to Creation entirely.
Among other things dictated by purity of blood is the age at
Exaltation. Stronger blood tends to cause earlier Exaltation (as early
as 10 in a few children of exceptional breeding), while the thinnest
blooded Terrestrial can Exalt as late as age 20.
The more hidebound Houses that guard the purity of their
blood, such as Mnemon, Cathak and V’neef, reduce the family
stipend of any Dragon-Blood who marries a mortal. Any children
they have will be watched closely. If such a child does not Exalt,
the couple’s stipend will be reduced further. Should poorly bred
children Exalt later in life (as weak-blooded children tend to), the
stipend is restored and even paid retroactively.
PURITY OF A SPECT
When two Dynasts produce a child and that child Exalts,
much is made of that child’s aspect. A child who “breeds true” is
commonly believed to benefi t from stronger blessings of its House’s
favored Dragon. Marrying outside of one’s aspect always carries a
risk of losing the favor of the Dragon who blessed one’s House. An
Exalt whose elemental aspect is different from that of both parents is
considered very inauspicious, and the child is often sent away to be
reared by a distantly located household in her family or sometimes
to another House entirely.
30
THE E LEVEN H OUSES
OF THE S CARLET D YNASTY
The 11 Great Houses of the Scarlet Dynasty are detailed here.
Each description notes the Great House’s leadership, its business deal-
ings and alliances, and one or two of its best-known members.
HOUSE C ATHAK
Famed as one of the most militaristic of the Great Houses, House
Cathak has been blessed by the Dragons with a better Exaltation
rate than any House but Mnemon’s. Even more auspiciously, House
Cathak has produced more children than any other Great House
for 80 out of the last 100 years. For other Great Houses, this would
be a blessing. For House Cathak, it’s necessary to offset the House’s
equally high mortality rate. The majority of young Cathaks (Exalted
or not) enter the legions, where they strive to equal or surpass the
legends of the House’s great war heroes—and the House’s casualty
rate refl ects that. More tragedies befall the young soldiers of this Great
House than any other. Publicly, this is attributed to the fearlessness
of House Cathak. Privately, it is often claimed that, while members
of the House are long on bravery, they’re short on judgment. Some
members even secretly claim that it’s an extravagant conspiracy
engineered by Mnemon to keep House Cathak from taking control of
the Dynasty simply by outbreeding the rest of the Great Houses.
MASTER OF THE H OUSE
Great grandson of Cathak himself, Cathak Cainan is the
current patriarch of House Cathak and a true icon of the Scarlet
Empire. Cainan is one of those rare, truly pious souls who obtained
his schooling at the Cloister of Wisdom and then chose to be a
soldier rather than a holy man.
Over a glorious career that has included leadership of the
Cathak legions, massive battles with invading Fair Folk and vigor-
ous participation in the Wyld Hunt, Cathak Cainan has earned the
respect of his family and the obedience of the legions. He is one
of a handful of Exalts in the Realm who can get an audience with
the Mouth of Peace within an hour of requesting one.
Like his House, Cainan has proven himself unusually fecund,
and a surprisingly high percentage of his children and grandchildren
have Exalted.
Though he does not consider himself his House’s ruler, per
se, Cainan does guide his extensive family with a fi rm, but gentle
hand. He’s open to the input of other family members, but no one
questions that his word is fi nal.
Were he a younger man, Cainan would likely wind up on the
Scarlet Throne thanks to the efforts of the Bronze Faction, which
sees him as just the kind of pious mouthpiece it needs. As it stands,
the Sidereals don’t expect Cainan to last more than a few more
decades, and they don’t relish the notion of another succession
confl ict so soon.
Cainan is a tall man, heavily muscled, with long red hair and
all the markings of an old and powerful Fire Aspect of excellent
breeding.
MAJOR L INES
THE C ATHAK G AREL H OUSEHOLD
Cathak Garel is a respected military historian whose household
is based in a sprawling manse outside Tuchara, in Arjuf Dominion.
She and her family are renowned for writing the most accurate
and complete histories of the Scarlet Empire’s conquests and
battles anywhere in the Realm. Gathered both through battlefi eld
observation and exhaustive interviews, these histories read like
hyper-detailed and thoroughly annotated skirmish-by-skirmish
accounts. They are so accurate that they are considered sensitive
information and guarded accordingly. Any time the Realm enters
a confl ict, chroniclers from the Cathak Garel household appear
on or near the fi eld of battle as dependably as hungry crows. On
many occasions, the family has earned the ire of other Houses
and households by being too honest in its histories, but Garel has
always insisted that accurate records of battles are far more crucial
to the Realm than fl attering ones. If any member of the Cathak
Garel household were ever to falsify a chronicle of a battle, both
Garel and Cainan himself would be forced to take drastic action
to defend the integrity of the household’s reputation.
Several Garel historians have recently isolated themselves in
the household’s manse in Tuchara to complete the offi cial account
of the destruction of the Tepet legions at the hands of the Bull of
the North, and many Dynasts are pressuring Cathak Garel herself
to hurry the process along.
While many in Cathak Garel’s line have followed her example
and become historians, many have also made more active use of
these historical lessons by becoming strategists and generals in
the legions.
All of the major Cathak households are aspected toward Fire.
ECONOMICS
House Cathak has many satrapies in the Threshold, and that’s
where the vast portion of the House’s funds come from. Cathak
Cainan has a reputation for squeezing the House’s satrapies harder
than most of the Dynastic Houses, but also for providing more
disciplined troops, less corrupt offi cers and a range of other services
(road and bridge building, mostly). He sees the high tribute asked
by his House to be fair, given the range of services the satrapies
receive. For their part, the tributary states are less certain of that
and have become suspiciously delinquent in paying tribute to the
House in recent months. Others have forgotten to send portions of
their tribute, claiming they have no more to send. They are clearly
counting on the upheaval in the Realm to keep House Cathak at
bay—and they may have fi gured things right. Should their gamble
prove unfounded, however, House Cathak will certainly make its
resentment known with a strong legion presence.
While the satrapies have been pondering a tax revolt, some
Cathak households have started hiring out House troops to some
of the House’s other tributary states for money. Cainan dislikes this
practice, comparing it to martial prostitution (as he calls merce-
nary activity). Still, he knows that a Great House does not make
money simply by being morally upright. He is working to convince
the House’s other Dragon-Blooded to hire out these troops only
in ways that further the Realm’s interests, though his efforts have
met with only moderate success. While the other Cathak scions
hold Cainan in high regard, that respect won’t put their children
through expensive schools or keep them clothed in the luxurious
silks to which they have become accustomed.
GOALS AND A LLIANCES
Cathak Cainan is an honest man with a true concern for his
House, and he leads House Cathak accordingly. He respects alliances
and partnerships and eschews the paranoia that plagues many of the
other Dynastic Houses. This isn’t to say that the Cathaks rush into every
deal they’re offered, though. They vet their opportunities very carefully
and make sure that the House benefi ts from any alliance it enters.
31
CHAPTER ONE • THE SCARLET DYNASTY
In recent years, Cathak has deployed its
legions to guard other Houses’ tribute caravans in
return for a small cut of the take. Not only does this make
money for House Cathak, but it helps make sure that the Realm’s
coffers stay full even during this Time of Tumult.
V’neef Aliset believes she has found a trove of First Age wonders
deep in the Threshold, not far from Larjyn, and she is currently offering
House Cathak a generous sum to help her transport her treasures
back to the Realm for study and possible repair. House Cathak is
very interested, but the political realities of the Realm make it
very dangerous to deploy too many legions to the Threshold at
the moment. Still, the possible payoff would likely make the risk
worthwhile. A decision is forthcoming soon.
ILLUSTRIOUS D YNASTS OF THE H OUSE
CATHAK C ACEK
As a young Exalt studying military strategy in the House of
Bells, Cathak Cacek was plagued by insomnia. At night, to turn
his inability to sleep to good use, Cacek designed a game that used
the strategies he was learning in class and invited his fellow students
to play, which they did in huge numbers. In RY 466, Cathak Cacek
introduced this game, called Gateway, to the Realm at large, and it
was instantly hailed as a masterpiece of strategic instruction.
Cathak Cacek served in the legions for many years and
regularly played Gateway with his Dragon-Blooded peers, but
he never realized how popular his game had become until he
returned to the Realm. Cacek now heads a household of his own,
and his descendents all prize themselves on being among the best
Gateway players in the Realm.
CATHAK M AE
It is rare that a profession as lowly as armorer would be seen as
an acceptable trade for one of the Dragon-Blooded, but in Cathak
Mae’s case, exceptions have clearly been made. A graduate of the
Heptagram, Mae specializes in creating powerful jade armor based on
First Age designs. Every piece of armor she creates is a unique work of
art, and she is easily one of the richest members of House Cathak.
Mae was engaged to be married to a young general in the
Tepet legions before his death in the Battle of Fallen Lapis, where
the Tepet legions were effectively crushed. Now, she shows
little interest in anything beyond her extraordinary
forge complex in Tuchara, despite a range of Exalted
suitors from the best Dynastic Houses trying
to get her attention. Some in her own House
are hoping her mourning lasts quite some time,
as the armor she has created in this period of grief
has easily been of Shogunate quality.
HOUSE C YNIS
There is no denying that House Cynis
has made its own reputation, but it is equally
true that the other Dynastic Houses have blown
that reputation far out of proportion. Yes, the Cynis throw
orgies, and yes those events are engineered to be spectacles.
For the most part, though, those affairs are nothing like the
unfl attering accounts say they are.
MASTER(S) OF THE H OUSE
House Cynis is very loosely ruled by the three daughters of
Cynis herself from their verdant Palace of Trees in Pangu Prefecture.
32
Cynis Wisel, Cynis Belar and Cynis Falen are devout hedonists who
all agree that providing relaxation, entertainment and pleasure to
the Realm is their House’s true calling. On other matters, however,
especially business, the three do not always agree.
Cynis Wisel tends to be nervous and conservative about changes
in the House’s course. She’s not against taking action, but she does
prefer to mull things over and look at all possible consequences before
committing the House’s resources. Her household, while great at
throwing spectacular parties, does not share the Cynis propensity
for depravity. That said, she has nothing against leveraging the
depravity of others into profi ts for House Cynis.
Cynis Falen is the most optimistic of the three Cynis sisters.
She is known for meeting threats and dangers head on and making
the most of the resources the House now possesses. She is generally
recognized as having the best economic sense of the three sisters,
although maintaining that reputation has been known to drive her
to some very amoral business decisions. She is prone to decisive
action, which is good, but some of her actions are clearly not very
well thought out. She believes, for example, that her House could
steal the slave trade away from the Guild within only a few years
if it really wanted to. Falen’s branch of the family is known for its
romantics, its dreamers and its musicians. It is said that the best lovers
on the Blessed Isle descend from Cynis Falen, and Falen herself is
quite proud of that reputation because she has trained most of her
descendents in the arts of love at one point or another.
Cynis Belar is an accomplished Heptagram-trained sorceress.
She is a quiet, pragmatic woman, and she often keeps her opinions
to herself—only to make sure events unfold the way she wants them
to later. Belar has a reputation for being somewhat secretive, but
very shrewd in the ways of both business and people. When House
Cynis needs information, it is Belar who gets it, either with sorcery
or by hiring competent spies. Belar’s household is known for be-
ing taciturn and more than a little paranoid, but very effective at
anything to which its members turn their attention. Some of Belar’s
descendents have a reputation for sadism, and they don’t hesitate to
make that reputation work for them, especially when dealing with
haughty satraps and self-important bureaucrats. Many of Belar’s
offspring appear to share her facility with sorcery as well.
In centuries past, the three sisters’ “rulership” over the House rarely
consisted of more than suggesting that one household or another hold
another party. Recently, though, they have grown concerned about the
state of the Realm, not to mention the more egregious excesses of their
House, which they would like to curb in case the next ruler to sit on the
throne considers them excessive or a threat to the public good.
MAJOR L INES
Although only one is married at this point, all three sisters
have enormous households that account for most of the Cynis
Dragon-Blooded in the Realm.
All three Cynis households are aspected toward Wood.
ECONOMICS
House Cynis has traditionally made a great deal of money off the
slave trade. It purchases slaves from the Guild and sells them within
the Realm. The Guild smells weakness in the Realm, however, and
has raised the price of slaves, causing the profi ts of House Cynis to
plummet. While the House could easily obtain its own slaves, that
would come at the risk of alienating the Guild entirely, something
Cynis Wisel fears would be unwise, considering how indebted House
Cynis is to the Guild at this point. Still, Cynis Belar has quietly
and fi rmly made it known to some of the House’s stingier satraps
that any difference between tribute owed and tribute actually paid
will be made up in young men and women of good breeding, who
will be taken away and placed into slavery.
House Cynis hires out slaves to others who need cheap labor.
Technically, the hiring party pays jade to buy the time of an overseer,
who is then free to make use of his (or his family’s) slaves as necessary.
The overseer is generally a mortal or a young Exalt who needs to earn
a stipend somehow, and watching others work is a relatively common
pastime for Dynasts anyway. Ostensibly, it is the responsibility of the
overseer to direct the slaves at whatever task he has assigned for them.
More often, the overseer turns over direction of the slaves to the client
household to use as necessary while he graciously accepts the client’s
hospitality. The primary responsibility of the overseer is to see to it
that all slaves sent out to a client return alive and in good health. Any
damage to the slaves or death among their number is charged against
the stipend of the overseer. Consequently, a wise overseer is careful
not to grow too blind while partaking of his client’s hospitality.
Prostitution is a simple and obvious offshoot of the Cynis slave
trade and one from which the House makes a moderate amount
of money. Any decent-sized city has at least one pleasure house,
and larger cities have more such establishments, some of which
specialize based on the tastes and preferences in an area. On the
Blessed Isle, all such places are owned by House Cynis, and they are
all tied into a tight network that keeps careful records of important
gures (including all Dragon-Bloods) who visit their establishment.
More often than not, the best profi t to be made by such places is
in the knowledge of who was where, when, on what business and,
of course, doing what with whom. Add to that the fact that some
young clients have shown a convenient tendency to babble during
sex, and House Cynis controls one of the key information networks
on the Blessed Isle. In many instances, the best money to be had in
prostitution is not in the fee paid for sexual release, but in leveraging
information gleaned during the liaison for profi t later.
GOALS AND A LLIANCES
While renowned for the spectacles and exotic delights of its
lavish parties, the hard fact of the matter is that, while others like
to experience Cynis hospitality—and might even pay for many of
the services provided by House Cynis—none of the other Houses
especially wants to be associated with House Cynis enough to ally
with it. One House, Sesus, regularly marries into Cynis, but even
that has its political disadvantages at times. There’s an appearance
of dissolute weakness to the House, which runs contrary to the
self-discipline and battle-ready ideals of the Dynasty. Even though
those ideals aren’t upheld the way they once were, no other House
represents their antithesis the way House Cynis does. This makes the
House vulnerable, especially if the next ruler to sit on the Scarlet
Throne doesn’t appreciate its business or reputation.
Obviously, the House would like to claim the throne, but Cynis
has tapped into its own information network well enough to know
that it doesn’t have any viable candidates for the position. The
best the House can do at this point is to use its connections and
intelligence to glean advance notice of who the next Empress or
Emperor might be and maybe cash in some favors or information
to help roll with the coming changes.
ILLUSTRIOUS D YNASTS OF THE H OUSE
CYNIS B ELAR R OKUJAI
A brilliant but aimless youth, Rokujai fi rst attended the Cloister
of Wisdom (much to his family’s amazement and chagrin), then
33
CHAPTER ONE • THE SCARLET DYNASTY
the Heptagram as soon as he fi nished his studies there. When he
nished, he turned his years of education to being a prostitute.
The disdain of the Realm and its power brokers was palpable. His
behavior was scandalous even for a Cynis, and even within House Cynis,
pressure mounted to disown young Rokujai. Belar herself interviewed
him to fi nd out what was going on in his head, and the two of them
talked for over four hours before he left. His answers satisfi ed her,
because she refused to hear any criticism of him after that point.
After being a very well remunerated prostitute for several
years, Rokujai retired from that profession and instead opened
several popular brothels in major cities across the Realm, seven of
which were in the Scarlet Prefecture. These brothels were places
of pleasure, of course but they were primarily ready-made intel-
ligence-gathering venues.
With a profound understanding of martial arts, sorcery and
the hard realities of the street, Rokujai then combined his disparate
elds of knowledge to become the closest House Cynis has to a
spymaster. Through means both mundane and sorcerous, Rokujai
would gather information on the patrons of his establishments and
nd out who might need that information. Rokujai doesn’t care
for competition and has surreptitiously done away with key intel-
ligence fi gures in other Houses, especially those who took too keen
an interest in House Cynis. While other spies are more established
than he, Rokujai’s understanding of multiple disciplines makes him
a subtle and terrifying opponent.
CYNIS M OND, WINDTAMER
Among the most prolifi c artifi cers in all of the Dynasty, Cy-
nis Mond is a living legend among the Dragon-Blooded. No one
expected this. He spent his early life as a man obsessed with the
wind, both as a physical force and as a magical concept. He spent
months building oddly shaped sails and studying fl ight patterns of
immense kites. His family thought him useless and mad.
Toward what should have been the end of his natural life span,
Mond unveiled a series of never-before-seen artifacts and Charms
all predicated on his life’s study of the fl ow of wind and Essence.
In the span of a few short years, Mond, now called Windtamer,
went from being a marginalized crackpot to one of the Realm’s
most respected and best-known sorcerers, rivaled only by the likes
of the Empress herself and her daughter Mnemon. The First Age
windslave terminals and their more specialized variants, popularized
and reproduced by Mond, are in use by geomancers, architects and
the legions in every corner of the Threshold. Hundreds of Terrestrial
Exalts learn Charms created by Mond for use in endeavors from
sailing and combat to music and communication.
Though famous and highly respected, Mond is no less the
eccentric visionary than he ever was. He remains fl ighty and
rarely stays in one place for long. He occasionally teaches at the
Heptagram as a celebrity senior savant. He maintains homes and
workshops throughout Creation. Anywhere the wind blows, Mond
can travel without diffi culty.
Mond’s command of Essence is said to have reached the pin-
nacle of Terrestrial potential, though those who have had any real
interaction with him hint that he is more wind than man now,
occasionally fading to transparency for minutes on end when he
forgets to maintain his corporeal form. His blue-gray hair and beard
have grown to a prodigious length, and they and his fl imsy wrap
constantly blow around him in the ceaseless winds that attend him.
He no longer touches the ground for longer than a moment at a
time, instead hovering and fl itting above it.
34
HOUSE I SELSI
At fi rst glance, it is tempting to refer to House Iselsi as a former
Dynastic House, as it was shattered over four centuries ago following
a failed attempt at disposing of the Empress and has never been
allowed to regain its footing. It has no satrapies, no seat on the
Deliberative and few obvious allies among the other Houses.
All of this ignominy has been due to one indiscretion. In RY 303,
several House Iselsi spies conspired to assassinate the Empress. The
attempt obviously failed, and the would-be assassins were tortured to
death, but the rest of the House was placed under a dark shadow of
suspicion for its ignorance of the conspiracy and for not moving to
stop it. Every few decades or so, the Empress would execute another
Iselsi on charges of spying and give one of the House’s satrapies to
another Great House. The House accepted its lot stoically, but its
situation did not improve. On the contrary, after nearly three centu-
ries of this, the Empress formally struck the House from the Imperial
ledgers entirely, making sure that, among other things, the House lost
its lands and would no longer get seats in the Deliberative.
The transformation that has taken place in the House over the
intervening 450 years has left it unrecognizable. There was a time
when House Iselsi was a burgeoning naval power with a veritable
army of spies in the All-Seeing Eye. What little of the House remains
in the public eye is nothing but a shadow its past glory.
Many of the Iselsi line were Immaculate martial artists and
had long been supporters of the Immaculate Order, so it was not
a stretch for the House’s elders to seek sanctuary in the Palace
Sublime once the last of its familial lands had been stripped away.
Sanctuary was granted, and the House’s freefall seemed to slow, at
least a bit. With a core household in the enormous, ancient Palace
Sublime, the House at least had a safe place to live.
Safety, however, does not appear to be enough to save the Iselsi.
Most observers give the House another few decades before the remains
of the Iselsi no longer have enough substance to hold together.
ing toward Air and Wood, a phenomenon that would embarrass
the House if it could sink any further. This dilution actually helps
House Iselsi strategically, though, by allowing its members to pass
as members of other Houses.
ECONOMICS
On the face of it, House Iselsi is a dying institution. It controls
neither legions nor satrapies. It cannot openly run any business
ventures. It has survived to whatever degree it has by associating
itself with various para-religious organizations associated with the
Immaculate Order. This is barely enough to support the House at
the poverty level, but it works when combined with a few small-
time spying and discrete smuggling operations.
Most of the jade once controlled by House Iselsi was long ago
transferred to the House’s “cover families” in Cherak and Kirighast.
Both families receive a small “diplomatic stipend” from the Realm,
but they have a range of shipping and mercantile interests that bring
them most of their money. The House also has spies throughout
the Threshold. Those spies are perfectly happy to sell information
they collect, but they’re just as happy to use the information they
gather to further the House’s business interests.
GOALS AND A LLIANCES
The members of House Iselsi would like nothing more than to
unify at this point. They have no power and too little standing to
marry even into patrician families. Since the expected pardon of the
House is unlikely ever to come now that the Empress has disappeared,
there is increasingly less hope of ever regaining the standing of a
full Dynastic House. The question now is how to safely get the last
remaining desirable members of the House from the Palace Sublime
to the Threshold without anyone catching on. With House Mnemon
accruing power within the Immaculate Order on a seemingly daily
basis, even the Mouth of Peace will soon have a hard time either
preventing the Palace Sublime from being moved to the Imperial City
or ensuring the safety of the remaining members of House Iselsi.
ILLUSTRIOUS D YNASTS OF THE H OUSE
The disgrace of House Iselsi is such that it cannot be considered
to have any members who might be called “illustrious.” More often
than not, those in the Iselsi lineage have changed their names to shed
the infamy that follows the Iselsi name. Those fi gures who play key
roles in the Iselsi’s situation now are mortal as often as Exalted.
WHITEMANE V OCAL
Though not Exalted, Whitemane Vocal is a patrician and
the governor of the town of Spider’s Crossing. He was placed in
his position only shortly before the Empress disappeared. Vocal
is the son of one of the Iselsi elders living in the Palace Sublime,
and he is entirely devoted to House Iselsi. He fi ts in at Spider’s
Crossing by assuming an accent, and he gathers what informa-
tion he can for his family, although he has to be careful, lest he
imperil his position.
DARAKO M OONRISE
Perhaps the most promising of the recently Exalted Iselsi,
Moonrise is a ship’s captain, the daughter of a union between her
mother, an Iselsi, and her father, a Peleps naval offi cer whom her
mother seduced one night while he was drunk. The Iselsi ruse re-
quires a great deal of running between Cherak, Kirighast and the
Realm, and Moonrise is one of the most knowledgeable captains
in the Inland Sea.
MASTER OF THE H OUSE
House Iselsi is so splintered that it cannot be said to have
any real guiding hand directing its operations. The nucleus of the
House’s elders resides in the Palace Sublime, but those who really
perform the House’s work are wanderers, offi cials and spies with any
name but Iselsi. Most of those have made their way to the Threshold
since the Empress’s disappearance. All households descended from
the Iselsi line manage their own affairs. From time to time, elder
Exalts in the Palace Sublime offer advice to their younger relatives
located elsewhere, but these words have little weight and cannot
be considered anything beyond suggestions.
MAJOR L INES
In the Realm, there is only House Iselsi: sad, failing, lost. There
were once three major households, but they’ve all grouped together
behind the Iselsi name for numbers and safety.
In the Threshold, there is the Enuma household in Cherak
and the Saraban operating out of Kirighast, but neither of those
names would be associated with Iselsi. Both of these have become
obsessive about preserving the purity of their blood and do not,
under any circumstances, breed with mortals. While their numbers
have shrunk, their Exaltation rate has gone up as their blood has
grown more potent with the power of the Dragons.
Throughout most of its history, all Iselsi households were
aspected toward Water. Since the shaming of the House, and the
catch-as-catch-can betrothals that followed, the House has lost its
purity of aspect. Now, many of the younger generation are Exalt-
35
CHAPTER ONE • THE SCARLET DYNASTY
THE R USE
Although the family’s situation is not great, particularly since the Empress’s disappearance, House Iselsi hasn’t been
dismantled nearly as severely as outsiders have been led to believe.
Before the assassination attempt, House Iselsi had been one of the Empress’s favorites, in part because it provided her
with the timeliest and most accurate information on what was going on in the Realm and in the Threshold alike. After the
poorly planned attempt on her life by a coalition of rash young Dragon-Bloods from the House, there was little the Empress
could do to save face but to make the House suffer long and slowly. Doing so made an object lesson of the House, for one
thing. It also gave the Empress the opportunity to make some improvements to her intelligence-gathering abilities. All of
those who were allegedly executed were high-ranking members of the All-Seeing Eye. Instead of being killed, as everyone
believed, they were given new identities and shipped to distant places (some as far away as the Threshold) where they
continued to serve as the Empress’s eyes and ears. Some members of House Iselsi, those the Empress was fond of, were given
new identities and then made magistrates or archons.
This became a game for the Empress. She would strip House Iselsi of its rights and privileges on one hand and give
members of the House enormous stipends or tracts of land in the Threshold on the other.
Many members of the House were just moved and made sleeper agents living in distant locales, just waiting for word
from the Empress to collect information or destroy the enemies of the Scarlet Throne.
Key members of the House in the Palace Sublime are aware of the real situation, if not sure what to do, but they’ve
carefully kept the truth from younger members of the House whose discretion they’re not certain of.
While the Empress was still ruling, the plan was to engineer some great act of redemption for the House and bring large
portions of the family back into the light. With the disappearance of the one woman needed to make that happen, hope for
the future of the House is much bleaker. Only the Empress, her Sidereal advisors and a few of her trusted magistrates knew
the truth, and the plan for House Iselsi’s triumphant return is lost with her.
The other Houses, unfortunately, might not be so kindly disposed to the remnants of House Iselsi. All that keeps them
from taking action against the House now is their concern that Iselsi spies—and assassins—could be hidden near them and
ready to strike the moment they take hostile action against the House.
Luckily, House Iselsi has a solid presence in the Threshold, particularly in the satrapies that once belonged to them.
While they might have given up obvious and powerful positions, they still possess many key roles. Now, they just hold them
under different identities. Many garrison commanders, ambassadors, monks and the like once wore the name Iselsi and still
feel a bond of fealty to their family.
The House’s challenge now is to decide whether to attempt some last redemptive effort on its own or to give up the
last trappings of being a Dynastic House and move to the Threshold, where those who blazed the trail have established a
new household under another name.
At this point, more of House Iselsi has gone underground than remains in plain sight. Those who remain as visible
symbols of the tragedy that has befallen House Iselsi are the less clever or trustworthy members of the House, and the tragic
end of House Iselsi might be theirs to act out once the rest of the family has relocated to the Threshold.
Unknown to all but a few, her ship has a pair of copper handles
attached to the bottom of the hull. When she gets a good wind in
her sails, Moonrise activates her anima, dives overboard and holds
onto the handles as the ship pulls her through the churning sea.
That’s one of the ways she has learned the topography of the bottom
of the Inland Sea. She has also used this trick a time or two to avoid
Imperial inspectors with whom she did not want to speak.
HOUSE L EDAAL
Ledaal, the Empress’s fourth child to survive to adulthood,
was clearly a prodigy. To make sure that she was never bored, the
Empress asked Chejop Kejak for a Sidereal tutor for her little girl.
Ledaal absorbed everything the Chosen of Mysteries told her: about
sorcery, about the First Age, even about the Usurpation. Though
she never repeated all that she knew (a lesson she learned early
on), Ledaal was powerfully shaped by what she learned from her
tutor. She later asked that tutor, and some other Sidereals as well,
to stay on with her and her family as trusted advisors.
That, along with the House’s elemental aspect, has resulted
in one of the most intellectually curious and investigative Houses
in the Realm. Curiosity has been the bane of many in this House,
but most Ledaals would fi nd death preferable to boredom anyway,
so they don’t much mind the danger.
House Ledaal is one of the few Houses to realize the enormity
of the threat posed by Deathlords. While its scions are trying to
point out the danger to the other Houses, they have not been as
effective as they need to be.
MASTER(S) OF THE H OUSE
Throughout its history, House Ledaal has consistently been run
by a cabal of powerful, experienced Exalts. For the last several years,
that cabal has included four Dynasts who epitomize both the worldly
and intellectual seeking for which House Ledaal is known.
LEDAAL K EBOK O MEGER
A scholar and a sorcerer, Omeger was a savant and archeolo-
gist at the Heptagram for many years before retiring to take a more
active hand in the running of his House. Like many in his family,
he is an avid student of First Age history. He spent most of his life
in the wilds of the Threshold searching out lost historical texts and
studying the ruins of the First Age. He returned only 20 years ago to
36
help lead his House, sporting a deep scar new on his cheek. Though
everyone has asked to hear the story behind it, Omeger refuses to
discuss the matter with anyone but his Sidereal advisor.
LEDAAL C ATALA G AMAM
Like most of House Ledaal, Gamam has a very low boredom
threshold, which has made her something of an adventurer. She
has spent most of her Exalted life in the Threshold. She’s fascinated
by the lack of any mention in history of the Deathlords, so she’s
curious if they’re a new phenomenon. She has spent many years
mapping the location and edges of several shadowlands, and dur-
ing that time, she was also able to gather some intelligence on the
Abyssal Anathema and their masters. Six months ago, after the joint
Ledaal-Cathak victory at Scorpion Ridge, she was summoned home
to join in the running of her House. She would prefer to continue
her work in the Threshold, but she realizes that her family needs
her knowledge and experience. This also gives her an opportunity
to analyze the information she has gathered thus far in preparation
for her next foray and to spread the word of the dangers presented
by the deathknights.
LEDAAL C AROS
Caros is a strategist. He studied at the House of Bells, where he
has since taught as well, and he has advised several of the Realm’s
great generals. House Ledaal’s Sidereal advisors predicted his worth
as a strategist at his birth, so he has never been allowed to choose
his own path. He has suppressed his frustration and resentment
over this, since he understands what is at stake. As a result, he has
grown increasingly morose and peevish over the years.
LEDAAL C YCEL
With an eidetic memory and an uncanny ability to fi gure
out who will do the most good where, Cycel runs most of the
day-to-day operations of her House. She often consults with the
Sidereals on which of the House’s children should be encouraged
to go into what fi elds. She has no compunctions about pressuring
parents into dictating their children’s career choices, and many
parents and children alike have thanked her years after the fact
for her meddling.
MAJOR L INES
There are two major households and a number of smaller
offshoots of House Ledaal.
THE L EDAAL C ATALA H OUSEHOLD
When Catala opted to form a household, she was not content
to remain on the Blessed Isle when most of what the Realm urgently
needed to know was out in the distant parts of the Threshold. She
established a household in a powerful Air-aspected manse in the hills
where the north fork of the Great Forks River starts, and her many
children, grandchildren and great-grandchildren have come to prefer
the role of pioneers to that of nobles with too much leisure time.
This branch of the family fi nds it easier to study the Threshold and
gather wonders and information when it doesn’t have to travel back
and forth to the Realm. The primary subject of study for the Catala
household is the Anathema, the shadowlands and the Deathlords.
Its members collect old texts and new intelligence, ferret out foreign
business opportunities to keep the House vaults fi lled and make friends
and allies in places where most Dynasts are afraid to venture.
So numerous are the sorcerers in this household that they’ve
formed their own sorcerous society.
THE R INGS OF L EDAAL C ATALA
Several of the Exalted in the Catala household
are Heptagram-educated sorcerers, and some younger
members of the household are learning sorcery from
their family without attending the Heptagram (which is
several thousand leagues to the west). They have formed
something of an extended sworn brotherhood in their
Threshold homestead based around the discovery, collec-
tion and study of sorcerous lore unknown in the Realm.
In some ways, this is their only option, as they often lack
the resources of Realm sorcerers, but it has already been
quite rewarding. These sorcerers are fascinated with the
ways in which the apex of First Age sorcery eclipses even
the most powerful spells they learned at the Heptagram,
and they’re hoping to fi nd something to rival the spells
they’ve read about. They have already found a number
of First Age sorcerous manuscripts, a handful of complex
wonders and some undamaged (but non-functional) au-
tomata. Their true desire, however, is to fi nd the fabled
Book of Three Circles.
Senior members of the Rings (as the group is called
colloquially) have access to copies of Oadenol’s Codex,
The Perfect Square and a partially translated treatise on
ancient theories of manse construction entitled The House
of the Noonday Sun, written by the legendary architect
Kal Bax. None of these texts has yet found its way to
the Heptagram.
The Rings’ quest is not for knowledge for its own
sake—or at least not entirely. The Rings of Ledaal Catala
intend to scour the Threshold for any sorcerous means
to combat or defeat the Deathlords, their deathknights
and the other Anathema. In this search, members eagerly
follow any rumor or hint of spells, manuscripts or wonders
from the First Age. They also engage in deep and danger-
ous periods of sorcerous experimentation. The society’s
location in the Threshold provides its members with
easy access to remote places in which to experiment and
opportunities to get their hands on items and substances
that are diffi cult to acquire in the Realm. The tradeoff, of
course, is that certain items that are readily available in
the Realm are nonexistent this far out in the Threshold
and must be obtained either in the Realm or in large
metropolitan centers, such as Nexus, both of which
require a great deal of travel.
THE L EDAAL K EBOK H OUSEHOLD
Another great Air-aspected sorcerer, Ledaal Kebok is a famed
scholar and sorcerer, and he still teaches at the Heptagram from
time to time. His household takes after his scholarly bent and col-
lects historical texts, records oral histories (preferably from older
Sidereals when possible), studies sorcery at the knee of the Sidereals
and runs a solid intelligence-gathering network that boasts eyes and
ears in most of the major cities around the Realm.
Though he will deny it to the end, there is a rumor that his
eldest daughter, Sulco, took a demon as a lover, and that a strain
of demon-blood taints all of her children. The rumor has some
37
CHAPTER ONE • THE SCARLET DYNASTY
efforts on destroying the Deathlords and their deathknights. To
further its connection with House Cathak, House Ledaal has many
marriages pending with that Great House.
Thanks to its support of the Wyld Hunt, particularly against
the deathknights, House Ledaal has the support of the Immaculate
Order, right up to the Mouth of Peace herself. In return, Ledaal’s
Threshold archeologists keep an eye out for sutras or First Age
documents that the Order might want—provided House Ledaal
doesn’t want them more.
ILLUSTRIOUS D YNASTS OF THE H OUSE
LEDAAL K EBOK C OREN
Recently graduated from the House of Bells, Ledaal Kebok
Coren is already an astonishing prodigy with blades and in terms
of her control of her own Essence. She scares many in her own
household. While many Air Aspects seem to have a deep con-
nection to the weather, Coren’s goes far beyond the norm. Some
Children of Mela have eyes that refl ect the sky, but with Coren,
the sky seems to refl ect her mood. When she is happy, the sky is
clear and blue as sapphire. When she despairs, it rains. And when
she’s angry, great bolts of lightning and raging thunder shake the
heavens. She is slowly learning to control her emotions, but she’s
naturally very prone to strong, passionate feelings, so the process
is slow and diffi cult. In their long talks together, her grandmother,
Sulco, has confessed to Coren that her abilities come through the
blood, and that her great grandfather is a powerful storm demon
named Yan. Sulco has shown particular interest in Coren, and it’s
possible that Yan has as well.
truth to it, but Kebok can’t accept the notion and refuses to hear
it spoken in his presence.
All the Ledaal households are aspected toward Air.
ECONOMICS
House Ledaal controls several major ports in the south of the
Blessed Isle, Arjuf in particular, and gains substantial funds from
tariffs and taxes. The House also has a respectable handful of satrapies
under its control, which it treats with commendable fairness. While
House Ledaal doesn’t drain its tributaries the way some Houses do,
it does not tolerate lateness. Ledaal tributaries learn early on that
it’s inadvisable to antagonize a House of sorcerers.
The savants of Ledaal occasionally perform sorcery on oth-
ers’ behalf, or restore a First Age wonder to full working order for
someone, but they charge dearly for such tasks. That price goes up
precipitously if there is any danger to the sorcerer.
The Catala household, based out of Creation’s Far Eastern
edge, brings in much of its money by fi nding previously unknown
First Age wonders and texts and selling them to the Heptagram
for a spectacular sum, as well as arranging and overseeing trips into
the deep Threshold.
GOALS AND A LLIANCES
While it has no interest in governing an empire, House Ledaal
has every interest in maintaining the integrity of the Realm. Most of
the deals and alliances it arranges are made to achieve that end.
Ledaal would dearly love for Cathak Cainan to take the Scarlet
Throne because its members respect his experience with the Wyld
Hunt and they believe he would be open to focusing the Hunt’s
38
HOUSE M NEMON
Within a week of their Exaltation, Mnemon herself gives to
every member of her House a beautifully engraved white jade tile.
It is small enough to fi t comfortably in the palm, and in minute
Old Realm calligraphy, it reads, “Power through knowledge, mastery
through rigor, and conquest through diligence.” That philosophy
captures the essence of House Mnemon perfectly.
A large number of House Mnemon’s scions are known as ac-
complished martial artists, and more members of this House enter
the Immaculate Order than any other. At the same time, a strong
ow of sorcerous talent has resulted in many in this House taking
up the study of sorcery and the lost secrets of the First Age.
Any discipline that requires arduous, rigorous, systematic study
is a welcome challenge for members of House Mnemon. They thrive
on complex systems, be it First Age wonders, complex poetic forms,
geomantic architecture, combat strategies or sorcery.
Education is one thing House Mnemon supports very strongly.
The House even sends its un-Exalted members to study at the top
schools in Tuchara, insisting that all members of House Mnemon
are to have only the best education available to them.
Mnemon is proud of the fact that no other House has as many
Exaltations as her own. She takes pride in the purity of her blood
and views each Exaltation in her family as a personal gift to her
from the Dragons.
MASTER OF THE H OUSE
MNEMON
House founder, extraordinary sorceress and frontrunner in
the race for the Scarlet Throne, Mnemon is the eldest child of
the Scarlet Empress who is still active in Realm politics. Of all the
contenders for the Scarlet Throne, she is probably the most capable
of taking her mother’s place.
Only the arrayed might of the other Houses prevents her from
simply taking the throne, although she believes she could easily
take on the combined might of at least two other Great Houses
with enough advance notice.
The only reason Mnemon has not yet taken this kind of ac-
tion is that, in the end, she believes the Realm will fall into such
chaotic disarray that political infi ghting will be forgotten. Once
things get bad enough, she reasons, the other Houses will beg her
to take the Scarlet Throne.
”Master of the House” fails to capture Mnemon’s full role within
her family and the Dynasty. Driven by her desire for the Scarlet
Throne, she’s possibly the political power player in the Realm, and
she utterly dominates the Great House that bears her name. She
knows the names, talents, loves, crimes and secrets of all of her
descendants. She also knows by rote who has risen to what position
in which ministry. She uses this information to get the most out of
her family’s achievement and to drive them to greater achievement.
Those who do not obey her or who fail to refl ect well on her have
been known to suffer tragic accidents.
Mnemon is most defi nitely not a song of one note, however.
She alternates the means by which she gets things done, lest she
become too predictable. Sometimes, she’s subtle as a thin layer of
dust. Other times, she’s direct as an avalanche.
Mnemon is secretly pleased with the timing of her mother’s
disappearance, since she believes that the Empress had chosen
her much younger sister V’neef as successor to the throne, due to
the unequalled purity of V’neefs blood. Mnemon has shared this
knowledge with no one, however. Although Mnemon respects
V’neef as a woman, she would kill her sister before letting her
assume the throne.
Mnemon has mastered many, though by no means all, of her
mother’s skills with sorcery, and it’s evident. Though she’s very nearly
400 years old, she doesn’t even look like she’s reached 30 yet. She
sustains her unnatural life span by drawing on the strength of the
earth itself—one of many tricks Mnemon plucked from the Empress’s
vaults of lore. Mnemon has an astonishing array of demons and
elementals serving her, though no one but Mnemon knows just how
many or which ones. Those who can see non-materialized beings
tell of a murky cloud of presences around Mnemon so thick that
the sorceress herself is almost impossible to see through it.
Perhaps surprisingly, there remain some sorcerous options
Mnemon has, thus far, refused to exercise in her pursuit of the Scarlet
Throne. Mnemon knows what happened to her mother, and she has
no wish to follow quite so far in the Empress’s footsteps.
MAJOR L INES
THE M NEMON C ARAS H OUSEHOLD
Far removed from his grandmother’s political games, Mnemon
Caras is a true believer in the Immaculate Order. Fully one third of
the children who Exalt into the Mnemon Caras household attend
the Cloister of Wisdom and become Immaculate monks. Mnemon
Caras pushes the edge of safety in the degree to which he rejects his
grandmother’s control. Given a chance, Caras would love to lead
his family in rebellion against his grandmother, whom he considers
unstable. In the meantime, however, he watches his words, and his
step, very carefully.
Most of the major households of House Mnemon are aspected
toward Earth. A small few are Air-aspected. The stigma that some-
times results from such a mixture of aspects is moot in this case,
as the House of Mnemon boasts the best Exaltation rate on the
Blessed Isle. Mnemon herself would take umbrage at anyone who
cast aspersions on the purity of her blood.
ECONOMICS
Mnemon controls some of the richest and most accessible
tributaries that claim allegiance to the Realm, including Paragon
and many of the northern coastal states. So far, House Mnemon has
been able to keep the tribute fl owing relatively freely by deploying
its private legions (and, in some instances, demons) to quash signs
of rebellion before a full uprising could take place. Since Tepet’s
disaster, however, Mnemon has been more cautious about deploying
her legions beyond the shores of the Blessed Isle. As a result, her
tributaries have become bolder about paying late or not at all. The
satraps have little love for House Mnemon. Though it has decreased
the legion protection signifi cantly, House Mnemon hasn’t reduced
the amount of its expected tribute at all. And Mnemon has a very
high opinion of just how much her protection is worth.
Though House Mnemon has its share of sorcerers, monks and
bureaucrats, it also has a substantial share of merchants, and standard
mercantilism has prevented the House from losing too much money
in the upheavals that have shaken the Realm.
Thanks to the House’s devotion to Pasiap, there is also a large
number of architects in House Mnemon. While few Houses have
the funds to build the way they once did, there’s always someone
who needs a manse repaired or a temple designed and built. Plus,
with the Time of Tumult raging across Creation, there’s no shortage
of fortifi cations that need to be raised.
39
CHAPTER ONE • THE SCARLET DYNASTY
GOALS AND A LLIANCES
Mnemon’s arrogance is notorious. Rumor claims she has even
demonstrated a tendency to look down on the Empress herself.
She has not gone to any trouble to try to hide the fact that she
does not see her sibling’s children as her equals in any way. That
arrogance is coming back to haunt her now, though, when she
needs their support. What allows her to behave this way, however,
is that Mnemon’s arrogance—unlike that of most Dynasts—is well
earned. Her House is among the most powerful on the Blessed Isle,
and no Dynastic House can afford to alienate her.
Not only does Mnemon’s House produce many children, it also
boasts more Exaltations every year than any other House. Every
single one of the other Houses wants the benefi t of that kind of
purity of blood. Needless to say, the children of House Mnemon
have no trouble fi nding suitors. Every Dynastic House has married
into House Mnemon somewhere along the way, producing hundreds
of inroads into the other Houses for Mnemon—and thousands of
potential informants, should any other House plot against her in
earnest.
Mnemon’s most solid ally is House Sesus, which takes particular
pride in its connections to House Mnemon. Its support of Mnemon’s
bid for the throne, however, has thus far been underwhelming,
leaving Mnemon questioning the value of all the connections she
has fostered to that House.
Mnemon needs all the allies she can get, however, because she
will not be satisfi ed with anything less than the Scarlet Throne. The
thought of bowing down to any of her lesser relatives is completely
galling and violates everything Mnemon cherishes about the Im-
maculate Philosophy. While she tries to maintain her composure
over the matter, Mnemon is privately furious that the matter of her
succession has not yet been settled.
ILLUSTRIOUS D YNASTS OF THE H OUSE
MNEMON H ARASA, PARAGON OF THE E ARTH D RAGON
Though she initially had no interest in the Immaculate Order,
Mnemon Harasa was steadily drawn to it through the constant
stream of reverent references by Mnemon herself. Harasa found the
Order’s chants soothing and its cycles and devotions the perfect
source of solace and framework for her life. She initially attended
the Heptagram, but found it not to her liking, as it didn’t provide
suffi cient structure to keep her focused. Upon dropping out of the
Heptagram, Harasa immediately went into the Cloister of Wisdom,
where she proved to fi t in perfectly. Harasa progressed through
the Coils of the Immaculate Order rapidly, even proving herself
a relentless and powerful leader of the Wyld Hunt. Between her
own competence and a nudge from Mnemon, Mnemon Harasa was
named the Paragon of Pasiap, a role she has held for years now in the
Palace Sublime. To escape pressure from Mnemon to use her sway
in the Order to support the founder’s bid for the Scarlet Throne,
Harasa left the Palace Sublime to tour the Immaculate Order’s
monasteries in the Threshold. In so doing, she has seen fi rsthand
just how weak the Realm’s presence in the Threshold has grown.
Before she was able to make it back to the Realm to spread word
of what she had seen (and throw her wholehearted support behind
Mnemon), however, Mnemon Harasa was taken prisoner and most
of her retinue of powerful Immaculate monks killed. The Immaculate
Order has no idea who abducted Harasa, but they do know that no
mortal has the power to take the Paragon of Pasiap against her will.
The entire Immaculate Order, and Mnemon herself, wants Harasa
back. Some Dynasts are hoping that Harasa’s disappearance will
40
be a wakeup call to those who feel it’s okay to let the Wyld Hunt
grow weak even as the Anathema grow strong. Others are quietly
pleased to see another Mnemon ally taken out of play.
HOUSE N ELLENS
Being a Dragon-Blood in House Nellens is a mixed bless-
ing. On one hand, such individuals are beloved because they are
automatic celebrities in their House. On the other hand, House
Nellens has thrown its lot in with patricians and the un-Exalted, and
despite being Princes of the Earth, Exalted can wind up feeling like
second-class members of the House. The ambiguity of such status
can anger Nellens Dragon-Blooded, and some of them have even
left their House in disgust. Most, however, accept their awkward
status gracefully and take pride in the advantages enjoyed by the
Dragon-Blooded that others in their House will never know. Some
even become advocates for the rights of the un-Exalted, although
doing so borders on heresy in the eyes of the Immaculate Order.
MASTER(S) OF THE H OUSE
House Nellens is guided by a council comprising its four oldest
patricians and three oldest Dragon-Blooded. While the other Houses
assume that the Dragon-Blooded are the real decision-makers, they
would be surprised to learn that the Dragon-Blooded are largely
gureheads whose real purpose is to get the other Houses to take
House Nellens seriously. The un-Exalted make the decisions and,
except for rare moments of intense confl ict, the three Dragon-
Blooded go along with whatever the others agree upon.
MAJOR L INES
Nellens is at a disadvantage in almost every way conceivable
when dealing with the other Dynastic Houses, and members of the
House consider it very important to project a unifi ed front. For that
reason, all members of House Nellens use the Nellens name, and
there’s strong pressure not to weaken the House by breaking into
separate households. Most of the family lives in an enormous manse
in the city of Juche, at the base of the Imperial Mountain.
The House founder was the only mortal with whom the
Empress ever condescended to share her superlative breeding. She
must have felt very strongly for him because even after his death,
the Empress did not take steps against his bloodline. Nellens is
largely a mortal House, seeing only a small fraction of the Exalta-
tions of any of the other Great Houses. The most Exaltations ever
recorded by scions of Nellens is precisely 10 in a single year. The
House leadership has taken great efforts to improve its Exaltation
rate, including strategic weddings and adoptions, and their efforts
appear to be gradually paying off. Still, more Exalted blood comes
into the House every year, and at some point in the distant future,
Nellens might be blessed with an Exaltation rate similar to the other
Houses. All the House has to do is survive that long.
The Exalted of House Nellens favor no elemental aspect over
any other. This is exactly the lack of elemental focus that other
Houses mock (and fear, and guard against), though such a burden
is expected of a House as misbegotten as Nellens. As a result of
this sorry state of affairs, characters born into House Nellens suf-
fer a +1 external penalty to social interactions with Dynasts from
other Houses.
ECONOMICS
With the Dragon-Blooded taking the lion’s share of the more
lucrative and glamorous business opportunities, House Nellens
has learned to manage very well on smaller industries overlooked
by the Houses with more Exalted. It has diversifi ed into farming
communities, fi sheries, whaling expeditions, silk production, small
textile operations, minor shipping and trade routes and so on.
While none of these modest endeavors makes Nellens immensely
wealthy, they all add up. They also see to it that Nellens is surpris-
ingly well connected among the un-Exalted, a level of society that
many Dragon-Blooded completely ignore. All of these factors help
to make Nellens one of the very few Houses whose income is still
growing, despite the economic hardship that has fallen on many
of the other Houses.
Nellens controls only a handful of satrapies, but it is not unhappy
with this state of affairs. Truthfully, House Nellens just isn’t organized
to deal with large shipments of tribute. Accordingly, instead of col-
lecting tribute directly from those satrapies it does manage, Nellens
often makes complex three- or four- party deals instead. These deals
result in the House’s satraps shipping goods to distant third parties
who happen to be allies of the House. These allies then do other
favors for House Nellens or provide the House with raw goods and
services of every description. It’s a complex maze of connections
and trade that leaves Nellens not only in possession of more goods
for less effort, but also helps keep its tributaries and satraps happy.
The smaller trades and shipments are not only cheaper, but easier
to protect. These arrangements even served to hide some of the
House’s income from the Empress, and Nellens elders are certain
they will have even more success concealing their transactions from
whomever ascends to the Scarlet Throne next.
Nellens also goes out of its way to ally itself with tributaries
that are feeling squeezed by other the Houses. It has secretly un-
derwritten a handful of tribute payments to other Houses in return
for goods and favors of various sorts, most notably information and
artifacts from the First Age.
GOALS AND A LLIANCES
Because of its perceived fondness for the un-Exalted, House
Nellens has powerful strategic sway over mortals on the Blessed Isle,
including most patrician families and the businesses they control.
The un-Exalted see House Nellens as their one window onto the
Dynastic world. Even with its poor breeding rate, the House has
far greater access to the resources of the Blessed Isle than even a
mortal from another Dynastic House.
It’s a well-known fact among the mortals of the Blessed Isle
that the Dragon-Blooded take care of their own and screw over
the un-Exalted at every opportunity. Patricians and other mortals,
however, quietly do what they can to take care of House Nellens,
which, in terms of sheer numbers, is easily the most popular House
on the Blessed Isle, regardless of what Dynastic propaganda might
claim.
Although they have to be incredibly discreet about doing so,
members of House Nellens regularly make inroads into the other
Great Houses by wooing the many un-Exalted (and resentful)
members of those Houses. Those patricians who feel as though they
have been screwed over by the Dragon-Blooded at some point—and
most do—support House Nellens in whatever subtle, discreet ways
they are able. Consequently, House Nellens often gets better prices
for important goods and services from mortal families than other
Great Houses do, and it has contacts everywhere. Some other
Houses have been forced to assume that anyone who isn’t Exalted
is either a member or a supporter of House Nellens.
Nellens has learned to expect nothing from the other Houses,
and it certainly won’t count on them to defend its right to exist
now that the Empress is gone. Nearly every member of House
41
CHAPTER ONE • THE SCARLET DYNASTY
Nellens desperately wants their House to take the throne or to
have a solid grasp on the individual who does wind up sitting on
it. Any other outcome puts Nellens’ future viability as a Dynastic
House in serious jeopardy.
ILLUSTRIOUS D YNASTS OF THE H OUSE
NELLENS M ALAKAI
One of the few sorcerers in House Nellens, Nellens Malakai
serves his House so that it may, in turn, serve him. He has learned
the lessons of teamwork well. He is but an individual, and he has
been taught that an individual is helpless. An entire Dynastic
House, on the other hand, carries some weight. Shortly after his
Exaltation by the Dragon of Fire, Malakai realized that the more
valuable he became to his House, the more he could ask of it. Exalting
was but the fi rst step. Becoming a full sorcerer by graduating from
the Heptagram was the second. Through his knowledge of sorcery
and First Age wonders, Malakai opens doors to his family that had
been closed before. In return, he is rewarded richly. His stipend, for
example, rivals that of some House elders. Still, Malakai’s House is
uncertain just how to deal with him. Its un-Exalted members resent
him for Exalting, and even the few other Exalted in the House
resent him for stealing the spotlight from them. Were it not for his
inarguable competence, his attitude of entitlement would make him
insufferable. Malakai made a name for himself by being the lone
Exalted survivor of an attack by a deathknight on a Realm ocean
vessel. While he did nothing but fi nish off the severely wounded
deathknight, he has somehow acquired the reputation for being wise
in the ways of deathknights. Although that is a misconception, he
is now doing everything in his power to live up to that reputation,
including studying much of the material written by the savants of
House Ledaal.
NELLENS S IVIRI
The daughter of one of House Nellens’ few Dragon-Blooded
and a mid-level god from the Bureau of Seasons, Nellens Siviri is not
Exalted. She is a God-Blood, though, and a fi rst-rate thaumaturge.
Siviri lives in the Nellens Manse in Juche where she practices her
art with the family’s blessing. She is renowned far and wide as the
best exorcist in the area (much to the annoyance of the Immaculate
Order), and she is also a learned alchemist and healer. Because she
performs exorcisms without asking for any compensation, and be-
cause of her beauty and gentle ways, Siviri is an incredibly popular
gure around Juche, so much so that House Nellens often sends
her out as a goodwill ambassador. The Immaculate Order views her
with extreme distaste, and it is pondering how to arrange a tragic
exorcism disaster for her. Should this happen, House Nellens will
use all of its might as a Dynastic House to fi nd and punish those
responsible.
HOUSE P ELEPS
Other Houses are not fond of House Peleps, as they generally
see it as a House of cheats, liars, matchstick men and manipulators.
While the Empress approved of this behavior, the other Houses do
not. Unfortunately, with the utter destruction of House Iselsi, no
other House is so prepared to manage the Imperial Navy.
In their defense, members of House Peleps are staunch support-
ers of the Realm, the Immaculate Order and the Empress. While
they might take advantage of other Dragon-Blooded, or even whole
other Houses, they would never knowingly do anything to weaken
the Realm or its institutions. On the contrary, the House is known
for the extraordinarily cunning naval tactics that it uses to defend
the Realm’s interests on a daily basis.
MASTER(S) OF THE H OUSE
House Peleps is led by a married couple. Cousins from distant
ends of the family, both Dragon-Bloods are as cunning and diffi cult
to oppose as the element they embody. Block them one way, and
they rush to fi nd another angle of attack, like a rogue wave. Both
Peleps Febaris and her husband, Peleps Taxin, are clever politi-
cians; both have been long-term and effective members of the
Deliberative. They reared their many children in an environment
of aggressive competition. Those who succeeded, by whatever
means, gained their parents’ approval and were rewarded. Those
who failed, whether through simple inability or ethical hesitations,
were ignored or subtly punished. The pair encourages trickery and
back-stabbing, as long as the House itself (or at least its Dragon-
Blooded members) suffers no harm. This, they believe, is the best
way to train their family for a life in Realm politics. Many Peleps do,
indeed, become key ministers and even Senators in the Delibera-
tive. Many became magistrates as well, when the Empress was still
naming them. Their approach to leadership in the larger context of
House Peleps is much the same. Advancement within the House is
directly proportional to one’s cleverness and willingness to rewrite
(or blatantly ignore) the rules.
MAJOR L INES
Offshoots of House Peleps pop up all the time as young families
either try to show how well they’ve mastered the family’s tactics or
escape its constant high-pressure political machinations. Most Peleps
households last only a generation and then disappear, as either interior
confl icts rip the young household apart or other Great Houses slap
them down for excessive conspiring. Still, some households have
made it long enough to be considered fairly well established.
THE P ELEPS N AJALIN H OUSEHOLD
The Najalin household is the oldest and probably most respected
household of the Peleps. Najalin is the daughter of Peleps and founded
her household on the principles of competition, respect and self-disci-
pline. Though some of the other Peleps sneer at Najalin’s household,
it easily holds its own. The vast majority of Dragon-Blooded in this
household attend the House of Bells and take command of a vessel
in the Imperial Navy within a few years after graduation.
THE P ELEPS K AIZOKU H OUSEHOLD
At any given moment, most of this household is out to sea.
Peleps Kaizoku, and most of his offspring, are privateers—pirates
tasked by the Realm with preying on enemy vessels, but without being
an offi cial tool of the Realm. Publicly, the Realm decries the actions
of the Kaizoku; privately, it makes sure no one ever actually catches
them. The Realm sends in the Kaizoku privateers in situations when
actions by the Imperial Navy would be too politically awkward. The
Kaizoku clan is effectively the unloved and illegitimate little brother
of the Imperial Navy. Using its fast, light Shogunate ships, the Kai-
zoku household preys on ships from the Skullstone Archipelago as
well as the pirates of the southwest and makes a very good living by
doing so. Peleps Kaizoku is married to Mnemon Kuvon, and while
the household is small, their line boasts the best Exaltation rate of
any pairing in House Peleps. The household operates out of two large
manses: one on a hill outside of the Eye of Creation and one First Age
manse on the sea fl oor to the southwest of the Blessed Isle.
All Peleps households are aspected toward Water.
42
ECONOMICS
House Peleps has no problem keeping its coffers full. It receives
a respectable sum for maintaining the Imperial Navy (which the
House commands) and from its political endeavors and constant
maneuverings with and against the other Houses. The Peleps are
constantly offering political and legal aid to other Houses in return for
political support, joint investments and marriage arrangements.
Peleps has no tributaries that are not coastal countries, so it
can bring the might of the Navy against any tributary that with-
holds payment.
Smuggling and crime both seem to come all too easily to members
of this House as well. Yet, while many Peleps households seem to
have a hand in some manner of criminal activity—from smuggling to
extortion to arranged assassination—all Peleps are careful to confi ne
their criminal activities to the Threshold, lest they cast a shadow on
the House’s naval operations or political machinations.
GOALS AND A LLIANCES
House Peleps sees every advantage in establishing short-term
alliances but none in committing to one ally for any excessive period
of time. It is impossible to predict with whom the House will forge,
or break, ties next. Members of House Peleps are rigorous about
keeping their word, but they are exceedingly careful about how
they give their word in the fi rst place and particularly cunning in
the wording of their agreements. If they haven’t very specifi cally
promised to do something or given their word to do something,
then they don’t consider themselves bound. Still, those who do
give their word can be counted on to keep it, and that’s pretty
much the only reason the other Houses are still willing to enter
into agreements with House Peleps.
All of the other Houses have entered into signifi cant business
dealings with House Peleps at some point. Some need naval support
for a military campaign, others need the powerful political support
of Peleps in the Deliberative, and still others need access to Peleps’
criminal contacts in the Threshold. All Houses know better than
to expect a long-term Peleps alliance, however.
Its agreements with House Cynis notwithstanding, there is no
way the Guild could do business in the Realm if House Peleps did
not allow it. House Peleps is the undisputed master of the Inland
Sea, after all. Although Peleps does not invest much effort in
maintaining ties to the Guild, bribes from the Guild account for a
respectable portion of the House’s revenue.
ILLUSTRIOUS D YNASTS OF THE H OUSE
PELEPS D ELED
As an Immaculate monk, martial artist and leader of the Wyld
Hunt, Peleps Deled is a true force of nature in the Realm—despite
what others point to as his egregious lack of true wisdom. He describes
himself as one of the few truly orthodox member of the Immaculate
Order. Others, however, call him a sadistic zealot who uses his faith
as an excuse to beat down others over miniscule differences in the
interpretation of the Immaculate Texts.
Deled is a ferocious but focused combatant and a relentless
hunter. He can hold his own alone, but he also makes excellent
use of the cooperative nature of Terrestrial Charms. He stops at
nothing to see that his prey is destroyed, regardless of the quarry’s
power or any other mitigating circumstances.
If Deled has compassion in his heart, it is for the children of
the Realm, whom he wishes to indoctrinate into the Immaculate
Philosophy as he was.
HOUSE R AGARA
Members of House Ragara are content to work behind the
scenes in the Realm and avoid the kinds of spectacle on which
other Houses seem to thrive. Their subtlety has paid off hand-
somely. Members of House Ragara take pains to get along with all
of the other Dynastic Houses. They are just as likely to be found
at a Cynis orgy as at a parade review of the Sesus legions or a tour
of the V’neef vineyards. They take a polite interest in what all the
Houses are doing and extend diplomats of all sorts to maintain a
friendly ongoing relationship with every House and household. If
other Houses are the bricks of the Scarlet Empire, House Ragara
fancies itself the mortar keeping the Dynasty together.
MASTER OF THE H OUSE
Although Ragara, the Empress’s fi rstborn, is still alive, he is
happily retired, enjoying a life free of politics and manipulation.
He is clearly at the end of his days and soon to pass on to his next
incarnation. Until then, he lives with a handful of friends, scribes,
guards and caretakers in a lavish villa provided for him by the Soras
family. The Great House named after him is run by his favored son,
Ragara Banoba. Banoba is a tall, powerfully built man whose slow
speech and unhurried movement belie his quick and agile mind.
Banoba rejoices when others judge him to be stupid. It marks
them as targets for his schemes. Though he is an unusually honest
man for a Dynast, he does like to fancy himself a con man on occa-
sion. Banoba’s seemingly dull wit has led many powerful Dynasts to
underestimate him—even once they should have known better.
Banoba has served his House through several fi nancially
rewarding marriages to wealthy patrician women who lived their
little life spans and then died in some distant wing of the manse.
His true love, and the Dynast he’s grooming to take control of
House Ragara, is a distant Dragon-Blooded nephew named Heral.
For over a century, the two have shared a bed and a life and are
nigh inseparable.
MAJOR L INES
The opulence of the Imperial Palace is home to most mem-
bers of House Ragara. There are two offshoots of the main family,
however, that dwell elsewhere.
THE R AGARA S ORAS H OUSEHOLD
Making its home on Chin Jai Ru, the smaller of the two
islands northwest of Eagle’s Launch (the larger one being Kyon),
the Ragara Soras household has a clear appreciation for privacy.
Primarily a merchant family, the Soras household manages most
of the trade in the northern cities of the Blessed Isle, particularly
in Eagle’s Launch, Bright Obelisk and Chanos. The Soras house-
hold also oversees most of the trade conducted by the Realm with
northern city-states, including Gethamane and Whitewall (via
the port town of Wallport). It also ships food, supplies and First
Age artifacts to the Heptagram. The household members who
oversee this small but lucrative portion of the family’s business are
all Heptagram graduates themselves, well trained in the care and
transport of First Age artifacts.
THE R AGARA C ALEL H OUSEHOLD
The most diplomatic wing of a diplomatic family, the Ragara
Calel family lives on a sprawling estate of ornate gardens in an
otherwise wild section of Juche Prefecture. The Calels breed hunt-
ing dogs, spend much of their time at parties and happily entertain
key politicians, merchants and Guild members for House Ragara.
43
CHAPTER ONE • THE SCARLET DYNASTY
The household also soothes egos and calms ire after House Ragara
has been forced to take strong actions against debtors. The younger
members of this household travel extensively, throughout the Realm
and Threshold alike, actively keeping up contacts and alliances with
other Houses, reminding debtors of their debts to the House, and
otherwise providing Banoba with excellent oversight and control
of the House’s holdings.
All Ragara households are aspected toward Earth.
ECONOMICS
For the last 600 years, House Ragara has effectively played
banker to the other Dynastic Houses, making itself very wealthy in
the process. The House has been called “the Imperial Bank” in jest
for so long that the humor has evaporated, leaving nothing but an
uncomfortably naked truth—particularly since the disappearance
of the Empress. Though the Realm is suffering through the worst
economy in its history right now, House Ragara still has jade ac-
cruing in its oversized vaults.
House Ragara loans money to anyone, as long as it can get that
money back with interest. That interest need not be jade either, as
favors, goods and information can also count as interest.
When dealing with patricians and subject princes, House Ragara
does not hesitate to hire enforcers and mercenaries to get its money
back. If brutality is called for in such situations, then so be it. The
drastic actions House Ragara takes to punish debtors sometimes
result in unnecessary violence and fi nancial losses, but the House
has found that a single dramatic act of enforcement makes the next
10 debtors much more forthcoming with their jade. While members
of House Ragara are fond of presenting an easygoing, friendly im-
age, like a neighbor trying to help a person fi nd ways of meeting
nancial obligations, the House does not forgive those who try to
evade payment. From a mortal perspective, the difference between
House Ragara and an organized crime family is negligible.
Some Ragaras take particular satisfaction in loaning money to
those who clearly won’t be able to repay it, simply so they can lure
the debtor into repaying what he owes in some other valuable tender.
Due to this practice, Ragara has an extensive list of favors it can
call on from people in all walks of life. These favors are not left to
memory, but carefully written down, catalogued, cross-referenced and
constantly updated. The House might go years without mentioning
such debts—leading a debtor to believe that the House has forgot-
ten—only to call in the favor after the debtor has been promoted to
a powerful new position. House Ragara is owed favors by thousands
of mortals, hundreds of Dynasts, a respectable number of God-Bloods
and Fair Folk, and at least three Anathema. House Ragara, of course,
considers this knowledge absolutely classifi ed and protects it at least
as rigorously as it does the House’s vast vaults of silver and jade.
While House Ragara is aggressive in getting its money back
from un-Exalted debtors (at times to the point of brutality), it uses a
different set of rules entirely when dealing with its Dragon-Blooded
cousins. No one in the House wants to encourage other Houses to
use violence in matters of fi nance, as House Ragara has the most
to lose from that kind of development. Accordingly, the House
eschews the use of thugs or enforcers when dealing with Dynasts
or other Exalted who owe it money. In fact, it won’t even refuse
to do business with the debtor. It will continue to run him lines
of credit until the House’s accountants and actuaries determine
that the debtor has been loaned an amount equal to his total real
property. At that point, the House leans heavily upon the debtor
for extensive information and favors. It does not offer to eliminate
or even reduce the Dragon-Blooded’s debt, and should he balk at
44
any of the House’s demands, the House begins a campaign of whis-
pers against him and closes down all lines of further credit. Ragara
won’t do further business with him, nor will those allied with, or
indebted to, House Ragara.
This kind of treatment can destroy even a powerful Dynast’s
nances and his reputation (not to mention his family’s reputation) in
the space of a week or two. Once the problem gets this far out of hand,
the debtor’s family often intervenes, pays Ragara the principal, interest
and a small fee equal to fi ve percent of the total debt to drop the matter.
At that point, the debtor and his family settle the matter privately,
which frequently leads to the debtor’s sudden disappearance—either
to the Threshold’s farthest yonder, or to his next incarnation. While
most Dragon-Bloods pay their debts well before the situation degrades
this far or simply let themselves fall into Ragara’s welcoming arms as
their fi nancial viability collapses, some run for the Threshold. They
do so desperately hoping to establish themselves well away from the
network of Houses that they believe lured them into trouble. What
they fi nd is that House Ragara’s Guild connections are much vaster
than most Dynasts realize. Those who run often wind up as sustenance
for wealthy Fair Folk nobles—or worse.
Ragara frequently sends un-Exalted family members as auditors
to visit its satrapies. These family members tour the countryside and
perform a precise accounting of a province’s resources. They carefully
calculate the precise amount they think the satrap can afford—while
still allowing some room for the province to grow and invest—then
they use the resulting fi gure to determine their tribute. Many satraps
groan at the arrival of Ragara auditors, knowing that they’ll be squeezed
to their fi nancial limits. Others are just grateful that the auditors at
least take their economic growth into account. Even in the current
Time of Tumult, the House is good about hiring high-end mercenaries
to protect its investments, both from foreign threats and from the
satraps’ own greed. Because of this, Ragara is the only House that
still receives full payments from all of its tributary states.
GOALS AND A LLIANCES
House Ragara does not ally itself with the other Houses. Allies
might be inclined to expect special treatment from the House that
it is not prepared to extend. On the contrary, House Ragara would
rather have all the other Houses indebted to it. Unfortunately, this
dynamic is the key factor preventing Banoba from assuming the Scarlet
Throne. Ragara’s lending policies served the House well for centuries,
but now the other Dynastic Houses are too fearful of Ragara’s vast
economic might to let it anywhere near the Scarlet Throne.
House Ragara has long sought to get House Tepet in its debt,
and circumstances have fi nally made that likely. Although Tepet
has yet to approach the House for money, such a move is expected
any day now. House Ledaal, on the other hand, makes the Ragaras
nervous. Its members’ intellectual, analytical approach to everything,
including fi nancial matters, has kept them well out of Ragara’s
pockets, despite the House’s many attempts to lure them in.
Besides money, House Ragara also extends its reach with
strategic marriages. Ragara Felis, a high-ranking bureaucrat in the
Thousand Scales, recently married Peleps Magaret, an inspired
Dragon-Blooded sorcerer 140 years his junior. The two are very
much in love, and their families took advantage of the situation to
cement an alliance between some of the Peleps judicial infl uence
and Ragara Guild interests. (The Guild is always delighted to trade
goods and favors for favorable judicial rulings.)
House Ragara’s most important alliance, bar none, is with
the Guild. The Guild has money aplenty and needs House Ragara
to get its wares into the Realm. The Ragaras own many ports and
many port workers, particularly along the Blessed Isle’s north shore,
making it very easy to arrange for mutually benefi cial business ar-
rangements with the Guild.
Working with the Guild is not without its occasional dis-
advantages, though. House Ragara occasionally fi nds the Guild’s
blatantly amoral activities hard to stomach, for instance. Nonethe-
less, both parties are such powerhouses that each is willing to rely
on diplomacy to see eye to eye rather than risk what could easily
become a lengthy trade and infl uence war.
ILLUSTRIOUS D YNASTS OF THE H OUSE
RAGARA M YRRUN
Grandson of the House founder himself, Ragara Myrrun
surprised his family and declined an invitation to the Spiral Acad-
emy to enter the Cloister of Wisdom and the Immaculate Order
immediately upon graduation.
The best his family could say of the situation, besides com-
menting politely on his admirable piety, was that he was pursuing
his true aptitudes. This was inarguably true. Myrrun is an extraordi-
narily talented martial artist. He mastered the entire Earth Dragon
Style in less time than it took most students to learn Earth Dragon
Form. In the century that followed, Myrrun mastered the other four
elemental styles with similar ease, making him one of the only three
living Immaculate grandmasters.
Myrrun resides in the Palace Sublime, where he is considered
something of a Realm celebrity and one of the most sought-after sifus
on the Blessed Isle. When he is not teaching advanced students,
he spends his time in meditation. He also writes training manuals
used by martial artists throughout the Realm, giving Myrrun a great
deal of sway in how martial arts (especially supernatural martial
arts) are taught. The other monks see that he is not bothered by the
world beyond the Palace Sublime so that his wisdom is not dulled
by secular matters. As the Order sees it, Myrrun is nothing short
of a Realm treasure, and one that must be protected.
The Immaculate Order’s guiding Sidereals see him in a similar
light. An ancient Chosen of Battles, long impressed with Myrrun’s
aptitude for martial arts, has been grooming Ragara Myrrun for
initiation into Sidereal martial arts. No Terrestrial Exalt has ever
survived that harrowing initiation, but Anys Syn, Myrrun’s Sidereal
sponsor, fi rmly believes that a careful regimen of meditation and
close attention to diet could grant Myrrun the fortitude to man-
age such a feat. Anys Syn has already noted that Myrrun’s Essence
blurs and warps to accept the Blossoming of the Perfected Lotus. If
he lives through the experience, it will assuredly change Myrrun’s
spiritual and physical nature in ways that elude even the Chosen of
the Maidens. Were he to master his Essence to such an extent, and
then pass those techniques along to other Terrestrial Exalted, the
Bronze Faction would have an amazing weapon to unleash against
the returning Anathema.
A powerful elder Aspect of Earth, Ragara Myrrun has skin of
owing granite, cracked by age where a mortal would bear wrinkles.
He no longer grows hair, and his eyes look more like darkly glitter-
ing cabochons of obsidian than organs of sight.
RAGARA S ORAS H ERAL
For many years, Ragara Soras Heral was a quiet, bookish boy.
After he Exalted, his family assumed, correctly, that he would want
to study at the Spiral Academy, where he graduated at the top of
his class and proceeded on to advanced work in his family’s banks.
When he met his mother’s cousin Banoba, both were smitten. It
45
CHAPTER ONE • THE SCARLET DYNASTY
only helped matters that Heral knew exactly how to manage the
family’s fi nances. Outside of Banoba, no one understands the current
workings of House Ragara as well as Heral does, and that makes
him one of the most powerful Dynasts in the Realm. Heral would
like House Ragara to take the Scarlet Throne, if only because he
knows he’s effectively next in line for leadership of House Ragara.
To that end, he has recently begun lining up his pieces to make a
serious play to get the throne for Banoba.
Though everyone in the family knows of the loving relation-
ship between Banoba and Heral, he is still obligated to marry and
produce children, even though the very notion repulses him. He
is currently set to marry a young Exalt from House V’neef, but he
already has a contingency plan. A “body double” from House Mne-
mon (a young debtor quite pleased with the nature of his payment)
has agreed to take his place in the marriage bed to relieve him of
his reproductive duties.
Heral occasionally serves his family as something of a celebrity
instructor at the Spiral Academy, where his good looks and dramatic
speaking style make him a favorite.
HOUSE S ESUS
Long the goal of House Sesus, military strength seems to have
become something of a trap for the Dynasts of this House. Over
centuries of neglecting most of its other interests, war has become
the one thing that House Sesus does supremely well. It no longer
even makes the attempt to seem like a well-rounded House. While
this makes it a force to be reckoned with, the House suffers from its
narrow range of competence. If things keep up in this vein for too
much longer, Sesus could wind up being nothing but a legion for hire
for its political allies—and nothing would please Mnemon more.
MASTER(S) OF THE H OUSE
House Sesus includes fi ve distinct households, and the House as
a whole is guided by the oldest couple from each household. All of
these powerful Dynasts have a pronounced martial streak, but given
that most of them are aspected toward Fire, this is no great surprise.
MAJOR L INES
Each of the fi ve Sesus households makes a point of being distinct
from the other. While they all revel in being part of House Sesus
when dealing with other Houses, they highlight their differences
when the households interact.
The oldest household to diverge from the main Sesus line was
formed by Sesus Kajak, a famous general and the eldest son of Sesus
himself. The household is now run by Sesus Kajak Raves and her
husband, Cynis Nesil. Once a proud military household, it now
holds more interest in mercantile affairs. While it still bankrolls
quite a number of troops, it mostly uses them as a source of income,
loaning them out to other Sesus households, or to Houses Cynis or
Mnemon, to browbeat satraps. This household still produces one
or two extraordinary generals every generation.
Second to spin off from the Sesus line was the Alon house-
hold. Its founder, a granddaughter of Sesus and a powerful Senator
in the Deliberative, maintains a clear focus on the spectrum of
militaristic and political issues. The household has many Senators
in the Deliberative, though Alon remains the most persuasive of
these by far, partially due to her reputation as a close researcher of
political issues and partially due to her rigorous ethics. Alon guides
her family with her husband, General Mnemon Barin.
Sesus Magel started the third Sesus household. She is a politi-
cian, though not a member of the Deliberative. Her husband, Cynis
46
through intermarriage with House Cynis. Nevertheless, many of
the elders in the House are beginning to think that Sesus is a little
too intertwined with the decadent Cynis and would like to cool
off their alliances with that House a bit. This is likely to cause
the House to invest even more aggressively in military interests,
which could take it to the Threshold more than might be wise in
the current atmosphere of unrest.
GOALS AND A LLIANCES
Sesus takes pains to guard its Dynastic blood, and it has grown
increasingly averse to allowing its members to breed with anyone
who is not Exalted. The House’s scions are proud of their many
marriage ties to Houses Mnemon and Cynis, although many in
the House are casting a wary eye at the relentless decadence of
House Cynis.
The ties between Sesus and Mnemon would be much more useful
if Mnemon herself weren’t so intent on claiming the Scarlet Throne.
She’s trying to treat House Sesus as though it were the military wing of
House Mnemon, and Sesus isn’t having it. Sesus doesn’t want to hand
the throne to Mnemon, but she would never consent to allow anyone
else on the Scarlet Throne, so both Houses remain at an impasse.
House Iselsi, on the other hand, has offered Sesus the services
of the All-Seeing Eye in its quiet confl ict with Mnemon, provided
House Sesus guarantees that the Immaculate Order will remain
quartered at the Palace Sublime. Sesus still holds out some hope of
working with Houses Mnemon and/or Cynis, so it hasn’t responded
to the Iselsi overture yet. If Mnemon does take the Throne, Sesus
certainly doesn’t want her to fi nd out that it bargained with the
Iselsi. Sesus would rather see anyone else on the throne, though,
despite the many marital ties that connect the two Great Houses.
The leadership of House Sesus strongly suspects that intermarriage
wouldn’t count for much if Mnemon were ever to take control of the
Realm. The House is still hoping that the next ruler of the Realm
will either be a Sesus or a Cynis, and it might be forced to deal with
Iselsi if it is to have a chance at that arrangement.
ILLUSTRIOUS D YNASTS OF THE H OUSE
SESUS C HENOW
Though he has offi cially retired to an undisclosed location
in the Western Isles, Sesus Chenow has unoffi cially joined with
his old sworn brotherhood once more and gone back into the fi eld
for another few rounds of bloodshed and brutality. He swore in his
youth that he would die fi ghting, and he isn’t about to let old age
creep up on him and deny him that right. Chenow is 279, just past
his prime and barely starting to go gray. As soon as he developed
his fi rst wrinkles in the corners of his eyes, he retired with barely
a farewell, secretly afraid that if he waited any longer he wouldn’t
be in any shape to return to his violent old ways. Chenow and his
brotherhood have made it their personal mission to keep Threshold
tributaries paying their tribute in full and on time, particularly those
that belong to House Sesus. They might succeed, but they’re making
many enemies along the way, some of whom are Anathema who
resent the Realm’s presence. The Threshold through which Chenow
is advancing now is not the same place it was ten, or even two years
ago, and being a Dynast isn’t the protection it once was.
SESUS R AFARA
The spymasters of House Sesus, established early in the House’s
history by Sesus himself, wanted to perform an experiment. What
vulnerabilities in the House and in the Realm might be found by
Parovar, was a patrician merchant with a keen and coldly calculat-
ing business acumen. The current head of the household is Sesus
Magel Talor, a widowed politician thoroughly and happily in the
pocket of the Guild. His wife, a dragonlord in the Sesus legions,
was recently killed, and he has secretly taken a peasant lover to
keep the loneliness at bay.
The fourth household to diverge from the main family line
was formed by Sesus Chenow. Chenow was a bully even before his
Exaltation, but Exalting and joining the legions brought out the worst
in him. His love of pillage, rape and murder were so extreme that
they became a scandal and a serious political liability to the House.
When Sesus himself threatened to disown Chenow, the young Dynast
appeared to pull himself together. Over the next few years, he started
his own rigorously military household and began leading excursions
into the Threshold, ostensibly to defend the Realm’s interests. It soon
became apparent that he’d done so in order to gain the means to carry
on his brutality in distant Threshold lands, far from the Realm’s wag-
ging tongues and soft patrician bourgeoisie. Since that didn’t cause
the House any political hardship, Sesus allowed it. To this day, the
household of Chenow deploys some of the most effective and brutal
troops in Creation, and they live for deployment to the Threshold,
where they can take sadistic liberties that would get them disowned
or severely punished on the Blessed Isle. Chenow himself has recently
retired from military service, and his youngest daughter, Sesus Chenow
Mareq runs the household with her husband Cathak Catis.
The most recently formed, and least popular, Sesus household
was started by Sesus Denerid, a rebellious youth with a great love
of Cynis parties. The Denerid household maintains the House’s
“legion” of slave concubines and has a long-term contract for
slaves with House Cynis. It has become traditional for the Denerid
household to intermarry extensively with Cynis, and some consider
the household to be almost as much part of House Cynis as it is a
part of House Sesus, particularly since many of its recently Exalted
generation are Wood-aspected. This household is currently under
the control of Sesus Denerid Gutar and his wife, the un-Exalted
Cynis Violas. If the household becomes any less popular within
House Sesus, it might well defect to House Cynis entirely.
Most major Sesus households are aspected toward Fire. The
Sesus Denerid household is a Wood-aspected exception and, con-
sequently, suffers the contempt of the other Sesus households.
ECONOMICS
Historically, House Sesus has gone surprisingly easy on its
tributaries. In return, the tributaries have made every effort to be
timely with their tribute (if only to avoid the atrocities of the Che-
now troops). If a particular region suffered a drought, for example,
the House would allow the tributary to defer its tribute for a year
and pay off the outstanding amount over three years. Such policies
resulted in grateful goodwill toward the House. In the state of panic
that currently holds sway in the Realm, however, Sesus is cracking
down, and that’s causing immense resentment and sporadic rebel-
lions among the House’s satrapies. Chenow’s troops have thus far
kept the tributaries in line, but they’ve reverted to their more brutal
tactics to make their point, resulting in even more unrest.
Tribute is down and slipping, and there’s a rumor that some
of the family’s tributary states in the Far East, emboldened by the
defeat of the Tepet legions, are preparing for a full-fl edged revolt.
Even the militaristic House Sesus isn’t sure if it wants to deploy
the troops necessary to rectify the situation.
Sesus has focused its might so completely in military endeav-
ors that its only non-military interests are the ones it has gained
47
CHAPTER ONE • THE SCARLET DYNASTY
a spy who had not been raised in the Realm, burdened by all the
blind spots that such an upbringing inevitably bestows?
Their means of answering this question was Sesus Rafara, a young
Exalt taken from her family and raised as a complete stranger to her
own nation and culture. Sesus spymasters reared Rafara at a First
Age manse deep in the forests near Bright Obelisk. She was taught
spycraft and a range of skills to aid in assassination, but of the Realm,
she was kept ignorant, or else taught the very basics needed to get by.
She was told of the Immaculate Philosophy, but not indoctrinated
into its beliefs. She was repeatedly and intentionally betrayed as a
way of teaching her not to let herself be vulnerable. And when she
had become a perfect cipher, she was taken back to the Realm and
unleashed as a master spy for House Sesus. After years of experience
and dozens of missions, she is one of the top three spies in the House.
She knows many things she ought not to know, and she has done
things that others might call inhuman. And in doing all this, she
feels she has lost her humanity—for which she blames her House. To
them, she is a fi nely honed tool and nothing more. She resents that,
and her means of acting out against the House is to use all the skills
the spymasters taught her to undermine the House’s efforts against the
other Houses. Most recently, she sent a secret warning to a woman
she had never met, Tepet Ejava, to warn her of conspiracies being
hatched against her in the Realm. She warned Ejava not to return,
even if summoned, unless she was ready to die.
Rafara has gained more satisfaction from her work since going
rogue than she ever did when she was just a tool. She assumes that
she will eventually be caught and that she will be executed when
that happens, but in the meantime, she is taking great delight in
seeing that the more self-serving and petty plans of her House
never come to fruition.
HOUSE T EPET
For centuries, the Realm had three martial Houses that con-
trolled the lion’s share of the legions: House Cathak, House Sesus
and House Tepet. And then, in the space of three months, the
Tepet legions were wiped out, with very few survivors. In a short
span of time, all that the Realm had taken for granted for so long
was rendered invalid. What had once seemed reliable and absolute
was now plagued with uncertainty.
With the destruction of the Tepet legions, a large portion of
several generations of Tepets—offi cers, soldiers, savants, chroniclers
and even a few bureaucrats attached to the legions—were anni-
hilated, and thousands of lives back in the Realm were suddenly,
horribly different. Power equations that had held true in the Realm
for centuries suddenly had to be recalculated. House Tepet went
from commanding fi ve of the most powerful and well-equipped
legions in the Realm and a small mercenary force, to commanding
nothing but the highly irregular military unit humorously called
the Red-Piss Legion.
The Dragon-Blooded of House Tepet were reduced to just over
a third of their previous numbers, most of whom were retired elders
in teaching positions or students in the academies. The remnants of
the House are struggling to regain their footing. The other Houses,
which once treated Tepet with respect, now look at members of the
House with the same expression usually reserved for condemned
men and the terminally ill. The other Houses grieve for House Tepet
even as they look for ways to turn its misfortune into their gain.
Meanwhile, the remaining Exalts of the House try to convince the
Realm that the House is not dead, and they have commenced an
aggressive adoption campaign to avoid this fate.
MASTER(S) OF THE H OUSE
Tepet himself has been dead for centuries, and the House is led
by his fi ve Dragon-Blooded children, Jita, Jyuko, Marek, Mokairo
and Vergus. In better days, all fi ve had radically different notions
of what agendas they felt the House should pursue, but their goals
overlapped just enough to keep real animosity from erupting.
Since the destruction of the Tepet legions, confl ict among the
elders has faded into silence. There is no more room for dissent,
but even now, the fi ve seem to be in a state of shock. Where once
there was bickering and heated rhetoric, meetings of the fi ve are
now somber to the point of being stultifying.
MAJOR L INES
House Tepet has seen fi ve major offshoots from the main fam-
ily line. Two produced by House elders Marek and Vergus, three
produced by Tepet grandchildren, and a recent offshoot established
just over a century ago.
The three most powerful and respected households, Tepet
Marek, Tepet Vergus and Tepet Tilis, were essentially family units
of the Tepet legions and lost all but a handful of their members,
Exalted and mortal alike. Of the remaining three households, Tepet
Nerigus and Tepet Berel are oriented around mercantile interests,
while the small Tepet Deramol household is far more interested in
leisure pursuits such as hunting and parties.
The remaining households have little idea how to deal with
their tributaries now that House Tepet has lost its military wing.
Not only is the barbaric Vermilion Legion inappropriate for legiti-
mate military missions (in the eyes of the House elders, anyway), it
cannot be redeployed from its campaign in the Southwest. Tribute,
predictably, has stopped coming in from nearly three quarters of the
House’s tributaries. Morale in the House remains so low that no
one has addressed the issue yet, although it’s clear that something
has to be done.
All Tepet households have traditionally been aspected toward
Air, although the House’s recent mass adoption campaign will
likely change that.
ECONOMICS
The fortunes of House Tepet, which once seemed assured and
perpetual, are now the stuff of history. The House has no means
of enforcing the collection of its rightful tribute. Now that it lacks
legions, or even the money for a larger mercenary force, it is unlikely
that the House’s satrapies will continue to send it anything at all.
The House’s two merchant lines, Tepet Nerigus and Tepet
Berel, and the strength of Lord’s Crossing as a major trading center
are the only things sustaining the House at this point. While the
House can raid its coffers for now—Tepet was once a very rich
House—it can’t sustain itself for long at this rate.
The Regent, himself a Tepet, has arranged for a slight increase
in imperial support for the House in the form of a “bereavement
subsidy.” The subsidy has slowed the emptying of the Tepet vaults
a little, but the fact remains that Tepet needs to regain its footing
through either a new source of wealth or a new source of power—nei-
ther of which appears to be forthcoming anytime soon.
The surviving military members of the House are enacting
something of a draft on the remaining Tepet households in effort
to rebuild the House’s legions. The House is adopting dozens of lost
eggs from across the Realm to replenish its numbers. The elders have
placed their unanimous support behind these actions as a last-ditch
effort to save the House from dissolving entirely. A number of old and
renowned Tepet generals have come out of retirement to lead this
48
effort, and many young Tepets are being allowed to graduate early
from the House of Bells to fi ll in the ranks. Some young Tepet Exalted
are even being taken out of the Spiral Academy and placed instead
in the House of Bells or the Cloister of Wisdom to prepare them for
the life of a legionnaire that has now been chosen for them.
GOALS AND A LLIANCES
Tepet is having trouble maintaining its alliances. Other Dy-
nastic Houses once found it all well and good to marry into House
Tepet, but that was when it was a major military powerhouse. In
the wake of recent events, though, most Houses are breaking off
long-held engagements as sons and daughters are now being offered
to the scions of other Great Houses instead.
The proud elders of House Tepet don’t want to appear desper-
ate—though they certainly are. They are currently cashing in every
last favor owed them by the other Dynastic Houses (and that’s a lot
of favors). Marriages arranged to take place many years hence are
being moved up and performed now, before Tepet loses any further
standing. Young Tepets are being sent out to explore any and all
possibilities for new business opportunities (including some niches
currently managed by House Nellens, which is causing a diplomatic
rift between the two Houses).
In the wake of its recent losses, House Tepet is also proffering
marriage into a Dynastic House to a number of outcastes at Pasiap’s
Stair in exchange for service in what might become the new Tepet
legion. Although the House’s elders dread the effects such mar-
riages might have on the House’s purity of aspect, it’s preferable to
weakening the blood even worse by marrying patricians.
ILLUSTRIOUS D YNASTS OF THE H OUSE
TEPET A RADA
One of the great legion generals, much respected and much
decorated, Tepet Arada has become a shadow of his former self in
the wake of the destruction of the Tepet legions. It was he who
commanded one of those legions to its destruction and survived
only through a strange quirk of fate. While he feels he bears some
responsibility for the defeat, he fi rmly believes House Tepet was
deliberately set up to fail in order to lessen the House’s claim to the
Scarlet Throne. To say that he’s bitter would understate the deep
disillusionment, grief and rage that haunts him. Since the defeat,
the one thing Arada has nursed more than his bitterness is his sake
bottle. The House elders, including his father, have offered Arada
many olive branches to come out of his monastic retirement and to
serve his House one last time by helping to reestablish a legion for
his family. While he resents the request on all levels, his dedication
to military ideals and his family make it unlikely that he’ll refuse.
TEPET E JAVA, THE R OSEBLACK
Possessing all the native cunning of her military family as well
as years of hard-won battle experience and a strategic genius that
is hers alone, Tepet Ejava is a general commanding the ragtag force
that House Tepet is trying to call a legion. While it does constitute
the single largest body of troops surviving from the once-proud Tepet
legions, her force is little more than a motley crew of mercenaries, the
Red-Piss Legion and the few lucky Tepet legionnaires that survived the
campaign against the Bull of the North. She is currently making war
on various pirate and smuggler bases in the southwest. Ejava herself,
having caught wind of a possible plot to have her killed before House
Tepet can establish another “legion,” is extending the mission as long
as possible in hopes of outlasting the conspiracy.
HOUSE V’NEEF
Older Dynasts have trouble taking “House” V’neef seriously,
although the Empress never had any such problem. On the contrary,
the Empress showed House V’neef a great deal of favor and saw to
it that her House was well provided for. Some of the other Houses
thought V’neef was a little too well cared for, but V’neef herself is
charismatic and disarms her siblings with wit and charm. That’s the
primary reason her House hasn’t been beset by her power-hungry
siblings since the Empress’s disappearance.
MASTER OF THE H OUSE
V’neef herself, the youngest (and some have suggested favored)
daughter of the Empress heads up this youngest and smallest of the
Great Houses. Subtle and non-confrontational, V’neef manages her
family more with carrots than sticks.
The Empress conceived V’neef specifi cally as an experiment
in blood purity. V’neefs father had the purest Dragon-Blooded
pedigree of any of the Empress’s husbands, and with the Empress’s
strong blood, that gives V’neef the purest blood in the Dynasty.
Thus far, all of her children who are old enough to Exalt have, and
with numbers like that, V’neefs House could grow to be as popular
as Mnemon’s for breeding purposes.
As the Great House that bears her name grows, V’neef will
inevitably fi nd it more diffi cult to keep a direct hand in all opera-
tions, but she is set on doing so for as long as possible.
MAJOR L INES
This Great House has not produced any other lines, major or
minor. V’neef herself is only 60, and the entirety of House V’neef is
smaller than a single household of some of the older Houses. V’neef
has seven children (all fathered by her husband, one of the wealthier
and less decadent Cynis), six of whom have Exalted thus far.
As the smallest of the Great Houses by far, House V’neef is
careful to protect the purity of its elemental aspect. Since V’neef
and her husband are both strongly Wood-aspected, her children
have all followed suit.
ECONOMICS
House V’neef has three major sources of income: its extensive
wineries, its satrapies in the South and its control of the Merchant
Navy.
For years, Dynastic families were content to get their wine
from the Threshold. When V’neef began making wine, the other
Houses thought it a quaint idea. And then, the money began fl ow-
ing in. Across the Realm, people were used to paying great sums for
wine brought across the Inland Sea. V’neef could undercut that by
just a small amount and still make a fortune. House Cynis alone
keeps V’neefs coffers brimming by buying wine by the cask for its
enormous parties. In recent years, V’neef wine has become popular
in the Threshold, and business is booming.
House V’neefs satrapies are all in the South. Since V’neef
asks very reasonable tribute, all of the House’s tributary states are
content to pay what they owe. More strategically, V’neef has a
prime source of fi redust, of which she is taking ample advantage.
While other Dynasts learn to shoot bows, V’neef has secretly taught
all of her children to use fi rewands and a handful of appropriate
Charms as well.
V’neefs control over the Merchant Navy is a recent matter. In
an effort to shake up the power structure (and punish House Peleps
for some small slight), the Empress granted V’neef control of that post
just a decade before her disappearance. The point of this gift was to
49
CHAPTER ONE • THE SCARLET DYNASTY
provide House V’neef with a source of revenue that would allow the
young Dynast to support her burgeoning family. Whoever controls
the Merchant Navy is entitled to a cut of the duties collected by its
customs cutters. The Merchant Navy had previously been under the
control of House Peleps, and its loss caused that House a great deal of
hardship as it suddenly had to bear the cost of running the Imperial
Navy without the benefi ts of customs duties. House V’neefs control
of the Merchant Navy is a critical fi nancial and military asset. V’neef
carefully purged the chain of command of Peleps loyalists and replaced
it with agents whose loyalties she knew lay with her. Recently, V’neef ’s
eldest adopted son has taken the top position with the Merchant
Navy after working his way up through the ranks.
GOALS AND A LLIANCES
V’neef knows that she’s not in the running for the Scarlet
Throne, although she would at least like the next ruler to be sympa-
thetic to her cause. So, while she watches the other Houses pursue
the throne, she tends to her vineyards and encourages her children
to rack up as many favors as possible with the other Houses.
Before House Tepet’s disastrous defeat in the Threshold, V’neef
was planning on a series of intermarriages with that House. Since
the destruction of the Tepet legions, she has put all negotiations on
hold. Although she thinks highly of many of the young Tepets, she
does not want her children to be married to legionnaires—which
seems to be what all the young surviving Tepets are trying to
become these days.
V’neef has the luxury of waiting. Her appearance clearly marks
her as one of extraordinarily strong blood, and all of her single
Exalted children are already besieged with offers of marriage. She,
and her children, simply have to pick the best of the lot.
ILLUSTRIOUS D YNASTS OF THE H OUSE
V’NEEF A LISET
Though she graduated from the Cloister of Wisdom only a
year after the Empress disappeared, V’neef Aliset is already show-
ing herself to be a dynamic young woman. She has bright green
eyes, spiky auburn hair and the green skin of a Wood Aspect of
excellent breeding.
She has spent two years abroad in the deep forests of the Far
East, and she prefers it to most parts of the Realm. She’s an expert
strategist, particularly with regard to the Hunting Cat variant of
Gateway. Like her grandmother, she’s very charismatic and amiable.
She also happens to be the youngest and most eligible woman in
House V’neef, so she is a magnet for suitors. Matchmakers for Houses
Mnemon, Tepet, Cynis and Cathak have all engaged in lengthy
discussions of marriage with Aliset’s parents and grandmother. Aliset
is happy to remain single for the moment, and she’s spoken with
her grandmother about attending the Heptagram. Still, she knows
it will be good for her House if she marries soon and well.
LOST E GGS
Not all children born to Dragon-Blooded parents Exalt, and
not all children born to mortal parents remain mortal. Throughout
most of the First Age, this would have been considered a blasphe-
mous state of affairs. In this current fallen Age, though, the Realm
simply sees it as a problem to be worked around.
On the Blessed Isle, it is considered good and proper for all
children of Dynastic Houses and patrician families to have a thorough
education to prepare them should they prove themselves worthy of
the Exaltation. The Blood of the Dragons, however, is no longer
50
predictable, and it can skip many generations before turning up as
an Exaltation, and that, the Realm cannot prepare for.
Whatever might be said about the Blood of the Dragons, the
seed of the Dragon-Blooded has been sown far and wide across
the Blessed Isle. While the vast majority of Terrestrial Exaltations
is planned and hoped for, some still come as a shock to everyone
involved (such as when the daughter of the washer woman Exalts
while being taunted by the favorite son of a patrician family, for
instance). These are the so-called “lost eggs,” the Exaltations that
could not properly be prepared for, and they represent a small but
persistent and growing problem for the Dynasty.
To fathom the nature of this problem—and to understand why
it should never have become a problem to begin with—requires a
glance back to the dawn of the First Age and the creation of the
rst Terrestrial Exalted.
THE O RIGIN OF THE D RAGON-BLOODED H OST
The most ancient histories kept by the Sidereal Exalted (and
corroborated by those of the Dragon Kings) state that, when the
Elemental Dragons granted the Exaltation to their Chosen, the fi rst
generation of the Dragon-Blooded Host, it was a prelude to a war
the likes of which had never been waged. The vast and powerful
Elemental Dragons Exalted 100 strong and worthy mortal men, 20
of each elemental aspect, as well as 9,900 carefully chosen mortal
women. This disparity of the sexes was not accidental, but strategic
on their part. The Dragons knew that this host, this entire race of
Exalted, had to reproduce quickly to attain the numbers necessary
to fulfi ll their martial obligations to the Unconquered Sun. (Bronze
Faction Sidereals take pains to see that the Immaculate Order never
uncovers that part.) The extreme disparity between the sexes was to
make sure that this new army might grow as quickly as possible. A
single male Terrestrial could impregnate several female Terrestrials
in a short span of time, but every child represented a minimum two-
year investment for the Dragon-Blooded woman who bore it.
Accordingly, the very fi rst generation of Terrestrial Exalts was
Chosen not so much for the Dragon-Bloods’ combat prowess (though
many were warriors of one sort or another), but for their overall mental
and physical fi tness and their ability to breed. As part of that initial
Exaltation, all of the Chosen of the Dragons were granted libidos of
epic proportions. (There are those who say that this gift of the Drag-
ons has been passed down through the generations.) The Elemental
Dragons themselves expressly and forcefully forbade all Terrestrials
from mating with mortals, lest the gift of Exaltation be watered down
with weak mortal blood and thereby sullied. At that time, none could
even fathom such a perversion of the Dragons’ will.
For the entire fi rst year of their existence, the lives of those who
composed the Dragon-Blooded Host were more akin to never-end-
ing orgies than anything resembling warfare. Solar generals found
themselves fi tting combat training in between the Terrestrials’
extended bouts of rutting. Once all of the female Terrestrials were
impregnated and well along in their pregnancies, however, the situ-
ation changed drastically. Mortal women might have been forbidden
to the lusty Dragon-Blooded men but everyone (and everything) else
was fair game, and historians claim that the frequency of homosexual
relations among the Dragon-Blooded dates back to this period. For
centuries, the Dragon-Blooded Host reproduced only among their
own number, at the behest of the Dragons themselves, so that every
child born to them bore the spark of Exaltation.
At that time, all 10,000 Terrestrial Exalts possessed what
would be considered, in game terms, legendary Breeding. The
marks of the Elemental Dragons were strong upon them, and the
potent elemental blessings of the Dragons ran thick and strong in
their veins. It was a given that every child of such a union would
Exalt, and usually by the age of seven, because both parents were
pureblooded Exalts.
The fi rst wave of births began to rectify the sex disparity
among the Dragon-Blooded, and two years later, the 9,900 Ter-
restrial mothers handed their little Exalts-to-be to a small army of
mortal and elemental nurses, and the breeding cycle began anew. To
further expedite the growth of the nascent Dragon-Blooded Host,
the second generation was pushed to breed as soon as its members
had both Exalted and gone through puberty.
The fertility of that fi rst generation of Dragon-Blooded women
was and remains legendary. The average number of children born to
each of those Terrestrial women is just over 30, and the most fertile
of their number—a Wood Aspect called Masira, the Tree of Many
Branches—bore over 100 children in her lifetime. She remains a
gure of legend even in the Second Age. In a short period of time
(as gods and Exalts measure it, anyway), the fi rst generation of Ter-
restrial Exalted was well on its way to creating what would shortly
become a vast and powerful Dragon-Blooded Host.
THE D ILUTION
The strict command by the Elemental Dragons not to breed
with the un-Exalted held fi rm through the war with the Primordials
and for centuries beyond. Few sexual activities were off limits to
the early Dragon-Blooded (a tradition House Cynis still revels in),
even dalliances with elementals and demons. Tainting the Exalta-
tion, however, or risking it with any potentially procreative sex
with mortals, was held to be the worst crime against the gods and
Creation that could be imagined. It was heresy, sin and perversion
all wrapped up in a single act.
At some point, however, that prohibition weakened. Terrestrial
Exalted were deployed throughout all of Creation as infantry for
their Celestial offi cers. Every corner of Creation (and some corners
of other places, for that matter) had its Dragon-Blooded overseer
monitoring the area for his Solar queen, Lunar general or Sidereal
spymaster. Sometimes, only one Dragon-Blood was stationed in an
area otherwise populated only by mortals. And sometimes, those
lone offi cers grew desperate for members of the opposite sex.
So grave was the sin of producing a child with a mortal that
the fi rst instances of the act, considered too foul to discuss, were
kept very quiet. The expectation of the time was deceptively simple
and hard to fathom by the standards of the fallen Second Age.
Terrestrial children Exalted; mortal children did not. So when a
presumably mortal child, of presumably mortal parents did Exalt,
the young weak-blooded Exalt was usually killed, along with her
parents (and any witnesses), to prevent a religious scandal of vast
proportions. Eventually, that stopped happening, and something
resembling apathy started to creep into people’s attitude toward
mortal-Terrestrial interbreeding. For a while, it seemed that even
the children of Terrestrials and mortals would Exalt, but it was soon
noticed that such children did not possess the same power as their
Dragon-Blooded parent.
And then, it came to pass that a child of a mortal and a
Dragon-Blood did not Exalt at all, and the true horror of what this
could portend (i.e., the loss of the Dragons’ gift entirely) resounded
through the Dragon-Blooded Host.
Regrettably, however, by the time the taboo of breeding with
mortals became a common concern, the problem had become so
widespread that there could be no hiding it (or explaining it away)
any longer. The Deliberative took up the question, and after much
51
CHAPTER ONE • THE SCARLET DYNASTY
lively debate by all Celestial Exalted and an exceedingly close vote
by the Solars, Creation’s ruling body made a judgment. Rather
than undermine the legitimacy of the law any further, the Solar
Deliberative ruled that, though it was better for Terrestrial Exalts
to mate only with one another, sexual relations between Terrestri-
als and mortals was no longer an absolute taboo. Furthermore, the
offspring of mortals and Terrestrial Exalts were not to be consid-
ered abominations any more, nor were they to be killed. Sidereal
conspiracy theorists (mostly among the Bronze Faction) have long
claimed that the countermanding of the Elemental Dragons’ order
was simultaneously a grave inversion of the natural order, a calamity
for the entire Dragon-Blooded Host and a deliberate attempt to
weaken the Chosen of the Elemental Dragons. Some have gone so
far as to say that the day the fi rst child of a mortal parent Exalted
was the beginning of the end of the First Age of Man.
MORE R ECENT H ISTORY
In the current Time of Tumult, interbreeding between Ter-
restrial and mortal is common and unremarkable. The last strong
societal pressures against such behavior disappeared with the
Usurpation and the introduction of the more bourgeois attitudes
of the Shogunate.
The purity of the blood was forgotten entirely for several years
after the Great Contagion, in the face of the urgent need to repopu-
late Creation. At this low point in the Second Age, even the most
potent Dynastic bloodlines, Mnemon, Cathak and V’neef, are thin
and watered down with mortal blood compared to their ancestors.
Likewise, mortal bloodlines that don’t have at least a hint of the
Dragons’ power are so rare in the Realm as to be nonexistent.
The biggest problem this situation presents is seeing to it
that all who Exalt have the necessary training to fulfi ll their role
as Princes of the Earth. Wisdom without power might be pathetic,
but power without wisdom is dangerous. Since the Realm does not
like loose Essence cannons, it continues to seek out those who have
Exalted outside of the usual safety net of Dynastic and patrician
institutions, bringing them into the fold and training them as proper
Dragon-Blooded ought to be trained.
Terrestrial lives are very long, and the length of time it usually
takes for a lost egg to do something dramatic (or stupid) enough to
get found after his Exaltation is usually very short. Most lost eggs
within the Realm either present themselves to an Immaculate monk
or are otherwise found within two years of their Exaltation. Those
who are not found in that time usually don’t want to be found. Any
lost egg who really doesn’t want to be part of the Realm will usually
realize very quickly how diffi cult it is to keep Exaltation a secret.
He’ll probably leave the Blessed Isle as soon as possible, at which
point he becomes more properly known as one of the outcaste.
Once a lost egg is discovered, it’s relatively simple to get this
Exalt the training he or she needs. While the children of Dynasts
receive training for years before the possibility of Exaltation ever
arises, Exalted adults learn more rapidly than mortal children, and
most skills learned by such children during their primary schooling
can be imparted to Exalted adults in the space of a year or two.
EXALTED N ATION
Although they would never say so directly, most people in
the Realm believe that all of Creation’s Dragon-Blooded should
unite under the Realm’s banner. Therefore, loyal citizens of the
Empire keep an eye out for lost eggs—on the Blessed Isle and else-
where—in an effort to make them “found eggs.” At the very least,
these “recovered” Exalts make decent breeding stock for patrician
families and deprive enemies of the Realm (Lookshy in particular)
of Exalted allies.
A handful of the more devout Immaculate monks long for the
Blessed Isle to be populated entirely (or at least mostly) by Dragon-
Blooded, preferably Dragon-Blooded of good breeding and virtuous
nature. They are welcome to dream, but that is not the direction
the Realm is headed.
Still, the system established by the Empress early in her reign
is very effective at “rehabilitating” lost eggs and making worthwhile
Dragon-Blooded out of those who might otherwise have wasted their
lives and talents in ways that didn’t serve the Realm at all.
LOST E GG C HARACTER C REATION
Since so-called found eggs are so rigorously trained by the
Realm’s very demanding learning institutions in a relatively
short span of time, the primary difference between a Dynast
and a found egg is one of social standing and career potential,
not ability. A lost egg character uses one of two character
creation templates. If she has been found by the Realm and
trained, most likely at Pasiap’s Stair, she uses the same character
creation system as Dynastic Dragon-Blooded (pp. 96-97). If
she was born in the Realm, but has not been found and trained,
she uses the character creation template used by Threshold
Outcastes (p. 99). Being on the Blessed Isle effectively makes
it impossible to take the Cult Background, though.
The terms “lost egg” and “outcaste” had not been coined at
the time the Empress established the Scarlet Throne. The term
would not have made sense prior to that. The Shogunate had
spanned all of Creation, so there was no real place to be either
lost or cast out to.
With the retrenching of most Terrestrial Exalted to the Blessed
Isle after the Great Contagion, that changed. All of Creation was
no longer the home of the Dragon-Blooded, the Realm was. And
since all of the Dragons’ Chosen are well aware that they work
better banded together than alone, there was a logical push to be
a part of the Realm. So complete was the impression made by the
Empress early in the Realm’s history that all Terrestrials belonged on
the Blessed Isle, that it could not even be conceived that Dragon-
Bloods would live anywhere else unless they were lost or deprived of
the opportunity to live in their proper homeland. What Terrestrial
would forgo the civilized center of Creation for a solitary life in the
perilous and chaotic Threshold states that had been devastated by
years of war against a cold and inhuman foe?
Residents of Lookshy, obviously, did not agree with this as-
sessment, but many other Terrestrials did. The fi rst two centuries
of the Realm’s existence saw a constant infl ux of Dragon-Blooded
to the Blessed Isle from all quarters of Creation. Anyone bearing
the mark of Terrestrial Exaltation—disowned bastard, pious monk
or combat-fatigued Shogunate offi cer—received the same offer to
join the newly formed Realm. In this way, the Scarlet Empire very
effectively absorbed the vast majority of the Terrestrial Exalted
who had been spread across the wide face of what had once been
the Shogunate. Once the Empress determined that those who
were going to move to the Blessed Isle had done so, she made it
known that those who had stayed in the Threshold were, at best,
sad, lost creatures, irresolute and content to live in hovels when
whole manses could have been theirs. At worst, they were potential
traitors to their own kind—the category into which she placed
52
the Seventh Legion, which had held fi rm against the Empress in
Realm Year 89.
Once the Empress reached the second century of her rule,
the power of the Realm was well established. The fi rst Dynastic
children had come of age and Exalted. The social structures of the
Realm were functioning so smoothly that the chaos and horror of
the Great Contagion and the Fair Folk invasion seemed but a ter-
rible, half-remembered nightmare. There was a clear assumption
throughout the Realm that all Dragon-Blooded should live on the
Blessed Isle, but a vague understanding that not all did, for what-
ever strange reasons. The term outcaste came into popular usage to
describe those who had somehow remained unaware of the Scarlet
Empire or eschewed it.
The Empress herself fi rst used the term “lost eggs” in RY 212
in a speech, delivered by proxy, to the Deliberative. With great
sadness, she declared every outcaste a lost egg. “The kind, the lucky,
the enlightened, all these are delivered by the Dragons into the
nest. Those whose prior incarnations were less pious or somehow
misguided, these must confront the destiny they have made for
themselves by having the inauspicious fate to be lost eggs born
into the barbarism and madness of the Threshold.” She brought her
speech to a close by stating her devout wish that all outcastes one
day be integrated into the Realm and worked smoothly into the rich
fabric of the last truly civilized state on the face of Creation.
The Empress clarifi ed her excessively poetic wording within
days of her speech. As she saw it, Terrestrial Exalted were either
born within the Realm, that they may enjoy the benefi ts of order
and civilization, or into the Threshold, where they were forced to
deal with hardship and chaos.
PATRICIAN “LOST E GGS
In reality, patricians have no opportunity to become
lost eggs. These individuals have received the same train-
ing and have all the same advantages as the children of
Dynasts. Their parents’ money assures them access to
the same secondary schools as Dynasts as well. In the
blink of an eye, marriage and employment options both
improve dramatically. Whatever they lack in the way
of Dynastic benefi ts they can easily marry into. In all
regards, as of the moment of their Exaltation, they may
as well be children of a Dynastic House.
There is one difference, however. Their Exaltation
makes them a target for the un-Exalted children of
Dynastic families who hate them with an unfathomable
rage, feeling as though the patrician unfairly got the
Exaltation that was meant for them. While it might be
possible for these children to have Exalted friends make
life hard on the patrician Exalt, it’s far more likely that
the un-Exalted child will be forgotten by his Exalted
friends until he Exalts too.
THE F ATE OF L OST E GGS
Within the Realm and throughout most of the lands it controls,
a Terrestrial who Exalts from the non-patrician, non-Dynastic classes
is instantly considered a lost egg and treated accordingly from the
moment she is discovered.
For one anticipating the hard, short life of a rice farmer or
washer woman, the moment of Exaltation is transcendent, not just
53
CHAPTER ONE • THE SCARLET DYNASTY
physically and spiritually, but socially. The lost egg had been a mere
mortal child, and yet, she now fi nds herself physically, mentally and
socially superior to her family and friends. In an instant, her hopes
for the future expand by orders of magnitude. As might be expected
in such cases, many of these newly fl edged Dragon-Blooded are not
ready to take their places as Princes of the Earth. It requires years of
devoted training and preparation to transform such an individual
from a peasant into a member of the Dragon-Blooded Host. The
beginning of this process, however, can sometimes seem as harrow-
ing as anything the young Exalt has experienced up to that point
in her life, as she’s taken from the care of her parents and sent to a
school that’s likely far harder than anything she’s used to.
Clearly, the education of a peasant is insuffi cient for a Prince
of the Earth, and steps must be taken to bring her education and
social skills up to par with the highly educated, extensively groomed
children of Dynasts.
Such youngsters are left with few options.
ADOPTION
Adoption is by far the better option for lost eggs under the
age of 16 or so. Regrettably, it is also less common, as the blood
of the Dragons is typically weak among lost eggs, causing them to
Exalt closer to their 20s. When adoption is an option, however, it
is the preferable one.
The transaction called adoption in this case is really more akin
to the selling of the child to a wealthy Dynastic family. There may be
some brief attempt at negotiations between the Dynast and the lost
egg’s family, but these are usually quite brief. Usually, the child’s parents
rave about the child’s good qualities while the Dynastic offi cials nod
sagely. Both sides know, however, that if the Dynastic family wanted to
simply take the child, it could do so without consequence. The Great
House involved pays the child’s parents an annual stipend for 20 years
to take the child and to make sure that the birth parents never try to
see the child again. Seeking to make contact, they are told, would
show a lack of integrity and violate the Perfected Hierarchy, but it
would also embarrass a child who had far surpassed them, spiritually
and intellectually as well as socially.
The amount of the stipend paid depends on the standing of
the lost egg’s family and on the apparent breeding of the young
Exalt. Although the purity of blood in a lost egg is usually very low,
pronounced elemental markings or a young Exaltation can suggest
strong blessings from the Dragons. A peasant family might be paid
an annual sum equal to Resources 2 (though a child of strong blood
might fetch twice that). A well-to-do family of merchants might be
able to demand an annual payment worth Resources 4 for giving
up their child (Resources 5 if the family is on good terms with the
Dynasty and the child is of reasonably strong blood).
In the past, adoptions were subject to the Empress’s approval.
Since her disappearance, the Regent is supposed to oversee this, though
when he is busy with the Immaculate Texts, the Deliberative willingly
takes up that role, turning what should be a simple agreement into
a political drama. In some cases, this interference works to the birth
family’s advantage, as when Great Houses get into a bidding war for
particularly well-bred or talented young Exalts. It can also delay an
adoption for years, though, increasing the likelihood that a young
Terrestrial will be too old for a proper adoption.
Once she is taken from her family, the lost egg is immersed
in study: reading (if necessary), archery, mathematics and so
forth—everything a Dynast’s child would need to know. Tutor after
tutor visits the child to educate her as a young Dynast ought to be
educated. The adjustment period is inevitably diffi cult, but once
the child adapts, she wonders how she ever suffered the boredom
of her birth parents’ tedious existence.
Once she’s brought up to her appropriate developmental
level, the formerly lost egg takes part in a formal ceremony during
which she accepts the name of the Great House. Having done so,
she benefi ts from all of the same advantages as a Dynastic child.
Socially, the new adoptee is still on questionable ground with her
peers, and the other children in her household might take great
delight in making her suffer for her outsider status. She doesn’t know
the rules of Dynastic social games, and other Dragon-Bloods her age
are all too happy to take advantage of that fact. Adoptees are often
forced to deal with the worst behavior of their new siblings and
cousins, from subtle snubs to outright cruelty, until they distinguish
themselves in some way.
In the end, if she survives, it will all be worth it.
Offi cially, the adoption brings her into the family. Technically,
however, she will never be considered entirely legitimate until she
marries another Dynast. Since few Great Houses want to marry
an adoptee, the found egg will usually marry another Exalt within
THE F OUND E GGS OF H OUSE T EPET
In the wake of its recent massive losses, House Tepet has begun adopting as many young Exalts as it can. It has taken to
outbidding other Great Houses for lost eggs and pulling strings to take younger Exalts out of Pasiap’s Stair and the Immaculate
Order to educate them and raise them at Tepets. Much to everyone’s surprise, the Regent—himself a Tepet—has actually
used his power to side with his family and grant every request for adoption, bypassing the Deliberative and its political games
entirely. Needless to say, this adoption campaign is unprecedented in the history of the Realm. Some Dynasts are looking
askance at House Tepet for doing what appears to be dredging the Blessed Isle for breeding fodder, but the other Houses
seem to be allowing it for now (most likely out of pity for the fallen House). Not only does House Tepet avoid weakening
its blood by breeding with patricians, but it benefi ts from a subtle gratitude dividend from its new members.
Many marriages arranged for young Tepets collapsed after the House’s defeat. Making the most of this, House Tepet has
taken to betrothing these jilted Dragon-Blooded to recent graduates of Pasiap’s Stair, promising these young Exalts a place in
a Dynastic House and a key role in the new Tepet legions. This arrangement marks an enormous step up for these Exalts, and
the promise of such a change in status has heightened the already competitive environment of Pasiap’s Stair considerably.
Most Tepet households have at least a couple of adopted Dragon-Bloods, and some have as many as fi ve. This campaign
will change the culture of House Tepet, but just how it will do so remains unclear.
The opinions of the Tepet House elders vary widely on this new policy. Most dislike the practice, but all of them agree
on one thing: It beats watching their Great House dissolve before their eyes.
54
Orir was in love with Tepet Shonin Laikitsu, a young legion
commander, before her death in the Tepet slaughter. Since that
House’s fall, Orir has done everything in his power to aid House
Tepet. He has allowed outcastes to be adopted into House Tepet
directly out of the Obsidian Mirror, even if they would normally
be considered too old for adoption. Other efforts in this regard
have included guiding promising young Dragon-Bloods at Pasiap’s
Stair into the Tepet’s House military and, more recently, suggesting
suitable graduates of the school for marriage into House Tepet. His
partisan actions, though subtle, have been noted by some in the
other Houses, who are quite content with the notion of having
one less Great House to deal with. Some of the other Houses are
looking for a way to get Orir in their pocket or get him out of his
position entirely.
For now, Orir splits his time between his manse and the Obsid-
ian Mirror watching for promising young Dragon-Bloods to groom
and nudge in the direction of House Tepet.
THE O BSIDIAN M IRROR
After recovery, the Arbiters take a found egg to the Obsidian
Mirror, the Arbiters’ massive headquarters compound outside of
Juche, where she is given whatever remedial schooling she needs.
Those Exalted from the peasant class often lack even basic knowledge
of letters or numbers, and their use of Charms is purely instinctual.
Worse, their entire understanding of the world is based in mortal
ignorance, a far cry from the spiritual, social and political insights
appropriate to a member of the Dragon-Blooded Host.
At the Obsidian Mirror, Terrestrials have their old identities
stripped from them. For most of their brief training, they are known
only by a simple word that has been assigned to them—Tree, Stone,
Leaf et cetera.
On the last day of their training, there is an enormous feast,
the kind even Dynasts see only rarely, called the Feast of the Elect.
During the feast, young Exalts take a new name, one they feel fi ts
their new identity as an Exalt, and it is that name by which they
are known thereafter.
After the feast, each Exalt is brought before the Master of
Orphans, who is always seated on a magnifi cent golden chair,
surrounded by fi ve candles, each of which represents one of the
Immaculate Dragons. In front of him are silver platters atop wooden
stands. On the left platter is a jade razor, fi ligreed with bronze and
platinum, representing the razor used to tonsure new Immaculate
postulants. On the right platter rests a jade-enameled coin bear-
ing the Empress’s profi le on one side and a strix on the other. The
former side represents she whom the outcaste serves, while the latter
symbolizes the inevitable end awaiting all who take the coin.
Each outcaste at the Obsidian Mirror is brought, alone, before
the Master of Orphans and asked to choose between the tonsure
and the coin. If the young Dragon-Blood takes the razor, she leaves
the next morning for the Cloister of Wisdom to pursue life as an
Immaculate monk. If she chooses the coin, she goes to Pasiap’s
Stair for military training.
THE R AZOR
Those who take the razor arrive at the Palace Sublime after
the Feast of the Elect and have their heads shaved as appropriate
to a postulant. Their goal is not to learn the art of war, but to tread
the path of enlightenment—a much more challenging task (at least
in the eyes of the Immaculate monks).
Students spend their days poring over the Immaculate Texts
and meditating. Those who master simple meditation advance to
the same Great House, most likely another household with whom
the family wants to strengthen ties. Their children, however, will
be considered full and offi cial members of the House, with all the
traditional rights and privileges available thereto.
Adoptees are among the hardest-working members of the
Dynasty. They know what a peasant’s life (and workday) is like, and
they don’t want to return to that. Adoptees often get the impression
that they are being watched and scrutinized, and they often are. Once
adopted, everything—their education, marriage options, stipend and
employment opportunities—depends on how well they assume the
mantle of a Dynast. Most, as it turns out, outshine children who
were actually born into one of the Great Houses, which is one of
the key reasons that the institution of adoption continues.
THOSE B ORN L OW
For older (or adult) lost eggs of low birth or from the Threshold, the
options are not as promising as for those young enough to be adopted.
The Empress decreed long ago that Dragon-Bloods were too powerful
not to be brought into the Realm’s service, and those lost eggs too old
to be adopted have two choices: the razor or the coin. The terminol-
ogy refers to the small jade pieces held in an Arbiter’s hand when he
makes his offer of citizenship in the Realm. The lost egg chooses either
a small representation of a razor, like that used to shave the head of a
new Immaculate, or a small jade coin representing the more secular life
of a legionnaire. The razor or the coin, the life of a monk or the life of
a soldier—these are the choices allowed older lost eggs.
THE S PLENDID AND
JUST A RBITERS OF P URPOSE
The task of seeking out lost eggs and outcastes throughout all
of Creation and properly bringing them into the Dragon-Blooded
Host is the province of the Splendid and Just Arbiters of Purpose,
a small ministry within the Thousand Scales. These wandering
ministers seek out the lost and bring them into the fold so that
their strength becomes the Realm’s strength.
Reclaiming lost Dragon-Bloods has long been a priority of the
Realm. The Arbiters, accordingly, use every tool at their disposal
(including sorcery and the Realm heliograph system) to fi nd and bring
back newly Exalted Terrestrials. When reports of Anathema turn
out to be newly Exalted Dragon-Bloods, as happens occasionally, the
Wyld Hunt turns over young Exalts to the Arbiters for training.
Newly recovered eggs are often frightened and sometimes
violent, and the Arbiters are trained to disarm dangerous situations.
All Arbiter teams have at least one Terrestrial among their number
in case the situation turns violent.
Overseeing the Arbiters of Purpose is the Humble and Munifi -
cent Master of Orphans. The Master of Orphans originally reported
directly to the Empress. Since her disappearance, he ostensibly
reports to the Regent.
THE H UMBLE AND
MUNIFICENT M ASTER OF O RPHANS
The current Master of Orphans, Agama Orir, is quite indepen-
dent, and he runs the Arbiters of Purpose wholly as he sees fi t. Like
his predecessor before him, Agama Orir was a lost egg who took
the coin and studied at Pasiap’s Stair. He is, consequently, familiar
with the culture of the Stair’s students. He is a popular minister,
and before the Empress’s disappearance, he was thought to be a
likely candidate for magistrate. He keeps a small manse at the foot
of Gray Mask Mountain, 1,000 feet below Pasiap’s Stair.
55
CHAPTER ONE • THE SCARLET DYNASTY
the moving meditation of the martial arts, and those who excel
there are initiated into Immaculate martial arts.
The postulant has no real choice but to succeed. Any
Dragon-Blood who proves repeatedly unable to master the Im-
maculate Texts or learn basic martial arts is an embarrassment to
the Perfected Hierarchy, unfi t to serve the Realm—and is quietly
killed in her sleep.
Aside from the high cost of failure, the life of one who takes
the razor is very like the life of a Dynast who enters the Cloister of
Wisdom. There are no class differences among monks, and progres-
sion through the coils is the sole indicator of an individual’s success
and value to the Order.
After completing their initial studies, these monks may go
on to be itinerants or members of the Wyld Hunt, and there is no
cap on their progression within the Immaculate Order. For more
on the life of an Immaculate monk, see The Compass of Celestial
Directions, Volume I—The Blessed Isle.
THE C OIN
If it is true that the best warriors choose to train under the
harshest conditions, then the students of Pasiap’s Stair are surely some
of the best warriors in the Realm. The training of those who choose
the razor is brutal. Except for six hours every night, the students at
Pasiap’s Stair train in all forms of combat. They train to be infantry,
and skilled students train to be the legions’ special forces.
Upon arriving at the Stair, students are given a copy of The
Thousand Correct Actions of the Upright Solder, a suit of heavy armor,
a spear and a short sword, all of which must be kept in perfect condi-
tion. Every day begins with a run with all of the student’s possessions
on him. Breakfast follows, then instruction on strategy, tactics, team
building, mathematics and all forms of combat. The Stair’s curriculum
is a study in constructive brutality. With each passing year, less of the
day is taken up with study and physical training and more time is spent
in fi eld exercises. By the fi nal year, students wage one mock battle
after the other in preparation for their lives as legionnaires.
“Do or die” is a reality among these students. There are no
safety nets. To fail here is to die. Death can come at any time, though
those who consistently prove themselves incompetent are usually
beaten to death by their classmates. The bodies of such failures are
thrown from a precipice, and the death is almost always accepted
as a tragic sleepwalking accident.
Instructors are all graduates of the Stair and veterans of the
legions. Their job is to break down the lost, sniveling, rebellious
individuals sent to them and rebuild them as crack troops for the
legions over the course of 10 extraordinarily challenging years.
PASIAPS S TAIR
In the First Age, the fortress known as Pasiap’s Stair was one of
the primary military citadels of the Solar Exalted, one of the many
War Manses on the Blessed Isle. Its deepest vaults were the setting
of a terrible battle between a Solar Exalt and many Terrestrial and
Sidereal Exalted. In the chaos that followed the battle, the tun-
nels were sealed, heavily warded against intrusion, and allowed to
become a mass tomb. Having yet to be opened, they still contain
much powerful First Age equipment. They also hide a small, secret
shadowland, the only one in the Realm, and the hungry ghosts of
those who died here. This is a carefully kept secret, known only to
the Master of Orphans and his most trusted senior staff.
If students have ever made their way into the depths of these
tombs, they’ve never come back to tell the tale. If one of the Solar
Exalted sought to reclaim her weapons from this tomb, she would be
sorely challenged to make it. One of the Abyssals, however, would
have access through the shadowland, making the effort much easier,
but still triggering the manse’s defenses.
AFTER G RADUATING
Those who graduate from the Stair can look forward to starting
at least as a scalelord, and probably higher. The Empress herself
insisted that the legions be a strict meritocracy, and the graduates
of Pasiap’s Stair, while fewer than graduates of the House of Bells,
often go further in their careers. Needless to say, there is a constant,
aggressive competition between offi cers from the two schools, and
both take great pains to outshine the other. While graduates of
the House of Bells obviously consider their highest calling to be
to their Great House, graduates of Pasiap’s Stair are loyal to the
Realm itself, and much is made of this difference.
58
CHAPTER TWO
THE OUTCASTE
To the average denizen of the Blessed Isle, the Dynasts are the
Dragon-Blooded, and the Dragon-Blooded are the Realm—the Ten
Thousand Princes of the Earth, elemental heroes of noble stature and
rarefi ed spiritual enlightenment, born to rule Creation. Everything
taught to citizens of the Realm—the Immaculate Philosophy, classes
in history and political science, even popular entertainment—all
reinforce the idea that the Dragon-Blooded are a fundamental
part of the Realm. Some uneducated and ill-informed peasants
even believe that the Terrestrials of the Dynastic Houses are the
only Dragon-Blooded in existence, or that all other children of
the Immaculate Dragons are by-blows of their epic love affairs and
romantic dalliances in the Threshold.
This is, of course, incorrect. Anywhere mortals gather, the blood
of the Dragons fl ows, however thinly. Millennia of breeding have
spread the Terrestrial seed far and wide, and there are few places in
Creation where it is impossible for a Terrestrial to spontaneously
Exalt. These handful of societies are as artifi cially induced as the
power of Realm Dynasts or the unusual fecundity of the scions of
Lookshy, the results of careful breeding.
DEMOGRAPHICS
It is nearly impossible to get an accurate view of population trends
of any sort beyond the strictly local level—even cities as small as Celeren
have problems keeping an accurate census of their populace. But on
average, Terrestrial Exaltation tends to occur at a ratio of about one in
ve to ten thousand mortals. This ratio tends to skew toward population
density—larger communities usually have more Terrestrials per thousand
than a collection of smaller villages of equal population would. Partly
this density is due to gravitation, as Dragon-Blooded are often drawn
toward larger towns and communities. Larger groups of mortals also tend
to concentrate the blood of the Dragons that is the heart of Terrestrial
Exaltation, increasing its chances in those communities.
CHILDHOOD
The normally young age at which Terrestrials Exalt is a
particular problem in much of the Threshold, where the support
structures found in places where Dragon-Blooded frequent are rare
or nonexistent. In those areas where the Immaculate Order has
infl uence, Dragon-Blooded take their Second Breath in a place
that is, if not exactly equipped to handle their special needs, at
least tolerant and understanding of the basics of Dragon-Blooded
life. In other parts of the Threshold, the young Terrestrials are
forced to fend for themselves, learning how to master their powers
through a combination of instinct and experimentation.
In small communities, nascent Dragon-Blooded have little
opportunity to develop their powers or get the education they need
59
CHAPTER TWO • THE OUTCASTE
to maximize its benefi ts. These unfortunate souls often quickly fall
prey to the dangers of the Threshold, unless they are recruited
by a patron. Of course, such recruitment has its costs. The
life of a lost egg in the Realm is never an easy one, and
the Seventh Legion expects much of its Terrestrial
members, even those who lack the martial education
of a Lookshy upbringing.
In larger towns and cities, young Terrestrials
are often brought under the wing of the local rul-
ers and the wealthy. In Paragon, for example, all new
Dragon-Blooded are immediately brought before the
Perfect and bonded into his service. In Calin, the various
noble houses often sponsor the education of young Dragon-
Bloods, provided those youths are not co-opted by Lookshy
recruiters. Of course, such co-opting or sponsorship is rarely
charity or benefi cence. It is the calculated grooming of powerful
weapons and servants, and smart Dragon-Blooded soon see it for
what it is. Still, under the tutelage and protection of such spon-
sors, the nascent Terrestrials can at least hope to survive to the
full fl owering of their power and gain such education and martial
training as their patrons can provide.
ADULTHOOD
Outcaste Terrestrials who survive to adulthood—more than
might be expected, but still fewer than could be hoped—have a
limitless spectrum of opportunities spread before them. The most
obvious and common career open to Dragon-
Blooded is the life of a soldier. From the fi eld
forces of Lookshy to the privateers of the
Western Ocean, the stirring song of war
calls to the Terrestrials, and many take
up its banner for some part of their long
life spans. As lone soldiers, bodyguards,
spies, assassins and scouts, Ter-
restrials can command a
hefty price. Acting in
concert, or as part
of a larger band of
mercenaries, they are
indispensable.
60
Outcastes who choose to avoid the life of a soldier or champion
still have many options open to them. Terrestrial sorcerers and
thaumaturges are always in demand, to produce artifacts, talismans
and all manner of alchemical wonders, to seal wards against the
dead, the Fair Folk or hostile spirits, to cast spells of truth-seeking
or to read the stars and discern the future. Terrestrial craftsmen of
all sorts are easily able to make a successful living at their trade,
their natural skills aided by Charms. The success of Dragon-Blooded
politicians is dependent on the culture in which they try to make
their career. Some cultures take great steps to obviate the power
of Terrestrial Charms through countermeasures or by simply ban-
ning their participation in the political arena, while others simply
acknowledge that Exalts will typically come to dominate any sphere
in which they show interest. Terrestrial performers, courtesans and
courtiers are all aided by the supernatural grace and presence af-
forded them by Charms, and Dragon-Bloods who chose to become
spymasters, scouts or assassins are gifted with supernal prowess in
stealth and investigation.
STATUS
Adult Terrestrials enjoy different levels of status depending on
the society in which they fi nd themselves, as well as the emphasis
placed on their heritage. In places where the Immaculate Order
holds sway—or has had substantial infl uence—they might not
exactly be treated as Princes of the Earth, but are often accorded
substantial rights and responsibilities beyond those of ordinary citi-
zens. In other communities, such as Nexus in the Scavenger Lands,
they are treated no differently than any other citizen of equivalent
wealth and power is. Still other communities see Dragon-Blooded
as little more than the weapons they were originally intended to
be. (Such communities are likely capable of taming the Dragon-
Bloods’ powerful elemental nature, or suborning their fi erce will,
whether through thaumaturgy, bribes of great comfort and wealth
that belie their status or ingrained ideals of society and culture.)
Few communities outright denigrate or ban the Terrestrials, but it
is not completely unknown. Terrestrials are not welcome in the
Skullstone Archipelago, for example.
CHILDREN
Outcastes are usually interested in continuing and improving
their bloodlines, even without the blandishments offered to Dy-
nasts. Attempts at organized breeding programs are often stymied,
however, by the lack of the massive genealogical records found in
places with extensive Terrestrial populations (such as the Blessed
Isle, Lookshy, Cherak or even Thorns before its fall to the Mask
of Winter). An outcaste might understand academically that pro-
ducing a child with another Dragon-Blood yields a better chance
of that child also being Dragon-Blooded, but that understanding
won’t magically make a willing Dragon-Blooded partner appear
for him. And without genealogical records tracking the spread and
dilution of Exalted blood throughout the local mortal population,
the outcaste’s efforts to start a Dynasty in miniature on his own
are largely up to chance.
Despite the diffi culties, minor bloodlines thrive throughout
Creation, creating small Terrestrial legacies and families in many
places. These bloodlines can potentially survive for generations
even without bringing in fresh blood from other communities to
reinforce the blood of the Dragons, with each generation producing
enough Terrestrials to continue the bloodline into the next.
POSSIBLE P ATRONS
Young Dragon-Blooded often fi nd themselves re-
cruited by older, more powerful, or simply more cunning,
patrons. Some even seek out these relationships, clever
enough to understand that such a deal can provide needed
protection until a Terrestrial is powerful enough to step out
on her own—or achieve her own status in the organization
of her patron. Some possible patrons include:
The Realm: The razor or the coin awaits lost eggs
from the Threshold, just as they do those non-Dynastic
Terrestrials from the Blessed Isle who fail to attract the
attention of one of the Great Houses. Life in the Realm is
harsh for a lost egg, but it has its rewards, and the opportuni-
ties, while not limitless, are great. Which option a fl edgling
Dragon-Blooded chooses often depends as much on her
recruiter as her personal preference. While the soldiers of
the Imperial legions are more forthright in explaining the
options to newfound Terrestrials than Immaculate monks
are, it is only from wandering Dynasts that a young Ter-
restrial is likely to receive a balanced examination of the
benefi ts and disadvantages of the razor or the coin.
The Seventh Legion: Standing orders for all offi cers
of the Seventh Legion include the duty of keeping an
eye out for any prospective recruits of particular talent
and potential. While this directive has certainly been
taken to include both exceptionally gifted mortals and
God-Blooded, special care is taken to try to recruit any
Dragon-Blooded they encounter—especially young
ones. Lookshy offi cers vary wildly in their approach
and honesty. Some beguile youngsters with their stories
of glory and a soldier’s life, while others speak plainly
of the costs of duty and service. What doesn’t vary is
the fees paid to the families of those recruited and the
recruitment bonuses paid to those responsible for their
induction into the Seventh Legion.
The Guild: Some Guild factors are eager to recruit
Terrestrials into their organizations, seeing each new
Dragon-Blood as a powerful addition to their repertoire
of assets. Others avoid them, seeing the young Terrestrials
as powerful potential rivals to their organization. Many
recruit them, intending to hand them off at some future
time to another factor in exchange for favors owed,
debts repaid, other trade goods or resources, or some
other valuable.
Local Dignitaries: Local nobles, merchant princes
or other worthies sometimes take newfound Terrestri-
als under their wing, seeking an asset in local politics
and trade. Others do so hoping for a means to catapult
themselves out of the local political scene and into a
more regional sphere of infl uence.
Mercenary Bands: Larger mercenary units often
make a point of recruiting those with potential and dem-
onstrated talent, in much the same way that the Seventh
Legion does. While they can rarely offer as much, and
are often much less trustworthy, they are often all that
a young Dragon-Blood can count on.
61
CHAPTER TWO • THE OUTCASTE
tion is present at the time, or to Whitewall if the fi rst two options
are out of the question. A small handful of these “sent-aways” later
return, but they often fi nd themselves leaving again after a time.
Usually, the concept of going back to their birthplace as successful
Princes of the Earth is more satisfying than the reality.
One of the largest cities of the North, Whitewall, has a small
but thriving population of Terrestrials, bolstered by the occasional
sent-away from Gethamane (many of whom eventually make their
way to the Realm). Approaching nearly 100 Dragon-Blooded,
counting the members of the Realm and Lookshy diplomatic corps
stationed there, Whitewall has several bloodlines that have proven
to consistently, if irregularly, produce Terrestrial offspring. Although
little trusted in the city, native Dragon-Blooded only rarely suc-
cumb to the temptations of Realm recruiters. Most fi nd jobs in the
Guard, as monster-hunters or as servants of the Syndics, who are
less sanguine in their distrust of beings of magical prowess, offering
great incentives both in cash and magical knowledge to those who
would remain in Whitewall and aid in its defense.
Outcastes entering the city-states of the Haslanti League from
outside face suspicion and doubt as to their motives, but they enjoy
more than a bit of awe, bordering on worship. While the Immacu-
late Order is not as overwhelmingly powerful in the League as it
is in Cherak or some of the other principalities of the Inland Sea’s
northern shores, it still holds considerable infl uence in several of the
larger rural areas of the League. This infl uence gives the Terrestrials
a level of respect not found in other parts of the North. At the same
time, the Dragon-Blooded have infl icted more than their share of
woe upon the peoples of the League, and Haslanti memories are
long. Foreign outcastes are welcome in the League, and can easily
nd employment, but they are rarely trusted. Only rarely do they
rise in power or infl uence in Haslanti society.
League-born Dragon-Blooded are inculcated with a fi erce
loyalty to their tribes, and then to the League, from the moment
they Exalt. For this reason, they are preferred for nearly all duties
of importance over their foreign cousins-in-blood. They serve in
the Ears of the North, they command air boats and iceships, they
preside over local councils, and they form a strong backbone of
magical power to the largely mortal League.
Terrestrial children of the icewalker tribes face a diffi cult
choice, and one not their own. Their fate is left in the hands of the
animal master that watches over their tribe. They may stay if the
animal master allows, and those who do stay tend to become great
hunters, champions or even leaders of their tribes. If the animal
master exiles them from the tribe, the young Dragon-Blooded must
ee, often with little more than the clothing on their backs, or face
their own families and friends in combat.
The icewalkers allied under Yurgen Kaneko, the Solar Exalt
known as the Bull of the North, allow Terrestrials born of their
tribes to remain as part of the growing warband. Those born in
the small villages that dot his lands, however, are slain whenever
the Bull’s patrols discover them. As such, when Northern villag-
ers in the Bull’s path discover that one of their own has taken
the Second Breath, that one is quickly sent into exile. The child
is fostered with a relative in a far-away village not yet under the
Bull’s sway if possible, or sent south to Cherak or some other coastal
city. Many never make it to their fi nal destination, as travel in the
North is dangerous even for armed bands, let alone an untrained
child traveling alone or with strangers. Those who do make it to
the southern colonies are welcomed with offers of training and
education, as few in those hard cities can afford to do without every
asset they can acquire.
BROTHERHOODS
The Elemental Dragons created their servants to be sol-
diers, which is refl ected in a myriad of ways. One is that, even
without the structure of Realm society or the discipline of the
Seventh Legion, Terrestrials tend to gather and associate when
given the chance, forming up into small groups almost without
thinking about it. This can be a great asset for Dragon-Blooded
with a mind for martial pursuits. While it is not unheard of to
nd lone Terrestrials working as mercenaries, it is more com-
mon to fi nd small bands of three to ten operating in the same
unit, either formally (as a band of champions) or informally
(as the offi cers of a larger mercenary outfi t).
Terrestrials who choose more sedentary existences as
savants, performers or craftsmen still often fi nd themselves
gathering with other Dragon-Blooded, forming the core of
artisans’ guilds, merchant houses, traveling circuses or small
universities. When there are no other Terrestrials in the area,
Dragon-Blooded tend to build strong bonds with their mortal
kindred or neighbors, forming ersatz brotherhoods to replace
those they cannot build with their fellow Exalted.
In the end, Terrestrials are social creatures, ill suited to
a solitary lifestyle. While Dragon-Blooded might sequester
themselves for a time to meditate on life’s mysteries, to avoid
the repercussions of their shameful excesses or for other rea-
sons, they inexorably fi nd themselves drawn back to society,
even if it’s not the one from which they originally hailed.
THE N ORTH
Cold and hard are the lives of those who live in the North;
only slightly less hard are the lives of those blessed by Terrestrial
Exaltation. The North is an unforgiving domain, full of shadowlands
and Wyld places, where the dead and the Fair Folk roam with near
impunity. In many places, a fl edgling Terrestrial is the only defense
a community has against the depredations the North has to offer.
And all too often, that defense is lacking in training and sent out
too soon to oppose threats that even experienced Dragon-Blooded
would hesitate to face down alone. In some remote tribes, newly
Exalted Dragon-Blooded are even seen as a threat. They might
be mistaken for God-Blooded (due to their elemental powers), or
the village elders might be well aware what a young Exalt is but
wish to avoid the kind of attention such a one can bring down on
a small village.
There is something in the underways of Gethamane that does
not like the Dragon-Blooded at all. What it is remains a mystery
few Terrestrials are willing to explore in any depth. Therefore,
the priests who oversee Gethamane’s temples strongly encourage
outcastes to remain in the city for no longer than a month. Only a
small number of Dragon-Bloods are willing to make their home in
Gethamane on a long-term basis, and few stay more than a handful
of years, complaining of dark nightmares and claustrophobia.
These few hardy souls still take great precautions, living in the
chambers closest to the surface and furthest from the underways,
traveling only during the day. Terrestrials who fi nd themselves in
the underways very rarely fi nd their way out again. When they do,
they are rarely intact in body or spirit.
Children who Exalt in Gethamane are immediately sent
away—to the Realm or Lookshy if a representative from either na-
62
in scope) as that of the Realm itself, a devoted and gifted band of
conspirators at its core. What’s more, nobody in the Realm has
any idea that House Ferem is ever up to anything, so few Dynastic
schemers ever take the Ferem into account.
HISTORY
When the Contagion ended, the remnants of the Shogunate
legions gathered to try to assess the damage, regroup, rearm and wait
for the next move. Those with air- or seaworthy transports mostly
made their way back to the Blessed Isle. In the North, however,
those who could not evacuate gathered at Cherak, a small port city
and mining center that had never been self-suffi cient, even before
the surge of military and civilian refugees that fl ooded its streets.
The remaining offi cers knew that without drastic measures,
there was no way Cherak would survive until harvest, let alone last
out the brutal winter. They needed to fi nd some way to keep as many
people alive as possible, and they understood that harsh discipline,
long hours of work and strict rationing simply weren’t going to be
enough. The legionnaires threw aside any concept of retaining mili-
tary worthiness as a Shogunate force. Sorcerer-engineers ruthlessly
stripped down weapons and defenses, converting them into tools
for survival instead of weapons for warfare. Dozens of warstriders
were stripped to their frames to be used as construction and agri-
cultural tools. Flame weapons were converted into heating systems.
Alchemical reagents were diffused and recombined for less military
duties. Wherever they could fi nd assets that could be repurposed,
they did so, hiding away only a small core armory of a handful of
half-functioning skyships, warstriders and military artifacts.
HOUSE F EREM
WILDCARD OF THE R EALM
The politics of the Realm, though disrupted by the disappearance
of the Scarlet Empress, are nonetheless well settled and understood.
Dynasts rule, patricians lead, citizens follow, and the Thousand Scales
manage. Despite requiring constant management and supervision,
it is a well-tuned machine that has endured for centuries.
House Ferem, one of the Cadet Houses of the North, plans to
throw a wrench in the works. From their Northern strongholds, the
Ferem seek to upset the balance of power between the Great Houses.
They intend to topple the current holders of power, which see them
as little more than half-civilized barbarians, instead of descendents
of the same Shogunate legions from which the Scarlet Empress and
the heads of the Dynastic Houses derive their lineage.
The Ferem are mostly untutored in the ways of Dynastic in-
trigue. They are subtle when they should be direct and direct when
they should be subtle. Their schemes are always on the razor’s edge
of discovery. They have only a few advantages: a history of military
success and personal power nearly as great (if not as overwhelming
When the forces of the newly reformed Realm arrived, they
found men and women who had survived two decades dredging
crops from hardscrabble lands ill suited to farming, fi ghting weather
that only grudgingly allowed for a single harvest a year. The harsh
winters and fearsome Northern threats—both mundane and mysti-
cal—had taken their toll on the population, especially the senior
offi cers who had formed the main defense against attack since the
legions had largely disbanded, leaving mostly unknown junior of-
cers in charge of the city.
When they asked for assistance, the offi cers of Cherak were
given little comfort—even the Blessed Isle had been devastated
by the Contagion and was only barely on its feet. The Empress
was sending her forces not to aid those in need, but to secure
63
CHAPTER TWO • THE OUTCASTE
THE A RSENALS OF F EREM
Never overwhelming or extensive in makeup, the
arsenals of Ferem are all but depleted by centuries of use
and near-neglect. Much of the arsenal was turned over
to representatives of the Scarlet Empress generations ago
when ties with the Realm became a fait accompli. Much
of what remains has moldered into uselessness as materials
needed for maintenance were allocated elsewhere and
methods of repair were lost by succeeding generations.
Still, there are treasures to be found in the caverns where
the arsenal is stored, and much of the arsenal’s weapons
and devices could be reclaimed by suffi ciently motivated
sorcerers or engineers.
RELATIONS WITH THE G UILD
The Guild is an integral part of agriculture and trade
in the Northern states, especially in Cherak. Cherak’s port
is vital to Guild operations in the North, and the famed
skill of Cherak’s navigators and sailmasters is the only thing
that keeps some ocean trade routes open in the harsh storms
of the Northern winters. Conversely, the only thing that
keeps Cherak agriculture bountiful and profi table is cheap
labor—and lots of it. Many landowners are more than willing
to pay Guild factors princely sums for the drugs that keep
their labor forces distracted enough to be useful.
This reliance does not blind Cherak to the real evils
of the Guild, it simply forces Cherak to tolerate them.
Some embrace the Guild, for the riches its trade brings
to Cherak, for the treasures they can buy from faraway
lands and for the opportunities and respect that having
such close ties with the Guild brings them. But there are
others—particularly merchants and craftsmen who are
not tied to Cherak’s agricultural holdings—who do not
appreciate the Byzantine politics of the Guild, its structure
of fees and tariffs or the trade opportunities it closes off.
resources to get the Realm itself back on a secure path to recovery.
Some help could be had (mostly food, seed and livestock to help
the city’s agricultural assets), but the message was loud and clear.
While no tribute would be demanded immediately, in deference to
their hard-luck status and their history in the Shogunate, Cherak
was largely on its own.
With this in mind, the members of the Cherak Survival Coun-
cil—the loose affi liation of offi cers, senior bureaucracy offi cials,
former merchant princes and others who had been directing Cherak’s
efforts—set about making a more formal arrangement of rulership
and administration for the city. The Survival Council was dissolved,
and after substantial deliberation (involving more than a little shout-
ing, several fi stfi ghts and at least three blood duels), a daimyo was
appointed. The daimyo then approved a slate of councilors, family
heads and a deliberate re-creation of a typical Shogunate city-state’s
political structure—modifi ed for the realities of Cherak’s tenuous
situation. The daimyo was not the most skilled military leader, but
rather the most skilled survivor, and most of his advisors were more
interested in farming and hunting than in warfare and intrigue.
The Great Families of Cherak evolved out of those fi rst steps
and thrived, contrary to expectations. A series of mild winters and
fruitful summers, combined with increasing levels of aid from the
Realm, allowed Cherak to grow and stabilize until it became an
important trading partner and tributary of the Realm. Cherak’s
families took to the sea to improve their status, building the city
as a maritime power capable of conducting operations even in the
harsh weather of Ascending and Resplendent Air. Realm infl uence
continued to swell over the centuries, even as the families of Cherak
sought to limit its infl uence and cultural impact on Cherak’s society,
a fi ght that continues to this day.
The Cherak economy is tied up in agriculture, fi shing and trade,
particularly ocean-going trade. Cherak’s port has expanded many
times over the years, grown large on Guild trade and bountiful fi shing
harvests, until it is one of the largest single ports outside the Realm
itself. Painstakingly constructed sea walls surround the port, keeping
the harsh winter storms and fl oating ice fl oes from the vessels that
winter here. In the depths of winter, only Cherak captains will put
to sea to brave the savagery that is the northern Inland Sea.
The lands around Cherak are not exactly known for their
fertility, yet quite a lot of it is well suited for farming. Such land is
at and easily tilled, and Cherak farmers have long experience at
eking out palatable foods from even near-barren soil. The Cherak
elds are known for their wheat and corn. While working the fi elds
is a long, labor-intensive process, Cherak’s largely slave-labor force
not only raises enough to feed the city, but provides great surpluses
for trade with the Realm as well. The single harvest they can grow
each year is often planted just after last snow and harvested right
on the edge of fi rst snow.
THE G REAT F AMILIES
Although they are “great” only in reference to Cherak itself,
over three dozen families in Cherak have suffi cient resources and
infl uence in Cherak society to earn that lofty descriptor. Collectively,
these families are known as House Ferem, and they use the same
naming structure that offshoot families of the Dynastic Houses use.
A member of the Taleki family named Solu, for example, would
be known as Ferem Taleki Solu. He could correctly be referred to
as Ferem Solu (especially in Realm documentation) or as Taleki
Solu (especially in Cherak). Names can also be used as political
referents. Insisting on using the Ferem house name (instead of the
family name) can often indicate support or loyalty to the Realm
and its ideals. Using only one’s family name can be a sign of loyalty
to Cherak and its society and culture. Insisting on the full name
can mean nothing, a balanced approach to the situation, or simply
that one is a pompous windbag.
The Great Families of Cherak are typically far more demo-
cratic—and chaotic—than the Dynastic Houses. Patricians have a
voice at council, and family elders can be replaced if three quarters
of the members of the council vote against their continued service.
Terrestrial Exalts are a great power in Cherak, but they are not the
only power. There are families where Terrestrials do not rule alone.
Some families even have few Dragon-Blooded members but still
wield considerable infl uence.
Members of these families are far more educated than the
common Cherak citizens or serfs, but they lack the sophisticated
educational techniques of the Realm and have differing goals
and focus than those raised under the Dynastic educational
system. Cherak Terrestrials are far more interested in crafts and
survival than in warfare and are raised to handle sailing craft
nearly from birth.
64
Rumors regarding the Council are widespread and as varied as
the imaginations of the tellers. Its existence, composition, rules of be-
havior and current status are always up for discussion among Cherak
natives. Outsiders rarely even know of the Council’s existence, as
it is not something commonly discussed with non-natives.
The Council, which currently numbering 56 members—the
largest in nearly fi ve centuries—started accumulating informally
with the fi rst suggestions of the Empress’s disappearance. It formally
incorporated itself (to the extent it is a formal organization) only
nearly four years ago. Since then, its members have been preparing
and scheming, looking for ways to profi t from this turn of events and
use the Empress’s absence to the advantage of their city. In some
cases, it does so even as their Great Family elders piously proclaim
their loyalty to the throne and the Regent.
The Council’s symbol is the same seal used to authenticate
messages from the original Survival Council—a golden coin. On
one side are a crossed ink brush and trowel; on the other are three
wheat stalks crossed with three arrows, representing the fi ve aspects
of survival—education and knowledge, construction and labor, agri-
culture, military might and wealth. Either side of the coin, encircled
with a broad band, can be used as a stamp, typically representing
which aspect is being discussed. The foremost symbol is the most
important in the missive sealed by the stamp.
Receiving a document—or coin—from the Council is both
an honor and a great secret. Few in Cherak would impersonate the
Council, if only because of the huge risks taken in doing so. Few
speak of any actions taken “for the Coin” even long after their duty
is done and the risks of revelation recede.
CONSPIRACIES AND I NTRIGUES
Although the Cherak Survival Council has been gathering
informally for nearly four years now, it has still gained no real con-
sensus on what path to take moving forward. Every member agrees
that the disappearance of the Empress and the resulting chaos in
the Realm are great opportunities for Cherak. Yet, whether to strike
out for the city’s own freedom, to attempt to topple the current
Realm political structure, to wage a war of subjugation against the
remainder of the North or to take some other course of action is
still a subject of much debate. The members of the Council know
they have little time left in which to move, though. The situation
grows more precarious and unsettled by the month.
The current slate of possible actions the people of Cherak could
pursue has been whittled down to the following vague plans:
Secession: Secession is largely seen as the plan of action most likely
to succeed in the short term, and with the least long-term risks, but
also some of the lowest gains. Cherak’s tribute payments are high
but not yet crippling, even after fi ve years of successive raises by the
Dynastic Houses. On the other hand, Cherak even now enjoys sig-
nifi cant protection from the Realm, and maintaining a larger standing
military to make up for the loss of Imperial Army protection would
cut the savings enjoyed by stopping tributes to a token amount. Still,
proponents argue that the soldiers hired would be Cherak soldiers,
loyal to Cherak, rather than a thinly disguised occupation force.
Overthrow: Overthrow is seen by all as the riskiest venture with
the greatest chance of failure, and a massive price to be paid for
that failure. Still, it is also the option with the greatest rewards.
To stand as the rulers of the Realm, or even just signifi cant play-
ers in its new political structure, would be worth every risk. (Plus,
the opportunity to put paid to some old debts would not go amiss
either.) Those seeking overthrow as an option also are most likely
to suggest alliances, some of them risky ones.
REALM O PINIONS OF H OUSE F EREM
Dynastic opinions of House Ferem are complex and
multi-layered. Many Dynasts see great potential in the
bloodlines found there, though that potential is bound up
in an exceedingly backward and rough-hewn culture. This
opinion is bolstered by the polite but obstinate refusal of
many citizens of Cherak to accept most Dynastic cultural
norms and customs.
Reactions vary to this combination of inherent talent
and stubborn adherence to outmoded ways of thinking.
Some Dynasts have only derision and scorn for Cherak’s
Terrestrials, who should know better. Others fi nd things
of value in the Cherak society and are quick to adopt
them—even when those things confl ict with mainstream
Realm mores. Most react with a combination of admira-
tion and exasperation, denigrating Cherak society while
admiring its accomplishments.
Many of the Great Families of House Ferem have been unoffi cially
adopted by one or another Dynastic House. Such adoption is typically
an informal arrangement. The Realm Houses occasionally sponsor
talented members of the Cherak Great Families to attend a prepara-
tory school (normally at the expense of the Cherak family) or provide
infl uence in the legion or the Thousand Scales to smooth the career
of a favored Cherak scion. In exchange, the Great Families agree to
political marriages within the adopting Houses or use their infl uence
in Cherak politics to aid the appropriate Dynasts. Such relationships
are not exactly fair or equal. The Dynasts typically get far more out
of the deal, and it is not unheard of for Cherak families to break off
the relationship after some particularly egregious violation.
Despite these relationships, House Ferem speaks with one voice
in the Deliberative. The Empress typically appointed a single member
of House Ferem to the Greater Chamber, and a number of individuals
would serve in the Lesser Chamber at any one time. Unlike most
in the Deliberative, the Ferem members of the Greater and Lesser
Chambers typically supported one another. Those appointed to the
Lesser Chamber realized there was little chance of advancement in
the Deliberative but much prestige to earned back home by currying
favor for their city-state in the Realm. While the negotiating and
bartering to determine who represents Cherak in the Deliberative
was fi erce, it was usually kept hidden from the rest of the Realm,
as are most aspects of Cherak politics. Since the disappearance of
the Empress, the representatives of Cherak have been largely silent
in the Deliberative, working mostly behind the scenes and little
participating in the spectacle of day-to-day politicking.
THE C HERAK S URVIVAL C OUNCIL
Throughout history, when major threats to Cherak arise, a
secret cabal of infl uential citizens meets in private, using their
considerable resources to make sure Cherak weathers the problem
successfully—emerging stronger than before if possible. The Council
has no formal membership and no long-standing history. It is a tem-
porary gathering of powers to deal with a particular crisis, rather than
a standing alliance. Its membership has included representatives of
the various Great Families, military offi cers, merchants, craftsmen
and farmers, scholars and even members of the Immaculate Order
who loved the city more than the Order—or at least saw no confl ict
between their duties to the Order and to the Council.
65
CHAPTER TWO • THE OUTCASTE
Conquest: It would not take much, some argue, to infl uence
the local legion commanders to throw in their lot with Cherak. In
so doing, they could raise up an army and begin their own war of
conquest against the North. They would start with the coastal cities
to shore up support and cut off supplies from the more powerful
inland nations such as Gethamane and Whitewall. This option is
somewhat popular, especially for not being aimed directly at the
Realm. Still, detractors point out that the gods of Whitewall can
be surprisingly prescient and proactive, and there are always the
massive armies of the Bull of the North with which to contend.
Renegotiation: Some seek merely to renegotiate the terms of the
various agreements between the Realm and Cherak. They would sue
for recognition of House Ferem as a proper dynastic House instead
of a “Cadet” House, as well as reduced tribute payments and more
favorable status for trade and loans with the various Great Houses.
This option is generally seen by most on the Council as little better
than the status quo. It risks little, gains almost nothing and is a
gesture born more of fear than defi ance.
Most within the Council understand that they are going to need
allies to pull off any sort of major offensive. Exactly with whom to
ally is a subject of nearly as much discussion as what to do. The Guild
seems a natural choice, but there are those in the Council who are all
too familiar with its avarice and misbehavior. They would prefer to
sup with long spoons when dealing with that particular devil. Some
favor Lookshy, which is remote and isolationist, but powerful. (The
Lookshyans are even distant cousins in a sense.) Few would prefer
the Deathlords. Those beings are powerful, but they’re untrustworthy
and likely to turn Cherak into their pawn. Some might consider
the Bull of the North, who is also quite powerful, but he’s already
busy and he might just as soon destroy Cherak as ally with it. The
Roseblack, Tepet Ejava, might even be an option, since she’s skilled
and well situated politically and militarily. She is distant, however,
and few in Cherak can even guess at her true loyalty.
The goals of the Council are likely to be opposed, of course—
most notably by the Realm and the Great Houses, but other threats
are spoken of as well. Whitewall is likely to look dimly on sudden
shifts of power in the North, particularly if Cherak gives the appear-
ance of growing aggression. The Bull of the North might decide to
take a personal stake in whatever outcome plays out, and he has the
force of arms to settle things in a manner to his liking. The Haslanti
could become involved as well, which could bring Lookshy into the
picture in a way the Great Families of Cherak might not like.
THE R EALITY OF THE S ITUATION
The members of the Survival Council are smart, well-educated
people who are capable of rationally following assumptions through
to logical conclusions. Unfortunately, they lack both information
beyond a large-scale overview level and intelligence-analysis skills
commensurate to the tasks they are planning to undertake.
They make drastic over-estimations in some areas and sig-
nifi cant underestimations in other areas. For instance, they have a
vastly infl ated opinion of Lookshy’s ability to deploy strategic forces
in large enough amounts to make a difference on the Northern
battlefi eld. Conversely, they underestimate how useful Lookshy’s
intelligence and special-operations assets could be, even in un-
familiar terrain. They also overestimate the chaos the Empress’s
disappearance is causing. That they have neither tipped their hand
nor been infi ltrated is due as much to luck as to the fact that the
All-Seeing Eye is distracted by other troubles in the Realm. What’s
more, the master of the Northern Wyld Hunt has grown suspicious
66
about what is going on in Cherak. Fortunately, his missives are
falling on deaf ears in the Realm, as it’s well known that he’s an
overzealous paranoid.
The Survival Council is aware of the former weakness, if not
the latter. As a result, the Council is currently trying to improve its
intelligence-gathering capabilities at the local level, although its
members are amateurs playing at espionage. This lack of knowledge
and skill, however, often leads to strategic paralysis that approaches
hysteria at times. The Council believes it has only one chance to
do whatever its members end up deciding on, so it wants to maxi-
mize its chances of success and minimize its members’ chances of
ending up with their heads separated from their bodies. So the
Council dithers and quibbles and argues, always failing to actually
accomplish much of anything.
CHERAK E DUCATION
Cherak Dragon-Blooded receive fi ve fewer Ability dots
at character generation than Realm Dynasts do, and they
have a different set of required Ability minimums. (Archery
1, Craft 1, Lore 1, Melee 1, Sail 2, Survival 2.) They also
use the standard Artifact and Manse Backgrounds, rather
than the enhanced ones found on pp. 103-105. They also
pay double for the Breeding Background, although Cherak
natives may purchase up to the fi fth dot in this Background.
Otherwise, they use the Dynastic character-creation rules
and traits found in Chapter Three.
NOTABLE M EMBERS
ADMIRAL F EREM H ELKAR
Helkar is a thick, barrel-chested Child of Hesiesh. He is in charge
of Cherak’s substantial fl eet of longships, and his skill in battle is
prodigious even without the use of Charms. Strong enough to swing a
reaver daiklave without attunement and encased in super-heavy armor
intended for use at sea (armor of aquatic puissance), he is a one-Exalt
boarding party—a fact in which he sometimes puts too much faith.
Helkar is respected by men, idolized by children and loved by
(most of) the women he meets. His passions are great, his appetites are
enormous, and his humor is unending. People say he’s a clever enough
fellow, a decent tactician and strategist, but he’s not always that quick
on the uptake. When this comes up in conversation, he pauses, laughs
and eventually quips that though he might not be the sharpest sword
in the arsenal he’s certainly the biggest. Then he downs another mug
of ale and tips a lurid wink to the nearest pretty lady.
SIDEREAL I NTERFERENCE
The Sidereals are aware of the plans of House Ferem,
in concept if not in detail. Thus far they have done nothing
to tip off the Great Houses or the All-Seeing Eye. If House
Ferem manages to unite enough major players to provide a
true challenge against the Realm, these Sidereals reason,
the challenge could spur the Dynasts into fi nally settling
their differences long enough to squash their Northern
cousins. And if Cherak should somehow manage to prevail…
well, it would likely be far more tractable and more easily
manipulated than the jaded Dynasts.
Thus is the illusory façade maintained. Helkar is far, far smarter
than most ever realize, though he has grown to enjoy the act over
the decades. Helkar’s fi erce, outspoken loyalty to the Realm is nearly
as much an act as his apparent stupidity. Loyal to the idea of the
Realm, he has no particular love for those in charge of it or for their
current policies. If his beloved Cherak can fi nd some way to upset the
balance of power in the Dynastic Houses and bring about change, so
much the better. Yet even as he throws his support wholeheartedly
behind the Council, he schemes and plans escape routes and plots
of vengeance should the Council’s plans come to ruin. You can’t
bring change about, he notes to himself, if you’re dead.
THE M ARMOREAN C IRCLE
Thirteen Terrestrial savants, pale of countenance and uncom-
promising in nature, make up the core of the Marmorean sisterhood.
Thirteen again are their paramours, descendents of the Hundred-
Eyed Shouter of Blasphemies, also known as Eshemati. Thirteen
twice times itself are their servants, skilled in craftsmanship, fearsome
in battle or wise in thaumaturgy, but silent in word and deed. The
Marmoreans reside in a dozen temple caves in the North, fortifi ed
redoubts whence they sally forth to gather secrets from the world
of mortal men, bringing them back to their demon master, whose
aspect is knowledge and whose sphere of infl uence is secrets.
Eshemati, it is said, was neither Primordial nor god, but a
servant of the being now known as She Who Lives in Her Name.
He once tasked a Maiden to stand watch over those secrets that
were his alone, for he tired of his unceasing duty and wished to
take comfort in the pleasures of Yu-Shan. But the Maiden betrayed
him, spreading his secrets throughout Creation so that all could
partake in mystery and deception and taking his mantle for her
own even as her servants cast him into Malfeas. But Bagrash Köl
freed Eshemati in exchange for some great secret (some say the
location of the Eye of Autochthon). Now, Eshemati’s Maidens seek
out and attempt to retrieve all the secrets stolen from him in order
to return them to him.
The Marmoreans speak little, communicating with their deaf
servants only through sign language and preferring the written word
to the spoken. The sisterhood knows many secrets. They know
spells to permanently alter a person’s visage or gender. They know
alchemical recipes whose results remove memories from those who
want them not. They know rituals penned by Dragon King heretics
that allow them to learn the secrets of a victim by ritually devour-
ing their brains. They know even more foul things that should not
be known in Creation, but the total extent of their knowledge is
one of the fi rst secrets they were able to return to their master. Yet
they are willing to trade many of these secrets for information that
no Marmorean has ever heard. At least for a time—all secrets are
Eshemati’s and must be returned to him. For a mortal to hold onto
a secret thing is to commit a minor blasphemy. For even an Exalt
or god to speak a loaned secret aloud is heresy, sullying that secret
and disgracing the Marmorean sister who loaned it.
The 13 sisters are all sorcerers and predominantly Water or Air
aspected. When one dies, the rest have 169 days to fi nd a replace-
ment and present her (or him) before their master or suffer horrible
punishments. Eshemati demands that only women serve him, but
he is not overly demanding about what gender his servants were
born to. They are not forbidden liaisons with men (or women) other
than their paramours, but they may carry a child to term only twice:
once when they choose to give birth to their lover’s replacement,
and once when they choose to try to bring a new sister into the
circle. Each generation, the most powerful Marmorean is granted the
67
CHAPTER TWO • THE OUTCASTE
honor or bringing a fresh infl ux of her lineage into their bloodline.
Some even survive the childbirth, but most do not.
The eldest sister does not have a citadel-temple of her own.
Instead, she and her retinue travel from temple to temple, over-
seeing the actions and secrets gathered by the younger sisters. The
servants of the Marmoreans—169 for each—are the descendents
of a degenerate and cannibalistic tribe of Contagion survivors who
ed to the caves they were found in. Though they still partake of
human fl esh, they are now stoic servants, trained in the arts and
skills needed by the Marmoreans, and deafened at birth so that
they may never hear a secret and inadvertently speak it to another.
Marmorean warriors—about half of each retinue—are typically
equal to regular troops, although some are elite, and every retinue
boasts a handful of mortal heroes and thaumaturges. These special
servants are the closest and most faithful the sisters have.
THE E AST
While the East is a rough-and-tumble wilderness compared
to the relative order and structure of the Realm, it is still far more
civilized than much of the rest of Creation. Many large towns and
cities are scattered throughout the region, as are plenty of places
for young Dragon-Bloods to fi nd opportunities for education, ad-
vancement and relative safety. Comparatively more Terrestrials
nd their way to maturity in these environs, and their infl uence
can be strongly felt on the politics, militaries and social structures
of much of the region.
Opportunity abounds wherever one looks in the East. The war
between the Linowan and the Haltans provides plenty of chances
for mercenary Terrestrials to make their fortune—or buy the farm.
The widespread breakdown of the Celestial Bureaucracy in the East
gives plenty of opportunity for savants skilled in the etiquette of the
spirit courts—and in the Arts of Warding and Exorcism.
There are few Dragon-Blooded in the usually sleepy lands
of Chaya, although the fi re tree pollen that creates their unique
society has as little effect on Terrestrials as it does on any other
Exalt. While even young Dragon-Bloods are powerful enough to
overwhelm all but the most determined bands of mortals under
the infl uence of the pollen in blossom season, they can rarely
do so without permanently injuring or killing friends, family or
loved ones. Most Chayan Dragon-Bloods are fostered to families
elsewhere in the East or to the Realm through the Immaculate
temples located there.
The deciduous forests of the Linowan people are home to few
Dragon-Blooded today. The Blood of the Dragons never fl owed
thickly in the veins of the Linowan, and many who did Exalt here
made the choice to take “the coin” of a lost egg, rather than remain
with their people. Those who did stay all too frequently ended up
dying in some raid or another on the Haltans, often without having
a chance to sire children of their own. When the Bull of the North
invaded the region, the resultant confl ict further strained Queen
Arkasi’s already limited force of Terrestrial warriors, as Yurgen’s
forces shattered sworn brotherhood after sworn brotherhood
upon their shields. The invasion left few Dragon-Blooded alive
in the employ of the queen, and many of those who survive do
so at terrible cost to body and spirit. Of the various units assigned
Dragon-Blooded champions, only the queen’s personal guard of 15
Terrestrials survives without casualty, and only because she never
committed it to the fi ght.
The endless war with the Linowan has done little to bolster
Terrestrial numbers in the forest-cities of the Haltans, either. The
Haltans’ tradition of sacrifi cing Fire-aspected Dragon-Blooded to
the Fair Folk who rule the ground only exacerbated the dearth of
Terrestrials in their lands. Deliberate meddling on the part of the
Lunars who helped guide and shape Haltan society has further
reduced their numbers. Dragon-Blooded are largely regarded as
dangerous, erratic and prone to great elemental outbursts that can
savage and kill even large redwoods. Although Wood-aspected
Terrestrials are favored, marriages that bring forth any other type
of Dragon-Blood—especially Fire Aspects—are often ostracized
from Haltan society, especially in the less cosmopolitan cities and
towns. Those Terrestrials who remain in Halta under this kind
of scrutiny and prejudice almost invariably end up in the Haltan
Guard. Those who do are often assigned to raiding parties crossing
the Linowan border. The rest become merchants, carrying trade
goods to faraway lands.
Before the sudden attack of the Mask of Winters, Thorns
was a bastion of Realm infl uence in the southern reaches of the
East. Several hundred years of Realm infl uence had left its mark
on the city-state. While not as strong as the bloodlines of Ferem
in the North, several distinct strains of Terrestrial heritage could
be found among the noble families of Thorns. Lost eggs found in
Thorns were often able to return to their city after their service to
the Realm was completed, and Terrestrials of noble lineage were
occasionally allowed to “evade” offi cial Realm notice, as long as the
right indulgences were paid to the right Dynastic offi cials.
Additionally, many Dragon-Bloods who had been banished
from the Blessed Isle but had not completely lost the Empress’s
favor made their home in Thorns, preferring its weather to the
sweltering heat of An-Teng or the frozen wastes of Cherak. Several
dozen Terrestrials—Dynasts and outcastes alike—made their home
in Thorns prior to the invasion.
Most died attempting to defend their doomed city. Of those
who survived—and retained their freedom and sanity—some have
returned to the Blessed Isle, where they strive ceaselessly to warn
the Realm of the oncoming danger and mount a mission to retake
their city. Others have allied themselves with Lookshy, forming a
tenuous alliance of convenience with a power that appears to be
taking the Mask of Winters far more seriously than the Realm is.
Only a handful of Terrestrials native to Thorns have allied
themselves with the Mask of Winters, and they are reviled by their
cousins who escaped. Despised even by natives who have submitted
to the Mask of Winters are the mercenary Dragon-Bloods he has
hired to act as his agents in the Scavenger Lands and the East. Even
the Deathlord himself sees them as little more than useful pawns,
and he sacrifi ces them in one plot or another as needed. Completely
jaded and cynical individuals to a man, those who work for him
understand this and see it as part of the risk of doing business.
Some of the less degenerate and Wyld-tainted Eastern tribes
still have bloodlines strong enough to occasionally support Exalta-
tion. Some of these barbarian Terrestrials walk out of the forests
into Creation, seeking alliance with others of their kind, seeking
adventure or just seeking understanding of who and what they are.
Some are slain by fearful members of their own tribe, who confuse
Exaltation with possession, mutation or something worse, or who
simply don’t want to deal with the problems a Terrestrial can bring
upon a small tribe. Others become tribal champions, leaders, sha-
mans, gods or all of the above, leading their tribes from the front
or from the sidelines until they run into something big enough to
put them down. Rarely do any of these Dragon-Blooded live out
a full century.
68
order. The order’s mysterious masters hold the power of life and
death over each of their agents. They dictate diet and training
regimens. They instruct the teachers who hand down the secrets
of their martial-arts prowess. They even pass sentence on agents
who fail to uphold the order’s loose regulations or are incapable of
successfully completing a mission. They also personally negotiate
every contract for their clan’s services.
The Grass Spiders regard assassination as an art, a discipline
to be mastered and studied like any other. They take its study as
seriously as Immaculate monks take their study of the Texts or
martial arts. Although they specialize in horrible accidents that
can’t be traced back to anyone and example murders meant to
send a message, Grass Spider operatives also take on a number of
other types of jobs for suitable incentives. Those jobs include theft
of irreplaceable objects (artworks, artifacts, other unique objects),
espionage and reconnaissance, and military intelligence. The main
condition in taking a job is that it must be suited to the Grass
Spiders’ mindset and purpose, it must pay well, and it must not be
seen as “common.” They are assassins and high-class thieves, after
all, not common bandits.
The Hallowed Order of the Grass Spiders (their preferred
name) operates a variety of safe houses in cities throughout the
region. Many of those houses are operated by servants who have no
idea what their masters are, though some are run by agents who are
fully complicit in their dealings. Their main center of operations
is a series of fortifi ed range houses centered around a small manse
located on the Chayan border, outside Matetha. Here, the Grass
Spiders train and study the arts of assassination. They also recover
from missions there, using the downtime to relax and trade stories
about their missions and pasts.
Although they are disciplined and studious, the Grass Spiders
are an affable, even jovial, bunch. New disciples are either recruited
(sometimes drafted) very young or are brought into the group only
after careful observation to make sure they are compatible with the
somewhat quirky outlook of the order’s senior members. To the
Spiders, assassination is no different than fi ghting as a mercenary,
selling oneself as a prostitute or peddling slaves, drugs or weapons.
It might be a distasteful, occasionally regretful, occupation, but it’s
necessary. If it has to be done, then, better it’s done by a professional
who enjoys his work.
The rules of assassination for the Grass Spiders are simple. Be
unique, be interesting, be original, don’t get caught, and don’t hurt
bystanders. This last rule is actually the only fi rm rule the order has;
the others are only guidelines. The ban on harming noncombatants
is steadfastly enforced because the order’s founders know that they
continue to exist only as long as the greater powers of the region
see them as mostly harmless to the greater social order. It is a purely
pragmatic stance—and taught that way—but it is also a fi rmly held
one. As a result, the general opinion of most in the region is that
if you stay out of the Grass Spiders’ way when they’re on the job,
they’ll bend over backward to leave you alone.
Rumors swirl around the order like leaves in a storm. Savants
speak of strange forest gods who teach the clan’s Terrestrials their
weird martial arts style, based on the jumping attacks of the grass
spider. Legends talk of necrotic poisons, the result of trade with
faraway Sijan, toxins that rot away the fl esh and devour the soul.
Gossip speaks of deals with the bestial chauns of the Southeastern
forests for green poisons that drive men mad, and alchemical
reagents used in all manner of thaumaturgical tricks. The Grass
Spiders just shrug, laugh and agree with every rumor, no matter
how addled or contradictory it seems. Indeed, the more insane or
THE G RASS S PIDERS
In the savannas of the Southeast, around the Sandy River and
the fertile plains of Chaya, four whispered words will garner more
fear than rumors of far-away Deathlords or even the beast-king
Ma-Ha Suchi. Those words are “Grass Spiders on you.” Telling a
man you have arranged a contract on him with the Grass Spiders
is akin to telling him he is already dead. All that remains is for
the assassination to occur and the body to be cremated. Some
ght, some run, and others seek their solace in suicide, attempting
to avoid the undoubtedly unique and imaginative death that is
sure to follow swiftly on the word of the contract—assuming any
notice is given.
For over a century, the Grass Spiders have been the most
feared order of assassins in the region. Currently numbering two
dozen Terrestrials, and perhaps 10 times that number in trained
mortal assistants, thaumaturges and a handful of God-Blooded
agents, the Grass Spiders operate through a network of spies and
factors. These factors are often otherwise-honest businessmen who
merely “happen to know someone” who can do work for a price.
The connections they offer eventually lead through a labyrinthine
web of agents and tests to the Three Elite Fiends, the elders of the
REALM V ASSAL S TATES
The Realm has always walked a fi ne line between
desiring to recover “lost eggs” and desiring to keep the
peace in its satrapies. On one hand, lost eggs bring new
bloodlines into the Realm, and on a purely practical level,
the more Dragon-Bloods the Realm controls, the better.
On the other hand, those who run the Realm understand
all too well the bonds between mother and daughter and
have little interest in seeing the Threshold erupt because
of overly draconian laws regarding the Terrestrial offspring
of satrapy subjects.
For this reason, the Realm has typically offered a
carrot rather than a stick when dealing with the subject.
Much is made of the potential opportunities of life in
the Realm, of the education the young Terrestrial will
receive. Lavish payments are doled out to the families of
lost eggs, used as both incentive and in lieu of the monies
the Dragon-Blooded could bring into the family. In ex-
treme cases, long-term pensions are set up for the families,
guaranteeing them a permanent salary, usually based on
that paid to the Dragon-Blood being turned over.
In all cases, the realities of life in the Realm as an
outcaste scion are downplayed, if not outright white-
washed. Little mention is made of the harsh and specialized
nature of the education provided at Pasiap’s Stair or of
the brutal and unforgiving discipline of the Cloister of
Wisdom. Families are often led to believe their children
will actually become Dynasts rather than second-class
citizens with limited advancement potential.
For all that, many of the lost eggs serving the
Realm—under the razor or the coin—still seek out and
recruit Terrestrials in the Threshold with the same passion
that Dynastic offi cials do. In their minds, life as a second-
class citizen of limited opportunity is still far better than
the life they left behind.
69
CHAPTER TWO • THE OUTCASTE
impossible, the more fervently they insist that no, this
must be the truth, and never mind what they agreed
to just last week.
Offi cially, the Grass Spiders are outlaws and
assassins, wanted throughout the Scavenger Lands.
Unoffi cially, many governments and organizations
operating in the area have made use of their talents,
through suitable layers of plausible deniability. Many
Guild factors know how to make contact with the order,
but the Grass Spiders are insistent that any potential
Guild contracts be paid in full up front. Lookshy has
a carefully unoffi cial “hands off” policy regarding the
Spiders. It takes no contracts to go after members of
the order, and its agents are instructed to avoid tan-
gling with the Grass Spiders whenever possible. Some
rangers operating in the area, however, occasionally
engage in basically harmless—even friendly—contests
of skill with Grass Spider operatives.
THE S CAVENGER L ANDS
Although the infl uence of the Seventh Legion is
felt throughout the East, nowhere has Lookshy more
strongly laid its hand upon the Terrestrial population
than in the Scavenger Lands. By some accounts, half
of the Dragon-Blooded born in the Confederation of
Rivers end up serving in the Seventh Legion or its
janissary forces.
Plenty of unaffi liated Terrestrials still wander the
countryside of the Scavenger Lands, though. From the
mercenary champions of the Hundred Kingdoms to
the elite bodyguards of Nexus and the necromantic
craftsmen of Sijan, Terrestrials who seek adventure
but wish to avoid service with the Seventh Legion
still have plenty of opportunities to fi nd their fame
and fortune.
The Scavenger Lands’ people are largely cos-
mopolitan and jaded. Beings of great power are not
uncommon here. Gods walk freely among men, Ter-
restrials gather in strength, Anathema are considered
nothing more than powerful entities, and indefi nable
things can be found around nearly every corner in
Great Forks or Nexus. This is an advantage for young
Dragon-Bloods, as they have more opportunity to con-
centrate on making a living and a name for themselves,
rather than being swept up into political concerns.
Unfortunately, it also means that there are beings
about that can handily defeat even an experienced
Dragon-Blood. Caution, cunning and friendship are
the bywords of survival for Terrestrials in the River
Province, and it is rare to fi nd a Dragon-Blood work-
ing completely alone.
Some of the most successful scavenger lords in
the Confederation of Rivers are Terrestrial Exalts.
Their broad skills and Charms make them excellent
archeologists, tomb-raiders, scavengers and looters, and
their ability to aid and defend their compatriots and
employees make them highly sought after as partners
or employers. Many a Terrestrial has managed to
unearth great wealth and magical stores before being
betrayed by the wrong patron or failing to notice a
70
deadly trap. The problem, of course, is the lure of adventure and
simple greed. Many fall prey to the endless temptation of taking
just one more job before retiring. Still, some of the most famous
businesses in the River Province were started by Terrestrials who
made one last huge score, then quit while they were ahead and
settled into a new line of work.
Terrestrials are in demand in all three Observances of the
Funereal Order of Righteous Morticians and Embalmers in Sijan.
As Funerists, their Charms allow them to converse with members of
any culture in Creation and quickly master even the most complex
of ceremonies and burial rituals. Craft and Medicine Charms give
Dragon-Blooded who choose the path of the Mortwright the ability
to quickly and precisely prepare not only the body for funeral, but the
mausoleum in which it will reside—and the traps that will defend
it. And while Terrestrials are incapable of unlocking the powers of
necromancy available to the Celestial Exalted (let alone the Void
Circle available only to the Deathlords and their Abyssal servants),
their mastery of Essence can make them superb practitioners of the
mortal Art of Necromancy. It also makes them excellent members
of the Deadspeakers’ Observance. The combination of their ability
to master multiple arts of the Morticians’ Order and the infrequency
with which the Dragon-Blooded volunteer for this duty, has led to
the creation of a special status for Terrestrial members of the Order.
They, and they alone, may simultaneously hold rank in more than
one Observance. Many hold rank in all three.
Sijan itself has little use for Terrestrials as guards or as military
commanders. Between a dragon of the Seventh Legion’s fi nest, the
Black Watch and its status as city of the dead, Sijan has little to fear
from invasion or raids. The funereal parties that escort corpses to the
city often travel through dangerous terrain, however, and a handful
of Dragon-Bloods serve as commanders of these escort groups. An-
other small group commands the black galleys of Sijan, safeguarding
them on the rivers of the Scavenger Lands from those river brigands
desperate or foolish enough to attack those vessels. These outcastes
are typically mercenaries hired from other lands, as Sijan’s living
population is small enough that only infrequently do Terrestrials Exalt
there. Those Sijanese who do so almost invariably either leave that
ancient city or become members of the Morticians’ Order.
Work can also be found occasionally as messengers traveling
into the Underworld, using the edges of the Black Chase or one
of several small shadowlands inside Sijan itself to bear messages to
dead family members who cannot be contacted through normal
methods. These missions are fraught with peril, and while the
rewards are commensurately great, they are often insuffi cient given
the hazards faced.
The Marukani are spread thinly through the lands they claim,
residing mostly in small range towns—walled ranch compounds
surrounded by pasturage and gardens. Because their population
density is so low, the Blood of the Dragons rarely has a chance to
concentrate, and Dragon-Blooded are uncommon. The Mayhiros
clan, owners of Celeren Manse and the closest thing to a Great House
in Marukan, boasts the largest collection of Marukan Terrestrials,
though it numbers less than 30 Exalts among its members. Perhaps
twice that are scattered through the remainder of the Alliance, and
there are another 50 or so natives who have left the rolling fi elds
of Marukan to seek adventure elsewhere. Marukan Terrestrials
commonly make their living as ranch owners, circuit riders and
infantry commanders. Their powerful anima banners hinder their
ability to ride, though, so artifacts that grant the a mount immunity
to the damage a Dragon-Blood’s anima infl icts are highly sought
after—as are teachers of the Charms that do the same. Curiously,
Marukan Dragon-Bloods make no use of simhata, artifact steeds or
other alternative mounts. To do that would be a slap in Hiparkes
face, if not a venial sin against him.
It is impossible to fully detail the opportunities, pitfalls, cul-
tural relations and Terrestrial populations of the various polities of
the Hundred Kingdoms. Few nations in the Hundred Kingdoms
maintain a policy of intolerance toward Terrestrials for very long.
Although periodic mortal interregnums occur throughout the region,
most commonly after the bloody reign of a particularly demented
Terrestrial tyrant, nations ruled thus are typically enveloped by
neighbors less worried by Terrestrial interference. Many polities
MERCENARY C HAMPIONS
One of the most common Terrestrial Exalted military
occupations in the Hundred Kingdoms is that of champion.
Many international confl icts in the Hundred Kingdoms
are settled by carefully arranged duels between appointed
champions—either singly or in small units of up to a talon
in size. These duels are used instead of all-out warfare simply
because, while a Terrestrial champion can be frighteningly
expensive, paying him is still far cheaper than raising, arm-
ing and provisioning an army. These champions are also
typically far less destructive to their surroundings than a
series of pitched battles might be.
Informal rules of conduct and engagement are propa-
gated throughout the Hundred Kingdoms and beyond as the
idea spreads to other parts of the Scavenger Lands. These
rules specify length of engagement for a given magnitude
of unit, size of the engagement area, treatment of wounded
and prisoners, scoring and regulations on unfair conduct
and the sanctions that can be imposed. The most sophis-
ticated versions even include a basic point-scoring system
that allows the two sides to “even up” their teams prior to
combat. Such rules supposedly make sure that neither side
has simply bought itself an unchallenged victory.
The actual duels are often magnifi cent affairs, fi lled
with pomp and spectacle, brightly colored and emblazoned
pennons, and sporting events leading up to and following
the actual fi ght. They are treated in many ways as a grand
festival would be. In most cases, these duels provide the
only opportunity people will have to observe Exalts in ac-
tion, at least with any decent sense of safety. Duelists are
encouraged to avoid actually killing their Exalted opponents
if at all possible, though the treatment of mortal soldiers is
often more problematic. Duelists are military combatants,
after all, not pit gladiators.
Because duelists are so rarely killed, many of them
eventually “retire” from the profession. These powerful
combatants often take up arms as bodyguards, as commanders
of mercenary units or security retinues, or as the leaders of
military detachments for the Guild, other merchant houses
or various kingdoms. Famous or skilled duelists carry their
reputations with them when they leave—which is a mixed
blessing. On one hand, a good reputation opens up doors
and can help prevent confl icts. On the other hand, it can
result in increased confl icts, as young, brash warriors attempt
to prove their worth by killing famous duelists.
71
CHAPTER TWO • THE OUTCASTE
Those of a martial bent can fi nd their fortunes in the City
of Festivals as well. Since the near-destruction of the Great
Forks military at the Battle of Mishaka, Great Forks has relied on
hired mercenaries to provide the city with additional protection.
Dragon-Blooded mercenaries are preferred, because of their abil-
ity to keep up with the lesser gods and elementals that form much
of the military’s command. Additionally, strife between various
sects and faiths in the city can sometimes lead to bloodshed, and
Terrestrials are used both as disposable—and deniable—assets for
conducting assassinations and other dirty tricks, and as bodyguards
and investigators to prevent them.
Beyond the typical hazards to life and limb common to all who
follow the paths of blood and steel, the city is not without its dangers.
Some of the gods living in Great Forks have resented the Dragon-
Blooded since the Usurpation, and they are more than willing to take
their frustrations out on Terrestrials who fall into their clutches. Other
residents are so desperate that even the risks of assaulting a Prince of
the Earth can be worth the possible rewards in artifacts and goods. And
there are always rumors of misbehavior on the part of the tripartite rulers
of the city—suggestions that performers who fail to live up to their lofty
expectations disappear, to be discovered as brain-savaged thralls in the
service of some slave lord months or even decades later.
THE T ERRESTRIALS OF L OOKSHY
Five great Gentes and a dozen or so lesser ones form the spine
of Lookshy’s Terrestrial heritage. Mostly founded by the members
of the General Staff and prominent Shogunate commanders who
joined up with Lookshy after its founding (such as Taimyo Vondy
Beulen), these families have guided and overseen Lookshy’s devel-
opment for centuries. Each family consists of dozens of Terrestrials
of the Hundred Kingdoms treat Terrestrials as powerful weapons,
mighty champions or useful assets, seeking to acquire them in the
same way they might seek to acquire First Age weapons. Some are
ruled—at least for a time—by Dragon-Blooded, or are strongly
infl uenced by outcastes, but many others have few or no Terrestrial
Exalts who make permanent residence there.
The fi lthy, lawless streets of Nexus provide ample opportunities
for daring Terrestrials to prove their mettle and earn their fortunes.
The foundries always have need for skilled forge masters, and few can
match the prowess of a child of the Earth Dragon who has turned
her heart toward metalworking. The fortunes made in Nexus give
the Dragon-Bloods occasion to try their hand as security experts
and as thieves—sometimes at the same time. And the gladiatorial
pits are always welcoming to an outcaste who is looking to hone
his skills, make a name or simply fi ght his way out of debt. Handfuls
of Terrestrials serve the Council of Entities, but these positions are
rarely open to unsolicited applicants. The Council knows which
agents it wants, and it seeks them out on its own terms. Others serve
the wealthy and powerful, with roles and status that range from
highly paid thug to most trusted servant. Whatever their position
or status, it can certainly be said that Terrestrials in Nexus do not
live boring lives. Short ones, yes; boring ones, no.
Great Forks is a city of opportunity and peril for the offspring of
the Elemental Dragons, particularly those of a socially or education-
ally oriented disposition. Dragon-Blooded who make their home in
Great Forks are often savants interested in the libraries and hospitals
found there, or socialites, interested in the parties and festivals that
ll its streets. Terrestrial courtesans command high prices and great
respect in the hallways of Great Forks, and performers of every stripe
can fi nd meaningful employment on its streets.
72
more respected. The victories of the Karal’s scions are well-known
and well-spoken of, even by their enemies.
Karal is a military family in a society of military families. It has
many shozei and kazei but comparatively few sorcerer-engineers or
merchant princes. The focus of the family has always been military
prowess and discipline. Even when dealing with matters of money,
politics or the heart, members of the family are likely to take a
tactical view on the subject.
ECONOMIC P OWER
Gens Karal’s fortunes are based on bounties paid for recovery
of weapons and other First Age and Shogunate supplies during the
rst few decades following the Contagion. These bounties and sal-
vage fees were carefully invested in a wide variety of opportunities,
and today, one can fi nd Karal factors involved in many different
industries, both in Lookshy and throughout the western sections of
the Scavenger Lands. Karal outright owns few warehouses, shipping
concerns or industries, but it has interests in a great number of dif-
ferent ones. In this way, the family has successfully hedged its funds
against economic downturns and grown its fortunes slowly over the
centuries. Today, it is the third wealthiest Gens in Lookshy.
POLITICS
Although openly dismissive of political posturing and brink-
manship, older members of Gens Karal are often surprisingly
effective in the political sphere. Although they come to it from
a military background, they apply the same rules Lookshy uses on
the fi eld of battle to the fi eld of public opinion. Karal politicians
can be deceptively deep, especially for a Fire-aspected house, and
few underestimate them twice.
The Gens as a whole tends toward Mercenary political beliefs,
with a strong strain of Interventionist leanings, though its mem-
bers are not as outspoken in their beliefs as Gens Maheka is. Most
senior members of the Karal family believe that while the time is
not now, a resurgence of the Shogunate under an appropriately
righteous Shogun would be in the best interests of not only the
Seventh Legion, but Creation. Their typical outlook is guarded
optimism. The Legion is beset on all sides by enemies, but it retains
much strength and has diversifi ed its position successfully enough
to survive even if Lookshy is destroyed.
Most of the Gens’ political battles are centered around increas-
ing the distributed nature of the Legion—making sure that destroying
Lookshy cannot be a fatal blow to the Legion. Their scions are
supported in this by some members of Gens Maheka and several of
the minor Gentes, but opposed bitterly by Gens Teresu.
Gens Karal is a favorite of the horselords of the Marukani,
who appreciate the daring tactics and solid logistical sense of Karal
commanders. They are less favored by some members of Great
Forks, although Dayshield is known to have had a fondness for the
Gens’ founder that has occasionally shown through to his children’s
descendents. There is little love lost between the members of the
Gens and the merchants and mercenaries of Nexus, as Karal offi cers
bore the brunt of dealing with mishaps caused by Nexus mercenaries
during the war with the Fair Folk.
NOTABLE S CIONS
Karal Linwei is the youngest fi eld force taimyo since Nefvarin
himself and the youngest (and newest) appointee to the General Staff.
Slight of build, Linwei is far tougher than she appears. Her fi ery hair
and demeanor conceals a razor-sharp intellect honed by years of fi eld
duty. Only a fool takes her fi ery outbursts of rage as anything more
SOCIETAL I NFLUENCE
The infl uence of the Gentes upon the Seventh
Legion and Lookshy cannot be underestimated. Although
the Gentes were not as directly responsible for shaping
the society and culture of Lookshy as the Immaculate
Order and the Great Houses were in creating the Realm,
they have had a signifi cant impact on how Lookshy has
grown nonetheless. The fi ercely militaristic civilization
that has resulted was probably inevitable given Lookshy’s
original establishment as a military encampment, but the
lengths to which the citizenry has embraced the ideals of
the Shogunate military is certainly a result of the founders
of the various Gentes. Even today, the General Staff and
the Gentes elders work together to sculpt and manipulate
the society of Lookshy. They oversee educational initia-
tives, emphasize or downplay cultural attributes they fi nd
important or harmful, and even use Charms and sorcery to
manipulate society when they have no other recourse.
The General Staff sees nothing wrong in this. It
is simply the business of maintaining proper discipline,
morale and functioning order in a military unit. Look-
shy operates on very thin margins of survival and can
poorly tolerate societal illnesses such as corruption or
widespread misanthropy. If preventing this requires that
harsh measures be taken, so be it.
and hundreds or thousands of mortals, and by the standards of the
Scavenger Lands, each is fabulously wealthy and well equipped
with artifacts and weapons.
OVERALL S TRUCTURE
The makeup of each Gens varies, but there are several similari-
ties that run between most of the major and minor Gentes. Each is
normally led by an elder member, typically known as a matriarch
or patriarch. How this person is selected varies. Most of the Gentes
have a family council, which might be a formal assemblage of se-
lected leaders of the various sub-families, an informal arrangement
between powerful members of the various families and houses that
make up a Gens, or some other arrangement.
Most of the Gens are formed of several sub-families, branch
lines spun off from the main family tree and lesser houses or blood-
lines that have been absorbed into the Gens through adoption or
marriage. Typically, a major Gens consists of a half-dozen major
bloodlines and maybe as many as two dozen lesser houses or branch
lines. A minor Gens might have as much as three-quarters of this
number. Exactly how this representation is tracked is different in
each Gens. Gens Karal takes great effort to make sure that exactly
what part of the family tree a member hails from is known. The
attitude of Gens Maheka and Yushoto is that no part of the family
is more important than any other part—except when matters of
marriage or breeding are concerned.
GENS K ARAL (FIRE)
Karal Shan Zu was the offi cer chosen by Chumyo Nefvarin
to act as Camp Liaison Offi cer for Deheleshen in the weeks im-
mediately following the Seventh Legion’s encampment there.
Descended from a long line of military offi cers, Shan Zu passed
those traditions down to his children—and they to theirs. Today,
some families in Lookshy are larger or wealthier, but none that are
73
CHAPTER TWO • THE OUTCASTE
MAJOR AND M INOR G ENTES
The distinction between major and minor Gentes is not as strict as sometimes portrayed and is based on a wide variety
of variables. The number of major Gentes is not even fi xed. Several Gentes of those currently thought of as “minor” houses
have been more important in the past, and two of the houses currently considered “major” ones have historically been of
smaller stature. Overall size, wealth, importance in various arenas, resources and semi-abstract concepts of “purity”—in
terms of their Dragon-Blooded lineage—all go into the consideration of a Gens’ relative status. If a family has the fortitude
to declare itself a major Gens and isn’t laughed at, then it probably is one.
In reality, while there are some small benefi ts to major Gens status, most of the remunerations provided are in brag-
ging rights and social benefi ts. It is more an acknowledgement of who sits on top of the social and economic ladder than a
position to be greatly striven for because of some great sheaf of rights provided. In fact, the opposite is often true. Members
of the major Gentes are usually held to higher standards of conduct than those of the minor houses, on the assumption
that the most powerful families can afford to teach their scions better.
POLITICS
Although Matriarch Mai Lin is herself an outspoken Isolationist,
the house is largely Mercenary in its outlook—privately, if not publicly.
There are those in her Gens who support her but others who feel she
is foolish at best. Some are not willing to keep their opinions to them-
selves. The increasing fractionalization between parts of the Gens is a
problem that is likely to become only more serious as time passes.
The appointment of Sirel Sogrun—not only not a member of
the Gens, but not even a member of any Gentes, minor or major—to
command of Lookshy’s fl eets is seen as a serious blow to the family’s
honor. Some blame the Gens’ Matriarch’s writings, while others
believe it is simply a matter of choosing the best man for the job.
The Gens has ties uneasy to the Realm Houses Peleps and
V’neef. The Lintha and members of Gens Teresu have a long-stand-
ing hatred that has fl ared up into near warfare on more than one
occasion. The Gens has not always been as circumspect in dividing
private assets and Seventh Legion forces when pursuing its actions
against the Lintha as would be hoped.
NOTABLE S CIONS
Teresu Mai Lin is the matriarch of Gens Teresu. Unlike
most family leaders, Mai Lin did not rise up through the ranks
of the Seventh Legion before moving over to Gens politics. She
served her mandatory duty in the navy, then retired to take over
duty as one of the family’s merchant princes, eventually inheriting
leadership of the family’s trade assets. She has been matriarch for
only a decade, and her Isolationist views were something she kept
to herself until her election as head of the family. Since then, she
has made her opinions known in a series of printed treatises that
outline her vision of Lookshy’s future. She wants to move Lookshy
to a peacetime footing, emphasizing Lookshy’s mercantile strengths
and eventually eliminating the mercenary arms of the economy.
Her goals are seen as problematic in execution, if not necessarily
desirability, even by members of her own Gens. She is enduring
and patient, but she has little respect for those who refuse to even
consider her views. Lately, she fi nds this to be anyone who does
not wholeheartedly agree with them.
Teresu Zen Wu, Taimyo of the Fourth Field Force, is a rarity
in Lookshy—a non-native whose service to the Legion has been
so devoted and steadfast that he has become a trusted leader. An
outcaste from the Northern enclave of High Falls who married into
the family nearly a century and a half ago, Zen Wu has continued to
impress the leaders not just of Gens Teresu, but all of Lookshy with
his wholehearted adoption of his new home’s culture and societal
mores. His outsider’s eye toward tactics and strategy has also been a
than a carefully rehearsed act. Although she is not head of her family,
Linwei is often spoken of as “the Karal.” It is strongly suggested that
she will be the next Legion Chumyo in perhaps a half-century’s time,
provided she can weather the current crisis with her career intact.
Karal Fire Orchid is Linwei’s favorite daughter, despite their
growing estrangement. Her reputed status as an Anathema has
plunged Gens Karal into controversy, and rumors suggest that her
brothers, the twins, have been dispatched to ascertain the truth.
One thing is known—Linwei’s fearsome mien when confronted with
allegations or slander regarding her daughter is no act. At least one
case, it was only the actions of her subordinates that prevented her
from breaking the Seventh Legion’s ban on dueling.
GENS T ERESU (WATER)
Gens Teresu’s traditional stranglehold over Lookshy’s naval
forces dates back to the city-state’s founding, when Admiral Teresu
Mitaki was the only fl eet admiral to ally himself with Chumyo
Nefvarin, bringing much of his small fl eet—largely undamaged
from its patrols in the frozen Northern oceans—with him. Since
that day, the family has not only provided many of the Seventh
Legion’s most prominent naval commanders, but it has been cen-
trally involved in Lookshy’s merchant holdings and has turned
modest beginnings into a thriving sea trade that reaches as far as
the Western islands.
Despite their far-reaching trade connections, members of the
Gens are frequently insular and close-minded. They’re friendly
enough, but little interested in the opinions or cultures of others
except insofar as they might be useful in closing the deal or creating
new markets. In Lookshy, Teresu is seen as something of an oddity.
Its members are respected for their naval traditions and military
prowess at sea but often seen as little more than common merchants
and traders. They’re necessary, but perhaps not respected so much
as a “proper” military family might be.
ECONOMIC P OWER
Approximately three-quarters of Lookshy’s merchant trade
travels over the rivers of the Scavenger Lands or the blue wa-
ters of the Inland Sea, and Teresu is involved in nearly all of it.
Teresu-owned businesses unload and load cargo from ships, man-
age warehousing space for cargo masters and provide all manner
of support services—from provisioning to hull repair—for vessels
docking in Lookshy Harbor. Gens Teresu also owns a number of
shipping fi rms, including some that are not primarily water-based.
Taken as a whole, Teresu’s shipping and trade interests account for
nearly half of the city’s import and export business.
74
would call mutiny. Maheka scions would prefer to think of it as
respecting the proper chain of command and honoring the oaths a
soldier owes his Shogun. Although exposing deformed children is
frowned upon in Gens Maheka, it is not actually punished as it is
in many of the other major Gentes.
ECONOMIC P OWER
Gens Maheka’s wealth is centered around several powerful
foundries and smaller weapons forges that have produced some of
the fi nest weapons in Lookshy for over three centuries. The Gens is
involved in nearly every aspect of engineering and manufacture in
Lookshy and has interests in foundries in Nexus, mines in the Rock
River area and logging fi rms in the Eastern highlands and Farhold.
The Gens has additional holdings—mostly agricultural—in Lookshy
and the Great Forks area. Many of the lands the Gens has purchased
since its founding are the locations of various demesnes or manses or
were once Wyld lands that have been painstakingly reclaimed through
a combination of sorcery, thaumaturgy and huge public works.
POLITICS
Gens Maheka is a politically simple and direct family. Its ma-
triarch would have it no other way, so she makes little allowance for
dissension or debate. Staunchly Mercenary in outlook, the Gens’
political stance is rooted in the essence of the Legion’s mandate and
its fi erce belief in the Immaculate faith. As a result, its members are
the fi rst to support the Shogunate Bureaucracy on those rare occa-
sions it evinces an opinion and the last to support any measure that
suggest the Legion is anything other than an
arm of the Shogunate.
Gens Maheka maintains close ties
with the Morticians’ Order of Sijan and
with several factors in Nexus. Hierarch
Gavin Bast of the Guild is a member of a
Gens sub-family, giving Maheka connec-
tions in the Guild as well. Unfortunately,
Bast’s enemies in the Guild—and
there are several—are also willing
to use his family ties against him. In
similar fashion, there are those in
Nexus who wish to see the fam-
ily humbled or destroyed, either
because of its economic power or
because of its choice of economic
partners. Relations between the
family and Great Forks are un-
derstandably strained, but not as
much as they might be. The sacrifi ce
of much of Great Fork’s light infantry
at the Battle of Mishaka gave elements
of the Third Field Force time to set up
a counterstrike against Thorns’ heavy
infantry, and this has not been forgotten
by the Maheka soldiers who were there.
NOTABLE S CIONS
Maheka Lespa is tall where
her protégé Karal Linwei is short,
quiet where Linwei is loud, and
is nearly as homely as Linwei is
beautiful. Despite these differences, the two
have been friends practically since Linwei was
welcome gain, and his position in charge of the Fourth Field Force
is a direct result of his contributions and unceasing efforts to get his
offi cers to think around problems and fi nd new solutions.
GENS M AHEKA (EARTH)
Gens Maheka was begun by a well-placed combat engineer in
Realm Year 323. Its engineering background was solidifi ed through
marriage and familial alliances, and it has institutionalized the
heritage in most of the sub-families of the line. A solid backing in
architecture, manufacture or some other craft is expected of every
member of the Gens, even those who end up having no formal
role in trade or craftsmanship. The rare exceptions are those who
choose to specialize in agriculture, thaumaturgy or sorcery, which
are uncommon but not unknown arts in the Gens.
Gens Maheka is the most religious and devoted of the Gentes.
Where belief in the Immaculate faith is expected on an abstract
level in most families, it is a solemn duty in Maheka. If there are
apostates or followers of the Hundred God Heresies in the Gens,
they do not speak of it openly or behind closed doors, and their
prayers are quiet ones. Matriarch Maheka will forgive or overlook
many things, but heresy is not one of them.
The Gens is conservative in many other aspects as well. The
family’s advocacy for and deference to the remaining Shogunate
Bureaucracy is legendary and has even approached what some
75
CHAPTER TWO • THE OUTCASTE
GENS A MILAR (AIR)
The most cosmopolitan and well-traveled of Lookshy’s
Dragon-Blooded are often those of the Gens Amilar. A young
house, barely four centuries old, Amilar is based on the bloodlines
of Vondy Beulen. The Gens is known for its artifi cers, mechanics
and scholars, and it sends savants and thaumaturges far and wide
seeking out the mysteries of the First Age and remnants of Shogu-
nate production or ruins.
In these quests, the young Terrestrials have ample opportunity
to interact with learned beings from throughout Creation—even
the Realm, when their paths cross those of Immaculate monks or
Imperial Army offi cers. Unlike those of Gens Teresu, many members
of Gens Amilar are willing to discuss the beliefs and culture of those
they meet—not just their own. This gives them great fl exibility and
skill in negotiations, but it can also leave them open to manipula-
tion and infl uence by others.
ECONOMIC P OWER
Gens Amilar’s initial fortunes were based on the personal
holdings of Taimyo Vondy and on the bounties paid by the Seventh
Legion for recovery of First Age and Shogunate materials, although
primarchs of the Gens concentrated more on manuscripts and
documentation than on devices or vessels. Amilar derives most of
its current economic power from education and knowledge—in
addition to numbers of sorcerers, thaumaturges and artifi cers of
various sorts the family has produced, the Gens controls nearly half
of the salons, dojos, salles and other private schools of Lookshy. It
also sponsors a variety of scavenger lords, taking a percentage of the
rewards for artifacts recovered. Amilar is economically the weakest
of the major Gentes, but it is rumored to have a substantial treasury
and war chest available should it fall upon hard times.
POLITICS
Gens Amilar is moderately Interventionist in outlook. Its scions
believe that careful intervention in particularly troublesome areas
can bring about a more stable, if not necessarily more peaceful, situ-
ation in the Scavenger Lands. Gens members are involved in many
of the salons that specialize in teaching metic children, and they are
not above infl uencing the long-term development of local nations
through their teachings. This behavior is not quite encouraged by
the General Staff, but it is typically not condemned either.
As the Gens has grown older, it has grown increasingly infl u-
enced by the Immaculate Order—although perhaps not in ways it
would like. Whether this is a conscious decision on the part of the
Mouth of Peace or simply a side effect of the increasing contact
between Immaculate Order monks and Amilar treasure-hunters is
unknown. Some of the youngest and most talented members of the
family are strident Purists. At their best, they seek to reconcile the
differences between Order and faith, unifying the two priesthoods
into a single Order stronger than either is separately. At worst,
they seek a more forceful solution to the problems they see in the
Scavenger Lands, such as the decadence and spirit-worship of Great
Forks, the ancestor cults of Sijan and the vile depravity of Nexus.
They look upon these evils with scorn and a fervent desire to cleanse
them—by word and deed if possible, by fi re and sword if not.
Gens Amilar has connections throughout Creation but few
close allies or treasured alliances. There are those in the Immaculate
Order who will listen when Amilar speaks, but those channels are
slow and carefully treasured by those who hold them. There are also
some in House Mnemon who pay attention to what members of
Gens Amilar have to say, but they are mostly lower-ranking Dynasts.
ARMIGERS
Seventh Legion sorcerer-technicians are considered
precious resources, and their presence on the battlefi eld
is a necessary evil in the eyes of the General Staff. Every
sorcerer-technician lost in battle is one who could have been
in Lookshy producing or maintaining weapons or other ar-
tifacts. Worse, sorcerer-technicians often have information
that would be devastating if it fell into enemy hands.
For this reason, sorcerer-technicians, particularly
those venturing into particularly dangerous situations,
are often assigned armigers, or arms-bearers. These highly
trusted assistants are authorized to carry weapons in every
situation (even reporting to the General Staff) and serve
as bodyguards, aides-de-camp, companions—even, in some
cases, lovers, or so it is rumored.
At their most basic, armigers are thaumaturges highly
skilled in both mortal magics and combat, but many are much
odder. Free-willed elementals, uniquely bound demons,
automata and powerful God-Bloods all serve as armigers.
Some quietly suggest that some of the most powerful armigers
are actually gods, though that would be heresy.
The common understanding among citizens of
Lookshy is that armigers are more than just bodyguards.
Although they are carefully vetted and handsomely re-
warded for loyalty, sorcerer-technicians occasionally desert
or defect, and despite all attempts to protect them, some
are captured. It is rumored that armigers have a hidden
duty to prevent either such occurrence—by any means
necessary. The suggestion that an armiger might take the
life of its charge rather than let her desert or be captured
is one that is not discussed by the General Staff.
Lookshy characters with sorcerous training are not
required to take an armiger. Those who wish to do so can
easily use the Allies Background to represent them. A
typical armiger ranges from two to four dots in rating, but
the actual power of the ally is one dot lower. An armiger
is less physically powerful and infl uential than a regular
ally with the same rating, but the fact that the armiger is
always standing by at the character’s right hand makes up
for the relative disparity.
born and are solid allies in the General Staff. Lespa has led the Third
Field Force for nearly a century and shows no intention to retire,
and her promotion to the title of matriarch of her Gens has done
nothing to change this. Her soldiers call her “the Battleaxe,” and
few ask whether this is because of her age, her looks or the way she
tends to leave bloody swaths of dismembered corpses in her wake
on the battlefi eld.
Maheka Yoti is the newest addition to the Home Guard, a
sorcerer-technician with a stout frame, a quick mind and seemingly
no compassion whatsoever. He has already garnered a reputation
as a harsh taskmaster, expecting perfection not only from him-
self but his troops as well. His armiger is a construct, a beautiful
working of moonsilver and black jade that duplicates the female
form in every way conceivable (or so the rumors say). Its power-
ful array of built-in weapons and its cunning wit are certainly no
rumor, though.
76
BLOOD OF THE D ISGRACED
Few family names have fallen into disrepute in the
history of the Seventh Legion. Some families have been
disgraced for a time, but although memories are long in
Lookshy, they do fade with time. Second chances must
be earned, but doing so is not impossible. Still, a handful
of families have earned such utter contempt that they
have been struck from the roles of the Seventh Legion,
including the following:
Gens Gherin: First among the fallen, it is unsure
if the Gherin bloodline is still strong enough to warrant
consideration. The Gherin relocated to a town not far
from what is now the Guild outpost of Centak and passed
from history. Eventually, even the Intelligence Director-
ate stopped paying attention to the family. If it is still an
ongoing concern, the Gherin family could be a thorn in
the side of the General Staff. Or it could be the General
Staffs salvation. After all, if Fallaha Gherin’s claims of
descent from the last Shogun are correct, then the family
still carries the true Shogun’s bloodline.
Gens Marui: Pre-eminent weaponsmiths in
Lookshy’s second century, Gens Marui fell to corrup-
tion and infernalism and was eventually destroyed after
a prolonged campaign of terrorism and guerilla warfare
in the mountains outside Mishaka. It is believed that all
members of the family were destroyed, but it is certainly
possible that one or more might have been missed.
Gens Varil: The followers and descendants of the
Chumyo prior to the Gunzota Incident were scattered
during the quiet pogrom that followed the “accident.”
Although none of the few who yet live have any proof,
many of them believe the detonation of the weapon that
killed their Gens elder (and many others) was no accident.
Still, those who investigate too closely tend to come to a
poor end (and one that cannot be blamed on the rangers).
Therefore, while the Varil have suspicions, they have no
proof—and most have little incentive to investigate further,
lest they too end up victims of the Varil Curse.
to Exalt as Wood-aspected Dragon-Bloods than any of the other
types, which refl ects strongly in the Gens makeup and history in
other ways. Gens Yushoto has been the most socially mobile of all
Gentes, gaining and losing the status of Great House more than 20
times since the formalization of the concept over fi ve centuries ago.
As the Gens has risen and fallen in standing, so too has it shifted
in devotion to the Immaculate faith, alternating between steadfast
devotion and decadent apostasy. These cycles often, but not always,
coincide with the family’s economic and political power.
Yushoto’s scions have a reputation as lovers of most things decadent
or desirable—they are frequent guests in Centak, the Guild’s border
station and resort town across the river from Lookshy. While not all, or
even most, members of the Gens are sybaritic in outlook—and some of
the most devout followers of the Immaculate faith are still found in the
sub-families of Yushoto—the reputation is still well-deserved. Yushoto
parties are grand affairs of fi ne food and fi ne drink, and Yushoto staff
cooks are in great demand in the fi eld forces for their ability to turn
all but the harshest of rations into palatable fare.
Another Gens trait is deception. (“Sly as a Yushoto ranger”
is a common appellation and epithet among Lookshy natives.)
Yushoto strategoi take the Lookshy tradition of using misdirection
and disinformation to a high art. Members of the Gens rarely lie,
but they are more than willing to omit, misdirect or allow their
enemies’ assumptions and impressions to trip them up and into the
Yushoto’s real plan. This habit has a tendency to fi lter down into
their personal life, and those who know the Gens intimately are
careful to ask direct questions that require direct answers.
ECONOMIC P OWER
Yushoto is known for its sorcerers, producing (marginally) more
sorcerer-technicians than any other Gens. The Gens’ economic base
is not centered in any single industry or endeavor, as the elders of
the Gens have preferred to diversify their holdings in a wide variety
of interests. While this diversifi cation has left them less able to seize
opportunities when they become available, it has also given them a
reasonably stable economic base from which to operate. If the Yushoto
have a specialty, it is in hospitality and vineyards. It is something of
a cliché that Yushoto soldiers open teahouses, restaurants, caravan-
saries or hostels on leaving Lookshy service, and Yushoto wines and
brandies are highly sought after even in the Realm.
POLITICS
Currently, Yushoto is a rising power among the Gentes,
although little given to devotion or piety. The Gens as a whole
has no notable overt political leanings or affi liations, being more
inclined toward allowing each member her own say in things. A
notably large number of Yushotos have made their way through
the Academy of Sorcery in the last century. Their success and
rising infl uence in the Academy, the armorers and the fi eld forces
is starting to make itself known, giving the Gens notable pull in
these aspects of the Seventh Legion.
Gens Yushoto has few strong allies outside of Lookshy (or
within its walls, for that matter). Although many in House Cynis
see members of the Gens as somewhat staid and uptight, and many
in Yushoto see the Cynis as decadent perverts, there are suffi cient
places where the two families overlap that they see some interaction.
The gods of Great Forks have a solid if distant relationship with Gens
Yushoto, on the whole, although some feel they are more interested
in matters of parties than piety or worship. The Gens also has few
enemies at present, outside of strictly commercial relationships,
and few of them are large enough or powerful enough to be worth
None of these connections reaches directly into Mnemon’s inner
circle—at least, not in any way that can be noticed.
NOTABLE S CIONS
Amilar Vondy is claimed by some to be the reincarnation of
the famous general that founded the line. The current patriarch of
the Gens, Vondy grows increasingly worried about the strident tone
that rises from the younger members of the family. He has always
encouraged contact with other cultures, including the Realm and
the Immaculate Order, but he is beginning to suspect that in making
his family more cosmopolitan and worldly, he might have opened
it up to ideas best left alone.
GENS Y USHOTO (WOOD)
Gens Yushoto is built in large part around the bloodlines of
Yushoto Baraka, the Seventh Legion’s chief sorcerer-engineer during
the Contagion. Yushoto himself was an Air Aspect, but most of
his children were Wood-aspected, and that infl uence still strongly
manifests in his descendents. Members of the Gens are twice as likely
77
CHAPTER TWO • THE OUTCASTE
mentioning. The Gens is happy to sell its products to whomever
can meet its prices, and it only rarely enters into exclusive contracts
(and then for no more than a decade at a time).
NOTABLE S CIONS
Yushoto Terisa: Matriarch of Gens Yushoto, Terisa is nearly as
old as the Matriarch of Gens Maheka. Unlike that grizzled veteran,
she shows every year of it. Born into a decadent family, her early life
was a whirlwind of parties and excess, and she pays for it now with
a body wracked with infi rmity. Her mind is still reasonably sharp,
however, and she is a valued member of the General Staff—if one
that needs to be shepherded a bit on occasion.
Yushoto Marana is the commanding offi cer of the Second
Field Force. A competent battlefi eld commander, she has a better
grasp of low-technology warfare than most of her counterparts do.
She makes excellent use of her “steel and wood” forces but lacks
somewhat in her deployment of more advanced units. As a result,
she has slowly found herself stripped of all but the bare essentials, in
terms of special units, something she fi nds moderately annoying.
Yushoto Bright Morning: It seems unlikely that Bright Morn-
ing was birth-named for his favorite drug, despite his infrequent
assertions that this is so. Bright Morning affects the persona of a
languid wastrel, one well suited to his role as a sorcerer-technician
in the Fourth Field Force. His green hair is longer than regulation,
his manner droll and uninterested, and the less said about his mili-
tary demeanor the better. Little escapes his eyes, though, cunning
even through their drug-haze, and if his appearance is effete, his
skills with sorcery and his reaper daiklave Mourning’s Edge is little
questioned by those who witness their fury.
THE M INOR G ENTES
Although smaller, less wealthy, less infl uential and less re-
spected than the major Gentes, the minor houses are still forces to
be reckoned with in Lookshy society and the Seventh Legion. Each
of the minor Gentes still has a dozen or more Terrestrial members,
hundreds of mortal members, several strong bloodlines and, in
some cases, wealth to rival that of some of the smaller Hundred
Kingdoms. There are over a dozen recognized minor Gentes and
another dozen that stand on the verge of being recognized as such.
Because of their smaller size, their political leanings are often more
starkly evident those of the major Gentes. With fewer members, the
loudest or most persuasive ones stand out all the more.
THE F OREST W ITCHES
On the outskirts of the Great Eastern Forest, where Haltan
redwoods give way to Linowan maples, there is a forest that is
neither. The strange trees have ivory or pale yellow bark and broad
eshy leaves that are a dark green that is almost black for most of
the year. In autumn, these leaves turn the rusty red of dried blood
but do not fall. The branches of these odd trees, neither deciduous
nor coniferous, are festooned with strange lianas that have the
consistency of fl esh and ooze a thick dark red sap when cut. The
woods are frequently fi lled with a silvery fog that moves against
the wind and occasionally whispers to those who wander into it of
their innermost secret desires. Neither the Linowan nor the Haltans
willingly travel in this forest, nor do they visit the strange lake at its
center, whose obsidian waters sometimes hold fl eeting glimpses of a
great city or heroic deeds being performed. These are the woods of
the Forest Witches, and outsiders are not welcome in them.
Although the modern history of the Forest Witches dates
back some four centuries, it has its foundations in far earlier days.
Three mysteries—which may in fact be three aspects of the same
mystery—comprise the lands the Forest Witches call home.
THE F OREST
Oreithyia was the favored servant of an Anathema in the
days before the Usurpation. She failed her mistress in a trivial
fashion and was punished for it by having her every bone and
sinew used as parts of a landscape composition, while she yet lived.
Something beheld that work of art and captured in itself Oreithyia’s
personality and memory. The Forest Witches know that this thing
cannot actually be Oreithyia, as it has powers far beyond those of
78
any ghost. Still, if it is not Oreithyia, it is close enough, and the
forest walker responds only to that name. After a nearly disastrous
beginning, the Forest Witches have entered into an arrangement
with Oreithyia. They provide her with beautiful “servants,” and
she gifts the Forest Witches with her bounty—and does not drive
them bleeding from her forest.
Oreithyia’s power over the forest is all but complete—only the
ve small demesnes that reside in its borders resist her. In all other
places, there is little she cannot do. Her fl eshy creepers and runners
can perform any task hands and arms can, and she is skilled in all
crafts. Her bowers and trees sculpt themselves to create the temples
and palaces in which the Forest Witches reside and build defenses
and obstacles when necessary. All of the beasts of the forest obey
her command, and if the spirits and elementals have an objection
to this, they keep silent about it. They know what happens to those
who displease Oreithyia.
THE M IST
Lady Domnica carved away all that she was, in an effort to be-
come “the mist”—i.e., the potential for others to become something
else. How this was arranged and what powered it is unknown and
perhaps unexplainable. What is known is that the mist has power
and can grant it unto those who willingly accept it. The mist offers
her bargain to each outcaste who enters the Forest, usually on his
rst night. “Join with me,” Domnica offers. “Become part of the mist.
Change your nature and shape your own destiny.” Four outcastes
accepted this bargain, trading treasures and their humanity for
change and power. Two later failed and were replaced.
The numina of the mist (as those who accept the offer are called)
have great powers, being somewhere between Terrestrial and god.
They are worshiped after a fashion, for the Forest Witches are a prag-
matic sort, granting them power. They retain their Dragon-Blooded
heritage after a fashion, for while they retain their Charms, they no
longer have a particular aspect and pay out-of-aspect surcharges for
all of their Charms. They may change their form, although their
countenance is always related to their aspect, and they are granted
certain powers, equal to that of a strong Charm or a weak sorcery
of the Terrestrial Circle, related to their chosen form.
THE S EA OF M IND
Once no more than a pond, the Sea of Mind is now a small lake,
deep and dark, with oddly viscous and glistening water that resembles
liquid obsidian. It has expanded over the centuries, as more potent
artifacts have been fed into it. Those who bathe in the forest pool
nd themselves attuned to the Sea of Mind. When they raise their
eyes from the pool’s waters, they fi nd not a pool, but a hill, upon
which stands the glorious city Atsiluth Eternal. This attunement
is permanent, unless the council of the city removes it.
Attunement to the Sea of Mind brings new glory and beauty to
Creation, but it is an austere and stark beauty. Nothing petty exists in
its version of Creation. Things are ugly because it is more striking that
they be so, rather than simply because they are. Minor distractions
simply do not exist. There are bonfi res, but the sun does not beat down
so fi ercely. Colors are vivid and ever-present, and every word and
gesture takes on new meaning and impact. Life in the Sea of Mind is a
perfect refl ection of Creation, with its blemishes and frailties removed.
It is also eternal. When their physical forms die in Creation, those
attuned to the Sea continue to exist in it, although as what—echo,
spirit or dream of a sleeping god—even they are not sure.
The Sea of Mind’s powers within its refl ective Creation are
near limitless, and it grants some aspect of those powers to anyone
who partakes in its illusions—but those powers end within its
“borders.” The actions of those in the Sea of Mind have impact
on Creation, but no more than they would otherwise have—and
this dichotomy can cause divergence between what is and what the
attuned perceive to be. Attuned members have emerged from the
Sea of Mind to fi nd they have lost friends, body parts—even their
lives. In one extreme case, a Forest Witch was cast from the Sea
of Mind for some minor infraction to fi nd that she had never been
born at all, her mother having died in childbirth.
The Sea’s powers come at a cost, and that cost is artifacts
and other sources potent in Essence. Maintaining the refl ection
of Creation is taxing on it, and the larger the number of people
attuned to it is, the greater the cost becomes. The banditry of the
Forest Witches is therefore dedicated fi rst and foremost to acquiring
artifacts and other magically potent materials or the monies with
which to purchase the same. These goods are then dumped into
the Sea of Mind to power it.
ATSILUTH E TERNAL
Atsiluth Eternal is the city on the hill, the perfect
city in the refl ection of the Sea of Mind. Atsiluth Eternal
has landmarks, but no maps. Outside of a few commonly
known and observed locations, the city seems to contain
an ever-shifting grid of streets and places that accommo-
dates every need or desire of the Terrestrials who visit.
It is the domain of the dead of the Forest Witches, and
their power there is near absolute—in stark contrast to
their power in Creation.
Everything a visitor can possibly need is available in
Atsiluth Eternal. There are shops that sell wonders lost
to the Second Age, armies of servants—or soldiers—to
be recruited or hired, lovers, concubines, slaves and foes
aplenty. What reality these individuals have when they are
not in the presence of one of the dead or a visiting Forest
Witch is diffi cult to say. Many believe they have little if
any fundamental being and are little more than dream-
constructs created by the Sea of Mind only as necessary.
This does little to discomfi t most of the Forest Witches.
THE L IVING
About 60 years after the formation of the Realm, a group of
religious dissidents—or unwitting dupes of the Fair Folk, depending
on one’s point of view—left the Blessed Isle, led by Cevis Ghandarva,
a charismatic cult leader. This cult of self-perfectionists evolved
into the Forest Witches over the course of several centuries. Cur-
rently, the Forest Witches number 87. Although many of them are
all but apolitical, the Witches have fi ve groups or organizations
within their ranks:
The Company of Thrones: The members of the Company
of Thrones seek the overthrow of the Realm, basing their philoso-
phy on the Blood and Spear Sutras, proposals laid forth by Cevis
Ghandarva. Using the power of an artifact he owns, they infi ltrate
and subvert societies in the local area, seeking to procure treasures
and infl uence and to undermine the local governments. Currently,
its membership stands at an even dozen.
The Company of Messengers: Followers of Vitali Proseria,
these Witches wish to strengthen and empower the Sea of Mind
until it is self-sustaining and capable of embracing an endless
79
CHAPTER TWO • THE OUTCASTE
number of minds in its depths, eventually bringing perfection to
all—or, at least, to all who matter. Roughly 20 members strong,
it too holds that empire is the eventual path of the Witches. Its
members also proselytize the power and glory of the Sea of Mind,
and securing further resources and preachers in its glory takes most
of their energy.
The Table of Fiends: Four members in strength, the Table
of Fiends disagrees that the Sea of Mind should be open to all.
These elitists feel that only those who have proven themselves
worthy—who have walked the furthest paths in search of excellence
and decadence—should be allowed to partake in the perfection and
eternity the Sea of Mind promises. This philosophy is at odds with
that of many of the other Witches, and only the truly talented—or
truly depraved—are counted in its membership.
The Mandala Guard: Nine members strong by decree, the
mandate of the Guard is to watch over the Forest’s fi ve manses and
to protect the woods from outside interference.
The Cult of the Mist: The numina of the mist have their
worshipers among the Dragon-Blooded as well as among the mortal
members of the Forest Witches. Each takes one of the numina as
her personal patron and studies its aspects, seeking to understand
their original intentions and how they might have failed—prepar-
ing themselves for when they too might seek out the mist and the
changes it brings. Eight Terrestrials currently number themselves
amongst the cult.
THE B LOOD S UTRA AND THE S PEAR S UTRA
These two teachings are the foundations of the Forest
Witch belief systems—as Cevis Ghandarva sees it, anyway.
The Blood Sutra states that to be worthy of rulership, a
Forest Witch must be willing to sacrifi ce what she is, to
make way for what she can become. This sutra is embraced
by the Cult of the Mist, naturally, but is important to the
Company of Thrones as well.
The Spear Sutra states that to rule by conquest is
not rulership—those ruled must lack either the will or
the ability to oppose the Witches. They must either fear
the Forest Witches so utterly as to be without fortitude,
or they must see the Witches as worthy of their status
as rulers. Only in this way can the Forest Witches rule
“without name”—without the trappings and hazards that
are concurrent with “false rulership.”
To an objective outsider, of course, these sutras have
aspects of both truth and madness about them. The Blood
Sutra rightly proclaims the Realm society as calcifi ed
and stagnant—though it is not so hidebound as Cevis
claims—but it fails to recognize that that stagnation was
deliberate and was maintained only with great effort.
The Spear Sutra states obvious facts of rulership—fear or
the acknowledgement of the ruled is necessary to ruler-
ship—but fails to acknowledge that, as long as fear persists,
there will be hate, and hate can overwhelm fear, bringing
revolution to even the most terrifi ed populace. Still, the
sutras are powerful guides to the Forest Witches, driven in
part by the powerful personality of Cevis Ghandarva.
WHAT THE H ELL IS A LL T HIS?
The Forest Witches are caught up in the remnants of dramas and magics that are far beyond their ability to comprehend
or infl uence. They have gained a sort of rapprochement with the ghost of Oreithyia—or that which wears her bones—and are
tangential to whatever arcane purpose Domnica might have, as she is able to use only those who willingly submit themselves
to her gifts. As for the Sea of Mind, even the Solars at the height of their power had little concept of what precisely it was,
but they were wise enough to give it wide berth.
What exactly the Forest, the Sea and the mist want is unknown—possibly even to themselves. They are shadows of times
long past, echoes of the wonder and horror of the First Age. To the extent that they still have volition and reason, they have
desires and wants, but those wants can be base and primal or esoteric.
If their desires are ciphers, their nature is enigmatic and unknowable. The savants of the First Age studied the Forest and
came away confused and little enlightened as to its nature. In the Second Age, the outcastes who are now the Forest Witches
have explored the limits of the Forest’s powers but are little enlightened as to its history prior to the death of Oreithyia and
the remaking of Domnica. It is perhaps a thing of the Primordials, perhaps some relic of the making of Creation, a sleeping
unshaped Fair Folk that has lost itself in dreaming or something else entirely. In the end, its nature is perhaps not so important
as its power. Storytellers are encouraged to decide for themselves exactly what the Forest is and what its ultimate purpose
might be—if it has any at all.
THE D EAD
When Forest Witches die, their aspects and countenances
leave Creation—but they are not precisely dead. Some aspect
remains in the Sea of Mind, which retains volition and reason, if
not the ability to make an impact upon Creation without the aid
of artifacts known as walking stones. The dead are over 200 in
number now, spending most of their days in the perfection that
is Atsiluth Eternal. Most rarely wander outside its immediate
environs, understanding that, while their actions have no effect
in the real Creation, they can place strain on the Sea of Mind,
reducing its available power. Since the Sea is life to the dead,
they strive endlessly to increase its power. Their support for the
Messengers is absolute.
The dead’s only power against the living is the threat of exile
from the Sea of Mind, and it is one they wield ruthlessly in the
pursuit of their goals. They are aware that they have little cor-
poreal power left, so they use the threat of removal from the Sea
of Mind—something no Forest Witch relishes—to enforce their
dictates upon the living. The most important of these decrees is
a yearly tithe—equal in value to Resources 5, usually in the form
of some minor artifacts or other sources of Essence, to maintain
and expand the Sea of Mind.
80
CHARACTER G ENERATION
Outside the Sea of Mind, Forest Witches make use
of the normal rules for generating outcaste characters,
save that they have access to the same Artifact and Ar-
senal Backgrounds used by Realm and Seventh Legion
characters, as the Forest Witches have signifi cant stores
of artifacts plundered over the years and keep the best for
themselves. They may also purchase the Cult Background,
but only to the two-dot level. The mortal population of
the Forest is not large enough to support higher rankings.
Unfortunately, their access to manses is limited. The
cost of each dot in Manse is doubled, the Background
cannot be purchased above the three-dot level without
Storyteller approval, and all Witches with a manse are
either members of the Mandala Guard or have acquired
a manse outside the boundaries of the Forest.
Inside the Sea of Mind, characters may be assumed to
have whatever mortal resources might be required of them,
and values for most Backgrounds are doubled. The Sea of
Mind is a place for grand armies, unforgettable relics of great
puissance, throngs of worshipers and legions of servants.
This can lead to dissonance between the Creation-that-is
and the Creation-that-is-created, as a character’s Grand
Daiklave of Conquest could in fact be a simple greatsword,
or his fearsome legion a mere talon. The Sea takes steps to
ameliorate this dissonance, but it can still be problematic.
Characters inside the Sea can also spend Virtue points to
achieve great deeds. A point of Compassion could be spent
to bring someone back from the dead, for example. These
actions have no effect in Creation, though.
IMPORTANT F OREST W ITCHES
Cevis Ghandarva: Ghandarva is the leader of the living Forest
Witches—insofar as they can be said to have a leader. He owns an
artifact that allows him to choose the time and place of his death and
rebirth known as Domnica’s Mantle and he has used it several times
over the centuries, as have several of his followers in the Company of
Thrones. He desires nothing less than the downfall of the Realm and
works ceaselessly toward that end, but he is very patient. Ghandarva’s
most recent mother was Great Forks’ Spinner of Glorious Tales.
Vitali Proseria: As Ghandarva is leader of the living, Proseria
is leader of the dead—those Forest Witches whose mortal bodies
have perished, leaving only their immortal existences in the Sea
of Mind. Her singular purpose is to expand the Sea of Mind into a
self-sustaining reality that continues to obey the dead. The dream
of Atsiluth Eternal is a paradise that the dead control and shape as
they wish, and she wishes it to truly be eternal. Proseria is ruthless
and single-minded in the pursuit of this goal but she realizes that
she must work with the living to do so. While the dead do possess
artifacts with which to interact with Creation outside the Sea of
Mind, those artifacts are limited in scope and number.
THE S OUTH
The infl uence of the Immaculate Order on many of the cultures
of the South is a blessing for the Dragon-Blooded who take their
Second Breath there. Even among “barbarian” tribes such as the
Delzahn, Dragon-Blooded are afforded a level of respect and defer-
81
CHAPTER TWO • THE OUTCASTE
ence that is not often found in other parts of Creation. While they
aren’t worshiped or accorded the status due Princes of the Earth
in the Realm, Dragon-Blooded can count on safe harbor and fair
dealings in much of the South.
Terrestrials in the South often make their livings as mercenary
captains and champions, savants and sorcerers, merchants and pros-
pectors. Mercenaries are always in demand in the South, to protect the
massive caravans of fi redust, yasal crystals and other, more mundane
cargoes that travel its roads. Champions are hired by the wealthy to
act as surrogates in duels, to put paid to those who offend them and
to protect their persons when they travel. Savants are popular in most
of the cities of the South, as rulers try to unlock the secrets hidden
in ancient libraries scattered throughout the scorching deserts, and
sorcerers are always needed to propitiate unruly gods, to summon
and banish demons and to forge artifact weapons. Merchants can
make quick and large fortunes trading in yasal crystals, fi redust or
jade, and prospectors can make smaller fortunes selling these goods
to the merchants. Prospecting is a common enough occupation that
many Terrestrials who can survive the desert’s dangers and swing a
sword reliably well spend some time harvesting the mineral wealth
of the South if they have no other current employment.
The Tri-Khan of Chiaroscuro has decreed that all Terrestrials
who Exalt in the glass city are under his personal protection and
that an attack on any native Dragon-Blood is the same as an at-
tack on any member of his extended family. Terrestrial Exalts from
elsewhere in Creation are not afforded this level of protection but
are treated as honored guests in the eyes of the law. It is simple for
Dragon-Bloods to fi nd work as mercenaries, craftsmen or bodyguards,
and treasure-hunters, ghost-killers and savants sifting through the
remnants of Chiaroscuro’s once-great libraries are all respected. The
Delzahn—those who occupy the city and its surroundings, or those
found in the deserts outside Chiaroscuro’s holdings—accord much
respect to Dragon-Blooded. The Tri-Khan and his nobles surround
themselves with gifted Terrestrials, particularly those skilled in armed
combat, but any outcaste whose mastery of a subject meets with his
approval may be invited to attend court functions. Given the open
nature of the Delzahn nobility, liaisons and marriages with foreign
outcastes are inevitable and little remarked upon. They have as yet
had little impact on the overall number of Dragon-Blooded born in
the city, though, or in the “True” Delzahn Horde (those Delzahn
who have not settled in Chiaroscuro).
Paragon has a population of nearly 100 Dragon-Blooded, most
of them outcastes who have come to the city of the Perfect seeking
protection from some past misdeed, shelter from the intrigues that
surround the powerful in other cities or some other danger or an-
noyance. As with every citizen, the Terrestrials have undergone the
ritual of subservience to the Perfect and are loyal only to him. The
Perfect is aware that Exaltation burns out the oaths that bind his
citizenry to him, so he has decreed that all who take their Second
Breath within the city must be brought before him to renew their
oaths lest they face banishment. Surprisingly few accept banish-
ment, as the status and wealth afforded to outcastes is great and the
opportunities available as agents of the Perfect substantial.
Dragon-Blooded are considered a necessity in Gem, but an an-
noying one rather than a welcome one. A single Terrestrial Exalt can
draw the same wages as 10 skilled craftsmen, and even if the Terrestrial
is worth it, this still grates on the leaders of the ruling houses. Still,
the outcastes are tolerated, if only because the city needs a constant
stream of Dragon-Blooded sorcerers to engage in the treachery that
surrounds politics in Gem. Mortal thaumaturgy cannot stand up to
even the casual magics of the Exalted or the gods, so Terrestrials are
needed to set wards and provide other protections against spies and
assassins. They are also needed to break those protections and make
off with important intelligence or to end the lives of particularly hated
foes. These jobs rarely last long, and they carry substantial dangers.
The rewards of such work are great, though, and the merchants of
Gem rarely lack for employees when they need them.
Extraordinarily skilled outcaste craftsmen are occasionally
brought in to work with the city’s most precious jewels, creating
new settings or other works of art, and outcaste mercenaries charge
premium rates for their services escorting those treasures to their
nal destinations. A different sort of artisan is also in demand.
The dreams of the Dragon-Blooded are highly sought after, and
outcastes willing to allow others to experience the passion and
power of the Terrestrials—if only for a time—are highly rewarded
for their dreams and experiences. The traffi c is heavily proscribed
by the Immaculate Order and highly illegal, but this does little in
practical terms to stem the traffi c.
The Varangian astrologer-priests dictate that even Exaltation
does nothing to change one’s destiny, and that nothing, not even
the hand of the Elemental Dragons, can change a person’s caste
and rank. This stricture does not endear Terrestrials locked into
a low class and caste to the entire situation and has created rifts
between the Varangian orthodoxy and the Immaculate Order in
the city-states, as this obviously fl ies in the face of much of the
Order’s teachings. Many in the lower classes who take their Second
Breath in Varang soon fi nd themselves leaving the city, to serve in
Chiaroscuro, Paragon, the Realm or even further points in Creation.
Of those who do remain, the most notable and respected are those
who have the potential and birth-forecast to be craftsmen, work-
ing on the complex clockworks and orreries for which the Varang
City-States are famous.
Although Harborhead’s relatively large population would sug-
gest substantial numbers of Terrestrial exaltations, the nation has
few Dragon-Blooded natives. When the Scarlet Empress’s legions
conquered the lands that became Harborhead, one of her fi rst actions
was to largely strip the families of the Five Peoples of their Terrestrial
lineage, spreading all those whose bloodlines could be confi rmed
throughout the Great Houses and the patrician houses. Some minor
bloodlines have resurfaced in the centuries since, however—suf-
cient that recruitment of Terrestrials into the brides of Ahlat was
a consistent heretical thorn in the Immaculate Order’s side.
THE L EGION OF S ALOY H IN
Two Realm legions—or signifi cant elements of them—failed to
honor the recall notice issued when the Great Houses attempted to
consolidate their control over the Imperial Army. One of them was
the Seventeenth, under the command of Saloy Hin. Rumors in the
Realm suggest that he and his legion have taken up position in the
Southwest of Creation, seeking out lost manses and stockpiling weapons
and fi redust while taking on military assignments as mercenaries.
Those rumors are more than just speculation. The All-Seeing
Eye and the intelligence apparatuses of the various Great Houses
know the truth. The Seventeenth Legion, under Saloy Hin, defected
from the Realm mere hours ahead of the recall order that would have
stripped him of his command. Since then, he has been amassing a
military force that will quickly be unrivaled in the South.
THE S EVENTEENTH L EGION
Few Realm units have as honored—or as brutal—a history as
the Seventeenth. Stationed in the south of the Blessed Isle, ele-
ments of the Seventeenth have been involved in quelling more
82
than one bloody uprising in the Realm and are well known in the
South for their fair negotiating, rigid discipline and utter ferocity
against the enemies of the Realm. Under the command of Saloy
Hin, they have added a reputation for daring tactics, as he wields
his medium infantry like skirmishers, and his heavy infantry like
scalpels. Unlike many Realm generals, he treats even his skirmish-
ers and archers with respect, paying for extra wages, weapons and
armor for them out of his own pocket. His legion followed the
normal order of battle for Realm legions on paper, but in reality,
his skirmishers were armed with slings, his slingers with shortbows
and his archers with composite bows.
Additionally, General Saloy was careful to stockpile weapons
and armor captured during his operations. He reported and turned
in not quite as much as he seized, allowing his political offi cers
and keepers to know about only a portion of what he didn’t turn
in. In this way, he was able to quietly swell his coffers—and his
arsenal—beyond that which was allotted or expected. When he
abandoned the Realm, he managed to transfer most of his armory’s
holdings and unit treasury to the transports he stole to move his
forces, leaving behind only the worst scraps.
As a result, his Terrestrial offi cers—and the outcastes he has
recruited since landing in the South—are well-armed with daiklaves,
powerbows and artifact armor, even for a Realm legion. He has
small stockpiles of other weapons as well, including a handful of
warstriders, but he keeps these weapons in reserve, breaking them
THE S TEEL T OWER
The Steel Tower is a level-2 Earth-aspected fortress-
manse located on what was once an important strategic
confl uence of dragon lines—the demesne upon which
it sits is rated at fi ve dots. Its hearthstone is a stone
of the earthweb. The excess Essence provided by the
demesne was used to power various defensive systems
that might still be operational, though no one has dared
to test them. All but fi ve stories of the manse, which
once stood 50 stories tall, are buried beneath endless
tons of sand that has blown and drifted around it over
the centuries since it was abandoned. This naturally
renders any operational testing of the manse’s defenses
and weapons problematic.
The interior of the manse is sealed against the
drifted sands, but it has been only partially explored.
The lift tunnels that provided easy access between the
levels have long since been rendered non-functional,
and Saloy has been unable to recruit a sorcerer-architect
capable of repairing them. Nonetheless, Saloy’s men have
uncovered many treasures in their explorations already,
including several that will only be movable when the
tower has been unearthed.
General Saloy has only just begun recruiting
the engineers and workers that would be necessary to
complete this herculean task. He lacks the sorcerers to
properly manage a task group of demons, and he does
not wish to move the massive number of slaves and
overseers necessary to the task into close proximity of
his headquarters. So, for now, progress on digging the
manse out of the sands proceeds slowly.
SALOY H IN
Hin graduated from Pasiap’s Stair over a century and a half
ago and rose through the ranks further than anyone thought pos-
sible, taking over command of the Seventeenth two decades ago.
A Fire-aspected Dragon-Blood, he is known for his fi erce devotion
to his troops and his insistence on fi erce discipline from them. Off
the battlefi eld, outside barracks or duty periods, he doesn’t care
what they do, as long as they don’t bring disgrace to the unit.
When muster comes, though, his troops are held to the highest
standards of any in the Realm. They match those of any other
units in Creation, but this discipline is bought at a fearsome cost.
While fair in his judgments, he is ruthless in his punishments, and
few second chances are granted by his offi cers.
out of storage only in extreme circumstances or to keep their wield-
ers skilled in their use. He has suffi cient thaumaturges and savants
on his staff to keep his troops equipped with a minimal level of
alchemical and talismanic aid, but most of them are detached on
special missions in the deserts currently.
The forces of the Seventeenth Legion have swelled drastically in
the fi ve years since the legion left the Realm, buying out mercenary
contracts and recruiting soldiers—particularly outcastes—wherever
they have traveled. They have also made alliances with several
barbarian tribes in the Southwest, seeking out those with advanced
knowledge of the fringes of the central deserts. Although Saloy
Hin has made his base of operations the Steel Tower, much of the
legion is currently based in Valen. A small city-state located off the
main trade route between Gem and Chiaroscuro, on the edges of
the deserts frequented by the Dune People, Valen is about a week’s
journey on foot from the Steel Tower. Valen has suddenly become
one of the safest—if rowdiest—cities in Creation, as its population
has nearly tripled in size with the coming of the Seventeenth and
the mercenaries it has hired.
This population explosion would typically be a recipe for
disaster, not just in terms of crime and poor relations with the local
populace, but in terms of needed rations far outstripping the local
food supply. But Hin has prepared for that eventuality, using his
considerable wealth to bring in supplies, construction materials
and large numbers of prostitutes to keep his forces happy. His en-
gineers are also hard at work expanding the city’s water-retention
basins, improving its sewer systems and roads (sometimes at the
same time) and generally bringing all the advantages of Realm
construction and engineering to the former backwater. He uses
whatever troops are on hand as construction personnel—partly
to keep them too busy to get into serious trouble, and partly to
keep the construction costs down by avoiding the use of large
numbers of slaves.
As its work continues, the legion’s efforts are having not-un-
expected side-effects. Legion patrols drive off Dune People raiding
parties, and their presence provides improved infrastructure and
law and order. As a result, the city has once again become popular
with canny traders who seek a trade route that is much less laden
with transit fees, duties on goods, and graft and corruption than
they would fi nd in towns and cities along the main trade route. The
increased trade further fuels Valen’s burgeoning economy.
The rulers of Valen, however, worry that this prosperity is
transitory. They worry that Valen will expand explosively, only to
face economic catastrophe when the Seventeenth leaves, which
it inevitably must. General Saloy has reassured them that he has
no plans to abandon the city, but they are not so sure. They have
heard similar assurances before.
83
CHAPTER TWO • THE OUTCASTE
OUTCASTES AND THE S EVENTEENTH
The Seventeenth Legion aggressively recruits
Dragon-Bloods of all stripes and kinds. Be they mer-
cenaries, merchants, savants or sorcerers, if they have
even an ounce of martial talent, they can fi nd a home
in the Seventeenth.
Once enlisted, outcastes fi nd themselves treated
largely as one of the guys, which has both benefi ts and
disadvantages. The Dragon-Blooded offi cers of the
Seventeenth are largely graduates of Pasiap’s Stair or
were selected for their broad-minded opinions of the
Threshold. (Those who weren’t mostly disappeared on
the ocean journey to the South.) This gives them a more
tolerant and expansive opinion of outcastes in general,
and non-Dynast characters can expect to get fair treat-
ment by their compatriots as long as they prove they can
carry their own weight. On the down side, characters are
given little time to adapt to the legion’s strict discipline.
Although their fellow offi cers try to head off problems
before they happen, they can do little to protect their
compatriots from whatever consequences might befall
them. While General Saloy is an understanding fellow,
he is unlikely to treat new arrivals much differently than
he would experienced hands.
Still, life in the Seventeenth is good for the moment.
There are plenty of artifact weapons to be had (the Arsenal
Background is available to characters in the Seventeenth).
The pay is good and the opportunities for training are
excellent. Whatever else General Saloy has planned, his
current operations include plenty of missions into which a
Terrestrial looking for adventure can sink his teeth, such as
tomb-raiding, exploration, mercenary jobs, diplomacy (of
the aggressive and conventional varieties), trade missions
and research into ancient secrets. There’s something for
nearly any Dragon-Blood to get involved in.
In the last 10 years—since his discovery of a sheaf of ancient
notes rumored to be the writings of one of the Seven Tigers—he
has grown increasingly interested in destiny, astrology and the stars
in general. Some say that something he found in those writings has
twisted his mind, leading him further and further into obsessions best
left alone. Others suggest that he is merely distracted by the stress
of commanding a renegade legion on a dangerous quest. Regard-
less, he has spent a considerable fortune to hire several Varangian
astrologer-priests and to import various pieces of astrological equip-
ment—timepieces, orreries and other more obscure devices—to the
Seventeenth’s permanent campsite. He also spends considerable
amounts of his spare time with them.
THE W EST
If the waters of the West hold terrible dangers, they also carry
in their depths infi nite opportunities for adventure and fame. The
demand for the unique powers of the Dragon-Blooded is as great
as the hazards faced by the communities that make their home in
the depths of the endless Western Ocean. The Wyld is never far
in the West, and if Terrestrials are less resistant to its allures and
less adept at taming its endless chaos than Celestial Exalts, they
84
The waters of the West hold no large colonies or organizations
of Dragon-Blooded like those that exist in the North or the East.
There are few large cities in which a Terrestrial can grow into his
power either. Most of the cultures of the West are glad to have any
Dragon-Blooded presence, however, and few would turn their backs
upon a newly Exalted member of their family. The only notable ex-
ception is the Skullstone Archipelago. The Bodhisattva Anointed by
Dark Water has no love whatsoever for the Chosen of the Dragons,
and he only barely tolerates their presence in the Archipelago. No
outcaste—or Dynast for that matter—may pass through the Bone
Gate into the city of Onyx, on pain of torments only the dead can
imagine. The pirates in service to the Silver Prince are known for
their ferocity, but they reserve special tortures for the Terrestrials
they capture. Freebooter captains working for the Bodhisattva may
take no Dragon-Blooded on as crew and are paid handsome bounties
for each Dragon-Blooded head they take—and even more handsome
rewards for those captured alive. Wise Terrestrials give the Skullstone
Archipelago a wide berth and make what negotiations and treaties
they must make with the Bodhisattva on neutral territory—and
surrounded by well-armed and warded guards.
Few ambitious outcastes take up the offer of impressive rewards
offered by the Sea Lord of the Coral Archipelago, as the same regula-
tions that prevent foreigners from achieving high rank also apply to
Terrestrials. Dragon-Blooded captains are nearly always offered letters
of marque, however. Native Dragon-Bloods are encouraged—quite
strongly in the case of the Air and Water Aspects—to take to the
seas, as pirates or as naval offi cers—or even as one of the rare mer-
chants operating out of the Coral Archipelago’s ports.
The Wavecrest Archipelago reveres its few Terrestri-
als—Air- and Water-aspected Dragon-Blooded particularly, but
any Terrestrial who takes to the seas or crafts artifacts that sailors
can use is a blessing in the eyes of Wavecrest. While the natives of
the Archipelago have little to offer save their devotion and their
thanks, those are given willingly to those outcastes who choose to
make their home on the isles of Wavecrest.
Half a dozen Terrestrials make their home on the fl oating city
of the Denzik, including two trained in sorcery. These Dragon-
Bloods are something more than mercenaries but something less
than full members of the Denzik Merchant Association. As with
many outcastes, their status defi es exact description. Their counsel
is heard by the city’s leadership, but they are permitted no vote.
They inspect valuable cargoes for hidden defect or forgery but are
not allowed to negotiate trade agreements or carry cargoes of their
own. Instead, they have to work through a factor designated as “the
Dragon’s Favored.” They plan and assist in the defense of the city
but directly command only a small handful of troops and some Tya
(who also serve as their aides, servants and concubines). Although
they are kept carefully isolated from the day-to-day operations of
the city-ships, they are well compensated for their efforts and are
considered valuable assets of the Association.
WHAT S ALOY H IN IS S EEKING
Saloy Hin claims to be looking for lost manses,
tombs and other resources he can secure to aid in a pos-
sible invasion of the Realm. This is not a lie, exactly,
just not the entire truth. What he truly seeks is as far
beyond some Anathema’s tomb and its treasures as the
treasuries of House Ragara are beyond a simple collec-
tion of jade bits.
Saloy Hin has in his possession records from one of
the Seven Tigers, manuscripts written on imperishable
parchment that survived the Empress’s attacks on the
Tigers’ encampments. In these manuscripts, the author
records that scouts from one of her farthest detachments
had located the lost city of Agat, in largely undamaged
condition but hundreds of miles from where it should
have been. The records were vague enough that Hin
believes that the author did not entirely trust her com-
patriots, but they were detailed enough that Hin has a
general idea where the city is located. His fi eld teams
have been instructed to keep detailed notes of anything
they discover out of the ordinary and to report back to
him using Wind-Carried Words Technique or other
methods. He knows that the city is distinctive enough
(the records include descriptions and a detailed set of
sketches) that he will recognize it even from the most
fragmented of reports.
Although Saloy is incorrect in some of his as-
sumptions—most of the city dates to the early days
of the Shogunate, rather than the High First Age, for
instance—these errors are largely irrelevant in the
grand scheme of things. The lost city is out there, and
the information he needs to discover its location is in
the documents he’s found. When he discovers it, he will
eventually have many of the resources of a Shogunate-era
city at his disposal, including weapons far more terrifying
than any currently extant in the Second Age save for the
Realm Defense Grid itself.
And then, he will be ready to wage war against the
Realm—and anyone and anything else that might get
in his way.
can nonetheless be a far better defense than even the greatest
thaumaturges. Dragon-Blooded warriors skilled at the arts of naval
combat can seize amazing bounties as freebooters and privateers, or
less substantial—but steadier—earnings commanding naval escorts
for merchant fl eets.
Many of the gods of the West—both the powerful and the
merely infl uential—seek Terrestrials out as servants, couriers,
troubleshooters, envoys and even lovers. Fakharu, Censor of the
West, is known to have over a dozen Terrestrial servants of varying
positions and responsibilities, and several of the storm mothers of
the Western Ocean are known to employ at least a handful. The
gods can be harsh taskmasters and employers, but they are often
generous ones. Their imprimatur can grant a Terrestrial who seeks
infl uence in the elemental or spirit courts a level of respect and
attention that would never be granted to any but the most powerful
scions of the Realm or Lookshy.
THE E MISSARIES OF P ERFECT W ATER
A coalition of 40 powerful thaumaturges, Terrestrial Exalts and
God-Bloods, the Emissaries have a simple set of tasks: to protect
the islands of the West from the Wyld and the Fair Folk, to prevent
the Guild and the Realm from subjugating the island kingdoms of
the West, and to mollify and ally the gods and entities of the West
to protect their island homes.
Simple—no problem.
Actually, they have had more success than any could have
hoped to expect, but they face the reality that they are too few,
85
CHAPTER TWO • THE OUTCASTE
DRAGON-BLOODED W OMEN
Many women who experience Terrestrial Exaltation in the West take on the role of the Tya eventually, as it is the only
way for them to make full use of their power in such strongly patriarchal societies. This necessity is seen as a tragedy by Realm
Dynasts, since Tya women are expected to sterilize themselves, rendering the Dragon’s Blood in their veins useless for any future
breeding. In the past, the Realm encouraged the adoption of lost eggs found in the West, especially young females, going so
far as to heavily subsidize the education and upkeep of Western foundlings. Since the disappearance of the Empress, though,
only House Peleps (and the disgraced scions of House Iselsi, working through cutouts and factors) continue the practice.
Dragon-Blooded membership in the Tya is also discouraged by the wiser and less tradition-bound members of many
Western societies. Many of the Tya themselves understand that the call of blood to blood is more important than societal
conventions. While most go only so far as to discourage Dragon-Blooded women from joining the Tya, others go further, en-
couraging their defi ance of old ways and old beliefs. Some become Tya, but “forget” to take the shellfi sh toxin that is supposed
to render them sterile, or they use Charms to burn it out of their blood before it can take hold. These women must choose
their friends and lovers carefully. They must hide their pregnancies even more carefully, a task made easier by the realities of
Dragon-Blooded gestation. Their children are usually given up for adoption, often with the families they left behind.
Others choose to stand on their own, without the protection membership in the Tya affords them, but also without the
restrictions placed on them by the society. In this choice, they are aided by the power of even young Terrestrials. Few would
provoke a Fire Aspect to rage on the decks of a wooden ship. As a result, a handful of strongly defi ant Dragon-Blooded women
make their own way through the cultural diffi culties of the West, carving a path with Essence and steel when words and wit
do not suffi ce. Their life is not easy, and is often short, but it is their own in a way that even the lives of the Tya are not.
There are women who walk another path, however. On the surface, they compromise and obey the rules of the society
in which they grew up, obeying the dictates of the only life they have known. Yet they make use of their elemental heritage
in myriad minor ways. They seldom step outside the bonds of their culture, but they bend them when possible, avoid them
when feasible and break them only when necessary. Thus do they aid their society, defending it with wit and with Charms
when necessary. There are those who see such women as failing their Terrestrial blood, but most who follow this path see
themselves as instead honoring their history and their culture and doing what they can to improve their lives—within the
confi nes of what they believe and hold true.
spread too thin and without enough power to single-handedly save
the West. Nonetheless, they continue to strive, seeking alliances
where possible, banding their forces together when necessary,
overseeing each others’ interests, and forming a petitioning block
in the spirit courts of the various storm mothers and sea gods of the
West that is always listened to, if not always heeded.
The leading Emissaries include a dozen outcastes, six of whom
are sorcerers (two of whom are powerful enough to be recognized
as noteworthy even by the tutors of the Heptagram). The remain-
der of the 40 who form the organization’s core include powerful
mortal thaumaturges, God-Bloods and a handful of minor gods and
elementals who have decided to take a more direct hand in working
against the Wyld in the West.
Although the rewards of membership in this coalition are
sometimes meager, they are not always infi nitesimal. The coali-
tion itself forms a powerful network of allies and connections, and
Emissaries can count on aid and friendship whenever they travel
in another member’s holdings. The coalition has no lack of magical
prowess, and its members have access to a number of enchanted
ships and longboats, including a pair of unique sailing yachts that
apparently date to the First Age in their design and manufacture.
These enchanted vessels swiftly travel through even powerful
storms and dangerous seas and are often blessed—if secretly, in
some cases—by members of the Celestial Bureaucracy, some of
whom are sympathetic to the Emissaries.
Although membership in the Emissaries is considered presti-
gious and useful, few seek it out. As a result, the Emissaries have
hard problems recruiting replacements for recent losses. Membership
in the Emissaries is also seen as highly dangerous and eventually
futile, as it deals so often with powerful Fair Folk and the hazards
of the Wyld. The coalition plans to meet soon in the spirit court
of Fakharu to discuss how to proceed, but recent developments in
the West suggest this meeting may have to be postponed.
EOS AND O SSISSA
Some of the pirates of the Western Ocean are driven by greed,
others by desperation. Some privateers are patriots, preying on the
trading vessels of their enemies out of loyalty to their kingdoms.
Some are driven by vengeance or the spirit of adventure and ex-
ploration. Eos Atitha, outcaste by birth, and Sesus Ossissa, outcaste
by choice, refl ect these latter drives.
Eos Atitha is an Air Aspect powerful far beyond her years.
Her village attacked by Guild slavers, she can never return to what
she once was. Now she takes her righteous anger out on all Guild
captains and merchants she comes across, seeking to bring low their
nancial mastery of the West. Sesus Ossissa was once part of the
same sworn brotherhood that claimed Sesus Chenow. Coming across
Atitha and the destruction she wreaked upon a Guild convoy, he
was struck by the purity of her vision and obsessed with her fury and
vengeance. A seeker of dreams in the Wyld, he has become caught
up in her dreams—and she in his. They are not lovers, exactly, but
more than mere allies could ever be.
Since then, they have ravaged Guild ships and interests throughout
the West, developing contacts and informants in every major port, as well
as a web of dealers and brokers willing to take on their wares. They free
slaves, avoid bloodshed whenever possible—except for Guild blood, of
course—and occasionally perform great services or bestow great wealth
upon one or another island village in need of assistance. As they have
continued to succeed, the number of ships in their fl eet has grown, and
now, they number six swift warships, well armed and crewed, with a
number of God-Bloods, Terrestrial Exalts and mortal heroes who stand
behind them as ships captains, lieutenants and aides.
86
honor, and the Lintha hunt them for reasons they will not say. Even
among the Fair Folk who feed on their dreams and encourage their
desires, Eos and Ossissa’s fl eet has fostered animosities, although
they know it not.
The fl eet is known to make harbor on an island known as the
Obsidian Hands, but its precise location is unknown, and perhaps
unknowable except to the captains of their fl eet, as it lies in the
Deep Wyld. The island is a placid and fertile place, with a harbor
well defended against storms, and it is suffi ciently magical that no
need is unmet, no desire untended. Those who reside on the island
can soon become idle dreamers of dreams, their days spent in an
idyllic haze. The Fair Folk who reside in the area have no reason to
seek them out, ensnaring the permanent residents of the Obsidian
Hands in glamours or tricks, for they are already ensnared, lulled into
complacency and indulgence by the nature of the island itself.
THE P OWER OF THE W YLD
The Wyld does not always twist its victims physi-
cally, shattering their forms and mutating their shapes.
Its power can be as great over the mind, the spirit—even
the soul—of those who linger too long in its grasp as
it is over their bodies, and Eos and Ossissa are perfect
examples of this. The longer they dwell in the Wyld,
the more iconic they become—each losing the depth
and breadth of character he or she once had. Those
who serve under them, even those who hunt them, are
caught up in this effect. They become loyal servants,
untrustworthy aides or dedicated hunters as the needs
of the Wyld and their own natures demand. The Wyld
burns away all complexity and “unnecessary” depth until
all that is left is the epitome of their role in the story of
Eos and Ossissa.
DEMON C APTAIN K ASUA
There is a ship around which even the Lintha tread carefully.
There is a captain whom even the privateers of the Coral Archi-
pelago defy only with reluctance. The ship’s name is Swift Madness,
and its captain’s name is Kasua.
Who the woman now known as Demon Captain Kasua was
before she started her Yozi-maddened trek through the West is lost
to history. What is known is that she has terrorized shipping in the
Western Ocean for the last two centuries, and the Realm has taken
Their success has also brought them great wealth. Eos and
Ossissa are perhaps the wealthiest pirates in the West, rivaling even
the Lintha grandfathers in their fortunes. They have also earned
great enemies. The Guild hunts them for the damage infl icted on
its purses, the Realm hunts them for the damage infl icted upon its
87
CHAPTER TWO • THE OUTCASTE
FREEBOOTERS, PIRATES AND P RIVATEERS
Many Terrestrials take to the seas in search of adven-
ture—and often, they take the role of predator. Some, such
as Eos and Ossissa or the Rising Scarlet Wind Brotherhood,
are nearly noble in their pursuit of fame and fortune, seek-
ing to minimize bloodshed and confl ict when possible, and
using their winnings as much for decent purposes as for
decadence and boisterous partying when in port. Others,
such as the Dread Squadron of Peras or Demon Captain
Kasua, are likened to Yozi-spawn even by the Lintha. They
leave naught but destruction and tears in their wake.
One thing is certain. Nearly all of them eventually cross
the Realm, the Coral Archipelago, the Lintha or the Guild,
and when they do, they earn an enmity that can be hard to
shake. Still, enough are successful, for long enough periods
of time, that piracy remains a favored pursuit in the West.
The Swift Madness is nearly a First Age ship in name only. While
her hull is all but impervious and her sails impossible to puncture, she
lacks the propulsion system, the weapons and the other protections
that are the hallmark of those irreplaceable ships. Its crew, largely
consisting of demons and the Demon- and God-Blooded spawn of
Kasua, gives the ship its combat power. Erymanthoi act as the ship’s
heavy strikers, for example. Surprisingly, although Kasua certainly
has no problems seeking union with demons, she has apparently
never availed herself of the neomah’s ability to enhance the chances
of Dragon-Blooded Exaltation in her foul get.
Even more curiously, although she makes use of demons in
nearly all aspects of her life and piratical career, she has shown no
particular sign of infernal nature. Her weapons are black jade, not
Malfean bronze or iron, and while her armor is forged of the fl ayed
skins of her victims, it is merely horrible, not Malfean in nature.
She has shown no power beyond that of a very old, very powerful
Terrestrial sorceress with a substantial arsenal of spells and artifacts.
Whether this is due to lack of opportunity or lack of desire is another
question—one few have lived long enough to ask.
Kasua is known to make her home on a dark, cloud-shrouded
island somewhere to the east and north of the Neck. It is here that
she raises the spawn of her crew—both those she has carried herself
and those born of the unfortunate victims of her crew’s hellish
appetites—and here that she stores the wealth she has captured
over the centuries of her rampage. She is always seeking outcaste
crewmembers, though few are so degenerate as to sign onto her
maddened voyage of the damned.
DRAGONS OF THE L INTHA
The history of the Yozi-spawned Lintha is scattered with periods of contact with the “lesser” mortals of Creation, and the
offspring of these miscegenetic unions carried the Blood of the Dragons into the Lintha Family. Although Terrestrial Exalta-
tion is rare among the Lintha, it is not completely unknown. At any given time, as many as three dozen Dragon-Blooded can
be counted among their numbers, although the number is usually far lower.
These rare individuals are highly prized by the Lintha. The blood of the Yozis and the Immaculate Dragons perversely
intermingles in their veins, and they are powerful even by the standards of pureblooded Lintha. From the time of their Exal-
tation, they are singled out for special training and education. The stark tasks assigned all Lintha children are doubled and
redoubled again when given to those who have shown the sign of the Dragon. Most learn sorcery from an early age, and those
few who do not are expected to make up for their lack of sorcerous knowledge with mastery of combat skills, ship handling
and thaumaturgy. Those who survive their childhood are potent weapons of the Yozis in their wars against the South and
West. While their upbringing is rough, no Lintha would needlessly waste the life of such precious resources, so these children
are carefully guarded.
The Lintha only very rarely adopt adult—or adolescent—Terrestrials into their ranks as cousins. This is due partly to the
Lintha’s extremely insular nature and partly to the famed Exalted ability to recover from even the most heinous injuries—in-
cluding castration. It is also a security measure. Both the Realm and Lookshy have used Dragon-Blooded agents to infi ltrate
the Lintha, at times managing even to penetrate Bluehaven itself. Although the agents were neutralized before they could call
for an invasion fl eet, the success of these missions shook the leaders of the Lintha. As a result, it is only with great hesitancy
that the Lintha select even young Dragon-Blooded into their ranks. Even then, these Dragon-cousins as they are known are
never allowed to see Bluehaven.
no substantive steps to stop her. Some suggest she is a scion of the
Scarlet Dynasty, but whether she was exiled for crimes, is fl eeing
justice or has been deliberately sent out as an agent provocateur
differs depending on who tells the tale. Others suspect she is simply
another lost egg who stumbled upon a cache of ancient tomes and
taught herself sorcery enough to operate the First Age transport she
has turned into a warship.
90
CHAPTER THREE
CHARACTER CREATION
Although they aren’t its rightful rulers, the Terrestrial Exalted
rule most of Creation as the Second Age winds down. The gods
originally intended for the Dragon-Blooded to act as the aides and
infantry for the Celestial Exalted, so they made the Terrestrials
weaker than the Celestial Exalted. They were also supposed to work
together—a fact made evident in the design of their Charms—and
cooperation is in their very nature. One on one, an average Ter-
restrial Exalt will lose to an average Celestial Exalt. Yet by working
together, they killed hundreds of Solar Exalted and drove the rest
of the Celestials underground.
Such are the characters you’ll make here.
When you create your Dragon-Blooded character, give some
consideration to where your character comes from, what his life
before his Exaltation was like and what he’s done since receiving
the Terrestrial Exaltation. The more personal history you come up
with, and the more details you know about your character’s life, the
easier it will be to get into his head during a story.
Don’t just think about where you want your Ability dots to go
and how you want your character to crush his enemies. Give some
consideration to where weaknesses might have dramatic potential over
the course of the game, and place your dots accordingly. By making his
weaknesses as interesting as his strengths, you’ll fi nd your character
far more fun to play than you would if he’s only good at kicking ass.
In fact, if you’re playing a Terrestrial Exalt, you’re almost certainly
not the most lethal character in the game, so you may as well make
the most of the dramatic potential in your character’s weaknesses.
WHO A RE THE T ERRESTRIALS?
The Terrestrial Exalted can be found throughout Creation. The
greatest concentration of their numbers resides on the Blessed Isle. A
large number of die-hard holdouts of the Shogunate live in Lookshy
across the Inland Sea. Lastly, the libido of the Dragon-Blooded is a
boundless thing, and bastard children (and grandchildren and great
grandchildren and so on) are born of their dalliances across the fl at
face of Creation almost every day. Most of these lucky children are
given up to the Realm or Lookshy as soon as they Exalt, but some
remain lost and make their own way through the world. Those
who do are the outcaste.
Other subsets of Terrestrial Exalted with slightly different
abilities and advantages can be found in Creation, but these three
varieties account for the vast majority of the Dragon-Blooded
throughout Creation.
91
CHAPTER THREE • CHARACTER CREATION
STEP O NE:
CHARACTER C ONCEPT
Any gamer who’s seriously interested in roleplaying realizes
something after about his third character: Simply arranging a bunch
of dots on a page and then stretching a thin veneer of personality
over them is one of the more tedious ways of creating a character.
More often than not, you wind up with a two-dimensional character
who turns out to be pretty boring after about three gaming sessions.
A much more challenging, and ultimately more enjoyable, way of
creating a character is to home in on a concept that resonates with
you, fl esh out the concept with likes, dislikes, history and goals,
then decide what the character’s strengths and weaknesses look
like in dots later on.
Coming up with an interesting and playable character concept
is the fi rst and most important step in creating an Exalted character.
The more vividly you can imagine your character at this point, the
more you’ll be able to assume his persona when the game starts.
Slipping into a character is like putting on a fi ne set of threads. If
they’re too loose, too tight or tailored to someone else’s specifi ca-
tions, they’re not going to work for you.
Players of Dragon-Blooded characters have an advantage
where roleplaying is concerned. If you’re playing a Terrestrial Exalt
rather than, say, a Solar or Abyssal character, odds are that power
gaming isn’t your cup of tea anyway, so you’re entirely free to come
up with a character who really interests you—a character with
depth, complexity and shortcomings. It’s okay to start a character
off with a broadly defi ned or stereotypical concept. There will be
time to add depth soon enough. You can start with an idea you’ve
picked up from mythology, anime, wuxia fl icks or any other source
THE S TORYTELLER AND Y OUR C HARACTER
A roleplaying game is a cooperative effort at telling an
imaginative tale. Give your Storyteller some notion of what
kind of character you want to create before you go through the
effort of generating a character. An ass-kicking Immaculate
monk might be fi ne and dandy in the right game, but if your
Storyteller intends to spin a tale of political maneuvering and
court intrigues, you’ll be bored, and he’ll have a harder time
modifying his game to make sure you’re included.
A brief consultation with the Storyteller can make sure
that your character is well suited to the unfolding series.
that inspires you, and then you add the fi ner shading and intricate
detail that you want on a second or third pass.
ORIGINS
Creation is big, and Terrestrial Exalts come from all over it.
Where your character comes from determines what he’s seen, hints
at what he knows and colors how he thinks.
Dynasts come from one of the Great Houses of the Scarlet
Dynasty, based on the Blessed Isle. Such characters likely come
from the Realm, but they could just as easily be from a Realm
garrison in one of the many satrapies in the Threshold. Scions
of the Dynasty are known for their decadence and their excesses,
but they are also rigorously trained from early childhood to be the
defenders of Creation.
Lookshy’s Terrestrials are the well-preserved holdouts and
descendents of the Shogunate’s famed Seventh Legion. The city-state
of Lookshy is located in the Threshold, due east of the Imperial
92
City and due west of Nexus. Their overall familiarity with, and
use of, First Age technology is much higher than the Realm’s, and
they’re not afraid to use powerful artifact weapons to oppose the
Scarlet Empire. Lookshy survives through rigorous discipline and
order, and its martially inclined populace has long proved willing
to do whatever is necessary to defend the city.
Outcastes are those Dragon-Blooded who Exalt without the
benefi t of any cultural framework to help them come to terms with
being Exalted. They have the power but not the training provided
by the Realm and Lookshy in how to focus those abilities. Dynasts
might see these “lost eggs” as poor, ignorant backward cousins, but
outcastes often see themselves as free of the indoctrination of the
Realm and Lookshy, and pride themselves on their independence. The
Blood of the Dragons can sleep in mortal veins for centuries without
manifesting as an Exaltation, and many bloodlines in Creation hold
a trace of the Dragons’ Blood. Consequently, outcaste Terrestrials can
and do show up anywhere in Creation, from the shores of the Inland
Sea to communities located near the elemental poles themselves.
HOUSE
Knowing a Dynast’s House (or the Gens of a Lookshy Terrestrial)
doesn’t necessarily tell you anything about that particular Exalt, but
it’s a better indicator than many other factors. Over the decades,
the Great Houses have shown propensities toward certain behaviors
often enough that they’ve developed a reputation. House Cynis is
known for its decadence, for example, while House Cathak is known
for its discipline and martial prowess. While a character need not fi t
the stereotype of her House, it’s good to at least know the stereotype
and then determine whether to play to, or against, type.
ELEMENTAL A SPECT
Every Dragon-Blood belongs to one of fi ve elemental aspects
that correspond to the Elemental Dragons of Air, Earth, Fire,
Water and Wood. Aspect gives the character a spiritual and physi-
cal bond with that particular element, which reveals itself in her
appearance, her talents and the powers she wields as a member of
the Dragon-Blooded Host.
Nothing impacts the life of a Terrestrial Exalt so much as the
Elemental Dragon whose power she channels. Aspect plays a power-
ful role in determining the Exalt’s temperament, aptitudes and the
way she interacts with the world. Elder Terrestrials are much more
prone to showing their elemental aspect through small unconscious
habits than are recently Exalted Dragon-Bloods, who have not yet
had the years of experience with their respective element to color
their interactions with the world around them. So extreme are
the differences between the elemental aspects that philosophers
among the Dragon-Blooded have long asserted—rhetorically, of
course—that the Terrestrial Exalted are not one race but fi ve, bound
together by tradition, necessity and shared blood.
Still, aspect refl ects only a behavioral tendency, not natural
law. Aspect is only one facet, along with history, family and natural
temperament, that fi gures into a Terrestrial’s behavior. Any Exalt
may choose to follow or deny the urges of her elemental nature, and
no Dragon-Blood is likely to go far in life if she is unable to deviate
from her elemental inclinations. (For one thing, such rigidity would
make her predictable and easy to manipulate.)
CHOOSING A H OUSE
Ten of the Dynastic Houses (and many of the Gentes of
Lookshy) have strong affi nities for particular elements, but Dragon-
Blooded of all aspects come from all Houses, so you are not bound
by a House’s elemental affi nity. If you like the youthful energy of
House V’neef, but don’t want to play an Aspect of Wood, you’re free
to choose any aspect that works with your character concept.
MOTIVATION
Dragon-Blooded, like all Exalted, are larger than life and have
goals and dreams bigger than mortals could hope to achieve. Every
character has a range of goals, but your character’s Motivation should
be the primary desire that drives him. Exemplary Dragon-Blooded
Motivations include assuming the Scarlet Throne, taming the
Threshold, eradicating piracy from Creation’s seas, mastering every
sorcery spell in the Terrestrial Circle, expunging the Anathema
from Creation or other aspirations of similar grandeur.
Keep in mind that your character’s Motivation will come into
play many times in a series, so choose wisely. For more on choosing,
playing and changing your character’s Motivation, see page 88 in
the Exalted rulebook.
STEP T WO: ATTRIBUTES
The Terrestrial Exaltation, the ultimate sign of spiritual
mastery, grants the Dragon-Blooded much greater potential than
their mortal counterparts have. And Creation is lucky that it does,
because even the powerful Exalts of the Dragon-Blooded Host are,
individually, no match for most Anathema.
As with all characters, all Dragon-Blooded characters start
with one dot in each Attribute before they assign any other dots.
Barring catastrophic in-game developments, a character will always
have at least one dot in every Attribute.
In keeping with your character concept, decide how you want
to assign your Attribute dots between Physical, Social and Mental
Attributes. Pick one Attribute set to be primary, one to be second-
ary and one to be tertiary.
Physical: Strength, Dexterity, Stamina
Social: Charisma, Manipulation, Appearance
Mental: Perception, Intelligence, Wits
(For a full explanation of Attributes, see Exalted, p. 101)
A Terrestrial Exalt has seven dots to assign among her primary
Attributes, six to assign to secondary Attributes and four dots to
invest in tertiary Attributes. A player may not assign more than
ve dots to any Attribute, but aside from that, she is free to assign
points as she sees fi t.
STEP T HREE: ABILITIES
Dragon-Blooded have an affi nity for the fi ve Abilities their
elemental aspect favors. These affi nities are called Aspect Abilities.
This elemental affi nity is refl ected in the ease with which a character
learns those particular Abilities (i.e., dots in those Abilities are less
expensive to buy with both bonus and experience points).
Air Abilities are those related to subtlety in both thought
and motion: Linguistics, Lore, Occult, Stealth and Thrown.
Earth Abilities are those concerning stability, deliberation and
construction: Awareness, Craft, Integrity, Resistance and War.
Fire Abilities are defi ned by passion and swift action: Ath-
letics, Dodge, Melee, Presence and Socialize.
Water Abilities rely on fl uidity of mind and motion and
intellectual depth: Bureaucracy, Investigation, Larceny, Martial
Arts and Sail.
Wood Abilities are devoted to life, nature and the outdoors:
Archery, Medicine, Performance, Ride and Survival.
There’s more to a Terrestrial’s life than just elemental aspect,
93
CHAPTER THREE • CHARACTER CREATION
however. Dragon-Blooded characters also have an affi nity with three
additional Abilities (called Favored Abilities). These are Abilities
that your character just naturally favors and for which she has a tal-
ent. Favored Abilities provide the same reduction in point cost as
Aspect Abilities. Since Favored Abilities represent something your
character knows well enough to have some talent in, you must assign
at least one dot to each Favored Ability. You cannot get a double
cost reduction by choosing an Aspect Ability as a Favored Ability.
Favored Abilities must be different from Aspect Abilities.
Your character doesn’t have to start with any dots in Aspect
Abilities (except to meet certain minimum requirements determined
by the character’s birthplace and training).
You may not assign more than three dots to any Ability unless
you buy the extra dots with bonus points. Bonus points may also
be used to purchase specialties in the same manner as detailed in
the Exalted core book.
WHERE Y OURE F ROM
DETERMINES W HAT Y OU K NOW
All Terrestrial Exalted start with the same number of dots
in Attributes (with some variation coming from bonus point
purchases), but the same cannot be said of Abilities. The number
of points a Terrestrial starts with refl ects the training she received
while growing up. Consequently, not all Terrestrial Exalts begin
with the same number of Ability dots, nor do they have to fulfi ll
the same Ability minimums.
Abilities refl ect learned skills, talents and knowledge acquired
through study and training. A character with no dots in an Ability
has no training in that Ability.
Depending on the circumstances of a Terrestrial Exalt’s birth and
background, he may need to meet certain minimum ratings in some
Abilities to represent the intense training regimen of his birthplace.
DYNASTS
Despite their decadence and infi ghting, the noble Dragon-
Blooded of the Great Houses of the Scarlet Dynasty take their
obligations to Creation very seriously, and they train from an early
age to be the defenders of Creation. Children of Dynastic families
spend hours learning at least the rudiments of sailing, archery,
martial arts, language and many other skills besides. Consequently,
Dynasts begin with an impressive array of Abilities.
These Dragon-Bloods benefi t greatly from the Realm’s
educational infrastructure. Although the long list of expectations,
demands, rules and myriad political intrigues that come with being
a member of a Dynastic house can seem smothering at times, there
can be no doubt that the Terrestrial Exalted brought up in the Realm
are among the best-trained individuals in Creation.
Dynast characters begin with 35 dots to place into Abilities, and
13 of these dots must go into the character’s Aspect or Favored Abilities.
All Dynasts must have an absolute minimum of Archery 1, Lore 2, Martial
Arts 1, Melee 1, Performance 1, Presence 1, Ride 1, Socialize 2 and
War 1, to represent the basic training in the arts of war and the social
graces that form the underpinnings of Realm culture. Most Dynasts will
have all of these Abilities rated at two dots or more. Those who do not
are generally regarded by their peers as defi cient in critical life skills.
They’re also terrible embarrassments to their poor families.
Dots left over after these minimums have been met may be
spent in whatever way best captures the essence of the character’s
concept. However, no Ability may exceed three dots without
spending bonus points to do so.
LOOKSHY
The Dragon-Blooded of Lookshy, being the remnants of the
Shogunate’s rigorously disciplined Seventh Legion, train with a zeal
similar to that of the Blessed Isle’s scions. If anything, the Terrestrial
Exalted of Lookshy are more disciplined than the decadent Dynasts of the
Realm (but much less wealthy). Among the Dragon-Bloods of Lookshy,
constant training and preparedness are the signs of good citizenship.
Characters originating in Lookshy begin with 35 points in
Abilities, 13 of which must be distributed among Aspect and Favored
Abilities. Again, no Ability may exceed three dots without spend-
ing bonus points to do so. Characters born in Lookshy must have a
minimum of Archery 2, Linguistics 3, Lore 2, Martial Arts 2, Melee
2, Performance 1, Presence 1, Ride 1, Stealth 1 and War 2.
LOST E GGS AND T HRESHOLD O UTCASTES
These are Terrestrials who Exalted but never received the
education provided to their Dragon-Blooded cousins in the Realm
and Lookshy. As a consequence, they are relatively untrained and
ignorant. While they are capable of learning anything any other
Dragon-Blooded can learn, and they are far superior to un-Exalted
mortals, they start their lives with a knowledge defi cit compared to
their formally trained cousins.
These unschooled Terrestrials begin with 25 dots to distribute
among their Abilities. At least 13 of these must go into Aspect or
Favored Abilities. The rest may be spent as the player chooses,
although no more than three dots may be placed in any Ability
without spending bonus points to do so.
SPECIALTIES
While an Ability represents a general area of knowledge, a
specialty is a narrowly focused area of expertise that can help your
character more closely resemble the concept you have for him. A
character might be generally good in Linguistics, but if you imagine
him to be a great savant, he might have a specialty in Calligraphy.
Likewise, if a character’s history states that she emerged from the
dense forests of the East, she might have a general knowledge of Sur-
vival, but a more specifi c specialty in Tracking or Camoufl age.
Specialties can be bought at any time with either bonus points (at
character creation) or experience points (once play beings). You don’t
have to take any specialties for your character at all, though. A character
may not have more than three specialties for a single Ability.
For more on specialties, see Exalted p. 74.
STEP F OUR: ADVANTAGES
Dynasts start life with every advantage that wealth and power
can provide. The Terrestrials of Lookshy have great resources at
their command, and even so-called lost eggs have advantages to
which most mortals will never be able to aspire.
BACKGROUNDS
Backgrounds are advantages that the character possesses at the
beginning of play. They are bought with bonus points at character
creation and can’t be bought thereafter, although they can be
acquired in the course of play.
The Backgrounds of the Dragon-Blooded differ from those
available to the foul Anathema. A full explanation of those differ-
ences can be found on page 102-111 of the Traits chapter.
Backgrounds vary signifi cantly even among the Terrestrial Ex-
alted. A lost egg in the Threshold does not have the options available
to a spoiled Dynast. Those variations are described as follows:
94
DYNASTS
The Great Houses of the Blessed Isle are among the wealthiest
and most powerful institutions in Creation. Dynastic Dragon-Bloods
begin with 12 dots of Backgrounds and may choose from Allies, Arse-
nal, Artifact, Backing, Breeding, Command, Connections, Familiar,
Family, Henchmen, Manse, Reputation, Resources and Retainer.
LOOKSHY
The Dragon-Blooded of the Dynastic Houses might be the
wealthiest of their kind, but the Terrestrial Exalted of Lookshy are
easily the most disciplined population in all of Creation. Dragon-
Blooded characters originating in Lookshy start with 13 points
of Backgrounds and may choose from Allies, Arsenal, Artifact,
Backing, Command, Connections, Familiar, Family, Manse, Men-
tor, Reputation, Resources and Retainer. No Background may be
higher than three without spending bonus points.
Exalted blood does not run as pure in Lookshy as it does in the
Realm. The Breeding Background is less common here as a consequence,
making it more expensive for characters from Lookshy. The third dot
costs four bonus points, the fourth dot costs seven bonus points and a
player who wants fi ve dots of Breeding must pay 10 bonus points.
LOST E GGS AND T HRESHOLD O UTCASTES
Hard is the life of an outcaste. Lost eggs do not benefi t from the
educational advantages of their cousins. Compared to the Dragon-
Blooded in the Realm, in Lookshy and in other civilized corners of
Creation, these outcastes are ignorant savages.
Outcastes begin with seven dots of Backgrounds, and none
can exceed three dots without expending bonus points.
Lost eggs do not have access to the many of the special
Backgrounds available to Dynasts and the Terrestrials of Lookshy.
Consequently, they pick from the same Backgrounds as the Solar
Exalted (starting on p. 110 of Exalted), with two exceptions.
Breeding: Most outcastes are from relatively weak blood and
have no close Exalted relatives, as represented by the extreme cost
of the Breeding Background shown on the accompanying table.
Cult: While outcastes may take the Cult Background, it’s more
expensive for them than it is for Solars. Terrestrials do not have the
sheer, impressive power to show of as the Celestial Exalted, so the
higher levels of the Cult Background are more expensive (as the
table shows). Any outcaste who creates a cult around herself will
likely have to use showmanship and charisma as much as dramatic
displays of elemental might.
RARE B ACKGROUNDS
Being from neither the Realm nor Lookshy puts outcastes
in an odd situation. On one hand, they have access to the Cult
Background (which other Dragon-Blooded cannot normally
take), but on the other hand, the Breeding Background is
quite rare, since their Exalted blood runs so thin.
The costs listed here may be paid in any combination
of Background dots and bonus points.
Cult Cost Breeding Cost
• 1 2
•• 2 •• 4
••• 4 ••• 6
•••• 7 •••• 10
••••• 10 ••••• 14
CHARMS
DYNASTS
Most Dynasts start with seven Dragon-Blooded Charms (see
the Charms chapter starting on p. 126), four of which must be from
the character’s Aspect or Favored Abilities.
Members of the Order of the Immaculate Dragons, however,
have learned at the Cloister of Wisdom to focus their Essence
much more dynamically through their meditations, and they have
undergone an initiation allowing them to learn Celestial martial
arts. They get only fi ve Charms from the Immaculate Martial
Arts Charms (starting on page 196), but such Charms tend to
be slightly more powerful. Note: A character cannot typically
learn Martial Arts Charms from a new style until he has learned
all the Charms in a single Martial Arts tree. (See p. 196 for more
information.)
LOOKSHY
All characters starting in Lookshy know the Charms Wind-
Carried Word Technique and Elemental Bolt Attack, as those
Charms are considered indispensable to military activities. They
also get six additional Charms of their choice, four of which must
be from Aspect or Favored Abilities.
Where sorcery is concerned, the spells known (and allowed)
in the hyper-controlled environment of Lookshy are relatively few.
Any spell that summons a demon or elemental, or that creates an
automaton of any sort, is taught solely on a need-to-know basis,
and only to the wai tan-junai (sorcerer-engineers), select chaplains
and the senior shugan-junai (sorcerer technicians who work under
the wai tan-junai).
The Dragon-Blooded of Lookshy do not have access to Sidereal
masters the way monks of the Blessed Isle do, so they cannot begin
play with Immaculate Martial Arts Charms. If a player wants his
Lookshy character to learn such Charms, the character must fi nd
a sifu willing to initiate him in the ways of Celestial martial arts
once the game has begun.
LOST E GGS AND T HRESHOLD O UTCASTES
Outcaste Terrestrials begin play with seven Charms, four of
which must come from Aspect or Favored Abilities. They may not,
under most circumstances, learn Immaculate martial arts unless they
can fi nd a rogue master to teach them (see sidebar).
VIRTUES
All Terrestrial Exalted, regardless of their origins, start with
one free dot in all four Virtues and get fi ve additional dots to as-
sign. No Virtue may be higher than three dots unless the player
spends bonus points.
STEP F IVE: FINISHING
TOUCHES
Wrap up the statistical aspects of creating your character by
calculating her Willpower, Essence and health levels, then use bonus
points to augment your character’s traits and otherwise bring her
more in line with your character concept.
WILLPOWER
A Terrestrial Exalt’s Willpower is equal to the sum of her two
highest Virtues. If you use bonus points to increase your Virtues later
on, remember to recalculate your Willpower accordingly.
95
CHAPTER THREE • CHARACTER CREATION
ROGUE M ASTERS
Out in the Threshold of Creation, nearly anything
can happen, including an outcaste learning what Dy-
nasts call Immaculate martial arts. Out here, however,
there’s nothing immaculate about them. In the wilds of
the Threshold, they’re more accurately called Celestial
martial arts, and they’re taught by rogue monks and
Anathema far more often than they are by members
of the Order of Immaculate Dragons. If (and only if) a
character has fi ve dots in the Mentor Background (to
represent a rogue monk or one of the Celestial Exalted
who is willing to train him), the character may begin
the game with Immaculate Martial Arts Charms. Such
characters begin with fi ve Immaculate Martial Arts
Charms (instead of seven from Aspect or Favored Abili-
ties), all of which must be from the same style. Like their
Dynastic counterparts, outcastes are typically unable to
learn Charms from another martial arts style until they
have learned all the Charms from one style fi rst.
Characters who learn Celestial martial arts through
such unorthodox means often demonstrate small, nigh-im-
perceptible stylistic differences in the way they practice their
martial arts, which some Immaculate Monks fi nd curious
and others fi nd borderline heretical. Orthodox Immaculates
will be very interested to learn where an outcaste learned
his technique, and many become confrontational if they
don’t consider the character’s training “legitimate.”
INTIMACIES
Exactly as for Solar characters, as described on page 76 of
Exalted.
ESSENCE
All Terrestrial Exalts start with an Essence rating of 2. As
with all Exalted, the character’s Essence rating is used to calculate
her Personal and Peripheral Essence. A Dragon-Blood can use
her Personal Essence pool discretely, without giving herself away.
Drawing from her Peripheral Essence pool, however, causes her
elemental anima banner to fl are up, revealing her spiritual bond
with the Elemental Dragons for all to see.
A Terrestrial’s Personal Essence pool is equal to the sum of
the character’s permanent Essence and her Willpower, plus any
additional points granted by the Breeding Background (see pp.
105-106). That is, (Essence + Willpower + points gained from
Breeding).
A character’s Peripheral Essence pool is equal to four times
her permanent Essence plus her Willpower and the sum of her two
highest Virtues, plus any additional points gained from Breeding.
That is, ([Essence x 4] + Willpower + [sum of two highest Virtues]
+ points gained from Breeding).
HEALTH L EVELS
Terrestrial Exalted possess seven health level, like any mortal:
one -0 health level, two -1, two -2, a -4 and one Incapacitated health
level. Additionally, Dragon-Blooded gain one -1 and one -2 health
level for every purchase of Ox-Body Technique (a Resistance Charm
found on p. 146). A character may purchase Ox-Body Technique
as many times as she has dots of Resistance.
96
BONUS P OINTS
Assigning bonus points lets you fi ll in gaps between your
character concept and the traits you’ve put together thus far. If you
want to raise Abilities, Backgrounds or Virtues above 3 or raise Es-
sence above 2 (at character creation) you have to use bonus points.
If you intend for your character to be the most famed archer in
the Realm, three dots in the Archery Ability isn’t going to cut it.
Spending a few bonus points, however, can bring your character’s
Archery Ability up to 5, and a few carefully chosen specialties can
help you get to where you want to be.
You have 15 bonus points to spend, and you may use them to
increase your character’s Attributes, Abilities, Willpower, Virtues,
Essence, Charms or sorcery spells.
Remember, this is just your beginning character. You’re not
expected to be the biggest, baddest Exalt on the block at this point.
You will be able to increase your character’s traits (but not Back-
grounds) with experience points accrued through game play.
THE S PARK OF L IFE
All of the number-crunching and dot-assigning is done once
you’ve spent bonus points, but what you have at this stage is not a
character, but a fl at, lifeless golem of numbers and dots.
This is the point where you smooth out the blemishes in the
clay and invest your character with life.
Bring the dots and numbers off of the paper and into your head.
Figure out what they mean in the context of this specifi c character.
Get to know her as you would a friend or a favorite character in a
novel or fi lm. You need to study her because you’re going to be her.
What does she look like? How does she move? What facial expres-
sions would others fi nd characteristic of her? An enigmatic smile?
A haughty sneer? A pensive frown? In what way is your character
different from you, and in what ways are you similar?
From the character herself, extend outward. What are her con-
nections to the world around her? What was her life like before her
Exaltation? Does she make friends easily? Does her family respect her,
or is she a disappointment? What school did she attend? Does she com-
mand troops? Do her troops love, respect, despise or fear her? Why?
This is also the point at which you need to incorporate
your character’s Backgrounds fully into her concept. If she has a
familiar, what is it and how did it come to follow her? If she has
good breeding, what was her family life like? Is she related to the
Empress? How closely?
Once you’ve answered all these questions (and dozens more
besides), then you’ll have a character into whose skin you can step,
a vessel that will take you into hours of adventures and fun.
Then you’ll have a character.
CHARACTER C REATION S UMMARY
DYNASTS OF THE B LESSED I SLE
• STEP O NE: CHARACTER C ONCEPT
Choose concept, elemental aspect and Motivation.
Note aspect’s anima powers.
• STEP T WO: CHOOSING A TTRIBUTES
Note that all nine Attributes start with one dot automatically before you assign any.
Prioritize your Attribute categories: Physical (Strength, Dexterity, Stamina); Social (Charisma, Manipulation, Appearance); and Mental (Perception,
Intelligence, Wits). You have 7 dots to assign to your primary Attribute category, 6 to assign to your secondary, and 4 to place in the tertiary category.
• STEP T HREE: CHOOSING A BILITIES
Note Aspect Abilities.
Select Favored Abilities (3; may not be the same as Aspect Abilities.)
Choose Abilities (35—at least 13 must be from Aspect or Favored Abilities; at least one dot must be in each Favored Ability; none may be higher
than 3 without spending bonus points. Dynastic characters must have at least Archery •, Lore ••, Martial Arts •, Melee •, Performance •, Presence
•, Ride •, Socialize •• and War •.
• STEP F OUR: ADVANTAGES
Choose Backgrounds (12—none may be higher than 3 without spending bonus points), Charms (7 Dragon-Blooded Charms, at least four of which
must be from Aspect or Favored Abilities; Immaculate martial artists get 5 Immaculate Martial Arts Charms instead, all of which must be from the
same elemental tree) and Virtues (5—none may be higher than 3 without spending bonus points).
• STEP F IVE: FINISHING T OUCHES
Record Essence (2), Willpower (the sum of the character’s two highest Virtues), Personal Essence pool (Essence + Willpower + any gained from
Breeding), Peripheral Essence pool ([Essence x 4] + Willpower + [the sum of the two highest Virtues] + any gained from Breeding) and health levels
(7 + any gained from Charms).
• BONUS P OINTS
Spend bonus points (15) at any point during character creation. Bonus point costs may be found on page 99.
ASPECTS
Air: Nearly as aloof as they are insightful, the Children of Mela are almost uniformly brilliant, and prone to losing themselves in thought. Creatures
of thought and subtlety, they embody the boundless creativity and idealism that can only exist in pure thought.
Aspect Abilities: Linguistics, Lore, Occult, Stealth and Thrown
Anima Powers: May triple leaping distance, take no damage from falls of any height, add Essence rating to Dodge DV against Archery and Thrown
attacks.
Earth: Islands of stability in the shifting seas around them, the Children of Pasiap are the very embodiment of constancy and fortitude, bringing
order to the world around them with artifi ce and strategy. They form the bedrock supporting the individuals, causes and institutions to which they
devote themselves.
Aspect Abilities: Awareness, Craft, Integrity, Resistance and War
Anima Powers: May soak lethal damage with full Stamina and add Essence trait to rolls to resist grappling attacks or to avoid knockback. May add
Essence to Stamina for all rolls when standing on earth or stone.
Fire: The passion and drive of the Children of Hesiesh are so great they can barely be contained, and the persuasive skills of a Fire Aspect can
inspire armies. In the presence of these fonts of seemingly boundless energy, all is light and warmth, and once they’ve gone, all of Creation seems a
colder, darker place.
Aspect Abilities: Athletics, Dodge, Melee, Presence and Socialize
Anima Powers: Becomes immune to fi re and bursts into fl ame for scene. Touch infl icts (Essence) dice of lethal fi re damage.
Water: Common wisdom regarding the Children of Daana’d states that their minds are fl owing and their hearts are overfl owing. Quick to adapt
to new ideas and suspicious of dogma, they are fond of mysteries of all sorts, and love solving puzzles.
Aspect Abilities: Bureaucracy, Investigation, Larceny, Martial Arts and Sail
Anima Powers: May breathe and move freely underwater. Suffers no penalties to any action for being underwater and may move full movement rate
in all directions. May walk or run across the surface of water as easily as if it were dry land.
Wood: Fascinated with life and its cycles and the nature and journey of the soul, Aspects of Wood often earn themselves a reputation for mysti-
cism. Living as much in “might be” as “is,” the Children of Sextes Jylis seem to live in a slightly different version of Creation from the rest of the
Dragon-Blooded.
Aspect Abilities: Archery, Medicine, Performance, Ride and Survival
Anima Powers: Immune to plant-derived poisons. Skin produces a natural toxin. Adds Essence rating to Dodge DV against weapons with wooden
shafts or hafts.
DYNASTIC H OUSES
The 11 Great Houses of the Blessed Realm are extraordinarily powerful. They compose that vast portion of the power structure of the most powerful
nation in Creation.
Cathak (Fire)—A pious and disciplined House of generals, strategists and martial philosophers.
Cynis (Wood)—Decadent hedonists and traders in slaves, drugs and other contraband.
Iselsi (Water)—A disgraced and shattered House fi ghting for its very survival.
Ledaal (Air)—Historians, scholars and visionaries learning from the past and preparing for the Realm’s turbulent future.
Mnemon (Earth)—An ambitious and cunning House of strategists and plotters headed by the Empress’s most powerful daughter, the sorceress
Mnemon.
Nellens (None)—Primarily a patrician House with very few Dragon-Blooded, resented by most other Dynastic Houses as untalented, undeserving
bastards.
Peleps (Water)—Master politicians and overseers of the Imperial Navy.
Ragara (Earth)—Bankers and schemers, the wealthiest of the Great Houses.
Sesus (Fire)—A powerful military House, seething with political ambition.
Tepet (Air)Formerly a great martial House, now a fallen power scrambling to recover its dignity and standing.
V’neef (Wood)—Merchants and traders. The youngest and smallest of the Dynastic Houses, but rapidly growing in wealth and infl uence.
MOTIVATION
Choose a driving and epic goal for your character.
VIRTUES
Compassion—Empathy and forgiveness.
Conviction—Determination and emotional fortitude.
Temperance—Mental clarity and self-control.
Valor—Courage and bravery.
BACKGROUNDS
Allies—Friends and sympathetic associates who help you.
Arsenal—Weapons or equipment issued from Realm armories for your use.
Artifact—Wonders of the First Age or other tools or weapons forged by savants from the magical materials.
Backing—The responsibility and power invested in you by a powerful or infl uential organization.
Breeding—How richly the blood of the Elemental Dragons runs in your veins; the inherited strength of your Exaltation.
Command—Authorization to lead soldiers.
Connections—Well-placed sources of infl uence and information within a particular area of infl uence.
Familiar—An animal companion.
Family—The impact of one’s family members upon one’s life.
Henchmen—Un-Exalted minions in your service.
Manse—A place of power whose hearthstone you hold.
Mentor—A powerful (or at least established) instructor or patron.
Reputation—Your social standing.
Resources—Wealth and material goods.
Retainers—Loyal servants.
LOOKSHYS T ERRESTRIALS
• STEP O NE: CHARACTER C ONCEPT
Choose concept, elemental aspect and Motivation.
Note Aspect’s anima powers.
• STEP T WO: CHOOSING A TTRIBUTES
Note that all nine Attributes start with one dot automatically before you assign any.
Prioritize your Attribute categories: Physical (Strength, Dexterity, Stamina); Social (Charisma, Manipulation, Appearance); and Mental (Percep-
tion, Intelligence, Wits). You have 7 dots to assign to your primary Attribute category, 6 to assign to your secondary one, and 4 to place in the tertiary
category.
• STEP T HREE: CHOOSING A BILITIES
Note Aspect Abilities.
Select Favored Abilities (3; may not be the same as Aspect Abilities).
Choose Abilities (35—at least 13 must be from Aspect or Favored Abilities; at least one must be in each Favored Ability; none may start higher
than 3 without spending bonus points)
Characters born in Lookshy must have a minimum of Archery ••, Linguistics •••, Lore ••, Martial Arts ••, Melee ••, Performance •, Presence
•, Ride •, Stealth • and War ••. Exiles or defectors from the Realm use Dynast character-creation rules except for Backgrounds, which they purchase
as if they were from Lookshy.
• STEP F OUR: SELECT A DVANTAGES
Chose Backgrounds (13—none may be higher than 3 without spending bonus points), Charms (Lookshy characters all start play with Wind-Carried
Word Technique and Elemental Bolt Attack, to which they add 6 Dragon-Blooded Charms, 4 of which must come from Aspect or Favored Abilities;
Lookshy’s Dragon-Blooded may not start play with Immaculate Martial Arts Charms, but may learn them later on, provided they can fi nd someone to
teach them), and Virtues (5—none may be higher than 3 without spending bonus points).
• STEP F IVE: FINISHING T OUCHES
Record Essence (2), Willpower (the sum of the character’s two highest Virtues), Personal Essence pool (Essence + Willpower + any gained from
Breeding), Peripheral Essence pool ([Essence x 4] + Willpower + [the sum of the two highest Virtues] + any gained from Breeding) and health levels
(7 + any gained from Charms).
• BONUS P OINTS
You may spend bonus points at any point in character creation. Bonus point costs may be found on page 99.
ASPECTS
Same as for Dynasts (see pp. 96-97)
GENTES OF THE S EVENTH L EGION
The Gentes of the Seventh Legion are smaller, less powerful and more numerous than the Realm’s Great Houses. Five Major Houses and dozens of lesser
Houses guide the vast portion of Lookshy’s activity. The fi ve major Houses are listed here, but players are welcome to design Houses of their own.
Amilar (Air)—A scholarly family producing many savants, engineers and artifi cers.
Karal (Fire)—A highly respected family of warriors and generals.
Maheka (Earth)—A powerful family of soldiers and industrialists.
Teresu (Water)—Directors of Lookshy’s powerful navy.
Yushoto (Wood)—A Major Gens with a wide range of business interests, also produces many sorcerers.
MOTIVATION
Choose a driving and epic goal for your character.
VIRTUES
Same as for Dynasts (see p. 97)
BACKGROUNDS
Allies—Friends and sympathetic associates who help you.
Arsenal—Weapons or equipment issued from the armories of Lookshy for your use.
Artifact—Wonders of the First Age or other tools or weapons forged by savants from the magical materials owned by you (or your family).
Backing—The responsibility and power invested in you by a powerful or infl uential organization.
Breeding—How richly the blood of the Elemental Dragons runs in your veins; the inherited strength of your Exaltation.
Command—Authorization to lead soldiers.
Connections—Well-placed sources of infl uence and information within a particular area of infl uence.
Familiar—An animal companion.
Family—The impact of one’s family members upon one’s life.
Manse—A place of power whose hearthstone you hold.
Mentor—A powerful (or at least established) instructor or patron.
Reputation—Your social standing.
Resources—Wealth and material goods.
Retainers—Loyal servants.
OUTCASTES
• STEP O NE: CHARACTER C ONCEPT
Determine why your character has not joined the Realm or Lookshy.
Choose aspect and Motivation.
Note the anima powers provided by character’s aspect.
• STEP T WO: CHOOSING A TTRIBUTES
Note that all nine Attributes start with one dot automatically before you assign any.
Prioritize your Attribute categories: Physical (Strength, Dexterity, Stamina); Social (Charisma, Manipulation, Appearance); and Mental (Perception, In-
telligence, Wits). You have 7 dots to assign to your primary Attribute category, 6 to assign to your secondary one, and 4 to place in the tertiary category.
• STEP T HREE: CHOOSING A BILITIES
Note Aspect Abilities: Outcastes start with 25 Ability points, at least 13 of which must be from Aspect or Favored Abilities; at least one dot must
be in each Favored Ability; none may be higher than 3 without spending bonus points.
• STEP F OUR: ADVANTAGES
Choose Backgrounds (7—except for Breeding, use Backgrounds from the main Exalted book; no Background may be higher than 3 without spending
bonus points), Charms (7 Dragon-Blooded Charms, at least 4 of which must be from Aspect or Favored Abilities; an outcaste with a Mentor 5 sifu who
opts to learn Celestial martial arts [see sidebar on p. 95] get 5 Celestial Martial Arts Charms instead, all of which must be from the same elemental
tree) and Virtues (5—none may be higher than 3 without spending bonus points).
• STEP F IVE: FINISHING T OUCHES
Record Essence (2), Willpower (the sum of the character’s two highest Virtues), Personal Essence pool (Essence + Willpower + any gained from
Breeding), Peripheral Essence pool ([Essence x 4] + Willpower + [the sum of the two highest Virtues] + any gained from Breeding) and health levels
(7 + any gained from Charms).
• BONUS P OINTS
Bonus points (15) may be spent at any time during character creation.
ASPECTS
Same as for Dynasts (see pp. 96-97)
MOTIVATION
Choose a driving and epic goal for your character.
VIRTUES
Same as for Dynasts (see p. 97)
BACKGROUNDS
Lacking the support of the Realm or Lookshy, outcastes have fewer options for Backgrounds. Accordingly, they use the same Background options as Solar Ex-
alted (see p. 110 of Exalted). Since they are Terrestrial Exalts, however, they also have access to the Breeding Background (though it’s expensive, see p. 94).
Allies—Loyal friends
Artifact—Wondrous devices of the First Age or weapons and savant-forged tools made of the magical materials
Backing—Status and authority in a powerful organization.
Breeding—Pure blood, a strong inherited link to the Elemental Dragons. Rare in outcastes.
Contacts—Information sources and friends in useful places.
Cult—Mortals who literally worship you. Unusual for Terrestrials.
Familiar—An animal companion.
Followers—Mortals who look to you for leadership.
Infl uence—Your command of the world around you.
Manse—A place of power and Essence to which you have the hearthstone.
Mentor—A wise or helpful teacher and instructor.
Resources—Wealth and material goods.
BONUS P OINTS
Trait Cost
Attribute 4
Ability 2 (1 if Favored or Aspect Ability)
Background 1 (2 if Background is being raised above 3. Certain Backgrounds may cost more, depending on
the character’s history and circumstances.)
Specialty 1 (2 for 1 if Favored or Aspect Ability)
Virtue 3
Willpower 2
Intimacies 3 to increase starting Intimacies to (Willpower + Compassion)
Essence 10
Charm 7 (5 if Favored or Aspect Ability)
Immaculate/Celestial Martial Arts Charm 10 (7 if Favored or Aspect Ability)
102
CHAPTER FOURCHAPTER FOUR
TRAITS
Most of the traits used in this book are identical to the ones used
in Exalted. Virtues, Abilities, Attributes, Willpower, Essence and the
like are all handled identically or nearly so. For the rules governing
these traits, see the Traits chapter, beginning on page 88 of Exalted.
EXPANDED B ACKGROUNDS
Many Terrestrial Exalts have access to resources far above
and beyond those available to most of the rest of Creation. The
least wealthy and infl uential Dynasts of the Realm live in luxury
beyond the imaginings of many shoguns of the Threshold, and
the soldier-champions of Lookshy carry arms and armor of which
most in Creation have only heard stories. Because of this, several
Backgrounds work differently for most Dragon-Blooded characters
than they do for Anathema or for mortal characters. Additionally,
Terrestrials have several new Backgrounds that are either unsuited
for other characters or not normally available to them.
OUTCASTES, SOLARS AND O THERS
Although several Backgrounds are detailed here that give
Terrestrial characters access to resources signifi cantly better
than those normally available to Solars (or other Exalted), this
does not mean they are necessarily exclusive to Dragon-Blooded
characters—or even that all Dragon-Blooded have access to them.
A Solar who has sworn allegiance to the Cult of the Illuminated,
for example, might be entrusted with weapons forged in Heaven
(represented by the Arsenal Background). Alternatively, Dragon-
Blooded characters with no special connection to the Realm,
Lookshy or another suffi ciently wealthy and infl uential society
might have access to none of the Backgrounds listed here and
be forced to rely on those found in the main rulebook.
As always, this is dependent on the Storyteller. It should
be kept in mind that these Backgrounds help even the playing
eld between Terrestrial characters and other types of Exalted,
especially in a mixed-Exalt series. Denying access to these Back-
grounds without some other compensation can leave a character
signifi cantly weaker than the rest of the characters.
ALTERED B ACKGROUNDS
As stated, the complexities of Realm society require the redefi -
nition of certain Background traits. While some require only notes
103
CHAPTER FOUR • TRAITS
on how they apply specifi cally to the culture of the Realm, others
work very differently. Unless mentioned here, existing Backgrounds
work just as they do in Exalted.
ARTIFACT
The scions of the Realm and Lookshy have access to mas-
sive remnants of First Age and Shogunate wonders. The ruins of
Deheleshen included extensive armories of military hardware and
a substantially intact Shogunate military complex, and the Realm
is built upon the Blessed Isle, which though stripped of much of its
mobile military assets at the end of the Contagion, still retained
signifi cant infrastructure and Shogunate-era resources. As a result,
both states—and their satellites, such as Cherak—have access to
substantial resources of jade artifacts and wonders.
This Background represents not only those artifacts the character
has been given for one reason or another, but also those that they have
had an opportunity to purchase, trade for or otherwise acquire before
play begins. They are the character’s property and may be traded or
sold without overt problem (assuming the right paperwork is fi lled
out, and the right bribes are placed)—though House or Gentes elders
might still be annoyed that they were sold without permission.
EVERY D AIKLAVE H AS A S TORY
It is all too easy for Dragon-Blooded characters—even those who do not hail from the Realm, Lookshy or a cadet
house—to accumulate quite an impressive panoply of artifacts. Jade weapons, armor, bracers and other minor wonders are
found in suffi cient quantities, even in the waning days of the Second Age, that it is not diffi cult for players to take such
things for granted. Yet players shouldn’t take their wonders for granted.
Every artifact—even those produced in large numbers during the Shogunate—has a unique story behind it. Shogu-
nate-era artifacts—let alone those rare wonders of the First Age—were produced more centuries ago than Stradivarius
violins, Gutenberg bibles or Muramasa katana were to us, and they have as much history behind them. Most artifacts can
be identifi ed as to the sorcerer-smith who forged/created them, and who has carried them (and in which battles they were
used), using the same sort of resources antiquarians use to identify antiques in our world. New weapons and armor are
specially commissioned, and the forge where they were constructed, which sorcerer-engineer oversaw the construction and
the style and fi ttings chosen all tell the knowledgeable foe quite a bit about the character who paid the vast sums necessary
to have new artifacts forged.
A character’s choice of weapons and armor—not just in type, but in name and history—should be a personal one
and should refl ect the character’s personality, his relationship with his family or unit and the lengths to which he’s willing
to go. He might have had to travel out into the Threshold to recover his fallen mother’s panoply, for example, or have
been issued a weapon once carried by a distant ancestor. The destruction or loss of such a weapon is not a trivial thing to
be shrugged off, for most characters. It is a personal and familial disaster, a disgrace to the character’s name and unit, and
many Terrestrials will go to nearly any length to recover a weapon they lost, for reasons of face if not honor.
PURCHASING A RTIFACTS
It is certainly possible to buy, sell and trade artifacts—elder Dynasts, heads of the Gentes and Imperial Army offi cials
do it all the time—but the market is closer to that of champion racehorses, rare antiquities or priceless artworks than trade
in used weapons or furniture. Dealers in artifacts and wonders sell what they have on hand or can acquire. The market
simply is too small, too expensive and too volatile for dealers to keep any sort of stock on hand for very long. Among other
things, this means that high-Resources characters may not use their massive wealth to sidestep the Artifact or Arsenal
Backgrounds just as play begins.
Typically, non-military and minor artifacts have a value in Resources dots equal to their Artifact rating +1. This can
include minor weapons and armor (daggers, bracers, light armor and the like), but typically, military artifacts and those with
serious agricultural, industrial or construction applications are valued at the wonder’s Artifact rating +2. Truly impressive
and singular artifacts—warstriders, First Age fi eld artillery and other major artifacts—can be rated as high as Artifact +3
(effectively placing most of them beyond the means of any single individual), but they are only very rarely on the market
in the fi rst place. Most such devices have a buyer before they are even recovered.
All trade in artifacts carries with it signifi cant oversight, taxes and duties in most nations, and most governments try
to restrict or ban trade in powerful military hardware—with varying degrees of success.
The Artifact Background grants Terrestrials twice the number
of dots worth of artifacts as normal, although any single artifact
cannot exceed the Dragon-Blood’s rating in Artifact. (A character
with Artifact 3 cannot buy a four-dot artifact, but he can buy two
three-dot artifacts.) Even Dragon-Blood with no rating in this
Background will have a single one-dot artifact of the Storyteller’s
choice, so prevalent are jade wonders in these places.
CONTACTS AND I NFLUENCE
Dragon-Blooded characters do not use these Backgrounds.
Instead, they use Connections.
CULT
It is exceedingly unlikely that any Realm-based Terrestrial Ex-
alt—whether Dynast, lost egg or outcaste—will develop even a single
dot in the Cult Background. Even the scions of the Realm—direct
descendents of the Scarlet Empress—are not venerated by the Cult of
the Scarlet Empress, and the dictates of the Immaculate Philosophy
are designed to encourage obeisance and respect toward the Dragon-
Blooded as a whole, rather than worship of any particular Terrestrial.
Storytellers should allow Realm characters to choose this Background
104
Dynasts have great diffi culty in claiming a manse as their own
property. Most households and estates are built around manses, and
being able to purchase the rights to one or more is an essential step
in starting a new household or line.
Rather than representing a single manse to which the character
has laid claim, the Manse rating of a Realm Dragon-Blooded character
indicates generally the number of manses to which she has been at-
tuned. Characters who carry the hearthstone from a manse probably
don’t actually own it, but are instead holding it on extended loan. In
case of family emergency, the stone might be recalled, particularly
if the hearthstone is powerful or unusual in nature. Level-1 and -2
manses are common throughout the Realm and typically used as
vacation dachas, hunting lodges, manor houses for small estates and
the like. Their hearthstones are unlikely to be recalled unless the
Realm is at war or their particular powers are needed.
Non-Dynastic Terrestrials, including those of Lookshy (which
devotes many of its hearthstones to defensive systems and weap-
ons—use the Arsenal Background to refl ect hearthstones issued by
the armorers), use the normal Manse Background found on page
113 of the core Exalted rulebook. Realm Dynasts may be allowed
to purchase the standard version (rather than this alternate) under
certain circumstances. Those who have spent substantial time in
the Threshold might have resources they have developed out there
and not bothered to inform their Houses about, for example.
X The character is not welcome in any of the Realm’s
manses. Why?
The character has been attuned to several lesser manses
(level 1 and 2) and holds a single hearthstone of level 1
or 2.
only with a very good reason and might wish to charge as much as
double the normal number of Background points to refl ect how diffi cult
this Background is to obtain and maintain. (The same is largely true
of Seventh Legion and House Ferem Terrestrials, although they have
more opportunities to develop cults in the Threshold.)
Outcastes in the Threshold, especially those far from strong-
holds of Immaculate teachings, have more opportunity and incentive
to develop religious followings than Dynasts do. Because of their
relative lack of power, such cults tend to be smaller ones. Three
dots or less is the norm, and it would be nearly impossible for any
Terrestrial, except a very old and very powerful one, to develop this
Background to the fi ve-dot level.
FOLLOWERS
Dragon-Blooded cannot take the Followers Background. Dragon-
Blooded who have troops or other large numbers of moderately talented
but largely similar servants at their command should take the Command
Background. Characters who have small numbers of highly skilled
servants should take the Henchmen or Retainers Background.
MANSE
The Blessed Isle has been civilized for Ages upon Ages, and
it’s geomantic resources have long been carefully mapped, tuned
and optimized to enhance the countryside and its citizenry in any
number of ways. Its demesnes have long-since been tamed and had
manses erected over them—many of them dating to the early First
Age in initial construction. The vast majority of these manses are
held by the Great Houses, the Immaculate Order or the Scarlet
Empress herself (now held in trust by Regent Fokuf). Therefore,
105
CHAPTER FOUR • TRAITS
•• The character has attuned to numerous lesser manses and
has stewardship over three levels worth of hearthstones
(none exceeding level 2)
••• The character has been attuned to a small number of
moderately powerful manses or dozens of lesser manses.
She has been granted rights over six levels of hearthstones,
possibly including a single level-3 stone.
•••• The character has been attuned to some of the best
manses of her House or legion and a number of lesser
manses. She has eight levels of hearthstones granted to
her, including a single level-4 hearthstone.
••••• The character is highly trusted and has been allowed to at-
tune herself to some of the Realm’s most powerful manses,
possibly including those that power the massive war manses.
She holds a single level-5 hearthstone, and additional lesser
stones totaling 10 levels (including the large stone).
NEW B ACKGROUNDS
In addition to the standard Backgrounds presented in Exalted,
the Dragon-Blooded have several additional Backgrounds from
which to choose.
ARSENAL
Where Artifact represents those wonders the character has
managed to acquire or those that have been given to her, Arsenal
represents weapons and equipment loaned to her by a larger organiza-
tion—most commonly a Great House, Gens, fi eld force or legion—to
be used in pursuit of that organization’s goals. Although their use is
granted to the character, they remain the property of that organi-
zation and must be returned—in functioning order—on demand.
While such assets might be reasonably static in nature (particularly
for equipment issued to military commands), a character’s superiors
can withdraw and re-issue equipment as needed. Some characters
even fi nd themselves issued new equipment for particular missions as
needed. Storytellers should keep in mind that this is a Background,
bought and paid for, and that players should be allowed to get
their value out of the Background. A character who steals, sells or
otherwise fails to turn in equipment provided by this Background
will face punishment. She might even be hunted down, especially
if she has left the organization that originally issued the gear.
Dots provided by Arsenal may be used to purchase artifacts or
hearthstones, with a maximum level per artifact equal to the rating
in Arsenal. (Arsenal 3, for instance, allows the user to purchase
artifacts or hearthstones of three-dot potency or less.)
Levels in this Background can also be used to equip a character’s
subordinates (Storyteller characters purchased through Command
or Henchmen). When used in this fashion, each level provides a
number of dots of Resources that can be used to purchase exceptional
equipment, thaumaturgical supplies or other hardware (mounts,
vehicles, etc.) as needed. Unlike normal Resources dots, these dots
are spent when used, and the maximum level of expenditure is still
limited by the level of the Background. So, three dots provided by
Arsenal could be used to purchase 10 exceptional straight swords
(Resources 3 each) or 10 exceptional reinforced buff jackets or
some combination of the two.
Characters may choose to pool their Arsenal ratings, represent-
ing the combined treasury of a House military unit, legion payroll
and arsenal, the assets of a trading company or other organizational
unit. Those who do so gain additional benefi ts, in the form of an
additional dot of assets per level per character pooling their resources
past the fi rst. So, for example, four characters’ pooling three levels
of Arsenal creates an asset pool totaling 56 dots of assets, with a
maximum rating of 3. If this option is taken, each asset dot converts
to eight dots of Resources.
These dots of assets can be spent on equipment, artifacts,
hearthstones or other resources as the Storyteller deems appropriate
and are entrusted to the characters as a group—and they will all
share the burden of any losses or unexplained missing gear. Char-
acters may develop separate pools of Arsenal assets (representing
equipment entrusted to the character from another source, or merely
additional trusts handed directly to the character), but the total
number of dots purchased in this background may not exceed fi ve
under any circumstance.
X The character has not been entrusted with any special
assets.
The character has been issued some minor resources:
two dots to spend on equipment. Alternatively, he may
purchase 15 Resource dots worth of minor equipment
•• Three dots/ 25 Resource dots
••• Five dots/ 40 Resource dots
•••• Seven dots/ 60 Resource dots
••••• Nine dots/ 85 Resource dots
MANAGING A RSENAL
Arsenal can be a very powerful Background if not
managed by the Storyteller, and Storytellers are more than
welcome to disallow it in their games if they feel the need—or
to disallow combining the Background between characters
for the synergistic effects.
Combined Arsenal Backgrounds are intended for char-
acters who are managing or leading military units, trading
companies or other organizations where they have numbers
of followers who need equipping with non-standard gear. It
is not intended as a way for players to load their characters
down with more Artifacts and hearthstones than they can
swagger under. Artifact-laden characters get plenty of benefi t
from the Artifact Background already.
The fundamental rule is that equipment provided by
the Arsenal Background is not the property of the charac-
ters in any way and should never be treated as such by the
players (although their characters may come to regard it as
such) or the Storyteller. Storytellers can and should enforce
reasonable in-game regulations regarding its deployment,
use and penalties for its destruction, particularly regarding
irreplaceable artifacts.
BREEDING
Alone among the Exalted, the Dragon-Bloods are capable
of directly passing their power down to their children. While the
scions of powerful Celestial Exalts bear the mark of their heritage,
it is no more than an echo of power and has as little to do with
the Celestial’s purpose or design as do the mutations bestowed on
those who live too close to an untapped demesne.
Even in the First Age, arranged marriages and careful breeding
programs were used to strengthen the Blood of the Dragons in the
children of Terrestrial Exalts, increasing their chances of Exalting
and the power of those who did. In the Realm, the Great Houses
refi ned this process to a fi ne art. Careful use of marriage incentives,
genealogical research and extended research into the inheritance
of the Blood of the Dragons has resulted in Terrestrials with greater
106
numbers of Exalted in their ancestry and a higher concentration of
the holy Blood of the Elemental Dragons.
In Lookshy, the Terrestrials of the Seventh Legion have taken
a different route. Despite being the largest concentration of Dragon-
Blooded outside of the Realm, they have always lacked numbers
suffi cient for their goals, and their breeding incentives have stressed
prolifi cacy rather than power. Better a half-dozen Terrestrials of
moderate power, than a single Dragon-Blood of great puissance.
As a result, although they are as likely to have this Background as
Dynasts are, they only rarely have it at great levels (meaning that
the cost for a character to have four dots or fi ve dots is doubled).
Other outcastes only rarely show signs of Breeding. It takes
several generations of careful eugenics to reveal even low levels of
improvement, and even in the Realm and Lookshy, this Background
is not exactly common. This does not mean, however, that it is
impossible. Just as the Blood sometimes springs forth in bloodlines
that have not had an Exalt in them for generations, so too do feeble
bloodlines combine in surprising ways.
On a metaphysical level, the more pure a character’s bloodline
is, the more powerful his connection to the elemental force of his
aspect is. This elemental resonance manifests in both the character’s
appearance and his spiritual strength. The higher his Breeding is, the
more obvious his elemental markings and anima banner become,
as well as the higher his Essence pools are.
X Your family tree is unremarkable.
Good blood. +1 to your Personal Essence pool; +2 to your
Peripheral Essence pool. Although your parent might not
be Exalted, your family line has spawned Dragon-Blooded
recently.
•• Very good blood. One of your parents is certainly an Exalt.
+2 to your Personal Essence pool; +3 to your Peripheral
Essence pool.
••• You are the child of an excellent line, probably with
numerous Dragon-Blooded in your immediate family,
with almost all of them sharing your elemental aspect.
+3 to your Personal Essence pool; +5 to your Peripheral
Essence pool.
•••• Impeccable pedigree. The connection both you and your
family have to your chosen element is undeniable. +4
to your Personal Essence pool; +7 to your Peripheral Es-
sence pool; -1 mote from the cost to activate your anima
banner; +1 on the roll to see if your child Exalts.
••••• Your bloodline is impeccable and includes numerous Exalted
of great fame. You might be related directly to the Empress.
Your aspect markings are unmistakable, making it clear to
all who see that you are far more than a mere mortal. Add
+5 to your Personal Essence pool; +9 to your Peripheral
Essence pool; -2 motes to the cost of activating your anima
banner; +2 on the roll to see if a child of yours Exalts.
COMMAND
Because of the character’s wealth, family backing or actual
military rank, he has command of one or more military units. These
units could be part of a legion or fi eld force, members of a House or
Gens private army, a character’s mercenary command or some other
assemblage of troops. If they are personal forces, the character should
have Resources equal to his rating in the Command Background,
to make sure he has suffi cient funds to handle provisioning and
outfi tting a military operation (and see the “Building a Legion”
sidebar). If the forces are part of a larger organization (House guard,
Realm legion, etc.), they will be provisioned (at least in part) by
that organization, but are also beholden to that group. In the end,
legion forces belong to the legion, not the character.
Military units do not normally accompany the character ev-
erywhere. They have a barracks location and normally reside there
when they are not on campaign. They answer to the character,
though, they will come when called for, and they normally obey all
but the most outlandish orders. Keep in mind that characters who
occupy government buildings or use their troops to depose the local
prefect will generally be considered to be participating in an armed
insurrection and will likely be executed, disowned or both.
Troops that come from this Background use the “Elite Soldiers”
template found on page 280 of Exalted. They are considered to
be extras.
X None. Either you haven’t earned the right to lead troops,
or you have no interest in doing so.
You command a single scale (25 soldiers).
•• A talon (125 soldiers).
••• A wing (250 soldiers).
•••• An entire dragon (500 soldiers) fi ghts under your banner.
••••• You are a general or taimyo, and an entire legion or fi eld
force (5,000 to 10,000 soldiers and auxiliaries, depending
on exact makeup) fi ghts for you.
BUILDING A L EGION
An Imperial legion or Seventh Legion fi eld force is
more than just soldiers. There are auxiliary troops, weapons
and harness for the soldiers, artifacts—both weapons and for
support roles—and the offi cers and adjutants who handle the
day-to-day operations of a fi ghting force. While much of this
auxiliary structure is subsumed in the Command Background
(units have competent mortal offi cers leading them, have basic
ghting equipment suitable for their role, etc.), commanders of
larger units—especially independent ones—will frequently have
some combination of the following Backgrounds as well.
Allies—For God-Blooded or Terrestrial offi cers at the
higher levels (winglords, shozei, dragonlords, etc.) of his
organization.
Artifact and Arsenal—To provide the unit with siege weap-
ons, warstriders and other major artifacts, as well as to provide
crack units with exceptional hardware, alchemical potions and
substances, walkaways and other minor thaumaturgical aids.
Connections—If the force is part of a larger one, a
general who has no allies within other elements of that force
will quickly fi nd himself cut off from any support whatsoever.
If the force is part of an independent operation, connections
can help win contracts, avoid enemies, gather intelligence on
foes and provide methods of quick escape or places to hole up
when times are hard.
Henchmen and Retainers—For specialist mortal offi cers
(thaumaturges, spymasters, geniuses at supply “acquisition” and
the like) and the character’s personal bodyguard and adjutants.
Resources—Because soldiers want to get paid, want to get
fed, need replacement armor and weapons, and generally are a
very expensive proposition to maintain in the fi eld.
Storytellers should not necessarily punish characters who
lack these Backgrounds (or should at least make it clear that
they are expected beforehand). Nonetheless, having them gives
exibility and depth to a character’s military unit, allowing it
to be a more fully realized part of a series, rather than simply a
screen of warm bodies to soak up Solar attacks.
107
CHAPTER FOUR • TRAITS
CONNECTIONS
Both the Realm and Lookshy are complex societies, with well-
developed webs of institutions, cliques, foundations and social clubs.
The ability to use those webs for one’s personal benefi t is a powerful
one. Characters with connections can guide society in the direction
they wish it to move and grow, protecting their assets or gaining
special favors. Such ability also requires a serious investment of time
and resources, though. Therefore, Dragon-Blooded must focus their
attentions on certain areas of infl uence in order to fully manipulate
any of the Realm’s labyrinthine social structures.
Each area of infl uence (detailed below) is essentially a separate
Background. A character can develop Connections (Military) 4,
Connections (Gens Maheka) 2, Connections (Scavenger Lands
Outlaws) 2 and Connections (Intelligence) 2, or Connections
(House of Bells) 5, Connections (Military) 3 and Connections
(Intelligence) 2, for example.
Connections are direction (North, South, East, West, Blessed
Isle) specifi c, as few have webs of infl uence far-reaching enough to
cover all of Creation. Like many social Backgrounds, connections
are a two-way street. Characters with ties to the House of Bells, for
example, might be asked to provide detailed accounts of unique
battles or to sit a term as guest lecturers on some topic in which
they are well versed. Failing to reciprocate when asked for favors
or information can result in this Background degrading or being
lost altogether.
Note that this Background serves the same function as both
the Contacts and Infl uence Backgrounds in the main Exalted
rulebook.
X None. You lack any ties to the group in question.
You possess at least one major contact (and a handful of
minor ones) in the group and are moderately infl uential
on the local level.
•• Two major contacts and several minor ones within your area
of infl uence, giving you a great deal of pull in your city.
••• Three major contacts and a large number of minor ones,
making you a person of importance within your region.
•••• Five major contacts and a horde of lesser ones. You are
one of the most infl uential people in the region.
••••• You know all of the major power players in your area of
infl uence, and more importantly, they not only know
who you are, but listen to you as well.
AREAS OF I NFLUENCE
Areas of infl uence are divided into three groups: General,
which are appropriate for any Dragon-Blooded with this Back-
ground; Realm, which are normally appropriate only for Dynasts
and found eggs; and Lookshy, which are normally appropriate only
for members of the Seventh Legion. At the Storyteller’s discretion,
Seventh Legion characters may develop Connections in the Realm,
or Dynasts may develop Connections in Lookshy. While such
characters are nominally hostile toward each other, there are still
occasional exchanges of information, social or economic ties, and
even the rare joint military operation (usually on an impromptu
ad-hoc basis, rather than formalized missions of any sort). Such
ties usually cost double, and should not be developed beyond three
dots—and even that level should be rare.
108
GENERAL
Academics: From the Heptagram to the dojos and salles of
Lookshy to the academies of Chiaroscuro, you have infl uence in
some institute or center of learning. This institute may be a single
major school (like the Academy of Sorcery) or a number of lesser
institutes, possibly spread over some distance (but usually within
the same region). These connections can be used to infl uence
curriculums, to draw upon the expertise of instructors and scholars
or to create special programs or projects in that school’s special-
ties. Large institutes (such as the House of Bells) will need to be
developed separately, while a number of smaller institutes (dojos
and salles in Lookshy, for example) could be lumped under a single
listing of this Background.
Family: Blood is not always thicker than water where the
Dragon-Blooded are concerned, but there can be no doubt that
family is an important part of their lives. The families of the Ter-
restrials can be powerhouses in their own right, rivaling or even
superseding local governments in their infl uence or power. From the
Great Houses of the Realm and Cherak to the Gentes of Lookshy,
infl uence in the actions of these major Dragon-Blooded families can
provide great power to a character. Even less well-situated houses
can be substantially useful to an outcaste. Each major House or
Gens must be developed separately, and connections in each bring
with them their own strengths and weaknesses.
Finance: Bankers, actuaries, brokers and loan sharks might
not be the most exciting individuals in Creation, but they can cer-
tainly be useful connections to have. Even in minor cities far from
the economic powerhouses of Nexus or the Imperial City, they can
provide your character with the ability to manipulate markets and
save or destroy businesses, all in the name of lining her pockets. A
character’s actual available money is a function of Resources, but
he can use fi nancial connections to start or smother businesses,
gain lines of credit for plausible endeavors, crush or support bank-
ing institutions and alter credit records. Clearly, such power over
money is not to be trifl ed with—fortunes are made and destroyed
with this sort of pull.
Government: The character has ties to local government.
Depending on the locale, such ties could include the ear of a major-
domo who is respected by the ruling daimyo, a seat at a Senator’s
table or the love of a minor—but well-placed—functionary. In any
event, the character has the ability to infl uence diverse actions
of the government, such as taxation, law enforcement, record-
keeping, awards and mandates, or nearly any other aspect of law
and governance, depending on the aspect of their connections.
(Having direct connections to the local ruler normally requires at
least three dots in Connections in all but the smallest of polities
in Creation.) The character’s exact level of infl uence depends
on many factors, including synergy with other Backgrounds and
Connections. (Sesus Nagezzer, for instance, has a great deal more
infl uence in the Realm bureaucracies than any but the highest of
Gens elders has in Lookshy.)
The Guild: Rivaling even the Realm in its infl uence and
power, the Guild is a powerful—and dangerous—tool. Characters
can use their connections to infl uence trade at the local and in-
ternational level, to gain access to illegal goods and services and
to score lucrative contracts of appropriate kinds.
High Society: In any city of size, social strata divide the social
elite from everyone else. The Dragon-Blooded do not always travel
in these circles of wealth and elegance—even in the Realm—but
they are certainly well suited to them should they fi nd a life of
pleasure alluring. Access to social movers and shakers, celebrities
and the idle rich grants a certain sway over fashion trends, who gets
invited to the top parties and the reputation of friends and rivals.
Combined with Reputation, a moderate number of high-society
connections turns a Dragon-Blood into a debonair darling of the
most exclusive social circles.
Industry: Industrial power fuels the economic engines of
Creation. Farmers, ranchers, miners, lumberjacks, blacksmiths,
stonemasons, tailors and other workers endlessly churn out the
staples of everyday living. Industrial connections can guide the
character to profi table insider deals, sway the location of work
projects, engineer material shortages and work stoppages and see
to it that the character’s society, company or organization has the
raw materials for growth.
Intelligence: Information is power. Connections in an
intelligence agency—the All-Seeing Eye of the Realm, the Intel-
ligence Directorate in Lookshy or the agencies of Cherak, the
Tri-Kahn or any other organized intelligence-gathering group in
Creation—represents collaborators and insiders in the halls of
the spymasters, assassins and troubleshooters. By calling on these
connections, you can have rivals investigated, access the secret
intelligence archives, gain insight into military foes and become
privy to the most dangerous secrets.
Merchants: Although the Guild is certainly the largest
merchant organization in Creation, it is not the only one. Local
merchants might do business only in their own home town, but
more ambitious merchant houses can have far-reaching infl uence,
trading in goods from one or more directions away, and able to
carry missives, contraband or precious cargoes far and wide—for
the right price or the right reason.
Military: The character has pull in a military unit. This
military could be the Imperial Army of the Realm, the Seventh
Legion of Lookshy, a champion-army of the Hundred Kingdoms,
mercenary units or some other organized military unit. A few care-
ful inquiries and you can uncover military operations. Some pulled
strings and traded favors let characters requisition special equipment
and alter procurement procedures.
Connections in the military, even at the highest levels, are not
a blank check for revolt and insurrection in most nations. Rulers
and House elders keep careful watch on the military, and politically
suspect offi cers are often kept close to hand—or far from where they
could create mischief. On the other hand, if a character simply
wishes to line his pockets selling substandard hardtack or employ-
ing soldiers for cheap manual labor, it’s unlikely to cause problems
in many places. Seventh Legion offi cers are kept to heel through a
combination of strict enforcement of (very harsh) military regula-
tions, upbringing and a society that not only encourages younger
offi cers to question their superior’s actions when they seem out of
line, but is very heavily armed.
Outlaws: From the Lintha pirates in the Southwest to the
bandit kings of the Rivers Province, from the crime lords of Nexus
to the Prince of Thieves of Chiaroscuro, outlaws are everywhere
in Creation. Although such groups rarely have Creation-wide
scale or infl uence (the Lintha being a notable exception), they
are often quite infl uential—if negatively—in their local region,
sometimes rivaling or exceeding the power of the local military or
law-enforcement agencies. Although they are never completely
trustworthy, having connections in an outlaw group can provide
ties to other criminal organizations, markets for ill-gotten gains,
quick muscle when needed and numerous other useful—if often
less than savory—benefi ts.
109
CHAPTER FOUR • TRAITS
REALM
The Deliberative: The Realm is ruled by the Dragon-
Blooded, as evinced by the Dynasty’s control over the Deliberative.
A character with connections within the Deliberative can see to
it that legislation favoring her interests is proposed and received
favorably, she can gather favors from patricians and other Houses
in exchange for her political support, and she might even be able
to get herself appointed to the Greater Chamber.
The Immaculate Order: The Immaculate Order is one of
the most powerful institutions in the Realm, and its policies exert
considerable infl uence over the direction of Imperial politics and
society. Knowing the appropriate Immaculate allows insight into
the doings of the Order, and the use of Immaculate connections can
alter religious policy, affect the assignment of Immaculate lectors,
lead to the denouncement of rivals as heretics and allow access to
secret societies within the Order.
The Magistracy: In the Realm, the Dragon-Blooded are the
law. The magistrates enforce the rule of the Dragon-Blooded and of
the Empress, acting as judge and executioner. Having friends among
the Magistracy can shield characters from investigation or see to it
that rivals fi nd themselves under suspicion. Connections with the
magistrates can be used to clamp down on (or aggravate) public
disorder, commandeer necessary resources or even have enemies
executed. The magistrates aren’t what they used to be, but their
personal power is still enough to make them feared.
The Thousand Scales: The Realm is tied together by a
massive Imperial Bureaucracy, and a character with the right con-
nections within it can direct that bureaucracy to her own ends. By
dealing with public servants, such a character can cut through red
tape, bypass rules and regulations or twist bureaucratic regimenta-
tion to her advantage (or use such maneuvering to attack rivals).
Connections within the Thousand Scales are useful for operating or
shutting down businesses, forging or acquiring permits and imperial
seals and manipulating or gaining access to imperial facilities.
Note that the All-Seeing Eye, the Imperial Army and the Mag-
istracy are covered under different areas of infl uence (Intelligence,
Military and the Magistracy, respectively) despite their ostensibly
being part of the greater Imperial Bureaucracy. Storytellers running
series focusing on the Thousand Scales will probably wish to make the
other bureaus or ministries within a separate area of Connections.
LOOKSHY
The Base Liaison Staff: If an offi cer wants to hassle a
citizen, prevent his people from being hassled by citizens or simply
arrange for some sort of council meeting, he is going to want to
work through the Base Liaison Staff.
The Directorates: Contacts in the various Directorates
can be immensely useful. Having a friend in Intelligence can give
a character access to reports that she normally wouldn’t see. Con-
tacts in the Adjutant General can get preferential treatment when
new personnel are assigned to her unit. Contacts in Stores is vital
for any character involved in supplying a unit, while contacts in
Justice could be useful in any number of situations. Contacts must
be developed separately in each Directorate.
The General Staff: A character with connections in the
General Staff might be a personal friend of a member of the Staff
but, more likely, has contact support personnel who help the General
Staff function on a day-to-day basis. Connections here can help a
character get a feel for why her unit is being sent out on patrol, can
help smooth her way with other branches of the Seventh Legion
and even get orders changed or “lost” for a time.
The Shogunate: Ties cultivated with the remnants of the
Shogunate Bureaucracy, possibly with the Shogun’s Governor
himself, are largely useful in symbolic functions. Yet they can also
get a character into dinners to which she would never be invited
otherwise, and they can act as a buffer between her and serious
problems. The Governor might be little more than a fi gurehead,
but his word is respected, and he is not entirely powerless.
Special Operations Units: The warstriders, dragon armor,
rangers, cadres of sorcerer-technicians and other, more obscure (and
secret) divisions of the Seventh Legion form an elite assemblage of
military units, and their respect can be hard to earn. While they
might not actually consider the character one of them, depending
on circumstances, she is familiar enough with the procedures and
rituals of the Special Operations groups that they haven’t written
her off as totally useless. They might just be willing to help her.
FAMILY
It is said in Dragon-Blooded societies that the sins and
boons of the mother are visited upon the daughter—and there
may be some truth to this saying. It is certainly believed that
the blood of particular lines is tainted not only by power but by
certain predispositions—toward generosity or cruelty, toward
valor or cowardice. Whether this is true or not is unknown. It is
certainly true, though, that there are those who rise above their
heritage, redeeming their bloodlines. Dragon-Bloods who live in
communities where such things are valued—such as the Realm’s
Dynasts, Lookshy’s Gentes and many small communities where a
strong Terrestrial bloodline has existed for many generations—are
often held to standards of behavior based as much on who they
are related to as on how they themselves act. Each dot in this
Background represents an immediate Dragon-Blooded relative
or ancestor of some fame (or infamy). Even infamy can provide
a benefi t in some circumstances. Being known as the daughter of
a brutal killer carries with it the threat that the same fate could
fall upon those who cross you.
X There is no one notable in your family, either living or
dead.
There is one notable member of your family, either living
or dead.
•• There are two notable members of your family, either
living or dead.
••• There are three notable members of your family, either
living or dead.
•••• There are four notable members of your family, either
living or dead.
••••• There are fi ve notable members of your family, either
living or dead.
The player should work with their Storyteller to determine the
nature, sex and status of the relation. It should be a blood relation
no more than a generation or two removed, although exceedingly
historic acts can resonate down four or more generations (and
multiple centuries). The player should also determine what the
character’s notable relative was famous for (and in what context).
The character receives a one-die bonus to all social dice pools
where the relative’s reputation could be relevant. For example, a
character with an aunt known for cruelty to her servants would
receive a one-die modifi er when trying to intimidate the servants
of the same household.
These dice modifi ers can stack if appropriate. A member of
Gens Karal with the right ancestors could end up with a sizable
modifi er for family bravery and strategic skill, for example, as could
110
a member of House Mnemon for sorcery and scholarship. The
modifi ers can also be stacked on a single individual, if appropriate.
A character could have a mother known for her generosity and her
scholarship, for example. This modifi er is granted at the discretion
of the Storyteller and should be fairly fl exible and wide-reaching
within its narrow focus—and occasionally surprise the character
with its scope.
Example: Tepet Maravi Teris is the daughter of Tepet Maravi Sila,
who was commander of the Cold Guard of the 16th Legion when it stood
watch outside Cherak and defeated a large contingent of the dead who
were attacking a mining community there (+1 Tactical skill). While
studying tactics of the Wyld Hunt at an Immaculate cloister prior to
setting out on a vendetta against the Anathema who killed her brother,
she is recognized by one of the Immaculate monks. This monk is the son
of a soldier whose life was saved by Tepet Sila, when the monk was just
an infant. Teris benefi ts from her +1 modifi er, even though normally its
focus would not be relevant.
HENCHMEN
A number of un-Exalted characters of note have sworn oaths
of fealty to the character. Who these characters are depends on the
concept of the character with this Background, although almost any
character concept can be justifi ed. A legion winglord might count his
offi cers as henchmen, but might also have an un-Exalted savant who
just happens to have been his classmate in fi nishing school as another
henchman as well. An Immaculate monk of some standing might attract
several acolytes, but these seekers of wisdom might once have been
bandits, socialites, soldiers or farmers. Henchmen can be employees or
assassins, friends or investigators, deniable cutouts or trusted secretaries.
In game terms, they are all (or can be) henchmen.
REPUTATION
Dragon-Blooded society is tightly knit, even incestuous—es-
pecially among the Dynasty—with news and gossip traveling at
lightning speed. As a result, a character’s notable exploits that
she doesn’t take pains to conceal will soon become well known
by both her peers and the Dynasty, if not the Realm as a whole.
This reputation can be positive or negative (or even both at once),
and it affects the way others view your character. In situations the
Storyteller deems it appropriate, a character may add her Reputa-
tion rating to her dice pool when making social rolls. In situations
where the reputation is a liability, the character subtracts an equal
number of dice.
It is important for the player and the Storyteller to work together
to create as much detail as possible for the character’s Reputation,
as these details infl uence how and when the Background comes
into play. If a character has a reputation for bedding every Dragon-
Blood in the city, that reputation might help get him invited to
Henchmen are heroic mortals, so use the rules for generating
them found on page 81 of Exalted. It is highly recommended that
henchmen be allowed a single Favored Ability based on their roles.
Immaculate acolytes would have Martial Arts, while a spy would
have Stealth or Larceny, for example. Henchmen are typically
extremely loyal, but see the “Questions of Honor” sidebar.
X None. You have no companions.
• One companion.
•• Three companions.
••• Six companions.
•••• Ten companions.
••••• Fifteen companions.
111
CHAPTER FOUR • TRAITS
QUESTIONS OF H ONOR
Allies, Command, Henchmen and Retainers are very similar Backgrounds, differing mostly in the types of Storyteller char-
acters provided and their number. One signifi cant difference in them is the depth and reasons for their loyalty.
By default, all Storyteller characters provided by Backgrounds are reasonably loyal, but the level of loyalty—and the reasons
why it is given—differs in each case.
Allies are often the character’s friends. They share common origins, bonds of friendship due to shared experiences or inexpli-
cable ties that cement them together despite seemingly utter incompatibility. Their loyalty is the deepest, but it can be the most
fragile, depending on any existing undercurrents of resentment, previous bad behavior or other issues. Other allies are merely friends
of convenience, but even then, their reasons for allying with the character will be strong enough—and long lasting enough—to
make betrayal or abandonment unlikely. They need the character as much as the character needs them.
Soldiers provided by Command are just that: soldiers. Although they answer to their commanding offi cer and might be fi ercely
loyal to him (in the abstract, if not specifi cally), they often have a higher loyalty to their legion or fi eld force. Characters who command
mercenary companies often fi nd their soldiers more loyal to the silver dinar than to the unit’s good name.
Henchmen are loyal to the character for the things she provides to them. They are her posse, her crew, and while bonds of
friendship are probably involved, their relationship is often a mercenary one, even if it is rarely acknowledged as such. Although such
relationships are often predicated around opportunities, gifts or simply hanging on a character’s wealth, what she provides need not
be monetary, or even physical. Abstracts such as reputation, the cachet of being associated with a hero (or villain) or the teachings
of wisdom provided by a senior Immaculate can all be reasons for henchmen to stay with a character. When they feel they are being
slighted, however—or that the character has no more to offer them—henchmen can be among the quickest to abandon a character.
Retainers are servants, but they are often incredibly loyal ones. The manservant taking over duties preparing the son when the
father no longer requires his services, the maid who has helped raise the family’s favored daughter since birth, the loyal bodyguards who
have stood watch over their young mistress since she was a child and fi rst sent to academy—these are all examples of retainers.
None of these factors are absolute. Every character’s retinue is unique, and Storytellers should work with players to determine the
limits and nature of the relationships involved in each case. These bonds of loyalty can change as the series progresses. Even the most
loyal servant will eventually revolt if he is continually mistreated, and soldiers and henchmen who are supported and rewarded for good
behavior—and justly and fairly punished when they step out of line—will respond to this treatment with continued (and increasingly
personal) loyalty. The good commander or lord knows this and can gather around herself a cadre of unhesitatingly loyal underlings who
will follow her straight into the heart of Malfeas. Conversely, fools end up being abandoned by all those who once called them friend,
making them easy prey for those who have the support of their loved ones.
important social gatherings, but it’s not going to help him during
negotiations to buy a sailing ship. A general with a reputation for
offering fair treatment to foes who surrender without a fi ght will
nd it easier to negotiate the surrender of opposing forces, especially
if she also has a reputation for merciless brutality against any who
dare stand against her. A reputation need not necessarily be true.
A coward might luck into becoming known as a war hero, while
a shady swindler could have the reputation as the most honest
merchant in the city.
X You have yet to make a name for yourself.
You’re well known in your set.
•• Your name is bandied about in your part of the Dy-
nasty.
••• Everyone in the Dynasty knows well your legend.
•••• Tales of your exploits have spread across the Realm.
••••• Your legend has preceded you even to the far corners of
the Threshold.
RETAINERS
One constant in the lives of Dynasts is servants. From the
moment he wakes in the morning, until he lays head to pillow at
night, a Dynast is surrounded by a cloud of servants. Secretaries,
bodyguards, cooks, stewards, armsmen, maids, concubines, aides-
de-camp, farriers, drivers and a host of others wait on their every
whim and insulate the Terrestrials from those with whom they do
not wish to interact.
Offi cers of the Seventh Legion, while rarely as thoroughly
surrounded, are still expected to maintain a personal staff befi tting
their rank. Even a taizei can be expected to have a steward, a cook
and a pair of personal bodyguards unaffi liated with his command.
He might also perhaps have a concubine or two, though some would
see it as vaguely decadent.
Retainers are mortal characters—though not normally rising
to the status of heroic mortals—so use the rules for mortal character
generation found on page 81 of the main Exalted rulebook. They
should not typically be treated as extras. Retainers can be used to
represent highly trained, but mortal and non-heroic combatants,
such as low-ranking offi cers in a legion, elite troops or rangers.
Retainers are generally quite loyal to their master, but see the
“Questions of Honor” sidebar.
X None. You have no retainers, being either of low rank,
unsavory reputation or stoic disposition.
Two retainers, usually a steward and an aide-de-camp.
•• Five retainers, normally including a cook and possibly a
bodyguard
••• Nine retainers, likely incorporating a pair of bodyguards,
a steward, a cook and a secretary.
•••• Thirteen retainers or a lesser number of more skilled
aides.
••••• Twenty retainers, almost certainly incorporating armsmen,
bodyguards, and concubines; the retinue of a general, or
the spoiled child of a greater Gens.
112
Aspects
of Air
Air permeates. Its presence is often forgotten, rarely per-
ceived—until it leaves, or explodes into thunderheads of rage
and fury. Air can be felt, but not seen, moved, but not held. The
Children of Mela are quick of mind and subtle in action—except
when thought calls for fury, when they explode with the anger
of the storm.
Air-aspected Terrestrials are creatures of research and
creativity, harnessing their creativity in service of their ideals.
They think in grand—some say grandiose—fashion, seeking to
elevate even lowly concepts into tremendous implementations.
Their battle plans are intricate strategies that are studied for years
to come, their sorceries are subtle displays of understanding, and
their relationships are epic tales passed down through the
centuries. Their schemes range from subtle arrangements
as invisible as the eddies that make candle fl ames fl icker
to masterful and ornate plans with the fury and splendor
of a hurricane.
The Children of Mela scorn mundane pursuits, their
idealism and elitism leading them to goals more grand than
base. An Aspect of Air pursues wealth not for its own sake,
but for the things it allows him to do with it. He masters the
art of warfare not to crush his enemies, but to earn the glories
of victory. He studies sorcery not for base power, but for the
spiritual understanding its mastery brings. Purely material
goals are left to others.
Air-aspected Terrestrials are dreamers and schemers
in societies, planners and strategoi. The ideas and plans
they create become the work for their Terrestrial cousins or
mortals to carry out. Children of Mela learn from the past, solve the
problems of the present and create plans for growth and improvement in the
future. Their visions are inspirations, exhorting their followers and peers to
seek beyond the present, to revise the ideas of the past and to create a more
perfect tomorrow. The winds they send to assure the future’s greatness are
sometimes tumultuous, scattering outmoded ideas and practices no matter
how cherished, but this is meaningless to the Children of Mela—tomorrow
is what matters.
113
CHAPTER FOUR • TRAITS
An Aspect of Air who belongs to a sworn brotherhood does
not see her brotherhood as it is, but rather how it could be. She
inspires her brothers and sisters to greatness, imploring them to
seek out their perfection.
Failings: Air-aspected Dragon-Blooded are great dreamers,
but magnifi cent thought does not always translate into glorious ac-
tion. More than one Aspect of Air has seen his grand ideas become
nothing more than empty air because he was unable or unwilling
to get his hands dirty to make his dreams a reality.
The Immaculate Dragons: The Air-aspected followers of
Sextes Jylis are social engineers, directing their schemes toward the
improvement of the society surrounding them. They are more willing
to consider the costs of their plans on others than most Chosen are.
Emulators of Pasiap seek enlightenment and spiritual awakening for
themselves and those around them. Air Aspects following the path
of Hesiesh are elitist even by the standards of the Children of Mela,
conserving their mental energies for the most diffi cult and important
problems or ideals. Those who follow Daana’d challenge their intellect
beyond the breaking point, seeking mastery of esoteric, dangerous and
even forbidden mysteries. Those Air Aspects who follow the path of their
progenitor, Mela, are perfectionists beyond measure, endlessly refi ning
and developing their plans and ideas until they are without fl aw.
Aspect Markings: Aspects of Air are typically lithe and thin.
Their skin has a natural bluish or whitish tint, strengthening in those
of high Breeding. As their Essence increases, Air-aspected Dragon-
Blooded begin to be surrounded by moving winds, a continuous breeze
that increases in intensity as they become angry or agitated and can
be stilled only with effort. Elder Air Aspects often have ice-cold skin
and carry the scent of the breeze or lightning storms. The oldest,
most powerful Terrestrials of Air carry with them a small storm of
lightning, surrounding all they touch with a static charge.
Aspect Anima: An Air-aspected Dragon-Blood’s anima
radiates out in an aura of white and pale blue, taking the aspect of
roiling clouds and wind gusts. Massive expenditures of Essence bring
with them explosions of lightning, howling winds, phantasmal air
dragons or gusts of snow and ice.
An Aspect of Air can spend fi ve motes to attune his anima to
the winds. For the duration of a scene, the Exalt is surrounded by a
swirling vortex of air, which functions as a weakened version of the
Stormwind Rider spell. The Dragon-Blood may triple his leaping
distance, and he takes no damage from falls, as gusts buoy him and
slow his descent. Finally, the Dragon-Blooded may add his Essence
to his Defense Value against Thrown and Archery attacks, as the
winds buffet ranged weapons in order to protect their master.
Aspect Abilities: The Exalts of Air are masters of scholarship
and reason, and creatures of subtle action. Accordingly, their Aspect
Abilities include Linguistics, Lore, Occult, Stealth and Thrown.
The Great Curse: Air Aspects whose curse lies in Compassion
hold idealistic views of how the world should work, reacting poorly
when confronted with the realities of life’s cruelties. Those suffering
the curse of Conviction can become so fi xated on their dreams of
the future that they cannot hear the screams of the present, driving
them to acts of great brutality in pursuing their goals. The curse of
Temperance infl icts great moral standards upon those who suffer it,
and they can vent their frustrations at not living up to their lofty
goals of purity with the fury of the hailstorm. Those who suffer
curses of Valor take excessive pride in their mental abilities, and
react with great storms of argument and violence, or place undue
trust in their plans and abilities, placing their lives—and those of
their followers—at great risk.
Associations: The color blue, the Maiden of Serenity, the
season of Air and the northern direction
Sobriquets: Azure Dragons, Children of Mela, Tempestuous
Knives
Concepts: Seeker after forbidden mysteries, sorcerer-engineer,
criminal mastermind, idealistic bureaucrat, strategos
Our thoughts move as lightning,
and our words are carried on the storms.
Challenge us not.
114
Aspects
of Earth
Earth abides. Mountains withstand the press of time, changing little
even since the First Age. Stone and earth are the ever-enduring funda-
ment upon which all Creation depends. The Earth Aspects refl ect this
unchanging nature. The Children of Pasiap understand the importance
of tradition and ritual; they provide a framework upon which society and
culture is supported and depends. Actions become habit, which become
rituals, which become traditions, because they are important, and because,
in the end, they work. Things that do not work pass into oblivion.
The Earth-aspected Terrestrial Exalts are living embodiments of sta-
bility and tradition, adhering to practices and methods that have become
honored and time-tested over the centuries. They follow the intricate
dance of courtship rituals because the process produces stable relation-
ships. They study the teachings of the Immaculate Dragons because those
teachings are proven methods of gaining spiritual understanding. They
train themselves in martial arts because the study is proven to prepare the
student physically and mentally for both life and war.
How exactly an Aspect of Earth approaches tradition and ritual is
personal, of course. For some, ritual is like the dirt beneath one’s feet,
adapting and giving where necessary to smooth one’s path. For others,
it is akin to clay, malleable and shifting when necessary, but not
without effort. And for many, tradition is like granite, solid and
unyielding, fi xed in form and function for the Ages.
The Children of Pasiap value those things that endure.
Lasting friendships are more important than brief alliances.
Centuries-old magic, tactics and weapons are encouraged
over experimental sorceries, unproven strategies and un-
tested arms. Obliteration of ones enemy is preferred to a
temporary victory, and long-term economic stability is preferred
to short-term windfall profi ts. Frivolities and fancies have their
place, but they pale when compared to matters of lasting import.
The eternal value of spiritual enlightenment is judged more
important than any material matter.
Earth-aspected Terrestrials are the backbone and granite
souls of their societies. Their staunch upholding of their beliefs
forms a solid foundation to their culture upon which others can
build. Traditional and steadfast, the Children of Pasiap believe that
115
CHAPTER FOUR • TRAITS
the old ways are often the best ways, and they stubbornly defend the
ways and beliefs to which they hold. If a new thing can stand on its
own, they reason, it could be worthy of protection at some future
date. If it cannot, then it was never worthy of consideration.
Earth-aspected members of sworn brotherhoods are the stony
pillars from which their brothers and sisters draw strength—if not
exactly comfort. Their iron conviction and steadfast devotion
propels the group toward the completion of any action to which
it commits. Earth-aspected Terrestrials rarely enter into the bonds
of the sworn brotherhood lightly, out of respect for the traditions
of the bonded circle, but once they commit to such a group, their
dedication is unwavering and absolute.
Failings: Earth-aspected Dragon-Bloods are well respected for
their devotion and dedication to that in which they believe. Unfor-
tunately, this iron will can make them exceedingly diffi cult to work
with. The Children of Pasiap are notorious for being stubborn and
bullheaded. Once an Aspect of Earth has made up his or her mind about
something, changing it can be like trying to move a mountain.
The Immaculate Dragons: Earth Aspects who follow the
path of Hesiesh are hidebound traditionalists, placing little trust
in the contemporary and untested, preferring that which is time-
honored and proven. Those who walk with Daana’d press beyond
their breaking point, seeking enlightenment through grueling ritual,
asceticism and challenging sorceries. Emulators of Mela are seekers
after personal perfection, seeing mastery of themselves in mastery
of tradition. The followers of Sextes Jylis are inquisitors and mis-
sionaries, stressing the power of tradition while they strike down
the unrighteous. And the followers of their progenitor, Pasiap, are
builders and architects of great buildings, trade associations, armies
and political coalitions.
Aspect Markings: Children of Pasiap tend toward two body
types—the compact and stocky, and the massive and powerful.
Their skin is often of a stony tint—the brown of freshly turned
loam, the blue-gray of slate or the gray-white of granite. This
tone becomes even more pronounced as they grow older. Their
skin hardens as they age and grow in power, taking on a stony
texture ranging from that of polished marble to the rough texture
of sandstone or hewn granite. Aspect elders often smell of turned
soil, moist clay or sand.
Aspect Anima: The anima of an Earth-aspected Terrestrial
erupts in a mantle of yellow and white light, glittering like a gemstone
or shifting like sands in the wind. Massive expenditures produce
phantoms of badgers or bulls, great stone constructs, earth dragons
or the Imperial Mountain. Such displays are often accompanied by
the sounds of avalanches, earthquakes or volcanoes.
An Aspect of Earth can spend fi ve motes to attune his or her
anima to the nearby stone, taking on the durability of the earth
itself. For the duration of the scene, the Exalt may soak all lethal
damage with her full Stamina. She may also add her Essence to
dice rolls to resist grappling attacks or to avoid knockback. Finally,
she may add her Essence to her Stamina for all purposes, but only
while her feet rest on either earth or stone.
Aspect Abilities: Earth Aspects are builders and makers. They
carry the strength of the Earth in their blood and their beliefs, making
them enduring beyond measure. Their insight and perception gives
them a keen strategic sense. Aspects of Earth have an affi nity for the
Abilities of Awareness, Craft, Integrity, Resistance and War.
The Great Curse: Compassion drives the Earth-aspected to
rage or despair when the institutions she cherishes are jeopardized.
Conviction pushes the Children of Pasiap to cruel extremes to
protect their traditions and ideals, and punish those who threaten
them. Temperance leads them to focus their totality on the things
they consider important and to destroy those that cannot or will
not match these levels of devotion. Valor forces them to react with
rage when beloved traditions are challenged or drives them to insane
dangers in the belief that time-honored beliefs and practices will
see them through.
Associations: The color white, the Maiden of Battles, the
season of Earth and the central direction
Sobriquets: Children of Pasiap, Ivory Dragons, Stone Fists
Concepts: Craftsperson, general, Immaculate monk, histo-
rian, judge
When the earth moves,
nothing but ruins remain.
Do you dare to challenge the Princes of the Earth?
116
Aspects
of Fire
Fire burns. This is its essence—its very being. When something no longer
burns, the fi re is not resting, but dead. Fire engulfs all it comes across, leaving
only ash as it lights its way. So it is with the Aspects of Fire. Their passions burn
with a purity and light that few others will ever match. Passion is everything
to the Children of Hesiesh. Motion is life, and those who no longer move or
feel no longer live.
A Fire-aspected Dragon-Blood lives her entire life in exclamation points.
When she loves, she loves completely. What she believes, she takes to heart
with a zealotry none can match. What she hates, she hates with the fury of
the Unconquered Sun himself. Sometimes, a Fire Aspect’s passion burns like
the damped embers of a sleeping hearth, its heat barely noticeable until one
gets close. Other times, it burns with the fury of the volcano or the forest fi re,
scarring any who approach.
No deed is meaningless to the Children of Hesiesh. They undertake ritual
and tradition because they believe in their faith. They commit to battle—in
the boardroom, in the ballroom or on the fi eld of honor—because they have
faith in the cause or the people. Their passions in the bedroom are as total
and singular as they are anywhere else, if more fl eeting. Trite, meaning-
less activities are for colder, timid souls. The Fire-aspected do things
because it is what their passions drive them to do.
The Fire Aspects are the driving forces in their societies,
their passions sparking fl ames in the hearts of others. They
challenge hallowed traditions, attack complacency and play
devil’s advocate to make sure that beliefs and traditions are
re-examined, discarded when they become outmoded, and
purifi ed and strengthened if they are useful but incomplete.
Those things that burn to ash in the scrutiny of the Children
of Hesiesh were meaningless and of little value. Otherwise, they
would have withstood passion’s fl ames.
In sworn brotherhoods, Aspects of Fire challenge assumptions
and renew passions, reminding their comrades of their purpose. A Fire Aspect’s
loyalty to her circle is rarely questioned—her passions would not have driven
her to the oath if her loyalty was less than total.
Failings: Passion is what drives the Fire-aspected Dragon-Blooded to great-
ness, yet it also drives them to destruction. Fire Aspects follow their passion, be
it love or hate, even if it leads them to death and tragedy. Many are the plays
in the Realm feature a Fire-aspected protagonist whose passion consumes the
very thing she loves.
117
CHAPTER FOUR • TRAITS
The Immaculate Dragons: Fire-aspected Terrestrials who
follow the path of Daana’d focus and purify their passion—and
seek to infl ame the passions of those around them—through chal-
lenge and strife. Those who emulate Mela seek perfection in all
aspects of their life, but are especially drawn to confl ict, and are
often zealous warriors. Followers of Sextes Jylis use their passions
to strengthen their society and those who dwell in it. Those who
revere Pasiap channel their passions toward enlightenment, shar-
ing their blazing inspiration as instructors or priests. Finally, scions
of the progenitor, Hesiesh, marshal their passions in the pursuit
of those things they fi nd most meaningful, allowing other, lesser
things to pass them by.
Aspect Markings: The skin of the Children of Hesiesh typically
has a reddish tint, and their hair is often a similar color. Breeding
and age deepens this tone, growing a deep crimson in the most
powerful. Some older Fire Aspects are known to exhale smoke as
they speak, and in rare cases, their hair can take on the aspect of
ame or their skin grow hot to the touch, as if the Terrestrial were
taken with a deathly fever.
Aspect Anima: A Fire-aspected Terrestrial’s anima banner is
a blazing aura of fi re—red and yellow, orange and white, fl ickering
and dancing like a bonfi re. Great expenditures of Essence result
in massive eruptions of fl ame, fl ickering phantasms of phoenixes,
tigers and fi re dragons, and the scream of the blast furnace or the
roar of a raging fi re.
At the expenditure of fi ve motes of Essence, the Children
of Hesiesh can draw on their inner passions, forcing their anima
banner to erupt. For the duration of the scene, the Exalt is sur-
rounded by a corona of fl ames, which infl icts no damage on his
body or possessions but affects anything else he touches as normal
ames would. Any bare-handed or grappling attacks against the
Exalt cause the attacker to suffer a number of lethal damage dice
equal to the Dragon-Blood’s Essence, and any similar attacks made
by the Dragon-Blood infl ict an additional number of damage dice
equal to his Essence as well. The Exalt can also ignite fl ammable
materials with a touch.
Aspect Abilities: Constantly in motion, physically and
mentally, Fire Aspects are the embodiment of passion and energy.
They are paragons of physical activity and social interaction, giv-
ing them a natural affi nity with Athletics, Dodge, Melee, Presence
and Socialize.
The Great Curse: Compassion drives the Children of Hesiesh
to rage or despair when those she cares about are threatened—or
possibly merely when she witnesses great injustice or unrighteous-
ness. Conviction pushes Fire Aspects to infl ict widespread suffering
in the pursuit of their passions, without regard for the damage they
cause in pursuit of their goals. Temperate Fire Aspects are no rarity,
their passions directed toward self-perfection and enlightenment.
The Great Curse drives them toward scorching hatred of all those
who cannot live up to their impossible standards—including them-
selves. Valor is perhaps the most common fl aw in the Children of
Hesiesh, and a valorous Fire Aspect in the throes of Limit Break
becomes an immolating engine of devastation, as his hatred for his
foes overwhelms all reason and thought of negotiation.
Associations: The color red, the Maiden of Journeys, the
season of Fire and the southern direction
Sobriquets: Burning Swords, Children of Hesiesh, Crimson
Dragons
Concepts: Fiery crusader, legion offi cer, passionate scholar,
cunning socialite, contrary politician
You were fools to challenge me!
Fire consume your soul as Fire takes your life!
118
Aspects
of Water
Water fl ows. It encompasses and covers all that it
comes across. Its shape is fl eeting and impermanent, taking
the form of whatever holds it, but keeping that shape only as
long as it is held. The Aspects of Water are as mercurial as the sea.
They adapt and shift viewpoints rapidly, changing to react to every
new development and piece of information. The Children of Daana’d
ll every possible role, exploit every possible opening and wear away even
the most resolute of resistance, until fi nally only Water stands triumphant.
Change is life to the Children of Daana’d, and that which cannot or will
not adjust and change as warranted is doomed to destruction.
Water-aspected Dragon-Bloods embody change. Challenge forces them
to react and adjust, becoming stronger in the process. Social events teach them
to excel in grace and poise. Combat instructs them in the art of warfare. Research
and education extends their knowledge and their wisdom. Some Water Aspects are
patient like the slow trickle of water down a mountain, eventually wearing grooves
into even the greatest stones. Others are kin to the hurricane, rising up and smashing
everything that stands in their path.
Failure is not an option to the Child of Daana’d. If one plan of attack fails to obtain
the objective, she adapts and tries a different strategy. If a political opponent is obstinate,
she allies with another of his enemies. If a subject of research proves itself intractable, she at-
tacks it from another direction or seeks a different solution to the problem. Failure is for those
who lack the fl exibility and fl uid nature to take the steps necessary to ensure success.
The Water-aspected Dragon-Bloods are problem solvers, bringing practical—if sometimes
unconventional—solutions to the issues that face their society. Confl ict—military, economic,
social or political—is opportunity for growth, and the Children of Daana’d help their society
navigate its way through these troubles. Without confl ict, they reason, there is no challenge, and
stagnant waters are dead waters.
119
CHAPTER FOUR • TRAITS
Water Aspects take on a similar role within a sworn brother-
hood, using their fl exibility and adaptive nature to complement the
strengths and shore up the weaknesses of their brothers and sisters,
helping them to adapt and grow stronger in the face of adversity.
Failings: Although they are able nurturers, encouraging growth
through triumph over adversity, Aspects of Water can become
smothering. It is all too easy for them to become overbearing, fi xated
on solving others’ problems for them, forcing needless confl icts and
drowning any chance of individual growth.
The Immaculate Dragons: Aspects of Water who follow
the path of Mela emphasize their fl exibility and adaptive nature,
especially in the arts of war. They are masters of unconventional
and asymmetric warfare, striking from the shadows and disappear-
ing as quickly as the receding tide. Those who emulate Sextes
Jylis are nurturers and hunters, bringing aid and comfort to those
in need—and death to heretics. Those on the path of Pasiap bring
their ever-changing focus to the goal of enlightenment, becoming
skilled—if unconventional—theologians and religious leaders.
Followers of Hesiesh are traditionalists, reserving their quicksilver
talents to protect their loved ones and culture. Finally, followers
of the progenitor, Daana’d, are devoted believers in the concepts
of self-suffi ciency and growth through adversity. Their challenge
is to excel in all spheres of confl ict.
Aspect Markings: Aspects of Water tend to a sinewy, nearly
hypnotic grace of motion, and a stillness in repose that is nearly im-
mobility. Their skin and hair often have a blue-green tint, deepening
with age, and the eldest and most powerful are often nearly ebony
in color, refl ecting the deep waters. Water-aspected Dragon-Bloods
often smell of open waters—from the clean scent of a mountain
brook or the crisp tang of the sea.
Aspect Anima Banner: The anima banner of a Water Aspect is
a rippling halo of blues and greens, rolling like the ocean waves. As
the banner increases in power, blacks and wave-cap whites mix into
the colors, and phantom whirlpools, waterspouts and water dragons
ash in the banner. The noise that accompanies the banner can be
the roar of a fl ooding river, the cascading crash of the pounding surf
or, sometimes, the stifl ing silence of the darkest waters.
At the cost of fi ve motes of Essence, the child of Daana’d
suffuses her being with the power of Water. For the duration of a
single day, the Exalt has complete water freedom. She can breathe
water as easily as air and is incapable of drowning. She also suffers
no environmental penalty for any actions she takes underwater,
including such improbable actions as fi ring a bow or throwing a
chakram. As a fi nal bonus, the Exalt can walk across the surface of
a body of water as easily as dry land.
Aspect Abilities: Water Exalts have a shrewd understanding
of complex systems, and their fl exible minds give them the ability
to navigate even the most diffi cult situations. Aspects of Water have
a natural affi nity with the Abilities of Bureaucracy, Investigation,
Larceny, Martial Arts and Sail.
The Great Curse: Compassion drives the Children of Daana’d
to focus on those things they seek to nurture to the exclusion of all
else. They go to extreme lengths to protect these things, forgoing
other tasks—and sometimes drowning them. Conviction can turn
them into a great tidal wave, smashing aside and washing away
anything that stands between them and their goals, regardless
of the cost. Temperate Children of Daana’d are akin to the still
refl ecting pool, but turbulent riptides course beneath the calm
surface, savaging any who disturb their tranquility. And the Water
Aspect whose curse is based in her Valor becomes akin to the wa-
terspout, seeking to batter and destroy any problem—or potential
problem—she comes across.
Associations: The color black, the Maiden of Secrets, the
season of Water and the western direction
Sobriquets: Children of Daana’d, Drowning Hands, Sable
Dragons
Concepts: Uncanny martial artist, relentless magistrate, ship
commander, deal broker, assassin
The surf leaves little in its wake but debris.
Do not challenge the tide,
lest you be dragged under.
120
Aspects
of Wood
Wood lives. The Aspect of Wood is life itself—the
cycle of birth, growth, maturity, death and rebirth that
is fundamental to the natural way of things. The Exalted
of Wood have an inherent understanding of this process
that few others share. They are intimately familiar with
the sacrifi ces that must sometimes be made to ensure a
thriving ecology. That which does not grow—in power,
knowledge, enlightenment or any other way—is dying.
The Children of Sextes Jylis crave experience and
sensation, and every action they take is in pursuit
of living life to the fullest. Life to the Wood
Aspect is a banquet to be sampled from at every
opportunity. Whether it is a fi ne wine, an ex-
cellent courtesan, a masterfully produced meal
o r the sensation of accomplishment
brought on by enlightenment, all
are equal in value to the Exalted
of Wood. Some Aspects of Wood
seek out experience and pleasure
like an annual fl ower, knowing that
life is fl eeting even for the Terrestrial
Exalted. Others emulate the mighty trees
of the East, stretching their experiences out over
decades or even centuries.
Every moment is an opportunity to experience and
grow to the Child of Sextes Jylis, and nothing is taken for
granted. Every confl ict is a lesson in ability and limitations. Every
meal is an opportunity to refi ne and enhance understanding of fi ne
cuisine, and every affair a course in relationships, loss and love.
Even death brings greater understanding of life’s cycles. Those
who blunder through life without truly understanding its myriad
opportunities for new lessons are fools.
As a gardener prunes and cultivates his gardens to maximize
its health, beauty and harvests, so too do the Exalted of Wood seek
to improve their society, supporting those who help society grow
in a pattern they fi nd pleasing and weeding out those who might
corrupt their design.
121
CHAPTER FOUR • TRAITS
The Children of Sextes Jylis serve a similar role in a sworn
brotherhood. They seek to shape the group into a thing of wonder,
nurturing the traits in their sisters and brothers they fi nd pleasing
and pruning those that might threaten the health and beauty of
their bonded circle.
Failings: While their love of sensation serves them well as
a source of wisdom, it is all too easy to become trapped in waste-
ful debauchery. Many of Creation’s most notorious hedonists are
Wood-aspected Dragon-Bloods.
The Immaculate Dragons: Wood-aspected followers of Pasiap
work to guide their society toward a deeper spiritual understanding
and are often ruthless in their pursuit of heretics. Those who choose
the path of Hesiesh are prudent in their choice of sensation, often
seeking to extend each experience for as long as possible. Follow-
ers of Daana’d are devotees of the extreme, testing themselves
through powerful experiences. The path of Mela is the path of the
venomous garden—beautiful to behold, but deadly to the touch.
Finally, those who walk the path of the progenitor, Sextes Jylis,
are famous as healers and protectors, seeking to enrich society by
nurturing its members.
Aspect Markings: Aspects of Wood often have a greenish
tint to their skin, and their hair can vary from the woody brown
of bark to the bright green of pine needles to all the crimsons and
oranges of the Eastern forest in fall. As they age and grow in power,
their skin deepens to a brilliant emerald. In extreme cases, it can
take on the texture and aspect of bark, especially along the back
and shoulders. Some sprout fl owers in their hair, especially along
the temples. Many have a natural scent reminiscent of pine, fresh
fruit or fl owers, or other plants.
Aspect Anima: The anima banner of a Wood Aspect blooms
as a bright green glow, fl exing and waving like leaves in the wind
or the stalks of grass in a fi eld. Great expenditures of Essence bring
phantasms of thorn tangles, giant fl owers, massive trees or wood
dragons. The banner is often accompanied by the sound of a strong
wind moaning through a great forest.
At a cost of fi ve motes, the Wood Aspect can align his Essence
with the power of all growing things. For the duration of a scene,
the Exalt can render himself completely immune to the effects of
any plant-based poison. This power is refl exive, and the Exalt need
not know that he has been poisoned prior to activating this power.
Indeed, while this effect is active, the Dragon-Blood becomes a
walking plant toxin. If the Exalt makes skin-to-skin contact with
someone while this power is active, the target’s player must make
a successful (Stamina + Resistance) roll against a diffi culty equal
to the Exalt’s Essence or suffer the effects of poisoning. Finally, the
Dragon-Blood can add his Essence to his Defense Value against
Archery attacks and any attacks using wooden or wood-hafted
weapons, as the wooden shafts themselves struggle to avoid hit-
ting the Exalt.
Aspect Abilities: Wood-aspected Exalts have a natural con-
nection with living things and are intimately tied to the cycle of
life. Their connection to anything that lives—or once lived—gives
them a natural affi nity for the Abilities of Archery, Medicine,
Performance, Ride and Survival.
The Great Curse: A Wood Exalt whose Virtue Flaw derives
from her Compassion will often be one who focuses on the nurturing
aspect of life, with her Limit Break resulting from witnessing the
things she guides and protects being threatened or destroyed. One
whose Flaw derives from Conviction focuses on weeding out and
pruning those things that weaken her garden, and she becomes cold
and cruel in the pursuit of her perfect garden. Temperance brings
with it wild binges of excess or ascetic remorse and self-loathing
at perceived weakness and lack of control. Valor-driven Children
of Sextes Jylis seek out hazardous and extreme circumstances,
heedless of the risk and dangers in which they place themselves
and their loved ones.
Associations: The color green, the Maiden of Endings, the
season of Wood and the eastern direction
Sobriquets: Ashen Bows, Children of Sextes Jylis, Emerald
Dragons
Concepts: Inquisitor, healer, merchant prince, sybarite,
bodyguard, courtier
Life’s endless cycle cannot be denied,
and even in the harshest of climes, life thrives.
As long as there is life, there is hope—and life is everywhere.
122
OTHER R ULES
A number of other, minor rules govern the use of Dragon-
Blooded characters. Where these rules do not specifi cally say
otherwise, Dragon-Blooded are treated exactly as any other sort of
Exalted. This includes but is not limited to the rate at which they
heal, their resistance to poison and disease, their ability to suppress
bleeding, the speed at which they regain Essence, the visibility and
size of their anima banner and the rate at which it dissipates.
ANIMA F LUX
The anima banner of the Dragon-Blooded is a raw, powerful
effect. While those of the other Exalted can be intense, and even
have lasting impact on their environment, that of the Terrestrials
can be so powerful as to infl ict considerable damage on their sur-
roundings. The effects of the damage is different for each type of
Terrestrial, but the source is always the raw power of the character’s
Essence.
If the Dragon-Blood’s anima banner is at the 8–10-motes level
of display, it infl icts one die of lethal damage for every minute of
contact to everything within a number of feet equal to the character’s
permanent Essence. This damage is suffi cient to destroy cloth and
soft wood in a minute or two. It can eventually reduce even treated
hardwoods to junk (within fi ve minutes). At the 11–15-mote level,
the banner infl icts one die of damage for every nine ticks of combat.
At these two levels, characters who are able to soak lethal damage
with Stamina (such as other Exalts) ignore the damage infl icted
by Terrestrial anima banners. At the 16+ level, however, the ban-
ner generates a lethal die of damage every tick, and all beings and
objects (except the Exalt’s personal equipment, which is immune
to the effect at all levels) suffers this damage.
This anima fl ux effect has had obvious impacts on their Ter-
restrials’ fi ghting style and architecture (among other things). Most
Dragon-Bloods do not ride animals into combat, for instance. Some
Ride Charms (see pp. 180-182) can halt or delay the death of mounts,
but they are not commonly used. Some Dragon-Bloods make use of
artifact mounts or creatures (such as the simhata) that are specially
bred to resist their anima banners, and specially designed chariots
are used in some environments. Similarly, the homes of the Ter-
restrials are usually made largely of stone and are more often fi lled
with sculpture, mosaics and other sturdier artworks than paintings
or tapestries, particularly in places such as workshops or dojos where
the Exalted are likely to use Essence in quantity.
SWORN B ROTHERS’ OATH
Cost: 10m + 1m from each Exalt bound by the spell
Target: Exalts to be bound
This Terrestrial Circle spell binds the Essences of a group of
Exalts together and is used in the creation of sworn brotherhoods.
The ritual takes one hour for a pair of Exalts, plus one hour for
each additional Exalt. The sorcerer does not have to be one of the
Exalted bound by the spell. Once the spell is cast, the sorcerer’s
player makes an (Intelligence + Occult) roll. The number of
successes scored creates a new trait for the members of the sworn
brotherhood, Oathbond, which refl ects the strength of the spiritual
bond between the members of the brotherhood. This trait has a
number of effects on those who share the bond.
Familiarity: Members of a sworn brotherhood are aware of each
others’ location. As long as a member of the brotherhood is within
(Oathbond x 10) yards of another member, she knows exactly where
he is. Beyond this range, a member’s player can make an Essence roll
123
CHAPTER FOUR • TRAITS
as a diceless action for the Exalt to get an idea of the direction and
range to any other member. One success gives the sister a general
idea of distance and direction, three is suffi cient to get an accurate
read on range and bearing, and fi ve successes tell the sister exactly
where her brother is.
Devotion: Each member of the sworn brotherhood gains a De-
votion dice pool, equal to their Oathbond rating, which refreshes
once per story. These dice can be used—in any amount—on actions
undertaken with the deliberate purpose of aiding another member
of the brotherhood.
Loyalty: A character must score successes equal to his Oathbond
on an extended Conviction roll to take any action that he knows
will harm—mentally, emotionally or physically—another member
of his brotherhood. Each time this action is taken, it reduces his
Oathbond rating by one. If this reduces the Oathbond to 0, the
character is no longer part of the brotherhood—in any magical
way, at least.
A sorcerer is limited to binding no more Dragon Bloods into
a single sworn brotherhood than an amount equal to twice his
Essence, and an Exalt cannot be a member of more than one broth-
erhood. If the spell is cast upon someone who is already a member
of a sworn brotherhood, the target’s Oathbond rating is used as a
diffi culty modifi er for the ritual. Only those successes in excess of
(the sworn character’s Oathbond + 1) are counted in the new Oath.
If no successes are rolled, the spell fails completely.
The effects of this spell are permanent, but if one or more
members reduce their Oathbond to 0, the spell has no further effect
on them. The Oathbond can be re-implemented, strengthening and
deepening the bonds between members, but the cost is high. Each
member must sacrifi ce a dot of permanent Willpower, and the caster
of the spell sacrifi ces a dot of Permanent Essence in order to re-cast
an existing Sworn Brothers’ Oath. (These dots can be re-purchased
later with experience.) Under no circumstances can a character’s
Oathbond rating exceed fi ve times the Permanent Essence of the
lowest Essence character in the brotherhood. Successes in excess
of this rating are simply lost.
Brotherhoods with Oathbond ratings higher than 10 are ex-
tremely uncommon and considered unnerving by others, as the bonds
between the members begin to permeate all aspects of their lives.
Extremely strong brotherhoods begin to act in disturbingly similar
fashion. They do not lose their individual personalities, but uncon-
scious habits, mannerisms, preferences and other traits blend and
merge, giving the members an eerie sameness to their behavior.
THE G REAT C URSE
Though Solar Exalted received the brunt of Primordial wrath,
the Dragon-Blooded did not escape their notice. The more devious
aspects of the Curse, which helped bring about the Usurpation, are
story elements rather than game mechanics. Like their Celestial
counterparts, however, the Terrestrial Exalted suffer ongoing effects
from the Great Curse which may be quantifi ed in game terms.
Dragon-Blooded receive points of Limit for violating or ig-
noring their primary Virtue, and for resisting supernatural mental
infl uence, according to the same rules found in the Exalted core
book, p.103.
Dragon-Blooded do not suffer the same Flaws as Solars, however.
They do not choose a Virtue Flaw and do not have Limit Break
Conditions. When a Dragon-Blooded character’s Limit breaks, the
impulses of his element and primary Virtue rule his actions. See the
individual aspects in Chapter Four for the behaviors each Virtue
induces when the Great Curse takes hold. Note that the lack of a
Limit Break Condition means that Dragon-Blooded accrue points of
Limit more slowly than Solars and therefore suffer Limit Break less
often. When Dragon-Blooded Limit breaks, the duration is one full
scene. Because Dragon-Blooded Limit Breaks are less restrictive than
Solar ones, it requires Storyteller discretion to determine whether
the character is trying to gain Partial Control or is overcome (and
thereby gains bonus temporary Willpower points).
126
CHAPTER FIVECHAPTER FIVE
CHARMSCHARMS
In general, Terrestrial Charms work functionally the same as
Solar Charms and obey all of the principles of Charm design outlined
on pp. 178–185 of the Exalted core book. The major differences
between Terrestrial and Solar are that Terrestrial Charms lack the
raw power of Solar Charms, especially in the areas of perfect effects.
The Dragon-Blooded have no true perfect attacks or defenses, nor
do they have mind-controlling Charms that can create Servitude
effects. While the magic available to the Children of the Dragons
is less ostentatious than that of the Celestial Exalted, it is not to be
underestimated. What Terrestrial Exalted lack in raw power, they
make up for in versatility and in their capacity to join together into
units that are more than the sum of their parts.
CHARMS IN G ENERAL
Unlike the Celestial Exalted, who are divided up into castes
according to their predestined societal roles, each Terrestrial Exalt is
elementally aligned with one of the Elemental Dragons. The original
reason Dragon-Blooded of particular aspects are spiritually designed
to favor certain Abilities over others is lost to antiquity, although
the fact that each aspect has at least one Ability with combat util-
ity suggests the Terrestrials’ ancient role as support staff and shock
troops for the Solar Exalted. Since the Great Uprising, Immaculate
theology has attributed the arrangement of Aspect Abilities to the
personalities and backgrounds of the Immaculate Dragons, the fi ve
ancient beings who led the Great Uprising and established the
foundations of Dragon-Blooded society. The few Celestial Exalted
whose memories reach back to the Primordial War reject such
religious dogma and claim that each aspect was fashioned by one
of the Elemental Dragons at Gaia’s behest to fulfi ll an important
support role in the armies of the Unconquered Sun.
The spiritual impact of having an elemental aspect rather than
a caste cannot be overstated. Indeed, the fi ve aspects are almost
different forms of Exaltation instead of simply divisions within the
same Exalt type. Aspect shapes not only one’s preferred Abilities
and Charms, but infl uences the development of one’s character. For
example, the degree of impetuousness tolerated of even an elder
Fire Aspect as simply a part of her nature would be considered
shameful in even the youngest Earth Aspect, as impetuosity is
not a character trait expected or accepted from the more dignifi ed
Children of Pasiap.
The chief mechanical impact of having an aspect is that,
in order to use a Charm associated with any Ability other than
127
CHAPTER FIVE • CHARMS
one’s own Aspect Abilities, the Dragon-Blood must temporarily
harmonize his anima with that of an element different from his
own. Mechanically, this means that any Charms associated with
Abilities other than Aspect Abilities cost one additional mote of
Essence. If the Dragon-Blood uses a Charm multiple times on a
single tick, only one additional mote need be paid. If more than
one such Charms is used in a Combo, however, the character
must pay an additional mote per out-of-Aspect Charm immediately
upon activation of the Combo.
For the Dragon-Blooded, all extra action, permanent, simple
and supplemental Charms work fundamentally as they do for Solar
Exalted, but Dragon-Blooded have the benefi t of being able to use
refl exive Charms more freely than any other Exalt type can. A
Dragon-Blood can freely use refl exive Charms at the same time
as any other Charm without the use of a Combo, even when
the refl exive Charms are associated with different Abilities. The
only limitation on this rule is that some refl exive Charms can be
used only on the tick on which the Exalt acts and not refl exively
on the ticks coming between actions. Each refl exive Charm notes
the circumstances under which it can and cannot be used. Because
of this advantage, the keyword Combo-Basic has no relevance to
Dragon-Blooded and the keyword Combo-OK effectively applies
to all refl exive Charms used by Dragon-Blooded. (Where those
keywords appear, they are included only to describe how the Charm
functions when used by an Eclipse Caste Solar or a Moonshadow
Caste Abyssal.)
Generally, the Charms of the Dragon-Blooded are not as
potent as comparable Solar Charms, although they are more ef-
cient. For example, most Dragon-Blooded Charms that add to
dice pools do so at a rate of two dice per mote spent. However,
a Dragon-Blood cannot use such a Charm to increase any dice
pool by more than (her Ability + any applicable specialty). As
with comparable Solar Charms, any fractional motes of Essence are
lost. If the Dragon-Blood uses a Charm that gives her two or more
dice per mote spent but cannot utilize one of the dice due to pool-
doubling restrictions, then that die is lost. This rule also applies to
Terrestrial (Ability) Reinforcement, which allows a Dragon-Blood
to give and receive additional dice to and from others. Additional
dice a Dragon-Blood gains through such a Charm count toward
the maximum number of dice that can be added to the Ability. In
other words, no combination of group-aid Charms and dice-adding
Charms can raise a Dragon-Blood’s Ability to more than twice
her (Ability + applicable specialty).
NEW K EYWORDS
The following new keywords are applicable to some Dragon-
Blooded Charms.
Cooperative: If a Charm has this keyword, then multiple
Dragon-Blooded who all know the Charm can use it simultaneously
while in close contact. By doing so, the animas of all participants
interact, improving the potency of the Charm. Often, Elemental
Charms (per the next new keyword) are also Cooperative Charms,
and Dragon-Blooded using them in tandem can generate more
sophisticated elemental effects over much larger areas than a single
Dragon-Blood could while working alone. Only Dragon-Blooded
can use such Charms cooperatively. Eclipse or Moonshadow Caste
Exalted can learn these Charms, but the anima of a Celestial Exalt is
not designed to interact with that of other Exalted so as to produce
the same effect. Generally, Charms with this keyword can be used
in Combos unless otherwise noted. A Cooperative Charm can
never be used in a Combo if it is also being used in a cooperative
128
manner, though, i.e. with two or more Dragon-Blooded using it
simultaneously to gain the cooperative benefi ts.
Elemental: A Charm with this keyword has an elemental effect.
In some cases, this effect is purely cosmetic, and the underlying
Charm functions the same way regardless of the aspect of the
Dragon-Blood who uses it. More often, however, the Charm func-
tions somewhat differently depending on the Exalt’s aspect. For
example, Elemental Bolt Attack (see pp. 133-134) produces the
same base damage effect regardless of who uses it, but if a Fire Aspect
uses it, it infl icts additional burning damage, whereas the version
red by a Wood Aspect poisons the target with a plant toxin. The
Charm descriptions explain how such Charms change by aspect.
An Eclipse or Moonshadow Caste Exalt who learns an Elemental
Charm understands only the version used by the Dragon-Blood
from whom she learned the Charm.
GENERAL C HARMS
EXCELLENCIES AND R ELATED C HARMS
Like the Solar Exalted, Dragon-Blooded have Charms known as
Excellencies that can be purchased once for each Ability. However,
in addition to the three Excellencies common to all Exalted, the
Dragon-Blooded have access to a special Charm, Terrestrial (Ability)
Reinforcement, which allows a Dragon-Blood to temporarily boost
the Ability traits of other characters with whom he is allied.
FIRST (ABILITY) EXCELLENCY
ESSENCE O VERWHELMING
Cost: 1m per 2 dice; Mins: (Ability) 1, Essence 1; Type: Refl exive
(Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Dragon-Blooded can invoke this Charm when mak-
ing a roll based on the relevant Ability. The Charm adds two
dice to the roll for each mote spent. The maximum number of
dice that can be added to any one roll, however, is equal to the
Dragon-Blood’s Ability rating plus any applicable specialty. The
Exalt can also use this Charm to enhance unrolled uses of the
relevant Ability. The player rolls one die for every mote spent, up
to a maximum number of dice equal to the relevant Ability plus
any applicable specialties. Each success on the roll increases the
applicable DV by one.
Characters cannot use this or other Excellencies or dice-adding
Charms to “create” actions. For example, if a character attacks on
tick 3 and will attack again on tick 8, she cannot buy dice for an
attack on tick 4 that only exists because she used the Excellency to
conjure dice for it. Yet a character who uses this or other refl exive
Charms to add to an attack can also use it to enhance her defense
until the next tick when she acts, but she must spend Essence for
each separate roll she wishes to modify.
This is a refl exive Charm that can be used freely without
the need for a Combo. The Dragon-Blood, however, is limited
in using the Charm as follows: The Charm can be used to add
dice to any Ability on the tick in which the Dragon-Blood acts.
On the ticks between actions, this Charm can only be used to
enhance unrolled uses of the Ability to increase an applicable
DV or to add dice to an Ability used in a Counterattack Charm.
This Charm can not, for example, be used to purchase Melee
dice between actions to be used for extra attacks.
SECOND (ABILITY) EXCELLENCY
ESSENCE T RIUMPHANT
Cost: 2m per success; Mins: (Ability) 1, Essence 1; Type: Refl exive
(Step 1 for attacker, Step 2 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood can invoke this Charm when making a roll
based on the relevant Ability. The Exalt can spend up to (Ability
+ applicable specialties) in motes. The Charm adds one automatic
success to the roll for every two motes spent. If the Dragon-Blood
uses Essence Triumphant in combination with Charms that add
dice, each success purchased with Essence Triumphant reduces by
two the maximum number of dice that she can add.
The Exalt can also use this Charm to enhance unrolled uses of
the relevant Ability. For every two motes spent, the Dragon-Blood
can increase the applicable DV by one, up to a maximum improve-
ment equal to her Ability trait plus any applicable specialties.
This is a refl exive Charm that can be used freely without
the need for a Combo. The Dragon-Blood, however, is limited in
using the Charm as follows: The Charm can be used to purchases
automatic success on any action made on the tick in which the
Dragon-Blood takes a normal action. On the ticks between ac-
tions, this Charm can be used only to enhance an unrolled use
of the relevant Ability to improve a DV or to add dice to an
Ability used in a Counterattack Charm. This Charm can not,
for example, be used to purchase automatic successes between
actions to be used for extra attacks.
THIRD (ABILITY) EXCELLENCY
ESSENCE R ESURGENT
Cost: 3m; Mins: (Ability) 1, Essence 1; Type: Refl exive (Step 4
for attacker, Step 6 for defender)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Dragon-Blooded with this Charm recovery smoothly from error.
The Exalt can invoke this Charm after making a roll based on the
relevant Ability. This Charm allows the player to make a second
roll, using the new result if the Exalted prefers it to the fi rst. The
Exalted can also use this Charm to enhance unrolled uses of the
relevant Ability. By spending three motes, the Dragon-Blooded
can increase an applicable DV by half the relevant Ability.
This is a refl exive Charm that can be used freely without
the need for a Combo, but the Charm can be used only on the
tick in which the Dragon-Blooded uses the Ability for which a
reroll is being purchased.
TERRESTRIAL (ABILITY) REINFORCEMENT
Cost: 1m per 2 dice + 1m per subject; Mins: (Ability) 3, Essence
2; Type: Simple
Keywords: Combo-OK, Touch
Duration: One scene
Prerequisite Charms: Any Excellency for the relevant Ability
The two greatest strengths of the Dragon-Blooded have
always been their superior numbers and their boundless capacity
for teamwork. In the First Age, the Terrestrial Exalted were the
unit commanders who led troops into battle under the direction of
Celestial generals. In the modern era, Dragon-Blooded retain the
129
CHAPTER FIVE • CHARMS
LINGUISTICS
LANGUAGE-LEARNING R ITUAL
Cost: 5m, 1wp; Mins: Linguistics 2, Essence 1; Type: Simple
Keywords: None
Duration: One week
Prerequisite Charms: None
The Children of Mela often serve as the diplomatic corps of the
Dragon-Blooded Host, and while fl uency in foreign tongues often
requires years of study, this Charm can reduce the necessary time to
just an afternoon. The Dragon-Blood must spend at least one hour
meditating and listening to a foreign language being spoken. He
can then “absorb” that language into himself, becoming completely
uent in both conversation and literacy. The Charm lasts for one
week, at which time the knowledge gained fades completely.
CIPHER M ISSIVE
Cost: 3m; Mins: Linguistics 2, Essence 1; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Language-Learning Ritual
Diplomacy is not the only purpose to which words can be
directed, and the Children of Mela often make excellent cryp-
tographers as well. With this Charm, an Exalt can hide sensitive
material from prying eyes within a supernaturally complex code.
The Dragon-Blood must fashion the document herself, and it
can be no longer than a number of pages equal to her Essence.
The player rolls (Intelligence + Linguistics), with the successes
determining the number of successes needed for someone else to
decipher the document. Additionally, each deciphering roll requires
an (Intelligence + Linguistics) roll with a base diffi culty equal to
the permanent Essence of the character who fashioned the Cipher
Missive (Each deciphering roll also represents a number of days
equal to the Charm-user’s permanent Essence.) The character
who uses this Charm may identify a number of individuals equal
to twice his Essence who can read the document without diffi culty.
Alternatively, he can identify a single class of individuals, which
must be limited and specifi c, who can freely read the document.
For example, such classes might include “only magistrates” or “only
members of House Iselsi.”
capacity to elevate the mortals around them to greatness, if only
temporarily. A Dragon-Blood with this Charm can improve the
ratings of his allies in the relevant Ability for brief periods of time,
effectively transferring the benefi ts of the First Excellency to another
person for the duration of an entire scene. All allies to be affected
must hold hands at the time of the Charm’s activation.
The Dragon-Blood must spend one mote for every ally to be
augmented and one mote for every two dice that are added to each
person’s rating in the relevant Ability. The maximum number of
allies who can have their Ability ratings boosted at one time is
equal to the Dragon-Blood’s permanent Essence. The Charm has
two limitations. First, no ally’s Ability rating can be raised above
the Ability rating of the Exalt who invokes this Charm. Second, no
ally’s Ability rating can be increased to more than twice its normal
rating. Therefore, the ally must have at least one dot in the Ability
for this Charm to affect him at all. The extra Ability dots apply for
an entire scene for all purposes. If the augmented Ability affects one
of the ally’s DV ratings, the relevant DV should be recalculated for
the duration of the scene. As is normal for dice-adding Charms,
fractional motes left over by pool-size restrictions are lost.
AIR A SPECT
The Immaculate Texts describe Mela as the eldest of the
Immaculate Dragons, Exalting remarkably late in her mortal life.
Prior to Exaltation, she was described as a teacher, scholar and tutor
to the children of the Solar Exalted. Indeed, it was through her
observations of the Anathema’s mistreatment of their own children
that Mela realized the Solars were completely corrupted. When she
Exalted, she used her Dragon-blessed abilities to spy on the parents
of her charges prior to the Great Uprising and later to steal away or
sabotage many powerful artifacts from the Solars before they could
be used against her fellow Dragon-Blooded.
Celestial Exalted who recall the Air Aspects of the Primor-
dial War claim that they were bred by the Elemental Dragons to
ll two primary roles: sorcerer’s apprentice or personal assassin.
Those Air Aspects who specialized in Linguistics, Lore and Occult
were usually assigned as support staff for Twilight and No Moon
Caste sorcerers, while those who excelled at Stealth and Thrown
were prized by the Night Caste for their ability to slay targets with
perfect discretion.
130
THOUSAND T ONGUES M EDITATION
Cost: 4m; Mins: Linguistics 3, Essence 2; Type: Simple
Keywords: Combo-OK, Social
Duration: One scene
Prerequisite Charms: Language-Learning Ritual
While the Language-Learning Ritual grants total fl uency in
a tongue for an extended period, this Charm allows the Dragon-
Blooded to quickly grasp the essentials of an unknown language for
a brief period. For the duration of the Charm, the Dragon-Blood
can speak and understand any foreign language. Furthermore, in the
presence of multiple people speaking different languages, the Exalted
can understand and be understood by all of them. The maximum
number of speakers with whom the Dragon-Blood can interact
using a single application of this Charm is equal to the character’s
permanent Essence. Communication is limited, however, and the
Dragon-Blood suffers a -4 penalty on all social and communicative
actions, reduced by one for each point of permanent Essence by
which she exceeds the minimum. Also, this Charm affects only
verbal speech. Neither written speech nor sign language can be
conveyed with this Charm.
POISONED T ONGUE T ECHNIQUE
Cost: 2m, 1wp, Mins: Linguistics 3, Essence 3; Type: Simple
Keywords: Combo-OK, Social
CRAFT I CON
Cost: 2m; Mins: Linguistics 3, Essence 3; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Cipher Missive
To the savants of the Dragon-Blooded, the effi ciency with
which information can be conveyed is almost as valuable as the
information itself. With this Charm, an Air Aspect can convey
complex information or directives to another with what appear to be
only simple pictograms. In fact, the drawings are actually a complex
arrangement of sigils that can contain surprisingly large amounts of
information in a very dense package, from complex instructions for
assembling a sophisticated piece of First Age technology to exacting
directions revealing a hidden location.
For the character to employ this Charm, the player must roll
(Manipulation + Linguistics) at a diffi culty of 2. Successes above this
diffi culty determine the level of complexity encoded into the picto-
gram, with each success over the threshold providing the equivalent
of one minute of careful instruction that can be obtained through
later study of the pictogram. The icon can be drawn or carved into
any media the creator wishes, but doing so requires the expenditure of
Essence. As a result, no one else can reduce the icon without another
application of this Charm or a similar one. Icons created with this
Charm are about two square inches in size per success.
131
CHAPTER FIVE • CHARMS
Duration: Concentration
Prerequisite Charms: Any Linguistics Excellency
To the Children of Mela, words can be weapons just as deadly
as a blade or an arrow. With this Charm, a Dragon-Blood can ma-
nipulate a conversation she overhears, causing other listeners to
hear what she desires instead of what was actually said. The Exalt
must be able to hear the conversation in order to manipulate it with
this Charm, and while eavesdropping through Charms or other
magical means is acceptable, the Dragon-Blood must be within (the
Exalt’s permanent Essence x 100) feet from all participants. The
Dragon-Blood’s player must roll (Manipulation + Linguistics), with
the successes determining the level of control. One success allows
the Dragon-Blood to alter minor details, enough to confuse, offend
or even arouse one of the parties. Three or more successes allows
the Exalt to alter signifi cant details, perhaps enough to completely
color one participant’s impressions of another. With fi ve or more
successes, the Exalt can control any aspect of the conversation.
Participants in the conversation may notice the effect with a
refl exive (Wits + Perception) roll against a diffi culty equal to the
Dragon-Blood’s Essence. On a successful roll, the participant knows
that the conversation is being manipulated and can attempt to com-
municate this through nonverbal means. On a failure, none of the
participants recognize that their own words are being changed or
that the other parties do not hear what the speaker intends to say.
In the Realm, abuse of this Charm is a serious breach of etiquette.
In some situations, it is even considered a crime.
VOICE OF M ASTERY
Cost: 5+m; Mins: Linguistics 4, Essence 3; Type: Simple
Keywords: Combo-OK, Social
Duration: One scene
Prerequisite Charms: Poisoned Tongue Technique
The elocution and charisma of Air-aspected debaters is aston-
ishing to behold, and never more so than when Essence powers their
words. For the duration of this Charm, the Dragon-Blood can add
a number of dice equal to his Essence to any speech-related roll, be
it seduction, persuasion or intimidation. The Charm can normally
only affect one listener at a time, but each extra mote spent doubles
the number of listeners who can be affected. If the Charm is used
defensively in social combat, add half the Exalt’s Essence, rounded
up, to his Parry MDV. The Dragon-Blood must be able to speak
the listener’s language, either naturally or with Charms, in order
for this Charm to have any utility.
WIND-CARRIED W ORDS T ECHNIQUE
Cost: 1m per message, plus distance; Mins: Linguistics 3, Essence
2; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The wind carries many things, and for the Children of Mela,
sound is one of them. With this Charm, a Dragon-Blood can whis-
per his words aloud and know that the winds will convey them to
his intended listener, wherever that listener is. For a base cost of
one mote, the character can transmit one message to the ear of
any single person within range. The words actually do not need
to be spoken, but the Dragon-Blood must at least mouth them.
The base range of the Charm is equal to (the speaker’s Essence x
100) feet. Also, each additional mote spent increases the range
by a factor of 10. Therefore, a character with an Essence of 4 can
transmit a message 400 feet for one mote, 4,000 feet for two motes
or 40,000 feet for three motes. This total quantity of motes must
be expended for each individual message, which can be no more
than 25 words in length.
The sending character need not know the exact location of the
intended recipient, but she must know her approximate location,
which is defi ned as “within (sender’s Essence x 5) miles.” The targeted
location can, however, be some place that the sender has never even
been, such as “the command HQ of the Fourth Legion stationed in
Arjuf.” This Charm is considered essential to military operations
for both the Realm and the Seventh Legion. Most Dragon-Blooded
with any military background know this Charm, and all but the
least profi cient graduates of the House of Bells do.
VOICES ON THE W IND
Cost: 3+ motes; Mins: Linguistics 4, Essence 3; Type: Simple
Keywords: Combo-OK
Duration: One minute
Prerequisite Charms: Wind-Carried Words Technique
A favorite of spies and intelligence operatives across the
Realm, this Charm permits a Dragon-Blood to hear the faintest
trace of words echoing through the air, allowing him to eavesdrop
on conversations at seemingly impossible distances. The Essence
cost of the Charm is determined by how far away the Exalt is from
the conversation he wishes to hear. For the basic cost, the Exalt
can clearly hear any normal speech originating anywhere within
(listener’s Essence x 100) feet, as well as pinpoint the approximate
location of the speaker if he doesn’t already know. Each additional
mote of Essence increases the range by a factor of 10.
The Dragon-Blood must specify which speaker he desires to spy
upon. He cannot indicate a general target such as “anyone plotting
against me.” Rather, he must name an individual and then listen
to see if she is currently within range and speaking aloud. If he
can hear a named speaker, however, the Dragon-Blooded can also
automatically hear the replies of anyone in the speaker’s immedi-
ate vicinity with whom she is conversing. This Charm cannot be
used to listen to conversations taking place within airtight rooms,
and it may also be defeated by certain supernatural warding effects.
(Enchanted wind chimes are commonly used for this purpose.)
Finally, spying with this Charm demands total concentration, and
the listener cannot perform any other action while this Charm is
being employed.
SPEECH W ITHOUT W ORDS
Cost: 2m + 1m per ally; Mins: Linguistics 3, Essence 3; Type:
Simple
Keywords: Combo-Basic
Duration: One scene
Prerequisite Charms: Cipher Missive, Voices on the Wind
With this Charm, a Terrestrial Exalt and a number of her
allies can communicate complex information silently through the
use of hand gestures and signals. The Exalt can enable silent com-
munication between only herself and a maximum number of allies
equal to her (Wits + Linguistics). Although the communication
is silent, all participants must be able to see each other, and it is
obvious to any onlookers that the participants are communicat-
ing with each other. Therefore, this Charm is of limited utility in
a social setting, as opposed to a combat or stealth situation. Also,
at the Storyteller’s discretion, extremely complex or abstract ideas
might require a (Wits + Linguistics) roll on the part of both the
person sending the message and all who wish to comprehend it.
“You take the guy on the left, and I’ll take the two on the right”
132
should not require a roll, but the recitation of lyric poetry through
hand gestures probably would.
WITH O NE M IND
Cost: 2 motes per dot of increase; Mins: Linguistics 5, Essence 2;
Type: Simple
Keywords: Combo-Basic
Duration: One scene
Prerequisite Charms: Voice of Mastery, Voices on the Wind
This Charm allows a unifi ed group of Dragon-Blooded to
“speak without words,” moving as a single unit of such purpose that
verbal orders are superfl uous and a waste of the commander’s time.
Effectively, the individuals linked with this Charm share their surface
thoughts, which conveys several effects. First, all observations made
by any participant are shared by all—what one sees, all see. Second,
in a combat situation, all commands, warnings or observations are
nonverbal. Members of the group can trade opponents, execute
anking maneuvers or warn each other of impending sneak attacks
instantly and silently. If one fi ghter is close enough, he can even
parry or abort to parry any blow aimed at another, substituting his
own PDV for that of his ally, provided he is close enough to the
ally to plausibly do so.
Third, for every two motes spent, each ally affected gains one
dot each in Wits, Perception and Melee, although no one can
gain more dots in a single category than the Exalt’s Linguistics
rating, nor can any participant raise an Attribute or Ability above
ve dots. Also, the Dragon-Blood must spend two motes per dot
of increase for every participant. Therefore, if the Exalt wishes
to affect three allies, raising each of the affected ratings by three
dots, she must spend a total of 18 motes (six motes per point of
increase, multiplied by three for the number of participants). The
Exalt cannot raise different allies’ Abilities by varying degrees
at the same time, and he can’t increase his own ratings through
the use of this Charm.
LORE
ELEMENTAL C ONCENTRATION T RANCE
Cost: 5m, 1wp; Mins: Lore 2, Essence 1; Type: Simple
Keywords: None
Duration: One day
Prerequisite Charms: None
The simplest of Lore techniques exercised by the
savants of Air, this Charm allows a character to medi-
tate on her aligned element to temporarily augment her
capacity to absorb knowledge. Provided that the Exalt has
all the necessary research material handy, she can absorb a
week’s worth of study in a single day. She can continue to use
this Charm on subsequent days, but if she uses it more days
in a row than a number equal to her Lore trait, she suffers
one level of unsoakable lethal damage for each extra day.
The Exalt cannot heal this damage while under the effects
of this Charm.
ETERNAL M IND M EDITATION
Cost: 2m, 1wp; Mins: Lore 3, Essence 3; Type:
Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Elemental Concentra-
tion Trance
133
CHAPTER FIVE • CHARMS
Given the vast ages to which most of the Dragon-Blooded will
survive, it’s not surprising that their minds can become somewhat
cluttered. This Charm allows the Exalt to attain perfect recall of
any event he has experienced or anything he has ever read or heard.
After spending the required Essence and Willpower, the Exalt must
spend a moment in quiet contemplation. The Dragon-Blood’s player
then rolls (Intelligence + Lore), with the diffi culty determined by
how far back into the character’s memories he wishes to delve.
One success is suffi cient to recall a hurried conversation from a
few years back, while fi ve permits the Exalt to recall events even
from early childhood with perfect clarity. Some Dragon-Blooded
savants even claim to recall memories of time spent in the womb
through the use of this Charm. Eternal Mind Meditation does not
impair the character in any way. He experiences the events of his
past as memories, rather than as an immersive experience that might
adversely affect his DV or his awareness of his surroundings.
ELEMENTAL E MPOWERMENT M EDITATION
Cost: 1+wp; Mins: Lore 4, Essence 3; Type: Simple
Keywords: Elemental
Duration: Instant
Prerequisite Charms: Elemental Concentration Trance
The blessings of Terrestrial Exaltation allow the Princes of
the Earth to draw energy directly from elemental sources, restoring
their depleted Essence reserves in times of crisis. The Dragon-Blood
can draw Essence directly from his aspected element, regaining a
number of motes equal to his Lore Ability for every Willpower
point spent. If the Dragon-Blood spends more Willpower points
in a day than his Essence, each additional use of Willpower for this
Charm will also infl ict one level of unsoakable bashing damage.
The character must be able to physically touch the element with
which he is aligned in order to draw Essence from it.
ELEMENTAL S UCCOR M ETHOD
Cost: 5m and 1wp per lhl; 2 motes per hl; Mins: Lore 5, Essence
3; Type: Simple
Keywords: Combo-Basic, Elemental
Duration: Instant
Prerequisite Charms: Elemental Empowerment Meditation
While Elemental Empowerment Meditation allows the Dragon-
Blood to replenish her lost Essence, this Charm allows her to restore
her own body, using the power of the elements to heal her injuries.
The character must immerse herself in her favored element as much
as possible (standing in a burning fi re, submerging herself in water,
etc.) and must spend fi ve motes and one Willpower for every lethal
health level healed or two motes per bashing level healed. This
Charm cannot be used to heal aggravated damage, nor can it be
used to restore lost limbs or heal other such mutilations.
An Eclipse or Moonshadow Caste Exalt who learns this
Charm can use the Charm with only the element associated with
the teacher of the Charm. That is, if an Eclipse learns Elemental
Succor Method from a Fire Aspect, he cannot heal himself by im-
mersion in any other element.
ELEMENTAL B OLT A TTACK
Cost: 1m per 2L; Mins: Lore 2, Essence 2; Type: Simple
Keywords: Combo-OK, Cooperative, Elemental, Obvious
Duration: Instant
Prerequisite Charms: None
Sometimes referred to as “the Dragon’s Claw,” this Charm
permits a Dragon-Blood to fi re a bolt of elemental energy appropri-
ate to his aspect from his hand toward a target. The bolt is targeted
with (Dexterity + Athletics) or (Dexterity + Archery), whichever
is preferred, with an Accuracy bonus equal to the Dragon-Blood’s
Essence and a range of (Essence x 20) yards. The bolt infl icts 2L
per mote spent up to a maximum number of motes equal to the
Dragon-Blood’s Stamina. The bolt also has an elemental aspect
and triggers the following elemental effects: Air buffets the target,
subtracting two dice from her next action. Earth triggers a tremor
beneath the target’s feet, forcing her player to roll (Dexterity +
Athletics), diffi culty 4, to keep the character from falling. Fire
sets the target ablaze for a single action (+4L to the attacker’s
damage pool). Water lls the target’s lungs with seawater, adding
three ticks before her next action due to violent coughing. Wood
exposes the target to a plant toxin, requiring a refl exive (Stamina
+ Resistance) roll, with a diffi culty equal to (the Dragon-Blood’s
Essence), to avoid suffering a -1 penalty on all actions for the
remainder of the scene.
Multiple Dragon-Bloods who know this Charm can combine their
powers to generate a bolt of exceptional power. One Exalt (usually
the one with the best attack pool or the one with the highest Stamina
rating) must serve as the focus, with his (Dexterity + [Athletics or
Archery]) used to determine the base attack pool. Additionally, the
Stamina of the focus determines the maximum number of motes that
each participant can spend, with the total number of motes spent
determining the base damage pool. In other words, if the focus has a
134
Stamina of 4, then no participant can expend more than four motes
to fuel the bolt. The Accuracy bonus of the attack is based on the
Essence of the focus but gains a +1 bonus per additional participant.
The range of the attack is equal to (the combined Essence of all
participants x 20) yards. Finally, the elemental side effects of each
separate aspect who aids in this Charm are infl icted upon the target.
If multiple Dragon-Blooded of the same aspect aid in this Charm,
however, their special elemental effect is applied only once. Therefore,
if an Earth Aspect, two Fire Aspects and a Water Aspect combine to
re a single bolt, the player of the target—if successfully hit—must roll
to avoid falling and will be delayed an additional three ticks before
his next action due to the seawater, but only four dice are added to
the damage pool due to fi re damage, rather than eight.
Regardless of the specifi c elemental version learned, this Charm
is always considered to be an Air-aspected Charm for purposes of
determining whether the one-mote surcharge for out-of-aspect
Charms applies, and Dragon-Blooded can only learn the version
associated with their aspects.
ELEMENTAL B URST T ECHNIQUE
Cost: 1m per 1L; Mins: Lore 3, Essence 2; Type: Simple
Keywords: Combo-OK, Cooperative, Elemental, Obvious
Duration: Instant
Prerequisite Charms: Elemental Bolt Attack
This Charm is identical to Elemental Bolt Attack in all respects
except the following. First, each mote spent on the burst infl icts
only one level of lethal damage. Second, the burst infl icts damage
across a circular area with a radius equal to the Dragon-Blood’s
permanent Essence in yards. The burst attack has a range incre-
ment of (permanent Essence x 20) yards and an Accuracy bonus
equal to the Dragon-Blood’s permanent Essence. The burst also
applies elemental effects identical to the Elemental Bolt Attack
to each person caught within the burst radius. If multiple Exalted
who know this Charm join together, the power of the elemental
burst is calculated in the same manner as the elemental bolt, and
the radius of the burst is equal to the combined permanent Essences
of all participants in yards.
OCCULT
TERRESTRIAL C IRCLE S ORCERY
Cost: 1wp; Mins: Occult 3, Essence 3; Type: Permanent
Keywords: None
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood takes Terrestrial Circle Sorcery actions.
See Exalted, p. 252.
SPIRIT-DETECTING M IRROR T ECHNIQUE
Cost: 2m; Mins: Occult 2, Essence 1; Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: None
After the Great Uprising, it fell to the savants of the Air to
attempt to repair the Terrestrial Exalted’s badly fractured relation-
ships with the spirit courts. In both diplomacy and spycraft, they
used this Charm, which allows a Dragon-Blood to see the refl ection
of unmanifested spirits in any refl ective surface, such as a mirror,
a polished sword or even a still pool of liquid. Furthermore, the
Dragon-Blood can hear the voices of any spirits he can see, allowing
for both conversations and, perhaps, discrete eavesdropping.
HARMONIOUS W IND-LURING S ONG
Cost: 5m; Mins: Occult 2, Essence 1; Type: Simple
Keywords: None
Duration: One hour
Prerequisite Charms: Spirit-Detecting Mirror Technique
Of all the spirit courts, the Air Aspects, have the greatest
affi nity for the courts of the sky. This Charm calls upon that el-
emental affi nity to allow the Dragon-Blooded to invoke the power
of the air spirits to summon a helpful wind. The wind summoned is
not particularly strong, but it is powerful enough to interfere with
Archery, adding half the Exalt’s Essence to his DV against archery
attacks. It is also powerful enough to affect the speed of a sailing
ship, either adding or subtracting half the Dragon-Blood’s Essence
from the ship’s Speed for the duration. The Air Aspect must spend
about fi ve minutes summoning the air spirits, usually through such
activities as whistling, imitating the sounds of storms, whirling a
bullroarer or simply playing a fl ute. The friendly spirits summoned
will obey the Dragon-Blood’s will (subject to their limited capa-
bilities) for one hour. During that hour, the Exalt must spend one
Miscellaneous Action (5 ticks) whistling or singing in order to
change the wind’s direction.
Water-aspected Dragon-Bloods have access to a functionally
identical Sail Charm called Seven Seas Wind-Luring Chanty. The
only differences between the two Charms are that the Water aspect
version requires Sail 2 instead of Occult 2, has Hurricane-Predicting
Glance as a prerequisite Charm in place of Spirit-Detecting Mirror
Technique and requires the Exalt to be at sea.
SPIRIT-GROUNDING S HOUT
Cost: 5 motes; Mins: Occult 3, Essence 3; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Spirit-Detecting Mirror Technique
Since the Usurpation, the Dragon-Blooded have accepted the
role of defender of humanity against exploitation by spirits and ghosts
run amok. This Charm has greatly aided the Dragon-Blooded in
that role. When the character utters the Spirit-Grounding Shout,
a refl exive opposed Essence roll is made for both her and the target
spirit. If the Exalt wins, the spirit is forced to materialize and remain
corporeal for a minimum of the character’s permanent Essence in
minutes. The Essence cost of the spirit’s materialization is fi rst paid
for from the spirits’ reserves. If the spirit does not have the Essence
to materialize, then the balance is paid from the character’s Essence
pool. If the Dragon-Blooded and the target spirit do not have suf-
cient Essence between them to pay for the materialization cost, the
Charm automatically fails, and the fi ve motes spent by the character
is lost. (Any motes that would have been spent by the spirit or the
Dragon-Blood to pay for materialization remain unspent, though.)
The Charm likewise fails if the Dragon-Blood’s player fails to get
more successes on the opposed Essence roll than the target spirit
does, and the Charm never affects spirit whose permanent Essence
is higher than the Dragon-Blood’s.
SPIRIT-CHAINING S TRIKE
Cost: 3m, 1wp; Mins: Occult 4, Essence 3; Type: Supplemental
Keywords: Combo-OK
Duration: Five minutes
Prerequisite Charms: Spirit-Grounding Shout
With this Charm, a Dragon-Blood can temporarily immobilize a
spirit, often as a prelude to more permanent measures. The character
must successfully strike the spirit with an attack, then the player
135
CHAPTER FIVE • CHARMS
can make a refl exive (Intelligence + Occult) roll with a diffi culty
equal to the spirit’s Essence. Each extra success imposes a one-die
penalty to all actions the spirit takes for the next fi ve minutes. If
the extra successes exceed the spirit’s permanent Essence, the spirit
is completely immobilized and unable to act for the remainder of
the scene. Subsequent uses of this Charm have a cumulative effect
as long as the original application of the Charm has not lapsed,
as do applications of the Charm by other Dragon-Blooded. The
Charm also affects unmanifested spirits, but the Exalted must be
able to see and touch the spirit to bind it. The Charm does not
automatically render an attack capable of affecting unmanifested
spirits. Spirit-Chaining Strike is explicitly permitted to be made a
part of a Combo with Charms of other Abilities.
SPIRIT-SHREDDING A TTACK
Cost: 4m; Mins: Occult 5, Essence 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Spirit-Grounding Shout
This weapon in the Dragon-Blooded arsenal is especially hated
and feared by the spirit hierarchies and is a signifi cant explanation
of how the Immaculate Order was fi nally able to bring the spirits of
the Blessed Isle to heel. The Dragon-Blood must fi rst make a suc-
cessful attack against a spirit, either while the spirit is materialized
or with some weapon or attack capable of affecting dematerialized
spirits. The attack infl icts its normal damage. In addition, the
attacker’s player refl exively rolls (the character’s Willpower + Es-
sence) against a diffi culty equal to the spirit’s Essence. Each success
reduces the spirit’s temporary Essence by an amount equal to the
Dragon-Blooded character’s permanent Essence. The character
does not steal the Essence, it dissipates into the air. If the spirit is
destroyed by this Charm, that spirit is irrevocably gone.
FIVEFOLD R ESONANCE S ENSE
Cost: 2m; Mins: Occult 2, Essence 1; Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: None
This Charm is most often used by independent surveyors
and the professional jade sniffers of the Thousand Scales. For the
duration of the Charm, the Dragon-Blood can detect the presence
of jade within a radius of (Essence x 200) yards. If the jade to be
detected is elementally aspected with the Dragon-Blood, no roll is
required. If the jade is of a different aspect, the Exalt’s player must
roll (Perception + Occult) at a diffi culty of 3. If the Dragon-Blood
has an Occult rating of 3 and an Essence of 2, he can also detect
other magical materials at a diffi culty of 3, but only at a range of
(Essence x 50) yards.
This Charm cannot be used to perceive magical materials that
are already attuned to someone else, nor can it be used to detect
any quantity of such materials that are being concealed through
the use of Celestial or Solar level magic, including Charms or
spells. If Terrestrial magic is being used to conceal the material, the
Dragon-Blood’s player must garner more successes on the (Percep-
tion + Occult) roll than successes on the roll made to conceal the
material or the Essence of the character using the concealing magic
(whichever is higher).
SEEING THE M AKERS H AND
Cost: 4m; Mins: Occult 4, Essence 3; Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Fivefold Resonance Sense
This Charm is especially favored by the savants and engineers
of Lookshy, who must often contend with relics of the First Age
136
discovered in the barrens of the Scavenger Lands. When confronted
by an unidentifi ed artifact, the character must handle the item in
question as if he were attempting to attune it before spending the
required Essence. The Exalt’s player then rolls (Perception + Oc-
cult) for the character, with a diffi culty rating equal to the item’s
Artifact rating. (Some artifacts are specially designed to conceal
their functions, and analyzing such items carry a higher diffi culty.)
Success on this roll immediately gives the character a rough idea
of the item’s power level, as indicated by its Artifact rating, with
additional successes giving greater insights into the item’s capa-
bilities. Large, powerful or exceptionally complex artifacts might
require multiple uses of this Charm in order to fully understand their
workings. This Charm is ineffective on artifacts that are already
attuned to other people.
STEALTH
FEELING-THE-AIR T ECHNIQUE
Cost: 3m; Mins: Stealth 2, Essence 2; Type: Simple
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
To the Children of Mela, every subtle breeze carries insight
into the territory it crosses. The Dragon-Blood can perceive his
immediate environment by reading minute eddies and currents in
the air. In this manner, he may retain total spatial awareness even
in complete darkness. He cannot read or observe color, but he can
move freely, and he reduces blind-fi ghting penalties by half.
SOUNDLESS A CTION P RANA
Cost: 1m per minute; Mins: Stealth 3, Essence 3; Type: Simple
Keywords: Combo-Basic
Duration: Varies
Prerequisite Charms: Feeling-the-Air Technique
With this Charm, the Air Aspect moves in perfect harmony
with the air around her, suppressing the sound of her movements.
For one minute per mote spent, the Dragon-Blood can eliminate
any noise she directly produces, but not sounds she causes that are
not connected to her person. That is, she could smash in a window
with a rock in complete silence, but if she threw that rock through
that window, the sound would be clearly heard. The Charm does
not provide any direct benefi t to Stealth rolls, but it will eliminate
the chance of attracting attention in many circumstances, such as
areas protected by alarms. The individual under the infl uence of this
Charm is unable to speak while Soundless Action Prana is in effect
and must communicate through nonverbal means, perhaps through
Charms such as Speech Without Words or With One Mind.
ZONE OF S ILENCE S TANCE
Cost: 4m, 1wp; Mins: Stealth 4, Essence 3; Type: Simple
Keywords: Combo-Basic
Duration: One minute per point of permanent Essence
Prerequisite Charms: Soundless Action Prana
This Charm improves on the effects of Soundless Action
Prana by totally suppressing all sound within (permanent Essence
x 2) yards of the Exalt. Each extra mote spent increases the range
by one yard, up to the maximum of the Dragon-Blood’s permanent
Essence. This zone of silence is centered on the character who
invokes it, and it moves with him.
137
CHAPTER FIVE • CHARMS
DISTRACTING B REEZE M EDITATION
Cost: 1m per 2 successes; Mins: Stealth 2, Essence 1; Type:
Simple
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
This Charm allows the Air Aspect to cause the wind itself to
aid in his attempts at infi ltration by disturbing and distracting those
who might notice his passage. The wind might tickle the ear of a
listener, cause a torch to gutter or go out, or blow papers off a desk.
Regardless, the result is a minor environmental effect, incapable
of damaging anyone or anything, which nevertheless is potentially
distracting to those nearby. The Dragon-Blood can continue to
trigger distracting effects for the duration of a scene. For one mote
of Essence, the Charm adds two automatic successes to any Stealth
roll made against a single target. Each additional mote spent allows
the Dragon-Blood to distract one additional target at the same time,
up to a maximum number of targets equal to the Exalt’s permanent
Essence. Therefore, if the Dragon-Blood spends three motes of Es-
sence, he can add two automatic successes to any rolls made against
up to three people, but if he encounters fi ve people in a search party,
he would not get the automatic successes against two of the fi ve.
The Charm cannot add more than two automatic successes to a
single roll, no matter how much Essence is spent.
TRACKLESS P ASSAGE S TYLE
Cost: 2m per person per mile; Mins: Stealth 3, Essence 2; Type:
Simple
Keywords: Combo-Basic
Duration: Instant
Prerequisite Charms: Distracting Breeze Meditation
The Dragon-Blood’s preternatural stealth can now be ex-
tended to others. Moving with the lightness of a summer breeze,
the Exalt and any allies to whom this Charm is extended leave
no footprints, scents or other signs of their passage. By spending 2
motes, the Dragon-Blood can obliterate all signs of her passage for
a distance of up to one mile. The Dragon-Blood can extend this
concealment to her allies at a cost of an additional two motes per
person, up to a total number of beings equal to the Dragon-Blood’s
permanent Essence. When this Charm is activated, all non-super-
natural attempts to track the protected characters fail automatically.
Supernatural attempts to track the characters negate this Charm,
and tracking is handled normally, as if neither party had used any
supernatural effects.
WIND-WALKING T ECHNIQUE
Cost: 2m; Mins: Stealth 3, Essence 3; Type: Simple
Keywords: Combo-OK
Duration: Until broken
Prerequisite Charms: Trackless Passage Style
Like the wind whistling through the trees or across the ocean,
it is not in the nature of the Dragon-Blooded to fall or to sink. Once
this Charm is activated, the Dragon-Blood gains perfect balance
and can move across any horizontal surface (including water and
quicksand) without diffi culty. The manner of movement is irrelevant
and can include running, crawling or swinging on tree vines. If the
Dragon-Blood ever stops moving for even a single action, however,
the Charm ends. The Dragon-Blood can carry his normal gear but
no more than that.
DRAGON S HROUD T ECHNIQUE
Cost: 3+m, 1wp; Mins: Stealth 5, Essence 4; Type: Simple
Keywords: Combo-Basic
Duration: One scene
Prerequisite Charms: Soundless Action Prana, Wind-Walking
Technique
138
The wind is not seen, but can only be detected through its effects
on others. With this Charm, the Dragon-Blood can bend light around
himself to conceal his presence. The Exalt is not totally invisible, but
can be detected as only a hazy blur. The Charm also muffl es sound, masks
scent, conceals body heat and generally protects against most forms
of detection. Mechanically, the Dragon-Blood’s identity is completely
concealed by the blur, and every three motes spent adds one automatic
success to Stealth-related rolls. However, the Charm does not actively
conceal the character’s passage, and he can be tracked normally unless
Trackless Passage Style or other Charms are brought to bear.
THROWN
LOYAL W EAPON
Cost: 1m; Mins: Thrown 3, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Thrown Excellency
The Children of Mela are renowned for their skill with thrown
weapons, a puissance that makes such weapons seem to come alive
in their hands. When the Dragon-Blood throws a weapon (includ-
ing a thrown melee weapon) and activates this Charm, an invisible
ribbon of air is attached to it, allowing the Exalt to summon it back
to her hand when its path is spent. Whether the weapon strikes
its target or not, it will immediately return to the Exalt and be
available for reuse on her next regular action. Thrown weapons
still attack with their normal Speed, however, and the weapon
will not be available for any refl exive uses between the ticks upon
which the Dragon-Blooded normally acts. Anyone in the path of
the returning weapon can attempt to pluck it out of the air, but
doing so requires a successful (Dexterity + Athletics) roll, followed
by an immediate refl exive opposed (Strength + Athletics) roll
against the player of the weapon’s owner. If the person attempting
to snatch the weapon fails on either of these two rolls, the weapon
is unimpeded on its return journey.
PERSISTENT H ORNET A TTACK
Cost: 3m; Mins: Thrown 3, Essence 2; Type: Simple
Keywords: Combo-OK
Duration: (Essence) actions
Prerequisite Charms: Loyal Weapon
The unearthly control of the Air Aspects over their throwing
weapons continues to improve with this Charm. After the Dragon-
Blood throws a weapon at a target, the weapon takes on a life of
its own and continues to make extra attacks. The number of extra
attacks is equal to the Exalt’s permanent Essence, and each attack
has the normal Speed for that particular weapon for determining the
ticks upon which subsequent attacks occur. The attack roll made for
the weapon is equal to the Dragon-Blood’s (Perception + Thrown)
pool. The Dragon-Blood can perform any other actions he desires
as the weapon’s independent attacks proceed, including using this
Charm again on the same target with additional throwing weapons.
The player must declare that he is invoking this Charm before roll-
ing the fi rst attack, and the target of the weapon cannot be changed
during the Charm’s duration. The target (or anyone else) can attempt
to strike the weapon out of the air. Doing so requires an attack roll
against a diffi culty equal to the Dragon-Blood’s permanent Essence.
If this attack roll is successful, the weapon is knocked to the ground,
where it will rest inert. If a character uses this Charm as part of a
Combo, he must pay the Essence cost for the other Charms each
time the weapon uses them, and the additional Charms must be used
on each attack made. The Exalt needs to pay the Willpower cost
of the Combo only once, though. The Loyal Weapon Charm is an
exception to this rule, and if Loyal Weapon is put in a Combo with
Persistent Hornet Attack, the weapon will make all of its requisite
attacks and only then return to the Exalt. The Essence for the Loyal
Weapon Charm needs to be paid only once.
INVISIBLY H IDDEN C HAKRAM M ETHOD
Cost: 10m per weapon, 1wp; Mins: Thrown 4, Essence 3; Type:
Simple
139
CHAPTER FIVE • CHARMS
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Persistent Hornet Attack
The Dragon-Blood can conceal any number of thrown weapons
Elsewhere and store them there for later use. Each weapon thus con-
cealed costs 10 Essence and one Willpower. When the Dragon-Blood
is ready to attack, he can refl exively summon any or all of them at
no additional cost and attack on the same action. Such an attack
suffers no penalties to the normal (Dexterity + Thrown) pool, and
in fact, the Dragon-Blood remains free to use Charms to aid in the
attack. The Dragon-Blood can hide a number of weapons equal to
twice his Essence. These weapons cannot be detected except by
beings or powers capable of perceiving items stored Elsewhere.
WHIRLWIND S HIELD F ORM
Cost: 3m + 1m per ally protected; Mins: Thrown 3, Essence 2;
Type: Simple
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Any Thrown Excellency
The fl awless skill of the Dragon-Blooded can even allow them
to knock arrows and daggers from the air with a well-placed throw.
The Exalt using this Charm can defl ect ranged attacks aimed at
himself or at allies at a cost of three motes plus one mote per each
ally protected. While the Charm is in effect, the Dragon-Blood’s
Essence is automatically subtracted from any ranged attack dice
pools rolled against him or his allies, in addition to the normal ef-
fects of DV. The Essence spent is committed for the duration of the
Charm. This Charm does not require any actual weapons. Instead,
the Whirlwind Shield is formed from the air itself, and any allies
who are to be protected must be within (the Exalt’s Essence) yards
in order for the Dragon-Blood to shield them.
VENGEFUL G UST C OUNTERATTACK
Cost: 2m or 4m; Mins: Thrown 4, Essence 2; Type: Refl exive
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Whirlwind Shield Form
A refi nement of Whirlwind Shield Form, this Charm allows
the Exalt to not only defl ect incoming attacks, but to refl ect them
back on the attacker. If the Dragon-Blood is the target of a ranged
attack, her player can opt to roll (Dexterity + Thrown) in place of
relying on her normal DV. Each success on this roll subtracts from
the attacker’s successes, and if her successes exceed the attacker’s,
the projectile reverses course, attacking her opponent with a number
of attack dice equal to her net successes. At a cost of four motes,
the Dragon-Blood can also use this Charm in defense of an ally
within a number of yards equal to her Essence.
This is a refl exive Charm that can be used freely without
the need for a Combo. It can be used on any tick on which the
Dragon-Blood or an ally is the target of an attack.
DEADLY B LADES OF THE F IVE D RAGONS
Cost: 3m per weapon; Mins: Thrown 5, Essence 3; Type:
Simple
Keywords: Combo-OK, Elemental, Obvious
Duration: Instant
Prerequisite Charms: Persistent Hornet Attack, Vengeful Gust
Counterattack
The Dragon-Blood can summon throwing weapons out of
thin air, fashioning them from the element to which she is aligned.
Most commonly, the Charm summons throwing daggers, but some
Dragon-Blooded summon more personalized weapons, such as
shuriken, chakrams or throwing axes. Regardless of its external
appearance, each weapon has a base Damage and Accuracy equal
to the Dragon-Blood’s Essence and a range of (Essence x 10) yards.
The Dragon-Blood can create up to (his Essence) weapons at a time.
Once created, each weapon is thrown refl exively with the Dragon-
Blood’s full (Dexterity + Thrown) dice pool. If multiple weapons
are created, they can all be thrown as part of a fl urry. Elemental
blades dissipate after the attack, but they can be put to uses other
than striking a target during their brief duration, such as knocking
an item out of someone’s hand, slicing through ropes or even al-
lowing the Dragon-Blood to parry lethal attacks.
Additionally, the weapons summoned have special properties
based on the elemental alignment of their creator: Air blades buffet
the target, subtracting two dice from her next action. Earth blades
knock the target back, forcing her player to roll (Dexterity + Ath-
letics), diffi culty 4, to keep the character from falling. Fire sets the
target ablaze for an action for an additional 4L. Water lls the target’s
lungs with seawater, adding three ticks before her next action due to
violent coughing. Wood poisons the target, requiring her player to
successfully roll (Stamina + Resistance) at a diffi culty of (the Dragon-
Blood’s Essence) to avoid suffering a -1 penalty to all actions for the
rest of the scene. (Subsequent successful uses of this poison effect are
cumulative.) In order to infl ict any of these penalties, the Dragon-
Blood must successfully hit his target. He cannot infl ict a particular
elemental effect more than once per action, however, regardless of
how many blades he throws at his target as part of a fl urry.
Regardless of the specifi c elemental version learned, each
Charm is always considered to be an Air-aspected Charm for purposes
of determining whether the one-mote surcharge for out-of-aspect
Charms applies. A Dragon-Blood can learn only the version as-
sociated with his aspect.
ELEMENTAL A RMOR T ECHNIQUE
Cost: 1m or 2m per 1B/1L of soak, 1 wp; Mins: Thrown 5, Essence
3; Type: Simple
Keywords: Elemental, Obvious
Duration: One scene
Prerequisite Charms: Vengeful Gust Counterattack
The Dragon-Blood surrounds himself with a spinning vortex
of material composed of his affi nity element. Each mote of Essence
spent adds 1L and 1B to the Dragon-Blood’s soak, and the character
can spend up to a number of motes equal to his dots in Thrown. The
mystical armor is fully compatible with normal armor. The armor also
has special additional effects based on the Dragon-Blood’s aspect:
Air armor consists of a swirling mass of ice crystals that buffet away
ranged attacks, adding half the Dragon-Blood’s Essence to his soak
against ranged attacks. Earth armor consists of a cloud of swirling
dust and particulate matter that obscures an attacker’s view, adding
half the Dragon-Blood’s Essence to his DV against ranged attacks.
Fire armor consists of a cloud of red-hot embers that impair the
vision of attackers at close range, adding half the Dragon-Blood’s
Essence to his DV against melee attacks. Water armor surrounds
the Dragon-Blood with a liquid cushion, adding half his Essence to
his soak against melee attacks. Wood armor surrounds the Dragon-
Blood with a cloud of choking pollen, allowing him to extend the
effects of his anima-based plant toxins to anyone within a number
of yards equal to his Essence.
The Dragon-Blooded can extend the benefi ts of this Charm
to others, the Essence cost increases to two motes per point of soak,
140
and one Willpower must be spent for each individual protected by
the Charm. The Exalt cannot use this Charm to provide armor to
another Dragon-Blood of a different aspect, however, and no person
can be the subject of more than one application of the Charm at
the same time. Instead, the last application of the Charm takes
precedence over any earlier applications.
Regardless of the specifi c elemental version learned, each
Charm is always considered to be an Air-aspected Charm for
purposes of determining whether the one-mote surcharge for out-
of-aspect Charms applies. A Dragon-Blooded can learn only the
version associated with his aspect.
EARTH A SPECT
The Immaculate Order accords a special place to Pasiap as
the de facto founder of Dragon-Blooded society, as he was the
only one of the Immaculate Dragons who did not ascend to the
Celestial Sphere at the end of the Great Uprising, opting instead
to stay behind and lay the foundations of the Shogunate. The Texts
describe Pasiap as a simple village blacksmith prior to his Exalta-
tion, a man of great physical and moral strength but with nothing
to suggest that he might become a warlord capable of matching the
Anathema’s greatest generals. Upon Exaltation, however, Pasiap
instinctively understood the role that each soldier played in a
military campaign, just as he previously understood how each piece
of a sword needed to come together in his smithy. After founding
the Shogunate, Pasiap withdrew from society in favor of monastic
pursuits, and many Integrity and Resistance Charms are referred
to collectively as Earth Meditation Charms due to the role they
played in Pasiap’s contemplations.
Returned Solars with memories reaching back to the Pri-
mordial War vehemently deny that any Dragon-Blood was ever
as good a tactician as the Dawn Castes of old. Instead, the Earth
Aspects of that era were simply unit commanders and adjutants for
Dawn Castes, although a few of the more skilled craftsmen served
Twilights as glorifi ed blacksmiths, possibly the origin of the legends
that surround Pasiap.
AWARENESS
ALL-ENCOMPASSING E ARTH S ENSE
Cost: 2m; Mins: Awareness 2, Essence 2; Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: Any Awareness Excellency
The Earth whispers to its children and warns them of the foot-
steps of those who approach with hostile intent. While the Charm is
in effect, the Dragon-Blood cannot be surprised by any means. The
Charm draws upon the intimate connection between the Earth Aspect
and the ground beneath his feet, making them as one. Consequently,
in order to use this Charm, the Exalt’s feet must rest on the ground.
“The ground” includes earth, grass or the lowest fl oor of a building,
but if the Dragon-Blood is at sea, up in a tree, on an upper level of
a building or simply resting with his feet propped up on a table, the
Charm confers no benefi ts. The Dragon-Blood may extend this benefi t
to companions at a cost of two extra motes per person, affecting a
maximum number of people equal to his Essence.
FEELING THE D RAGONS B ONES
Cost: 2m; Mins: Awareness 3, Essence 2; Type: Simple
Keywords: Combo-OK
Duration: Instant
141
CHAPTER FIVE • CHARMS
Prerequisite Charms: All-Encompassing Earth Sense
With this Charm, the whispers of the Earth grow louder and
more informative. As long as she is touching the ground (or in a
building doing so), the Dragon-Blood can sense anything else rest-
ing on the ground in a radius of (Awareness x 25) feet. The Exalt’s
player must roll (Intelligence + Awareness), with the character
gaining more information with more successes.
ENTOMBED M IND T ECHNIQUE
Cost: 5 motes; Mins: Awareness 4, Essence 2; Type: Simple
Keywords: Combo-OK, Crippling
Duration: Five minutes
Prerequisite Charms: Feeling the Dragon’s Bones
To be aligned with Earth is to truly understand the concept of
stasis, but such an understanding can overpower the minds of those
not prepared for it. This Charm allows the Earth Aspect to infuse a
person with the somnolent character of stone itself, thereby putting
that person to sleep. The Exalt must somehow invoke the essential
character of Earth prior to using this Charm, whether by capturing
the subject’s attention with a glittering jewel or simply speaking to
him in a low droning voice. Regardless, the Exalt must somehow
capture the subject’s attention for at least fi ve minutes, keeping
him sitting still for this duration. The Dragon-Blood’s player can
then roll (Manipulation + Presence), with a diffi culty equal to the
target’s Essence. Each success renders the target unconscious for
one hour in a sleep so deep that nothing can rouse him. Once the
magical duration has passed, the subject passes into normal slumber
and can be awoken normally. While in the grip of this Charm, the
sleeper will have strange dreams of underground caves and the
mysteries within them. Often, the target of this Charm will awaken
with insight on the location of a buried treasure or of where to dig
a well that will never go dry.
SENSE-RIDING T ECHNIQUE
Cost: 5m; Mins: Awareness 3, Essence 2; Type: Simple
Keywords: Combo-OK
Duration: Until disrupted
Prerequisite Charms: Any Awareness Excellency
Using this Charm, a Dragon-Blood can ride the senses of
another being. The subject must be within the Exalt’s line-of-sight
when the Charm is activated. Thereafter, the Exalt can see, hear,
touch, smell and even taste whatever the subject experiences, pro-
vided that the subject remains within a number of miles equal to
the Exalt’s Essence. When the Charm is activated, the Terrestrial’s
player and that of the subject make opposed (Awareness + Essence)
rolls. The Exalt’s player must get at least one net success to enact
the link. If the two tie, there is no effect. If the Exalt loses and the
intended subject is also an Exalt, the subject’s player gets a refl exive
Awareness roll at diffi culty 3 for the subject to know that someone
was attempting to ride his senses. Mortal characters have no chance
of knowing what the Exalt attempted.
The Terrestrial must maintain concentration for the duration
of the Charm, and even riding on a slow-moving horse or sitting in
a sedan chair can cause her to miss important details. Any actions
more complicated than that are completely impossible. Furthermore,
the Exalt is at a -3 penalty to remain aware of events happening
around her own person. The Dragon-Blood cannot use any Charms
or spells “through” the person she is riding, nor can she understand
any languages she doesn’t know even if the subject does know
them. The Exalt can, however, gain the benefi ts of any supernatural
improvements the subject makes to his own Awareness.
SENSE-DESTROYING M ETHOD
Cost: 4 motes, 1wp; Mins: Awareness 4, Essence 3; Type: Supple-
mental
Keywords: Combo-OK, Crippling
142
ible Essence fl ows around the hand to solidify in the shape of the
desired tool according to the Dragon-Blood’s will, dissipating into
nothingness whenever she wants to use her hand for any normal
purpose. The Charm must be used twice to affect both hands, and if
the Exalt wishes to change tools, she must use the Charm again.
The Charm can be used to transform the Dragon-Blood’s
hand into a deadly weapon such as a hammer or a pickaxe, adding
a maximum of +2 bashing or +1 lethal to her unarmed attacks,
depending on whether the tool is bladed or not.
STONE-CARVING F INGERS F ORM
Cost: 1m per cubic foot; Mins: Craft 3, Essence 2; Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Shaping Hand Style
Artisans often say that the essence of sculpture is to observe
the rock that one wishes to carve and the simply slice away those
portions that are not part of the desired end. This Charm brings
truth to that aphorism, allowing the Dragon-Blood to engage in
astonishing feats of stonecraft. The character must spend at least
one minute carefully striking at a quantity of stone. Characters
most typically use a tool of some sort, but a sword pommel or a
rock will do, as will bare hands if the character has Martial Arts 2
or better. At the end of one minute, the character strikes the fi nal
blow, and the rock shatters, leaving behind whatever form the
Dragon-Blooded wished to fashion.
The Exalt’s player must roll (Wits + Craft). With one success,
the character can blast an opening in a stone wall or quarry stone
blocks ready for use in construction. With three successes, she can
fashion a simple work of art or functional pottery (such as a jug
already hollowed out for use) from living rock. With fi ve successes,
she can create artwork of astonishing beauty and complexity, includ-
ing still-life sculpture so realistic that, on close examination, one
can see pores and individual hairs. The Essence cost of this Charm
is determined by the size of the volume manipulated: 1 mote per
cubic foot of stone.
PERFECT C LIMBING A TTITUDE
Cost: 1m; Mins: Craft 3, Essence 2; Type: Simple
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Stone-Carving Fingers Form
The bond between the Earth Dragon and its children is so
great that it will not permit them to fall from great heights. With
this Charm, a Dragon-Blood becomes a fl awless mountaineer and
rock-climber. The Dragon-Blood’s fi ngers pass easily into any rock
face, leaving behind indentations that he and others can use as
handholds. The Dragon-Blood himself can hang from any stone or
earthen surface without a roll unless it is worse than sheer (such as
an overhang or a cavern roof). Even then, he or anyone following
him gains two automatic successes on an Athletics roll to crawl
along such surfaces. The Dragon-Blood can move across such surfaces
at a rate of 10 feet per action or twice that if the surface is already
suitably rough enough for mountain climbing (or if someone has
already used this Charm to make it so).
FLAW-FINDING E XAMINATION
Cost: 1m for touch or 3m for sight, plus 1wp to repair; Mins: Craft
3, Essence 1; Type: Simple
Keywords: Combo-OK
Duration: One minute
Duration: One action per point of permanent Essence
Prerequisite Charms: Sense-Riding Technique
Having mastered the capability of riding another’s senses, the
Earth Aspect can now close off those senses, denying his subject
their use. The target must be within direct line of sight. The Dragon-
Blood’s player rolls (Awareness + Essence), with a diffi culty equal
to the target’s Perception. Each net success subtracts one die from
the target’s Awareness rolls pertaining to a single sense, and if the
net successes exceed the target’s Perception, the sense affected is
totally shut down for the duration of this Charm. The Charm must
be applied separately for each of the fi ve senses. The Charm lasts for
one action for every dot of permanent Essence the Dragon-Blood
has. While this Charm is most commonly used to disable an enemy
by taking away their sight, neutralizing a target’s sense of touch also
allows him to ignore wound penalties (one level of wound penalties
per success or all wound penalties if the successes exceed the target’s
Perception). Thus, Dragon-Blooded offi cers sometimes neutralize
their subordinates’ capacity to feel pain before sending them into
battle. An Exalt cannot use this Charm on himself.
ESSENCE D ISRUPTION A TTACK
Cost: 3+m, 1wp; Mins: Awareness 5, Essence 4; Type: Supple-
mental
Keywords: None
Duration: Five ticks per dot of permanent Essence
Prerequisite Charms: Sense-Destroying Method
The ultimate form of Awareness is the ability to perceive
Essence, and the ultimate form of Awareness manipulation is
perhaps this Charm, which allows the Dragon-Blood to suppress
her target’s ability to perceive and manipulate the Essence around
him. The Dragon-Blood must pay a minimum of three motes and
one Willpower, and she can spend an additional number of motes
up to her permanent Essence. The Dragon-Blood’s player must then
roll (Awareness + Essence) with a diffi culty of 3 for the character to
analyze the patterns of Essence that surround the intended target.
The target must be in sight and no farther away from her than a
number of feet equal to her (permanent Essence x 10). If the ini-
tial roll succeeds, the player can then roll (Willpower + Essence)
against a diffi culty equal to the target’s Essence. Each net success
on this roll increases the cost of all Charms and spells used by the
target by one mote plus one additional mote for each extra mote
of Essence the user spent activating the Charm. This surcharge is
applied to every application of a Charm made by the target for a
number of ticks equal to the Dragon-Blood’s (Essence x 5). If the
target uses a refl exive defensive Charm multiple times in a single
action, he must pay the surcharge for each use. If he uses a Combo,
he must pay the surcharge on each individual Charm that makes
up the Combo.
CRAFT
SHAPING H AND S TYLE
Cost: 2m; Mins: Craft 2, Essence 1; Type: Simple
Keywords: Combo-OK
Duration: One hour
Prerequisite Charms: Any Craft Excellency
The skill of a Prince of the Earth is so great that she doesn’t
even need tools to do her work. The Dragon-Blood can enchant one
of her hands so that it will perform the functions of a tool—a pick
axe, a hatchet, a hammer, etc.—while still functioning normally
as a hand. The hand does not alter its appearance. Instead, invis-
143
CHAPTER FIVE • CHARMS
Prerequisite Charms: None
The Dragon-Blood may attempt to fi nd the weak spot in
some object. If the Dragon-Blood wishes to eliminate the fl aws
in an object, his player must roll (Intelligence + Craft) and spend
one Willpower point. With a single success, damaged items are
repaired instantly, although some things might be so damaged
that this Charm must be used multiple times. If the Dragon-Blood
wishes to strike at the item’s weak point, any damage infl icted on
his next successful physical attack against the object is doubled. If
used against armor or a weapon, treat this as a disarming attempt,
with a success destroying the item.
Using this Charm requires the Dragon-Blood to spend at least
one minute examining the item to be affected. It costs one mote
if he can physically touch or handle the item or three motes if he
must study it from a distance. This Charm is explicitly allowed to
be made a part of a Combo with other Abilities.
CHARM OF L ESSER U NMAKING
Cost: 5m; Mins: Craft 5, Essence 3; Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Flaw-Finding Examination
The Charm of Lesser Unmaking permits the Dragon-Blood to
reduce any crafted item to its component parts, all arranged neatly
in a pile as if ready for initial construction. Used on a heavy wooden
door bound in steel bands, the result would be a stack of precut
timbers, some hammered steel bands and a small pile of rivets and
nails. Ropes bound in the tightest of knots are rearranged into neat
coils, and a sword blade is separated from its hilt, guard and pommel.
However, items that consist of a single component, such as a cup, are
unaffected. Enchanted items are neutralized while their component
parts are separated, but the enchantments themselves remain intact,
and if the item is reassembled, the magic is restored.
The player of the character using this Charm must roll (Craft
+ Essence). The diffi culty is 1 for simple items (crude stone hatch-
ets, huts lashed together with vines), 3 for sturdily or competently
made items (a well-made sword, chain links, a banded door) or 5
for intricate or masterfully created items (fi nely crafted jewelry,
clockwork mechanisms, artifacts). If the object is enchanted or
has an Artifact rating of 1, the diffi culty increases by one, meaning
that most enchanted items are diffi culty 6 to disassemble. Artifacts
with a rating of 2 increase the diffi culty by two, and this Charm
cannot be used to unmake an artifact with a rating of 3 or higher,
nor can it be used against any artifacts made entirely of the magical
materials, such as most weapons or armor. The maximum volume
that can be affected with this Charm is equal to the Exalt’s Essence
in cubic yards. Using this Charm requires the Exalt to handle or
remain in contact with the item for a number of actions equal to
the diffi culty of the roll. This Charm cannot be used as part of a
combat maneuver.
CHARM OF G REATER U NMAKING
Cost: 10m, 1wp; Mins: Craft 5, Essence 4; Type: Simple
Keywords: Combo-Basic
Duration: Instant
Prerequisite Charms: Charm of Lesser Unmaking
This Charm functions in a manner similar to the Charm of
Lesser Unmaking, but its effects are more dramatic. Instead of simply
disassembling an item into its component parts, items affected are
reduced into their original raw materials. A heavy wooden door
bound in steel bands will be reduced to a pile of uncut logs and hunks
of raw iron. Fine jewelry is reduced to uncut gems and unprocessed
gold ore. Fine pottery melts into clay.
The Exalt’s player must roll (Craft + Essence). The diffi culty
is 1 for most items, 3 for exceptionally crafted or constructed things
and 5 for artifacts, including anything forged from the magical
144
materials. The Exalt cannot, however, disassemble an artifact
with a rating above that of her Essence. The Exalt must remain
in contact with the item for a number of actions equal to the dif-
culty, and the maximum size of material that can be affected is
a number of cubic yards equal to the Exalt’s Essence.
INTEGRITY
UNSLEEPING E ARTH M EDITATION
Cost: 1m; Mins: Integrity 2, Essence 2; Type: Simple
Keywords: Combo-OK
Duration: One day
Prerequisite Charms: None
By bolstering her body and spirit with the inviolable spirit of the
Earth Dragon, the Dragon-Blood using this Charm can go without
sleep for 24 hours without any ill effect. The character suffers no
penalties for lack of sleep or fatigue and is fully alert at all times.
The Exalt must still rest due to exertion, however. The Dragon-
Blood can use this Charm for a maximum number of sequential
days equal to her (Integrity + Essence) without ill effect. Thereafter,
every additional day the Charm is used causes the Exalt to lose one
temporary Willpower per day, and Willpower lost cannot be regained
until after the Exalt has slept for 24 uninterrupted hours.
UNTIRING E ARTH M EDITATION
Cost: 5m, 1wp; Mins: Integrity 3, Essence 2; Type: Simple
Keywords: Combo-OK
Duration: One day
Prerequisite Charms: Unsleeping Earth Meditation
With this Charm, the Earth Aspect can imitate the constancy
of the Imperial Mountain itself. As long as the Dragon-Blood’s feet
touch the ground at least once every six ticks, he incurs no fatigue
penalties from any source, whether from armor, encumbrance,
physical exertion or magical effect. The Charm does not negate any
fatigue penalties that were already in existence when the Charm
was enacted, but it prevents the Exalt from becoming even more
exhausted. The Dragon-Blood can also ignore wound penalties up
to his permanent Essence rating. The effect of this Charm ends
instantly once the Exalt’s feet remain off the ground for more than
six ticks. Wearing shoes does not impair the link with the earth, nor
do cobblestones or building fl oors sever the link, provided that they
rest on the ground. Therefore, a Dragon-Blood under the effects
of this Charm remains alert while standing on the stone surface of
the bottom fl oor of an inn, but once he ascends the stairs to the
second fl oor, the Charm is disrupted.
OATH OF THE T EN-THOUSAND D RAGONS
Cost: —; Mins: Integrity 2, Essence 2; Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any Integrity Excellency
The devotion of the Princes of the Earth to their charges is
unshakable. The Dragon-Blood holds a heightened sense of loyalty
to a particular group of people (just as Righteous Lion Defense
grants a Solar a heightened sense of loyalty to an ideal). The group
may be the Dragon-Blood’s House, his unit or ministry, his sworn
brotherhood or even the Dragon-Blooded as a whole, although there
is obvious danger in becoming preternaturally loyal to very large
populations. Likewise, this Charm can be purchased multiple times
representing occasions when the Dragon-Blooded swears a new oath
of loyalty. The group to which the Exalt swears loyalty cannot be
changed after it is chosen. When the Dragon-Blood is confronted
by social attacks that go against his loyalty to his chosen group,
he automatically adds his Integrity to his Mental Defense Value.
The Integrity bonus can be added only once, even if the group he
is being asked to betray falls under multiple groupings. That is, if a
Dragon-Blood who has sworn loyalty to House Tepet and loyalty
to the Third Legion is being manipulated into betraying a fellow
soldier who is also a Tepet, the Dragon-Blooded still applies his
Integrity bonus only once.
TEN-THOUSAND D RAGONS F IGHT AS O NE
Cost: 4m; Mins: Integrity 3, Essence 2; Type: Refl exive
Keywords: Combo-OK, Social
Duration: One scene
Prerequisite Charms: Oath of the Ten-Thousand Dragons
For the duration of a scene, a Dragon-Blood can instantly
dedicate herself to a new Intimacy—loyalty to another Dragon-
Blood in her immediate vicinity. By doing so, the Dragon-Blood
treats the loyalty as an additional Intimacy, with all the benefi ts and
drawbacks thereof, even if this temporarily exceeds the maximum
number of Intimacies the character can normally have. There
need be no particular form of connection between the Dragon-
Blood and her new Intimacy—indeed, she might not even know
his name—but the fact that he is a fellow Terrestrial is a source of
comfort and strength to her. A Dragon-Blood may forge a number
of new Intimacies equal to her Conviction during a given scene.
This is a refl exive Charm that can be used freely without
the need for a Combo. It can be activated on any regular tick or
on any long tick during social combat.
UNFLAGGING V ENGEANCE M EDITATION
Cost: 5m, 1wp (additional allies must each pay 1wp); Mins: Integrity
4, Essence 4; Type: Simple
Keywords: Social
Duration: Until satisfi ed
Prerequisite Charms: Untiring Earth Meditation, Ten-Thousand
Dragons Fight as One
Just as the hottest of fl ames can lose its intensity unless it is
contained by the walls of a furnace, so too does the steady strength
of the Earth Dragon help contain and focus the inner fl ame of ven-
geance. To activate this Charm, the Exalt must spend three motes
and one Willpower while speaking aloud the terms of a vendetta
to which the character commits himself with all his soul. The goal
must be a simply stated purpose such as “Avenge my father’s death
at the hands of Tepet Arada” or “Humble Sesus Chenow Lahor
for his insult on my honor.” Swearing such an oath provides the
Dragon-Blood with several benefi ts.
First, for as long as the vendetta lasts, it counts as an Intimacy
for the Dragon-Blood with all the benefi ts and drawbacks of any
Intimacy. Second, whenever confronted by any effect, magical or
otherwise, that might deter the Dragon-Blood from pursuing his
vengeance, he adds his Essence to his Dodge MDV. Furthermore,
he can ignore any unnatural infl uence that would compel him to
abandon the vendetta, treating such commands as unacceptable
orders. Third, until the Exalt fulfi lls the vendetta or abandons it, he
does not need to eat, sleep or rest as long as he remains in pursuit
of his vengeance. The character incurs no penalties from any sort
of fatigue, whether natural, magical or even from encumbrance or
armor. Fourth, the Exalt can soak both lethal and bashing damage
with his full Stamina, and he adds his Integrity to both his lethal
and bashing soaks.
145
CHAPTER FIVE • CHARMS
Unfl agging Vengeance Meditation can be sustained without
ill effect for a number of days equal to the Exalt’s Essence. After
that, the character suffers one health level of unsoakable bashing
damage every time a number of days equal to his Essence passes.
This damage cannot be healed while the Charm remains in force,
and even after the Charm lapses, healing this damage takes twice
as long as normal. When a Dragon-Blood swears a vendetta with
this Charm, a number of additional characters equal to his Essence
can join him. Each additional participant must pay one temporary
Willpower point but need not expend any Essence. Once invoked,
the Charm ends either when the vendetta is satisfi ed or when the
Dragon-Blood who initiated it voluntarily abandons it. If anyone
who is party to the Charm, including the Dragon-Blood who
initiated it, terminates his involvement prematurely, he suffers a
number of levels of lethal damage equal to the sum of the permanent
Essences of all characters involved. This damage is unsoakable in
any fashion.
GRANITE C URTAIN OF S ERENITY
Cost: 5m, 1wp; Mins: Integrity 5, Essence 3; Type: Refl exive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Ten-Thousand Dragons Fight as One
A Dragon-Blood who has mastered this Charm can transform
his mind and soul into unassailable towers capable of resisting all
but the most potent of mind-altering powers. For the duration of
a scene, the diffi culty to use any supernatural effect against the
Dragon-Blood that seeks to sway his emotions, control his mind or
induce madness increases by the Dragon-Blood’s permanent Essence.
This Charm has no effect upon the Great Curse.
While this version of the Charm is Earth Aspected, Dragon-
Blooded of the Wood Aspect have access to similar Charm called
Verdant Curtain of Serenity. The Wood-aspected version is identical
to Granite Curtain of Serenity in all respects except that its mini-
mum Ability is Medicine 5 and it requires Purity of Mind Method
(see p. 176) as a prerequisite Charm instead of Ten-Thousand
Dragons Fight as One.
This is a refl exive Charm that can be used freely without
the need for a Combo. It can be activated on any tick.
INVIOLATE D RAGON S PIRIT
Cost: 10m, 1wp, 1 hl; Mins: Integrity 3, Essence 2; Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Ten-Thousand Dragons Fight as One
The Dragon-Blood using this Charm can instantly overcome
the effects of any natural or unnatural compulsion. Most commonly
used to instantly break the hold of narcotic or similar addictions
without going through a lengthy withdrawal, the Charm can also
act as a perfect parry against any social attack, including those that
incorporate unnatural mental infl uence. This Charm, however, has
no effect against unnatural mental infl uence Charms used by beings
whose Essence is higher than the Dragon-Blood’s. The Willpower
point spent on this Charm does not count toward the two-point
maximum on Willpower points that must be spent within a scene
in resisting natural mental infl uence.
CHAOS-WARDING P RANA
Cost: 5m, 1wp; Mins: Integrity 3, Essence 3; Type: Simple
Keywords: None
Duration: One scene
146
or Charm-assisted attacks. She can also add her Essence to her
Mental Dodge and Parry DV if confronted with an Anathema
using mind-altering effects.
Neither Eclipse nor Moonshadow Exalted are capable of
learning this Charm, whose nature is fundamentally inimical to
their Exalted natures.
RESISTANCE
OX-BODY T ECHNIQUE
Cost: –; Mins: Resistance 1, Essence 1; Type: Permanent
Keywords: Stackable
Duration: Permanent
Prerequisite Charms: None
While the Terrestrial Exalted do not have the infernal resil-
ience of the Anathema with whom they struggle, their capacity
to endure punishment is still far greater than that of mortal men.
This Charm grants Dragon-Blooded additional health levels. Each
time this Charm is taken (up to the maximum of her Resistance
Ability), the Dragon-Blood gains one -1 health level and one -2
health level.
STRENGTH OF S TONE T ECHNIQUE
Cost: 2m per person; Mins: Resistance 2, Essence 1; Type:
Simple
Prerequisite Charms: Inviolate Dragon Spirit
Since the Usurpation, the Fair Folk and the other creatures of
the Wyld have been the most persistent adversaries of the Dragon-
Blooded. As the avatars of stability, it has fallen to the Earth Aspects
to develop the means to counter the corrosive effects of Wyld ener-
gies. For the remainder of the scene after invoking this Charm, the
Dragon-Blood can ignore Shaping effects, such as the mutational
effects of the Wyld or the glamour sorcery of the Fair Folk. Both
the Dragon-Blood’s person and gear are protected and cannot be
changed by such Wyld effects. The Charm does not protect against
any Shaping effects brought to bear by Celestial Exalted, however,
including Sidereal astrology. This effect can be extended to any
number of other people by touching them and paying the full cost
of the Charm for each of them.
DEFENSE-FROM-ANATHEMA M ETHOD
Cost: 8m, 1wp; Mins: Integrity 5, Essence 4; Type: Simple
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Chaos-Warding Prana
Perhaps the most recent Charm developed for the Dragon-
Blooded arsenal, this Charm was created for the express purpose
of facilitating the Great Uprising. While it is in effect, a Dragon-
Blood may add her Essence to her Dodge and Parry DV against
any attacks made against her by an Anathema, including sorcery
147
CHAPTER FIVE • CHARMS
Keywords: Combo-OK, Touch
Duration: One scene
Prerequisite Charms: Any Resistance Excellency
Like the element they emulate, the Children of Pasiap are
pillars of strength and endurance. The Dragon-Blood must meditate
for a moment while holding and contemplating some piece of earth
as small as a pebble. Thereafter, he can add one dot each to his
Strength and Stamina for the remainder of the scene. He can also
grant one dot in Strength and Stamina to a number of additional
people equal to his Essence, at a cost of two additional motes per
person. To do so, all persons affected must hold hands with a pebble
clasped in each pair of hands. An individual can benefi t from this
Charm only once per scene.
MOUNTAIN T OPPLING M ETHOD
Cost: 4m; Mins: Resistance 2, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: One action
Prerequisite Charms: Strength of Stone Technique
With this Charm, the Exalt can call upon the quiet strength
of mighty mountains to augment his physical power. For one ac-
tion, the Dragon-Blood’s Strength increases by fi ve, but only for
the purpose of lifting or handling stone or earthen objects, such as
toppling pillars, hurling boulders or stomping on the top of a hill
to start a landslide. Also, for the purposes of this Charm, jade-al-
loyed weapons such as daiklaves are considered to be stone, and the
Strength bonus does apply to attacks made with such weapons. This
Charm is explicitly allowed to be put into Combos with Charms
of other Abilities.
IMPERVIOUS S KIN OF S TONE M EDITATION
Cost: 1m per 2L/2B soak; Mins: Resistance 2, Essence 2; Type:
Simple
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Strength of Stone Technique
This Charm permits a Dragon-Blood to give her skin the
toughness of unyielding stone itself while losing none of her normal
exibility. Each mote spent increases the Dragon-Blood’s bashing
and lethal soak by two. The bonus to soak cannot exceed the
Exalt’s Essence. Also, this Charm is weak against Essence, and the
soak bonus granted does not apply to damage infl icted by sorcery
or by attacks enhanced with Charms. This Charm is compatible
with armor.
(ELEMENT) PROTECTION F ORM
Cost: 3m; Mins: Resistance 3, Essence 2; Type: Simple
Keywords: Combo-OK, Elemental, Obvious, Stackable
Duration: One scene
Prerequisite Charms: Impervious Skin of Stone Meditation
This is actually a cluster of fi ve separate Charms. When this
Charm is in effect, the Dragon-Blood’s skin changes color to match
that of whatever form of jade is associated with the element invoked.
The character gets a bonus to his lethal and bashing soak equal
to his Essence against elemental damage and attacks and an equal
bonus to his (Stamina + Resistance) pool when resisting damaging
environmental effects, provided that the character has purchased
and activated the appropriate Charm for that element.
Air improves the Exalt’s soak versus both Archery and
Thrown attacks, attacks by any blue jade weapons and Air-based
elemental attacks. Also, the Dragon-Blood’s Essence is added to
his (Stamina + Resistance) pool when resisting extremes of cold.
Earth grants a soak bonus against Melee and Martial Arts attacks
using metal weapons or any attacks with white jade weapons, as
well as Earth-based elemental attacks. This soak bonus also ap-
plies to indirect damage from stone and dirt such as rockslides or
simply falling to the ground from a great height, and the Exalt
adds his Essence to his (Stamina + Resistance) pool to resist
asphyxiation if he is buried alive. Fire improves the Exalt’s soak
versus fi rewands and other fi re-based attacks, as well as red jade
148
weapons. The Dragon-Blood adds his Essence to his (Stamina +
Resistance) pool when resisting extremes of heat. Water improves
the Exalt’s soak versus Water-based elemental attacks and any
black jade weapons, as well as all attacks directed against him
when he is fully immersed in water. If the Dragon-Blood cannot
breathe underwater, this Charm will allow him to add his Essence
to any (Stamina + Resistance) roll to hold his breath. Finally,
Wood grants a soak bonus against Melee and Martial Arts attacks
that use wooden weapons, any attacks using green jade weapons,
“natural” attacks such as fi sts, kicks and teeth, and Wood-based
elemental attacks. The Dragon-Blood can also add his Essence to
his (Stamina + Resistance) when exposed to any poison or disease
that might affect him.
The soak bonus granted by this Charm does not apply to
attacks enhanced by Charms or sorcery of Celestial level or
higher, but it is applicable to elementally aspected Charms such
as Elemental Bolt Attack. Also, the soak benefi ts do not apply
against artifact weapons made from magical materials other than
whatever form of jade is associated with the element used in the
Charm deployed. Normally, the Essence cost is three motes, but
when an Exalt is using the version associated with the element
of his own Aspect, the cost is only two motes. Stacking multiple
versions of this Charm will not increase the soak bonus or the
(Stamina + Resistance) bonus, but it will make certain the bonus
applies to multiple hazards. This Charm does stack with Impervious
Skin of Stone Meditation and is compatible with armor.
Unlike many elemental Charms, a Dragon-Blood can purchase
more than one version of this Charm, and he is not required to
purchase the version for the element to which he is aligned fi rst.
Indeed, most Dragon-Blooded do not, since they already gain some
of these benefi ts through their elemental animas. Regardless of the
specifi c elemental version learned, each Charm is always considered
to be an Earth-aspected Charm for purposes of determining whether
the one-mote surcharge for out-of-aspect Charms applies.
UNEATING E ARTH M EDITATION
Cost: 2m; Mins: Resistance 3, Essence 2; Type: Simple
Keywords: None
Duration: One day
Prerequisite Charms: Any Resistance Excellency
The Earth needs no nourishment. Nor do the Children of Pa-
siap. While this Charm is active, the Dragon-Blood does not require
food or water and suffers no ill effects from hunger or thirst. After a
number of days equal to her (Essence + Resistance), however, each
additional day infl icts one level of bashing damage on the Dragon-
Blood, which cannot be healed while the Charm is in use.
UNBREATHING E ARTH M EDITATION
Cost: 2m; Mins: Resistance 4, Essence 3; Type: Refl exive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Uneating Earth Meditation
As the Dragon-Blood grows more like the mountains he emu-
lates, he realizes that even breathing is a luxury he can do without.
For the rest of the scene after the invocation of this Charm, the
Dragon-Blood does not breathe. He can survive underwater, in
clouds of poisonous gas or volcanic ash or even in supernaturally
created voids. Yet, while the Charm is in effect, he not only does
not need to breathe, he cannot breathe. Consequently, speech is
impossible for the duration of the Charm. The Exalt can extend
the effects of this Charm to other people by touching them and
spending two additional motes of Essence per person. A target must
be willing, however, or the Charm does not affect him.
UNFEELING E ARTH M EDITATION
Cost: 5m, 1wp; Mins: Resistance 5, Essence 4; Type: Refl exive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Unbreathing Earth Meditation
The ultimate expression of the Earth Aspect’s relationship
with his aligned element, this Charm permits the Dragon-Blood
to shrug off the mightiest blows as if the attacker had simply swung
his sword at a mountain. For the duration of a scene, the Dragon-
Blood who invokes this Charm can ignore all wound penalties.
The Charm does nothing to mitigate the damage actually suffered.
It merely allows the Exalt to ignore the symptoms of injury.
This is a refl exive Charm which can be used freely without
the need for a Combo. It can be activated on any tick.
WAR
ENFOLDED IN THE D RAGONS W INGS
Cost: 1m per ally affected; Mins: War 1, Essence 2; Type:
Refl exive
Keywords: Combo-OK, Elemental, Touch
Duration: One day
Prerequisite Charms: Terrestrial War Reinforcement
It is diffi cult to achieve success as a military commander if
one cannot avoid immolating one’s own troops. For each mote
committed, the Dragon-Blood may temporarily render one soldier
partially immune to the damaging effects of her elemental anima.
Any damage infl icted on a protected soldier by the Dragon-Blood’s
anima or by other elemental effects attributable to her aspect is
reduced by the Dragon-Blood’s Essence. The nature of this Charm
is such that a Dragon-Blood can only protect a mortal soldier who
is considered at least nominally “under her command.” Therefore,
neither bystanders nor fellow Exalts can be protected by it. When
the Charm is activated, all participants must be holding hands.
This is a refl exive Charm that can be used freely without
the need for a Combo. It can be activated on any tick.
TIRELESS F OOTFALLS C ADENCE
Cost: 2m per fang; Mins: War 3, Essence 2; Type: Simple
Keywords: Combo-OK, Cooperative
Duration: Varies
Prerequisite Charms: Enfolded in the Dragon’s Wings
From lowly fanglords to the greatest generals, all Dragon-
Blooded offi cers are gifted at motivating the soldiers under their
command into extraordinary feats of endurance. With this coop-
erative Charm, one or more Dragon-Blooded begin a rhythmic
cadence of some kind, such as a fi ghting song or a call-and-response
chant. The affected soldiers fi nd that their packs lighten, their
resolve stiffens and their morale improves.
As long as the Exalt maintains the Charm, her unit gains a
number of automatic successes on fatigue checks equal to her Es-
sence – 2 (minimum 1). Also, the unit’s movement rate is doubled.
The Charm can be used to affect only infantry units, and a single
Dragon-Blood can affect only a number of fangs equal to (her
Essence + 2). If multiple Dragon-Blooded activate this Charm
together, each participant can affect a number of fangs equal to
(his Essence + 2), and the total number of automatic successes
gained on fatigue checks is equal to (the combined Essence of
149
CHAPTER FIVE • CHARMS
all participants – 2). The maximum number of participants who
can join in a single cooperative use of this Charm is equal to the
highest permanent Essence of any participant. The Essence spent
is committed for the duration of the Charm, which can last for
a number of hours equal to the lowest permanent (Essence +
Stamina) total of any participant.
ARMOR-HARDENING C ONCENTRATION
Cost: 2m per person; Mins: War 2, Essence 2; Type: Simple
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Enfolded in the Dragon’s Wings
The Exalt focuses, invoking the durability of the Earth as an
enchantment on his armor. The degree of benefi t is determined by
the composition of the armor as described in the following chart,
as armor that is more durable to begin with can more easily resist
having its nature altered by Essence. The Exalt can also extend this
benefi t to any ally within a number of yards equal to his (Essence
x 3) by paying the same cost for each ally protected. A character
can benefi t from the application of this Charm only once during
a scene, and the Charm ends prematurely if the armor is removed
for any reason before the end of the scene.
Armor Type Soak Bonus
Non-Magical Armor 1L/2B
Magical Armor 2L/2B
Jade Armor 2L/3B
White Jade Armor 3L/3B
PHANTOM-WARRIOR H ORDE
Cost: 2m; Mins: War 2, Essence 2; Type: Refl exive (Step 3)
Keywords: Combo-Basic, Elemental, Obvious, War
Duration: Instant
Prerequisite Charms: Enfolded in the Dragon’s Wings
The wise commander knows that sometimes the appearance
of superior numbers is as valuable as actually having enough troops
to outnumber the enemy. This Charm allows a Dragon-Blood to
fashion illusory troops from her aligned element. The area around the
Dragon-Blood appears to be fi lled with warriors fashioned out of the
element to which he is aspected. Although the Charm is Elemental
in nature, there is no difference in its effects beyond cosmetics. For
example, fi re warriors appear to be formed of smoke and embers,
while earth warriors appear to be made of dust, and wood warriors of
leaves and grass assembled into a roughly humanoid shape. While the
phantoms are illusory, they are also quite intimidating, and the player
of any enemy of the Dragon-Blood in the area must successfully roll
his character’s Valor or suffer a -1 penalty on all dice pools through
his next action. Mortals must score as many successes on the Valor
roll as the Dragon-Blood’s Presence, while beings with an Essence
higher than 1 need only a single success. The phantom warriors are
spread out over an area with a radius equal to the Dragon-Blood’s
(permanent Essence x 10), and they affect everyone in that area who
is not allied with the Dragon-Blood who created them.
If the Charm is deployed in mass combat, the opposing force
must make an immediate rout check at a -1 penalty. If the roll is
successful, the opposing force suffers no other penalty.
This is a refl exive Charm that can be used freely without
the need for a Combo. However, the Dragon-Blood is limited in
using the Charm as follows: The Charm can only be activated on
a tick when the Dragon-Blood performs an action. It cannot be
activated on the ticks between actions. In Mass Combat, it can be
activated on any long tick in which the Dragon-Blood acts.
BLAZING C OURAGEOUS S WORDSMEN I NSPIRATION
Cost: Varies; Mins: War 3, Essence 2; Type: Simple
150
Keywords: None
Duration: One scene
Prerequisite Charms: Phantom-Warrior Horde
The Dragon-Blooded were fashioned by the fi ve Elemental
Dragons to serve as the ultimate troop leaders, and this Charm
symbolizes their ancient responsibility of looking after their troops.
The Dragon-Blood spends one mote per warrior that she com-
mands, and each soldier gains one additional Bruised health level
for the duration of the scene. The maximum number of troops
who can be affected by this Charm is equal to the Dragon-Blood’s
(Essence + War). The participants must all hold hands while the
Charm is activated.
RAMPARTS OF O BEDIENT E ARTH
Cost: 2m per cubic yard; Mins: War 4, Essence 3; Type: Refl ex-
ive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Phantom-Warrior Horde
To the Children of Pasiap, the battlefi eld is clay to be shaped
according to the demands of military tactics. With this Charm, the
Dragon-Blood can stamp his foot or smite the ground with his fi sts,
and the earth responds to its master. Up to a cubic yard of dirt or
similar earthy material can be shaped to the Dragon-Blood’s will.
The earth can be wrenched up and compressed to form a crude
barrier capable of providing cover against arrows or disrupting
a cavalry charge or an infantry formation. It can be compressed
beneath the feet of an advancing force, requiring all those caught
within the resulting sinkhole to succeed on a (Dexterity + Ath-
letics) to avoid knockdown. Finally, the Charm can be used for
excavation, as the Exalt tunnels into the ground, compressing the
earth away from him and leaving rock-hard tunnel walls in his
wake. The compressed earth has a soak of 5L/8B and a Hardness
of 4. Each area roughly a yard thick requires 20 health levels to
damage and 30 to destroy. The Charm can be used to manipulate
dirt, sand, pebbles and even mud, but it has no effect on actual
rock of any density.
This is a refl exive Charm that can be used freely without
the need for a Combo. The Dragon-Blood is, however, limited
in using the Charm as follows: The Charm can be activated
only on a tick when the Dragon-Blood performs an action. It
cannot be activated on the ticks between actions.
DRAGON-SEARED B ATTLEFIELD
Cost: 8m; Mins: War 4, Essence 4; Type: Simple
Keywords: Cooperative, Elemental, Obvious, War
Duration: One scene
Prerequisite Charms: Blazing Courageous Swordsmen Inspiration,
Ramparts of Obedient Earth
The Dragon-Blood can impose his elemental anima on a large
area equal to his (Essence x 50) yards in radius and centered on
any outdoor location within his line of sight. Anyone who comes
within this area suffers an environmental penalty on all actions
equal to the Dragon-Blood’s War Ability rating, as earth tremors,
rainstorms, snow fl urries, clouds of acrid smoke or simply fast-
growing briar patches spring into existence to harry those caught
within. The exact effect depends on the Dragon-Blood’s aspect,
but the environmental penalty is the same, regardless of aspect.
Dragon-Blooded of the same aspect as the one who invoked the
Charm are immune to the environmental penalty, as are any
151
CHAPTER FIVE • CHARMS
individuals attuned to him through the Charm Enfolded in the
Dragon’s Wings. Dragon-Blooded of other aspects are immune if
their anima banners are at the 8+ motes level.
This is a cooperative Charm, and multiple Terrestrials who
know the Charm can activate it cooperatively to increase its ef-
fects. When they do, the area affected is equal to the combined
(Essence of all participants x 100) yards, and the environmental
penalty imposed is equal to highest War Ability rating of any par-
ticipant, plus one for each additional participant. The maximum
number of participants is equal to the permanent Essence of the
Dragon-Blood who has the highest War Ability rating. Other
Dragon-Blooded are immune to the environmental effects if they
share the same aspect as any participant to the activation of this
Charm, as are mortal soldiers protected by the use of Enfolded in
the Dragon’s Wings by any participant.
DRAGON V ORTEX A TTACK
Cost: 15m + 1wp; Mins: War 5, Essence 5; Type: Simple
Keywords: Cooperative, Elemental, Obvious, War
Duration: One scene
Prerequisite Charms: Dragon-Seared Battlefi eld
This Charm is identical to Dragon-Seared Battlefi eld except
as follows: In addition to the environmental penalty imposed on all
persons caught on the battlefi eld when the Charm is invoked, the
Dragon-Blood can direct the raging miasma of elemental energy
to injure his enemies. On the tick that this Charm is activated,
everyone within the area of effect suffers a number of levels of
lethal damage equal to the Dragon-Blood’s Essence. The same
amount of damage is infl icted again fi ve ticks later and every fi ve
ticks thereafter while the Charm is in effect. This damage takes
the forms of fl ying shards of stone or razor-sharp ice, swirling gouts
of fl ame or steam, or even explosions of needles from enormous
thorn bushes that spring from the ground. The damage cannot be
dodged or parried except with perfect effects. The Dragon-Blood
who initiates the Dragon Vortex Attack is immune to its effects,
as are any Dragon-Blooded of the same aspect and any Dragon-
Blooded regardless of aspect whose anima banners are at the 8+
motes level. If the Dragon-Blood who invokes this Charm has
protected mortal soldiers with Enfolded in the Dragon’s Wings,
they too are protected from the vortex.
If several Dragon-Bloods who know this Charm use it coop-
eratively, their combined Essence is used to calculate the radius
of the damage, and the damage infl icted is equal to the highest
Essence of any participant plus one for each additional participant,
in addition to the combined environmental penalty described
under Dragon-Seared Battlefi eld. Also, if the participants have
different elemental affi nities, every Dragon-Blood within range
who shares affi nity with any participant is immune to the Charm’s
effects, as is every mortal soldier who is protected by an applica-
tion of Enfolded in the Dragon’s Wings used by any participant.
Therefore, if an Air Aspect, a Water Aspect and a Wood Aspect
combine their powers to invoke the Dragon Vortex Attack, the
radius would be equal to their (combined Essence x 100) yards.
Every Dragon-Blood within range who was an Air, Water or Wood
Aspect would be immune, every Fire or Earth Aspect would be
affected normally, and every mortal soldier who was protected by
Enfolded in the Dragon’s Wings by any of the three Dragon-Blooded
would be immune. The maximum number of participants in the
application of this Charm is fi ve, so, common military practice is
to have one participant of each aspect, thereby ensuring that every
Dragon-Blood within the Vortex radius would be immune.
FIRE A SPECT
According to the Immaculate Texts, Hesiesh was a man of
great temperance and self-control, particularly when compared to
the typical Fire Aspect. A prodigy at swordplay even prior to his
Exaltation, he refused to use Charms, even after the Second Breath,
preferring to rely on his incredible skill with the blade, his fl awless
grace and his enormous personal charisma. Indeed, according to
the Texts, Hesiesh used Essence only once in his life—when he
immolated the bodies of the fallen Anathema to prevent them
from returning as hungry ghosts.
Celestial Exalted and even a great many heretical or agnostic
Dragon-Bloods scoff at the suggestion that an Exalt could “save
his Essence” over an entire lifetime and then unleash it all in one
massive burst. Likewise, some of the heretical Anathema cults that
emerged after the Great Uprising claimed that the Fire Aspects
were born to serve one of two purposes. Those Dragon-Blooded
who were born with skill at Athletics, Dodge and Melee served on
the front lines of martial combat against the Primordials. Those
whose specialties lay in Presence and Socialize served a different
role, which gives lie to the tales of Hesiesh with his dignity and
restraint. Such Fire Aspects served as courtesans, gigolos and con-
cubines for the Celestial Exalted.
ATHLETICS
EFFORTLESSLY R ISING F LAME
Cost: 1m; Mins: Athletics 2, Essence 1; Type: Refl exive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: None
As anyone can see, it is in the nature of fl ames to rise. With
this Charm, a Dragon-Blood propels himself away from the ground
with a burst of fi ery energy. The Dragon-Blood instantly rises from
a prone position or adds two dots to his Athletics rating for the
purposes of calculating jumping distance.
This is a refl exive Charm that can be used freely without
the need for a Combo. It can be activated on any tick.
FALLING S TAR M ANEUVER
Cost: 1 per 2 dice of damage; Mins: Athletics 2, Essence 1; Type:
Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Effortlessly Rising Flame
A Dragon-Blood with this Charm can move with the grace
of a fl ickering fl ame, using his speed and agility to fl ank his op-
ponent and gain the advantage in combat. Each mote spent (up
to the maximum of the Exalt’s permanent Essence) adds two dice
of damage to a successful hand-to-hand attack. This damage is
added before soak is applied. Normally, this Charm can be used
only in hand-to-hand combat, but with a stunt, it may be applied
to a Thrown or Archery attack. One can do so only if the target
has no cover and has left himself open to a fl anking maneuver,
though. This Charm is explicitly allowed in Combos with Charms
of other Abilities.
BELLOWS-PUMPING S TRIDE
Cost: 1m or 2m; Mins: Athletics 3, Essence 2; Type: Refl exive
Keywords: Combo-OK, Obvious
Duration: One scene
152
Prerequisite Charms: Falling Star Maneuver
For a scene, the Dragon-Blood can double his movement rate
on all Move and Dash actions. While the Charm is in use, the
Dragon-Blood leaves a trail of fi ery footprints behind him, which
have the potential to start fi res if he runs through dry brush. This
Charm does not affect the Speed of any of the Exalt’s actions, just
his movement rate. If the Exalt has an Athletics rating of 4, an
Essence of 3 and the Terrestrial Athletics Reinforcement Charm,
he can extend the effects of this Charm to others at a cost of two
motes per person.
This is a refl exive Charm that can be used freely without
the need for a Combo. It can be activated only on a tick when
the Dragon-Blooded initiates an action, though. It cannot be use
on the ticks between actions.
INCENSE S MOKE L ADDER
Cost: 2m; Mins: Athletics 4, Essence 2; Type: Refl exive
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Bellows-Pumping Stride
Fire is not restrained by gravity and can burn up walls as easily
as across fl oors. Likewise, when she activates this Charm, a Child
of Hesiesh can easily run up a tree or a wall as long as she can
maintain a running pace and has at least two steps on the ground
to establish her momentum. The Exalt cannot run upside down,
and she dare not stop, lest she fall. The Exalt can run across water
as easily as land, however, and she can even run across dangerous
liquids such as lava or acid without sinking, although the soles of
her feet will undoubtedly suffer injury.
This is a refl exive Charm that can be used freely without
the need for a Combo. It can be activated only on a tick when
the Dragon-Blooded initiates an action. It cannot be use on the
ticks between actions.
DANCING E MBER S TRIDE
Cost: 4m, 1wp; Mins: Athletics 5, Essence 4; Type: Simple
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Incense Smoke Ladder
The Fire Aspect’s affi nity for movement continues to improve.
With this Charm, the Exalt is capable of defying gravity. He can
rise up and, buoyed by a hot updraft, fl y at a rate equal to twice
his normal movement rate. During the duration of the fl ight, the
Dragon-Blood must remain within ([Essence + Athletics] x 3)
yards of a solid surface. He can fl y along the surface of walls and
cliffs to gain a higher altitude, but the magic of the Charm will
not function if he strays farther from a solid surface than the stated
distance. Bodies of water are not a solid surface, and the Charm
ends if the Exalt strays over large body of water, instantly dunking
him. Also, the Dragon-Blood must remain in motion at all times.
He cannot hover, and if he ever stops moving, the Charm ends. As
the Exalt is dependent on warm air currents to remain in fl ight, his
aerial maneuverability is relatively poor. He can engage in aerial
combat or attack ground targets, but all actions suffer a -2 penalty
while he is airborne.
DODGE
THRESHOLD W ARDING S TANCE
Cost: 1m; Mins: Dodge 2, Essence 1; Type: Refl exive (Step 5)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
It stands to reason that, if one wishes to dodge, one must have
room to do so. The Dragon-Blooded defy this obvious logic. For
the duration of a single tick, a Dragon-Blood using this Charm
can ignore all environmental penalties to his Dodge DV, even in
places where dodging would seemingly be impossible, such as on
tree limbs or up to his knees in quicksand.
This is a refl exive Charm that can be used freely without
the need for a Combo. It can be activated on any tick on which
the Exalt is subject to an attack.
HOPPING F IRECRACKER E VASION
Cost: 2m; Mins: Dodge 3, Essence 2; Type: Refl exive (Step 5)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Threshold Warding Stance
When this Charm is activated, the Dragon-Blood’s ability to
avoid danger becomes truly astonishing. When the Dragon-Blood
is attacked and successfully evades injury through his Dodge DV,
he can refl exively spend two motes to let his dodge carry him on
and away from his attacker. The Dragon-Blood can instantly and
refl exively execute a Dash action without suffering any DV penalty
for doing so. Doing so usually takes him out of hand-to-hand combat
range and allows him to evade most multiple attack Charms after
153
CHAPTER FIVE • CHARMS
the fi rst attack. This Charm must be activated as part of a dodge,
however, so if the Dragon-Blood relies on his Parry DV instead of
his Dodge DV, the Charm cannot be used.
This is a refl exive Charm that can be used freely without
the need for a Combo. It can be activated on any tick on which
the Exalt is subject to an attack.
VIRTUOUS N EGATION D EFENSE
Cost: 2m; Mins: Dodge 4, Essence 2; Type: Refl exive (Step 5)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Hopping Firecracker Evasion
If an ally within normal leaping distance (about fi ve yards)
is subject to an attack, the Dragon-Blood using this Charm can
attempt to move her out of the way. The Exalt’s player must fi rst
roll (Dexterity + Dodge + Essence). If the player gets no successes,
the attack proceeds normally. If the player gets any successes, the
character can make himself the target of the attack instead of the
ally. If his successes exceed the successes on the attack roll, both the
Dragon-Blooded and the ally automatically dodge without a roll.
Otherwise, the attacker’s remaining successes are applied as damage
against the Dragon-Blood (with soak applied normally).
This is a refl exive Charm that can be used freely without
the need for a Combo. It can be activated on any tick on which
the Exalt is subject to an attack.
SAFETY A MONG E NEMIES
Cost: 3m, 1wp; Mins: Dodge 4, Essence 2; Type: Refl exive (Step
5)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Dodge Excellency
In close-quarters combat, a reckless opponent is sometimes as
likely to hit an ally as the intended target. With this Charm, the
Exalt can make this likelihood into a certainty. If a Dragon-Blood
who is the target of an attack has a Dodge DV of at least half the
attacker’s dice pool (whether naturally or with the application of
Charms), he can refl exively spend three motes to make the attack
automatically miss him and instead strike another person. The new
target is then affected by the attack as if he had been the original
target all along (i.e., the new target’s DV is subtracted from the
attacker’s dice pool). The new target must be within three yards
of the Dragon-Blood, and the attacker cannot be made to attack
himself. This Charm cannot be used if the Dragon-Blood has no
viable alternative target.
This is a refl exive Charm that can be used freely without
the need for a Combo. It can be activated on any tick on which
the Exalt is subject to an attack.
ELEMENTAL D EFENSE T ECHNIQUE
Cost: 5m; Mins: Dodge 5, Essence 3; Type: Simple
Keywords: Elemental, Obvious
Duration: One scene
Prerequisite Charms: Safety Among Enemies
This Charm creates a glowing aura of elemental energy that
radiates for a few feet around the Exalt who activates it and helps
protect her from harm. The elemental energy created is determined
by the aspect of the Dragon-Blood. Regardless of its nature, however,
Elemental Defense Technique provides the following benefi ts. First,
any Archery attacks are totally negated, as any incoming arrows
are torn apart by the surging elemental force. Second, anyone at-
tempting to make an unarmed attack against the Exalt suffers four
levels of bashing damage, soaked normally. Third, the Exalt gains
+2 to her lethal and bashing soaks against attacks with any weapon
not made of the magical materials.
Finally, each elemental aura grants an additional benefi t. Air
buffets any close-range attackers, giving the Exalt a +2 to her Dodge
DV against hand-to-hand attacks. Earth surrounds the Dragon-Blood
154
with a thick cloud of dust, which gives her +2 to her Dodge DV
against ranged attacks. Fire infl icts two levels of lethal damage on
any hand-to-hand attackers instead of the normal bashing damage.
Water totally neutralizes any fi re-based attacks directed against
the Dragon-Blood and also cushions her against attacks, adding
an additional +1 to lethal and bashing soak. Wood surrounds the
Dragon-Blood with a thick cloud of pollen and other irritants,
and hand-to-hand attackers who fail a (Stamina + Resistance)
roll suffer a -1 penalty for the rest of the scene. A Dragon-Blood of
the same aspect as the one who invokes this Charm is immune to
these aspect-related effects, as is any Dragon-Blooded whose anima
banner is at the 8+ motes level.
Unlike many elemental Charms, a Dragon-Blood can learn
more than one version of Elemental Defense Technique, but she
must learn the version associated with her aspect fi rst. Only one
version can be maintained at a time, and the activation of a dif-
ferent version cancels out the prior one. Regardless of the specifi c
elemental version learned, each Charm is always considered to
be a Fire-aspected Charm for purposes of determining whether
the one-mote surcharge for out-of-aspect Charms applies.
SMOLDERING K ARMA S TRIKE
Cost: 3m; Mins: Dodge 5, Essence 3; Type: Refl exive (Step 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Virtuous Negation Defense, Safety
Among Enemies
The Fire Aspect’s remarkable skill at dodging attacks
approaches its pinnacle, allowing him to dodge an attack and
instantly initiate a free counterattack. Whenever the Dragon-
Blood relies on his Dodge DV and the attacker fails to hit him,
the Dragon-Blood can spend the Essence and make a refl exive
Martial Arts or Melee counterattack with his full dice pool. This
Charm cannot be used to respond to a counterattack launched
with any Charm nor can it be combined with any other Charm
that allows the Dragon-Blood a free counterattack.
This is a refl exive Charm that can be used freely
without the need for a Combo. It can be activated on any
tick on which the Exalt is subject to an attack.
UNASSAILABLE B ODY OF (ELEMENT) DEFENSE
Cost: 4m, 1wp; Mins: Dodge 5, Essence 4; Type: Refl exive
(Step 5)
Keywords: Combo-OK, Elemental, Obvious
Duration: Instant
Prerequisite Charms: Smoldering Karma Strike
The most potent of the Dodge Charms in the Dragon-
Blooded arsenal, this Charm is actually a cluster of fi ve
elemental Charms. This Charm represents the closest a
Dragon-Blood can come to the perfect dodges practiced
by the Celestial Exalted. When the Charm is activated, the
Dragon-Blood’s entire body and everything on it transforms for
an instant into the element to which she is aligned, shaped by
magic into a human form. Whether the Exalt’s body is composed
of mist, dust, fi re, water or swirling leaves, the attack passes
harmlessly through her.
The Charm functions as a perfect dodge subject to two limita-
tions. First, the attack must be dodgeable, as this defense will
not apply to attacks that cannot be dodged. Second, each of
the fi ve Unassailable Body of (Element) Defenses is vulnerable
to a particular type of weapon or attack or else suffers from a situ-
155
CHAPTER FIVE • CHARMS
ation in which it will not apply. Air is vulnerable to Earth-aspected
elemental attacks and to extremely large melee weapons that carry
the Overwhelming tag, as the strong breeze caused by the passage
of such weapons disrupts the Body of Air. Earth is vulnerable
to attacks with wooden weapons such as arrows or clubs and to
Wood-aspected elemental attacks, as even the toughest earth must
yield to the burrowing roots of trees. Fire is vulnerable to Water-
aspected elemental attacks, and also will not function while the
Dragon-Blood is in the water or is otherwise wet. Water is vulner-
able to Air-aspected elemental attacks and also will not function
in conditions of extreme cold, as water inevitably loses its fl uidity
in such situations. Wood is vulnerable to Fire-aspected elemental
attacks or simply to fi re attacks such as fl aming arrows.
Unlike many elemental Charms, a Dragon-Blood can learn
more than one version of Unassailable Body of (Element) Defense,
but the Dragon-Blood must learn the version associated with her
aspect fi rst. Only one version can be used at a time, however.
Regardless of the specifi c elemental version learned, each Charm
is always considered to be a Fire-aspected Charm for purposes of
determining whether the one-mote surcharge for out-of-aspect
Charms applies.
This is a refl exive Charm that can be used freely without
the need for a Combo. It can be activated on any tick on which
the Exalt is subject to an attack.
MELEE
DRAGON-GRACED W EAPON
Cost: 1m; Mins: Melee 2, Essence 2; Type: Supplemental
Keywords: Combo-OK, Elemental
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood has achieved a unity with his weapon that
allows him to impart some of his elemental nature to it. On a suc-
cessful melee attack, the Dragon-Blood may also infl ict an elemental
effect appropriate to his aspect on the target. Air buffets the target,
subtracting two dice from her next action. Earth triggers a tremor
beneath the target’s feet, forcing her player to roll (Dexterity +
Athletics), diffi culty 4, to keep the character from falling. Fire
sets the target ablaze for a single action, giving a +4L bonus to the
Dragon-Blood’s damage dice pool. Water lls the target’s lungs with
seawater, adding three ticks before her next action due to violent
coughing. Wood poisons the target’s blood, causing her to suffer a
-1 penalty on all actions for the scene if her player fails a refl exive
(Stamina + Resistance) roll.
Regardless of the specifi c elemental version learned, this Charm
is always considered to be a Fire-aspected Charm for purposes of
determining whether the one-mote surcharge for out-of-aspect
Charms applies, and Dragon-Blooded can learn only the version
associated with their aspects.
BLINDING S PARK D ISTRACTION
Cost: 2m; Mins: Melee 3, Essence 2; Type: Refl exive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Dragon-Graced Weapon
When swords clash, they inevitably give off sparks. Ordinarily,
these sparks are an annoyance at most, but few Dragon-Bloods are
ordinary. With this Charm, a Dragon-Blood can manipulate such
sparks, augmenting them into fi ery luminescence with his Essence
and then sending them cascading into his opponents eyes. The Exalt
can activate this Charm refl exively whenever he successfully avoids
an attack from a metal weapon with his Parry DV or simply when
he strikes any metal or stone object with his sword, including suc-
cessful parries. The Essence spent multiplies what would normally
be a few fl ying sparks into a crackling blue and gold spray that fl ies
into his opponent’s eyes. The opponent is blinded for the following
action, causing her to lose two successes from all attack rolls made
156
for her. If the player of the opponent succeeds on a refl exive (Wits
+ Dodge) roll to have the character look away, however, he suffers
only a two-die penalty instead of losing two successes.
This is a refl exive Charm that can be used freely without
the need for a Combo. It can be activated only on a tick upon
which the Dragon-Blood acts, on any intervening tick upon
which the Dragon-Blood uses a Counterattack Charm or on any
intervening tick upon which the Dragon-Blood evades an attack
with his Parry DV.
GHOST-FIRE B LADE
Cost: 2m or 4m; Mins: Melee 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Holy, Obvious
Duration: Instant
Prerequisite Charms: Dragon-Graced Weapon
Since the Great Uprising, the Dragon-Blooded have ac-
cepted the burden of defending the masses of humanity against
the depredations of angry ghosts and truculent spirits. Chief among
their arsenal in this ongoing battle is this Charm, which permits a
Dragon-Blood to charge his melee weapon with Essence so that it
can damage ghosts and spirits even while they are dematerialized.
Additionally, if the Exalt spends four motes instead of just two, the
weapon is considered Holy for the Charm’s duration and infl icts
aggravated damage against creatures of darkness. The charge lasts
for only a single action, although its effects do apply to each attack
in a fl urry. Essence for the Charm must be spent before the attack is
initiated. The Charm provides no additional bonus against creatures
not born of darkness.
REFINING THE I NNER B LADE
Cost: 3m, 1wp; Mins: Melee 4, Essence 3; Type: Simple
Keywords: Combo-OK, Elemental, Holy, Obvious
Duration: One scene
Prerequisite Charms: Dragon-Graced Weapon
A Dragon-Blood who knows this Charm is never truly unarmed.
The character must spend three ticks in concentration before spend-
ing three motes and one Willpower. Then, she can fashion a sword
or other melee weapon out of thin air from the element to which
she is aspected. The weapon has the traits of a normal weapon of
its type, as well as the benefi ts conferred by the Dragon-Graced
Weapon Charm (see p. 155) appropriate to the Dragon-Blood’s
aspect and is also considered Holy against creatures of darkness.
The conjured weapon lasts for the entire battle or for one scene,
whichever ends fi rst. At the conclusion of the Charm’s duration,
the weapon dissipates harmlessly into a puff of Essence.
PORTENTOUS C OMET D EFLECTING M ODE
Cost: 3m, 1wp; Mins: Melee 5, Essence 3; Type: Refl exive (Step
5)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Any Melee Excellency
Although this Charm is costly, it is still prized by Dragon-
Blooded soldiers, as it is as close as mere Terrestrial Exalted can
come to a perfect melee defense. After an opponent’s hand-to-hand
attack, the Dragon-Blood’s player must roll (Dexterity + Melee).
Regardless of the attacker’s successes, if the Dragon-Blood achieves
even one success, the attack is totally blocked. This Charm will not
block either sorcerous attacks or attacks enhanced by Charms, but
it is otherwise treated as a perfect parry.
This is a refl exive Charm that can be used freely without
the need for a Combo. It can be activated only on a tick on which
the Dragon-Blooded is the target of an attack, though.
THRESHING F LOOR T ECHNIQUE
Cost: 2m + 1 per targeted ally; Mins: Melee 5, Essence 2; Type:
Simple
Keywords: Combo-OK
Duration: One action
Prerequisite Charms: Terrestrial Melee Reinforcement
The Dragon-Blood can permit his allies to become preter-
naturally well-coordinated in their attacks on a single target, even
to the point of overcoming the normal limit of how many people
can attack a single target simultaneously. The Exalt must pay two
motes plus one per targeted ally, and each ally will be able to make
an attack on the target, regardless of how defensible the target’s
position is, provided that the ally is within normal move distance
of the target.
RINGING A NVIL O NSLAUGHT
Cost: 8m; Mins: Melee 5, Essence 3; Type: Extra Action
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Threshing Floor Technique
The Dragon-Blood can focus his attention on a single target,
and his player rolls the character’s unmodifi ed Melee Ability (no
Attribute is added). Each success allows the Dragon-Blood to make
one extra Melee attack against that target as part of a fl urry, up to
the maximum of his Melee Ability. Each attack in the fl urry is made
with the character’s full dice pool. No fl urry penalties apply.
PRESENCE
GLOWING C OAL R ADIANCE
Cost: 2m; Mins: Presence 3, Essence 1; Type: Simple
Keywords: Compulsion, Obvious
Duration: One action
Prerequisite Charms: None
The blazing elemental fury of the Dragon-Blooded is such that
lesser men are humbled by their mere presence. When this Charm
is activated, the Dragon-Blood is surrounded by a nimbus of Essence
with the color associated with her aspect. Anyone attempting to
look at the Dragon-Blood or to make a melee attack against her
must score at least one success on a refl exive Willpower check. Even
if that roll is successful, any attack made on the Dragon-Blooded
before his next action suffers a dice penalty equal to the Dragon-
Blood’s Presence. This effect lasts until the Dragon-Blood’s next
action. The Charm affects only those individuals within yards a
number of yards equal to the Dragon-Blood’s Essence, and it doesn’t
impair ranged attacks.
UNBEARABLE T AUNT T ECHNIQUE
Cost: 2m; Mins: Presence 2, Essence 1; Type: Simple
Keywords: Compulsion
Duration: Essence in actions (during regular combat) or long ticks
(during social combat)
Prerequisite Charms: Glowing Coal Radiance
Most Dragon-Blooded consider their personal honor to be
sacrosanct, and to such social and self-important creatures, a Charm
such as this one is a terrible weapon. The Dragon-Blood need only
gain her target’s attention and insult or embarrass him in some
way to cause the target to become irrationally fi xated on her. The
157
CHAPTER FIVE • CHARMS
example), but she is willing to cross dangerous hazards such as fi res
or raging rivers to reach the object of her ire.
AURA OF I NVULNERABILITY
Cost: 3m; Mins: Presence 4, Essence 2; Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: Glowing Coal Radiance
With this Charm, the peerless self-confi dence of the Princes
of the Earth can be backed up with pure physicality, as the Dragon-
Blood’s natural charisma physically bolsters his body. For the
duration of the Charm, the Dragon-Blood gains +1 bashing and
lethal soak and three temporary -0 health levels. The extra health
levels are the fi rst to be lost when the character suffers damage,
and once lost, they cannot be healed back, even with Charms
that permit instantaneous healing. At the end of the scene, the
extra health levels fade automatically, even if they have not been
used up. A character cannot benefi t from this Charm more than
once per scene.
TERRIFYING (ELEMENT) DRAGON R OAR
Cost: 4m; Mins: Presence 4, Essence 3; Type: Simple
Keywords: Elemental, Obvious
Duration: Instant
Prerequisite Charms: Aura of Invulnerability
When little children in the Realm ask their parents what
thunder is, the parents often say that it’s the sound of the Elemental
Dragons roaring down from Heaven to frighten away evil spirits.
This Charm invokes the awesome power of the Dragons by letting
a Terrestrial Exalt yell with the force of an angry god. The roar
focuses the Exalt’s elemental power on a man-sized target, which
must be within a number of feet equal to the Exalt’s (permanent
Essence x 20).
Dragon-Blood’s player must roll (Manipulation + Presence), add-
ing her Essence in automatic successes. The results are compared
to the target’s MDV. In combat, only the target’s Dodge MDV is
applicable, and an affected target suffers a -1 penalty to both DDV
and PDV when fi ghting anyone other than the Exalt who used
this Charm against him. Outside of combat, the Charm can also
be used simply to undermine a rival’s social position. The Exalt’s
player must roll (Manipulation + Presence) against the target as a
social attack roll, and only the target’s Parry MDV is applicable. If
the Exalt is successful, the target suffers grave embarrassment from
whatever cutting remark she made, and he suffers a -2 penalty to all
social rolls for the remainder of the Charm’s duration. The Charm
lasts for a number of actions equal to the Exalt’s Essence during
combat or for a number of long ticks equal to the Exalt’s Essence
in social combat.
MOTH TO THE C ANDLE
Cost: 4m, 1wp; Mins: Presence 4, Essence 2; Type: Simple
Keywords: Compulsion
Duration: Until the Dragon-Blood’s next action
Prerequisite Charms: Unbearable Taunt Technique
Cunning Dragon-Blooded often use this Charm to draw their
enemies into traps or simply to lure them away from overmatched
allies. The target of this Charm becomes fi xated on engaging the
Dragon-Blood in hand-to-hand combat. The Exalt’s player must
roll (Manipulation + Presence), comparing successes to the target’s
Dodge MDV. Parry MDV is not applicable to this Charm. The
Dragon-Blood must be within 10 yards of the target, who must
have a lower Essence than the Exalt. Once the Charm is activated,
the target can take no action other than to approach the Exalt at
her normal Speed and attack him if she is able to do so. The target
cannot be compelled to approach through obviously suicidal means
(attempting to run through fl owing lava to get at the Exalt, for
158
The Dragon-Blood’s innate majesty is now suffi cient to win
almost anyone’s loyalty, at least temporarily. The Exalt can spend
eight motes and one Willpower to attempt to win the loyalty of a
Storyteller character. The Exalt’s player must roll (Manipulation +
Presence), applying the target’s MDV. The target of this Charm de-
velops a loyalty toward the Dragon-Blood for a period of one week per
net success, during which time the target is at -1 to her MDV to resist
social attacks made by the Exalt. Furthermore, if the Dragon-Blood
makes a point of asking only trivial or minor tasks from the target and
makes a show of valuing the target’s loyalty, the effect lasts for one
month per success. Finally, if the Dragon-Blood’s player achieves fi ve
or more successes, the affected character becomes a new henchman
for the Exalted character (per the Background).
This Charm can be used against only mortals and other Ter-
restrial Exalted. It automatically fails against Celestial Exalted
and spirits.
AUSPICIOUS F IRST M EETING A TTITUDE
Cost: 2m ; Mins: Presence 2, Essence 2; Type: Refl exive
Keywords: Combo-OK, Emotion, Social
Duration: One scene
Prerequisite Charms: None
This Charm can be used on a target only once, when the Dragon-
Blood and the target fi rst meet in a non-combat, social situation.
During this initial encounter, the Dragon-Blood can read the subject
perfectly, intuitively adjusting his behavior so as to make the best pos-
sible fi rst impression. The target will be generally be open to the Exalt
and will leave the encounter with a favorable impression of him. Even
if the two never meet again, the target of the Charm will generally
The precise effect differs depending on the aspect of the
Dragon-Blood. Air shatters glass and deafens living creatures
for the remainder of the scene. Earth can blast a man-sized hole
in a stone wall or explode the ground beneath the target’s feet,
infl icting four levels of bashing damage (which can be soaked).
Fire can ignite fl ammable objects, and while the yell cannot dam-
age fl esh directly, if the target’s clothing catches fi re, she suffers
two levels of lethal damage every action until she puts the fl ames
out. Water will drench the target with enough water to douse a
campfi re, and the player of a living target hit by the yell must
successfully roll (Strength + Athletics) at diffi culty 4 to keep her
character from being knocked prone by the force of the blow.
Finally, Wood can shatter a wooden door completely or, if used
against a living target, splinter any wooden bows, arrows or other
weapons the target carries.
This Charm is actually a cluster of Charms, one for each of
the fi ve elements. A Dragon-Blood can learn multiple versions of
this Charm, but he must learn the one associated with his aspect
element fi rst. Regardless of the specifi c elemental version learned,
this Charm is always considered to be a Fire-aspected Charm for
purposes of determining whether the one-mote surcharge for out-
of-aspect Charms applies.
WARLORDS C ONVOCATION
Cost: 8m, 1wp; Mins: Presence 5, Essence 3; Type: Simple
Keywords: Compulsion
Duration: One scene or instant
Prerequisite Charms: Any Presence Excellency, Aura of Invul-
nerability
159
CHAPTER FIVE • CHARMS
speak well of the Dragon-Blood to others regarding his obvious good
breeding and superior virtue. Mechanically, the Dragon-Blood’s player
gains two extra dice to roll on every Bureaucracy, Presence or Social-
ize roll during this fi rst encounter and one extra die on the second
encounter, if any. The Dragon-Blood may also gain indirect insights
about the target’s loyalties, Virtues and Motivations, as the Storyteller
will warn the player ahead of time that an intended action or statement
may affect the target’s MDV (whether positively or negatively).
This Charm can be used only in non-combat and non-threaten-
ing social settings where a pleasant fi rst impression can realistically
be made. Consequently, it is unlikely that this Charm can ever be
used effectively on a battlefi eld, though it might be useful in peace
talks with a hateful enemy or when entering a rough tavern in a
bad part of town. If the Dragon-Blood deliberately antagonizes the
subject in any way, the effect ends.
This is a refl exive Charm that can be used freely without
the need for a Combo. It cannot be used in physical combat, but
can be invoked during any long tick of social combat.
PASSION T RANSMUTING N UANCE
Cost: 3m; Mins: Presence 2, Essence 2; Type: Simple
Keywords: Emotion, Social
Duration: One scene
Prerequisite Charms: None
The Dragon-Blood can transmute one strong passion (lust,
rage or terror) into one of the other two. She must fi rst engage her
target in conversation for a number of long ticks equal to 10 – her
Essence, then her player rolls (Manipulation + Presence) against
a diffi culty equal to the target’s Essence, minus one for every point
by which the Dragon-Blood’s Essence exceeds the target’s. If suc-
cessful, the Dragon-Blood’s player gains two dice on all subsequent
social attack rolls against the target designed to play off the target’s
new emotional state. Also, a target who has been affected by this
Charm acts as if his Temperance Virtue had been reduced to 1 for
the duration of the scene.
SOCIALIZE
SWEETEN-THE-TAP M ETHOD
Cost: 2m; Mins: Socialize 3, Essence 1; Type: Simple
Keywords: Emotion
Duration: One scene
Prerequisite Charms: Any Socialize Excellency
Overbold critics of Dragon-Blooded culture often complain that
too many Dynasts are nothing but orgiastic dilettantes. Even when
this is an accurate description of particular Dragon-Blood, however,
one cannot deny that such individuals are supremely gifted hosts.
With this Charm, a Dragon-Blood spends the requisite Essence
and instantly improves the quality, strength and taste of any nearby
quantity of alcohol. Aside from the Epicurean advantages of this
Charm, if the affected wine is drunk, the diffi culty of any Socialize
rolls made against the drinkers decreases by one for the scene.
Unfortunately, there is a downside. If any of the drinkers
present botches a Socialize roll, the result will almost certainly be
some degree of personal embarrassment, from a drunken brawl to
an ill-advised seduction attempt.
JADE D EFENSE
Cost: 5m; Mins: Socialize 3, Essence 2; Type: Simple
Keywords: Social
Duration: One scene
Prerequisite Charms: Sweeten-the-Tap Method
Regardless of the Dragon-Blood’s precise background, he
will typically have seen more debauchery and spectacle than most
mortals could imagine, often even before his actual Exaltation.
As a result, most Dragon-Blooded can be quite blasé about social
interactions. With this Charm, the Exalted can hone this sense of
ennui and boredom into a potent defense against mental and social
manipulation. When this Charm is activated, the Dragon-Blood
can add half his Socialize rating (rounded up) to the diffi culty of
any Charisma, Manipulation and Socialize rolls made by others
160
attempting to manipulate him with either natural or unnatural
mental infl uence. This includes attempts to use other Socialize
Charms to compel the Dragon-Blood’s response. The Dragon-
Blood’s Essence is also considered to be one higher than it really
is for the purpose of comparing his Essence to other beings using
Charms that do not affect individuals with a higher Essence than
the one using the Charm.
WARY Y ELLOW D OG A TTITUDE
Cost: 1m; Mins: Socialize 3, Essence 2; Type: Refl exive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Sweeten-the-Tap Method
The wise Exalt remains constantly aware of the ebb and fl ow
of the social dynamics that surround her. Therefore, she is prepared
when a genteel social encounter suddenly turns into a violent
confrontation. During an unexpected combat situation (i.e., an
unexpectedly violent situation that explodes out of an initially
nonviolent interaction), the character who activates this Charm
can add three dice to her Join Battle roll and gains a +1 DV bonus
for the fi rst three actions of combat.
This is a refl exive Charm which can be used freely without
the need for a Combo. It can be activated on any tick.
BROTHER-AGAINST-BROTHER I NSINUATION
Cost: 4m, 1wp; Mins: Socialize 3, Essence 2; Type: Simple
Keywords: Compulsion, Social
Duration: One scene
Prerequisite Charms: Any two Socialize Excellencies
A great many Dragon-Bloods, particularly among the Dynasts,
are skilled at casually destroying deep and abiding relationships
connecting other people. Often, such manipulations are done for
fun as well as for profi t. In order to activate this Charm, the Dragon-
Blood must be in the same immediate area as his chosen target and
whichever person he wishes to turn the target against. Once the
Charm is activated, the Exalt need only make some comment to
one individual about the other—perhaps snidely, perhaps with the
most persuasive sincerity—calculated to make the listener doubt
the intentions or loyalty of the other person. Augmented by Es-
sence and Willpower, this single comment is suffi cient to weaken
the bonds of friendship between the listener and the other person.
Exactly how this plays out is largely a matter of Storyteller discre-
tion, but it should be fairly easy for the Dragon-Blood to provoke
harsh words between the two or perhaps even a fi ght.
The Exalt’s player must roll (Manipulation + Socialize),
adding the Dragon-Blood’s Essence in automatic successes. Only
Dodge MDV is applicable to this social attack. Even one success
is enough to stir up feelings of resentment in the target against his
erstwhile friend. Three or more will almost certainly move the
target to violence.
The effects of this Charm last for a scene, after which cooler
heads prevail and the two characters’ normal feelings reassert
themselves, assuming of course that nothing has happened in the
meantime to permanently sever those feelings. Neither party im-
mediately remembers the role the Dragon-Blood initially played in
starting the disagreement, but the character who was the original
target might recall the Exalt’s well-timed turn of phrase if his player
makes a successful (Intelligence + Socialize) roll with a diffi culty
equal to the Dragon-Blood’s Manipulation. This Charm is well
known in both the Realm and in Lookshy, where its abuse can lead
to social censure and possibly even the fi ling of criminal charges.
This Charm automatically fails when used against a being
with a higher Essence than the Dragon-Blood. It also automatically
fails when used to attempt to turn a Dragon-Blood against another
member of her sworn brotherhood.
WARM-FACED S EDUCTION S TYLE
Cost: 1m; Mins: Socialize 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Emotion, Social (seduction only)
Duration: Instant
Prerequisite Charms: Any Socialize Excellency
The fi re that burns at the heart of every Child of Hesiesh can
infl ame the passions of members of the opposite sex (and, often, members
of the same sex). When this Charm is activated, Essence pulses through
the Dragon-Blood’s veins in sympathy with the heartbeat of someone
he seeks to seduce. This Charm can be used only during a seduction
attempt, but in such situations, the Dragon-Blood can increase her
Socialize Ability by fi ve or double its normal rating, whichever is less.
Targets whose sexual orientation would not normally permit them to
feel attraction to the Dragon-Blood gain a +2 bonus to MDV.
FRIEND-TO-ALL-NATIONS A TTITUDE
Cost: 2m; Mins: Socialize 3, Essence 2; Type: Simple
Keywords: Combo-OK, Social
Duration: One scene
Prerequisite Charms: Warm-Faced Seduction Style
A Dragon-Blood who knows this Charm can fi nd himself at
home wherever she roams, from the heart of the Blessed Isle to
the most remote of barbarian territories. If the Dragon-Blood can
speak the local language, she can ignore any social penalties caused
by being a foreigner. Even if she cannot speak the local language,
any social penalties caused by being a foreigner are reduced by her
Essence, as she can intuitively adopt the basic cultural etiquette of
the society through which she moves.
SMOOTHING-OVER-THE-PAST T ECHNIQUE
Cost: 3m, 1wp; Mins: Socialize 5, Essence 3; Type: Refl exive
Keywords: Combo-OK, Compulsion, Social
Duration: One scene
Prerequisite Charms: Warm-Faced Seduction Style
It is a rare individual who can make an enemy of someone and
then blithely sit down with him as a friend. Those Fire Aspects who
know this Charm can be counted among that rare breed. The Exalt
using this Charm can cause a target to temporarily “forget” a single
past event involving him that would refl ect poorly on the current
discussion. In other words, the Exalt can cause the target to forget a
single past encounter for the duration of the current scene, whether
to make the target forget how the Dragon-Blood cheated him out
of a fortune or slept with his wife. Indeed, the Dragon-Blood can
even compel his target to forget multiple encounters, although each
separate encounter requires the expenditure of three motes and one
Willpower. As this Charm is activated, the Exalt’s player must roll
(Manipulation + Socialize), adding the Dragon-Blood’s Essence in
automatic successes. Only the target’s Dodge MDV is applicable to
this role. If this roll is successful, the target forgets the event.
Once the scene is over and the target’s memories return, he will
certainly be aware of what happened and will undoubtedly regret any
unwise bargains he made while he was confused. Therefore, future
uses of the Charm require the Exalt to erase the prior usage of the
Charm as well as the original event(s) that needed to be erased. This
Charm automatically fails when used against any target with a higher
Essence trait than the Dragon-Blooded using the Charm.
161
CHAPTER FIVE • CHARMS
This is a refl exive Charm that can be used freely without the
need for a Combo. It cannot be used during physical combat, but
it can be activated on any long tick during social combat.
WATER A SPECT
According to Immaculate dogma, Daana’d, Arbiter of the
Immaculate Complaint, was both the youngest of the Immaculate
Dragons at the time of her Exaltation and the last to Exalt. Before
the Second Breath, she was the daughter of a Western trader
and sea captain forced into piracy by the Eclipse Caste’s corrupt
domination of Creation’s entire trade network. Daana’d was born at
sea and could swim before she could walk. As she grew, her father
taught her everything he knew about how to make an honest living
through trade and a dishonest one through crime. She Exalted as a
Dragon-Blooded while watching her father’s execution for piracy
and, according to tradition, she invented Water Dragon Style on
the spot. At the end of the Great Uprising, Daana’d is credited
with swimming to the bottom of the sea to seal the gates to the
Underworld, thereby preventing the Anathema from ever returning,
a legend that hints at the truth behind the Jade Prison.
Those who recall the Primordial War and its aftermath say
that almost all of the Water Aspects were assigned to aid the Eclipse
Caste Exalted, whether as naval offi cers aboard First Age vessels, as
police or as bureaucrats who worked to establish supply lines and
form the basis of trade routes in the post-Primordial era. Those
with bureaucratic profi ciency who did not serve Eclipse Castes
were assigned instead to work as adjutants to Dawn Caste generals
or Zenith Caste politicians. A few Water Aspects fought in other
arenas besides the West, due to their natural skill with Martial
Arts. Rarely, a Water Aspect would serve a Night Caste Exalt as a
spy or saboteur, although the Night Castes typically preferred Air
Aspects for such purposes.
BUREAUCRACY
BENEVOLENT M ASTERS B LESSING
Cost: 1m; Mins: Bureaucracy 2, Essence 1; Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: Terrestrial Bureaucracy Reinforcement
To the bureaucratic masters of the Water Aspects, even a
collection of complete dullards (or worse, a group of soul-drained
victims of the Fair Folk) can be fashioned into an effi cient workforce
for the short-term operation of any business. By spending a single
mote of Essence, the Dragon-Blood can divide his own Bureaucracy
Ability dots among a group of underlings who have no Bureaucracy
Ability dots with which to begin. The Dragon-Blood cannot give
out more dice than he has, nor can he give any underling more
than a single dot. The Dragon-Blood must supervise the work of the
affected underlings, and while his Bureaucracy dots are farmed out,
he is considered to have no actual Bureaucracy dots of his own.
CONFLUENCE OF S AVANT T HOUGHT
Cost: 2m; Mins: Bureaucracy 3, Essence 2; Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: None
To the Children of Daana’d, all bureaucracies are the same,
differing only in surface details that result from the personalities
of differing managers and staff. Once the Dragon-Blood grasps the
essential character of the bureaucratic milieu, she can insinuate
herself into almost any specifi c bureaucratic setting with ease. By
activating this Charm, the Exalt may instantly understand the inner
workings of the bureaucracy with which she is confronted, knowing
such details as who is in charge of specifi c tasks and where equip-
ment (including secret information) is kept. She may also substitute
her Bureaucracy for her Socialize Ability for bureaucracy-related
purposes. The Charm does not go so far as to grant unfettered ac-
cess to locked or guarded areas, but it may aid the Exalt in fi nding
someone else capable of securing such access.
GEESE-FLYING-SOUTH A DMINISTRATION
Cost: 5m, 1wp; Mins: Bureaucracy 4, Essence 2; Type: Simple
(Dramatic Action)
Keywords: Compulsion, Social
Duration: One task or three months (whichever is less)
Prerequisite Charms: Confl uence of Savant Thought
While more martially inclined Dragon-Blooded look down on
their kin in the bureaucracies and business centers, other Exalts
understand that the business world can be as much a battlefi eld as
any military setting. In such an environment, what matters is simply
getting the job done. With this Charm, the Dragon-Blood can articu-
late a single task: tax collection, troop recruitment, merchandising
transactions or almost anything else that can be accomplished in a
bureaucratic setting. The task must be one that is bureaucratic in
nature, however, and within the normal purview of the bureaucracy
to be affected. That is, the Exalt could declare as a task “acquire for
me 2,000 straight swords” but not “construct for me 2,000 straight
swords,” as the latter instruction requires craftsmanship rather
than bureaucratic acumen. Likewise, the Exalt could not order a
tax-collection agency to engage in troop recruitment or to direct
a mercenary company to completely reorganize a public library (at
least, not without a fairly remarkable stunt).
For the duration of the task, the Dragon-Blood’s agents and
assistants work with exceptional skill and dedication. The Exalt’s
player rolls (Charisma + Bureaucracy), adding his character’s Essence
in automatic successes. The Dragon-Blood must then assign the task
to one or more mortal individuals who are in some way subservient
to him (employees, military subordinates, junior clerks, etc.). Each
mortal who is present when the task is assigned and whose highest
MDV is less than the successes achieved on the dice roll instantly
gains a loyalty toward quickly and effi ciently completing the named
task. Also, any affected mortal may add the Dragon-Blood’s Essence
to her MDV when resisting either natural or unnatural attempts to
divert her from working to fulfi ll the task. Furthermore, the loyalty
is contagious in nature. Even a mortal who is not present when the
Dragon-Blood activates this Charm will gain both a loyalty toward
completing the task and the MDV Essence bonus if he is assigned
to work on it by a superior and his MDV is less than the Dragon-
Blood’s successes. The Charm’s effects last until the task is complete
or until three months have past, whichever comes fi rst.
The Charm can affect a given mortal only once for a single
task, and if her MDV exceeds the Dragon-Blood’s successes, she
will be under no particular obligation to complete the task, nor
will she gain any particular immunity against attempts to dissuade
her. This does not mean that she cannot work freely on the task,
which might be a normal part of her job, but she is not compelled
to do so. On the other hand, if a mortal’s MDV does not exceed the
Dragon-Blood’s successes, the mortal can resist only by spending a
number of Willpower points equal to the Dragon-Blood’s Essence.
Mortals who are not affected by the Charm do not act as vectors
162
for transmission of the contagious loyalty, but those who are can
“infect” new employees throughout the duration of the Charm.
Exalted and spirits are utterly immune to the effects of Geese-Fly-
ing-South Administration, as are mortals who are not part of the
affected bureaucracy.
In addition to providing tangible protection for workers against
sabotage by the Exalt’s enemies, this Charm can also be used in
the context of long social actions. By simply declaring the use of
this Charm, the Dragon-Blood will fi nd at the conclusion of the
task that the results are even better than he could have hoped.
Monetary profi ts from the venture increase by an additional one
percent per success on an (Intelligence + Bureaucracy) roll. The
exchange of commodities results in an additional two percent more
goods acquired per success on the roll. Conscription and other
recruitment measures are likewise improved by two percent per
success on a (Charisma + Bureaucracy) roll. Alternatively, instead of
improving the success of the task, the Dragon-Blooded can choose
to reduce the time it takes to complete the task. In such a case, each
success on the relevant Bureaucracy roll reduces by fi ve percent the
amount of time it will take to complete a long-term bureaucratic
endeavor. The Storyteller must determine the base result of any
such endeavor before the improvements granted by the Charm are
added. This Charm does not confer any long-term benefi ts on the
effi ciency of the bureaucracy in general. It simply makes sure that
the bureaucracy will perform this single task with aplomb.
BESTOW THE S AFFRON M ANTLE
Cost: 1m + 1m per dot lent; Mins: Bureaucracy 4, Essence 3;
Type: Simple
Keywords: Touch
Duration: Special
Prerequisite Charms: Geese-Flying-South Administration, Be-
nevolent Master’s Blessing
The Terrestrial Reinforcement Charm for Bureaucracy permits
a Dragon-Blood to supernaturally augment the Bureaucracy skills
of trusted retainers. Ultimately, however, the Dragon-Blood must
trust to the personal judgment of such retainers in doing their jobs
unless she micro-manages their work, a task beneath the dignity of
busy Exalt. With this Charm, the Exalt can designate a single trusted
mortal to serve as her proxy in business matters. For the duration
of the Charm, the proxy will have the Dragon-Blood’s Bureaucracy
Ability rating, and the cost of the Charm is one mote plus one for
every dot that the proxy’s rating is improved. This Essence is com-
mitted for the duration of the Charm, which is equal to one week
per success achieved by the Dragon-Blood’s player on a (Perception
+ Bureaucracy) roll. The Exalt can terminate the Charm at any
time, but the Essence spent is committed until the Charm ends.
This Charm is completely ineffective on supernatural beings.
In addition to an improved Bureaucracy rating, the proxy auto-
matically develops a Motivation to faithfully serve the Dragon-Blood
for the duration of the Charm. This new Motivation completely
supplants any prior Motivation possessed by the proxy as long as
the Charm lasts. Most importantly, the proxy need not guess how
best to serve the Dragon-Blood’s interests, as he knows intuitively
exactly what the Dragon-Blood would do if she were in his place.
The Charm confers one fi nal benefi t that is seldom discussed
among the Dragon-Blooded, as its application is considered an
affront to the Immaculate Philosophy. If the Dragon-Blood dies
while this Charm is still in effect, the Dragon-Blood may transfer
the remains of her consciousness to the proxy, seizing total control
of his mind and body. (Doing so requires a successful refl exive
Willpower roll.) She retains all of her memories and her normal
Bureaucracy rating but none of her prior supernatural abilities.
She can remain “alive” in the proxy’s body until the Charm would
normally end, at which time her soul moves on to enter the cycle
of reincarnation and the proxy is left a mindless, soulless husk,
163
CHAPTER FIVE • CHARMS
as if he had been a victim of the Fair Folk. Although this aspect
of the Charm can allow a Dragon-Blood to fulfi ll some fi nal task
(often including avenging her own death), the Immaculate Order
considers it a blasphemous and arrogant attempt to delay one’s
reincarnation. Therefore, surviving proxies are often preemptively
executed by the Dragon-Blood’s family as a precautionary measure
before any scandal might attach.
THRASHING C ARP S ERENADE
Cost: 3m; Mins: Bureaucracy 3, Essence 1; Type: Simple
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Any Bureaucracy Excellency
As the Immaculate Texts say: “That which can be facilitated
can also be impeded.” This is as true for bureaucracies as anything
else to which a Dragon-Blood applies himself. With this Charm, a
Dragon-Blood may bring any bureaucratic or administrative tasks
going on within the sound of his voice to a standstill. The player
of anyone attempting to succeed on a Bureaucracy action must
overcome the Dragon-Blood’s player in an opposed (Stamina +
Bureaucracy) roll. While this Charm might be freely used in busi-
ness-related settings or even against lesser agents of the ministries,
it is a serious crime to attempt to delay the business of the Delibera-
tive with this Charm.
TESTING THE W ATERS
Cost: 3m; Mins: Bureaucracy 5, Essence 2; Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Thrashing Carp Serenade
In any political setting, from the storied halls of the Deliberative
to humble town-council meetings, no insight is more valuable than
knowing in advance how everyone plans to vote. To the Terrestrial
Exalt, such knowledge is as plain as the nose on each voter’s face.
With but a single glance around the room, a Dragon-Blood who
exercises this Charm can instantly know what the outcome would
be if the issue currently under discussion were brought to a vote.
The Exalt cannot perceive who exactly will vote for or against
the proposition, but he can instantly tell how many yeas, nays
and abstentions would be recorded if the question were called.
This Charm works only on groups of seven or more. Also, since a
person using this Charm is most likely still considering his vote,
both the Dragon-Blood and anyone else using this Charm register
as an “abstention” on the vote tally.
FINDING THE W ATERS D EPTHS
Cost: 2m; Mins: Bureaucracy 3, Essence 2; Type: Simple
Keywords: None
Duration: Instant
164
to buy a horse without noticing that it only has three legs is not
permissible. Also, contract clauses that the Dragon-Blood knows
to be impossible to fulfi ll automatically fail. The Dragon-Blood
must defi ne the clause when drafting the contract, and a contract
can contain only one clause obfuscated by this Charm. When the
other party reviews the contract, his player must successfully roll
(Wits + Bureaucracy) roll against a diffi culty equal to the Dragon-
Blood’s (Bureaucracy + Essence) in order to notice the clause or
to grasp its import. This Charm automatically fails to conceal the
ne print when the contract is reviewed by a party with a higher
Essence than the Dragon-Blood or a party using Celestial-level
Bureaucracy Charms. Such beings might still agree to the terms
anyway, however, particularly if the other party desperately needs
whatever the Dragon-Blood has to offer.
DROWNING IN N EGOTIATION S TYLE
Cost: 5m, 1wp; Mins: Bureaucracy 5, Essence 3; Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Distraction of the Babbling Brook
This Charm is not remotely as powerful as the oath-swearing
powers of the Eclipse and Moonshadow Castes. Nevertheless, it is
a potent aid in enforcing even the most odious of contract terms,
even when the other party is determined to breach the contract
outright rather than comply. The Dragon-Blood must draft a writ-
ten contract and then charge it with Essence. When the contract
is signed, all parties are bound to comply with its terms on their
face. Deliberate breach of any of the contract’s terms infl icts one
point of unsoakable lethal damage on the breaching party for
each point of Essence possessed by the Dragon-Blood using this
Charm. An accidental breach will not infl ict any damage unless
the breaching party refuses to cure the breach within a reasonable
period of time. The damage is infl icted on any breaching party
only one time, even if the contract creates a continuing duty to
perform. Also, all parties are subject to this penalty, including the
Dragon-Blood who drafted the contract. A contract can be subject
to both this Charm and Distraction of the Babbling Brook, either
employed by the same Dragon-Blood or two different ones. Each
Charm can be incorporated into a particular contract only once,
however. Not even the Dragon-Blooded can negate a contract
unilaterally once it is signed, but any contract can be voided if all
parties verbally agree to it.
INVESTIGATION
SCENT-OF-CRIME M ETHOD
Cost: 2m; Mins: Investigation 3, Essence 1; Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: None
The best criminals can conceal their crimes by suppressing any
feelings of guilt beneath a cool exterior. The Children of Daana’d,
however, can look past the most placid surface to see what lies
within the depths of the criminal’s soul. After spending the req-
uisite Essence, the Dragon-Blood’s player can roll (Manipulation
+ Investigation). Even one success indicates to the Dragon-Blood
which of the people currently before him is suffering from the
greatest guilt. This analysis is purely subjective, and sometimes, a
suspect in a crime who feels guilt over some unrelated misconduct
might lead the investigator astray. Also, this Charm is useless against
true sociopaths who feel no guilt whatsoever for their misdeeds. At
Prerequisite Charms: None
Sometimes, even the Princes of the Earth are forced to haggle
over the sale or purchase of goods or over the fi ne details of a
contract. On such occasions, this Charm is invaluable, as it lets
the Exalt peer deep into the heart of the person with whom she is
bargaining to determine how much the person is willing to pay or
what he is willing to concede to allow the deal to be made. The
Exalt’s player must roll (Wits + Bureaucracy). With one success,
the character knows whether the current offer on the table is half
or more of the target’s minimum or maximum offer. With two
successes, the Exalt can identify the other party’s limit within 10
percent. Three or more successes allow the Exalt to know exactly
how much the other party is willing to pay or what is the lowest
sum he will accept.
THOUGHTFUL G IFT T ECHNIQUE
Cost: 2m; Mins: Bureaucracy 4, Essence 2; Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Finding the Water’s Depths
As a highly honor-bound and legalistic society, the Dragon-
Blooded have developed elaborate customs and rituals concerning
the exchanges of gifts. An appropriate present for a host can smooth
one’s way out of a diffi cult social blunder, while an auspicious gift to
someone in dire straits might well obligate him to aid the gift-giver
later, whether he wishes to or not. With a successful (Perception +
Bureaucracy) roll made by her player, the Dragon-Blood can intuit
what the perfect gift would be… or the perfect bribe. The Charm
does not provide the gift, or even easy access to it, but knowledge
of what sort of gift would secure a favorable response. If the Dragon-
Blood knows the recipient reasonably well, the diffi culty is only
1. If the Dragon-Blood knows the recipient only by reputation,
the diffi culty is 2. Identifying the perfect bribe for an anonymous
offi cial or a beautiful stranger across a banquet hall is diffi culty 3.
While monetary gifts might be suffi cient for almost all mortals,
the Dragon-Blooded have rarifi ed tastes, to say nothing of beings
such as spirits, demons or Celestial Exalts. Such beings will often
require unusual items such as the fi rst-born son of a hated rival or a
ball gown designed by a renowned dress designer who resides some
2,000 miles distant.
DISTRACTION OF THE B ABBLING B ROOK
Cost: 4m, 1wp; Mins: Bureaucracy 4, Essence 2; Type: Simple
Keywords: Combo-OK, Compulsion
Duration: Instant
Prerequisite Charms: Thoughtful Gift Technique
Anyone who is not profi cient at the arts of the deal is wise
to be suspicious of any contract he does not fully understand. But
even the craftiest of traders should be suspicious of contracts with
the Dragon-Blooded, some of whom can draft fi ne print capable
of ensnaring the most sophisticated Guild operative as if he were a
country bumpkin. With this Charm, a Dragon-Blood can conceal
penalty clauses, conditions, extra fees and almost any other sort
of fi ne print into a contract without the other party noticing their
presence until after he signs it. The added contract clauses must be
reasonably subtle, which may call for Storyteller discretion. A clause
stating that interest on a loan balloons to 50 percent compounded
weekly if the other party is late on a single payment or that the
other party’s business is forfeit if he fails to complete a task within
a certain deadline is permissible. A clause stating that the other
party will sell himself into slavery for a nominal fee or that he agrees
165
CHAPTER FIVE • CHARMS
the Storyteller’s discretion, it might also fail to register the guilt of
persons who feel completely justifi ed in committing their crimes,
such as a vigilante who has killed a particularly vile criminal.
FALSEHOOD U NEARTHING A TTITUDE
Cost: 5m, 1wp; Mins: Investigation 3, Essence 2; Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: Scent-of-Crime Method
With this Charm, no attempt by a miscreant to muddy the
waters of an inquiry can obscure the Dragon-Blood’s natural clarity.
The Exalt can target a single individual and, after activating the
Charm, instantly know for the rest of the scene if the individual is
knowingly lying about some subject. The Charm cannot detect half-
truths, skillful evasions or wrong answers founded on ignorance—the
target must know that her statement is unambiguously false. Also,
if the target knows that she is under supernatural scrutiny, she can
conceal a lie by spending one point of Willpower per falsehood.
Finally, the Charm cannot detect lies uttered by a target whose
permanent Essence is equal to or higher than that of the character
who activated this Charm. To the character, any lies detected register
as a slight tingling sensation on the back of his neck.
TAMPERING D ETECTION T ECHNIQUE
Cost: 2m; Mins: Investigation 3, Essence 2; Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Any Investigation Excellency
A character using this Charm can instantly tell if any object
has been tampered with and how the tampering was done. This
includes both successful and unsuccessful attempts to pick a lock,
open a safe, search a desk, forge a signature or alter a document.
Only a single object can be studied at once per use of the Charm,
but every change made within the past year is revealed. The Charm
does not reveal who made the changes or why, and it gives only
general information about when the tampering occurred.
BLOODHOUNDS N OSE T ECHNIQUE
Cost: 6m, 1wp; Mins: Investigation 4, Essence 2; Type: Simple
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Scent-of-Crime Method, Tampering Detec-
tion Technique
The Dragon-Blood must fi rst spend 10 minutes investigating
the scene of a crime (or any other event he wishes to investigate).
The Dragon-Blood’s player makes a normal Investigation roll for
the Exalt to fi nd ordinary pieces of evidence, although this roll
can be augmented with other Charms. After spending the Essence
and Willpower to activate this Charm, the player can then roll
(Intelligence + Investigation), with even one success leading the
Dragon-Blood in the general direction of the person who left the
incriminating evidence. With three or more successes, the Dragon-
Blood also receives a brief glimpse of the culprit at the scene of
the crime. If the culprit uses some type of supernatural effect to
protect her identity, this Charm fails automatically unless the
Dragon-Blood has a higher Essence than the culprit. The Charm
will always fail when confronted with a culprit using Trackless Walk
Style (see p. 167).
CLEAR W ATER P RANA
Cost: 5m, 1wp; Mins: Investigation 5, Essence 3; Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Tampering Detection Technique
As fl owing water erodes dirt to reveal what lies buried beneath,
so does the Essence of the Princes of the Earth wash away attempts
at concealment to reveal what lies hidden. When this Charm is
activated, the Dragon-Blood’s Essence washes out over an area with
166
Keywords: None
Duration: Instant
Prerequisite Charms: Revelation of Associates Hunch
By simply meeting someone and coming with a few yards of
him, the Dragon-Blood can instantly know where the person’s
home is. Most commonly, “home” is the character’s primary
residence. In the case of Exalted, or other characters with sig-
nifi cant holdings, the Charm identifi es the place that the subject
emotionally considers to be home. Alternatively, if the subject
has one or more manses, the highest-rated manse is considered
the target’s primary residence. It is possible to ward a particular
residence from discovery by this Charm through sorcery, but doing
so simply points to the target’s next most emotionally attached
home. The Charm can identify only a building, not a particular
apartment or room therein, and some individuals, such as itinerant
monks, wandering traders or the impoverished might not register
as having any home at all.
LARCENY
OBSERVER A WARENESS M ETHOD
Cost: 1m; Mins: Larceny 2, Essence 1; Type: Refl exive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Offi cially, this Charm’s sole utility is to uncover spies and aid
in preventing eavesdropping. Even the mere suggestion that this
Charm is often used by Dragon-Blooded thieves, spies and assassins
is a blasphemy to some Immaculate monks. With just one success
on a (Perception + Larceny) check, the Dragon-Blood instantly
knows if he is being watched. Additional successes will pinpoint
the specifi c location of observers.
a radius no bigger than her Essence in yards. The released Essence
glows briefl y whenever it encounters anything that has been delib-
erately hidden. The Charm cannot locate items that have simply
been lost. Instead, someone must have deliberately hidden each
item. Also, there is no guarantee that any items discovered will be
relevant to the current investigation. Therefore, if the Charm is used
at the scene of a murder, it might reveal the victim’s stash of opium
hidden under a fl oorboard or her jewels locked up in a concealed
wall safe. The Charm will not detect items concealed on someone’s
person, nor will it reveal items hidden by Celestial-level Charms
or sorcery. Items concealed through lesser magic can be detected
if the Dragon-Blood’s player succeeds in a resisted (Perception +
permanent Essence) roll against the Essence of the individual who
used the concealing magic.
REVELATION OF A SSOCIATES H UNCH
Cost: 4m, 1wp; Mins: Investigation 4, Essence 2; Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Any Investigation Excellency
Just as each individual drop of water in the ocean is connected
to every other drop of water, so is each person connected spiritually
to those close to her, from friends to family to accomplices. Upon
meeting someone, the Dragon-Blood can gain an intuitive knowl-
edge of the person’s closest associates. Each success by the player
on a (Perception + Investigation) roll gives the Dragon-Blood the
name and a one-sentence description of two of the target’s allies,
contacts or employers, beginning with those most important to
the target.
HOMEWARD T RAIL D ISCOVERY M ETHOD
Cost: 4m, 1wp; Mins: Investigation 4, Essence 3; Type: Simple
167
CHAPTER FIVE • CHARMS
This is a refl exive Charm that can be used freely without
the need for a Combo. It can be used on any tick.
TRACKLESS W ALK S TYLE
Cost: 2m; Mins: Larceny 3, Essence 2; Type: Simple
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Observer Awareness Method
Notwithstanding the claims of Immaculate theology, Dragon-
Bloods do make excellent spies and assassins, and all of the Great
Houses have scions skilled at evading detection. While this Charm
is in effect, the Dragon-Blood will leave absolutely no physical
evidence of her identity at a location, such as a crime scene or the
like. The Dragon-Blood will leave neither footprints nor fi ngerprints,
even if he walks through mud or handles a sticky substance. Not
so much as a single strand of hair will be left behind. The only
exception is a clue that the Dragon-Blood may choose to leave at
a crime scene, such as a calling card. Such deliberate clues can be
left without otherwise weakening the Charm’s effect. The Charm
does not prevent supernatural tracking attempts, although it com-
pletely negates the effect of Bloodhound’s Nose Technique (see p.
165). The Charm is best used for short periods of time, however,
as it is ineffi cient for such actions as fl eeing across a large forest
without leaving tracks.
EARS OF THE S NOWY O WL
Cost: 1m; Mins: Larceny 4, Essence 2; Type: Simple
Keywords: Combo-OK
Duration: One minute
Prerequisite Charms: Observer Awareness Method
The ability to eavesdrop is the essence of effective spying,
and none are better at it than the Children of Daana’d. While this
Charm is in effect, the Dragon-Blood can hear conversations and
other sounds going on in adjacent rooms as if there were no walls
in place, ignoring any penalties associated with obstacles between
her and the objects of her attention. The Charm does not eliminate
penalties due to distance, just physical obstructions. Consequently,
most Dragon-Blooded who rely on this Charm also learn at least
one refl exive Awareness Excellency that can be used concurrently
with Ears of the Snowy Owl.
NAKED T HIEF S TYLE
Cost: 2m, 1wp; Mins: Larceny 4, Essence 2; Type: Supplemen-
tal
Keywords: Combo-OK
Duration: One task
Prerequisite Charms: Any Larceny Excellency
This Charm allows the Dragon-Blood to exercise his larcenous
intent when stripped of his tools or even the clothes on his back.
168
The Exalt can fashion out of solidifi ed Essence simple tools for
picking locks, cutting through bars or jimmying doors. The Charm
gives no particular benefi t to the Exalt’s attempt. It simply gives
him access to tools of the trade he otherwise would not possess. The
Charm requires a separate use for each individual Larceny task. If
the Exalt summoned a hacksaw to cut through bars, it would last
for the duration of the attempt. If, after bypassing the bars, the
Dragon-Blood was confronted with a lock to be picked or even a
separate set of bars to cut through, he would have to activate the
Charm again.
WINDOW-IN-THE-DOOR T ECHNIQUE
Cost: 2m; Mins: Larceny 5, Essence 2; Type: Simple
Keywords: None
Duration: Three ticks
Prerequisite Charms: Ears of the Snowy Owl, Naked Thief Style
A wise thief always seeks to know what she is getting into before
barging into a room or even opening a locked chest. Such questions
are answered for Dragon-Blooded who possess this Charm. After
the character spends the Essence, a one-foot radius area before his
eyes becomes transparent, whether it is part of a door, a wall or a
hidden safe. The maximum thickness that can be penetrated with
this Charm is equal to three inches for stone, about six inches for
wood or weaker materials, and only one inch for iron. The magi-
cal materials cannot be penetrated with the Charm, which lasts
only three ticks and allows the character alone to see through the
transparent circle. Walls, doors and containers can be enchanted
with sorcery to prevent penetration by this Charm.
IMPOSTERS V OICE T ECHNIQUE
Cost: 2m; Mins: Larceny 3, Essence 2; Type: Simple
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
This Charm elevates common mimicry to supernatural levels.
For the duration of a scene, the Dragon-Blood using this Charm
can perfectly duplicate another person’s voice or the sound of any
animal, spirit or other creature, as well any other sound he hears.
The character must have heard the voice or sound at least once,
and his player must succeed on a (Perception + Larceny) roll for
the character to properly remember all of the sound’s nuances. The
diffi culty of the roll is determined by the nature of the sound to
be duplicated. Duplicating the voice of a person is generally only
diffi culty 1, while mimicking an unusual animal might require two
or three successes. Imitating the sound of a three-mouthed god who
speaks only in music might have a diffi culty of 5. This Charm will
not duplicate any supernatural effects associated with the sound
duplicated, such as an animal roar that invokes supernatural fear,
and each different sound to be imitated requires a new use of the
Charm. The Charm will automatically fool any animals trained
to respond only to the voice of the person imitated, and it will
automatically fool any person, including the closest associates of
the person imitated, unless a listener is using a Charm or spell that
improves hearing.
Wood Aspects have access to a Performance Charm called
New Voice Technique, which is functionally identical to this one
except that it requires Performance 3 instead of Larceny 3.
PRECISE I NK T ECHNIQUE
Cost: 3m; Mins: Larceny 3, Essence 2; Type: Simple
Keywords: Combo-OK
Duration: One task
Prerequisite Charms: None
This Charm is employed by spies and forgers across the Realm.
A character using this Charm can duplicate both the handwriting
and writing style of another person. The character must either
currently have a specimen of the writing to be duplicated or else
the player must succeed on a (Perception + Larceny) roll to recall
a sample of writing the character has observed in the past. The
Charm can be used to forge anything from a simple signature to a
document with a maximum number of pages equal to the Dragon-
Blood’s Essence. Therefore, while the Charm can easily be used
to falsify a legal document, writing an entire novel in the target’s
handwriting and style would require many repeated uses of the
Charm. It is impossible to tell the forgery from the target’s normal
handwriting by any mundane means. If Charms or similar magic
are brought to bear on the forgery, the diffi culty for any roll for a
person analyzing the document to discover the truth is increased
by an amount equal to the Dragon-Blood’s Essence.
WATERS OF H ONESTY M ETHOD
Cost: 4m, 1wp; Mins: Larceny 2, Essence 1; Type: Simple
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
This simple Charm allows a Dragon-Blood observing some kind
of game or competition to instantly know if someone is cheating
and how the cheating is being accomplished. The Dragon-Blood
can observe only one game or competition at a time, but the Charm
can be used on any such event, from footraces to duels to any type
of dice or card game.
PERFECT G AMBLING P RANA
Cost: 4m; Mins: Larceny 3, Essence 2; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Waters of Honesty Method
This Charm, the use of which is highly illegal in both the Realm
and Lookshy, permits a devious character to control a single event
during the course of any game of chance, from a single throw of
the dice to the draw of a single card. The Dragon-Blood using this
Charm must be the one throwing the dice or drawing the card in
order to get any benefi t. Each new roll or draw demands a different
use of this Charm, and frequent uses can exhaust the character’s
Essence pool rapidly.
FLOOD OF V ICTORY P RANA
Cost: 5m, 1wp; Mins: Larceny 5, Essence 3; Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: Perfect Gambling Prana
The pinnacle of the art of illegal gambling, this Charm permits
the Dragon-Blood to automatically win whatever game she is playing.
The game in question must be a game of chance, be it dice, cards,
roulette or anything else in which luck is a determining factor. If
two characters both use this Charm in the same game, the one
with the highest permanent Essence wins. If both have the same
Essence, the outcome of the game is determined by opposed (Wits
+ Larceny) rolls. A Dynast caught using this Charm faces serious
social censure. A Dragon-Blood in Lookshy is more likely to face
criminal charges, while one foolish enough to use this Charm in a
casino operated by a god or Exalt risks a very unpleasant death.
169
CHAPTER FIVE • CHARMS
MARTIAL A RTS
The Dragon-Blooded collectively have access to more martial
arts styles than any other Exalted group due to the existence of
Immaculate training and the regimented lifestyle of the Seventh
Legion. Some of the martial arts styles most commonly practiced
by the Dragon-Blooded are described in Chapter Six (see p. 188).
The following Charms are special Dragon-Blooded Charms that
are available to any Terrestrial Exalt regardless of what style she
practices. Other Exalted martial artists cannot learn these Charms,
regardless of the style they pursue, unless they are Eclipse Caste
Solars or Moonshadow Caste Abyssals. These Charms are always
considered Water Aspect Charms regardless of whatever martial
arts style the Dragon-Blood using them studies.
BLADE-DEFLECTING P ALM
Cost: 1m; Mins: Martial Arts 3, Essence 1; Type: Refl exive (Step
5)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Any Martial Arts Excellency or any Charm
from any supernatural martial arts style
Lesser hand-to-hand combatants are forced to fall back when
confronted by bladed weapons, but not the Princes of the Earth.
When the Dragon-Blood activates this Charm, he can freely apply
his PDV to parry any incoming martial arts or melee attack with
his bare hands, even those that infl ict lethal damage.
This is a refl exive Charm that can be used freely without
the need for a Combo. It can be activated on any tick on which
the Exalt is subject to an attack.
BECOME THE H AMMER
Cost: 1m; Mins: Martial Arts 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Blade-Defl ecting Palm
This Charm focuses the Exalt’s Essence into her hands and
feet, transforming them into deadly weapons. A punch or kick
delivered in conjunction with this Charm infl icts lethal damage
instead of bashing damage and is considered an attack with a
lethal weapon for the purposes of determining whether the target
can parry. One mote must be spent per attack even if the attacks
are part of a fl urry.
DISARMING S TRIKE P RANA
Cost: 3m, 1wp; Mins: Martial Arts 4, Essence 3; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Become the Hammer
Even given the existence of Charms such as Blade-Defl ecting
Palm, an unarmed martial artist facing an armed opponent is usually
in great danger. This Charm lets him equal the odds by disarming
his opponent more easily by negating the normal -2 penalty for
disarming an opponent (see Exalted, p. 158). The Charm does not
allow the character to break or take the weapon, but he can choose
in which direction the weapon will land, which will be (5 + 1 per
additional success) yards away from its wielder.
DRAGON-CLAW E LEMENTAL S TRIKE
Cost: 1m; Mins: Martial Arts 4, Essence 2; Type: Supplemental
Keywords: Combo-OK, Elemental, Obvious
Duration: Instant
Prerequisite Charms: Become the Hammer
The Dragon-Blood’s intimate connection with the Elemental
Dragons permits her to infl ict an elemental effect in conjunction
with her hand-to-hand attacks. On a successful barehanded attack,
the Dragon-Blood may also infl ict an elemental effect appropriate
to her aspect on the target. Air directs a mighty burst of wind at the
target, forcing his player to roll (Dexterity + Athletics), diffi culty
4, to keep the character from falling. Earth roots the target to the
spot, preventing him from moving and infl icting a -2 penalty on his
DDV and any actions he takes until the Dragon-Blood’s next action.
Fire sets the target ablaze for a single action, infl icting four levels
of lethal damage in addition to the Dragon-Blood’s normal damage
dice pool. Water lls the target’s lungs with seawater, adding three
ticks before his next action due to violent coughing. Wood poisons
the target’s blood, causing him to suffer a -1 penalty on all actions
for the scene if he fails a refl exive (Stamina + Resistance) roll.
This Charm is actually a cluster of Charms, one for each of
the fi ve elements. A Dragon-Blood can learn multiple versions of
this Charm (and even combine two or more into a Combo), but
he must learn the one associated with his aspect element fi rst. Re-
gardless of which version is used, the Charm is always considered
a Water Aspect Charm for purposes of determining whether the
one-mote surcharge for out-of-aspect Charms applies. Therefore,
a Fire Aspect who puts the Fire, Water and Wood versions of the
170
Charm into a single Combo must pay a total Essence cost of six
motes (one mote per individual Charm plus one surcharge mote
per Charm), while a Water Aspect with the same Combo need
pay only three motes.
SAIL
HURRICANE-PREDICTING G LANCE
Cost: 1m; Mins: Sail 2, Essence 1; Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: None
With a glance toward the western sky and a quick whiff of
the sea salt in the air, the Dragon-Blood can fl awlessly predict the
course of the weather for the day by intuitively sensing the currents
of the ocean and the air. The Charm will not help the Dragon-
Blood predict supernatural changes to the weather made after her
prediction. It can, however, sometimes predict phenomena related
in some way to the weather or to the seas, such as deducing when
an enemy fl eet is most likely to leave port by knowing the tidal
patterns or predicting an earthquake by foreseeing the tsunami it
will cause. In order to use this Charm, the Dragon-Blood mustºbe
on water. It automatically fails when she is standing on land.
SEVEN S EAS W IND-LURING C HANTY
Cost: 5m; Mins: Sail 2, Essence 1; Type: Simple
Keywords: None
Duration: One hour
Prerequisite Charms: Hurricane-Predicting Glance
As per Harmonious Wind-Luring Song on page 134. The
Dragon-Blood must be at sea to use this Charm.
STORM-OUTRUNNING T ECHNIQUE
Cost: 3m; Mins: Sail 3, Essence 2; Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: Hurricane-Predicting Glance
The Children of Daana’d are one with the oceans, and the
winds and waves respond to their call. For the duration of a scene,
the Dragon-Blood can double his ship’s rate of movement. While
not a long-term aid to travel, this Charm can make sure that one
ship beats another into port or that the ship can outrun bad weather
or pirates. If the ship is forced to take a path through dangerous
waters at its accelerated speed, Sail rolls may be required to main-
tain control of the ship and keep it from running aground. This
Charm has absolutely no effect if the ship is totally becalmed. It
can double the current speed of a ship, but it cannot cause a ship
to move without any wind or current at all.
FINE P ASSAGE N EGOTIATING S TYLE
Cost: 3m; Mins: Sail 4, Essence 2; Type: Refl exive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Hurricane-Predicting Glance
Being one with the ocean also attunes the Dragon-Blood to
what lies beneath it. For the duration of a scene, the Dragon-Blood
intuitively knows of any submerged hazards within fi ve miles of
her current location (assuming she is at sea, of course), effectively
adding three dice to any Sail rolls that involve navigating through
such hazards. The Charm does not automatically protect the ship
from harm. A bad roll by the player might still cause the ship to
be ripped asunder. Also, the Charm only gives an awareness of
submerged static hazards. It gives no insight into the actions of the
band of pirates preparing an ambush, the oncoming Resplendent
Dolphin Undersea Courier full of Anathema or the hungry aquatic
behemoth approaching from the depths.
This Charm is a refl exive one that can be used freely with-
out the need for a Combo. If used during combat, it can only be
activated on a tick upon which the Dragon-Blood acts but not
on any of the intervening ticks that come between them. In mass
combat, it can be used on any long tick.
STURDY B ULKHEAD C ONCENTRATION
Cost: 3m; Mins: Sail 4, Essence 3; Type: Simple
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Fine Passage Negotiating Style
While Fine Passage Negotiating Style can warn an attentive
Dragon-Blood of approaching hazards capable of tearing the ship
asunder, such hazards are not always avoidable. At such times,
Dragon-Blooded at sea are grateful for this Charm, which can aug-
ment the integrity of a ship’s hull without reducing the ship’s speed.
When a character uses this Charm on a ship, its hull gains three
additional health levels and two additional soak. The Charm lasts
for a scene or until the Dragon-Blood leaves the vessel.
171
CHAPTER FIVE • CHARMS
DECK-STRIDING T ECHNIQUE
Cost: 3m (or 6m); Mins: Sail 3 (or 5), Essence 2; Type: Refl ex-
ive
Keywords: Combo-OK, (Obvious), Touch
Duration: One scene
Prerequisite Charms: None
A ship can be hazardous terrain even in the calmest of seas,
as sailors constantly risk falling from the rigging, slipping on a wet
deck or getting knocked overboard during rough seas. This Charm
can negate such risks for both the Exalt and his crewmates. While
this Charm is in effect, the Dragon-Blood can make any normal
movements across the deck of a ship or up and down its rigging
without any possibility of falling, even in the roughest seas or while
the ship is under attack. The Charm also totally negates any move-
ment penalties associated with environmental effects such as ice,
snow, water or motion.
This Charm does not normally permit the sailor to perform
impossible feats such as walking along the side of a ship’s hull or
up the canvas of its billowing sails. However, if the Dragon-Blood
has Sail 5 and spends six motes instead of three, even these limits
are overcome, allowing him to perform impossible feats such as
standing horizontally on the ship’s mast or upside down from the
bottom of its crow’s nest. The sole limitation is that this Charm
can be used only aboard a ship of some sort, although exotic vessels
such as Haslanti air boats count as ships. In addition to granting the
aforementioned benefi ts of either version to himself, the Dragon-
Blood can also grant them to anyone else provided he pays the same
amount of Essence and touches the person to be affected.
This Charm is a refl exive one that can be used freely without
the need for a Combo. The Dragon-Blood can use it on himself on
any tick. If he wishes to use it on someone else, he can do so only
by touching the other person on a tick upon which he acts.
WOOD A SPECT
Sextes Jylis is credited by the Immaculate Order with a number
of astonishing and miraculous feats, many well beyond what even
the most powerful Terrestrial Exalted extant in the Age of Sorrows
could accomplish. A “wild man who came from the woods” prior to
his Exaltation, Sextes Jylis was thought to be a barbarian of some
description who came from the Far East. A skilled tracker, archer and
horseman prior to his Exaltation, the blessing of the Wood Dragon
raised these skills to superlative levels, while also elevating his ru-
dimentary knowledge of herbalism into an intuitive understanding
of medicine surpassing that of the Twilights and No Moons.
According to other sources, Wood Aspects of the First Age
were chiefl y used as archers, rangers, cavalry or battlefi eld medics.
Few Wood Aspects specialized in Performance during the time
of the Primordial War, as such activities were deemed somewhat
frivolous in the face of a battle against chthonic elder beings, but
most Wood Aspects had some performance skills, which were relied
upon to help maintain troop morale.
172
ARCHERY
DRAGON-GRACED A RROW
Cost: 1m; Mins: Archery 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Elemental, Obvious
Duration: Instant
Prerequisite Charms: None
With this Charm, the Dragon-Blood can channel the power
of his aligned element into a shaft and unleash it on a target. On
a successful Archery attack, the Dragon-Blood may also infl ict an
elemental effect appropriate to his aspect on the target. Air buffets
the target, subtracting two dice from his next action. Earth triggers
a tremor beneath the target’s feet, forcing his player to successfully
roll (Dexterity + Athletics), diffi culty 4, to keep him from falling.
Fire sets the target ablaze for an action, infl icting four levels of
lethal damage. Water lls the target’s lungs with seawater, adding
three ticks before his next action due to violent coughing. Wood
increases the damage of the Dragon-Blood’s arrow by +2L due
the thorns covering it. The Essence for this Charm must be spent
separately for each arrow fi red. Although this Charm can be put
into a Combo with an extra action Charm such as Swallows Defend
the Nest, a particular target cannot be subjected to more than one
particular elemental effect at a time. A Fire Aspect, for instance,
could fi re three separate arrows at three separate targets infl icting
four additional levels of fi re damage on each one. An Air Aspect
and Earth Aspect could each shoot the same target and each infl ict
their respective penalties on that target, but a Fire Aspect could
not hit the same target twice and infl ict +8L fi re damage.
Regardless of the specifi c elemental version learned, this
Charm is always considered a Wood-aspected Charm for purposes
of determining whether the one-mote surcharge for out-of-aspect
Charms applies, and Dragon-Blooded can learn only the version
associated with their aspects.
SWALLOWS D EFEND THE N EST
Cost: 1m per arrow; Mins: Archery 3, Essence 2; Type: Extra
Action
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Dragon-Graced Arrow
With this Charm, the Wood Aspect becomes one with her
bow and arrows, and she can transcend the normal limits of what
is possible with both wood and sinew. The Dragon-Blood can fi re
multiple arrows on a single tick as part of a magical fl urry. Each
arrow fi red after the fi rst costs one mote of Essence but is fi red with
the Dragon-Blood’s full dice pool. The maximum number of arrows
a Dragon-Blood can fi re as part of a single action is equal to his
permanent Essence.
DRAGONFLY F INDS M ATE
Cost: 1m; Mins: Archery 3, Essence 2; Type: Refl exive (Step 5)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Dragon-Graced Arrow
The peerless archery of this Wood Aspect is such that she
can shoot projectiles out of the air, including arrows fi red at her. If
the Dragon-Blood wishes to defl ect an incoming missile with an
arrow of her own, the player must roll (Dexterity + Archery) and
compare the results to the attacker’s roll. The attack is parried only
if the player’s roll equals or exceeds the attacker. A partial parry
achieves nothing.
This Charm is a refl exive one that can be used freely without
the need for a Combo. It can be activated on any tick on which
the Exalt is subject to an attack, provided, of course, that the
Dragon-Blood has her bow and arrows handy.
SEVEN-YEAR S WARM V OLLEY
Cost: 3m, 1wp + 1m per person defended; Mins: Archery 4, Es-
sence 2; Type: Simple
Keywords: Combo-OK
Duration: One action
Prerequisite Charms: Dragonfl y Finds Mate
Having mastered the art of protecting himself from ranged
attacks by shooting projectiles out of the sky, the Dragon-Blood
can now extend this protection to his allies. The Dragon-Blood
must spend a base cost of three motes and one Willpower plus one
mote per person to be protected, including himself. He must also
have two arrows per person handy. His player then rolls (Dexter-
ity + Archery). For every success rolled, the DV of every protected
ally increases by one against ranged attacks. Once this Charm is
in effect, the Dragon-Blood cannot take any other actions (such as
combining his defense with another action as part of a fl urry), nor
can he undertake any non-refl exive actions until his next regular
action, or else, the Charm’s effect ends immediately.
173
CHAPTER FIVE • CHARMS
SPARROW D IVES AT H AWK
Cost: 5m, 1wp; Mins: Archery 4, Essence 3; Type: Refl exive
(Steps 5 and 9)
Keywords: Combo-OK, Counterattack
Duration: Instant
Prerequisite Charms: Seven-Year Swarm Volley
The Charm Dragonfl y Finds Mate permits the Dragon-Blood to
knock the projectiles of his enemies from the sky with well-placed
arrows. This Charm goes one better, as the Dragon-Blood’s arrow goes
on to strike the foolish one who dared to strike at a Prince of the Earth.
As with Dragonfl y Finds Mate, the Exalt’s player must roll (Dexterity
+ Archery). If the successes rolled by the player equal or exceed those
of the attacker, the ranged attack is defl ected. Furthermore, any suc-
cesses in excess of those rolled for the attacker represent a refl exive
archery attack made against that enemy. Also, the enemy’s DV is not
subtracted from this refl exive attack, unless the enemy has access to
refl exive Charms that can be used to raise DV from zero or the enemy
is already subject to a Charm with a persistent defense.
This Charm is a refl exive one that can be used freely without
the need for a Combo. It can be used on any tick. It is, however,
an exception to the normal rules for Dragon-Blooded refl exive
Charms. Specifi cally, on any tick upon which the Dragon-Blood
uses Sparrow Dives at Hawk, he cannot use any other Charms,
including refl exive Charms, except for additional uses of Sparrow
Dives at Hawk. Naturally, this limitation does not apply if the
Charm is part of a Combo.
HARVEST OF THE H UNTER
Cost: 2m; Mins: Archery 3, Essence 2; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Archery Excellency
The Children of Sextes Jylis rarely want for anything in the
forests they love, least of all ammunition. When the Dragon-Blood
requires arrows, he can approach any plant, from a common oak
tree to exotic plants such as desert cacti or marsh reeds. Then, once
he spends the requisite Essence, the plant will instantly “sprout”
into a number of arrows equal to the Dragon-Blood’s permanent
Essence. The Dragon-Blood can summon any conventional type
of arrow into existence, and the arrows are perfectly normal, if
somewhat strange-looking. The arrows can be shared with any of
the Dragon-Blood’s fellow archers.
UNOBSTRUCTED H UNTERS A IM
Cost: 4m + 1wp (optional); Mins: Archery 4, Essence 3; Type:
Refl exive (Step 3)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Harvest of the Hunter
With this Charm, the archer and arrow truly become one, as
the shaft can twist itself in fl ight to take a curved path toward its
target, bypassing the enemy’s cover. An attack accompanied by this
Charm totally ignores all ranged cover modifi ers granted by trees
and wooden objects. Once charged with Essence, the arrow passes
effortlessly through plants, trees, even wooden shields and timber
fortifi cations, regardless of their thickness. It cannot penetrate ob-
jects containing or reinforced with the magical materials, though.
Furthermore, if the arrow cannot go through cover, it can try to go
around it. If the Dragon-Blood spends one Willpower in addition to
the normal four motes of Essence, the arrow can alter its trajectory
in mid-fl ight to curve around cover or fi nd the tiniest eye slit in a
reinforced bunker. The target’s DV bonus acquired through being
behind cover decreases by -1 per dot of the Dragon-Blood’s perma-
nent Essence. Only the DV bonus acquired from cover is affected
this way, and regardless of the nature of the target’s cover, it must
be possible for an arrow to reach him by some trajectory. Arrows
augmented by this Charm cannot be used to penetrate armor by
“targeting its weak points.”
This Charm is a refl exive one that can be used freely without
the need for a Combo. It can be activated only on a tick upon
which the Dragon-Blood acts normally, however. It cannot be
used on any tick falling between actions.
LIFE-SWELLING S AP S TRIKE
Cost: 3m; Mins: Archery 5, Essence 3; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Unobstructed Hunter’s Aim
Of all the Immaculate Dragons, none was as implacable a foe
to the undead as Sextes Jylis, for it was his way as an embodiment
of life itself to oppose the forces of death. When a Wood Aspect
res an arrow toward one of the undead and activates this Charm,
the arrow sprouts leaves in mid-fl ight without affecting its trajec-
tory. Upon striking an undead creature, it erupts into full bloom,
ensnaring the foul thing in crushing vines. As a result of this magic,
174
the arrow infl icts aggravated damage on its undead target instead of
lethal. This Charm is equally as useful against materialized ghosts,
nemissaries and hungry ghosts. It has no special effect against Abys-
sals, Deathlords or the living, however, though a successful hit still
infl icts normal damage.
RAVENOUS T HORN T ECHNIQUE
Cost: 3m; Mins: Archery 5, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Life-Swelling Sap Strike
With this Charm, the Wood Aspect can breathe new life into
a wooden shaft, causing it to sprout writhing vines and hungry
roots the instant it strikes its target. The arrow infl icts its normal
damage, and if the archer’s initial attack causes any damage to the
target at all, the arrow sprouts roots and creepers that bore into the
target’s body. These tendrils infl ict additional damage equal to the
base damage type of the arrow (a minimum of 1L) on the tick upon
which the arrow strikes. This additional damage ignores armor and
may be soaked only with Stamina and other natural soak. The arrow
infl icts this damage again fi ve ticks later and again every fi ve ticks
thereafter until it is removed or until it infl icts the extra damage a
total number of times equal to the archer’s permanent Essence. The
extra damage infl icted cannot be healed until the arrow is removed,
which requires a (Dexterity + Medicine) roll with a diffi culty equal
to the permanent Essence of the archer.
MEDICINE
INFECTION-BANISHING P RANA
Cost: 1m; Mins: Medicine 2, Essence 2; Type: Simple
Keywords: Touch
Duration: Instant
Prerequisite Charms: None
Even a person who survives brutal injuries can still suffer
and die from the deadly infections that accompany such injuries
unless he is protected by the blessings of the Elemental Dragons.
The Dragon-Blood can instantly cure any existing infection with a
touch and the expenditure of a single mote of Essence. Furthermore,
wounded persons treated with this Charm will not become infected
in the future as a result of any wounds they had when the Charm
was used. This Charm does not heal the wounds that initially led
to the infection, nor does it protect the patient from infections
springing from future wounds.
DREAD I NFECTION S TRIKE
Cost: 2m; Mins: Medicine 3, Essence 2; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Infection-Banishing Prana
Medicinal knowledge can kill as well as heal, infect as well
as purify. The Dragon-Blood using this Charm can enchant her
weapon so that any wounds it causes are much more likely to become
175
CHAPTER FIVE • CHARMS
infected. When this Charm is invoked, the diffi culty to resist infec-
tion from a lethal wound infl icted by the Dragon-Blood increases
by two, even for Exalted. The Essence must be spent before the
attack roll, and the attack must infl ict at least one level of lethal
damage or the Essence is wasted. Using this Charm against a fellow
Dragon-Blood is a sure way for the character to win enemies for
himself, as there is no weapon more hated or feared in the Age of
Sorrows than disease. This Charm is explicitly allowed to be used
in Combos with Charms of other Abilities.
DISEASE-BANISHING T ECHNIQUE
Cost: 4m, 1wp; Mins: Medicine 4, Essence 2; Type: Supplemen-
tal
Keywords: Combo-OK, Touch
Duration: Instant
Prerequisite Charms: Infection-Banishing Prana
This Charm elevates the Wood Aspects to the status of healers
of legend, although its failure during the time of the Great Contagion
was a mighty blow to the Wood Aspects’ collective pride. With this
Charm, a Dragon-Blood can cure any non-magical disease with a
touch. She must fi rst make an ordinary diagnosis with her Medicine
Ability prior to attempting to heal the disease, as she must understand
what kind of plague confronts her. If the diagnosis is successful, the
Dragon-Blood need only spend the Essence and Willpower and
touch her patient to purge the illness from the patient’s body. This
purge is quite violent, and the patient is likely to convulse and
expel the sickness, in the form of a repulsive ichor from his mouth,
nose and elsewhere as soon as the Charm takes effect. If this occurs
during combat, the patient is automatically rendered inactive for
a number of actions equal to the disease’s Treated Morbidity (see
Exalted, p. 350). The Dragon-Blood can cure a magical disease only
if his permanent Essence equals or exceeds the Magical Treatment
Diffi culty for the illness, and no Dragon-Blood is capable of curing
the Great Contagion with this Charm.
WOUND-CLOSING T OUCH
Cost: 2m per lhl converted, plus 1wp; Mins: Medicine 4, Essence
3; Type: Simple
Keywords: Combo-OK, Touch
Duration: Instant
Prerequisite Charms: Disease-Banishing Technique
With this Charm, the Dragon-Blood can instantly staunch the
bleeding of herself or someone else and also facilitate the healing
of wounds. For every two motes spent, the Dragon-Blooded can
convert one lethal wound level into a bashing level. Healing even
one level of damage also automatically closes any bleeding wounds.
This Charm can be used on another just as easily as the Exalt uses
it on herself. The Dragon-Blood need only spend one Willpower
point per application of this Charm.
GRIEVOUS W OUND A LTERATION E NERGY
Cost: 3m and 1wp per ahl converted; Mins: Medicine 5, Essence
3; Type: Simple
Keywords: Combo-OK, Touch
Duration: Instant
Prerequisite Charms: Wound-Closing Touch
With this Charm, the Dragon-Blood can cause himself or
someone else to more quickly heal even the most serious of injuries.
For every three motes spent, the Dragon-Blood can convert one
level of aggravated damage into lethal damage. Healing even one
level of damage also automatically closes any bleeding wounds. This
176
Charm can be used on someone else just as easily as the Exalt uses
it on himself. The Dragon-Blood must spend one Willpower per ag-
gravated health level converted. Damage converted from aggravated
to lethal can be further transformed into simple bashing damage
through a subsequent application of Wound-Closing Touch.
MADNESS-ANALYZING S TARE
Cost: 3m; Mins: Medicine 3, Essence 2; Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Infection-Banishing Prana
There is more to the healing arts than rejuvenation of the
body. A good physician must also tend to his patient’s mind. This
Charm permits a Dragon-Blood to analyze another character and
diagnose any external infl uences that cloud her mind. Such infl u-
ences can include mind-effecting sorcery or Charms, as well as
derangements. The Dragon-Blood’s player must roll (Perception
+ Medicine) at a diffi culty of 2. If the roll is successful, the Exalt
can detect the existence of any external infl uences on the target
as well as the nature of any derangements. With four or more suc-
cesses, the Dragon-Blood can trace external magical infl uences
back to their source or instantly understand the root cause of any
natural derangement (adding two dice to any subsequent attempt
to cure the patient of her mental illness). The Dragon-Blood can-
not use this power on himself. The Charm can diagnose a patient
suffering from a low-Willpower compulsion and even identify the
approximate nature of any Exalt’s Virtue Flaw while he is in Limit
Break, but it can neither diagnose nor aid in curing any aspect of
the Great Curse.
PURITY OF M IND M ETHOD
Cost: 5m, 1wp; Mins: Medicine 4, Essence 3; Type: Simple
Keywords: Combo-OK, Touch
Duration: Instant
Prerequisite Charms: Wound-Closing Touch, Madness-Analyz-
ing Stare
With a simple kiss to the patient’s forehead, the Dragon-Blood
can exert mastery over the illness that plagues the patient’s mind.
This Charm can instantly remove any normally acquired derange-
ment from the patient. The Dragon-Blood must fi rst have used
Madness-Analyzing Stare to isolate the root cause of the patient’s
mental problems, and the Charm must be used multiple times if the
patient has multiple maladies. In addition to normal derangements,
the Charm will instantly end the effects of any Charms exerting
unnatural mental infl uence over the patient except for Servitude
effects. The Dragon-Blood must spend 10 motes instead of fi ve in
order to defeat a mental infl uence Charm used by a Celestial Exalt.
This Charm can counteract mental infl uences caused by sorcery,
but only if the spell’s effect was instant. Ongoing effects can only be
countered by Emerald Countermagic or similar spells. This Charm
has no power in the face of the Great Curse.
VERDANT C URTAIN OF S ERENITY
Cost: 5m, 1wp; Mins: Medicine 5, Essence 3; Type: Refl exive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Purity of Mind Method
As per Granite Curtain of Serenity on page 145.
JADE C RUCIBLE M ETHOD
Cost: Special, 1wp; Mins: Medicine 5, Essence 4; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Grievous Wound Alteration Energy, Purity
of Mind Method
With this Charm, the Exalt approaches the Immaculate
Dragons themselves in his understanding of the interrelationship
between the physical body and the Essence that animates it. This
Charm allows the Dragon-Blood to tap into the hidden wellspring
of Essence within himself by sacrifi cing some of his own health
and vitality to release new Essence for more immediate use. The
player of the character invoking this Charm must decide how many
health levels are to be sacrifi ced in its activation. He then rolls (the
character’s permanent Essence + Medicine). Each success on the roll
grants one mote of Peripheral Essence per health level expended.
The resulting damage to the Dragon-Blooded is considered lethal,
and any resulting damage penalties do not apply until after the roll
is made for this Charm. Essence gained in this way can increase the
character’s Peripheral Essence pool in excess of its normal limit, but
any such excess Essence is lost at the end of the scene.
MOST B ENEFICENT S EED OF THE F IVE D RAGONS
Cost: 8m, 1wp; Mins: Medicine 5, Essence 5; Type: Simple
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Jade Crucible Method
The Dragon-Blooded are each attuned to one of the fi ve
elements, but like all living beings, each also contains a piece of
all fi ve elements. Having mastered the secrets of life itself, the
Dragon-Blood who knows this Charm can cause the seed of any
of the fi ve elements to blossom within herself. For the duration of
this Charm, the Dragon-Blood can assume the elemental aspect of
any element other than the one to which she is normally aligned.
The Dragon-Blood’s anima power changes to that of the new ele-
ment, and she will fi nd that she need no longer pay the one-mote
surcharge for out-of-aspect Charms for the new aspect, but must
pay it for her old aspect. If the Dragon-Blood has mastered an
out-of-aspect Glorious Dragon Style, she can still use Charms of
that aspect without paying a surcharge, and she cannot change her
“extra” aspect with this Charm. Only her natural aspect is affected.
The character can end the effects of this Charm on any tick during
the scene as a refl exive action, but doing so will instantly terminate
any benefi ts gained from the use of the new anima power.
Because the Charm lasts for only a scene, it cannot affect which
Abilities are considered favored by the character for experience cost
or training time purposes. Many elemental Charms have different
effects depending on the aspect of the Dragon-Blood who uses them.
Some only allow a Dragon-Blood to use the version associated with
her normal aspect, while others represent a cluster of fi ve elemental
Charms that can all be learned independently. If a Dragon-Blood
who deploys Most Benefi cent Seed of the Five Dragons has any
elemental Charms of the former group, the aspect of those Charms
switches to the Exalt’s new aspect for the duration of the scene. If
the Dragon-Blood has any Charms of the latter group (i.e., Charms
that can be learned for any aspect), those Charms are not altered.
This Charm is explicitly allowed to be included in Combos along
with Charms of other Abilities.
PERFORMANCE
TALENTED I MPROVISATION
Cost: 1m; Mins: Performance 2, Essence 1; Type: Simple
177
CHAPTER FIVE • CHARMS
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Any Performance Excellency
There are a vast number of musical instruments in Creation,
more than any single Exalt could ever completely master. With this
Charm, however, the Dragon-Blood can instantly become profi cient
(if not more so) at any single musical instrument. For the duration
of the scene, the Dragon-Blood can apply his Performance Ability
without penalty to any instrument for which he does not possess a
specialty. He can also intuitively understand forms of musical nota-
tion that are alien to him, such as First Age compositions.
DANCE OF F LASHING S WORDS
Cost: 2m, 1wp + 1m per extra foe; Mins: Performance 4, Essence
2; Type: Refl exive
Keywords: Combo-OK, Illusion
Duration: One scene
Prerequisite Charms: Talented Improvisation
From time to time, an Exalted warrior fi nds herself in the dif-
cult position of being forced to fi ght when it is undesirable to be seen
ghting. Sometimes, the Dragon-Blood is forced to fi ght an ally under
some kind of mind control and she does not wish to let enemies know
of her circle’s internal strife. Other times, the Dragon-Blood might
be undercover in an enemy city and need to subdue her opponents
in a public place without bystanders calling out the city guards.
With this Charm, the Dragon-Blood can place anyone observing her
combat under the illusion that the combat itself is not a serious fi ght.
Depending on the circumstances and how the Dragon-Blood chooses
to manipulate the Charm, observers might believe that the fi ght is
simply some kind of street theater or that an implacable enemy assassin
is simply a “drunken friend who has had too much ale.” Regardless of
the context, affected observers believe that the fi ght is entertaining
and nonthreatening, and they will generally refrain from attempting
to intervene or from calling for the guards.
The Dragon-Blood can disguise a confl ict between herself
and a single person plus one additional extra per extra mote spent.
She cannot disguise a confl ict if her enemies include more than
one character who is not an extra. The other combatants in the
ght are not affected by this illusion, and nothing prevents one
of them breaking off the fi ght to summon help while the others
continue to fi ght. Anyone who knows for certain that the fi ght
is real before the Charm is activated (such as allies of the other
combatants who were not close enough to Join Battle at the time)
is unaffected. Likewise, anyone who arrives on the scene later dur-
ing the fi ght with reason to believe the fi ght is real (such as allies
who were summoned by a combatant who ran off to get help) is
unaffected. If someone does arrive after the Charm’s activation,
however, the Dragon-Blooded can add him to the “mock fi ght”
with the refl exive expenditure of a single mote of Essence, so
that the arrival of new combatants will not break the Charm’s
hold on bystanders. This Charm does not fool characters with an
Essence rating higher than the character using the Charm, nor
does it affect any character whose Dodge MDV is higher than the
Dragon-Blood’s (Performance + Essence).
This Charm is a refl exive one that can be used freely without
the need for a Combo. It can be used on any tick.
BLOSSOM H IDES T HORNS
Cost: 3m; Mins: Performance 4, Essence 3; Type: Refl exive
(Step 3)
Keywords: Combo-OK, Illusion
Duration: Instant
Prerequisite Charms: Dance of Flashing Swords
The Dragon-Blooded are social creatures, enamored of culture
and art, but they are also creatures of violence, passion and cun-
ning artifi ce. With this Charm, a Dragon-Blood who is currently
engaged in a performance of some kind can initiate a surprise
attack on a target while disguising it as simply another part of
178
the performance. The player of the target can attempt a refl exive
(Wits + Awareness) roll to anticipate the sneak attack, but the
diffi culty is equal to the Exalt’s Essence. If that roll is unsuccessful,
the target’s DV is reduced to zero for the Dragon-Blood’s surprise
attack. Any target will realize that he has been attacked after he
has taken any damage, but if an attack misses, the target might not
even notice that it took place unless at least one success is rolled for
him on a (Wits + Awareness) roll. Also, if the damage to a target
is suffi cient to kill the target with a single blow, bystanders might
not even notice that an attack took place until the victim’s body
is discovered. This discovery might take some time if, for example,
the target was slain in his box seat by a singer performing on stage
at an opera. This Charm cannot be used after combat has begun.
It can be used only while the Dragon-Blood is in the midst of some
kind of performance activity.
This Charm is a refl exive one that can be used freely without
the need for a Combo. It can be used only on a tick upon which
the Dragon-Blood acts.
NEW V OICE T ECHNIQUE
Cost: 2m; Mins: Performance 3, Essence 2; Type: Simple
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
As per Imposter’s Voice Technique on page 168.
HIDDEN P ETAL A RIA M ETHOD
Cost: 2m per subject; Mins: Performance 3, Essence 2; Type:
Refl exive (Step 3)
Keywords: Combo-OK
Duration: Special
Prerequisite Charms: Any Performance Excellency
A truly gifted performance contains multiple layers of commu-
nication, as a single turn of an actor’s head or a single note artistic
ourish in a musical performance can contain nuances that only a
true afi cionado can appreciate. With this Charm, a Dragon-Blood
can weave hidden subtexts and messages into his performance, ideas
that only audience members of his choice can perceive. The Exalt
must spend two motes per person with whom he wishes to commu-
nicate secretly, and the Charm can only be used in the course of a
performance. Once the Charm is activated, he can deliver messages
of almost any length, which the subject perceives subliminally, as
if the Exalt were speaking in a slow monotone voice. The Charm
does not permit the subject to communicate anything back to the
Dragon-Blood, but if multiple Dragon-Blooded with this Charm
are performing together on the same stage, they can have lengthy
conversations or even arguments without the audience being any
the wiser. Highly specialized or technical knowledge generally
cannot be communicated with this Charm.
This Charm is a refl exive one that can be used freely without
the need for a Combo. It can be used only on a tick upon which
the Dragon-Blood acts.
SOUL-STIRRING P ERFORMANCE M ETHOD
Cost: 5m, 1wp; Mins: Performance 4, Essence 2; Type: Simple
Keywords: Combo-OK, Compulsion, Emotion
Duration: One scene
Prerequisite Charms: Any Performance Excellency
A Dragon-Blooded performer can invoke a powerful response
in her audience, one capable of creating a degree of emotional
control or even of infl icting a compulsion on the audience. There is
virtually no limitation on the degree of emotional control that the
Dragon-Blooded can exert over an audience with this Charm other
than the fact that individuals cannot be overwhelmed with suicidal
despair. A compulsion infl icted on the audience can be anything from
“only buy goods from House V’neef” to “burn down this building.”
The Charm cannot induce any single audience member to violate a
Motivation or breach an Intimacy, however, nor can it motivate the
audience to do anything particularly dangerous other than to simply
riot. Triggering a riot is not something one does lightly, though, as
the Dragon-Blood using this Charm has no control over the audi-
ence once the riot breaks out. Beyond these limitations, normal
mortals are virtually powerless to resist the effect, but any heroic
mortal in the audience might be able to resist if his MDV exceeds
the Dragon-Blood’s successes on a (Manipulation + Performance)
roll. Exalted and spirits are immune to this Charm.
The Dragon-Blood’s player must roll (Charisma + Performance),
and the diffi culty is determined by the number of people in the audi-
ence—a single success is suffi cient to affect a small crowd of only a
few dozen, while three successes give infl uence over hundreds and
ve successes can reach thousands. The character can deliberately
set out to affect only part of the audience (such as turning the poor
people in the cheap seats against the patricians in the boxes), but this
selectivity must be declared before the roll is made. The medium of
the performance can be almost anything and does not even require
the Dragon-Blood to verbally communicate with the audience. Plays,
179
CHAPTER FIVE • CHARMS
sanxian recitals, ballets or poetry readings are all equally as capable
of infl uencing the audience’s collective mood. If the roll is successful,
the Dragon-Blood can either inspire a deep-seated emotion in the
audience or invoke a minor compulsion.
PROTECTIVE P ERFORMANCE
Cost: 8m; Mins: Performance 5, Essence 3; Type: Simple
Keywords: Combo-OK, Compulsion
Duration: Until the performance ends, plus the Exalt’s Essence
in hours
Prerequisite Charms: Soul-Stirring Performance Method
This Charm was apparently created to allow Dragon-Blooded
performers to interfere with their fellows who were attempting
to improperly manipulate audience members with Soul-Stirring
Performance Method. The effect of the Charm combined with
the artistry of the Dragon-Blood’s performance enacts a potent
defensive magic on the entire audience. For the duration of the
performance, the diffi culty to affect any member of the audience
with mind-controlling Charms increases by an amount equal to
the Exalt’s Essence. Additionally, after the performance ends, the
diffi culty to use unnatural mental infl uence to turn any audience
member against the Dragon-Blood who used the Charm increases
by two. This secondary effect lasts for a number of hours equal to
the Exalt’s permanent Essence.
INVISIBLE S TREET P ERFORMER T ECHNIQUE
Cost: 3m; Mins: Performance 3, Essence 2; Type: Simple
Keywords: Combo-OK, Illusion
Duration: Until performance ends
Prerequisite Charms: None
It is diffi cult for beings as naturally ostentatious as the Dragon-
Blooded to escape notice. Fortunately, some musicians are skilled
enough to lull the senses of an observer as easily as a lullaby stills a
child into sleep. This Charm can be activated only while the Dragon-
Blood is playing a musical instrument. As long as she continues to
play, those around will not notice her presence. The knowledge that
someone is nearby softly playing a musical instrument tickles at the
edge of the observer’s consciousness, but he simply doesn’t give it
much thought. The player of any character who might observe the
Dragon-Blood must roll (Wits + Awareness) with a diffi culty of (the
Dragon-Blood’s Performance + instrument specialty). Even if the roll
is successful, the observer might still have no reason to notice the
Dragon-Blood’s presence unless the presence of a musician playing
an instrument is somehow out-of-place (such as a lone musician
strumming his sanxian on an empty street late at night).
In addition to a minimum of Performance 3, the Dragon-Blood
must also have a specialty in some kind of musical instrument or
else activate the Talented Improvisation Charm prior to beginning
her performance. Also, this Charm cannot be used in connection
with a particularly loud or piercing instrument. While a fl ute or
sanxian might fade into the background, clashing cymbals or koto
drums will not.
TIRELESS S TRING-PLUCKING M EDITATION
Cost: 5m (+1m per attack); Mins: Performance 4, Essence 3;
Type: Simple
Keywords: Combo-Basic
Duration: One day
Prerequisite Charms: Invisible Street Performer Technique
Most Dragon-Blooded favor stringed instruments, and virtually
all Dynasts are taught to play the sanxian as children. Essentially
a three-stringed banjo, the sanxian normally requires either false
ngernails or some sort of pick to play, and even the best musicians
can develop pain in their fi ngers through extensive playing. With
this Charm, the Dragon-Blood can play as long as she wishes with-
out pain, exhaustion or even hunger as long as she can continue
to pay the daily Essence requirement. Furthermore, she no longer
requires any equipment to pluck the strings of her instrument, as
her fi ngernails lengthen and harden into suitable picks. Finally,
as an added bonus, the Dragon-Blooded can further improve the
strength and sharpness of her fi ngernails to aid in hand-to-hand
attacks. By refl exively spending one mote while the Charm is ac-
tive, the Dragon-Blooded can cause a single attack made with her
bare hands to infl ict lethal damage.
VIBRATING S TRINGS D EFENSE
Cost: 5m; Mins: Performance 4, Essence 3; Type: Refl exive (Step
5)
Keywords: Combo-OK, Obvious
Duration: One scene
Prerequisite Charms: Invisible Street Performer Technique
Dragon-Blooded musicians rarely tolerate their performances
being interrupted by anything so gauche as an attack by armed men.
This potent Charm allows a Dragon-Blood to parry any attack with
the music he creates through his instrument. Those foolish enough
to attack the musician fi nd their mightiest melee and ranged attacks
turned aside by a particularly loud thrum of a sanxian’s strings or a
single mighty strike of a drum or gong.
For the duration of the scene, the Dragon-Blood can replace
his normal parry Ability with his Performance for purposes of cal-
culating Parry DV. Any dots the Dragon-Blood has in an applicable
Performance specialty also applies to calculating Parry DV. Finally,
any Performance Excellencies the Dragon-Blood has can be used
to further improve Parry DV for the duration of the scene, exactly
as if they were Melee or Martial Arts Excellencies.
In addition to a minimum of Performance 4, the Dragon-Blood
must also have a specialty in some kind of musical instrument or
else activate the Talented Improvisation Charm prior to beginning
her performance.
This Charm is a refl exive one that can be used freely without
the need for a Combo. It can be activated on any tick on which
the Exalt is subject to an attack.
THREE-STRING S WORD P RANA
Cost: 1m per 2lhl; Mins: Performance 5, Essence 4; Type:
Simple
Keywords: Combo-OK, Cooperative, Obvious
Duration: Instant
Prerequisite Charms: Vibrating Strings Defense
A gifted musician understands his instrument in the same way
that an archer understands his bow or a warrior his sword. For a
Dragon-Blood who knows this Charm, this sentiment is more than
a metaphor, as the Exalted musician can now launch deadly attacks
armed only with a sanxian, fl ute or any other musical instrument.
The attack is targeted with the Exalt’s (Wits + Performance) and
has an Accuracy bonus equal to the Dragon-Blood’s permanent
Essence. The attack also has a range of a number of yards equal
to the character’s (permanent Essence x 20), and it infl icts a base
damage of two levels of lethal damage per mote of Essence spent.
The musician cannot spend more motes of Essence than he has
dots in the Performance Ability. Although the attack is actually
made of sound powered by Essence, it typically manifests in some
180
more martial form according to the musician’s will and person-
ality, as well as by the potency of its damage potential.
Such manifestations often appear as slashing swords,
mailed fi sts, fi ery arrows or even charging
beasts, which come fl ying out of the Dragon-
Blood’s instrument hurtling toward their target.
Because these manifestations have a physical
component, such attacks can be parried or
dodged like any normal attack, and an attack
made with Three-String Sword Prana can be
used in conjunction with a fl urry as if it were
any other form of attack. Because of the
obvious nature of this Charm, it cannot
be combined in any way with the Charm
Blossom Hides Thorns.
Three-String Sword Prana is also a coop-
erative Charm, and multiple Dragon-Blooded who
know the Charm can combine their powers to form
greater effects. The characters’ combined Essence is
used to determine the maximum range, and the Ac-
curacy bonus of the attack is equal to the highest Essence
of any participant plus two per additional participant.
Also, each participant can spend Essence up to the limit
of his individual Performance Ability to purchase damage
dice, with all the dice purchased added together to form
the base damage pool. Generally, Dragon-Blooded may
use this Charm cooperatively only if the instrument used
is one large enough for all participants to play simultane-
ously. For example, the guzheng, an oversized lap harp,
is about four feet long and has18 to 25 strings. While
it is typically played by a single musician with the
instrument on his lap, it is big enough for two players
to play simultaneously. At the Storyteller’s discretion, it
might possible for a group of musicians to use this Charm
cooperatively with separate instruments if they have extensive
experience playing together in an ensemble (such as a gamelan
orchestra or a quartet of street musicians). The maximum number
of Exalted who can participate in the application of this Charm is
equal to the highest Essence of any participant.
RIDE
HEAVEN-GRACED R IDING T ECHNIQUE
Cost: 3m; Mins: Ride 2, Essence 1; Type: Refl exive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
With this Charm, the Exalted rider forges a
bond with his mount, fortifying and strengthening
it with Essence. Until the Dragon-Blood’s next
action, he can add his Ride rating in yards to his
mount’s movement rate and also add that amount
to the distance the mount can safely jump. Also,
during that time, the rider gains a +2 bonus on all
Ride-related dice pools, and his Ride is considered
to be one dot higher for purposes of limiting
his dice pools on other actions taken while
on horseback.
This Charm is a refl exive one that can
be used freely without the need for a Combo.
It can be used on any tick.
181
CHAPTER FIVE • CHARMS
EBONY S PUR T ECHNIQUE
Cost: 1m per 2 damage dice; Mins: Ride 3, Essence 2; Type:
Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Heaven-Graced Riding Technique
Those Exalted trained in mounted combat enjoy a great ad-
vantage on the battlefi eld due to their mounts’ superior height and
mobility. With this Charm, a Dragon-Blood becomes more effi cient
at employing the advantages of mounted combat. After his player
successfully makes a refl exive (Dexterity + Ride) roll, the Dragon-
Blood can add his Ride Ability to his damage dice in hand-to-hand
attacks made while mounted. This Charm can explicitly be included
in Combos with Charms of other Abilities.
CHARGE OF O NE H UNDRED G ENERALS
Cost: 1m per mount/rider pair or 5m per point of Magnitude, plus
1wp; Mins: Ride 3, War 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, War
Duration: One charge
Prerequisite Charms: Ebony Spur Technique
This Charm represents perhaps the most common Dragon-
Blooded magical cavalry tactic still in widespread use. Although its
value cannot be denied, it is only a pale shadow of the many Charms
defi ned by The Thousand Correct Actions of the Upright Soldier. The
Dragon-Blood must pay one Willpower plus one mote per horse and
rider affected, including the Dragon-Blood herself. For the duration
of a single charge, the Join Battle roll made for the Dragon-Blood
who initiates the Charm applies to every rider in the formation, and
the attacks of any of the riders are automatically resolved before any
delayed attack actions on the part of the defenders. Furthermore, the
player of any defender who suffers any damage must make an immediate
Ride or Athletics roll to keep his character from being unhorsed or
knocked down. The Dragon-Blood must ride with the charging allies,
who cannot number more than (his permanent Essence x 5).
If used in Mass Combat, the cost is fi ve motes per point of
Magnitude in the Dragon-Blood’s force, and the Charm cannot be
used to enhance any unit with a Magnitude higher than 2. Instead
of the effects described above, the Charm increases the unit’s Drill
and Might by one each for the duration of the charge, as well as the
cavalry unit’s Morale. If the defending force is required to make a
rout check, the diffi culty of that check also increases by one (see
“Mass Combat” in Exalted, starting on p. 158).
IRRESISTIBLE P ENETRATING C HARGE
Cost: 3m per point of Magnitude, 1wp; Mins: Ride 4, War 4, Es-
sence 3; Type: Supplemental
Keywords: Combo-OK, War
Duration: One charge or the Dragon-Blood’s Essence in long ticks,
whichever is less
Prerequisite Charms: Charge of One Hundred Generals
This variation of Charge of One Hundred Generals can be
used only for mass combat maneuvers. The Charm lets the Dragon-
Blood temporarily boost the effectiveness of large groups of mounted
cavalry. The Dragon-Blood must spend one Willpower plus three
motes for each point of Magnitude the cavalry unit possesses.
Beginning with the fi rst action of actual combat and lasting for
a number of long ticks equal to the Dragon-Blood’s Essence, the
Dragon-Blood’s (Ride + Essence) is added to the unit’s Join Battle
roll, and his ([Ride + Essence] ÷ 3) is added to the unit’s Close
Combat Attack rating. This Charm can be used only during an
actual charge and cannot be initiated once combat actually begins.
The Dragon-Blood must be a part of the cavalry unit (although he
does not have to be the leader), and a unit can benefi t from only
one use of this Charm at a time.
GREAT H EART C OMPANION
Cost: 4m; Mins: Ride 2, Essence 2; Type: Refl exive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: Any Ride Excellency
182
Typically, when a Dragon-Blood rides out to battle, she has
quite enough to worry about without fearing that her steed will get
spooked by whatever horror demands the Exalt’s attention and throw
the rider at an inopportune moment. This Charm can prevent such
an ignoble possibility by bolstering the creature’s natural bravery
with Essence so that the mount truly becomes one with its rider. For
the duration of the scene, the mount will not bolt or fl ee no matter
what danger manifests, unless it is told to do so by its rider. Also,
the mount will always act as if it is perfectly trained, regardless of
the situation, and the Dragon-Blood will never suffer any penalty
for trying to perform some action while maintaining control of the
mount. Finally, while the Charm remains in effect, nothing can force
the rider from her saddle short of the steed itself being killed out
from under her. While a failed or botched Ride check might result
in the rider losing an action or some other penalty, she will never
be thrown, knocked or pulled from her saddle. The effect lasts for
one scene or until the rider voluntarily dismounts.
This Charm is a refl exive one that can be used freely without
the need for a Combo. It can be used on any tick.
ELEMENTAL H ALOS M ERCY
Cost: 3m; Mins: Ride 3, Essence 3; Type: Simple
Keywords: None
Duration: One scene
Prerequisite Charms: Great Heart Companion
The baleful effects of the Dragon-Blooded anima banners usu-
ally preclude the use of horses in combat situations. This Charm
can ameliorate those effects, ensuring that the Dragon-Blood does
not face the specter of accidentally slaying his own mount in the
midst of pitched battle. The Dragon-Blood spends three motes
while mounted, and for the duration of the scene, the mount takes
no damage from his anima fl ux.
FIVE-DRAGON H ORSEMAN P RANA
Cost: 10m, 1wp; Mins: Ride 4, Essence 3; Type: Simple
Keywords: Elemental, Obvious
Duration: One scene
Prerequisite Charms: Elemental Halo’s Mercy
With this Charm, the unity between rider and mount is
perfected. Now, instead of simply protecting her mount from the
damaging effects of her anima power, the Dragon-Blood can extend
the power of that anima to the mount itself. For the duration of
the scene, the Dragon-Blood’s horse gains an elemental anima
appropriate to the Dragon-Blood’s aspect, giving it special abili-
ties. The mounts of Air Aspects are immune to cold and multiply
their jumping distances by an amount equal to the rider’s Essence.
The mounts of Earth Aspects gain a bonus to bashing and lethal
soak equal to the rider’s Essence, and a mount can also soak lethal
damage with its full Stamina. The mounts of Fire Aspects multiply
their movement rate by the rider’s Essence and leave fl aming hoof
prints behind them that are capable of starting small brushfi res.
The mounts of Water Aspects gain complete freedom of move-
ment in or on water, exactly like the Water Aspect anima power.
Finally, the mounts of Wood can move through wooded areas
without suffering any penalty or decrease in movement rate, and a
mount’s tracks will be untraceable absent the use of Charms. The
normal cost of this Charm is 10 motes and one Willpower. If the
mount to be protected is a familiar to the Dragon-Blood, the cost
decreases to six motes and one Willpower, and the Dragon-Blood
can choose to commit the Essence to make the Charm’s effect last
until he ends the commitment.
Regardless of the specifi c elemental version learned, this Charm
is always considered to be a Wood-aspected Charm for purposes
of determining whether the one-mote surcharge for out-of-aspect
Charms applies, and a Dragon-Blood can learn only the version
associated with his own aspect.
DANCE OF THE J ADE B RIDLE
Cost: 10m, 1wp; Mins: Ride 5, Essence 3; Type: Supplemental
Keywords: Combo-OK, Compulsion
Duration: Special
Prerequisite Charms: Great Heart Companion
Despite the Wood Aspect’s natural skill at horsemanship, it is
very diffi cult for even the most able Dragon-Blooded rider to master an
animal much bigger than a normal horse. Indeed, while a Dragon-Blood
can attempt to master larger animals for brief periods of time, the only
way to truly break such a beast and casually ride it as one would a horse
is through this Charm. The Dragon-Blood’s player must roll (Charisma
+ Ride), opposed by the beast’s (Stamina + Willpower). The Dragon-
Blood must also roleplay “breaking” the mount, which in the case of
very dangerous animals or fl ying creatures can be quite dangerous if
the attempt fails. If the attempt succeeds, the Dragon-Blood (and only
the Dragon-Blood) can command the creature and use it as a mount,
suffering no penalties on attempts to ride the creature. Generally, a
tyrant lizard is probably the largest animal that can be mastered with
this Charm, although the Storyteller may permit even larger beasts
to be tamed at his discretion and with suitable penalties applied to
the taming roll. A creature tamed by this Charm can be subjected to
Elemental Halo’s Mercy and Five-Dragon Horseman Prana, but the
cost for activating those Charms increases by fi ve motes.
SURVIVAL
QUARRY R EVELATION T ECHNIQUE
Cost: 2m; Mins: Survival 3, Essence 2; Type: Simple
Keywords: Combo-OK
Duration: One day
Prerequisite Charms: Any Survival Excellency
The Children of Sextes Jylis are master woodsmen and trackers.
With this Charm, a Dragon-Blood can track any quarry whose trail
is less than a week old, regardless of terrain or weather conditions.
Animal tracks and spoor literally glow to the Exalt’s eyes, while broken
twigs and other signs of a human’s passage are equally as obvious. The
tracker’s player needs only a single success on a (Perception + Survival)
roll for the tracker to successfully track any quarry not protected by
supernatural stealth or evasion. Supernatural effects that hide a quarry’s
tracks are canceled by this Charm, allowing the Dragon-Blood to
nd his prey with a follow-up normal Survival roll.
TRAIL-CONCEALING M EASUREMENT
Cost: 3m; Mins: Survival 3, Essence 2; Type: Simple
Keywords: None
Duration: One day
Prerequisite Charms: Quarry Revelation Technique
Any Dragon-Blood who knows this Charm can blend ef-
fortlessly into the woods, instinctively hiding all evidence of her
passage. While this Charm is active, persons attempting to track the
Dragon-Blood without supernatural aid are completely unable to do
so. If the tracker is using supernatural aid such as Quarry Revela-
tion Technique, the two effects cancel each other out, and normal
tracking rules apply. It is rumored that Lunar Exalted are not fooled
by this Charm at all when they wear their animal forms.
183
CHAPTER FIVE • CHARMS
RATION-ENHANCING M ETHOD
Cost: 1m + 1m per additional hunter; Mins: Survival 3, Essence
2; Type: Simple
Keywords: Combo-OK
Duration: One hunt
Prerequisite Charms: Quarry Revelation Technique
The forests know their masters and do not hesitate to give
up their bounties when asked. This Charm can greatly improve
the success rate of any hunting or foraging expeditions in which
the Dragon-Blood participates. This Charm lasts for the duration
of a single hunt, in which the Dragon-Blood must be an active
participant. The Charm can be used to aid just the Dragon-Blood,
or it can be extended to include others in the hunting party at a
cost of one mote of Essence per hunter. Only one application of
this Charm can aid any single hunting party, however, and the
Dragon-Blood can only aid one party at a time. While the Charm
is in effect, the hunting party fi nds twice as much food as the results
on any Survival rolls would otherwise dictate.
HOSTILE E NVIRONMENT P REPARATION M ETHOD
Cost: 3m + 1m per companion; Mins: Survival 3, Essence 2;
Type: Simple
Keywords: None
Duration: One day
Prerequisite Charms: Any Survival Excellency
With this Charm, the Dragon-Blood’s intuitive knowledge
of how to survive in diffi cult climes allows him to protect his fel-
lows in all but the harshest conditions. In a hot environment, the
Dragon-Blood can make certain that he and his allies can avoid
heat prostration and other hazards. In a cold environment, he can
enable his friends to better preserve body heat and avoid frostbite.
For one day, the Dragon-Blood and his companions get three au-
tomatic successes on Survival rolls to resist adverse environmental
conditions. In other words, any environmental penalty of three
or less is reduced to zero, and persons protected by this Charm
never suffer an environmental penalty greater than two. The cost
is three motes plus one additional mote per companion protected.
The Exalt can protect a maximum number of allies equal to his
permanent Essence.
TIRELESS C ARAVAN P RANA
Cost: 5m, 1wp; Mins: Survival 4, Essence 2; Type: Simple
Keywords: Combo-OK, Cooperative
Duration: One journey
Prerequisite Charms: Hostile Environment Preparation Method
As master survivalists, Wood Aspect Dragon-Blooded are
often called upon to lead their fellows through rough terrain,
whether while on a trade caravan or while treasure hunting at the
184
useful in a particular environmental setting. Air is only useful in
extremely cold, snowy climes and causes ice crystals to form out of
the air itself into a simple igloo that retains heat remarkably well.
Earth is most useful in open fi elds or on mountaintops and causes
rocky slabs to slowly rise up out of the earth to form a lean-to. Fire
is primarily used in the desert and causes sand to temporarily form
into jagged silicate slabs that form a sheltered outcropping. The
sandstone does not transfer heat to those taking shelter beneath it,
and the outcropping is ideally situated to let wind fl ow through while
keeping out sand. Water is primarily used on the ocean, although
it can be used on other large bodies of water. The Charm causes
seaweed, sunken debris and other material found within and beneath
the waters to rise up to the surface and cling together, forming a
remarkably buoyant life raft that can stay afl oat in all but the most
treacherous of weather. Wood can be used in any forest area, causing
saplings to sprout from the forest fl oor to form a crude hut. The hut
is camoufl aged against observers, who must get more successes on
a (Perception + Survival) roll than the Dragon-Blood’s Essence in
order to detect it. All versions of this Charm are warded against
intrusion by mundane animals. Such animals will not attempt to
enter the shelter absent some type of magical compulsion.
Once the Charm is activated, it takes about 30 minutes for
the protective structure to form. The structure lasts for about a day,
although the Dragon-Blood can extend the effect by committing
the Essence indefi nitely. The shelter is capable of protecting the
Exalt herself and up to six other human-sized beings. If the Exalt
wishes the shelter to hold more, she must spend an additional mote
of Essence per extra person, although she cannot spend more extra
motes than her Essence. Therefore, the maximum number of people
who can fi t in the same shelter consists of the Dragon-Blood herself,
plus (Essence + 6) other people.
edge of Creation. The Exalt using this Charm can improve the
travel speed, endurance and morale of a group of personnel who
travel with her.
As long as the Exalt maintains the Charm, she and all who
travel with her gain a number of automatic successes on fatigue
checks equal to (her Essence – 2 [minimum 1]). Also, all travel
times decrease by fi ve percent per point of the Exalt’s permanent
Essence. The Charm can be used to affect anyone who travels with
the Dragon-Blood, but a single Dragon-Blood can affect only a
number of people (and their mounts) equal to her (Essence x 10).
If multiple Dragon-Blooded activate this Charm together, each
participant can affect a number of travelers equal to her (Essence x
10), and the total number of automatic successes gained on fatigue
checks is equal to the combined Essence of all participants minus
two. Travel times decrease according to the highest Essence of
any participant (fi ve percent per point) and are further reduced
by an additional two percent per extra participant. The maximum
number of participants who can join in a single cooperative use
of this Charm is equal to the highest permanent Essence of any
participant. The Essence spent is committed for the duration of
the Charm, which lasts until the destination is reached or until
the Dragon-Blood withdraws the commitment.
(ELEMENT) SHELTER C REATION T ECHNIQUE
Cost: 5m; Mins: Survival 5, Essence 3; Type: Simple
Keywords: Elemental, Obvious
Duration: One day
Prerequisite Charms: Hostile Environment Preparation Method
This Charm allows a Dragon-Blood to reach out with her
elemental anima to fashion a crude structure out of whatever
elemental material is handy. Each different Charm is primarily
185
CHAPTER FIVE • CHARMS
This Charm is actually a cluster of Charms, one for each of
the fi ve elements. A Dragon-Blood can learn multiple versions of
this Charm, but he must learn the one associated with his affi n-
ity element fi rst. Regardless of which version is used, the Charm
is always considered a Wood-aspected Charm for purposes of
determining whether the one-mote surcharge for out-of-aspect
Charms applies.
EXTENSION OF THE (ELEMENT)
DRAGONS B LESSING
Cost: 10m + 2m per ally; Mins: Survival 5, Essence 4; Type:
Refl exive
Keywords: Elemental
Duration: One day
Prerequisite Charms: (Element) Shelter Creation Technique
The pinnacle of the survivalist’s skill, this Charm is actually
a cluster of fi ve elemental Charms. The Charm confers near total
immunity to adverse environmental conditions for the Dragon-
Blood. For the duration of one day, the Charm negates all external
environmental penalties to Survival rolls provided that the right
version for that environment is applied. With the proper Charm,
a Dragon-Blood could stand naked on the coldest glacier or cross
the hottest desert while wearing furs with little chance of frostbite,
sunstroke or any other similar penalty. The Charm allows those
affected to easily fi nd food and water, and it protects them against
natural environmental conditions, though not direct environmental
damage. Therefore, Extension of the Fire Dragon’s Blessing allows
protected individuals to cross a searing desert as if it were a verdant
plain on a crisp autumn morning, but it will convey no protection
at all to actual fi re. Each version of the Charm is attuned to one
of the fi ve elemental poles and will protect the user from direct
exposure to the conditions at that pole.
Air protects against extremes of cold and allows the Dragon-
Blood to fi nd food even on a frozen tundra. Earth permits the
Dragon-Blood to walk through choking dust clouds without penalty
and ensures that she will not accidentally trigger a rockslide no
matter how loose the rocks are. If she is caught in an avalanche
or otherwise buried alive, the Dragon-Blooded survives on an
extremely limited air supply while the Charm lasts. Fire protects
against extremes of heat and permits the Exalt to cross the hottest
desert without sunburn and to easily fi nd water there, as well as to
ignore choking smoke and the tremendous heat produced by lava
(although not direct contact with lava itself). Water protects against
sunstroke and other maladies while the character is adrift at sea. It
also allows the Exalt to ignore the effects of even the heaviest rains
and practically guarantees that fi sh will jump into her nets. While
the Charm is in effect, the Dragon-Blood can drink seawater as if
it were fresh with no adverse effects. Wood lets her move easily
through the most overgrown forest without so much as a bug bite
and to ignore any natural (but not supernatural) poisons whose
Toxicity does not exceed the Dragon-Blood’s Essence. (While the
Wood version grants improved resistance to all natural toxins, each
of the other four versions grant the same immunity to poisonous
plants and creatures indigenous to the region of Creation associated
with those Charms.)
The Dragon-Blood can extend the benefi ts of these Charms to
others at a cost of two motes per ally protected. All Essence spent
is committed for the Charm’s duration. Unlike many elemental
Charms, a Dragon-Blood can learn more than one version of Ex-
tension of the (Element) Dragon’s Blessing, but the Dragon-Blood
must learn the version associated with her aspect fi rst. More than
one version can be used at a time, and they can even be activated
simultaneously. Regardless of the specifi c elemental version learned,
each Charm is always considered to be a Wood-aspected Charm
for purposes of determining whether the one-mote surcharge for
out-of-aspect Charms applies.
This Charm is a refl exive one that can be used freely without
the need for a Combo. It can be activated on any tick.
NATURES H EALING B OUNTY
Cost: 1m per 2 dice; Mins: Survival 3, Medicine 1, Essence 2;
Type: Refl exive
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Any Survival Excellency plus any Medicine
Charm
Wood-aspected Dragon-Bloods are known for both their innate
skill as physicians and for their natural communion with nature.
This Charm represents the intersection of these two skill sets, as
the Dragon-Blood’s knowledge of plant life and herbal remedies
can now be combined with his skill as a healer. The Dragon-Blood
can improve his Medicine dice pools by two dice per mote spent,
although he cannot spend more dice than his Survival Ability
rating (plus any applicable specialty). This Charm can stack with
the First Medicine Excellency and is an exception to the normal
limits on adding dice. Therefore, if both Charms are activated, the
Dragon-Blood’s Medicine dice pool can be increased by a total of
([his Medicine + specialty] + [his Survival + specialty]). In order
to use this Charm, the Dragon-Blood must have access to plants
and herbs capable of fulfi lling his medicinal needs.
188
CHAPTER SIXCHAPTER SIX
MARTIAL ARTSMARTIAL ARTS
Studying the martial arts means many things to many people.
For some, it is a fl owering of understanding, an expansion of
one’s perceptions to include the more esoteric and practically
philosophical aspects of Creation. For others, it is a religious
practice, a method for passing beyond one’s body and communing
with the various gods or ideals. Yet others consider the power of
martial arts a testament to the strength of humanity, evidence
that every one of them has an inner strength. And some simply
enjoy kicking ass.
Whatever their intents, many Dragon-Blooded choose to
pursue the supernatural martial arts. Schools for various styles
exist in all of the fi ve directions, attracting mortals who wish to
practice the style and Dragon-Blooded with the desire to learn the
style at an enlightened level (i.e., with Charms). The schools of
each direction tend to focus on a style elementally aspected with
the direction, but there are always exceptions. Southern schools
teach a preponderance of Water- and Wood-emulating martial
arts, because of the value ascribed to each of those elements in the
hot South. Northern schools often practice Fire or Wood styles,
as if to call those boons to themselves. Independent schools are
rarest on the Blessed Isle. With the fame of the Glorious Dragon
Styles concentrated there, few want to settle for studying lesser
techniques. Those schools that do exist usually teach Five-Dragon
Style, and Dynasts learn their other styles in person or through
the military.
Ancient texts classify supernatural martial arts according to a
number of manners. The “low styles,” “direct techniques,” “founda-
tions” and “revelatory practices” were all terms once used to refer
to Terrestrial styles, the weaker supernatural martial arts. Today,
only the latter two remain in use (and use of the former two was
weeded out by the Realm long ago). Some references to the “root
of the perfected lotus” still remain in the literature.
Other texts once mentioned the “high styles,” “primordial
masteries” and “spiritually excellent practices.” They referred to the
Celestial styles, more powerful and varied in effect than the Ter-
restrial styles. All these manuals and treatises have been destroyed
by the Scarlet Empire over the last millennium or, at the very least,
concealed in the most secret libraries and suppressed. The only
references to the styles that continue to exist mention the “bulb of
the perfected lotus.” Biased experts interpret these as the perfected
styles bestowed upon the Immaculate Order by the Exemplars of
the Elemental Dragons—the Fivefold Dragon Paths.
189
CHAPTER SIX • MARTIAL ARTS
TERRESTRIAL S TYLES
Created for use of the weaker Terrestrial Exalted by their
more powerful Celestial companions, the Terrestrial supernatural
martial arts should not be discounted. While their techniques are
more basic that those of the Celestial styles, a master can still use
them to great effect.
Water Aspects have an affi nity with the Martial Arts Ability, and
it is they who are best able to manipulate their Essence in a manner
that properly utilizes a style’s techniques. As a general rule, Terrestrial
Martial Arts Charms are Water-aspected, and any Dragon-Blooded of
another aspect who wishes to use them must pay a one-mote elemental
surcharge for any action in which they invoke such Charms.
It is common, however, for Terrestrial martial arts styles to
emulate one of the fi ve elements. In this case, the Charms of that
style incur no elemental surcharge on Dragon-Blooded of that aspect
or aspected to Water. If this is the case, the style will note it.
Dragon-Blooded who wish to do so may learn how to prop-
erly focus their Essence into the various elemental
patterns, if only for the purpose of supernatural
martial arts.
(ELEMENTAL)
STYLE
FORMULATION
Cost: —; Mins: Martial
Arts 3, Essence 2; Type:
Permanent
Keywords: Obvious
Prerequisite Charms:
Mastery of one Terres-
trial style
Once a Dragon-Blood
has completely mastered a
Terrestrial style, she may shape
her Essence skillfully enough to
mimic the elemental nature of that style’s
elemental aspect. When using Terrestrial
martial arts Charms with that affi nity, she
pays no elemental surcharge.
Water-aspected Drag-
on-Blooded retain the
unique ability to pay
no surcharge on any
Terrestrial styles.
Using this Charm
to emulate water
Essence does not
eliminate the need to
pay surcharge on any
styles, though—only on
Terrestrial styles that are
specifi cally Water-aspected (such
as Terrestrial Hero Style).
Note that this technique for overcom-
ing elemental boundaries is inferior to
that of studying the Glorious Dragon
Styles, which can provide one with
a far more complete mastery of one
such element.
FIVE-DRAGON S TYLE
There is only one Terrestrial-level martial art offi cially en-
dorsed and taught by the Immaculate Order: Five-Dragon Style.
Created by the same Immaculate masters who developed the
Five Glorious Dragon Styles, Five-Dragon Style represents all the
elemental aspects. It carries with it some of the power of each of
the Elemental Dragons, though it dilutes the strength and religious
import of each.
One of the most favored styles among non-Immaculate Dynasts
and on the Blessed Isle in general, monks and other Dragon-Blooded
who walk the Fivefold Dragon Paths consider Five-Dragon Style
something of a lesser cousin.
Practitioners of Five-Dragon Style consider the straight sword
and the spear, and their artifact equivalents (the daiklave and the
dire lance), to be form weapons for their style. They can use these
weapons to supplement their Martial Arts attacks in lieu of more
traditional martial arts weapons. Five-Dragon Style Charms treat
attacks and defenses with these weapons as unarmed, and the style
is compatible with armor.
190
FIVE-DRAGON B LOCKING T ECHNIQUE
Cost: 4m, 1wp; Mins: Martial Arts 3, Essence 2; Type: Simple
(Speed 5, -0 DV)
Keywords: Combo-Basic
Duration: One scene
Prerequisite Charms: Five-Dragon Fortitude
Letting the Dragons guide him, the Exalt aids his defense
with Essence. For the rest of the scene, he adds half his permanent
Essence to his PDV. If unarmed, he can also parry lethal attacks
without a stunt or other magic.
FIVE-DRAGON F ORM
Cost: 5m; Mins: Martial Arts 4, Essence 2; Type: Simple (Speed 5)
Keywords: Form-type
Duration: One scene
Prerequisite Charms: Five-Dragon-Force Blow, Five-Dragon
Blocking Technique
Performing a quick series of motions that offer thanks and
claim guidance from the earth, sky and sea, with the martial artist
herself representing fi re and life, the Dragon-Blood takes aspects
of all fi ve elements into her technique.
Her unarmed Martial Arts attacks infl ict lethal damage instead
of bashing, and she soaks lethal damage with her full bashing soak.
If she’s wielding one of the form’s weapons, she treats it as though
it has +1 Accuracy. Also, she adds her Essence to her Dexterity
or Strength for determining running speed, jumping distance and
feats of strength.
FIVE-DRAGON F IST
Cost: 6m, 1wp, 1hl; Mins: Martial Arts 5, Essence 4; Type:
Simple
Keywords: Obvious
Duration: Instant
Prerequisite Charms: Five-Dragon Form
FIVE-DRAGON C LAW
Cost: 1m; Mins: Martial Arts 3, Essence 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Giving her fi ngers the aspect of the Five Elemental Dragons’
claws, whose perfected natures slice through the thickest of god-
hides, the Dragon-Blood’s attacks cuts fl esh to ribbons without
concern for the armor before it. Attacks made with this Charm
infl ict lethal damage and ignore a target’s Hardness.
FIVE-DRAGON-FORCE B LOW
Cost: 2m; Mins: Martial Arts 3, Essence 2; Type: Simple
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Five-Dragon Claw
With a brief invocation to the might of the Five Dragons, the
Dragon-Blooded martial artist lays out his foe with a single attack.
This attack doubles the normal base damage from an attack
(which does not include extra successes) before subtracting soak.
Also, if the attack generates more raw damage than the target’s
(Stamina + Resistance), the roll to avoid knockdown is made at a
diffi culty equal to the attacker’s Strength.
FIVE-DRAGON F ORTITUDE
Cost: 1m per 2B or 1L; Mins: Martial Arts 3, Essence 2; Type:
Refl exive (Step 7)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
The impervious hides of the Elemental Dragons lend the practi-
tioner of Five-Dragon Style a small portion of their strength. Invoking
this Charm in response to a specifi c attack, the Dragon-Blood increases
her soak by two bashing or one lethal for each mote spent.
191
CHAPTER SIX • MARTIAL ARTS
Calling upon the Elemental Dragons of Earth and Fire, the
Five-Dragon Stylist endows a single attack with streaking bands
of white and red Essence that tear through his opponent’s very
soul. The martial artist makes a single punch or kick that infl icts
aggravated damage. This Charm cannot be channeled through a
weapon, even form weapons.
FIVE-DRAGON I NVULNERABILITY
Cost: 5m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Refl exive
(Step 7)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Five-Dragon Form
Dragons are above the petty blows and mosquito-stings of their
mortal enemies. Activating this Charm allows the Dragon-Blood
to ignore all damage from a single non-magical attack. Against
magical attacks (including weapons made of the fi ve magical
materials), the Dragon-Blood receives a soak and Hardness bonus
equal to (Essence).
FIVE-DRAGON W RATH
Cost: 1m per attack + 1hl; Mins: Martial Arts 5, Essence 4; Type:
Extra Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Five-Dragon Fist, Five-Dragon Invulner-
ability
Calling upon the endless energies of the Elemental Dragons,
the Exalt explodes into a furious assault. This rain of blows is the
apex of the Five-Dragon Style and is immediately recognizable to
any who have seen it in action before.
For every mote spent, the Exalt makes one attack at his full
attack dice pool. All attacks must be against the same target. He
may not spend more motes on this Charm than his Essence, and
the defender does not suffer any onslaught penalty. Using this
Charm infl icts one level of unsoakable bashing damage on the
Dragon-Blood.
TERRESTRIAL H ERO S TYLE
The techniques of the Terrestrial Hero Style are some of the
easiest for Dragon-Blooded to learn. Sharing an aspect with the
element of Water, there is no style that meshes more perfectly with
the Water Aspects’ blend of natural and relentless violence.
For Dragon-Blooded, Terrestrial Hero Style is a natural
style—they treat its Charms like normal Charms for the Martial
Arts Ability, and they can learn or create additional Charms in
its cascade. Blade-Defl ecting Palm and Become the Hammer are
examples of Martial Arts Charms that Dragon-Blooded can add to
this style. Charms outside the structure of the normal Terrestrial
Hero Style can be learned only by Dragon-Blooded, Eclipse Caste
Solars and Moonshadow Caste Abyssals.
This style is one of the most common among Dragon-Blooded
throughout Creation, simply for the sheer utility of being able to
create custom Charms for unarmed combat. It sees particular use
among the Dragon-Blooded of the West, of course, but it is also
taught in some schools on the Blessed Isle, in Lookshy and, surpris-
ingly, in the hot South. Dragon-Blooded there sometimes prefer to
emulate the element they fi nd most rare and valuable.
Terrestrial Hero Style is an unarmed style, but it may be
practiced while in armor.
CURRENTS S WEEP TO S EA
Cost: 1m; Mins: Martial Arts 3, Essence 1; Type: Supplemental
Keywords: Combo-OK, Knockdown
Duration: Instant
Prerequisite Charms: None
Even the most tranquil shores have hidden currents, fl ows
beneath the surface that are just waiting to snatch an unsuspect-
ing victim and send her down to the Water Dragon. Students of
Terrestrial Hero Style learn early on how to emulate this highly
effective technique with low, sweeping attacks.
On a successful attack, the target takes no damage but automati-
cally makes a check against knockdown, and she suffers an internal
penalty equal to the attacker’s Martial Arts rating. If the target is
knocked down and the Exalt follows up with a clinch attack on his
next action, the Exalt’s player adds that many dice to his roll.
POUNDING S URF S TYLE
Cost: 1m; Mins: Martial Arts 3, Essence 1; Type: Supplemental
Keywords: Combo-OK, Stackable
Duration: Instant
Prerequisite Charms: None
Not even the Blessed Isle is immune to being slowly shaped
by the lapping waves of the Inland Sea. It is the inexorable nature
of water that no defense or armor can keep it out forever—and
water is patient.
An attack or clinch that is supplemented by this Charm and
hits ignores one point of soak from a target’s armor. If the attack
misses, the Exalt gains no benefi t. Using this Charm against a single
target multiple times within the same scene stacks the effect—the
rst attack ignores one point of armor, the second ignores two,
and so on. The attacks do not physically harm the armor, just fi nd
wiggle-room through joints and between straps. Only the Exalt us-
ing the Charm gains this benefi t. This Charm occurs before taking
into account the effect of piercing attacks.
At Essence 3 or higher, the martial artist may spend one
Willpower as a part of this Charm to also ignore an equal amount
of Hardness for a single attack.
Example: Ragara Minh is working hard to keep the local tributaries
in line, but they hired an outcaste mercenary to defend their interests. Her
foe is wearing a jade reinforced breastplate, with a Hardness of 8. Minh
has already landed four successful attacks using Pounding Surf Style, but
she is having trouble getting through the armor’s Hardness. In her next
opening, Minh uses the Charm again and spends a temporary Willpower.
She ignores fi ve points of the armor’s soak and treats her target as Hardness
3. The next time she uses this Charm (without spending Willpower), she
ignores six points of armor but is again facing Hardness 8.
FLOW FROM THE R OCKS
Cost: 2m; Mins: Martial Arts 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Stackable
Duration: Until next action
Prerequisite Charms: Pounding Surf Style
At low tide, the waters of the Inland Sea pull away from the
beach to reveal hundreds of shellfi sh living on shore. In this moment
of vulnerability, the seagulls smash them against the rocks. It is in
the same vein that the Exalt using this technique rolls a target’s
defenses away so that her friends can strike.
This Charm supplements a clinch attack or an opposed grapple
check. On a successful attack, the martial artist gets her victim into
a hold (she may not break the grapple or crush for damage). Extra
successes on the roll reduce the victim’s soak from armor by one
192
bashing and one lethal for each, effective until the martial artist’s
next action. If she uses this Charm as her next action in the same
grapple, it continues to reduce the armor’s effectiveness, and the
effects stack. Losing control of the clinch or not using the Charm
for one action ends the effect.
TERRESTRIAL H ERO F ORM
Cost: 5m; Mins: Martial Arts 4, Essence 3; Type: Simple (Speed
5)
Keywords: Form-type
Duration: One scene
Prerequisite Charms: Currents Sweep to Sea, Flow from the
Rocks
Calm seas are safer to sail, but hitting the ocean does not
hurt it. Raging oceans kill many sailors, but a sound ship and good
crew can break them. Terrestrial Hero Form lets the martial artist
mimic aspects of both.
When he assumes this form, the Exalt divvies up his Martial
Arts score between aiding his grapples and adding to his soak. Each
point spent on soak adds two bashing and one lethal to his soaks
for the scene. A point spent on grapples gives him one extra die
to all such rolls for the scene. His choice determines the form’s
appearance: more points to grappling gives him a rolling, violent
aspect, while more points to soak lend a calm, roll-with-it attitude
to his movements.
He can take a miscellaneous action (-1 DV) to refocus and
reassign his dots, also changing the appearance of his style. Some
who observe students of this martial art become convinced that the
martial artist is practicing two different styles rather than one.
RIPTIDE M ETHOD
Cost: 1m per attack; Mins: Martial Arts 4, Essence 2; Type: Extra
Action
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Terrestrial Hero Form
An ocean is a hungry beast, and it feeds itself with riptides, the
strong currents that drag unsuspecting swimmers and sailors under
the sea. Exalted practicing this style learn to treat their enemies the
same way, dragging as many as possible under their waves.
The martial artist becomes capable of wrestling several foes to
the ground at once. For each mote she spends, she makes a grapple
attack against a single target within range. She may hold, crush or
throw anyone she successfully clinches, as normal.
On subsequent actions, the Exalt may continue to grapple all
her victims (making multiple opposed grapple checks), but doing
so requires her to use Riptide Method again and spend one mote
per person. If she is grappling fewer than her limit, she may use
the Charm and spend up to her maximum to grapple people who
are currently free. Otherwise, she must release all of her victims
but one.
Martial artists using this Charm may not spend more motes
than they have functional limbs. For most, this is four.
DROWNING E MBRACE
Cost: 1m, 1wp; Mins: Martial Arts 4, Essence 3; Type: Simple
Keywords: Combo-OK
Duration: Varies
Prerequisite Charms: Terrestrial Hero Form
The salty embrace of the sea is loving but deadly. Every minute
spent in mother ocean’s arms makes it increasingly hard to ever
leave. Practitioners of this style learn how to make their clinches
increasingly deadly as they seep inside their foes’ defenses.
Initiating a clinch attack, the martial artist pulls his victim into
an awkward position and puts pressure on her throat and diaphragm,
forcing the air from her lungs and keeping it out. The victim begins
to suffocate almost immediately, and her only recourse is to escape
the clinch as quickly as possible. Clinch damage from this attack
193
CHAPTER SIX • MARTIAL ARTS
is normal as the Charm’s target uses the last of her air, but each
successive action in which the Terrestrial Hero Style practitioner
continues to control the grapple, the victim takes one additional
level of unsoakable bashing damage from suffocation.
Drowning Embrace ends when the martial artist loses control
of the clinch or chooses to end it. It has no effect on creatures that
do not need to breathe, such as constructs or zombies.
TRIREME S TRIKES THE R OCKS
Cost: 3m; Mins: Martial Arts 5, Essence 3; Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: Instant
Prerequisite Charms: Riptide Method, Drowning Embrace
Lifting a grappled victim high into the air, the martial artist
brings her victim down hard on her knee, head or another hard,
unyielding object. With a sickening crunch, the target’s bones break
much as a ship’s hull shatters against the rocks during a storm.
If the clinch attack or opposed grapple check goes in the Exalt’s
favor, she infl icts lethal damage instead of bashing. For each previous
action in which the martial artist controlled the clinch, add one die
to the damage roll, to a maximum equal to the Exalt’s Martial Arts.
If it causes the loss of even a single health level, her attack causes
great damage, often irreparable, to the victim’s spine, completely
paralyzing him from the waist down. Victims of this Charm suffer
the effects of having both legs amputated (see Exalted, p. 152)
and usually cannot use their Dodge DV without stunts or special
training, and then likely at severe internal penalties.
As usual, Exalted who suffer this Charm regain use of their
legs as soon as the damage infl icted at the same time as the injury
heals. Mortals never heal this injury without signifi cant (and dan-
gerous) surgery.
CELESTIAL M ARTIAL A RTS
Dragon-Blooded, known in ancient records as the Terrestrial
Exalted, are easily able to master the Terrestrial martial arts styles,
such as those recorded thus far. In general, that is the end of it.
Much like a Dragon-Blood cannot learn Celestial Circle sorcery,
she cannot learn Celestial supernatural martial arts. The required
mastery of Essence is beyond the methods that come naturally to
the elemental Dragon-Blooded.
But some can exceed that limitation. It requires years of arduous
self-discipline as a Dragon-Blood changes the way he refl exively
uses Essence, coming to know the patterns that accompany a higher
level of understanding. Immaculate Philosophy dictates that this
development represents a greater depth of sympathy with the El-
emental Dragons and that the power of these techniques is a result
of directly tapping the infi nite depths of their might.
Since Dragon-Blooded are not physically restricted to learning
only the Fivefold Dragon Paths, however, and there are methods
for attaining this inner strength that do not include the processes
dictated by Immaculate texts, the accuracy of that conclusion is
suspect.
TRAINING
The Five Glorious Dragon Styles are Celestial martial arts. To
begin studying such powerful Charms, a Dragon-Blooded student
must fi rst be properly initiated. Methods vary, but such an initia-
tion always includes a deep purifi cation of the body and mind. The
Terrestrial Exalt eats little other than rice, steamed vegetables
and dough, water and various teas while meditating daily on such
194
distant concepts as “dust,” “ash,” “rainstorms,” “death” and “the
word,” among others. Celibacy is often an additional measure to
reinforce the purity of the body.
This is only a part of the process that advances a Dragon-
Blood’s level of enlightenment toward one that can comprehend
the internal and external impacts of Celestial martial arts. The
other signifi cant portion of that study is to learn a pair of Charms
that open her mind and soul to new, advanced methods for ma-
nipulating Essence. Once she recognizes the heights and depths to
which Essence permeates and affects Creation, she can begin to
transcend the natural limitation of her Terrestrial blood. Sifus share
this wisdom with their Dragon-Blooded students by teaching them
a pair of Charms designed to open their senses and experiences to
a broader world.
In monasteries of the Immaculate Order, the oldest monks
teach two Charms: Pasiap’s Humility and the Moment of Daana’d.
After learning these Charms and meditating on their usefulness and
meaning for at least a year, a Dragon-Blooded monk is prepared
to begin her study of one of the Fivefold Dragon Paths. These
Charms, as with most Celestial martial arts, are unaligned with
any element. Dragon-Blooded of all Aspects may activate them
at the listed cost.
NEW K EYWORD: ENLIGHTENING
Once known, Charms with this keyword allow a Drag-
on-Blooded martial artist to begin learning Celestial-level
supernatural martial arts.
PASIAPS H UMILITY
Cost: 4m; Mins: Martial Arts 3, Essence 2; Type: Refl exive
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
Pasiap’s humble nature caused him to remain with his disciples
after the other Immaculate Dragons left Creation and the cycle of
reincarnation behind. In learning his humility, an Immaculate monk
achieves the necessary recognition that the world is wider—and
deeper—than she may have previously known.
Activating this Charm lets the Dragon-Blood see immaterial
spirits as though they were material and manifest. Unfortunately, use
of this Charm renders the physical world more diffi cult to perceive.
Immaculates practicing Pasiap’s Humility suffer a -2 internal penalty to
all actions intended to affect any corporeal target, even a materialized
spirit. If necessary, monks can refocus their attentions on the real world
as an unrolled miscellaneous action, ending the Charm early.
MOMENT OF D AANAD
Cost: 3m, 1wp; Mins: Martial Arts 3, Essence 3; Type: Simple
Keywords: Combo-Basic, Enlightening
Duration: One scene
Prerequisite Charms: Pasiap’s Humility
It was the hands of Daana’d that shut the gates of the Under-
world, forcing the Anathema’s souls to remain forever in the dark
as punishment for their evil. That great feat is part of what guides
the Immaculate Order on its contemporary mission: to correct those
souls and spirits who stray, seeing that such wayward creatures suffer
the proper punishment.
As it is diffi cult to punish an opponent that cannot be touched,
Moment of Daana’d allows an Immaculate to walk in the mortal
and spirit worlds simultaneously. When this Charm is active, a
monk can interact physically with dematerialized spirits as if they
were solid. Palm strikes and knife-hand blows that would normally
pass through the god or demon connect as if the target were fl esh
and blood.
Monks must still utilize Pasiap’s Humility if they wish to see their
targets, however. Additionally, practicing the Moment of Daana’d
helps prevent a monk from being overwhelmed by Pasiap’s Humility,
eliminating the -2 penalty while both Charms are active.
SHOGUNATE M ETHODS
Before the Immaculate Philosophy took hold, but after the
Usurpation, there was still a call for such training. Dragon-Blooded
of the Shogunate wished to expand their understanding of Creation
(and some simply sought greater power). But because the Terrestrial
Exalted still required exceptional training in order to harness these
techniques, they studied another pair of Charms that opened their
senses to the world’s spiritual aspects.
These Charms were most common before the Great Contagion.
Developed by the greatest Terrestrial martial artists of the Age,
they replaced the like Charms of the First Age and were eventu-
ally replaced by the previously listed Immaculate versions. Today,
Dragon-Blooded might learn these Charms from manuals penned
during that period or from secret societies within or outside the
Realm that have handed them down for generations.
195
CHAPTER SIX • MARTIAL ARTS
WALKER-AMONG-IRISES P ERCEPTION
Cost: 4m; Mins: Martial Arts 3, Essence 2; Type: Simple
Keywords: Combo-Basic
Duration: One scene
Prerequisite Charms: None
This Charm is functionally identical to Pasiap’s Humility,
except that immaterial creatures and spirits appear not in their true
forms, but as god-shaped silhouettes, fi lled with an endless fi eld of
blossoming irises. With this Charm, irises constantly grow at the edge
of the martial artist’s vision, providing the -2 internal penalty.
IRIS-BULB D ISCOURSE
Cost: 5m, 1wp; Mins: Martial Arts 3, Essence 3; Type: Refl exive
(Step 1 or 2)
Keywords: Combo-OK, Obvious, Enlightening
Duration: One scene
Prerequisite Charms: Walker-Among-Irises Perception
Though this Charm is nearly identical to Moment of Daana’d,
its use carries with it some additional effects and connotations. First,
this technique is obvious when in use because large, foot-wide irises
blossom from wherever the martial artist steps, shattering into a
cloud of purple-black Essence and sweet scent after a few moments
or if someone touches them.
More importantly, this Charm was developed in a period after
the Dragon-Blooded had betrayed and killed the Solar Exalted, their
Heaven-mandated kings and lords. It was also before the Immaculate
Order had the infl uence to restructure the relevant portions of the
Celestial and Terrestrial Bureaucracies. During this period, the
relationship between the Shogunate and the gods was in constant
ux, so martial artists created for themselves an advantage.
In addition to making a martial artist able to strike and harm
immaterial spirits, the practitioner of the Iris-Bulb Discourse
increases her MDVs by the difference between her Essence and
any present god or elemental with less Essence. Most members
of the Bureaucracies take umbrage at such presumption, so when
the martial artist is confronted by a god or elemental with greater
Essence, that entity gains a similar benefi t.
FIRST A GE M ETHODS
In the time long before the Usurpation, at least 1,000 years
or more prior, the Solar Exalted still reigned. The Lawgivers de-
cided—and their advisors agreed—that the Terrestrial foot soldiers
could be made more effective and given more responsibility for
governing the Realm.
Although these Charms were the result of that decree, they
fell out of practice after the Usurpation. By that point, the Dragon-
Blooded had started monastic legacies and martial-arts schools
among their own ranks and were able to pass on the traditions
and Charms without aid from the Celestial Exalted. When they
deposed the Solars, the Dragon-Blooded tried to move away from
what their former masters and lords had taught them.
Today, a Dragon-Blood might learn this induction to the
mysteries of Celestial martial arts from First Age entities: teach-
ing automatons, the most ancient Lunars, mighty gods of war and
possibly some Second Circle demons.
TIGER-AND-BEAR A WARENESS
Cost: 6m; Mins: Martial Arts 3, Essence 3; Type: Refl exive (Step 2)
Keywords: Combo-OK
Duration: One scene
Prerequisite Charms: None
The martial artist practicing this Charm is aware of all that
surrounds him. He respires wisdom, and nothing escapes his notice.
To an observer, the martial artist appears to walk more lightly on
his feet, and the winds seems to whisper in his ears.
For the duration of the Charm, the martial artist is automatically
aware of all beings within a number of yards equal to his Essence,
unless an entity is expending Essence in an effort to conceal itself.
Additionally, learning this Charm brings with it a sort of danger
sense. A martial artist who knows Tiger-and-Bear Awareness can
activate it refl exively when subject to a sneak attack in order to
automatically notice the assault.
This Charm does not grant the ability to see immaterial spirits
or dematerialized elementals in the vicinity.
TIGER-AND-BEAR U NITY
Cost: 4m, 1wp; Mins: Martial Arts 4, Essence 3; Type: Supple-
mental
Keywords: Combo-OK, Enlightening
Duration: Instant
Prerequisite Charms: Tiger-and-Bear Awareness
As she lets the Essence of Creation fl ow through her, the
martial artist fl ows through it. As they are already one, she cannot
fail to strike her target true and with great precision.
Attacks supplemented by this Charm gain a number of auto-
matic successes equal to no more than the attacker’s Martial Arts
score. She chooses the exact number of successes to apply, minimum
zero, after Step Six of combat resolution, allowing her to make her
blow as devastating or subtle as she likes.
WHO T EACHES T HEM?
Not just anyone can impart these Charms and this sagacity
upon Terrestrial Exalted. A sifu who desires to teach a Dragon-
Blooded martial artist the lessons necessary must fi rst meet a few
requirements himself. He must fi rst know the proper methods of
purifi cation and know the pair of Charms he wishes to use for
enlightening his student. Finally, he must have mastered the full
Celestial style that he is going to teach to the Dragon-Blood. Oth-
erwise, he does not have an understanding of the style’s Essence
patterns expansive enough to impart those techniques on a being
not normally equipped to comprehend them.
To initiate a Dragon-Blood, the tutor must have at least Martial
Arts 5 and Essence 4. To develop new Charms for initiation (to
replace Pasiap’s Humility and Moment of Daana’d, for example),
the sifu must have Martial Arts 5 and Essence 6, making such shifts
in paradigm rare indeed.
Dragon-Bloods who learn the two favored Immaculate training
Charms as part of their initiation are in the vast majority. Even out-
castes learn Celestial martial arts by choosing the razor and joining the
monasteries. In very rare cases, one of the returning Solar Exalted might
recall the Tiger-and-Bear initiation Charms from a previous life, and
some Lunar Exalted who survived the Usurpation likely still remember
the methods. If either type of Celestial hero trains Terrestrial Exalted
in these Celestial methods, a mighty force is in the making.
No matter how she expands her awareness of Creation, once a
Dragon-Blood has been initiated into the bulb of the perfected lotus, she
can learn any Celestial martial arts style with a proper tutor. Although
only the Immaculate styles show up in this text, Snake Style and Solar
Hero Style (see Exalted pp. 240–244) are equally fair game, if diffi cult
to rationalize. Few Dragon-Blooded initiated into the Fivefold Dragon
Paths would profane themselves to learn a style natural to the hated
Anathema, and those who would must still fi nd a tutor who has fully
196
mastered the style. Outcastes are far more likely to pursue such a path
than are the loyal (and heavily indoctrinated) Immaculates.
MIXING S TYLES
After beginning study of a Celestial style, a Dragon-Blood
may not learn any other Celestial Martial Arts Charms until she
has completed her study in the higher art. Mastering a single such
style requires a focus far too strong and pure to divide it among
multiple forms. Once she masters the Celestial style (i.e., once she
has learned all the Charms in the tree), she is free to begin studying
another, but the same restrictions again apply.
Similarly, she should be strongly discouraged from learning
any other Terrestrial Martial Arts Charms until her mastery of the
Celestial style is complete. Every sifu in the Immaculate monasteries
is very clear on that score, insisting that the monk remain focused
in her quest to exemplify the Elemental Dragon. To do otherwise
contaminates her learning, fouling the escalated techniques with
baser methods. It diverts her focus from the needle-thin path the
Dragon-Blood must walk in order to master that which is at the
barest peak of a Terrestrial Exalt’s potential.
She may learn such Charms if she chooses. Doing so, however,
makes her study of the Celestial art that she pursues that much more
diffi cult. Allowing even a single Terrestrial Martial Arts Charm
to interrupt her study of the Celestial style adds one point to the
experience cost of all Charms in the Celestial style that she has not
yet learned. Each additional Martial Arts Charm outside of that
style that she learns adds one experience point to the cost of the next
Celestial Charm she tries to acquire. The farther one strays from the
path of enlightenment, the more arduous the trek back is.
FORM C HARMS
Finally, it is a martial art’s Form-type Charm that represents
the focus for its techniques. Until one masters it, one can only be
called a student. As such, Celestial styles’ Form-type Charms require
the height of precision for a Dragon-Blood to use. When a Dragon-
Blooded martial artist activates a Celestial style’s form Charm, she
must perfectly channel her Essence through the carefully memorized
katas that she learned when mastering the style.
In short, the player of any Dragon-Blood who wishes to use a
Celestial Form-type Charm must succeed at a (Dexterity + Martial
Arts) roll. Failure indicates that the Exalt faltered in the form’s execu-
tion; she does not spend the Essence, but she does waste her action.
If successful, she spends the Essence and activates the Charm.
Though most Form-type Charms cannot be included in a Combo
with any other Charms, the Dragon-Blooded ability to use refl exive
Charms means that they are able to use their Excellencies to improve
their odds or even ensure success. Many consider it a point of pride not to
do so, and others refuse to waste the motes, but the option is there.
IMMACULATE S TYLES
Dragon-Blooded monks of the Immaculate Order are Creation’s
most renowned martial artists. They wield the power of the elements
within their katas and forms, loosing the howling winds and making
the earth tremble at their command. Even in the far reaches of the
Threshold, where the people never get a chance to see one of these
famed monks, all have heard of them. A Southern prince offers 100
talents of silver to see one practice her forms, and a barbarian war
chief in the East claims loudly that he will kill one in battle so he
197
CHAPTER SIX • MARTIAL ARTS
can claim its bald scalp, proof that the tales of Immaculate prowess
reach the ears of men anywhere within the elemental poles.
Why are they so well known? First, to put it simply, their reputa-
tion is deserved. The Five Glorious Dragon Styles are powerful martial
arts, and the Exalted monks have both the skill and the devotion to
master them. They study for years, if not decades or centuries, to achieve
the most powerful moves in their chosen style. Those who have the
dedication to go forth and study yet another one of the Immaculate
martial arts earn even greater respect from their peers.
Second, Immaculate monks who study the Fivefold Dragon
Paths are the martial arm of the vast Immaculate Order. In the
Realm, the Order is ubiquitous, and its monks are common sights.
In the Realm’s satrapies, Immaculate monks are less common but
still seen with regularity. They conduct the religion’s necessary
rites, and the people of a satrapy see displays of the Dragon-Blooded
monks’ power as they put uppity gods into their rightful places.
The strength of an Immaculate monk is a direct demonstration of
her spiritual and religious correctness, and it has attracted several
outcaste Dragon-Blooded to the Order and the Realm.
Elsewhere, Immaculate monks are scarce. The Immaculate
Philosophy often precedes the Scarlet Empire into the Threshold,
however, and where there are potential converts, there are monks.
Immaculate Dragon-Blooded tend to feel the righteousness of their
calling even more than their mortal counterparts, so some take it
upon themselves to bring the opportunity for enlightenment to
those souls unfortunate enough to live outside the aegis of imperial
control. There, too, do the Dragon-Blooded monks demonstrate
their martial and magical puissance, fi ghting little gods and over-
brave bandits, and the stories spread further.
WHO W ANTS TO BE A M ONK?
From the treatment of the subject here, it might appear
that only Dragon-Blooded who choose to devote themselves
to a lifetime of emulating one or more of the Elemental
Dragons pursue and master the Glorious Dragon Styles.
Not so.
Many more Dragon-Blooded attend the Cloister of
Wisdom than actually go on to dedicate themselves as
Immaculate monks. Some take a position in the Thousand
Scales, others go to the military, and some become layabouts
or wandering heroes. The only thing all graduates of the
Cloister have in common is a superior understanding of
their bodies, their Essences and (at least) the two foundation
Charms necessary to learn one of the Dragon Styles.
Any Cloister graduate can seek out a mentor from
whom she can learn additional Charms of her chosen Dragon
Style, with all the benefi ts and diffi culties that entails.
Most outcastes do not have the leisure (or the money,
or the infl uence) to attend the Cloister of Wisdom as
preparation for any unrelated future. Instead, they must
dedicate themselves to the Order if they want the advanced
training that would allow them to master the Fivefold
Dragon Paths. Nearly the only way to avoid that is to study
under a master keeping to the old ways of the Shogunate
or by one who remembers the methods used before the
Usurpation. Then, in fact, other Celestial styles are open
(and potentially more likely) to the Dragon-Blood.
In short, your Dragon-Blooded Immaculate or Ce-
lestial martial artist doesn’t have to be a monk. But she’ll
be in rarefi ed company if she isn’t.
SIGNATURE W EAPONS
Most martial-arts styles have form weapons, which can be
used with the Martial Arts Ability and are compatible with the
style’s Charms, even when the Charm text itself describes the
effect as done with bare hands or performed unarmed. Because of
the elemental affi nity their practitioners have for them, the Five
Glorious Dragon Styles take this to a level refl ected nowhere else
in the world of supernatural martial arts.
Each style has a signature weapon. Between the elements and
the intense training given to young Immaculates, students of the
Glorious Styles have unique skills with their signature weapons. Note
that, though nearly any hand-to-hand Martial Arts Charms can be
performed through a Dragon Style practitioner’s signature weapon,
Charms with the Touch keyword require that the attack actually
be performed with bare hands. Unless the Charm states otherwise,
such barehanded touches still infl ict damage when used.
BEGGING THE D RAGONS
With few exceptions, Immaculates become students of the
Glorious Dragon Style that naturally befi ts their natures: Fire
Aspects learn Fire Dragon Style, while Water-aspected Dragon-
Bloods follow the path of the Water Dragon. Like calls to like,
and it is the easiest path to follow to a destination that is already
nearly impossible to reach.
Yet, there are those who feel the need to seek another way.
An Earth Aspect feels the murmuring call of the Air Dragon in the
depths of his soul, or a Child of Hesiesh can choose only to emulate
the life-giving nature of the Wood Dragon. They sometimes choose
harder paths. The great diffi culties inherent in pursuing such a path
cause some Immaculates to call it “begging the Dragons.”
Because each Dragon Path has an elemental aspect, Dragon-
Blooded of the appropriate Aspect pay no surcharge when using
Charms from that style. Likewise, a Dragon-Blood of the wrong
element who chooses to study it pays the one-mote elemental sur-
charge for all Charms from that path. Worse, because learning one
of the Five Glorious Dragon Styles involves shaping one’s soul, the
elemental nature of the Dragon-Blood who chooses a style different
from his aspect becomes upset—so he must pay that surcharge on
all Charms, his element notwithstanding. Despite their affi nity for
the martial arts, Water-aspected Dragon-Blooded may not ignore
either of these penalties.
This upset condition lasts until the Dragon-Blood achieves
mastery over his chosen Dragon Path. At that time, he balances the
differences between his natural element and his chosen element.
He ceases to pay any surcharge on Charms from his style as well
as normal Charms from both elements. Celestial Exalts who study
these styles neither pay surcharges nor gain a respite from paying
that surcharge on normal Dragon-Blooded Charms (in the case of
the Eclipse Caste Solars who can learn them).
AIR D RAGON S TYLE
The training to become a Dragon of Air emphasizes fl exibility,
acrobatics and awareness of one’s surroundings. The wind never stops
when it hits an obstacle, instead turning aside and continuing on
its path, and the Immaculates dedicated to the Air Dragon attempt
to fl ow in the same way. They train hard in acrobatics, fl ips, leaps
and balancing, all in an effort to mimic their exemplar’s speed and
twisting motion.
Many Immaculates of the Air Dragon choose to fi ght without
melee weapons, preferring to rely on their blindingly quick blows
198
and the thrown weapons they can buoy and direct through their
mastery over the wind. When they do use weapons in personal
combat, they often prefer the fi ghting chain, using its length and
exibility to entangle and trip their opponents.
The Air Dragon Style’s signature weapon is the chakram.
Chakrams come in a variety of shapes and visual styles. When each
Immaculate Dragon of Air achieves his Form-type Charm for the
style, he chooses his own pattern as his signature look.
In combat, the Immaculate may hurl two chakrams as a single
attack. He must have both chakrams on his person to do so, or be
using an infi nite jade chakram (see Exalted, p. 389). Both projectiles
have a single attack roll and are treated by the target as a single
attack, but if the attack hits, the target suffers damage for both.
The Immaculate is able to make such an attack in concert with
appropriate simple or supplemental Charms, but he must spend an
additional mote to make the attack apply to both chakrams.
Air Dragon Style may be practiced in armor.
AIR D RAGONS S IGHT
Cost: 3m; Mins: Martial Arts 2, Essence 1; Type: Simple
Keywords: Combo-Basic
Duration: One scene
Prerequisite Charms: None
Even the smallest eddy of air carries volumes of information.
An Immaculate of the Air Dragon can attune himself to the smallest
variances in temperature and speed of the air around him, using
the wind as his sight.
When this Charm is active, the Immaculate can operate
perfectly, blindfolded or in pitch darkness, as long as he is sur-
rounded by air. He never suffers from unexpected attacks unless
he is so beset with foes that he cannot avoid all the blows (when
surrounded by multiple opponents). When used outside of combat,
the Dragon-Blood may add a number of dice equal to his Essence
to any Awareness roll as long as the focus of his attention is within
a number of yards equal to his (Essence x 10).
WIND D RAGON S PEED
Cost: 2m; Mins: Martial Arts 2, Essence 2; Type: Refl exive (Step
1)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Air Dragon’s Sight
Moving with a grace available only to the wind itself, the Air
Immaculate is able to act and regain her composure and balance
more quickly than most of her opponents. She reduces the Speed of
any single Martial Arts attack by one, to a minimum of three.
BREATH-SEIZING T ECHNIQUE
Cost: 4m; Mins: Martial Arts 3, Essence 1; Type: Simple
Keywords: Crippling, Combo-OK
Duration: (Martial Arts) actions
Prerequisite Charms: Air Dragon’s Sight
Such is the martial artist’s command of the wind that he can
drive it from his opponent’s lungs. With a series of properly placed
blows, the Immaculate strikes meridians that contract and immo-
bilize the lungs, denying his opponent breath.
If the attack is successful, it infl icts no damage. Instead, roll
the Immaculate’s (Strength + Martial Arts + Essence) against a dif-
culty of the target’s Stamina. Each net success infl icts a cumulative
-1 internal penalty on the target, and if penalties ever double the
target’s Stamina, the target is rendered unconscious.
Creatures who do not need to breathe, such as automatons,
the undead and spirits or targets using magic to obviate that need,
are unaffected by this Charm.
SHROUDING THE B ODY AND M IND
Cost: 4m; Mins: Martial Arts 3, Essence 2; Type: Simple (Speed
5)
Keywords: Combo-Basic, Obvious
Duration: (Martial Arts) actions
Prerequisite Charms: Air Dragon’s Sight
Air is invisible. In this, too, the Children of Mela emulate their
element. By swathing herself with transparent air, the Immaculate
can become nothing more than a ripple in her foes’ view.
Upon using this Charm, the Immaculate becomes virtually
invisible for a number of actions equal to her Martial Arts rating.
Those who try to attack her suffer a +2 external penalty on their
attacks, and she adds two successes to any attempts to reestablish
surprise. Because of the blur she leaves in the air as she passes,
those nearby still know where she is unless she attempts to conceal
herself using Stealth.
The Storyteller may apply bonuses to those trying to fi nd the
Air Immaculate depending on when they last saw her. As a general
guideline, someone who saw her disappear or who knows where she
was on her last action adds three dice. Those who have no idea
she’s nearby add nothing. Each action in which an individual fails
to locate or keep track of the Immaculate, he loses one bonus die
(to a minimum of zero).
AIR D RAGON F ORM
Cost: 5m; Mins: Martial Arts 4, Essence 2; Type: Simple (Speed
5)
Keywords: Form-type
Duration: One scene
Prerequisite Charms: Breath-Seizing Technique, Shrouding the
Body and Mind, Wind Dragon Speed
With a series of high, graceful motions combined with pains-
taking balance, the Immaculate dons the light, fl owing motions of
Air Dragon Form.
After successfully activating the form, the Immaculate adds
a number of dice equal to his Martial Arts to any ranged attack,
though this bonus cannot exceed the normal dice cap on such ac-
tions. The form also increases his Dodge DV by an amount equal
to half his Martial Arts rating for the scene.
TORNADO O FFENSE T ECHNIQUE
Cost: 3m per attack; Mins: Martial Arts 4, Essence 2; Type: Extra
Action
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Air Dragon Form
The Immaculate becomes a whirlwind of death and destruc-
tion, spinning around an opponent faster than the eye can follow
and unleashing a series of devastating attacks.
This Charm is a magical fl urry. For every three motes, the
Immaculate makes an additional ranged or Martial Arts attack
with his full dice pool, to a maximum number of attacks equal to
his Martial Arts rating. The DV penalty for this fl urry is equal to
one-half the DV penalty for all attacks.
AVENGING W IND S TRIKE
Cost: 3m; Mins: Martial Arts 5, Essence 3; Type: Supplemental
199
CHAPTER SIX • MARTIAL ARTS
Keywords: Combo-OK, Knockback, Obvious
Duration: Instant
Prerequisite Charms: Tornado Offense Technique
With superb command over her element, the Immaculate
channels impossibly strong gusts of air behind her attacks. Air Im-
maculates favor wearing down their foes with chakrams while using
this Charm to prevent their foes from closing with them.
For every point of raw damage the attack infl icts above the
target’s Stamina, the target suffers three yards of knockback. Targets
may also have to check against knockdown, if the attack infl icts
more damage than the target’s (Stamina + Resistance) as normal.
Some Immaculates use the wind to carry their attacks farther.
Using this Charm with a thrown weapon increases the attack’s
range increment by an amount equal to the martial artist’s Essence
in addition to the Charm’s normal effects.
WRATHFUL W INDS M ANEUVER
Cost: 4m; Mins: Martial Arts 5, Essence 3; Type: Simple
Keywords: Combo-Basic, Obvious
Duration: Instant
Prerequisite Charms: Avenging Wind Strike
The Immaculate opens his mouth wide, loosing a fearsome
shout that can shatter stone and eardrums alike. A gale-force blast
leaves his mouth in a 90-degree arc, out to a distance of (Essence
x 10) feet. His player makes a (Strength + Martial Arts) roll as an
attack, which can only be dodged, not parried.
Players of anyone affected by the Charm roll their characters’
([Dexterity or Stamina] + [Athletics or Resistance]) against a diffi culty
of the total successes on the martial artist’s roll (before subtracting
DV). If both her Strength and Athletics are less than the monk’s net
successes, a victim suffers knockdown and her player must roll her (Wits
200
Keywords: Combo-Basic
Duration: Instant
Prerequisite Charms: Cloud Treading Method
The Elemental Dragon of Air rules over the storms of Creation.
Immaculate monks who emulate that Dragon learn to imitate some
measure of that command. Spreading his arms wide for a moment
to focus his elemental Essence and his breathing, the monk brings
his hands together in a thunderous clap, which can deafen and
stun those who hear it.
The thunderclap affects anyone within (Essence x 10) yards
of the Immaculate (no attack roll required). The players of all
such characters must make a refl exive (Stamina + Resistance)
roll. If one gets successes equal to or greater than the Immaculate’s
Essence, the target immediately becomes inactive until his next
action as the sound waves vibrate through her. Yet she suffers
no further penalty. Otherwise, the violent sound also infl icts
(Strength + Martial Arts) bashing damage that ignores armor.
Targets also become deaf for a number of actions equal to the
Immaculate’s Essence, losing two dice from all dice pools due to
disorientation.
Spirits are even more susceptible to the effects of this Charm.
Double the Immaculate’s Essence for all purposes when applying
this Charm’s effects to a god, demon or elemental. Air Immaculates
do not need to be able to see or otherwise affect spirits in order for
this Charm to harm them.
The Immaculate is immune to her own thunderclap, and he
can render select persons immune to the Charm’s effects at a cost
of one mote per person. She cannot single out spirits for immunity
to this Charm. If a spirit is in range, it is susceptible.
+ Resistance) at diffi culty 1 to avoid immediately becoming inactive
for a single action. Victims of this Charm who suffer both effects are
also deafened for a number of actions equal to the Immaculate’s Martial
Arts. Deafened targets lose two dice from all actions.
By spending a point of Willpower, the Immaculate can focus
the shout on a single target. The target cannot avoid the attack
without a perfect defense, and the shout infl icts a number of health
levels of lethal damage equal to the Immaculate’s (Strength +
Essence), which bypasses armor. In addition, add any levels of
damage infl icted to the diffi culty to avoid knockdown.
CLOUD T READING M ETHOD
Cost: 3m; Mins: Martial Arts 5, Essence 3; Type: Refl exive
Keywords: Combo-OK, Obvious
Duration: (Martial Arts) actions
Prerequisite Charms: Air Dragon Form
Air Immaculates are light on their feet, and the very wind itself
carries them when they ask. Activating this Charm, the martial
artist detects the smallest updrafts (or creates them) and uses them
to buoy her steps.
This Charm doubles the Immaculate’s movement rate and leaping
distance for the duration, and the most fl imsy surfaces can support her.
She can run along a lake’s surface, skip from leaf to leaf without falling
and dash up smoke trails—as long as she keeps moving. If she does not
move in each tick, she falls. She may continue to run along impossible
surfaces as long as she re-invokes the Charm as soon as it ends.
THUNDERCLAP K ATA
Cost: 5m; Mins: Martial Arts 5, Essence 3; Type: Simple
201
CHAPTER SIX • MARTIAL ARTS
the worst hardships their masters can conceive, from standing on
the slopes of the Imperial Mountain during a blizzard to sleeping
on beds of nails and suffering brutal beatings willingly.
The style is slower by far than its fellows. Its motions are
measured and deliberate, and students take no step or strike with-
out knowing its result beforehand. Despite the pace with which
they prepare for their actions, their follow-through is as fast and
thunderously unstoppable as a falling mountain.
Earth Dragons use the tetsubo as their signature weapon, a
huge war club studded with iron. They often make their own upon
mastering the style’s Form-type Charm, and no two Earth Immacu-
lates’ weapons look alike. The artifact version of the weapon is a
great jade-laced steel club (a grand goremaul) that is usually too
heavy for a mortal to even budge. Masters of the style encourage
their students to study Craft and Occult so that they can more
easily make their own.
When wielding a tetsubo or a grand goremaul, Immaculates of
Earth add one point to the Overwhelming quality of such a weapon.
Earth Dragon Style may be practiced in armor.
FORCE OF THE M OUNTAIN
Cost: 2m; Mins: Martial Arts 3, Essence 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
Pure inward focus and slow, deliberate movement precedes
this attack. Many onlookers are surprised by the great damage such
a sluggish blow manages to infl ict.
The Immaculate adds an amount of damage equal to his
Essence on a single Melee or Martial Arts attack. He cannot use
this Charm with weapons other than the Earth Dragon’s signature
weapons—the sledge, the tetsubo or the grand goremaul.
UNMOVING M OUNTAIN S TANCE
Cost: 3m; Mins: Martial Arts 3, Essence 1; Type: Refl exive (Step
10)
Keywords: Combo-OK
Duration: (Martial Arts) minutes
Prerequisite Charms: None
Like the Imperial Mountain and the Realm’s impervious War
Manses, those who emulate Earth are eternal. Steadfast, they study
the art of stillness.
Invoking this Charm allows the Immaculate to stand stock
still for the duration. Beyond its meditative use, an Immaculate
using this Charm adds a number of automatic successes equal to her
Essence to any attempt to resist being moved or knocked down, as
from knockdown or knockback. Her ability to lock her joints and
make her muscles as steel also adds these successes to any opposed
check to maintain a grapple, as long as she is not attempting to
break the hold.
Remaining perfectly still can also aid attempts at concealment.
As long as the Immaculate has an appropriate hiding place, she adds
a like number of automatic successes to her Stealth attempt as long
as she does not move. Being able to remain perfectly still might
come in handy at other times, as well—such as resisting disarms or
holding on for dear life—at the Storyteller’s discretion.
STONE D RAGONS S KIN
Cost: 2m; Mins: Martial Arts 4, Essence 2; Type: Refl exive (Step
7)
Keywords: Combo-OK
LIGHTNING S TRIKE S TYLE
Cost: 4m, 1hl; Mins: Martial Arts 5, Essence 3; Type: Simple
(Speed 4)
Keywords: Combo-OK, Obvious
Duration: (Martial Arts) actions
Prerequisite Charms: Thunderclap Kata
The Air Immaculate’s fi ngertips spark with electricity, his eyes
icker with the light of a faraway electrical storm, and his motions
take on the sudden, unexpected aspects of lightning. When he at-
tacks, he looses brilliant bolts of lightning at his foes, even striking
targets that are far out of reach.
For the Charm’s duration, the Immaculate’s Martial Arts at-
tacks reach to a distance of (Essence x 10) feet. Such attacks infl ict
(Strength + Essence) in lethal electrical damage. If a target is in
range for a normal unarmed attack, using a punch or kick adds to
the attack’s Accuracy and Damage as normal.
For an additional mote, the Dragon-Blood may use a chakram
with this Charm to add its Accuracy and Damage to the attack.
Wielding such a weapon with this Charm carries the lightning strike
farther. Add the Immaculate’s Essence to the weapon’s Range. Do-
ing so might increase or decrease the Charm’s maximum effective
range, depending on the Immaculate’s Essence.
HURRICANE C OMBAT M ETHOD
Cost: 10m, 1wp + 1hl per action; Mins: Martial Arts 5, Essence
4; Type: Refl exive
Keywords: Combo-OK, Obvious
Duration: (Martial Arts) actions
Prerequisite Charms: Wrathful Winds Maneuver, Lightning
Strike Style
Air Immaculates unleash the hurricane on their foes through
this Charm. The wind picks up around a monk until it reaches
dizzying speeds, making her strides fl eet, her leaps long and her
blows so fast that they blur. The ferocious gusts are often strong
enough to pick up small objects within a number of yards equal to
the Immaculate’s (Essence x 3) and fl ing them away, though not
at the Immaculate’s conscious direction.
For a number of actions equal to the Immaculate’s Martial
Arts, the Immaculate moves faster and leaps farther, tripling
her movement and doubling her jumping distances. (The latter
stacks with the Air Aspect anima ability to provide four times the
distance.) Her blinding speed adds half her Martial Arts rating to
her Dodge DV and halves the Speed of any Martial Arts attacks
she makes. Each action, the Immaculate may make a number of
extra attacks (martial arts or ranged) equal to her Essence. Each
extra attack uses her full dice pool and does not prevent her from
taking non-attack actions or performing an unrelated fl urry. If she
has Charms or Combos that can logically affect the extra attacks,
she may use them, though she must still abide by the limitations
on Charms per action.
Although the Immaculate pays the Willpower and motes up
front as normal, she does not suffer damage from the Charm until
the Charm ends. At that time, she takes one level of unsoakable
bashing damage for each action the Charm lasted.
EARTH D RAGON S TYLE
Earth Dragon is the most nakedly brutal of all the Fivefold
Dragon Paths. It centers around strengthening the body, using its
natural muscles to their absolutely greatest effect and inuring the
skin and mind against pain of all types. Acolytes train by enduring
202
Duration: Until next action
Prerequisite Charms: None
Dragons of Earth spend months training their bodies to ignore
pain and resist harm. After thousands of punches made into tuns of
gravel and many hours spent lying between two massive sheets of
rock, they learn to channel their Essence into their skin, hardening
it against misfortune.
The Immaculate adds his Martial Arts rating to his natural
lethal and bashing soak until his next action. Furthermore, hard-
ening his skin in this way allows him to also parry weapons with
his bare hands.
EARTH D RAGON F ORM
Cost: 4m; Mins: Martial Arts 4, Essence 2; Type: Simple
(-0 DV)
Keywords: Form-type, Obvious
Duration: One scene
Prerequisite Charms: Force of the Mountain, Unmoving
Mountain Stance, Stone Dragon’s Skin
Taking a wide, low and very stable stance, the Earth Im-
maculate fi nds her center and uses her Essence to ground herself
in the earth.
Successful activation of the Earth Dragon Form adds the
Immaculate’s Martial Arts to his bashing, lethal and aggravated
soaks. This soak cannot be circumvented by any Charm. The monk
also gains an equal amount of Hardness.
SHATTERING F IST S TRIKE
Cost: 3m; Mins: Martial Arts 4, Essence 2; Type: Simple
Keywords: Combo-OK
Duration: (Martial Arts) actions
Prerequisite Charms: Earth Dragon Form
203
CHAPTER SIX • MARTIAL ARTS
Immaculates of Earth have an affi nity for the inanimate. In
many ways, they use objects as one facet of their ideal emulation:
a propensity toward stillness, enduring construction and a long-
term outlook.
This unique perspective gives Immaculates an advantage
when taking the inanimate apart. For the duration of the Charm,
double the raw damage the Immaculate infl icts on objects (but not
living things). This effect stacks with others that increase damage
done to objects.
WEAPON-BREAKING D EFENSE T ECHNIQUE
Cost: Special, +1wp; Mins: Martial Arts 4, Essence 3; Type:
Refl exive (Step 2)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Shattering Fist Strike
Hidden stones shatter plows, and striking a mountain breaks
the blade. Immaculates learn similar tactics. After the Immaculate
has activated this Charm, attacking him with a weapon becomes
a risky proposal.
When the martial artist parries a weapon with this Charm,
either barehanded or wielding his form weapon, his player makes
a refl exive (Strength + Martial Arts) roll to destroy the attacking
weapon. He needs one success to destroy normal weapons, three
for fi ne, exceptional or perfect weapons and fi ve for weapons forged
of the magical materials. Whether or not the Immaculate fails to
destroy the weapon, its bearer’s player must make a refl exive (Wits +
relevant Ability) roll opposing the Immaculate’s roll or be disarmed
(as per the disarming rules).
The Essence cost of this Charm is equal to the diffi culty to
destroy the weapon and must be paid before the attempt. If the
Exalt does not have enough Essence to use this Charm on a weapon
(i.e., he thought an artifact weapon was an unremarkable sword),
he spends no Essence and the Charm does not activate.
EARTHSHAKER A TTACK
Cost: 5m; Mins: Martial Arts 5, Essence 3; Type: Simple
Keywords: Combo-Basic, Obvious
Duration: Instant
Prerequisite Charms: Earth Dragon Form
Standing on a surface of earth or stone, the Immaculate stomps
her foot onto the ground. A shockwave ripples outward from her,
and the players of everyone within a number of feet equal to the
martial artist’s (Essence x 10) must make a (Dexterity + Resistance)
roll at a diffi culty of the Immaculate’s Essence to avoid knockdown.
Anyone who falls takes bashing damage equal to the Immaculate’s
Martial Arts, soaked as normal.
HUNGRY E ARTH S TRIKE
Cost: 5+m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Simple
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Earthshaker Attack
The Immaculate’s hand seems to swell and grow before he
strikes the earth with an open palm. The ground shivers, and im-
mediately after, the ground beneath his target opens up beneath
her feet and to engulf and immobilize her. The Immaculate’s player
rolls (Strength + Martial Arts) against the target’s Dodge DV—this
attack cannot be parried. Each net success for the Immaculate adds
one to the diffi culty of all the target’s physical actions.
A target affected by the Charm cannot take Move or Dash
actions until her player succeeds in a (Strength + Athletics) roll at
a diffi culty equal to the Immaculate’s net successes, which requires
a miscellaneous action at -2 DV. If the Immaculate’s net successes
exceed the target’s Strength, the attack draws her all the way into
the ground. She can take no actions but to attempt to escape, and
the diffi culty of the (Strength + Athletics) roll doubles. At the
Immaculate’s discretion, the target might not have any air in her
earthen prison. If not, she must hold her breath.
Allies may help to free a victim of this Charm, by trying to
pull her from the grasping earth or prying at the stone over her
head. Treat this as limited teamwork (adding one die to the escape
attempt for each person helping).
For one additional mote each, the Immaculate can target mul-
tiple enemies with a single use of this Charm. He cannot target more
victims than double his Essence. Obviously, both the Immaculate
and any targets must be on the same earthen or stone surface.
STILLNESS OF S TONE
Cost: 3m; Mins: Martial Arts 5, Essence 3; Type: Supplemental
Keywords: Combo-OK, Crippling, Stackable, Touch
Duration: Special
Prerequisite Charms: Earth Dragon Form
By interrupting a target’s normal Essence fl ows with immobile
earth Essence, the Immaculate can freeze her foes in place. If the
Immaculate successfully harms a target with a barehanded attack,
she paralyzes and renders him inactive, completely unable to move.
The victim endures a number of inactive actions (including the fi rst)
equal to the levels of damage infl icted. If this attack kills a target, it
turns his body to stone. His body petrifi es completely, a permanent
and frightening tribute to the Immaculate’s martial prowess.
AVALANCHE M ETHOD
Cost: 5m; Mins: Martial Arts 5, Essence 3; Type: Supplemental
Keywords: Combo-OK, Crippling
Duration: Special
Prerequisite Charms: Stillness of Stone
Channeling the heaviness of earth into his opponent, the Im-
maculate tries to bury her beneath his massive attacks. At the very
least, he forces her to assume an inferior fi ghting posture.
On a successful attack, the Immaculate’s player makes a re-
exive, opposed (Strength + Martial Arts) roll against the target’s
(Stamina + Athletics). If the Immaculate wins or ties, he successfully
pours earth Essence down on her. In addition to the normal damage
infl icted by the attack, each net success on the opposed roll infl icts
a -1 internal penalty to all physical actions on the victim as long
as she remains in the Immaculate’s line of sight. Once she escapes
the Immaculate’s line of sight, the weight lifts.
If the net successes exceed the target’s Stamina, the Charm
immobilizes her completely. She must take only inactive actions,
but only as long the Immaculate maintains physical contact with
her—her form overfl ows with earth Essence, and he must prevent
it from pouring out.
As long as the Immaculate maintains the proper eye or physical
contact, the Charm can last indefi nitely. When he releases someone
made completely immobile, she still suffers the Charm’s internal
penalties until the Immaculate uncommits the motes spent on
the Charm or she leaves his line of sight. Finally, trying to take
other actions while maintaining contact with a single, immobilized
individual is awkward, leveling a -1 external penalty on all physi-
cal actions. Holding multiple such victims increases the penalty
commensurately.
204
Multiple invocations of this Charm on a single target are not
cumulative. Only the most effective application counts. Earth-
aspected Dragon-Blooded, already replete with earth Essence,
cannot be affected by this Charm, though the attack behind it
can still infl ict damage.
GHOST-GROUNDING B LOW
Cost: 5m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Supple-
mental
Keywords: Combo-OK, Obvious, Touch
Duration: Special
Prerequisite Charms: Avalanche Method, Weapon-Breaking
Defense Technique, Hungry Earth Strike
Earth is the element of stability and physicality. Touch-
ing an immaterial target, the Immaculate uses his connection
to the Elemental Dragon of Earth to draw this victim into the
corporeal world.
Ghost-Grounding Blow does not provide the means to strike an
immaterial target, so the monk must fi rst activate Moment of Daana’d
or another Charm that allows her to strike immaterial targets. On
a successful, unarmed Martial Arts attack, the Immaculate’s player
makes an opposed roll of (her Wits + Martial Arts + extra successes
on the attack) against the target’s permanent Willpower.
If the Immaculate wins, her blow infl icts no damage but
she instead forces the target into material form. When the
target need spend no Essence to become corporeal (such as an
elemental or Eclipse Caste Solar using Dematerialize), it happens
immediately. If the target must spend Essence to don a physical
form (such as ghosts, gods or demons using Materialize), the
Charm forces it to spend that Essence immediately. When the
target does not have enough Essence to use that power, the
Immaculate must supply the rest. If the two parties combined
do not have enough, both lose all their Essence, but the
target remains immaterial.
Once material, the target must remain material for a
number of hours equal to the Immaculate’s Martial Arts Ability.
She is in no way prohibited from using any Charms or powers,
assuming she has the Essence to do so, apart from those that
would dematerialize her.
On a tied roll, the entity becomes material as normal but
may dematerialize again (if she has that ability) on or after her
next action. If the target’s player wins the opposed roll, the at-
tack has no effect at all.
Neither gods nor demons are fond of this Charm, as it forces
them into a weaker position and often precedes the Immaculate’s
attempts to destroy them. Creatures with permanent Essences
higher than the martial artist’s are immune to this
Charm.
PERFECTION OF E ARTH B ODY
Cost: 10m, 1wp; Mins: Martial Arts 5, Essence 5;
Type: Simple (-2 DV)
Keywords: Obvious
Duration: One scene
Prerequisite Charms: Ghost-Grounding Blow
The pinnacle of Earth Dragon Style, this Charm lets the
Immaculate truly become one with the exemplar she emulates.
Falling to her hands and knees, the martial artist touches her head
to the ground to be fully in contact with the body of the Elemental
Dragon of Earth. Her skin ripples and petrifi es, making her into an
Immaculate warrior of living stone.
205
CHAPTER SIX • MARTIAL ARTS
This Charm doubles the Immaculate’s Strength and Stamina
and causes his hand-to-hand attacks to infl ict lethal damage. She
adds her Essence to the Accuracy, Damage and Defense values
of her unarmed attacks. She soaks lethal damage with her entire
Stamina and adds her Essence to her bashing and lethal soak and her
Hardness. Finally, being made from stone deadens the Immaculate’s
senses and strengthens her joints. She ignores all wound penalties
and Crippling effects for the Charm’s duration.
This Charm is incompatible with armor.
FIRE D RAGON S TYLE
Devotees to the Fire Dragon suffer the cruelest of the fi ve
training regimens. They learn early on that one must control fi re,
lest it consume everything in its path. The best-known lesson
the Fire Immaculates suffer consists of setting the student on fi re.
She is forbidden to use anything other than her own willpower to
resist the pain as the element she wishes to emulate bubbles her
esh and melts the fat from her bones. She hears the crackling fi re
and smells her charred fl esh, and when she can endure no more,
she need only speak before she is doused and healed. In general,
Immaculates believe that the longer a student remains silent, the
greater a warrior she will be.
Fire Dragons fi ght in a manner as wild and unpredictable as
a forest fi re, but the Immaculates themselves endeavor to always
be in complete control. Their lessons teach them that they are
the fi re and to lose control would be devastating to their friends
and their aims.
The signature weapons of Fire Dragon Style are paired
short swords, each curved to a claw-like point at the end. Paired
short daiklaves serve as the artifact version of these weapons. An
Immaculate’s combat with these weapons is ferocious, and the
shimmering of light off the blades often reminds observers of the
ickering fi res of the element behind the style.
Immaculate Dragons of Fire become incredibly adept at using
their blades for rapid slashing assaults. When one performs a fl urry
that consists only of attacks with their signature weapons, each
attack suffers a multiple action penalty equal only to its number
in the progression; i.e., the fi rst attack suffers a -1, the second a -2
and so on. Fire Dragon Style may be practiced in armor.
FLASH-FIRE T ECHNIQUE
Cost: 1m; Mins: Martial Arts 3, Essence 1; Type: Supplemental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: None
In the dry season, fi res can start in the blink of an eye with
the merest spark. Nothing is so wet that an Immaculate of Hesiesh
cannot set it alight. Moving as quickly as the sudden fl ame, the
Immaculate adds a number of dice equal to his Martial Arts score
to his Join Battle action.
FLAME-FLICKER S TANCE
Cost: Varies; Mins: Martial Arts 3, Essence 2; Type: Refl exive
(Step 2)
Keywords: Combo-OK, Obvious
Duration: Until next action
Prerequisite Charms: Flash-Fire Technique
Obscuring her form behind the image of a fl ickering fl ame and
rising smoke, the Immaculate shifts and dances like a candle’s eager
ame. Until her next action, each mote she spends (to a maximum
of her Essence) increases both her DVs by one.
SEARING F IST A TTACK
Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Crippling, Stackable
Duration: Instant
Prerequisite Charms: None
Strikes supplemented by this Charm hit very painful pressure
points and further increase that red-hot agony with a lick of fi re
Essence. Such great pain draws the target’s focus inward, away from
the temporal world around her. After successfully infl icting damage
with a blow supplemented by this Charm, the Immaculate causes
such pain that his victim suffers a -1 internal penalty to all actions for
the rest of the scene. This penalty comes on top of wound penalties,
and additional uses of this Charm have a cumulative effect.
PERFECT B LAZING B LOW
Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Searing Fist Attack
A tongue of fl ame travels from the Immaculate’s heart to her
st or weapon, making one attack burn through an opponent’s
defense. An attack supplemented by this Charm automatically hits
targets with an effective DV of less than the Immaculate’s Essence,
as if the attack’s roll had just enough successes to connect. If the
attack roll has enough successes on its own, ignore the results of
this Charm.
FIRE D RAGON F ORM
Cost: 5m; Mins: Martial Arts 4, Essence 2; Type: Simple (Speed 4)
Keywords: Form-type, Obvious
Duration: One scene
Prerequisite Charms: Flame-Flicker Stance, Perfect Blazing
Blow
The Immaculate performs a brief kata and brings her arms
together. When she releases the position, a light burst of warm,
orange fl ame erupts from her. While the form is active, her move-
ments are more like those of the fi re she emulates, and attacks
against her seem to only fan the fl ames.
After successfully activating Fire Dragon Form, the Immaculate
increases her Dodge DV by half her Martial Arts Ability. Also,
due to the great heat that surrounds her, the Immaculate’s bashing
attacks infl ict lethal damage.
FIERY H AND A TTACK
Cost: 4m; Mins: Martial Arts 5, Essence 3; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Fire Dragon Form
His hand or sword sheathed in fl ame, the Immaculate tries to
cover a foe in that burning Essence. On a successful Martial Arts
strike, the Immaculate adds his Martial Arts rating to the damage,
and all damage infl icted is lethal. Additionally, the target’s player
refl exively rolls (Stamina + Resistance) at a diffi culty of the monk’s
Essence. Beings with an elemental affi nity for Water (such as Water-
aspected Dragon-Blooded) add two dice to their Resistance rolls. If
the roll fails, the target bursts into fl ame. Treat this effect as if the
victim were standing in the middle of a bonfi re. She suffers four
levels of lethal damage per action for a number of subsequent actions
equal to the attacker’s Martial Arts score. A successful (Stamina
+ Resistance) roll at diffi culty 3 reduces the damage from lethal to
bashing on each action, which ignores armor.
206
The fl ames are magical, despite the entirely normal looks, smells,
feelings and screams. Only the end of the Charm or magic (water
Essence or magic that specifi cally douses fl ames) can put out the fi re
early. Otherwise, the poor victim will burn even underwater.
BREATH OF THE F IRE D RAGON
Cost: Varies; Mins: Martial Arts 5, Essence 3; Type: Simple
Keywords: Combo-Basic, Obvious
Duration: Instant
Prerequisite Charms: Fiery Hand Attack
Taking a deep breath and calling to rouse the Fire Dragon within
her, the Immaculate spits a gout of fl ame that extends for a number
of yards equal to her Essence. Her attack roll is her (Perception +
Martial Arts), and she adds a number of automatic successes equal to
her Essence. The attack infl icts a number of levels of lethal damage
equal to her Essence for every mote the Fire Dragon Immaculate
spends on the Charm. She cannot spend more motes than she has
dots of Martial Arts. The rolling fl ame cannot be parried.
By expending a point of Willpower, the Immaculate gives
the Breath of the Fire Dragon the ability to affect spirits as well as
material objects.
ESSENCE-IGNITING N ERVE S TRIKE
Cost: 5m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Simple
(Speed 5)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Breath of the Fire Dragon
This esoteric attack touches and activates a half-dozen potent
chakras, causing the Essence contained within the target to fl are
and burn the body from within. On a successful strike, the attack
does not infl ict normal damage. Instead, the target suffers one level
of lethal damage for every mote of Essence in her Personal Essence
pool, up to a maximum of twice the Immaculate’s permanent Es-
sence. The damage ignores armor but is otherwise soaked normally.
This Charm does not consume the motes involved, but simply uses
them as a catalyst for damage.
Creatures without Personal Essence pools (such as gods and
mortals) are immune to this Charm.
OVERWHELMING F IRE M AJESTY S TANCE
Cost: 4m; Mins: Martial Arts 5, Essence 3; Type: Simple
Keywords: Combo-Basic, Obvious
Duration: Varies
Prerequisite Charms: Fire Dragon Form
Fires cause great damage, and they are recognized and respected
for their illimitable hunger across Creation. Taking this aspect of
the Fire Dragon onto herself as fl ames swirl about her body, the
Immaculate makes her foes afraid to strike her.
While the Immaculate maintains the stance, anyone trying
207
CHAPTER SIX • MARTIAL ARTS
to attack her subtracts a number of dice equal to the Immaculate’s
Martial Arts from his dice pool when doing so. Anyone who tries to
attack one of the Immaculate’s clear allies within a number of yards
of the Immaculate equal to the Immaculate’s Essence subtracts half
that number (i.e., the Immaculate’s Martial Arts score). While this
Charm is active, the Immaculate can defend herself and take other
actions. Making an attack or taking a Dash action ends Overwhelm-
ing Fire Majesty Stance, as does invoking any non-refl exive Charms
or moving more than half her normal movement. Taking any health
levels of damage from an attack also disrupts the stance. Once the
Charm ends, the effects linger for another three ticks.
SMOLDERING W OUND A TTACK
Cost: 4m; Mins: Martial Arts 5, Essence 3; Type: Supplemental
Keywords: Combo-OK
Duration: Varies
Prerequisite Charms: Overwhelming Fire Majesty Stance
The Immaculate endows a single wound with slow-burn-
ing Essence. If he successfully damages his opponent, the wound
smolders like a dying fi re. On the Immaculate’s following action,
the Charm’s victim suffers any post-soak damage again. Soak does
not apply to the second instance of damage.
CONSUMING M IGHT OF THE F IRE D RAGON
Cost: 6m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Simple
Keywords: Obvious
Duration: One scene
Prerequisite Charms: Essence-Igniting Nerve Strike, Smoldering
Wound Attack
This Charm pulls pure elemental fl ame from the heart of the
Elemental Dragon. An Aspect of Fire using this Charm triples the
effects of his anima power. For non-Fire Aspects, the Charm allows
the Immaculate to use the Fire Aspect anima power at its normal
level. Also, anyone viewing the Immaculate, regardless of his aspect,
is affected as if by the Overwhelming Fire Majesty Stance, except
that the effects last for an entire scene and the Immaculate is free
to attack and/or use Charms.
WATER D RAGON S TYLE
Immaculate Dragons of Water meld the crashing strength of
the tsunami, the unutterable calm of a perfectly smooth lake and
the cold, grinding force of a frozen glacier into a deadly martial
arts style. Students of the style spend long hours contemplating
water in all its forms: the cutting edges of ice, the fl owing and
indestructible nature of water, the gentle but deadly snowfall and
the freeform essence of scalding steam. Swimming and sailing have
their parts in the training, as a monk must come to fully understand
his element.
When they enter combat, Water Immaculates seem to melt
away from their opponents’ blows, run through their grasping fi ngers
and then strike with the force of a great wave. Though a single wave
cannot topple a castle, Water Stylists wear their foes to the ground
with an unending series of eroding strikes and kicks.
These Immaculates wield “dragon’s claws” in combat, which
are effectively stylized tiger claws (or razor claws). Water Dragons
are so skilled in using these weapons that their fl owing movements
create glittering walls of slashing steel and jade, hypnotically beauti-
ful but of deadly consequence.
Water Dragons wielding paired dragon’s claws reduce the Speed
by one and add two to the weapons’ Defense. Water Dragon Style
is compatible with armor.
FLOWING W ATER D EFENSE
Cost: 1m; Mins: Martial Arts 2, Essence 1; Type: Refl exive
Keywords: Combo-OK
Duration: (Essence) actions
Prerequisite Charms: None
Striking water is easy to do, but it is hard to do more than
make a harmless splash. Similarly, soft water does not do more than
ow past stone, but it always takes something with it. While the
Charm is in effect, the Immaculate subtracts one die from all his
attack pools, but anyone who tries to attack him subtracts three
dice from all attack pools.
RIPPLING W ATER S TRIKE
Cost: 2m; Mins: Martial Arts 3, Essence 2; Type: Supplemental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Flowing Water Defense
Just as a pebble thrown through the surface of a pond sends
ripples washing to shore, so can the Immaculate’s blow ripple through
Creation. When she connects with a strike aided by this Charm, the
very air appears to ripple outward from the point of contact.
If an attack supplemented by this Charm successfully infl icts
levels of damage on its target, everyone but the Immaculate within
10 feet of the target suffers dice of bashing damage equal to the
number of health levels infl icted on the primary target. This dam-
age ignores armor.
This Charm is not discerning—friends are as susceptible as
foes. When the Immaculate raises her Essence to 4, she may spend
Essence to make the Charm ignore her companions and friends.
For each mote spent, the ripples ignore one creature. She may not
exempt more targets than she has dots of Essence.
DROWNING-IN-BLOOD T ECHNIQUE
Cost: 4m; Mins: Martial Arts 3, Essence 2; Type: Simple (Speed
4)
Keywords: Combo-OK, Stackable
Duration: Instant
Prerequisite Charms: Rippling Water Strike
The body contains a great deal of water, in the form of sweat,
tears… but mostly blood. Immaculates of Water learn the secret
tides of blood, and they can strike a target in such a way that it
disrupts and diverts a victim’s blood. By channeling it into the
target’s airways and lungs, an Immaculate can actually drown his
foe in her own blood.
After a successful Martial Arts attack, which does not dam-
age the target, the Immaculate’s player (Strength + Martial Arts)
opposed by the target’s (Stamina + Resistance). If the Immaculate
wins, his target suffers internal bleeding and loses one dot of Stamina
for a number of actions equal to the Immaculate’s extra successes.
Subsequent uses of the Charm are cumulative, and a target reduced
to 0 Stamina is dead.
SHRUGGING W ATER D RAGON E SCAPE
Cost: 3m; Mins: Martial Arts 3, Essence 2; Type: Simple
Keywords: Combo-Basic
Duration: Instant
Prerequisite Charms: Rippling Water Strike
Water cannot be bound. Rivers fl ow through a man’s fi ngers,
ice melts away, and steam escapes into the air. The Immaculate tries
to mimic this perfect freedom, using this Charm to prevent herself
from ever being restrained. When she uses it, mundane chains
208
shatter, ropes snap, and handcuffs drop away. It also nullifi es the
effects of supernatural restraints for a number of ticks equal to the
Immaculate’s (Martial Arts x 3).
WATER D RAGON F ORM
Cost: 5m; Mins: Martial Arts 4, Essence 3; Type: Simple (Speed 5)
Keywords: Form-type
Duration: One scene
Prerequisite Charms: Drowning-in-Blood Technique, Shrugging
Water Dragon Escape
With a few graceful body movements, the Immaculate becomes
more like the liquid element he seeks to emulate. As that element,
he can absorb and dissipate vast amounts of damage while suffering
very little harm.
While this Charm is active, the Exalt adds his Martial Arts to
his bashing and lethal soak and soaks lethal damage with his full
Stamina. Also, when successfully attacked, he may further augment
his soak by refl exively spending one mote per two points of soak.
This soak applies to only a single attack, and he must spend the
Essence in Step Seven of attack resolution.
Finally, the Immaculate’s fl owing motions make his attacks
hard to evade and his defenses even harder to predict. He adds his
an amount equal to his Essence to his Martial Arts Ability for the
scene. This Charm is incompatible with any armor that has a mobility
penalty of -2 or greater, because such armor constrains the martial
artist and prohibits the natural fl ow necessary for this Charm.
FLOW R EVERSAL S TRIKE
Cost: 4m; Mins: Martial Arts 5, Essence 3; Type: Simple (Speed 5)
Keywords: Combo-OK, Crippling, Touch
Duration: Instant
Prerequisite Charms: Water Dragon Form
209
CHAPTER SIX • MARTIAL ARTS
By infl uencing the water Essence inside her target’s body, the
Immaculate can completely—if only for a moment—reverse the
blood in a person’s veins. All she need do to enact this Charm is
give the target the slightest touch. Some Water Immaculates fi nd
ways to begin combat by using this Charm amidst a handshake or
other friendly gesture.
If an unarmed Martial Arts attack is successful (whether or
not it infl icts any damage), the target’s player rolls (Stamina +
Resistance) at a diffi culty equal to the Immaculate’s successes on
the initial attack roll, before reducing successes from the target’s
DVs. If the roll fails, he takes one level of unsoakable lethal dam-
age. Whether or not the target succeeds, he loses two dice from
all dice pools for a number of actions equal to the Immaculate’s
Martial Arts.
Mortals are less hardy than the Exalted, and those who fail the
(Stamina + Resistance) roll die instantly, as do animals of less than
twice the Immaculate’s size. Most gods, automatons and undead
have no blood and are immune to this Charm, but some (such as
water elementals or creatures with great amounts of liquid in their
forms) are still susceptible and take two levels of lethal damage if
they fail the roll.
CRASHING W AVE S TYLE
Cost: 4m; Mins: Martial Arts 5, Essence 3; Type: Extra Action
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Flow Reversal Strike
Wave after wave crashes up against the rocky shore, and after
each rush of water, more sand and stone washes away. By the time
the storm is fi nished, nothing is left.
On a successful Martial Arts attack, the Immaculate makes a
second attack at -1 die to his pool. If the second attack succeeds, he
can make a third attack at -2 and a fourth at -4. Each subsequent
attack doubles the die penalty, and the Charm ends when the one
of the Immaculate’s attacks misses, his dice pool hits zero or below
or the number of attacks equals his Martial Arts.
THEFT-OF-ESSENCE M ETHOD
Cost: 4m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Supple-
mental
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Water Dragon Form
Certain texts of Daana’d suggest seeing beings that wield
Essence as self-contained eddies in Creation, small vortices of
power. Immaculates teach a method for interrupting those small
whorls in Creation’s fl ow, diverting that Essence to the monk’s
righteous use.
After a successful attack, the Immaculate’s player rolls (Es-
sence + Martial Arts), stealing three motes of Essence for each
success from his target and adding them to his own reserves. This
Essence counts as Personal for all purposes, but it may infl ate his
pool beyond its normal boundaries. He may use this Essence, but
only on Charms from Water Dragon Style. Unused Essence gained
from this Charm fades at a rate of one mote per minute.
GHOST-RESTRAINING W HIRLPOOL S TANCE
Cost: 5m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Simple
Keywords: Combo-Basic, Stackable
Duration: Until abandoned
Prerequisite Charms: Theft-of-Essence Method
Just as a sinking ship can create a vortex that sucks down fl ee-
ing survivors, Immaculate martial artists can create a similar effect
in the medium of Creation’s Essence. By crafting a small ball of her
water Essence and hurling it into the sea of Creation, she creates a
temporary whirlpool of Essence that hinders spirits. As long as she
maintains the proper stance, the effects remain.
The Immaculate’s player rolls (Charisma + Martial Arts),
and the players of all spirits within (Essence x 10) yards roll the
creatures’ Essences. Spirits who achieve more successes than the
Immaculate may ignore the effects of this Charm. Any spirit who
fails the roll suffers a -1 external penalty for each success by which
the Dragon-Blood’s roll beats his. Additionally, each success reduces
the speed of the spirit’s Move and Dash actions by one yard per
success, unless the spirit is moving toward the Immaculate.
If the external penalty exceeds the spirit’s Essence, the spirit
becomes inactive for the duration of the Charm unless its permanent
Essence is greater than the Immaculate’s, in which case it suffers
the normal penalties but can continue to act.
In order to sustain this Charm, the martial artist must take a
-2 external penalty to all actions. When he drops it, the Charm’s
effects remain for three ticks before fading.
Use of this Charm is obvious to spirits.
BOTTOMLESS D EPTHS D EFENSE
Cost: 5m, 1ahl; Mins: Martial Arts 5, Essence 3; Type: Refl exive
(Step 7)
Keywords: Combo-OK
Duration: Instant
Prerequisite Charms: Crashing Wave Style, Ghost-Restraining
Whirlpool Stance
Activating this Charm allows the Immaculate to ignore all
damage from any source for one tick, as he siphons the wounds
into the limitless abyss of the Water Dragon. The effort is greatly
draining, however, and he immediately suffers a single level of
aggravated damage.
Practitioners of Water Dragon Style save this Charm for ex-
treme circumstances. To perform such powerful techniques carries
away a piece of the soul, and Immaculates are rightly wary of such
consequences.
ESSENCE-DOUSING W AVE A TTACK
Cost: 6m, 1wp; Mins: Martial Arts 5, Essence 4; Type: Supple-
mental
Keywords: Combo-OK
Duration: Varies
Prerequisite Charms: Bottomless Depths Defense
Smothering an opponent with the dousing power of pure water
Essence, the Immaculate attempts to metaphorically drown and put
out his opponent’s magic.
The Immaculate makes a normal Martial Arts attack. If he
infl icts damage, the Immaculate’s player makes an immediate (Es-
sence + Martial Arts) roll at a diffi culty of half the target’s Essence.
For three ticks per success, any Charms or spells affecting the target
cease to operate. If the number of successes exceeds the Essence
of whatever individual invoked the Charm or cast the spell, the
magic is completely dispelled. The durations of inactive Charms
continue to count down.
Targets affected by this Charm can reactivate the Charms
and spells that were cancelled. Unless the Charms are stackable,
people who suddenly have the same Charm active twice (as Es-
sence-Dousing Wave Attack ends) gain no special benefi t. This
210
death, participating in both food and water deprivation and glut-
tony, and most also consume absurd quantities of hallucinogenic
drugs while seeking the purity of Sextes Jylis.
To observers, Wood Dragon Style is not a particularly deadly
or effective style. Immaculates who practice it rarely fell their op-
ponents in a single strike or send their opponents fl eeing a storm
of blows. Yet, they win their combats nonetheless. With the power
they hold over the fl ows and ebbs of life through Creation, the
wise fear them.
An Immaculate of Wood fi res her signature weapon, the bow,
with deadly accuracy. Their training teaches them to fi re backward,
with the bow vertical or horizontal, from the saddle or while lying
down, among others. When an Immaculate masters Wood Dragon
Form, she usually constructs her own bow as a part of a ritual. Those
who can construct powerbows often do so for their comrades.
When using her signature weapon, an Immaculate of the Wood
Dragon adds two to its Damage bonus and 25 yards to its Range.
This style may be practiced while in armor.
EYES OF THE W OOD D RAGON
Cost: 2m; Mins: Martial Arts 2, Essence 2; Type: Simple (Speed
4)
Keywords: Combo-OK
Duration: Special
Prerequisite Charms: None
The Wood Immaculate is master of the patterns that govern
life and survival. By using this Charm to examine a single foe, the
Dragon-Blood fi nds that foe’s weakest points. After invoking this
Charm, the Immaculate must successfully attack his target within his
ve next actions or the Charm ends with no effect. On a successful
attack, the Immaculate adds her Essence as separate damage dice.
Charm can be used on friends to subdue unwanted effects, but the
Immaculate must infl ict at least a single level of bashing damage
to trigger the effect.
TSUNAMI F ORCE S HOUT
Cost: 10m, 1wp, 1hl; Mins: Martial Arts 5, Essence 4; Type:
Simple
Keywords: Combo-Basic, Obvious
Duration: Instant
Prerequisite Charms: Essence-Dousing Wave Attack
Filling her lungs with the life of the Water Dragon itself, the
Immaculate summons all her strength and expels a low, rumbling,
water-Essence-laden shout that shakes all who stand before her.
Tsunami Force Shout radiates out from the Immaculate in
a 45-degree arc extending out a number of yards equal to her Es-
sence, infl icting ([Essence + Martial Arts] x 2) levels of aggravated
damage. The player of anyone within the area of effect makes a
refl exive Essence roll. On a botch, any damage dice not soaked in
Step Seven of attack resolution are automatic successes. If the Es-
sence roll fails, the damage is soaked and rolled normally. If the roll
succeeds, the damage becomes lethal instead of aggravated and is
rolled normally. With a threshold of three or more on the Essence
roll, the damage is bashing.
WOOD D RAGON S TYLE
Followers of the Wood Dragon are mysteries among the mys-
terious. All Immaculates are curiosities for their dedication and
their great power, but Wood Dragon Style practitioners exemplify
the strangeness that follows Dragon-Blooded monks, often even
to their fellows. Their training is no small part of this perception:
Immaculates of Wood go far to understand the extremes of life and
211
CHAPTER SIX • MARTIAL ARTS
This extra damage bypasses armor but may be soaked by Stamina
and other sources of Hardness normally.
This attack affects immaterial spirits as if they had materialized.
Also, this Charm is only effective against living beings—automata
and the dead do not bear the life paths that this Charm uses.
MIND-OVER-BODY M EDITATION
Cost: 2m per hl; Mins: Martial Arts 3, Essence 2; Type: Simple
(Speed 5)
Keywords: Combo-Basic, Obvious
Duration: Instant
Prerequisite Charms: Eyes of the Wood Dragon
Followers of the Wood Dragon master the fl ow of life within
their own bodies early in their training, healing minor wounds
and bruises with ease by focusing wood Essence on that location to
improve healing. For every two motes spent, the Immaculate heal
one level of bashing damage that she has suffered.
WOOD D RAGON V ITALITY
Cost: 2m; Mins: Martial Arts 3, Essence 2; Type: Refl exive (Step 7)
Keywords: Combo-OK
Duration: One action
Prerequisite Charms: Mind-over-Body Meditation
Immaculates see the Wood Dragon as more than the font of
life in Creation—they also see its exemplar as a warrior without
peer who can use the power of the trees to shield himself. After
activating this Charm, the Immaculate adds his Martial Arts rating
to his bashing soak and soaks lethal damage with his full Stamina
until his next action.
SOUL-MARKING S TRIKE
Cost: 3m; Mins: Martial Arts 4, Essence 3; Type: Supplemental
Keywords: Combo-OK, Stackable, Touch
Duration: One scene
Prerequisite Charms: Wood Dragon Vitality
To enact this Charm, the Immaculate need only touch her op-
ponent, nothing heavier than a caress, and spend the Essence. The
target feels a sharp pain in his head, but nothing more. In combat,
touching a target thus requires a successful attack.
For the remainder of the scene, the Immaculate gains an au-
tomatic success on any attack she makes against a target who has
been branded. Multiple soul mark effects are cumulative.
Soul marking is especially painful to spirits—as painful as a
real brand is to mortals. In addition to the other effects, this Charm
endows spirits with a (cumulative) -1 internal penalty due to the
searing pain that refuses to go away.
For 24 hours after branding a target, the Immaculate can sense
the direction to any being she has branded. The Immaculate adds
a number of dice equal to her Essence to attempts to track such a
subject, or she gains the ability to take part in a supernatural tracking
contest. When such a being is within a number of yards equal to
the martial artist’s Essence, the martial artist can tell approximately
where, and which being, it is.
WOOD D RAGON F ORM
Cost: 5m; Mins: Martial Arts 4, Essence 3; Type: Simple (Speed 5)
Keywords: Form-type, Obvious
Duration: One scene
Prerequisite Charms: Soul-Marking Strike
Striking his own body in a series of precise, quick blows, the
Immaculate removes all blocks on the fl ow of wood Essence through
his frame. Even the tiniest misplacement of one such strike causes
the Charm to fail. Thereafter, the Dragon-Blood almost glows with
life, and green Essence sometimes fl ashes in his eyes or trails behind
his body as he moves.
While Wood Dragon Form is active, the Immaculate regener-
ates one health level of bashing damage on every action and one
health level of lethal damage every other action. If the monk is
slain, the Charm ends, and he stops regenerating.
UNBREAKABLE F ASCINATION K ATA
Cost: 4m; Mins: Martial Arts 4, Essence 3; Type: Simple
Keywords: Combo-Basic, Obvious
Duration: Varies
Prerequisite Charms: Wood Dragon Form
The motions associated with this Charm resemble both the way
vines grow up trees in the Southeastern jungles and the movements
of Southern snakes. So mesmerizing are the Immaculate’s katas that
she transfi xes her opponents, rooting them to the spot.
The character’s player rolls her (Charisma + Martial Arts +
Essence) against the Dodge MDVs of all who can see her clearly. As
long as the Immaculate continues to exercise the kata, those whose
MDVs were not hardy enough become inactive as they do nothing
other than stare at her with rapt fascination. While executing the
kata, the Immaculate may speak, move at half pace or dodge with a
-2 DV penalty. Any other action ends the Charm. Wood Immaculates
often use this Charm to close with an opponent before attacking.
ENTHRALLING B LOW A TTACK
Cost: 8m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Simple
Keywords: Combo-OK, Obvious, Touch
Duration: Instant
Prerequisite Charms: Unbreakable Fascination Kata
Certain pressure points cause a subject to relax uncontrollably,
momentarily losing all motivation to move or act. If the Immaculate
makes a successful Martial Arts attack on his target, his player does
not roll damage. Instead, add the Exalt’s Essence to the number of
successes on the attack (before reduction from DV). Should this value
top the target’s MDV, the target is enthralled and becomes inactive
for a number of actions equal to the Charm’s extra successes.
In subsequent actions, the target’s player can attempt to have
the target shake off the effects by rolling (Willpower + Integrity) at
a diffi culty of (1 + the successes rolled by the Immaculate’s player on
the opposed roll). This Charm works only on living creatures.
SPIRIT-WRACKING M ETHOD
Cost: 4m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Supple-
mental
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Wood Dragon Form
When combating a spirit, the Wood Immaculate’s understand-
ing of spirit Essence allows her to channel her own Essence through
an attack into the spirit. Once there, that Essence blossoms and
grows, temporarily disrupting the spirit’s form.
On a successful Martial Arts attack that infl icts at least one
level of damage, the Immaculate’s player makes a refl exive (Es-
sence + Martial Arts) roll against a diffi culty equal to the spirit’s
permanent Essence. The spirit loses a number of dice from all
actions equal to the roll’s threshold. This penalty fades at the rate
of one die per action the spirit takes. This Charm is able to strike
immaterial spirits.
212
SPIRIT-RENDING T ECHNIQUE
Cost: 8m, 1wp; Mins: Martial Arts 5, Essence 3; Type: Simple
(Speed 5)
Keywords: Combo-OK, Obvious
Duration: Instant
Prerequisite Charms: Spirit-Wracking Method
As a thin vine grows along a wall and inevitably destroys it,
the Immaculate is able to tighten his Essence around a spirit-foe
and tear its core to shreds. On a successful attack against a spirit,
the Wood Immaculate does not infl ict damage normally. Instead,
her player rolls her (Essence + Willpower) at a diffi culty of the
spirit’s Essence. Success indicates that the spirit suffers one level of
aggravated damage. For every additional number of successes equal
to target’s Essence that the roll garners, the spirit suffers another
aggravated health level. Spirits reduced to Incapacitated by such
an attack are permanently destroyed.
DEATH-PATTERN S ENSING A TTITUDE
Cost: Varies; Mins: Martial Arts 5, Essence 4; Type: Simple
Keywords: Combo-Basic
Duration: One scene
Prerequisite Charms: Wood Dragon Form
Attuning herself to the pattern of souls around her, her mas-
tery over wood Essence allows her to also detect the patterns of
death—death that has occurred, or death that impends.
For the rest of the scene, the Immaculate may refl exively spend
a single mote to ignore all penalties to her Dodge DV against a
single attack. She may do so no more than a number of times equal
to her Essence between actions. She can dodge attacks only by be-
ings that possess a spirit, however (including most undead). She
cannot dodge traps, falling rocks or attacks by automata. Finally,
she cannot dodge ranged attacks made from beyond a radius equal
to her Essence in yards.
213
CHAPTER SIX • MARTIAL ARTS
WOOD D RAGON S UCCOR
Cost: 3m per hl; Mins: Martial Arts 5, Essence 3; Type: Simple
(Speed 5, -2 DV)
Keywords: Obvious, Touch
Duration: Instant
Prerequisite Charms: Death-Pattern Sensing Attitude
The Immaculate uses this meditation technique to absorb
others’ wounds into his own body, where he can then heal them.
All the Dragon-Blood must do is touch the injured subject and
temporarily merge their Essences. The target then heals one health
level for every three motes the Immaculate spends, and the wounds
immediately appear on the martial artist’s body. Such a gracious act
is not without its “reward,” and the Immaculate immediately suffers
the appropriate wound penalties. Wood Immaculates can, of course,
heal those injuries with Wood Dragon Form or Mind-over-Body
Meditation, unless the wounds are aggravated.
SOUL M ASTERY
Cost: 10m, 1hl; Mins: Martial Arts 5, Essence 4; Type: Simple
(-2 DV)
Keywords: Combo-Basic, Obvious, Touch
Duration: (Essence) actions
Prerequisite Charms: Enthralling Blow Attack, Spirit-Rending
Technique, Wood Dragon Succor
The highest mastery of Wood Dragon Style, this Charm is little
more than a legend to most, even other Dragon-Blooded Immaculate
monks. Few who see the Charm active live to tell others, because
the perfect alignment of a Wood Immaculate with the forces of life
gives her the power to completely and utterly end it.
After activating this Charm, a swirling, sizzling green-black
aura lingers on the Immaculate’s hands for a number of actions
equal to his Essence. During that time, the Immaculate must
successfully touch her target, either casually (if her victim is
not expecting an attack) or as part of a hand-to-hand attack
that infl icts normal damage. Once she does so, the Immaculate’s
player makes a refl exive (Essence + Martial Arts) roll against the
opponent’s (Stamina + Resistance). If the target loses, his soul
becomes completely dissociated from his body, instantly killing
him. Even if he wins, the attack still infl icts dice of aggravated
damage equal to the Immaculate’s Essence.
In addition to its effects on living creatures, spirits with
a permanent Essence lower than or equal to that of the Im-
maculate are even more susceptible to Soul Mastery. Should the
Immaculate strike such a spirit, her wrath rips its Essence asunder,
permanently destroying it. Gods and elementals can sense the
presence of Exalted who have mastered this Charm, and they
fear them intensely.
Soul Mastery is harsh on the Immaculate. Beyond the con-
siderable toll it demands, an Exalt must unleash the power on a
target lest it destroy her own soul. Failure to discharge the effect
on another target within the time allotted by the Charm forces the
Immaculate to resist its effects herself.
216
CHAPTER SEVENCHAPTER SEVEN
STORYTELLINGSTORYTELLING
So, you’ve picked up this Manual of Exalted Power, and now
you want to run a game of Dragon-Blooded heroes and heroines? This
chapter contains a few tips and tricks for Storytellers preparing to
undertake such a task. Storytelling can be a daunting task, especially
if you’re new to it or—as is likely—new to this type of Exalt.
The fi rst important step is to go ahead and read the Storytell-
ing chapter of Exalted. It’s a well-written introduction to running
Exalted in a much more general fashion with many good ideas for
type, genre, inspiration and simple logistics. Use that as a foundation,
then come back here for assistance applying that foundation to the
specialized fl avor of the Dragon-Blooded. For those of you already
familiar with the Exalted Storytelling chapter, read on.
PLAYERS, TOO
Just like the core book’s Storytelling chapter, there is nothing
secret contained herein. Players are welcome to read through this
chapter, hopefully to some benefi t for the group and game.
GETTING S TARTED
Once your players have assembled and you’re all excited to
play a Dragon-Blooded game, sit down someplace comfortable and
have a chat about what everyone wants to get out of the game. Do
they want kung fu swashbuckling or parlor dealings for the Scarlet
Throne? Should there be powerful allies behind them, or are all
the characters on the run from the authorities and their families.
Or are they all outcastes? You and your players can take any sort of
game you want and make it a blast… so here are some suggestions
to kick start your creativity.
GAME S TYLES
The play styles sampled in the core book (on p. 262) are
excellent suggestions for a Solar game, but they can require a little
alteration for use in a Dragon-Blooded game. This section contains
guidelines on how to use them with the Terrestrial Exalted and some
expanded styles particularly applicable to the Dragon-Blooded.
STYLES R EMIX
“‘Vanilla’ Exalted” is the only one that really doesn’t work
for Dragon-Blooded—unless they want to revamp the Realm, but
there are other, easier ways for a Child of the Dragons to get that
done, too. Is it easier to fi ght the 10,000 Dragons or to try to change
their minds? Hmm…
217
CHAPTER SEVEN • STORYTELLING
“A Land Once Divided Must Unite” becomes almost the
default for Dragon-Blooded, but with the explicit focus on the
Realm itself. The Scarlet Empire is eating itself alive. Like a body
in the cold, it draws its resources from its extremities to protect its
important core—but sacrifi cing the satrapies might just be suicide
for the Realm.
“And I’ll Form the Head!” has a special power for Dragon-
Blooded. Not only do the Terrestrial Exalted complement each
other much more strongly (and necessarily) than do Solars, the
Artifact Background for Dynasts is unequivocally better than that of
Solars. When a group of Dragon-Blooded takes similar artifacts for
this sort of game, the characters also get a bevy of interesting little
(and sometimes big) toys they can add to the story. It can strongly
emphasize the “artifact and upgrade” mindset of such a game.
“Outlander” remains largely the same. The Dragon-Blooded
have the heroic instinct as much as any other Exalted, and a sworn
brotherhood will eventually choose to delve into the mysteries of
the Deep Wyld or explore the brass-and-acid depths of Malfeas.
Masters of the other worlds don’t afford Dragon-Blooded quite
the same respect they do the Solar Exalted unless they march in
numbers, so you can use this as an opportunity to emphasize that
the Dragon-Blooded are weak individually but mighty together.
THE S PY IN THE H IGH C ASTLE
As the highest beings in all Creation, the Dragon-Blooded
rulers of the Realm have more power at their fi ngertips than nearly
anyone else in Creation does. Some have such great infl uence that
they can virtually command other Dragon-Blooded with that much
power, making them the true movers and shakers of the Realm. But
in order to use power correctly, one must have accurate information.
Moreover, anyone who has accrued such political strength has surely
learned that it is easier to demolish a tower by removing a buttress
than by crushing it with a huge rock. In short, subtle leverage is not
only more effective, it’s also easier on the political pocketbooks.
“The Spy in the High Castle,” therefore, is a game about the
Machiavellian politics common to the Dragon-Blooded of the
Realm. Minor misdirections shift armies and ruthless motions in
the Deliberative discredit enemies and rob them of their power.
Characters take on the roles of spies, assassins and in-the-dark
politicians, working with their allies and/or for their Houses to
achieve specifi c ends. They attend parties in the Imperial City so
they can start rumors and watch their contemporaries, and they keep
a close eye on the troop movements that are part of the language
of today’s Realm politics.
But whom do you trust? Cousins raised in the same Great House
might be dependable enough to work with, but Dragon-Blooded
family members have spent enough time trying to show each other
up and leverage favor against each other that they’d rarely trust a
family member completely. Instead, trust them as far as you can, and
tell them only what you don’t mind anyone else knowing. Dynasts
are practiced at this level of mistrust and manipulation, but an
outcaste character could easily be in over her head, forcing her to
either fi nd strength in her innocence or learn how to think in the
convoluted way of the Dynastic Houses.
Over time, the characters earn power, respect and allies for
themselves. They no longer have to rely on the support of their
Great Houses, and they build up signifi cant contacts who probably
owe them favors (or have secrets they don’t want to get out). After
a good length of time in the operational side of things, the players’
characters become the sort of people who were, just a short time ago,
giving them the orders, hints and clues. Because no player wants
218
his character to sit back in a chair while other Dragon-Blooded
do all the fun work, the characters can still get in on the action.
They just let others do the little things, while they need only rouse
themselves when it’s really important, which ups the stakes when
things do get physical.
PHILOSOPHICAL D IFFERENCES
Sometimes, disagreements can’t be settled with “You say to-
mato, I say…” Sometimes, maters of belief have to be hashed out,
thrown back and forth and stomped into the ground before two
people come to an agreement—or just agree never to speak again.
This game lets characters and players throw philosophical arguments
at one another until there’s some solution. Here, one’s philosophy
is of paramount importance to the game, and it’s only as powerful
as one’s kung fu. Hong Kong action sequences take place around
and punctuated by explorations of the Immaculate Texts, inherent
demonstrable truths of Creation and other ephemeral ideals.
This sounds hokey and hard to build an entire series around,
but it can fi t around any plot with a slight shift of focus. When an
ancient Lunar attacks Whitewall, it becomes less about the defense of
the city than about the Lunar’s reasons for the act. The Lunar might
be certain that the North should be the ultimate testing ground for
humanity’s resilience and that Whitewall is the keystone holding
together a social structure that makes Northern survival too easy.
That’s a lot more interesting than a Lunar who assaults Whitewall
because “he doesn’t like civilization.” The characters can then go
ahead and defeat his attack, but if they also defeat his philosophy
(by convincing him that Whitewall stands as proof of humanity’s
ability to survive the “testing ground” and even thrive) they prevent
him from returning. They might even earn an ally.
What characters believe becomes as important as what they
do. Immaculate monks can make perfect characters for this sort
of game, as they loudly debate minutiae of the Texts and throw
knife-hands and palm strikes at one another. But that may be a
short game (unless the characters are attempting to restructure
the face of the Immaculate Order). With a mixed group and a
somewhat looser focus, the players’ characters can go out into the
world and preach of Dragon-Blooded superiority or stay at home
and create a more egalitarian environment—with their strong
philosophical kung fu.
BOARDING S CHOOL D RAMA
Dating, schoolwork, getting onto the sports team and showing
up that hated rival are the most important things in the world to a
character in this style game. All the characters are attending the same
secondary school, where they strive to put their best face forward,
learn valuable skills, make contacts for the future and not get caught
stealing the dominie’s seal from his desk. Fast friends, the characters
skip classes and play tricks instead of battling Anathema.
Played for a lot of humor, this mimics certain popular manga
series—Boys Over Flowers, Cromartie High School, Tokyo Boys &
Girls and other shojo manga are good examples—and high-school
television shows such as Saved by the Bell or Boy Meets World. Literary
sources include Roald Dahl’s Boy: Tales of Childhood, for its depic-
tion of boarding schools, and the Bruno & Boots (or MacDonald
Hall) books by Gordan Korman. The latter series is low on the
drama but high on the shenanigans. Minor misunderstandings make
friends upset with each other at least once every other episode,
but everyone’s friends again by the end. Things change slowly, but
they do change. Mnemon Vissar was dating Ledaal Nesin, but their
breakup was amicable (even if Vissar admitted to Peleps Heshid
that she missed Nesin), and now, Nesin is sleeping with Cynis
Reln and both Vissar and Heshid have been propositioned by one
of their teachers…
Sure, it can be kind of shallow (if complicated, especially
when the eyepatch-wearing twin brother joins the cast), but it
can also be a lot of fun.
Variation: Stories upon stories upon stories star school-age he-
roes, youths who are supposed to be out of their league but somehow,
despite the odds and the prevailing opinions on their worth, manage
to prevail. By secondary school, most Dragon-Blooded have already
become at least somewhat capable, but they’re still not considered
ready for the outside world. This’ll show them.
Although it starts out light-hearted, this game gets things seri-
ous reasonably quickly. Maybe there’s an Anathema subverting the
school from within, or one of the kids has fi gured out exactly where
the Empress is. And now the characters need to decide what’s more
important: their good standing in school (and the corresponding
approval from their families) or doing what’s got to be done. If
they’re good, they can balance the two of them, stopping the danger
of the day while still getting decent marks—decent enough not to
be sent home, anyway.
Placing this series in the Heptagram and mixing in the “Sorcery
& Sorcery” style (mentioned in Exalted, p. 263) can be a great way
of saying, “Exalted, meet Harry Potter.”
ALL IN THE F AMILY
One signifi cant advantage Dragon-Blooded have over the Ce-
lestial Exalted is their ability to do a little dance, make a little love
and pop out a new Dragon-Blood every few years. This style of game,
unlike the others, can really only be played with Dragon-Blooded,
because in such series, each player follows not a single Terrestrial
Exalt, but an entire bloodline or family branch of them.
In this type of game, the players all create Dragon-Blooded
characters and play through a story line with them, taking anywhere
from one to fi ve sessions (or more, depending on taste). Once a
small story arc comes to a satisfactory end, the players all construct
new characters—related to the fi rst—who then explore something
related to but separate from the previous tale. It is a different ad-
venture that tells a new part of the old story.
You should specifi cally leave story arcs open-ended, keeping
them from closing with any surety—or even closing at all. Meet
minor goals instead of major ones, because a single major story can
serve as the background and the binding tie between the players’
multiple characters. Closing something off completely makes it
hard to reference with other groups. Better to leave the possibility
open until the very end of the game.
Because the game moves from one group of characters to
another in reasonably short order, this style can borrow easily (in-
deed, it nearly must) from the other styles and themes. After one
story about a war, fi lled with reasonably direct combat and tactics,
the players can pick up characters dealing with fallout from the
war on the Blessed Isle, deeply involving themselves with politics.
Another obvious advantage is that, as long as all the players know
what sort of play the next arc includes, they can prepare characters
who are capable in that arena. It can be more fun than having a
spread of characters, at least one of whom might be useless in any
given situation.
It also offers a superb opportunity: the chance to monkey
around with characters and parties of unequal experience. Exalted’s
mechanics are quite intricate, and many tactical combinations are
best discovered only through time and experimentation.
219
CHAPTER SEVEN • STORYTELLING
Here, it becomes easy. You can give the core group (if your
players have or want a “core group” of characters) whatever start-
ing experience level you like. One group could include only old,
high-experience Dragon-Blooded with a lot of political sway, and
another could consist of youths, light on Abilities and Charms but
well-equipped to infl uence their parents or slip beneath the radar
to do just what needs to be done.
It can be fun just to explore different facets of the Dragon-
Blooded and their families, playing in dozens of different locales
and styles. This type of game really shines for its ability to explore
the “big picture,” though, without having to drag your players’
characters everywhere across the world or drag all your big plot
points to the characters. The different groups of Dragon-Blooded
can all explore different facets of the same cross-Creation mystery,
or they can fi ght the same war on different fronts.
This style of game also provides an excellent opportunity for a
little round-robin storytelling, where the members of the playing group
take turns running the game so that everyone has a chance to play (or
be Storyteller, if that’s what’s in demand). While a round robin can be
done as a part of any game, this style is particularly suited to it because
of the frequent character changes. It can then avoid the potential
awkwardness of either having to excuse one character per session or
having a Storyteller character with the group every session.
Although the many Dragon-Blooded don’t actually need to be
related by blood—they can easily just be various groups of characters
with similar aims or compatible goals who’ve never even heard
of each other—making them family lends that extra little tie. It
also gives players the opportunity to complain about their other
characters as siblings do, which can be good for a laugh.
This style isn’t really complete without choosing one of the
variations that follows.
Variation One: Across Creation
In this variation, all the Dragon-Blooded heroes are cousins,
uncles, nieces and siblings. After the fi rst story, each player cre-
ates one of the character’s relatives, involved somehow in events
connected to what occurred in the fi rst story. After the fi rst
characters fi nd an ancient tomb and recover a mysterious artifact,
the Storyteller cuts to a distant satrapy where, suddenly, strange
events require Dragon-Blooded assistance. After settling things
(for a time) in that area, the scene might shift to a minor demonic
incursion in the North. After four or fi ve different groups spend
time in the spotlight, the game can return to the original group of
Dragon-Bloods, where the players connect the original artifact to
the other strange events.
George R. R. Martin’s series, A Song of Ice and Fire, serves as
an excellent example of this sort of narrative, as it follows dozens
of characters struggling to shape and survive a devastating series of
political uprisings and revolutions. Sound familiar?
Events that each group of characters encounters or causes ripple
across Creation and affect another group, either through word or deed.
It’s a good idea to keep track of what noteworthy events happen to
one group and note them down. A little cheap math provides the
approximate travel times for couriers and rumors unless you decide
that it was important enough for someone to utilize heliographs or
magical communication. (Unless the information is alarming and
important, give regular couriers horses and unremarkable ships. With
rumors, note the fastest possible time that a person could get from one
place to the other, and distort the information appropriately.)
These calculations can help you fi gure out when to begin the
next group of characters’ arc. Starting just before the couriers arrive
gives the players a chance to determine how their characters react
to the news, and starting a short period after lets you set the stage a
bit more completely. Beginning concurrent with the original event
forces the players to deal with information and assumptions that they
know to be somehow faulty or incomplete, but their characters do
not. It can be fun, but it can also be frustrating, so be wary.
You probably want to make sure that the multiple-character
groups are a fair distance away from each other. Otherwise, you run
the risk of placing two characters belonging to the same player run-
ning into one another. The biggest problem is that the player might
want to play both characters, or he might just object to the way you
run whichever character is currently not under his control.
That said, bringing all the groups together for a fi nal big-boss
ght could be a lot of fun. Though with that many Dragon-Bloods
in one place, it had better be big. See also the last “level” of some
Final Fantasy games, particularly Final Fantasy III (VI in Japan) for
an example of multi-group fi nal fi ghts.
Variation Two: Generational Games
This game features not cousins across Creation, but ancestors
and descendants across time. Each group of characters is involved
in some sort of adventure in its contemporary age—as Dragon-
Blooded are wont to be—and the players get to develop those
adventures into full-fl edged mysteries as they play. Or they simply
turn their small family into a massive and important branch of the
Scarlet Dynasty.
There is another choice to be made before beginning a
generational game: Should the players have character groups as
they would in an “Across Creation” game, moving back and forth
between groups in order to explore some vast mystery or legendary
tale? Or should they play a more straightforward hereditary game,
wherein the next group of characters always comprises the children
or grandchildren of the last?
Part of the fun in the former option isn’t new: The players
learn consistently more about that mystery as they play with each
set of characters, whom they leave and to whom they eventually
return. The simplest setup is to have three groups: one in the agreed-
upon “present” and one in each of that present’s past and future.
Characters in the future live in a world of foreshadowing. Sure,
they’ve lived for a while and read the histories that mention earlier
character’s exploits, but that knowledge doesn’t have to be explicit
in play. Instead, they can serve to whet the players’ interests. Why
are their children’s children living in an arid wasteland at the foot
of the Imperial Mountain (and why is there an enormous chunk
missing out of the mountainside)?
Similarly, characters in the past provide exposition and history.
The heroes of “today” are defeated in one episode by the Bishop
of the Chalcedony Thurible; a subsequent episode might feature
their descendants exploring the Underworld and encountering the
Bishop in a different incarnation or mood. What the characters of
the past learn should be available to the characters of today through
written histories or personal diaries. Between the foreshadowing
cast by the future and the knowledge of the past, today’s heroes
manage to overcome their foes.
Beware the future, though. Giving away too much—or even
using a cast of future characters at all—can be dangerous to the story.
It isn’t a Back to the Future-type “keep your parents together” game.
If everything ends up as a post-post-apocalypse world, the players
have to be willing to play in a game that they know will end with
that disaster. What’s worse, knowledge that the world becomes a
paradise might make them certain they cannot do wrong.
And you, as the Storyteller, must not fall into the trap of forc-
ing the players to follow only a single path to victory. If the heroes
220
must hurl the N/A-rated artifact into the Ebon Dragon’s mouth in
order to send it back to Malfeas and bestow upon the world 1,000
years of light, but they can’t fi gure that out, their inability to follow
the path contradicts the “known” future. Leave a few extra doors
and windows open so you don’t fall into this trap.
One potential solution to these issues is to keep the episodes in
the future vague. Creation could be a fecund paradise, but what is not
said could be that the Solar Anathema use Dragon-Blooded as “the
most dangerous game.” If the world appears to be a wasteland, the
players might not be aware that it’s safe for the Dragon-Blooded…
and that the alternative was worse.
Keep this fl exibility in mind when creating futures and dealing with
players who think they’re doomed or believe they can’t fail. Even when
you know how it plays out, the future can still ride on the past.
The idea that decisions made by characters in the “past” can
affect their descendants is an intriguing Storytelling challenge.
Declarations such as, “I hereby found my own Great House!”
and “Son? I have no son!” can appear to contradict the way
the world clearly works in the game-world’s “future.” Creative
inclusion of impossible statements can be a blast. If Character
B just disowned Character A, what did Character A do to get
back into it Character B’s good graces—since everyone in the
game knows that Character A has been a favored son since the
series began? Retconning a statement to make it fi t should be a
last resort; some of the most involving complications come from
these little missteps.
Another sort of hopping-across-time game focuses on the story
of what’s going on now, never mind the foreshadowing of how it
turns out. Such a games escapes the parity necessary in a past and
future game, opening up the possibility of having more character
groups, stretching back from whatever “now” you choose to as far
back as you want to explore. Like before, the characters in any non-
primary time periods are used for exposition, answers, discovering
weaknesses and sometimes just for a break from the core group and
the threats hounding them today.
A hereditary game also has great potential. Players take on the
roles of Dragon-Blooded, either all in the same family or members
of different Houses but friends and companions. After they have
their adventures, they are assumed to have children who eventually
Exalt, and the players pick up the game with those characters later
on. The game invariably takes scores of years between story arcs
as the children of the last group mature into new young heroes.
Earlier characters, now some 20 or so years older than before, be-
come Storyteller characters, usually fond of their progeny but still
outside a player’s direct control.
Beginning such a game in the present (the assumed “now”
in the Exalted core book) gives the players and Storyteller the
opportunity to follow a certain family of the Realm as they fi ght
the good fi ght for their nation—or spawn a legacy of terror and
corruption in the wake of the Solars’ return. The players can try,
over several generations, to turn their small branch of the family
tree into a new empire, to sacrifi ce the Blessed Isle and found a
new Dynasty in the Threshold or simply to hide for ages from the
murderous agents of the throne (can you say Iselsi?).
Of course, the game might not begin at the assumed present.
You and your players could easily decide to start the game at the
time of the Shogunate, playing out the process of leveraging one’s
military strength into a position of nobility in the fl edgling Scarlet
Empire. It’s easy and fun to create an alternative timeline from
that point, building a nation of Dragon-Blooded that rivals any
the Scarlet Empress ever ruled or perhaps supplanting her before
the Time of Tumult begins.
221
CHAPTER SEVEN • STORYTELLING
Either type is excellent for a gaming group that likes the
urgency and danger of the standard setting for Exalted but still
wants to explore the Shogunate, the Usurpation or even the height
of the First Age.
Chrono Trigger, where a group of heroes travel throughout time
and change the course of history, and Eternal Darkness, which carries
the player through non-sequential time periods in order to explain
the history of a powerful evil artifact both stand out as video game
sources for this style. The Cryptonomicon, a novel by Neal Stephen-
son, is also good source material, conveying as it does a narrative
through three characters and three different time periods.
Experience: One last point worth mentioning. When the play-
ers have control of multiple characters at varying levels of power,
what do you do with experience? Here are a few ideas.
Standard experience method: Give experience to characters, not
players, after each episode, and let the players spend it on those
characters only during appropriate periods of downtime. Once the
story arc is over and you’re moving on to a new set of characters,
give the old characters a story award and assume that they’ll have
a chance to spend it before the game returns to them. If there’s
been a notable period of time (in-game) between when you left a
character group and when you return, award long-term experience
depending on their status and the length of time. See Exalted, p.
275, for details on long-term experience awards.
Player experience method: The players get experience, not
the characters. So a player may keep the stunt award earned for a
contribution through Character A and later applies it to Character
C. Training times still apply, but you might not want to include
long-term experience awards. Since they only logically apply to a
single character (“Sesus Nagezzer did nothing for a year, so young
Tepet Ejava improved her Thrown?”), don’t use them unless you
want to keep track of player experience and character experience
separately.
The weakness of this method is that players might focus on
one character to the neglect of others, eventually resulting in unbal-
anced circles. In one group, the player’s character has fallen behind
all the rest; in another, he far outstrips them. If, however, you and
your players like the feel of having one “main character” for each
group, then allowing each player to focus all her experience on a
single character could work.
No experience method: Don’t hand out experience according to
the Exalted Storytelling chapter. Either don’t improve characters at
all—which can work, but tends to reduce the players’ excitement
a little bit—or improve them by fi at, handing out a new Charm
after a particularly involved session or letting players increase an
Ability normally.
Alternatively, you can hand out experience in a lump sum
each time the players return to a character. Before they pick up
the characters for a second time (or a third or so on), hand them
20-50 experience points and say, “This is what your character
learned since last time. Go ahead.” Getting such large amounts of
experience at once can be a rush and cloud players’ judgments. If
you want to keep them from going just a little bit crazy and fl ying
all the way up a single Charm tree, use the long-term experience
spending ration or return to the fi at method. Each character gets
a couple of new Charms, a few new Abilities and an increased At-
tribute or a Combo, that sort of thing.
Drama point method: This method usually goes hand-in-hand
with the previous one, and it substitutes for improving the char-
acters by giving their players more sway over the game. Instead
of handing out any experience at all, give each player one drama
point (or two, for more powerful plot control). Feel free to hand
out extras as bonuses for awesome stunts, good ideas and other
player actions that aid the game. Players expend drama points to
do the following:
• Create a minor plot twist. Minor plot twists include anything
just over the level that the Storyteller would allow anyway. If your
players have to keep track of arrows fi red, then a reasonable minor
plot twist includes fi nding a spare bundle or quiver. Falling off the
cliff after failing two (Dexterity + Athletics) checks, the player spends
a drama point for there to be a withered old tree branch that gives
the character one last chance. Roughly, one drama point can give
the player an opportunity to roll when he otherwise could not—be
it by fi nding more ammunition or a last tree branch.
• Create a major plot twist. For two drama points, a player can
alter the story in a meaningful way. Her character encounters an
old friend who happens to have a merchant pass into Gem, giving
the group a way to sneak past the ubiquitous guards. As the thief
who just snatched their mysterious idol is about to escape their
wrath, the door opens in his face, forcing him to drop the artifact
and dive through a window. Major plot twists change the course
of the story without breaking the game. That is, the thief doesn’t
stop, turn around and confess everything before swearing loyalty to
the heroes—but he also doesn’t get away with the idol.
• Make a single non-opposed roll an automatic success. When
the player thinks it’s absolutely necessary that his character fi lch
the god-idol’s ruby eye in silence, or when climbing to the top of
the beanstalk would be much more exciting for Jack and the story
line than falling partway through.
• Add three successes to any opposed roll, including combat
and social confl icts. This is for when the hero really needs to strike
the godling down or destroy the Malfean artifact in one blow.
Players can spend a drama point for this purpose after making a
roll, but only if the three successes will make the difference they
want. When the player wants to kill his character’s nemesis (who
is at full health), three successes on an attack roll probably won’t
do it. But when all he wants is one good, dramatic wound before
he’s defeated and three successes will make the difference on the
attack, go for it.
• Turn a die of damage into a level of damage, or make a
social attack effectively unnatural. This takes place in Step 8 of
attack resolution. It makes sure that the target either takes a point
of damage from the blow or must spend a point of Willpower if she
wants to resist successful mental infl uence—even if she’s already
spent two points of Willpower to resist natural mental infl uence
in the current scene.
You might wish to restrict players from using drama points more
than once for a single purpose. For example, the player who uses
two drama points to “fi nd” his friend outside the city gates could not
then use drama points to hide perfectly from the customs offi cials.
This restriction exists to prevent players from removing all the risk
from their game. On the other hand, using a drama point to “create”
a branch as you fall and then another to successfully catch it on the
way down might not be so bad. Who wants to spend a drama point
on a second (or third) chance and then have her character fall to
her doom anyway? You and your players must fi gure out where to
draw the line while using drama points.
GAME T HEMES
The theme of a game differs from the game’s style, though
the two often overlap. Style is how the game is played and the
outlook players bring to the table. Someone who wants to play
222
with monsters-of-the-week and an “I’ll form the head” mentality
probably isn’t sitting at the same table as the fellow who expects
mysterious occurrences around Nexus that lead to a cause that’ll
never be fully clear.
Theme, on the other hand, is the recurring message that the
shared story reveals, whether it’s subtle or grossly obvious. Themes
include “Rebuilding the Threshold,” “Death is inevitable—are the
Deathlords?” and “Protect the mortals you care for.” Games don’t
need consistent themes—a game can run from “Your family isn’t
safe” to “Gods are capricious” from week to week quite easily—but
settling on or frequently returning to one can lend a series an
impressive amount of focus.
Don’t mistake theme for a moral. While a theme can be
moralistic, pointing out that even the powerful have weaknesses
or that love is the greatest strength of all, it can be a mistake to
make the theme too much of a lesson. “Mystery without solution”
or “Traversing and defeating the Byzantine Realm bureaucracy” are
two examples of effective themes that clearly don’t hold morals—at
least not at their core.
What follows is a series of themes meant to grab your interest
or spark your imagination. You will also undoubtedly touch upon
many themes not mentioned here in the course of your experience
with Exalted and the Dragon-Blooded.
FOR THE R EALM!
It’s a secluded and deluded Dynast who hasn’t yet realized that
something’s rotten in the state of Denmark. Almost every Dragon-
Blood in the Realm (and elsewhere, but most don’t think much
about that) has some stake in seeing the corrupt empire not crumble
into ruin. In this sort of game, the characters all work together to
prevent the Realm from dissolving. The theme is preservation and
reconstruction in the name of the Realm.
Decide before beginning whether or not all the characters
should have the same interests at heart. Because some players prefer
uncomplicated intra-party relationships and others revel in games
where you have to wheel and deal with the people at your own
table, it’s a good idea to discuss this decision openly.
For games where the characters aren’t all perfectly aligned,
it can be interesting to mix outcastes—who have a (potentially)
more objective view of the Realm—with Dynasts. Not that Dynasts
have anything resembling uniform plans for the Scarlet Empire, of
course. It might also be interesting to see how a group of like-minded
outcastes (from the same Threshold community, perhaps) or Im-
maculates shape the future Realm. Does it become more egalitarian,
or perhaps a religious police state?
This sort of game leans toward the “Spy in the High Castle”
style, but it has some fl exibility. Outcastes might actually conquer
the Realm from the inside out, or a group of Dynasts could go
searching for the one ancient artifact it needs to impose its will on
the rest of the Blessed Isle.
Variation: An easy variation to make on this theme is to make
it “for the House,” or “for House and Realm,” instead of for the Realm
itself. The theme becomes advancement of the House at the expense
of others—but hopefully without dooming the Realm. Characters walk
a fi ne line as they try to gain any benefi t for their family.
Unless the players are all eager to be very competitive and
have a lot of intra-party confl ict in a game like this, it’s probably
a good idea for all the characters to be clearly allied in some way.
The simplest solution is to make them all members of the same
House, but they can also be members of two or three allied Houses.
The game becomes about how the character’s can achieve their
goals—often politically, but perhaps by acquiring strange allies (the
Anathema and the Fair Folk certainly qualify as strange) or simply
changing the face of the Realm’s inner confl ict—while fending off
temptations and other Houses’ schemes.
This variation, less altruistic as it is, makes it harder to integrate
outcastes and Immaculates into the game. As they belong to no
House, outcastes can be adopted into a Dynastic family and given
due cause to strive for it. Or an outcaste might just be an infl uential
outsider, an ally of one of the Dynastic characters or simply willing
to assist them in exchange for future favors. Whether the outcaste
is as loyal as the rest is up to the players and the Storyteller, and it
can make for a good story line.
Immaculates aren’t quite as diffi cult to work in, as many of them
once belonged to Great Houses and might still maintain those ties
of blood. Some Immaculates see no problem with allying themselves
with a certain House. House Mnemon, for example, is well known
for its piety, and might be an obvious choice.
ANATHEMA-HUNTER R OBIN
Anathema plague the Realm, its satrapies and the Threshold
in record numbers—numbers that should shock even the most
staid and religiously skeptical Dragon-Blood. The renewed efforts
of the demons clearly indicate an imminent cataclysm or the turn-
ing of the Age, and it is up to Creation’s heroes to make certain
that it doesn’t turn in the Anathema’s favor. Dragon-Bloods travel
Creation, seeking out and preventing the foul depredations of the
Solar, Lunar and Abyssal Anathema. The theme of this game is
hunting evil and laying it to rest.
In its most direct form, this game is about fi nding and killing
the Solar Exalted. It tends to be a more direct game—characters
ride into town, ask about any strange events and use these to track
down, catch and defeat the Anathema. It can easily be a mission-
style series, where an inscrutable and distant commander relays
directions based on astrological fi ndings or secure intelligence.
Whether or not they capture or kill the demons could be
an interesting source of interpersonal politics, depending on how
fervently some follow the Immaculate Philosophy and if others
believe that the tamed power of an Anathema could benefi t their
Houses. Most Immaculates would rather kill the demons outright,
while scheming Dynasts might seek some form of advantage—even
if it’s only a promise of political support in exchange for a vote to
kill the demon. In places where the Anathema have assumed direct
or indirect control of a society or government, the game takes on
a signifi cantly more political quality, which can be an excellent
one- or two-session diversion for a more physical game.
The game can easily add “questioning accepted truths” to its
theme. This brings up the question of whether the Anathema are
truly demons, thieves of power from the sun and moon. Storytell-
ers should fi rst check to make sure the players aren’t expecting a
at-out, rough-and-tumble brawl without moral quandaries, but
it’s a simple question to ask. Then she can introduce Anathema
whom the mortals truly seem to appreciate or honor without any
apparent magical infl uence, and others who seem to mean well.
Let the confl icting emotions roll.
Variation: To make a game with this theme really like its title,
one of the players can create a Solar, rather than a Dragon-Blooded
character. Such a character can have various backgrounds—a Dynastic
disappointment who joined the Wyld Hunt out of an urge to prove
himself or just a young and talented offi cer who has rocketed through
the ranks and become a close lieutenant to the “main character”
Dragon-Blooded. The Solar helps as she can, perhaps wanting to
223
CHAPTER SEVEN • STORYTELLING
believe in her missions while knowing that either it can’t all be true,
or she must somehow be evil. The theme advances along the line of
questioning accepted truths, but brings it much closer to home.
In such a game, all the players are ideally aware of the added
complication. Keeping the Dragon-Blooded players in the dark
is unlikely to turn out well, as they question why one player is a
mortal, how he’s surviving and why he’s passing all those notes to
the Storyteller. Much better (and infi nitely easier on the Storyteller)
is for everyone to be interested in developing such a story. It might
take a little twisting for the Dragon-Blooded characters to remain
plausibly unaware of their companion’s identity, but a Solar built
with a few Social Charms should function well in the role.
Keep in mind that a game like this—with one character who is
fundamentally different from the others—runs the risk of making one
player the star and all the others supporting cast. Unless all the players
are okay with that, the Storyteller should take steps to balance out the
focus of the game. All the characters should have important moments,
even if the game does consistently return to the central theme.
Games that mix Dragon-Blooded and Solar characters, espe-
cially those with only a single Solar and several Dragon-Blooded,
are particularly susceptible to the “main character syndrome.” See
the “Mixed Games” section on p. 233-234 for specifi c suggestions
on how to deal with that.
TOTAL C ONVERSION B OMB
If only the entire world were devoted to the Immaculate Phi-
losophy. If people were devout in believing the Five Noble Insights
and exact in performing the Five Diligent Practices, there would
be no handhold for Anathema to grasp at human hearts. Creation,
now a chaotic, dangerous mess, would be safe and progress toward
perfect enlightenment. Perhaps.
Whatever the truth, there are Immaculate monks out there
who believe that the Philosophy and the Texts are the answer to
all of the Realm’s problems, starting with the resurgence of the
Solar Anathema and ending with the disappearance of the Scarlet
Empress. (Some say she defi ed the natural patterns of life and death
by ruling for as long as she did, others suggest she might not have
attended recitals of the Texts frequently enough, but most keep
quiet. Even gone, her legacy is intimidating.) No matter what the
ailment, the Order has the cure, and it’s up to the characters in this
game to bring the enlightened word to the people.
Conversion of the heathens and elimination of heresy is the
theme of this game, and the players and Storyteller can come at it
from many angles. The fl exibility of this theme is both a blessing
and a curse: The group can play a game about conversion and the
ght against heresy (and, presumably, for truth) in so many ways
that it can be diffi cult to settle on one. Jumping back and forth can
be satisfying but can dilute the game’s feel, so you might want to
decide on a specifi c style that best fi ts your game.
A game devoted to direct confrontation, where the characters
defeat the heathens on the battlefi eld and in personal combat in
order to bring the Immaculate Philosophy to the masses, is simple.
Unless the Storyteller or the players invite complication, it can
be a fun fi ghting game. On the other hand, a game in which the
characters “correct” the laymen of the Realm and satrapies, mak-
ing sure they correctly follow the Immaculate Texts can be grimly
entertaining. Burning down an inn because it displayed an iconic
sign is the perfect example here.
224
It can be a blast to lampoon the deadly seriousness with which
some people approach religion by creating overly pious, no-humor
Immaculates for the culling of a heretical nation. Conversely, there
are interesting and valid points of view that a group can explore using
the core tenets of the faith and a “Philosophical Differences” play
style. Research into some of the real-world religions that inspired
the Immaculate Philosophy—Buddhism, Confucianism, Hinduism
and other Eastern religions—can add depth to the game.
Discussing and defending different interpretations of the Im-
maculate Texts can also take place in the dojo, if the debaters choose
to decide their arguments with their superior martial skill.
Having all Immaculate characters is the obvious solution for
a game with this theme, but it’s hardly necessary. Nearly every
Dragon-Blood in the world is going to have an opinion on the
Immaculate Philosophy, so a Dynast might travel with the group
in order to prove his (potentially false) piety, while another (or a
respected outcaste) might hang around to temper the Immaculates’
overbearing devotion.
THE M AD T EA P ARTY
Foes of all that is have been trying to enter or end Creation
for thousands of years, and they all certainly understand that one
of the greatest potential threats to their success is the Realm. (Ten
thousand trained, dedicated mage-warriors is something that should
give anybody pause.) Unfortunately, the Empress has disappeared,
and who really knows where she’s gone? The Yozi-spawn, mind-
eating fey, mysterious Deathlords and other chthonic threats might
not care—they’re just happy that the Realm’s 10,000 Dragons are
no longer united under one domineering woman’s thumb. With the
Empress gone, the myriad threats to Creation are probably working
up their courage and strength to wipe the slate clean.
Not that they need to. Creation has its own perils. Between the
Lunar threat on the world’s horizon, the devilish Solar Anathema
rallying the Threshold against the Realm and the Dragon-Blooded
of the Realm itself, there’s quite enough danger out there to slay
the 10,000 Dragons twice over and shatter the Realm once and
for all. None of them would dare rise against the Realm were it
whole and strong, but the only person who can unite the Realm
is the Empress…
So, your players’ characters decide they have to fi nd her.
This game is a variation on “For the Realm!”, but it’s specifi c
enough that it deserves its own mention. The core theme is that of
the most important mystery, frantic search and eventual rescue—or
disappointment. Where in Creation is the Scarlet Empress… or is
she even in Creation?
You can experience a wide range of styles. Unless the Story-
teller decides to give the players a specifi c direction (“A magical
cry for help drifted out of the Eastern Wyld” or “The Empress must
be inside the Imperial Manse”), the game can easily begin with a
“Spy in the High Castle” feel, as the Empress’s would-be rescuers
must navigate the twisty corridors of Realm politics to fi nd out who
isn’t sharing all they know about the Empress’ location. Equally
opportune is a “Walk the Earth” style beginning, in which the
Dragon-Blooded heroes explore the Threshold with little direc-
tion, under the assumption (which, in this game, should probably
be correct) that important events are going to be related to the
Empress’s disappearance.
After some time in which the characters dredge up the
buried truth or pick up clues from across Creation, the game can
become a game of action. The characters have learned where the
Empress lies, or at least where an important clue waits, and they
have to fi ght their way through the Guild’s mercenaries or across
the Underworld’s bleak, ghost-fi lled landscape in order to fi nd her.
“Outlander” can become the name of the game if the heroes have
to spend an extended period exploring other worlds and dealing
with their inhabitants. On the other hand, what the characters
learn might send them back home to the Realm—she’s been there
the whole time, captive of a powerful consortium of Dynasts, or
perhaps the seemingly tame Mountain Folk stole her as part of some
terrible, long-quiescent plan.
This sort of game ends when the heroes fi nd the Empress and
free her, returning her to the Realm and successfully reuniting the
Realm under her banner.
Any Dragon-Blooded are appropriate for this game, but Dynasts
are the clearest choice. Immaculate monks might choose to join the
hunt for a multitude of reasons, not least because the Empress was
always good to the Order. Outcastes are harder to involve. Some
might see the benefi t of re-stabilizing the Realm, while others might
wish to fi nd the Empress in order to ask for a specifi c boon.
YOU D ONT O WN M E!
With the degree of control that elder Dragon-Blooded try to
(and wish they could) apply to the fruits of their loins, it’s almost a
surprise that more Dynastic Children of the Dragons don’t just leave
home, never to return. But then, it would be hard to denounce and
leave behind a place where everyone really believes you and your
extended family are better than everyone else in the world.
This game is about those Dragon-Blooded who try it. For
whatever reason, the characters choose to leave behind the rich
(if demanding) life of a Dynast and fl ee beyond the immediate
reach of their families. They run until they can no longer hear
the disapproving utterances and stern commands of their “elders
and betters,” and they revel in the silence. The core theme for
this game is a mix between “defying authority” and “escaping the
overbearing family.”
Much of this game (which typically takes place in the Thresh-
old) is basic adventuring in the Threshold. The heroes wander the
world, helping out when they want to and righting wrongs every
once in a while. What separates this from a basic “Walk the Earth”
style game are the occasional interruptions from the Great Houses.
The Storyteller makes a point of aggravating the characters (not the
players) by gently tugging at their family ties. By reminding them
what they’re giving up but also why they left, the game explores the
heroes’ true feelings with respect to their families and duty.
A message might arrive from one character’s father, importun-
ing him to help out in a nearby effort that would bring the House
and anyone involved great honor. The hero might choose to do so,
but he knows that if he does, his father will consider it a sign that
the child can be controlled. Another character might encounter
some beleaguered troops from her Great House, and she must
choose whether to help them (and inadvertently help her House)
or leave some soldiers who never tried to command or control her
to their fate. Perhaps the group chooses to take up the opposite
side of a confl ict just to anger the relatives still on the Blessed Isle.
They might even have to deal with assassins in the night when an
ancestor grows too fed up with one’s antics.
Though it’s easiest to make this is a “Walk the Earth” sort
of game, with the heroes far separated from the sources of their
distress far across the Great Inland Sea, it’s not the only option.
“A Land Once Divided” offers the chance to have Dragon-Blooded
heroes reshaping the Realm into their ideal form, rather than their
families’, and “Spy in the High Castle” features characters deeply
225
CHAPTER SEVEN • STORYTELLING
involved with the ebb and fl ow of espionage in the Realm while
being (effectively) rogue agents from their Great Houses. The idea
has possibilities.
“Outlander,” on the other hand, is a bit harder to match with
this theme. It isn’t easy to communicate with your wayward children
when they’re fearlessly exploring Malfeas or the Underworld city
of Stygia, which makes it a bit diffi cult to emphasize the rebellious
aspect of this story. Trying to run this as an “All in the Family” game
might sound strange, but it presents some interesting opportunities
for the players to portray both sides of the story. Why do the House
elders care so much about what the youths are up to, and how do
they really feel about the young Dragon-Bloods’ attitudes?
Clearly, this theme requires that at least one of the characters be
born to the Dynasty and have strong (if unwilling) ties to infl uential
members of a Great House. Focusing on this theme with only one
such character might not be a good idea, as doing so runs the risk
of giving that character “main” status, which rarely works for the
entire group. With two or three out of four or fi ve defying their
parents, though, the other two can play the amused outcastes. Or
those characters without Realm affi liations can argue the parents’
position for them. They might see nothing wrong with doing the
odd favor for a family member in exchange for a stipend and the
backing of Creation’s largest empire.
GROUP C OMPOSITION
Once you and your players fi gure out what sort of game you’re
interested in playing, it’s time to construct the group of protagonists.
All the normal questions for a Solar game are worth asking here.
Where do the characters come from, how did they meet, why do
they still hang out together? These and other usual suspects (about
family, goals, et cetera) should be worked out early on, probably
before or during character creation. The following few additional
points deserve special attention.
ELEMENTAL S PREAD
Just like watching Solar castes in a Solar game, the Storyteller
and players will want to keep an eye on which elemental aspects the
players choose. In a Dragon-Blooded game, it can be more important
to get a good spread, as a Dragon-Blooded character is more strongly
defi ned by her aspect than a Solar is by his caste. Aspect determines
a character’s strongest Abilities, and the Terrestrials’ natural Abilities
separate by elemental nature rather than purpose. Each has a combat
Ability, but beyond that, Earth is enduring and hard to break, Air is
silent and invisible, and so on. Moreover, a Dragon-Blood gets only
three Favored Abilities to break out of her elemental archetype, less
than the Solars’ fi ve. Even with the fl exibility afforded by choosing
Favored Abilities, a Dragon-Blood’s aspect still determines which
Charms she can use without spending an additional mote in elemental
surcharge—a mote that most Dragon-Blooded, with their smaller
Essence pools, can ill afford.
The elemental surcharge is the single reason that it’s hardest for
a Dragon-Blood to escape her aspect archetypes. In some areas, it’s
not such a pain. Any Dragon-Blood who wants to put some effort
into Craft, for example, or Socialize, might be able to spend the
extra mote without much trouble. Such actions take place on scales
large and slowly enough that the increased price isn’t an enormous
deterrent. But when a Water Aspect tries to specialize in Melee,
or any Dragon-Blood focuses on a combat Ability foreign to his
element, things get more diffi cult. Spending an additional mote
each time he uses a combat Charm adds up quickly.
226
of great things and glory, they are much more down to earth than most
of their Dynastic kin. They have stronger connections with the people
they rise above, and they have much greater senses of the human conse-
quences of their actions (as opposed to the political, social or economic
consequences, which might be the focus of a Dynast’s decision).
This is not to say that they can’t get big heads. There are
enough mini-societies in the Threshold that herald Dragon-Blooded
and treat them as demigods, sometimes even to a point that would
make a scion of House Cynis feel jealous or awkward. It’s just less
common and less ingrained in the society.
Outcastes are less devoted to the Realm and more often have
some connection to a smaller, more personally important society,
such as the village that reared them or the “backward” nation of their
birth. With greater ties to the people and (usually) less experience
as a god among men, outcastes are often more humble. Dynasts fi nd
this humility appropriate, since outcastes usually don’t know how
to function too well in “polite” Realm society.
Because the Immaculate Philosophy is so widespread, an outcaste
might or might not subscribe to it. Many do, fi rst because of their
upbringing and later because of the advantages it affords them. But as
Exalted untied to the Realm, there’s also the opportunity for Dragon-
Blooded in the far Threshold to construct their own religions whole or
to have been raised in a cult that follows some other belief system.
Typically, outcastes fi nd Dynasts overbearing and pompous
and Immaculate monks inconsiderate of the people, but there can
always be exceptions. It’s as easy for an outcaste to get along with
Dynasts or Immaculates as it is for an outcaste to be actually more
arrogant or inhuman.
IMMACULATE M ONKS
Some Dragon-Blooded are so pious and reverent of the Im-
maculate Texts and the Elemental Dragons that they accept no
alternative but to devote their lives to the Immaculate Order. They
become monks and spend their lives practicing their devotions and
fostering belief in the Philosophy across Creation. The Empress was
said to shed a tear for every Dragon-Blood who made that choice,
mourning the end of their family lines as they took the oaths of
celibacy. But it is also an incredible honor to the family to display
such dedication, and the Realm and the Order need the strength
of Exalted monks to champion their creed.
Immaculate Dragon-Blooded tend to uphold the reciprocation
inherent in the Philosophy more than their Dynastic counterparts
do. The Dragon-Blooded are the shepherds to the mortal sheep,
and it is their duty to feed and protect the fl ock as well as shear it
and, occasionally, eat of it. At the same time, though, Immaculate
Dragon-Blooded are often more sure of themselves than even their
Dynastic brethren are. Having spent years in careful study of the
Immaculate Texts, a monk of the Order might believe that she
knows exactly where she stands with respect to everyone else, as
well as what she should do for them and what they should do for
her. For that reason, monks often look with disapproval upon other
Dragon-Blooded. A Dragon-Blood might be enlightened and unable
to guide a mortal wrongly, but many could be guiding mortals more
correctly. And the Dragon-Blooded who do not subscribe to the
Philosophy are troubling indeed.
An Immaculate might not get along with a Dynast for any
number of reasons: He’s too irreverent, his House isn’t pious enough,
or he just treated that mortal like chattel (or with too much respect
for its station). Outcastes are like heathens to any aggressive religion,
if important heathens. Convert them or ignore them or, if they’re
actively turning people from enlightenment, stop them.
For this reason, it can be a good idea for everyone to agree to
play differently aspected characters. Doubling up on an element
can create uncomfortable overlap where one luckier or somewhat
more skilled character repeatedly shows up another in the same
areas. What’s more, characters who try to escape their elemental
proclivities (a Fire Aspect practicing Archery Charms, for example)
will be less effective than their comrades who stick to their guns.
There’s nothing wrong with playing a character who tries to expand
her horizons or defy her birth, as long as the player understands
and accepts that her character will not reach the same heights as
a Dragon-Blood who stays focused.
AND W HO M IGHT Y OU B E?
Although each character’s history is up to his player, it’s a good
idea to discuss personal histories during character creation in order
to make sure they all mesh—at least well enough for players and the
Storyteller. If you want the group to have some inherent social and
ideological clashes, that’s fi ne (if everyone agrees). While there are
infi nite possibilities for characters that fi t well together or mix like oil
and water, there are a few categories into which they can fi t easily.
DYNASTIC D RAGON-BLOODED
The single best-known Dragon-Blood in Creation is the Scarlet
Empress, and her vast armies of progeny share some of that renown.
The 761 Realm census placed the number of Dynastic Dragon-Blooded
in the Realm (included lost eggs adopted to Great Houses) near
10,000. This might be as many as half the entire world’s population
of Terrestrial Exalted, and the world knows that it’s there.
Dynasts vary widely in personality and habit, but they usually
share some general traits. For instance:
• They are loyal to some version of the Realm, if not neces-
sarily the Realm in which the Dragon-Blood grew up. It might be
an ideal government that earns the Dynast’s devotion.
• They are usually loyal to their Great House. Most Dynastic
Dragon-Blooded give some measure of obeisance to the House
that spawned them. To be less respectful invites punishment from
the House elders, usually in the form of diminished stipends and
increasingly undesirable requests.
• They are entirely accustomed to being treated as demigods.
When people show deference at the slightest twitch and are simul-
taneously frightened by and in awe of you when you walk close,
it’s hard not to let that affect you. Some Dragon-Blooded fi ght for
the rights and empowerment of mortals, but even they still expect
respect for their Exaltations.
• Dynastic Dragon-Blooded may be pious or irreligious (though
they tend toward one or the other), hedonistic or ascetic (though
they tend toward mild to awesome hedonism). They confl ict with
outcastes (and even lost eggs) who are not nearly as comfortable
being served and waited upon. To a Dynast, Immaculate monks are
often too devoted to religious, rather than political, ideals.
OUTCASTES
Although the Dynastic Dragon-Blooded are famous from
Wood to Water, they are distant entities to those who don’t live on
the Blessed Isle and aren’t in the rare and privileged positions that
offer frequent contact with those Dynasts in the satrapies. More
familiar to the rank-and-fi le inhabitants of the Threshold are the
outcastes, those Dragon-Blooded who are born and raised outside
the Blessed Isle and the Scarlet Empire’s infl uence.
Outcastes have entirely different outlooks than those of the
Dragon-Blooded lords of the Realm. Raised without the expectation
227
CHAPTER SEVEN • STORYTELLING
These really are just the extreme points of view. Not all Im-
maculate monks, even the truly devoted ones, are hard-asses. But
it’s a fun stereotype.
AND W HY A RE W E H ERE?
What makes the characters work with each other? As noted
in Exalted, bringing characters together can often feel a little bit
forced. For that reason, here are a few suggestions appropriate for
Dragon-Blooded characters of various stripes.
COME H ERE, MY S ON
Much to their dismay, young Dragon-Bloods don’t have a great
deal of infl uence over their destinies. Usually, they receive rather
insistent direction from their parents and the elders of their Houses.
Sure, a Dragon-Blood can run off and explore the world, ignoring
any plans her family had for her, but she’ll eventually suffer from
the fact that the House gives her a miserly stipend and doesn’t back
her up when she needs it.
For that reason, more Dragon-Blooded are open to “suggestions”
from the powerful members of their Houses. When Ragara Banoba
recommends that one family member travel to Juche as a minor House
representative or thinks it would be appropriate that another joined
the ebbing Wyld Hunt to earn a bit of thanks from the Immaculate
Order, her family members would be fools not to comply.
Given this background, it’s entirely plausible that the Dragon-
Blooded of one or several Houses might be directed by their elders
to work together toward some end. What the heads of House really
think about any given venture can determine not only how much
support the players’ characters receive, but also how the more
infl uential House members really value them. Being sent as ambas-
sadors to deal with the leader of another House or a powerful rival
is prestigious; going to the North to serve as temporary garrison
commander for Cherak is decidedly not. (It is, however, an excellent
chance to prove that your character is worth more than the House
elder thought—or to get out from under that pushy uncle’s thumb
so you can do your own thing.)
SCHOOL C HUMS
Nearly all Dynastic Dragon-Blooded attend one of four second-
ary schools, and it is there that they fi rst make the contacts and
allies that they will call on later in life. Life in secondary school can
be a raucous period for young Dragon-Blooded, and it is then that
many of them forge friendships that will last until they die.
Elder Dragon-Blooded encourage their sons and daughters to
take some time to explore Creation before they settle down into
the Thousand Scales or otherwise begin their professional life. Most
young Terrestrials who do so bring with them their best friends among
their fellow graduates and close relatives from other schools.
New groups of players’ characters can easily be graduates of the
same academy, not quite ready to enter the world of a “grown” Dragon-
Blood and instead ready to explore the world. Or they can all be eager
go-getters, forsaking a few years of lusty adventure in order to get a
jumpstart on the dragon-eat-dragon world of Dynastic politics.
SWORN B ROTHERHOOD
Through their magic and at the Empress’s urging, the Dragon-
Blooded of the Realm have formed a tradition: that of the sworn
brotherhood. Despite the name, it is a sexually egalitarian group
of companions, friends and heroes who are swear to work toward
similar ends and aid each other in their times of need. Sworn
brotherhoods come together to see a certain goal accomplished or
just because they are all good friends, and they seal their devotion
with a Terrestrial Circle spell.
Most sworn brotherhoods begin as secondary school chums, but
there are a multitude of other reasons for a group of Dragon-Blooded to
swear themselves to loyalty. A group of co-conspirators would reasonably
take such an action, as would a group of legion commanders who have
grown close over the course of many bloody battles. Enemies with a long
history of (non-lethal) antagonism might form a sworn brotherhood
before they all band together to prevent one thing that none of them
want—if only to make the expected betrayal harder to pull off.
Sometimes, a sworn brotherhood remains magically bound even
after the Dragon-Blooded disband their group and go their separate
THINGS TO R EMEMBER: THEY ARE P RINCES OF THE E ARTH
It can be easy to forget that the Dragon-Blooded are the Dragon-Blooded. The blood of the creators of the world fl ows through
their veins, and most of them don’t let anyone forget it. If your plan for the next game depends on the group retrieving and then
returning some stolen artifact that’s protected a village on the Blessed Isle for generations, be careful. Upon taking the artifact
from the thiefs cold, dead hand, one character might simply reason that such an artifact is too dangerous for peasants and should
be in the hands of someone who can command it. Namely herself, that is, and the village be damned.
In short, the Dragon-Blooded are in charge. The word of an Exalted Dynast might not be law on the Blessed Isle, but it’s
almost as strong. Any citizen of the Realm knows that to disobey or displease a Dragon-Blood is to invite her wrath. Peasants,
slaves and the disenfranchised even more so, though slaves at least might have orders from their masters that countermand the
whimsy of an Exalt. Even patricians must tread carefully, though abuse of a well-connected mortal would probably invite retribu-
tion from other Exalts.
Any Dragon-Blood has the infl uence to command his lessers—that is, everyone not an Exalt—and look upon their words and
deeds with some disdain. Dynasts are raised to act that way. Likewise, the people of the Realm know to treat the Dragon-Blooded
in a proper manner. One would be hard-pressed to fi nd a merchant who would haggle with a Prince of the Earth, but they would
be similarly surprised if a Dragon-Blood actually made the purchase himself.
The Realm’s tributaries are not much different. Most of them have been under the Scarlet Empire’s thumb for long enough
that they know how to treat Dragon-Blooded as royalty, and the new ones are learning quickly. Even outside the Realm’s direct and
indirect infl uence, the lands of the Threshold respect and fear the power of a Dragon-Blood, and Realm-bred Dragon-Blooded will
expect mortals to be obsequious.
Your players might choose to be humble and unassuming Dragon-Blooded who help people and never abuse their Exalted
nature, but don’t count on it. You can be unassuming when you’re a Solar in the Imperial City—playing a Dragon-Blood is the
perfect time to let it be known that you’re better than those un-Exalted mortals.
228
ways. When something arises that interests all of them or otherwise
demands their attention, the members of the sworn brotherhood
join up again as easily as if they’d never parted.
ITS THE O RDER OF T HINGS
As the offi cial state religion of the Realm, the Immaculate
Order has indeed grown powerful since its inception. Between the
vast amounts of coin it accepts from donators, the valuable lands
granted it by will of the Scarlet Empress, its canny management of
these resources and the immense infl uence that comes from being
the arbiter of the one true way, the Order has a lot of sway.
The Order itself has many interests, quite varied. It constantly
funds expeditions archaeological and adventurous to recover what
might become the next addition to the offi cial Immaculate Texts.
Members of the Order have a vested interest in maintaining the
Wyld Hunt to combat the Anathema threats, so they supply com-
bat-trained Dragon-Blooded monks and pay the Great Houses
to provide soldiers for these ordeals. The Order is also a staunch
supporter of the Realm and all for which it stands, so its members
are likely to act to keep the Realm from falling.
Those who lead the Order, however, have their own motiva-
tions. Once one reaches the highest monastic ranks, there is as
much politicking as prayer, if not more. The Mouth of Peace can
surely imagine a hundred favors she’d like to have done, and an-
other hundred she’d prefer not to pay. Luckily, she likely also has a
thousand people who owe her some debt or fealty, either because
she gave a favor to them or because of simple piety.
When the Order speaks, in other words, people listen, and it
can be an easy explanation for why a group is together. It’s perhaps
a bit more powerful if the characters are either Immaculate monks
or otherwise pious Dragon-Blooded, but it can work for anyone in
league with (or afraid of) the Realm and its watchdog religion.
SO Y OU W ANT TO R UN A
DRAGON-BLOODED G AME
Well, before you get started, there are a few things you’ll want
to keep in mind when running a game for the Terrestrial Exalted.
SMALLER H EROES
Terrestrial Exalted were the foot soldiers in the Primordial War.
They were not the generals, famed assassins or inscrutable advi-
sors—though Dragon-Blooded hold all these posts in the Second
Age. They were the rank-and-fi le warriors in the fi ght against huge,
impossible beings that treated Creation as a plaything. As a result,
Dragon-Blooded are the least of the Exalted. With less of everything
(except numbers), the Terrestrials’ deeds and stories are smaller,
though still great. Mighty compared to mortals, they are still less
than the Anathema heroes of yesteryear. Therefore, they have:
SMALLER D ICE P OOLS
Their training often gives them an edge in Abilities, but
the Dragon-Blooded still cannot achieve the massive dice pools
of a specializing Solar Exalt. While a maxed-out Solar character
can get as high as a 23-die attack using a First Excellency and a
weapon with +0 accuracy, Dragon-Blooded are limited by their
Ability and relevant specialties. At its most effective, this lands
the Dragon-Blood only two dice below a similarly focused Solar,
but it also requires the attack to fall under the Dragon-Blood’s
Specialty. If that’s not the case, the Dragon-Blood loses six dice
(the Solar loses only three). In general, even a focused Dragon-
Blood will be able to add only four to six dice to an action (or half
that many successes).
This also affects the character’s Defense Values. The inability to
add too many dice to a defense action reduces the heights to which
a Dragon-Blood can raise his Dodge or Parry DVs, or his MDVs.
SMALLER E SSENCE P OOLS
Dragon-Blooded get less bang for their buck when it comes to
Essence. Upping that trait does give them access to more powerful
Charms, but each point of permanent Essence gives them only an
additional fi ve motes (one in the Personal pool and four in the
Peripheral pool). Even at the start, they have fewer motes to throw
around, and if the character decides to load up on artifacts, she’ll
end up with most of her Essence committed and out of reach.
This weakness really bites the Dragon-Blooded in the butt when
it comes to Charms. The out-of-aspect mote surcharge required for
a Dragon-Blood to use a Charm from any aspect other than her own
increases the draw on an already-tight Essence budget. Especially
when it comes to using refl exive Charms, which are often too use-
ful not to invoke.
LOWER E SSENCE R ATINGS
Tied more strongly to the base elements than to the rarefi ed and
pure Essence of Creation, Dragon-Blooded must spend greater effort to
increase their permanent Essence ratings than Solars. Increasing Essence
at character creation costs so much it prevents a Dragon-Blooded char-
acter from doing it more than once, and a Dragon-Blood doesn’t have
enough bonus points afterward to purchase anything more expensive
than an in-aspect Charm. Post character creation development doesn’t
make it any easier. A Dragon-Blood must spend four experience points
more than a Solar to get from Essence 2 to 3. That’s an entire (average)
session’s worth of experience, and the gap only widens.
WEAKER C HARMS
Dragon-Blooded Charms have greater focus than Solar Charms
do, and less fl exibility as a result. For instance, where the Solar Craft
Charm Craftsman Needs No Tools says that a Solar may work without
tools and drastically reduces the time necessary for the task, the similar
Dragon-Blooded Charm Shaping Hand Style serves only to let a hand
act as a tool for the duration of a scene. Solars have Charms, such as
Fivefold Bulwark Stance and Flow Like Blood, that ward their Defense
Values against onslaught and other penalties for an entire scene, while
Dragon-Blooded have few scene-long Charms that are so effective. They
must instead rely on refl exive Charms for magically aided defenses, a
practice that takes its toll on their small Essence pools.
Additionally, Dragon-Blooded defenses are simply weaker, even
when they seem comparable. Many of their soak- or defense-enhanc-
ing Charms are susceptible to Essence, failing against magic-based
or -supplemented attacks. The Dragon-Blood version of Ox-Body
Technique is not as strong as the Solar equivalent. Providing only
one -1 health level and one -2, it isn’t quite comparable to two -1s
or one -1 and two -2s, making Dragon-Blooded yet more fragile
than the Solar Anathema.
BUT S TILL
Just because Dragon-Blooded got the short end of the power
stick doesn’t mean the Storyteller has to restrict the challenges she
arrays against them, nor does it mean they can’t prevail against the
same threats and foes as a Solar. After all, the Terrestrial Exalted did
defeat the Solar Anathema back in the day. It just means that they
have to work harder to do it. And one of their advantages is…
229
CHAPTER SEVEN • STORYTELLING
GREATER F REEDOM
Dragon-Blooded have more fl exibility than the Solar Anathema
ever will, at least without powerful (and potentially game-breaking)
custom Charms on the latter’s parts.
BACKING
Solar Exalted can come from any walk of life—all they need
to be is a hero for the Unconquered Sun’s eye to fall upon them
and elevate them above humanity. All Dragon-Blooded need is
the right ancestry—even very, very distant ancestors will do—and
some undefi ned spark that brings that elemental heritage to the
fore. That spark very probably has something to do with heroism,
dedication or strength to bear the weight, making Terrestrial Exal-
tation quite similar to Solar Exaltation, just with the little matter
of parentage added in.
Once a Dragon-Blood realizes his power, he has the backing
of two of the most powerful organizations in the world: the Scarlet
Empire and the Immaculate Order. Even the most rustic outcaste
is welcome (and desired) in the Realm, as long as he understands
that he’ll probably never be a Dynast. Even better, the incredibly
widespread Immaculate Philosophy declares that the Dragon-Blood
is a walking, talking bodhisattva, enlightened and incapable of
steering mere mortals off the true path.
It can be an amazingly heady feeling.
While not everyone’s going to obey a Dragon-Blood right off
the bat, especially in the Threshold, most will give a second thought
to making one angry. Even those outcastes who never associate
themselves with the Realm can take advantage of that empire’s
reputation even without any real Dynastic contacts. Dragon-Blooded
are, after all, the most famous Exalted in Creation.
HEROES, NOT D EMONS
The popular Immaculate Texts don’t declare the Dragon-Blood-
ed to be demons, thankfully. Because of this, the Dragon-Blooded
can be freer with their Peripheral Essence. Spending enough Essence
to make oneself glow isn’t such a big deal when mortals have all
heard the stories of heroes with fl aming auras or invincible warriors
who can leap as if they were the wind itself. While Solars have
to restrict themselves to Personal Essence, get ready for mobs or
make real good friends real fast, the Dragon-Blooded can invoke
any Charm they like until they run completely dry.
Furthermore, they can use Obvious Charms without worrying
about observers. Since activating an Obvious Charm makes it clear
that one is using magic, being a Terrestrial Exalt when doing so is
the difference between hope (or fright, in one’s foes) and fear (or
terror, in one’s foes).
FREE R EFLEXIVES
Unlike the Celestial Exalted, Dragon-Blooded have the power
to use refl exive Charms freely. A Dragon-Blood doesn’t treat such
Charms as his Charm usage for an action, and he need not wait for
his DVs to refresh before using any other Charm. This is a mighty
advantage for those who know how to use it. In combat, he can
use a non-refl exive Charm to aid his attack without sacrifi cing the
ability to improve his defenses with Charms.
Additionally, having free refl exives greatly slims a Dragon-
Blood’s Combos. While a Celestial Exalt must include any refl exive
Charms she wants to use with her attack (or as a part of corresponding
defense) in a Combo, Dragon-Blooded need only include supplemen-
tal, simple and extra action Charms, using the refl exives as they wish.
This saves bonus points at character generation and, in the long run,
saves experience points that the Terrestrials are then free to spend on
purchasing other Charms, Combos or trait improvements.
NUMBERS, AND S TRENGTH T HEREIN
Also unlike the Celestial Exalted, the might of the Terres-
trial Exalt passes through his bloodline to his children, and to his
children’s children, and on to the seventh generation—and further!
This is, no doubt, what those who originally endowed them with
their elemental power imagined when the Dragon-Blooded were
created—weak alone, but capable of epic feats when they work to-
gether. And what better way to make sure that the Dragon-Blooded
would always have teammates to aid and depend on than designing
them to breed their own?
Yes, not only do the Dragon-Blooded have an entire society
built around supporting and worshiping them, they almost have
an entire society composed of them! Beyond the astounding social
structure that provides, it also provides myriad reinforcements—most
of them related. In short: Beware harming the dragon, for it has a
thousand brothers and sisters eager to bite.
PRELUDES
If your players are into it, feel free to run preludes for their
characters. As mentioned in Exalted, the prelude is a short session
that gives the players a chance to get a feel for their characters
without much in the way of dice rolls or threat. Here are a few
ideas for preludes.
IN-CHARACTER A CTION S EQUENCE
Talk your player through one of her character’s typical adven-
tures from before the time she joined up with her circle of heroes.
Her background should have ample fodder to make something like
this up. Someone who was a court magician is obviously in court, a
character who gathered exotic fl ora and fauna for research is trying
to capture a dangerous karmeus.
Dragon-Blooded have signifi cantly more range than Solars—
who are generally assumed to have Exalted within the past year to six
months—because they almost always Exalt in their teens, and then
attend secondary school. Unless the game takes place in secondary
school, the character has probably had several adventures through
political and literal jungles since then. So make them up, or have
the player make them up, and pick one for the prelude. A mostly
social character might have a scene at an exclusive sanxian recital
in the Imperial City, while an Immaculate might participate in a
theologically motivated and suddenly lethal sparring match.
Storytellers might wish to tie these preludes into the main story
line once it gets moving. If they leave any loose ends, these ends can
make excellent plot hooks for the characters. They already have some
life to them, and the player has a connection and memory of them.
Even if there isn’t any room for a deeper plot point (or you just don’t
want to let it muddy up the current story), you can still call back to the
preludes. Even if the preludes occurred a while ago, players appreciate
it on a subtle level when you refer to something they remember.
That lowly bureaucrat that a character just completely cowed?
Well, he was so nervous because he’s the same one who dared laud
the virtues of Rippled Steel’s Shogunate-period poetry at that sanxian
recital, and you verbally disemboweled him then. The Immaculate
monk who’s been an unfl appable political and martial opponent?
She was watching when you crippled both your sparring partner and
his theological support in the monastery, and you recognize her as
one who interpreted the Texts in the same way. You don’t have to
change your plans or plots for them, just tie them in.
230
SCHOOL AND H OME L IFE
A prelude can focus on an aspect of the Dragon-Blood’s earlier
life, such as an interaction with her family or one of her important
experiences at school. You should be careful with using this as the
sole prelude, because it gives a player less opportunity to settle into
her character. It also fi lls out more of the character’s history than a
simple action scene, something that it’s often advantageous to leave
undetermined until later in the series. It’s easy to invent something
in a character’s past, it’s a bit harder to erase something.
But don’t let that stop you from running a character’s prelude
at school or at home. The right scene at home can be the perfect
setup for a character’s history, future story or theme (see “You Don’t
Own Me!” p. 224). At school, the character can have a small ad-
venture trying to steal the answers to the next exam or excelling at
his practicum (in kicking ass or exploration, no doubt).
DRAWING THE S ECOND B REATH
An excellent choice for prelude can be the event that brought
Exaltation upon the character. Whether the elemental aspect takes
him during a temper-tantrum at primary school, when he fi ghts his
way free of a small gang that wants to ransom him, or in the midst
of some barbaric survival trial in the Far Northeast, Exaltation is
a moving and defi ning moment for the character. The event sur-
rounding her character’s Exaltation is something that every player
should know anyway, so why not make a short prelude of it?
GROUP P RELUDES
The real difference between an individual prelude and one
played out with a group is that the Storyteller and single player
have all the control over an individual prelude. There aren’t (or
shouldn’t be) any confl icting goals between two people who are both
focused on a single character. When you get more than one person,
though, focus must dilute. All the characters are equally important
in a group prelude, which is what makes this diffi cult.
One possibility for a group prelude is the ability for everyone
to observe the time when the group comes together. In some games,
this is the fi rst session, but when the players write the reason for
their allegiance to each other into their characters’ histories, they
can use this sort of prelude to take a look at it. This scene could be
a better fl ashback than a prelude, as playing out the initial meeting
will probably go much more smoothly after the players have all had
a chance to settle, along with their characters, into the group. Once
patterns and tactics begin to emerge, they’re more than ready for
this sort of prelude.
Instead of playing out the meeting, you could take a little
extra time (expect half an hour to an hour) to show the group in
some relevant environment. If they’re explorers, make it the ruins
of an ancient Dragon King temple. Socialites might be observing
(and potentially reveling in) the unrecoverable meltdown of a
rival Dynast’s new moon party. This sort of prelude takes a little
bit of effort, but it gets the players to focus on the group instead of
their individual players. Discuss with them the group’s goals in the
matter, and talk plainly about how they’re working together. Don’t
start throwing down the dice, but let them point out what Charms
they might use or how they back each other up.
MONTAGE P RELUDES
You don’t need to choose only one sort of prelude. If you want
a potpourri, mix each of the preceding ideas up into a montage of
sorts. Start young and move forward in time, seeing the character’s
time as a child, in primary school, Exalting, in secondary school
and in adventures and encounters afterward. This prelude can take
longer than others, because it usually takes a minimum amount of
time to get a decent amount of story into each different scene in
the prelude montage.
COUSINS TO THE P RELUDE
Preludes are really nothing more than a Storytelling device
showing what the character is like, as well as a bit of her illustrated
history. There are other, similar tools at the Storyteller’s disposal
that deserve a bit of a mention.
FLASHBACKS
A fl ashback is a lot like a prelude—it’s a scene from the life of
one character as it already happened, done without dice rolls in order
to share some bit of background. You can use a fl ashback to show
anything you can show in a prelude, but it’s usually signifi cantly more
relevant to the current story (since it comes after the story begins). A
ashback might take place to emphasize the rivalry between a character
and her pious Immaculate cousin, or it might show how (and maybe
why) the hero is uncharacteristically afraid of snakes.
Flashbacks are excellent times to bring a character’s Exaltation
into the story, if it hasn’t already been played out in a prelude. Even
when the player has detailed it in full, there’s almost always room
for you to invent an important surprise. Perhaps the desert queen
who witnessed the Dragon-Blood’s Exaltation from her harem of
young men has been tracking him ever since his escape, and now she
wishes to bed him. A quick fl ashback to that Exaltation can remind
the character (and the player, who probably needs the reminder
more) that he’s facing the woman who once enslaved him.
Though it’s not an unbreakable rule, a common difference
between a fl ashback and a prelude is that the fl ashback is usually
told rather than played. Typically, the Storyteller has something he
wants to get across by bringing the past into the present, and letting
a player control her own character in that scene can make it diffi cult
to be sure that you’re going to get across what you need to. Should
the player forget that her history included a rival martial artist who
watched her dashing hero dishonor his master, she might just choose
when you try to portray that event to lose or tie in a way that lets
both parties retain their honor. The lesson here is probably that you
should be straightforward with what you want a dramatic device to
accomplish, at least if you want the player to run her character.
The only danger in choosing to take full control of the fl ash-
back is that you might accidentally have a character act in a way
that her player fi nds completely inappropriate to the character’s
temperament or motivation. This is another reason you should be
open about what a fl ashback is trying to get across. The player will
be less likely to complain if she knows that it’s supposed to be one
of the shaping events behind the character’s current personality, or
if the character’s under order from her controlling parents.
CUT S CENES
Not a far cry from either the prelude or the fl ashback, the cut
scene has two primary qualities: It shows a scene taking place now,
as opposed to long, long ago, and it features Storyteller characters
rather than the players’ characters.
As a dramatic device, the cut scene should be used to show
the players what else is going on in the world, ideally something
related to their current quest or long-term goal. When the Dragon-
Blooded are racing to collect a set of keys to enter the Inverted
Sterling Sepulcher and retrieve a world-shaking artifact, the cut
scene might reveal their rivals gathering one of the other keys. An-
231
CHAPTER SEVEN • STORYTELLING
other cut scene could feature a shadowed mastermind commanding
his best-trained warrior to go and “hunt them down,” leaving the
players to worry who “them” really means.
There’s always the danger when using cut scenes that the play-
ers won’t be able to separate in-character from out-of-character
knowledge, and will have their characters react to cut scenes that
the characters never saw. Seeing members of a secret society meet
under cloaks and hoods might cause one player’s character to
question suspicious Storyteller characters overly harshly or go
through all of their wardrobes with little reason. If your players
have this habit, you might want to forgo cut scenes.
Keep in mind, also, that cut scenes simply aren’t right
in all games. Cut scenes change the aspect of the players
in the game. Because they see things that their characters
don’t, it creates a division between the two. Cut scenes
separate players from their characters by creating more
in-game but out-of-character knowledge that the player
must keep separate, and it makes the experience more
like watching a television show than playing a role.
Your players have a valid complaint against cut scenes
if they don’t like this difference. Wanting to immerse
themselves in a single character and group is a reason-
able desire when roleplaying, and cut scenes have the
potential to ruin that immersion.
Don’t let this warning prevent you from giving
them a shot, though. Many players enjoy the cinematic
aspects of Exalted, and foreshadowing cut scenes are
staples of cinema and anime.
THE M ANDATE OF H EAVEN
The Exalted Storyteller’s Companion debuted
a mechanical system for Exalted that allows you
and your players to represent nations and their
confl icts on a less personal level. This is what
it’s like when a hero rules a country and doesn’t
have time to leave every other week. Though most
Dragon-Blooded don’t control enough land or
have enough direct infl uence to use these
rules, some do. Realm satraps, House repre-
sentatives in tributaries and Dragon-Blooded
who control mighty bureaucratic entities
all have the sort of power that could be
well-represented with the Mandate of
Heaven system.
There are several games in
which using the Mandate of Heav-
en is appropriate and can add
to the game. A game in which
the characters deal with wars
and politics between two do-
minions—perhaps between
two satrapies, between one sa-
trapy and the Realm, or between
prefectures within the Realm
itself—is an excellent candi-
date for use of the Mandate
of Heaven between episodes.
Whenever an appropriate length
of downtime arrives, activate the
Mandate of Heaven for a little game
development while you sleep.
232
PLAYING IN THE P AST
You don’t need to place your game in Realm Year 768, as the
setting assumes you will. The history of the Realm and Creation
has thousands of interesting facets, and if you want your game to be
simpler—perhaps without the Empress missing and the Solars running
amok and the Deathlords moving on Creation—doing so could make
the game’s setting a little bit less busy. You might also want to run
a game in the past as a setup for the later game in the future—the
creation of a central artifact, the founding (or destruction) of a pivotal
nation or the presence of a specifi c recurring villain.
For whatever reason you want it, here are some suggestions on
running Dragon-Blooded games in Exalteds history.
THE S HOGUNATE
After the Usurpation, the fi rst effective government that
formed was the Dragon-Blooded Shogunate. Utilizing the Old
Realm’s command centers, methods of communication and tools
of war, the Shogunate tried to reclaim the world under its fl ag. It
was a time of heroes at war and tireless re-expansion, as well as
refreshed hope. After all, Solars affl icted with the Great Curse had
been ruling for all of living memory, and now that they were gone,
the Dragon-Blooded wanted to return Creation to some semblance
of working order.
Possibilities for a game in this setting go on and on. Exploration
is a dominant theme, but there’s no limit to what can be explored.
There may be old nations that lost contact with the Realm before
the Usurpation, and there are certainly caliphates and dynasties ruled
by Solars who ignored the word of the Deliberative, so all of them
must eventually be brought back to the fold. Monsters and indefi n-
able forces that the Solars and their mighty constructs once held at
bay must be fought back to the edges of the world, or under it. And
there is much to explore within Creation. Mortals, used to honoring,
revering and sometimes fearing the Celestial Exalted that ruled them,
must be convinced to join a cult that portrays the Dragon-Blooded
as superior and their old kings as foul demons. Heroes might have to
breach a dead Solar’s manse, now closed to the world, or the automaton
that another one built so large that an entire city’s populace could
live inside. The Imperial Manse, of course, is a high-profi le target,
promising much honor to any who can open it for the Shogun. There
is much to do as a Dragon-Blood in the young Shogunate.
During the reign of the Shogunate, society grew weaker. Proud
Dragon-Blooded families decided to carve out their own kingdoms
and had to be rebuked. Demons that were bound during the First
Age completed their tasks or found loopholes, and made trouble for
the Terrestrial Exalted. Certainly, there are thousands of adventures
to be had in this time period.
And then the Contagion hit. Mortals and Exalted alike died
by the bushel, and at the worst possible moment, the Fair Folk,
swathed in steely gossamer and leading their Wyld-spun armies,
rushed into Creation and laid all shaped things they could fi nd to
waste. Records are universally unclear on how long this catastrophe
continued, providing plenty of time for stories of any length.
Such stories should refl ect the dangerous and frantic nature of
the period. Dragon-Blooded are falling to disease—something nearly
unheard of—and they are being forced to fi ght for their lives without
any warning. Death seems to wait for everyone around the next non-
Euclidean, fey-concealing corner. Entire nations that once sat on the
edge of Creation and held back the Wyld disappear from the map in
a single, furious surge of chaotic energy, and no one can activate the
Realm Defense Grid. Everything is falling to shit. What do you do?
Of specifi c interest to Dragon-Blooded games and players of
Dragon-Blooded characters are the Realm’s many bureaucratic
entities and political entities—which control little to no land and
whose constituents do not actually live in one place together. The
Mandate of Heaven is abstract enough to effectively represent these
entities as well. All but the largest will have a Magnitude rating of
no more than 1 or 2, and an average bureaucracy might have a 1
Military and Culture, and Government 2.
Here are a few examples: The All-Seeing Eye is a widespread
intelligence service, well known on the Blessed Isle. It has Magnitude
3, making it quite large. Part of its fame comes from assassinations,
and part from its organization of the Wyld Hunt, so it has a Military 3.
The mere existence of the All-Seeing Eye (and the fact that it’s been
doing its job well for so long) gives it Culture 2, but its funding has
faltered since the Empress’s disappearance. Combining that with the
new laws passed by the Deliberative and the Great Houses’ attempts
to purge themselves of spies, it’s disorderly: Government 1.
House Tepet is severely weakened in all areas thanks to its
defeat in the North. While still large, it no longer has its legions.
Its effective Magnitude might be down to 1, and it might have
Military 1, Culture 1 and Government 2. It’s not nearly as strong
a player as it used to be, but the House heads are keeping cool and
working to minimize the damage.
The Order of the Immaculate Dragons is absolutely huge,
including many thousands of monks, Immaculate administrators and
devout followers across the Realm. Give it an enormous Magnitude
4 (which is about the largest a non-nation should go). It has Military
1—the monks might compose a fi ghting order, but they really have
to focus and borrow money if they want to form up an effective
Wyld Hunt. Culture 4 indicates how widespread the Immaculate
Philosophy is, and how much it can really get done. Finally, Govern-
ment 2 indicates that the Order has a relatively simple structure at
local levels (readings at the temple, itinerant or permanent monks)
but it gets a little convoluted in the upper strata.
MANDATED C HARMS
The following Charms from those available to the Dragon-
Blooded should be considered to have the Mandate keyword and
can be used in dominion confl ict.
Brother-Against-Brother Insinuation: The character rolls
his (Manipulation + Socialize) as a dominion action against
the target dominion’s (Government + Temperance). If he
wins, the target dominion immediately performs a Savant’s
Pernicious Treachery action against another dominion of
the character’s choice.
Confl uence of Savant Thought: A character can use this
Charm to supplement a Serpent Stalks the Reeds Insinuation
dominion action. It adds one automatic success to the roll.
Distraction of the Babbling Brook: This Charm supplements
Tiger Welcomes Mouse Enticement, reduces the external bo-
nus points earned by the other dominion by one and increases
that earned by the character’s dominion by one.
Drowning in Negotiation Style: Using this Charm when cre-
ating a treaty forces both parties to spend one additional point
of Limit and Willpower when taking any action that would
eliminate that treaty.
Friend-to-All-Nations Attitude: This Charm eliminates penalties
on a roll based on social bias or prejudice between dominions.
Geese-Flying-South Administration: Using this Charm in
conjunction with a constructive dominion action adds one to
the dots gained or recovered, or the points of Limit discarded.
233
CHAPTER SEVEN • STORYTELLING
THE U SURPATION
While the Usurpation was really an event, not a time period,
it was the end of an era. It probably seemed like a lifetime to those
who were actually there. Dragon-Blooded conspired against their
maddened, unjust god-kings and philosopher-emperors, slaying
them during one fateful Calibration that also saw frighteningly
disproportionate numbers of the Terrestrial Exalted fall.
Even as an event, the Usurpation still took a non-instant length
of time. Dragon-Blooded needed time to conspire and put their ducks
in a row, and after the initial assault, it took far, far longer than they’d
hoped to put the last of the Solar Exalted into the ground.
One game you might run in that time period is the conspiracy.
How do Dragon-Blooded keep their hatred a secret in the face of people
who can see through every lie and force the truth out of unwilling
mouths? Can your character swallow his pride when called to a Solar’s
bed, and how does he stand by when he sees a friend beaten? Do the
characters involved really hate their masters, or do they love them
(perhaps through magical effects) and truly regret the necessary step of
ending their lives and rule? Your players drive their characters through
the setup, possibly losing friends to Solar inquisitions along the way.
Another potential story lies in the execution. The time for
conspiracy is over, and now is the time for action. Fight against the
nearly unbeatable Solar Exalted, gaining the edge through surprise
and treachery. Once the initial assault is over, the characters do
their best to track down and defeat the few Solars to escape. What
happens when the Solar attacks with Dragon-Blooded troops, troops
a character is sure would turn on their master if they only knew
the rebels’ true goals?
Or maybe you and your friends want to tell the story of what
led to the Usurpation. When the bright reign of the Solar Delibera-
tive begins to darken and the Lawgivers stop guiding wisely and
start abusing their power for hedonistic pleasures, can your play-
ers’ Dragon-Blooded characters survive Solar depredations long
enough to realize that they should rebel, birthing the conspiracy
that eventually brings the Solars down.
In a more ill-fated game, the players’ characters could be Dragon-
Blooded loyal to the corrupt Solar Deliberative, either because they
enjoy the benefi ts of that corruption or because they’ve been deceived.
They try to root out the traitors that their most honorable masters
insist are undermining the Realm and ruining the Deliberative’s good
name. When the Usurpation comes and the black-blood-spilling,
god-killing battles begin, they fi ght for the Solars.
You’ll have to create some truly powerful effects for 1,000-
year-old, Essence 8 Solars for these games, or just wing them, but be
sure to give the players commensurately powerful Dragon-Blooded.
Essence 6 or 7 should be the rule of the day, and they should have
custom Charms that allow them to aid their co-conspirators both
in battle and in concealment of their true motives.
If any of these scenarios engages your imagination, delve
deeper! There’s always something more to create.
THE F IRST A GE
Before the Realm, before the Contagion, before the Usurpa-
tion and before everything went to hell, what was there to do?
Short answer: a lot.
Politics and intrigue. Before the Solar Deliberative began
to falsely attribute its decrees to the Unconquered Sun and ignore
the voices of the concerned, it was an august body that lent its ear
to any who needed to speak. As Dragon-Blooded governors of the
old Realm’s principalities, the players work together (or compete)
to navigate the mazy politics of the Deliberative, trading favors and
secrets to earn the benefi ts their regions require.
Exercises in War. Just because the Solar Deliberative ruled
nearly all of Creation without any real competition, it doesn’t mean
that everything was nice and daisies. Dragon-Blooded governors
and generals had command over many skilled troops, and for many
political disagreements, it was easier (or simply preferable) for
the Dragon-Blooded to solve them on their own. Some of these
competitions were merely exercises, competitions with blunted or
enchanted weapons and few casualties, intended to decide which
Dragon-Blood would get his way.
Police of the Realm. The Iron Wolves may have been the
masters of spies and rulers of the night, but the Dragon-Blooded
were some of their most loyal and favored spies and killers. And just
because the Realm was stable, it doesn’t mean that there were no
rebellions, kings-of-thieves or traitorous Exalted who needed to be
put down. Dragon-Blooded in this game work toward maintaining
the security that the Solar Deliberative promised to all peoples.
Hunting for Danger. While many of the external threats to the
First Realm had been fought to a standstill or otherwise contained, there
was always still another danger to face. As such, the Dragon-Blooded
who sought heroic opportunities could always fi nd them. They fought
rampaging behemoths not yet brought to heel, terrible demons loosed
upon the world by incautious sorcerers or inauspicious cracks in the
Yozis’ prison and unknowable things that spawned and fed beneath
the rock-hard crust of the world. With a little bit of luck and a lot of
courage and skill, the Dragon-Blooded could fell these threats, have
honor heaped upon their heads and make Creation a safer place.
There are many, many other games that one could play in the
First Age, but you can surely think of those on your own.
As a side note, if you like to emphasize the fall from glory to
ruins that Creation suffered moving from the First Age to the Age
of Sorrows, you should consider using some of the artifacts from
Wonders of the Lost Age in your games set before Exalteds present
time. Showing the life-easing artifacts and tools available in the First
Age, the incredibly destructive weapons used in the Usurpation or
the fading level of magical expertise evident during the era of the
Shogunate is a good way to make the point that the Age of Sorrows
is a shadow of what it once was—and could be again.
MIXED G AMES
Not everybody wants to play a Dragon-Blood, even in a
Dragon-Blooded game. If you try to run Dragon-Blooded games,
eventually, sometime, somebody will say, “I wanna play a Solar!” Or
maybe you want to give it a try, undercover Lawgiver style. Now, a
mixed game isn’t the easiest thing in the world, so here are some
suggestions to make the whole thing less of a hassle.
Think before you go ahead. While Exalted defi nitely tends toward
saying “Yes!” to just about anything and everything, that attitude should
be more cautiously applied outside of game. Let the player know that
it can severely change the game to let a Solar Exalt into the pen with
a bunch of Dragon-Blooded. Answer the following questions:
• Do you really want to deal with the power disparities? A
Solar has, as a general rule, fi ve motes more per dot of permanent
Essence than a Dragon-Blood at the same level of enlightenment,
and then a few more on top of that. Then, their Charms not only
cost less experience but are also typically more effective.
• Do you really want the in-game political fallout, or were you
looking forward to a game where the players could use their powers
without limitation? Anywhere in Creation, a Dragon-Blood is a
demigod. Solars, on the other hand, might be heroes and might
be demons, and if the game takes place in any of the common set-
234
tings for Dragon-Blooded—the Blessed Isle, Lookshy or any of the
Realm’s many satrapies—it’ll almost defi nitely be the latter. If you
don’t want to deal with that crazy Wyld Hunt (except maybe from
the other end), then you should cut out the Solars.
• Do you really want a Solar? The Solar Exalted have a few
solid themes: returning god-kings, lawgivers come back to cleanse
and repair Creation, that sort of thing. If that’s really why you want
a Solar in a Dragon-Blooded game, or why the player wants to play
one, rethink it. You can do the same thing with a lost Great House
or other legacies that you create. Even the idea of having an outcast
hiding in the group’s midst can be done without resorting to using
a Solar Exalt. House Iselsi has half-hidden in Dynastic society for
generations, and each member is hiding her true nature.
• Do the other players mind? Is it really acceptable to all the
other players if this one player (or two, or whatever) has a Solar hero
while the rest play Dragon-Blooded characters? Are they going to be
worriedly asking the same questions you’ve just looked at, and coming
up with less hopeful answers? There’s only one way to fi nd out—ask.
If the other players are all willing to potentially play second fi ddle to a
Solar Exalt, then go ahead and make it so. When your players still have
reservations, though, it’s probably best to drop the entire matter.
Okay, maybe you’ve looked at those questions and not been
convinced. You still want a Solar in your game, or your player is
so vocal that you’ve decided to let him do it. Well, maybe. Unless
everyone in your game is utterly certain that no minor matters of
relative power are going to decrease their appreciation of the story
you’ll create, consider some of the following steps.
• Increase the Solars’ experience point costs. If the player is
spending (10 x current rating) or 10 experience points for a Favored
Charm, the Solar character will advance no more quickly than the
Dragon-Blooded characters. It doesn’t address the relative strength of
their Charms, so Solars will still be doubling their dice pools on the most
important rolls and the Dragon-Blooded won’t. This should probably be
the fi rst step in any attempt to even out the two types of Exalted.
• Give the Solar’s player(s) less experience. It might sound
unfair, but it certainly isn’t arbitrary. One point of experience less
per session is about right to balance out the combination of lower
experience costs for more effective Charms and Essence rating with
the less impressive numbers and powers the Dragon-Blooded have.
If the balance doesn’t feel right to you, adjust the amount of experi-
ence withheld. You might keep back one point every two sessions or
three every two (though that’s getting a bit heavy). You should still
give the player stunt and bonus awards for good ideas. If you want
them to keep happening, you should keep rewarding them.
• Reduce the Solars’ dice pool limits and Essence pools to match
that of the Dragon-Blooded. Keep in mind that if you do this, the
Dragon-Blooded will have an advantage in mote cost (they spend only
one mote for two dice when using Essence Overwhelming). You can
always limit either the Solars’ dice pools or their Essence limits, if you
so choose. Beyond this point, there’s very little you can do to adjust
their Charms without rewriting them completely for power level.
• Remember, you don’t need to do all this work. You can
always bring the Solar in as a villain, or an occasional ally, and
let the Dragon-Blooded play while the Solar’s away. And if the
player who wanted to play a Solar starts listening to your proposed
changes and getting less and less excited… maybe he just wanted
to be more powerful than the other characters.
Finally, maybe all of this wasn’t necessary. Maybe all of your
players are excited to play an “Anathema-Hunter Robin” type game
(see p. 222), or they want to reenact the Dragon-Blooded following
a Solar during the First Age (or reassembling such a relationship
in the Second Age) and consider varied power levels par for the
course. Well, why are you still here? Get gaming.
UNABASHEDLY M IXING E XALTS
Don’t take this section too seriously. It’s essentially a big,
glowing and buzzing neon sign warning you away from starting a
mixed Dragon-Blooded/Solar game frivolously. But that’s the key-
word—frivolously. If you know what you’re doing, or if you and your
players just don’t care about the balance issues, then, by golly, do it!
Run a mess of Solars and Dragon-Blooded hurtling across Creation,
daring to do the impossible, and dash all the consequences!
Because, really, dashing the consequences is what Exalted’s
all about.
EXPERIENCE
There are a lot of Dragon-Blooded out there. And there are
many, many adventures for people to have. But even so, you can’t
imagine that every Dragon-Blood in Creation is busy running
around, slaying Fair Folk, building huge towers and otherwise being
heroic all the time, right?
This doesn’t apply to the heroes of your series, who really are
running around being heroic all the time, but other Dragon-Blooded
should probably use the long-term experience award chart, compared
to their age, to determine how “large” to build them. For particularly
active Dragon-Blooded, you might add one extra experience point
per year. But be careful! One experience point per year adds up very
quickly, since Dragon-Blooded can be around for several hundred
years, and many Storyteller characters will have.
You might even want to reduce the amount of experience that
your Storyteller characters receive according to the long-term award
guidelines. If every Dragon-Blood not run by a character follows that
pattern, your players’ characters would be overshadowed in moments.
Since nobody wants that, use the long-term award chart as what it
is—a guide. Don’t let it determine how powerful your Storyteller
characters are, since only you know what’s really appropriate.
For ease of use, assume that a Dragon-Blood Exalts at age 15.
This gives him 850 experience points at the age of 100—honestly,
that’s plenty for all but the most mighty opponents, and you don’t
want to spend the time allocating all these points for anyone else.
DRAGON-BLOODED E XPERIENCE C HARTS
Lesser Exalted than the mighty Solars, the Dragon-Blooded suf-
fer from a more imperfect control of their Essence. However focused,
contemplative, meditative and otherwise in tune with herself and
her surroundings a Dragon-Blood is, it is still harder for her to deepen
her natural bond to Creation’s elemental Essence. Likewise, shaping
this Essence comes less naturally to her. In order to learn a new way
to channel it into the magical effects known as Charms or spells, the
Dragon-Blood must spend more effort than her Celestial brethren do.
Except where noted on the following table, Dragon-Blooded experience
costs are the same as those on page 274 of the main Exalted book.
DRAGON-BLOODED E XPERIENCE C OSTS
Change Cost
Favored/Aspect Charm 10
Out-of-Aspect Charm 12
Celestial Martial Arts Charm 12
(Martial Arts Unfavored) 15
Essence current rating x 10
235
CHAPTER SEVEN • STORYTELLING
236
237
CHAPTER SEVEN • STORYTELLING
238
A
anima fl ux 122
aspect 112-121
Air 112-113
Earth 114-115
Fire 116-117
Water 118-119
Wood 120-121
B
Backgrounds 102-111
Arsenal 105
Artifact 103
Breeding 105-106
Command 106
Connections 107
areas of infl uence 107-109
Cult 103-104
Family 109-110
Henchmen 110
Manse 104-105
Reputation 110-111
Retainers 111
C
character creation 90-99
bonus points table 99
character creation table 96-99
Charms 126-213
Archery 172-174
Athletics 151-152
Awareness 140-142
Bureaucracy 161-164
Craft 142-144
Dodge 152-155
Excellencies and
Related Charms 128-129
Integrity 144-146
Investigation 164-166
Larceny 166-168
Linguistics 129-132
Lore 132-134
Martial Arts 169-170
Air Dragon Style 197-201
Celestial initiation 193-195
INDEX
Earth Dragon Style 201-205
Fire Dragon Style 205-207
Five-Dragon Style 189-191
Terrestrial Hero Style 191-193
Water Dragon Style 207-210
Wood Dragon Style 210-213
Medicine 174-176
Melee 155-156
Occult 134-136
Performance 176-180
Presence 156-159
Resistance 146-148
Ride 180-182
Sail 170-171
Socialize 159-161
Stealth 136-138
Survival 182-185
Thrown 138-140
War 148-151
D
Demon Captain Kasua 86-87
Dragon-Blooded life 16-87
Dynastic 16-55
outcaste 56-87
E
The Emissaries of
Perfect Water 84-85
Eos and Ossissa 85-86
experience cost table 234
F
The Forest Witches 77-80
G
Gentes of Lookshy 71-77
Gens Amilar 75-76
Gens Karal 72-73
Gens Maheka 74-75
Gens Teresu 73-74
Gens Yushoto 76-77
Minor Gentes 77
The Grass Spiders 68-69
Great Curse 113, 115,
117, 119,
121, 123
Great Houses 29-49
House Cathak 30-31
House Cynis 31-33
House Iselsi 34-35
House Ledaal 35-37
House Mnemon 38-40
House Nellens 40-41
House Peleps 41-42
House Ragara 42-45
House Sesus 45-47
House Tepet 47-48
House V’neef 48-49
H
House Ferem 61-66
L
lexicon 15
Lintha Dragon-Bloods 87
lost eggs 19-55
M
The Marmorean Circle 66-67
P
Passage Rite 23
primary school 20
S
secondary school 20, 25-27, 55
The Cloister of Wisdom 25
The Heptagram 25-26
The House of Ancient Stone 27
The House of Bells 25
The Palace of
the Tamed Storm 27
Pasiap’s Stair 26, 55
The Spiral Academy 26
The Seventeenth Legion 81-83
sorcery 24-25
Imperial obligation 25
sorcerous societies 25, 36
The Rings of
Ledaal Catala 36
Storytelling 216-234
sworn brotherhoods 21, 122-123
Sworn Brother’s Oath 122-123
NAME: ____________________
PLAYER: ___________________
ASPECT: ___________________
CONCEPT: __________________
MOTIVATION: _______________
ANIMA: ____________________
BACKGROUNDS
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
________________________OOOOO
Name Cost
_______________________ _______
_______________________ _______
_______________________ _______
_______________________ _______
_______________________ _______
_______________________ _______
_______________________ _______
_______________________ _______
_______________________ _______
Name Cost
_______________________ _______
_______________________ _______
_______________________ _______
_______________________ _______
_______________________ _______
_______________________ _______
_______________________ _______
_______________________ _______
_______________________ _______
CHARMS
OOOOOOOOOO
B________ L________ A________
_______________________________
_______________________________
_______________________________
_______________________________
PERSONAL ____ | ____
PERIPHERAL ____ | ____
COMMITTED __________
_______________________________
_______________________________
_______________________________
_______________________________
LIMIT BREAK
VIRTUE FLAW
_______________________________
_______________________________
_______________________________
WEAPONS WILLPOWER
ESSENCE
EXPERIENCE
-0
-1
-2
-4
INCAPACITATED
SOAK
ANIMA
HEALTH
COMPASSION
OOOOO
CONVICTION
OOOOO
TEMPERANCE
OOOOO
VALOR
OOOOO
OOOOOO
D
RAGON BLOODE
D
VIRTUES
ATTRIBUTES
ADVANTAGES
ABILITIES
STRENGTH ___________OOOOO
DEXTERITY __________OOOOO
STAMINA ____________OOOOO
CHARISMA ___________OOOOO
MANIPULATION________OOOOO
APPEARANCE _________OOOOO
PERCEPTION__________OOOOO
INTELLIGENCE _________OOOOO
WITS ______________OOOOO
AIR
LINGUISTICS _____________OOOOO
LORE __________________OOOOO
OCCULT ________________OOOOO
STEALTH _______________OOOOO
THROWN _______________OOOOO
WATER
BUREAUCRACY ____________OOOOO
INVESTIGATION ___________OOOOO
LARCENY________________OOOOO
MARTIAL ARTS ___________OOOOO
SAIL ___________________OOOOO
EARTH
AWARENESS _____________OOOOO
CRAFT _________________OOOOO
INTEGRITY_______________OOOOO
RESISTANCE _____________OOOOO
WAR __________________OOOOO
WOOD
ARCHERY _______________OOOOO
MEDICINE _______________OOOOO
PERFORMANCE____________OOOOO
RIDE___________________OOOOO
SURVIVAL _______________OOOOO
FIRE
ATHLETICS ______________OOOOO
DODGE _________________OOOOO
MELEE _________________OOOOO
PRESENCE _______________OOOOO
SOCIALIZE _______________OOOOO
SPECIALTIES
______________________OOOOO
______________________OOOOO
______________________OOOOO
______________________OOOOO
______________________OOOOO
ISBN 1-58846-688-4 WW80100 $29.99U.S.
www.white-wolf.com/exalted
WW80100
DD
RR
AA
GG
OO
NN
BB
LL
OO
OO
DD
EE
DD
Gifted with power
by the Elemental Dragons,
the Terrestrial Exalted
once formed the backbone
of the Solar Deliberative’s
grand army.
Then, when the Solars
went mad with power,
the Dragon-Blooded Host
rose up as one to slay
the tyrants and
set the world aright.
Can the Dragon-Bloods
hold onto the reins of power,
or does the return
of the Solar Exalted
mean the hegemony
of the 10,000 Dragons
is at an end?
A character sourcebook
for ExaltedExalted featuring:
• Details of Dragon-Blooded culture across
Creation, from the Realm and Lookshy
to Cherak and the Forest Witches
• Everything players and Storytellers need
to generate Dragon-Blooded characters,
includingtheir Charms and signature
martial arts styles
PRINTED IN CHINA

Navigation menu