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KICKSTARTER COMPLETE

MANUSCRIPT PREVIEW
RY 718
The last wagon trundled away, bearing with it the daiklave of River’s former commander.
The blade would return to House Peleps accompanied by a letter describing Peleps
Lazurin’s brave last deeds, and conveying River’s sincerest condolences at the lack of a
body. A short train of carts, wagons, and sledges wended away down the road, leaving
their Wyld Hunt’s once-bustling camp little more than an empty stretch of road just north
of the River Province. Birdsong was already replacing the ring of weapons on the air, and
the last cookfire had dwindled down to embers.
The carts contained the weapons and armor of the slain — at least what River, Eshuvar,
and Kingfisher Swift had been able to recover. A scant handful of monks’ and soldiers’
bodies were being shipped home, but the Anathema had reduced most of them to
splintered bones and stinking offal. Far too many families were receiving only letters.
River’s hands ached from writing them, but she’d taken on the responsibility while the
servants and retainers she’d dismissed packed their dead masters’ things. It was the least
she could do.
There wasn’t time to be writing missives — every hour’s delay let the two Anathema
who’d laid waste to their Wyld Hunt slip farther away. But the survivors who hadn’t fled
needed time to regroup, to tend to their wounds, to figure out what came next.
All three survivors.
Sesus Eshuvar stood in the middle of the road, watching the wagons go. He’d been only a
few months out of the Heptagram when they first set out on the Hunt. River had noticed
how young he’d seemed, then: tall and gangly, practiced but not yet polished, trying to
find the proper line between self-assured hauteur and polite deference. Now there was a
slump to his shoulders, as though he’d aged twenty years overnight. We all have.
Next to Eshuvar, Kingfisher Swift leaned heavily on her mace, her unit’s standard
propped beside her. Her legion’s talon had made up the bulk of the Hunt’s forces, and
now she was all that remained. Swift was a lost egg who’d taken the coin; she couldn’t be
more than a dozen years into her service. River might have asked if Swift wished she’d
taken the razor instead, but, well. That wouldn’t necessarily have kept her away from this
disaster. River herself was proof of that.
The Immaculate Order had arranged this Wyld Hunt, mustered the might of the Realm
and sent them on the trail of two Anathema who were preying on the people north of the
River Province. The Order had provided the intelligence and placed one of their most
promising monks in charge of the expedition. He’d been a solid leader, brave and
competent, right up until the Wretched slew him.
Now River was the last Immaculate still breathing, and it fell to her to finish the Hunt.
She straightened her robes, thankful that if she’d gotten ink on her sleeves it didn’t show
against the black fabric, and joined the others. “We have to find them.”
Eshuvar and Swift turned toward her as one. “We three?” asked Eshuvar. “You don’t
think we should wait for reinforcements?”
“They won’t come in time,” said River.
“If we wait,” said Swift, “the Anathema have time to recover from their wounds. We
can’t waste the opportunity our companions died to give us.”
For a moment River thought Eshuvar might argue — it was in the way his jaw settled
into a stubborn line, how his chin lifted just a hair — but he closed his eyes and breathed
deep, and merely nodded.
[PLEASE CENTER THESE FIVE BULLETS]
•••••
Two figures approached, one on horseback, the other keeping up on foot with the steed’s
steady trot. The mounted one wore steel armor and a horned kabuto helmet, and had the
air of Lookshy about him. A splash of red at his shoulder broke up the armor’s grays.
When they drew closer, River realized the red was a robin, perched and alert on its
master’s plate.
His companion, a heavyset woman, was dressed plainly, her clothing neat but threadbare
from travel. Two flamepieces were tucked into her belt, a daiklave strapped to her back.
She kept her hands well away from the weapons, as if attempting to reassure the Dynasts
she meant no harm.
“We’re looking for Righteous River Overflows Its Banks,” said the Lookshyan. “One of
the cart-bearers said she was in charge.” He wore an easy smile, taking in all three of the
survivors. Beside River, Eshuvar straightened up and smiled back wanly.
“I’m River,” she said.
“Ah, perfect,” he said, and slipped from his saddle to come take her hand. “I am Yushoto
Mathar, and my friend is Left Hand Chalima. Word reached us of a Wyld Hunt and we
came to offer our services.” He paused and looked back the way they’d come, then back
to River, the smile faltering. “Are they still needed?”
River glanced at Eshuvar, who already seemed heartened by the newcomers’ presence.
Swift gave her a short nod. “The Anathema are wounded, but not dead. What you passed
just now were our own casualties. If you’re still willing, in the face of that—”
“We are.” Chalima stepped forward, grim but eager. “They need to be dealt with.”
“I’ve been tracking them,” said Mathar. “Until recently they’d roamed far enough from
the River Province’s borders, and I had more immediate threats to worry about. But
now….” He gestured toward the dwindling train of the dead. “If they’re allowed to
recover, they’ll be looking for retaliation. Or liberation for our smaller territories, if what
they preach can be believed. I have some ideas where they might have fled. If you have
maps, I can show you.”
[PLEASE CENTER THESE FIVE BULLETS]
•••••
The command tent had been packed up and sent home with the wagons, but River had
kept the table covered with Peleps Lazurin’s maps and markers to study. The place where
they’d planned to draw out the Anathema and overwhelm them with a show of Terrestrial
might still held its formation on the largest of the maps. It seemed wrong, somehow, like
the markers ought to have at least all fallen over when the Dragons they represented died.
Mathar waited for her nod of permission before removing the markers from the map. One
by one, he laid them down in their lacquered case. In the end, all that remained were the
two representing the Anathema. “There are settlements here and here,” he said, pointing
at spots deeper in the forest. “They might seek shelter there, but it would put the people at
risk.”
On the journey there, River had read report after report from the Wyld Hunt’s informants,
discussing the number of mortals under the Anathema’s thrall, how many believed their
promises to protect them from the ambitions of Lookshy and the Realm, how the two had
ambushed trade caravans and traveling dignitaries and laid claim to their goods and
valuables. “Would they hurt the people they’ve been rallying to their cause all this time?”
“They’re not in danger from the Anathema,” said Chalima. “It’s from you. From us.”
River bristled, but it wasn’t a point she could argue too fiercely. If a village were
destroyed in the pursuit and elimination of an Anathema, many would consider it an
acceptable loss.
“They won’t hide there.” Swift came over to study the map. “When we fought, they were
leading us away from the village we’d tracked them to. Could’ve run back to it, made the
people stand between us and them. They didn’t. Where else?”
Mathar pointed at a third spot, half a day’s ride away: a low valley whose only good
entrance was a narrow road between two steep rock ledges. “Here, then. If I were going
to make a last stand, it’s where I’d go.”
[PLEASE CENTER THESE FIVE BULLETS]
•••••
“We should swear an oath,” said Swift. They were by the side of the road, finishing a
meal scraped together from what the retainers had left behind. For Chalima, who grew up
in poverty in the Scavenger Lands, it was a feast. Eshuvar made comments about missing
this or that side dish, or wishing for a glass of some expensive wine to wash it down, but
subsided at a glance from River. Mathar lifted the young sorcerer’s spirits when he
shared out a packet of seasoning he’d brought from Lookshy. Swift had finished her plate
quickly, a habit formed in the Legion. It meant she missed out on Mathar’s spices, but
she’d had time to think while the others ate.
During the planning, River and Chalima shaped the strategy while Mathar and Eshuvar
chimed in with recommendations. Swift had remained quiet, trying to figure out what had
gone so terribly wrong on the Hunt. Now she stood, meeting each of their gazes, ready to
defend her declaration. She wasn’t one for pretty words and inspiring speeches, but River
had listened this morning when Swift suggested they push on. She might listen now. “The
bond will strengthen us. It’s what we should have done before.”
To Swift’s surprise, it wasn’t River who rose first in support, but Chalima. The hand she
held out was already warm with Essence. “I swear,” she said, “by Earth, by Wood, by
Fire, by Air, by Water….”
The other three were standing before Chalima reached the last element, their animas
flaring to life as they recited their oaths. The words differed — the Realm and Lookshyan
versions were more intricate, more poetic, than Chalima’s short declaration — but the
intent was the same. Their banners flared as their voices rose, the five elements twining
together and climbing toward the sky. As they stated their purpose to hunt down the two
Anathema, all five stood straighter, resolve swelling in their hearts. They recited one
another’s names, each one a promise to the others.
Then it was done, and the oath settled deep, coming to rest in their very bones. Swift felt
it not like a restraint, but an expansion. Her companions’ vitality sang with her own, and
she felt, for the first time in days, like they might survive what was to come.
[PLEASE CENTER THESE FIVE BULLETS]
•••••
The Kinship passed through the place where the Hunt had failed with little comment. The
survivors grew solemn, and River uttered prayers for the dead as they passed, but
otherwise they pressed straight on. The fleeing Anathema had followed the route Mathar
predicted. The ranger picked up the trail quickly. His robin flew ahead a little ways,
returning now and then to chirp at them and take off again. “We’ll catch up to them by
daybreak,” he said. No one wanted to stop and rest. No one even had to ask.
[PLEASE CENTER THESE FIVE BULLETS]
•••••
Later, River would recall the battle in flashes.
She remembered the woman towering above them, the blazing silver circle on her
forehead terrible to behold. Her voice was a roar in River’s ears. River might have given
into instinct and fled, if it weren’t for Swift at her side and the knowledge of her
companions behind. Then came the brittle flapping of obsidian wings and the sharp acrid
smell of a flamepiece, and that awful need to run, go, get out stopped buzzing in her
head.
She remembered the thrum of Mathar’s bow. The steady rhythm of his arrows kept the
howling Wretched from reaching Chalima. Gave River and Swift the opportunity to get
within striking distance.
She remembered losing the Anathema in a swirl of darkness. He’d reappear, strike, then
fade again. Swift’s mace passed through where he’d been only a moment before, and
River thought we’re done.
She remembered Swift’s gritted teeth; Eshuvar’s clear, certain voice as he cast his spell;
the dry, reassuring k-chak! of Chalima reloading her flamepieces; and Mathar’s laughter
ringing out over it all. She remembered how her heart lightened as they made their final
push.
She remembered how they stood together after, one Anathema dead, the other their
captive. Chalima propped up a wounded Swift. Mathar slung an arm around Eshuvar’s
shoulders. Though their Kinship had fulfilled its purpose, no one spoke the words to
disband it.
River prayed no one ever would.

Introduction
“The peach trees in the orchard behind the house are just in full flower.
Tomorrow we will institute a sacrifice there and solemnly declare our
intention before Heaven and Earth, and we three will swear brotherhood
and unity of aims and sentiments: Thus will we enter upon our great task.”
Luo Guanzhong, Romance of the Three Kingdoms
Though the sun and moon and stars have their champions, though little gods call upon the
Exigence and deathknights stride forth from the Underworld, the people of the Realm and
the Threshold know but one sort of Exalted. These are the Dragon-Blooded, Chosen of
the Five Elemental Dragons, and by divine mandate the Princes of the Earth.
Kindled from a single ancient bloodline spread throughout Creation, the Dragon-Blooded
trace their descent back to the Elemental Dragons. That lineage marks them with
elemental power. Moreover, in a world where other Exalted have been driven to the ends
of the world, it anoints them as Princes of the Earth, rightful rulers of all Creation.
In the wake of the Great Contagion, the Scarlet Empress gathered the surviving disparate
Dragon-Blooded and forged from them a sprawling dynasty. As their immortal god-
matriarch, she ruled the world from the Blessed Isle at Creation’s heart. Legions marched
at her command; queens and despots bent the knee, sending rivers of silver and jade to
fill her treasury. Her descendants, thronging in their bejeweled thousands, served as her
generals and her ministers, her spymasters and her chaplains.
Now the Empress is gone, and her descendants turn away from the Threshold to battle for
the vacant throne. But as the Scarlet Dynasty stokes the fires of civil war, outcaste
Dragon-Blooded burn brighter in the shadows of the Threshold, taking advantage of the
chaos to hammer out their own destinies upon the anvil of the world.

This Book at a Glance


Chapter One: The Dragon-Blooded touches on the history of the Dragon-Blooded, how
they experience Exaltation, and the furious elemental nature of their Essence.
Chapter Two: The Great Houses details the Ten Great Houses of the Scarlet Dynasty
— and one fallen house that lives on in its shadow.
Chapter Three: Life in the Scarlet Dynasty elaborates on the society and culture of the
Realm’s ruling Dragon-Blooded families.
Chapter Four: Beyond the Realm covers Dragon-Blooded living outside the Scarlet
Realm, from the Shogunate successor state of Lookshy and various lesser groups to the
thousands of individual Dragon-Blooded heroes scattered across the Threshold.
Chapter Five: Character Creation lays out the rules for creating a Dragon-Blooded
player character.
Chapter Six: Traits presents the five elemental Aspects, as well as anima powers,
unique Merits, and other traits important to Dragon-Blooded characters.
Chapter Seven: Charms catalogues the innate elemental and martial magics of the
Dragon-Blooded Host.
Chapter Eight: Martial Arts and Sorcery introduces several new Martial Arts styles,
including the puissant Immaculate Dragon styles, as well as elemental spells wielded by
Dragon-Blooded sorcerers.
Chapter Nine: Heirlooms of Power offers a selection of artifact weapons available to
champions of the Scarlet Dynasty.
Chapter Ten: Princes of the Earth depicts an array of noteworthy Dragon-Blooded
NPCs for use in your chronicle.

Lexicon
All-Seeing Eye, the: The Scarlet Empress’ secret police and intelligence agency.
Blessed Isle, the: The island-continent at the center of Creation, which the Scarlet
Empress governed directly.
cadet house: A self-perpetuating Threshold clan of Dragon-Blooded tied to the Scarlet
Dynasty by marriage, but not a part of or beholden to a Great House.
dominie: Headmaster of a primary school or secondary school.
dominion: One of three especially large prefectures, carved from the lands of the old
Shoguns.
Deliberative, the: The Realm’s legislative body, made up of the Dynast senators of the
Greater Chamber and mortal delegates of the Lesser Chamber.
Dragon-Blooded, the: Exalted who’ve inherited the divine power of the Elemental
Dragons and reign across Creation as Princes of the Earth.
Dynast: A Dragon-Blood who belongs to one of the Great Houses of the Scarlet
Dynasty.
gentes (singular: gens): The aristocratic Dragon-Blooded families that rule Lookshy,
after the fashion of — and in many cases tracing their origins back to — the ruling
Shogunate clans of the same name. Includes five leading Gentes Major, and many lesser
Gentes Minor.
Great House: A Dragon-Blooded lineage, typically descended from the Scarlet Empress,
who’ve been elevated to a paramount position within the Realm by Imperial decree.
There are currently ten Great Houses, although others have risen and fallen over the
centuries — and one fallen house still haunts the Scarlet Dynasty.
Immaculate Order, the: The religious institution of the Realm, which enforces and
spreads the teachings of the Immaculate Philosophy throughout its territory.
Immaculate Philosophy, the: The state religion of the Realm, which teaches that the
Dragon-Blooded are the rightful rulers of Creation and its mortal peoples.
Imperial Service, the: A collective term for the Realm’s executive, administrative, and
judicial arms, comprised of the Imperial legions, Imperial Navy, Merchant Fleet,
magistrates, the Thousand Scales, and All-Seeing Eye.
Lookshy: Fortress-city of the Seventh Legion, built upon the Shogunate city of
Deheleshen. The gentes of Lookshy form the Scavenger Lands’ bastion against the
Realm.
lost egg: An outcaste, particularly one from the Blessed Isle’s lower classes, who has yet
to be brought into the service of the Realm. Lost eggs who enter the Realm’s service are
sometimes called “found eggs.”
magistrate: One of the Scarlet Empress’ investigators plenipotentiary, empowered to
battle corruption in the Realm on her behalf.
outcaste: Within the Realm, any Dragon-Blood who isn’t part of the Scarlet Dynasty.
patrician: A member of the class of gentry who oversee the peasantry of the Blessed Isle
on behalf of the Scarlet Dynasty.
prefecture: A province of the Blessed Isle, administered by a prefect appointed by one of
the Great Houses at the behest of the Scarlet Empress.
primary school: One of hundreds of boarding schools on the Blessed Isle attended by
young patricians and Dynasts from ages 9 to 14.
Realm, the: The greatest empire in all Creation, encompassing both the Blessed Isle and
the conquered satrapies of the Threshold.
Realm Year (RY): The Imperial dating system of the Realm, starting from the
coronation of the Scarlet Empress.
satrapy: A province in the Threshold that has pledged fealty to the Scarlet Empress,
sending her tribute. Overseen by a satrap chosen from one of the Great Houses.
Scarlet Dynasty, the: The Dragon-Blooded of the Great Houses, the ruling elite of the
Realm.
Scarlet Empress, the: The most powerful Dragon-Blood in Creation, who ruled the
Realm from its birth until her disappearance five years ago.
secondary school: One of the Realm’s rigorous academies of higher learning, attended
from ages 15 to 21. Dynasts typically attend either the Cloister of Wisdom, the
Heptagram, the House of Bells, or the Spiral Academy, while outcastes attend either the
Cloister of Wisdom or Pasiap’s Stair. Patricians go to other, lesser schools.
Seventh Legion, the: The Dragon-Blooded military of Lookshy, which traces its lineage
and authority back to the Shogunate.
shikari: A Dragon-Blooded participant in a Wyld Hunt officially sanctioned by the
Realm.
Shogunate, the: A world-spanning Dragon-Blooded empire predating the Great
Contagion and the rise of the Scarlet Empress.
Sworn Kinship: A group of Dragon-Blooded bound together by a mystical oath of
camaraderie. Also called a Hearth.
Thousand Scales, the: A colloquial term for the ministries of the Imperial Service.
Wyld Hunt, the: A group of Dragon-Blooded gathered to destroy one of the Anathema.
This ancient tradition, rooted in the Immaculate Philosophy, is followed by Dynasts and
outcastes alike.

Suggested Resources
Classics
Romance of the Three Kingdoms, by Luo Guanzhong: Three heroes swear the Oath of
the Peach Garden — a key inspiration for Sworn Kinships — in their efforts to stave off
the collapse of a decaying empire.
Water Margin, by Shi Nai’an: An excellent primer for iconoclast Dragon-Blooded, the
preternatural rebel heroes of Water Margin are caught in a web of destiny as they take up
arms against a corrupt imperial government.
Mahabharata: This epic tale follows the Pandavas, a Kinship of royal brothers blessed
with supernatural might, and their struggle against their likewise supernaturally potent
cousins, the Kauravas, who seek to destroy them and seize the crown.
Fiction
Amber, by Roger Zelazny: Though the supernatural protagonists use their power to
tread worlds beneath their feet, ultimately their contests and struggles are driven by
family strife as they battle to claim their father’s throne.
Codex Alera, by Jim Butcher: An element-bending Romanesque fantasy empire whose
adepts don’t merely control the elements literally, but also conceptually, such as
enhancing strength with Earth or stoking passions with Fire.
The Kouga Ninja Scrolls, by Futaro Yamada: Against the backdrop of an imperial
succession crisis, the Iga and the Kouga — two ninja clans who’ve mastered deadly
supernatural arts — pursue a generations-long vendetta to its bitter end. Adapted to
manga and anime under the title Basilisk.
A Song of Ice and Fire, by George R.R. Martin: The continent of Westeros spirals into
civil war after its monarch’s demise. The various aristocratic protagonists engage in
power plays worthy of Dynastic scions, while largely ignoring supernatural threats from
beyond their borders.
Television
Avatar: the Last Airbender, created by Michael Dante DiMartino and Bryan
Konietzko: Although the magic on display draws less on the metaphorical qualities of
the elements than do Dragon-Blooded Charms, it’s still an incredible source of
inspiration. The Fire Nation shares the Scarlet Realm’s propensity for world domination,
while its royal family is Dynastic politics writ small.
Avatar: the Legend of Korra, created by Michael Dante DiMartino and Bryan
Konietzko: While it may not be quite as strong as the original series, Korra still has
some great examples of the elemental power the Dragon-Blood wield. The third season in
particular has fight scenes that inspired numerous Dragon-Blooded Charms.
RY 718
Swaddled in the silks and cloth-of-jade of her darkened bedchamber, she stares at the
stone that has defined much of her life, that orb of smoky quartz sparkling with golden
light. The light dances across the ceiling, warm in her hand, and even after seven
centuries it enthralls her like a mere child. Is it dimmer than yesterday, she wonders?
The sun rises, though she cannot see it. She will not rest where the sun’s light can touch
her. She stands, more perfect than any statue, leaving her soldier bedmate snoring softly
in the resplendent nest of a true Dragon. The woman is ageless, ancient, but in truth she
has never grown beyond the flame of her youth, and immortality has taught her to
properly bank the embers of humanity. Her bedmate is a Tepet, all hard curves and scars
and queer innocence. The woman idly ponders making her a magistrate. The Tepet has
the temperament, and did her duty with loyalty and zeal.
Padding across the chamber, the woman passes through heavy doors of perfect
construction, walks unseeing past the wealth of nations, past murals of herself and her
deeds wrought in jade and orichalcum, with moonsilver designs twisting slowly through
them. The light of the stone catches the murals, making the orichalcum sun shine on her
reign, making the jade of her skin and crown and blade seem purer and stronger, making
the moonsilver of her greatest enemies, Anathema all, dance in malevolence.
Her servants await her in the next room, as does the Realm. Here, alone and naked before
her deeds, a single sob escapes her lips. She pauses before the stone doors that separate
her from them. For a moment, her bland perfection falters, her perfect vision clouded by
salt and sorrow. She presses the stone to her forehead, hoping it will cool, but it never has
— it burns her hands, her forehead, her Essence, and she can never let this burden go.
Her Essence is stone and flame, and the fire is ever upon her within her depths. Yet
embers can grow cold, she fears, and even mountains can fall to the inexorable sea.
It is a moment, though. The seas recede, salt and water vanishing into air.
The woman straightens and pushes past the next row of doors, into a room ever-lit, full of
fragrant incense and waiting attendants. They swarm about her, careful to never touch the
stone nor even glance upon it for long. Her robes wrap around her, perfectly tied, the
scarlet mantle of rulership lowered over her shoulders. She steps forward as the
attendants prostrate themselves and avert their eyes, for she is not to be seen grasping her
heavy crown. She slides the stone into the central socket, a priceless treasure nestled
between two other stones that her kin would otherwise kill and maim for.
The throne isn’t far from her chambers. She sees her children and grandchildren awaiting
her, knows all of their names, knows their hearts and their dreams and their petty
schemes in her shadow. They stand behind the soldiers guarding them from the dread
prize in the center of court, two of the heroes of the hour standing sentinel beside it. This
room, too, dances with golden light, and it plays uncomfortably across the faces of the
Dynast and the outcaste presenting their fallen foe to her
Five sculpted dragons of jade curl around her as she sits, resting comfortably in authority.
She examines the Anathema’s grand golden axe, but her eyes flit over to Sesus Eshuvar,
making sure that he notices her focusing more on him than the orichalcum. A small part
of her derives great satisfaction in seeing him redden almost imperceptibly. Behind him,
the Anathema’s Essence strains against the poison coursing in his veins. His head lolls to
the side, a chalky line of toxic saliva hanging from his lips. Needles of white jade pierce
all his chakras, guttering and grounding his power in the elements of the world.
She smiles a perfect smile, the merest sliding door into the desperate joy she feels. “Your
Hearth has done their duty to the Realm and to me,” she says. “You will be rewarded.”

Chapter One
The Dragon-Blooded
A Brief History of the Dragon-Blooded
Ten thousand dragons rule the world. But it was not always so.
In the Time Before, when the Incarnae raised up champions to wage war against their
creators, the Five Elemental Dragons likewise shared their power with mortals, creating a
great host of elemental heroes to serve as officers and champions in the armies that
battled the enemies of the gods. These were called Dragon-Blooded because their power
was borne in their blood and passed on to the next generation, and those who survived the
Divine Revolution begat lineages of power that grew and spread across Creation.
The Dragon-Blooded served many roles in the Exalted courts of the First Age. Often they
were courted by the Celestial Exalted and other great powers to serve as generals,
adjutants, bannerets, governors, and emissaries. But the world was wide and filled with
places where the blood of the Dragons could take root unchallenged. Some joined
together as oligarchs; others began their rule alone, only to become matriarchs or
patriarchs to extended broods of Exalted offspring.
Fragments of that era still linger in hidden corners of the world. The art of the Zebremani
people of the South traditionally depicts their heroes as crowned with fire or mantled with
storms. The vast undersea palace ruled by the storm mother Konobala was once home to
the Water Aspect princes of the Nine-Eyed Throne. The Sliver-of-a-Dream Pagoda,
perched high upon the sheer southern face of Wujun Mountain, is still accessible only by
the handholds that the hermit Love-is-Lightning carved into the living rock with his bare
hands.
As the Celestial Exalted warred against one another, especially amid the Great
Interregnum of the First Age, so too did the Dragon-Blooded first do battle with their
own kin. But this was nothing compared to the Usurpation, when — heeding the
prophecies of the Sidereal Exalted — thousands of Dragon-Blooded gathered to strike
down their corrupted Solar masters, even those who’d been as mothers and fathers to
them. Many who remained loyal to the Solars fought to the death, and much of the
Dragons’ blood was spilled.
With the Sidereals withdrawn to Heaven, the Lunars fled to world’s edge, and the Solars
buried, the Dragon-Blooded became Princes of the Earth, and Creation was theirs to
command — insofar as their strength and will allowed. They raised cities and nations,
tamed jungles and watered deserts, and raised jade swords against monsters and Fair Folk
that would molest the world they ruled. This was the Dragon-Blooded Shogunate.
Their power might have sufficed to protect the world, had not their struggles torn it apart.
Gentes that had fought at each others’ sides were soon enough at each others’ throats.
Only one Prince of the Earth could be Shogun — a role some sought out of principle,
others for ambition, and still others for fear of what harm might come to them and theirs
should a rival take the throne. The glass towers of Chiaroscuro toppled; the island cities
of Karai sank into the sea; the flying fortress Godswatch fell from the sky.
But for all their feuding, the daimyos and Shogunate gentes came together to face true
threats to the world. And when decades of escalating Fair Folk assaults culminated in an
overwhelming tide on the eve of the Great Contagion, the surviving Dragon-Blooded
gathered en masse to oppose them. They died and they died, but while their defense may
have seemed hopeless, it wasn’t fruitless, for they bought time. With that time, a Sworn
Kinship of Dragon-Blooded infiltrated the sealed manse controlling the Sword of
Creation — which would come to be known as the Realm Defense Grid — and that
Kinship’s sole survivor wielded its powers to shatter the Fair Folk invasion.
With that power in her hands, she never let go.
Styling herself the Scarlet Empress, she built a Creation-spanning empire in the ruins of
the old world. She had many children; through careful marriage, she brought the
surviving gentes of the Blessed Isle into her sprawling dynasty. Outcastes of less certain
lineage she gathered into her legions and the Immaculate Order.
Today, her Scarlet Dynasty is divided into ten Great Houses: extended families each
comprised of hundreds of Dragon-Blooded, all tangled in a web of alliances and feuds
based on marriages, friendships, contracts, grudges, vendettas, and ambitions both
familial and personal. Mortal patrician families carry enough of the blood of the Dragons
that their children occasionally Exalt; cadet houses in the Threshold marry into the Great
Houses and swear allegiance to the Scarlet Throne; and peasant outcastes swear fealty to
the throne and join the Imperial legions, or set worldly things aside to enter the
Immaculate Order. From their seat on the Blessed Isle, ten thousand dragons rule the
world.
But the Dynasty is only half the story.
Thousands of Princes of the Earth hold sway in distant Prasad, in name a Realm satrapy,
in effect an independent empire encroaching on the shores of the Dreaming Sea.
Thousands more command the battlements of Lookshy, settled after the Great Contagion
by a Shogunate legion. Lookshy’s ancient gentes protect the Scavenger Lands from the
Realm’s territorial ambitions, and fan the embers of a dream of a Shogunate reborn.
Here and there amidst the Threshold, beyond the Realm’s reach, smaller cabals of
Dragon-Blooded hold sway. In the East, the poisoner-assassins of the Grass Spider clan
spread terror beneath the aegis of the Three Elite Fiends. In the South, the rogue Imperial
legion of Saloy Hin gathers outcastes to its banner. In the West, the heretical Sisterhood
of Pearls offers community to those willing to accept its austerities. In the North, the
blood of the Dragons mingles with that of the fae in the Cult of the Violet Fang.
And everywhere there are outcastes born to mortal families, sparks fallen far from the
great Dragon-Blooded flame. Discovering their Essence and their might in isolation, each
is a lone hero, making her mark on her own small corner of the world.
A Terrestrial Census
No one knows the exact number of Dragon-Blooded in Creation today.
Approximate numbers follow:
Dynasts: 10,000
Dynastic outcastes: 4,000
Cadet house members: 750
Patricians: 250
Prasadi: 2,000
Lookshyans: 3,000
Foreign outcastes: 5,000

Dragon-Blooded Exaltation
Unlike the Solar Exalted, who inherit the legacy and memories of past heroes with their
Exaltation, the Chosen of the Five Elemental Dragons have no previous incarnations nor
memories of past lives. But the Dragon’s blood can pass to their offspring, a wellspring
of elemental power that grows with each new generation of Exalted. Within the blood of
their first Chosen, the Elemental Dragons created an inexhaustible lineage of Dragon-
Blooded, a potentially infinite host of Princes of the Earth.
Awaiting Exaltation
Not every mortal who carries the blood of the Dragons will Exalt. There’s no reliable
method to tell whether or not a child will, but the strength of her parents’ pedigree will
increase or decrease her chances, as will their accumulated procreative Essence (p. XX)
and myriad other factors, including simple luck.
Terrestrial Exaltation typically occurs during childhood or adolescence. A scion of an
exceptional family might Exalt as young as nine, though the early teen years are far more
common. No one on record older than twenty has ever Exalted as a Chosen of the
Dragons, and past the age of seventeen the odds worsen with every passing year.
Dynastic children spend their childhoods anticipating the moment that will change their
future, or dreading the day they become too old for their chance. Their Exaltations are
expected — maybe not with confidence, but certainly with passion. They know well that
they have two possible futures ahead: one marked by Exaltation and success, another by
the limitations of mortality — albeit adorned with wealth and power to beggar the
imagination of most in Creation.
Outcastes are a different story. Some may have dreamed about becoming Dragon-
Blooded, but in the same way they might wish to find a lost treasure in the field, or catch
a visiting merchant’s eye and marry rich. It’s the stuff of childish fantasies. But for a rare
few, those fantasies come true.

The Immaculate Texts


Though it traces its intellectual roots back to the works of First Age
philosophers, metaphysicians, and priests, Immaculate doctrine as we
know it was constructed by the Sidereal Exalted as a tool to support
Dragon-Blooded hegemony under the Shogunate. A few texts in the
Immaculate canon were wholly fabricated. Most, however, originated
from a variety of ancient creeds, being subsumed into Immaculate doctrine
after being subtly altered where necessary by Bronze Faction savants.
Still, the Dynasty and Lookshy sincerely believe in the veracity of the
Immaculate Texts and regard them as a valuable resource in understanding
their history.

The Moment of Exaltation


As a Dragon-Blood Exalts, her Essence and nature become unmistakable. Her anima
flares to life as the power within her bloodline becomes more than mere potential. Within
her body, Exaltation awakens as she takes her Second Breath. Peril cannot coax
Terrestrial Exaltation out of blood without potential, nor can a life of leisure keep
someone with the right blood from attaining her birthright, but Exaltation does tend to
find the Dragon-Blooded while they’re facing adversity, challenge, or change. This is
often quick, the catalyst of disaster igniting Exaltation in an instant, but can occur
gradually, building over hours before culmination.
Pushed to the ground one too many times by the city guard, a street urchin finds
unexpected strength within his blood. He stands up as tall as he can manage and feels as
though a great pillar has grown within him; the hard ground below is no longer
uninviting. When the guard strikes again, the boy cannot be moved.
Faced with expulsion for anything less than a perfect grade, a patrician’s lazy daughter
is finally afraid enough of losing her family’s respect to study long into the night. The
swirling winds that keep her company grow stronger with every passing hour, and her
mind seems to expand into something new and infinite. The gathering storm breaks at
dawn, and with it comes a sudden flash of insight and power.
The Elemental Dragons don’t speak to their Chosen during Exaltation, but the Dragon-
Blooded experience a great connection to their elemental Aspect, pulling them out of
themselves and into something greater.
Running away from home in a fit of defiance, a child of Lookshy soon realizes her folly.
But something beckons her forward, deep within the Eastern woods, calling her name in
a way she cannot explain. She’d always been a city girl, fond of tidiness and wary of dirt,
but she comes back with flowers in her hair and wildness in her veins.
He never believed his mother’s wild claims about his heritage. A secret affair with a
Dynast? Surely that only happened in stories. But when the merchant caravan turns the
corner and he sees the base of the Imperial Mountain for the first time, his heart leaps
and he understands. The pole is pulling him home, has always been pulling him back to a
family he never knew. The caravan jerks to a stop under his sudden, certain weight.
Raw and uncontrolled, a Dragon-Blood’s Essence at the moment of Exaltation can be
dangerous. Deaths from the fallout of Terrestrial Exaltation are uncommon — most
people have the sense to leave the area as soon as a child begins to glow with power —
but property damage and injuries are almost guaranteed.
At first he takes the news of his sister’s death well, but she was always the strong one. He
sinks deeper and deeper into depression, until one night his parents find him, half-
drowned, in his third-floor bedroom. Water drips down through the floorboards,
drenching the manor in his endless tears.
Tied for top marks in swordplay, she will stop at nothing to defeat her rival. The mock
battle has already lasted twenty minutes, but the other girl is just as relentless. Their
wooden practice swords catch fire at the same instant, burning hot with their wielders’
ferocity. Panicked teachers start clearing the building, hoping that both girls survive
their Exaltations so their respective families might split the cost of repairs.
Elemental Aspects
Just as Creation is anchored by the five Elemental Poles, when a Dragon-Blood Exalts,
her strength is anchored by a single element. Although all five elements are part of every
Dragon-Blood’s power, her Aspect’s element is the most important, its powers the most
natural. It lives within her, awakening new potential and influencing every moment of the
rest of her life.
A Dragon-Blood’s Aspect isn’t a reflection of past deeds, secret strengths, or personality,
but rather a product of her blood alone. Like Terrestrial Exaltation itself, Aspects run
along bloodlines. The child of two Water Aspects is likely to be the same, and the child
of an Air Aspect and an Earth Aspect will probably be one of the two. Through this
tendency, the Great Houses of the Realm have maintained their elemental lineages over
the centuries. But the elements aren’t completely disparate. Every Dragon-Blood contains
the potential for all five Aspects, ready to be passed down to future offspring. Especially
in places where Dragon-Blooded are common, society loves to gossip when one Exalts
out of Aspect — looking back at her childhood for “proof” her Aspect was always the
most fitting, or even suggesting that her parentage might not be as claimed — but the
difference is a matter of chance.
Each Aspect is only part of a whole, with its own strengths and failings. A Dragon-
Blood’s Aspect influences not only what skills come most naturally to her, but also how
she approaches life. A young Terrestrial might develop new interests and new ways of
thinking and speaking in the months after her Exaltation, impelled by her elemental
Aspect. Her body changes even more profoundly, gradually coming into alignment with
the power inside her.

Elemental Temperament
A Dragon-Blood’s Aspect influences her personality, but doesn’t override or
control her mind. Its effects could be compared to making a new group of friends:
A gang of eager peers might make certain courses of action more tempting and
easy, and others harder or less interesting, but they can’t turn her into a completely
different person. A quiet and meek young man who Exalts as a Fire Aspect might
become more passionate and confident, but he wouldn’t become a hotheaded zealot
if that wasn’t in his nature.
In Dragon-Blooded cultures, the heritable nature of Aspects reinforces their
importance, as the influence of someone’s Exaltation is coupled with the influence
her relatives have on childhood. Stereotypes about the Aspects, built upon the
deeds of past Terrestrials, offer further encouragement to conform to the expected
niche. Outcasts, orphans, and those who Exalt out of Aspect with their households
often stray further from their Aspect’s leanings.

The Five Elements


Air is subtle, invisible, and impossible to pin down or contain. It steers its Chosen
towards seeing the big picture from a bird’s-eye view, constructing plans and solutions
that are as complex as they are grand. The Children of Mela often become great scholars,
incredible spies, and masterminds who plan ahead for centuries — or head-in-the-clouds
elitists who detach themselves from the repercussions of their actions in the world below.
Earth is sturdy, patient, and unchanging. It grants certainty, centeredness, and a fondness
for strong foundations in tradition. Very little can deter the Children of Pasiap from
getting where they want to be; rather than giving way or changing course, they’ll simply
endure all obstacles and challenges. The strength of their convictions and the patience of
their thought make them calm and stable generals, talented artificers, and pious monks.
They can also become entombed by old ideas, unable to see the need for change and
growth.
Fire is passionate, bold, and temperamental. It makes its Chosen impossible to ignore,
whether they’re the life of the party or the decorated general who’s leading the charge.
The Children of Hesiesh are driven by larger-than-life passions, experiencing ecstatic joy
and furious rage in equal measure. They make charming socialites, and excel at armed
combat. They also make fearsome monsters, prone to fits of destruction and rage when
things don’t go their way.
Water is flowing, unpredictable, and unrelenting. It grants its Chosen a terrible patience,
like the crashing of tides that tear apart a shoreline piece by piece over centuries. The
Children of Daana’d are nonetheless adaptable, fitting their skills to a wide variety of
roles. As bureaucrats and social problem-solvers, they strike a careful balance between
respectful diligence and the flow of new ideas, carrying things forward on a gentle
current of progress. Their natural grace also makes them well-suited to martial arts, and
they make exceptional sailors. At their worst, they can be fickle and underhanded, hiding
treachery beneath a mirror-calm surface.
Wood is growing, nurturing, and vivaciously alive. It makes its Chosen an integral part
of Creation’s living world, pushing them to spread and reach and grow into their
complete selves. Poison, disease, and predation are as much a part of the natural world as
healing and rebirth, and the Children of Sextes Jylis learn to master both. They excel as
doctors and animal handlers, and thrive in wild places. Some become hedonists, living
only for pleasure without regard for others, while others form complex webs of social
interconnections.
Essence Fever
The blood of the Dragons doesn’t course idly through the veins as mundane blood does.
It races, every drop alive with the vitality of Creation itself. The rush of elemental power
within a Dragon-Blood feels as though she’s just woken from the sleep of the dead,
brimming with raw, untamed power. Like all Essence, it yearns to be used, and it drives
the Dragon-Blooded to greatness.
Essence drives the Chosen to powerful, reckless deeds. A young Terrestrial Exalt not
only has to contend with the unfurling power within her, but also the mundane changes
she’s undergoing. The Essence of the Dragons is volatile, capable of passionate love and
tempestuous rage. A newly Exalted Dragon-Blooded is encouraged to spar and
roughhouse to vent these passions. Her Aspect shapes not just her body, but her mind and
emotions. She is a tempest, a bonfire, a tsunami, a force of nature given flesh and
walking among mortals. Essence seethes and thrashes within her, driving her to be as
aloof, passionate, or nurturing as her Aspect dictates.
Ten Thousand Dragons Fight as One
The Dragons’ Essence urges its possessors to band together and form families and clans.
In this regard, most Dragon-Blooded have an advantage over many other Exalted. A
newly fledged Solar struggles alone to master her towering, heroic might. A neophyte
Dragon-Blood of the Realm, however, has her family to consult about the radical changes
she undergoes — not to mention the close friends she’ll make in primary and secondary
school. Though she may choose to seek solitude, she’s never alone.
Beyond family, a Dragon-Blood seeks the mutual bond of elemental Essence among her
peers. Comrades formed in battle may then undertake the rite of Sworn Kinship (p. XX).
At a smaller, more intimate level, she also forms close relationships with Dragon-
Blooded friends and lovers — partnerships kindled by the mutual Essence of the Dragons
within them.
On a grander scale, the Dragon-Blooded band together to establish societies. Almost any
native of Creation knows of the Scarlet Dynasty and many have heard tales of Lookshy.
These are the largest, most prominent examples of Dragon-Blooded societies, but they’re
not the only ones.
[THE FOLLOWING FIVE SECTIONS ARE “PRESTIGE SPREADS” IN
THE MANNER OF THE EXALTED 3RD EDITION COREBOOK PAGES 40
THROUGH 53]
[BEGIN THE SCARLET DYNASTY TWO-PAGE SPREAD]
The Scarlet Dynasty
Ten Thousand Dragons Rule Creation
Civilization springs up in their wake. Monarchs kneel before them. The Anathema flee
their might, or face judgment in reincarnation. All glory to the Princes of the Earth.
The children of the Scarlet Empress embody nobility in the Second Age. Born into
affluence and raised to command, Dynasts lead lives of grand adventure and intrigue.
Generations of Dynasts have built the greatest military machine in all of Creation.
The Heart of Civilization
All bounty flows from the Blessed Isle, and to it all wealth returns. This is the Realm of
the Scarlet Empress: a beautiful, temperate continent blessed with abundance and kept by
the Princes of the Earth. Here the Dragon-Blooded have created a stable home with
unparalleled standards of living and education, where even mortals may labor in safety
and comfort.
The Realm also commands the fealty of a vast empire of Threshold nations. These
satrapies seek to appease the Scarlet Dynasty with tributes of wealth and piety, seeking
protection in turn. The Dragon-Blooded tame Creation, kingdom by kingdom, crushing
any who stand against their progress.
Houses of the Dragons
Dynasts draw their identity from the tangled bloodlines of the Great Houses. These
sprawling noble families jockey against each other for advantage, wielding nations as
cat’s-paws. Thick with the blood of the Five Elemental Dragons, each house boasts a
multigenerational legend of heroism and nobility. The Exalted Dynast carries all the
weight and promise of this inheritance.
Since the Scarlet Empress’ disappearance, the Great Houses have turned their attentions
toward succession. Each house champions one or more would-be heirs to better control
the future of the Realm. They hoard power, cannibalizing the empire to prepare for a war
over the throne.
Due All Wealth and Glory
Centuries of Dragon-Blooded plunder, trade, and tribute from across the Inland Sea have
brought the Realm immeasurable wealth. Though young Dynasts grow under impossible
pressure, those who Exalt may claim all of Creation’s wonders as their own. The Princes
of the Earth live in opulent splendor, and claim servants, jade, and priceless artifact
heirlooms as a matter of course. This standard of living is the Dynast’s just reward for her
holy responsibilities.
A Perfected Philosophy
The Immaculate Order is the official religion of the Realm and all its satrapies. Monks of
the Order enforce a strict social and spiritual hierarchy, with the Dragon-Blooded at its
apex. The Princes of the Earth command lesser beings as a holy duty, and worship as they
wish. Dragon-Blooded monks wipe out heresy and humble recalcitrant gods through
potent martial arts. When Anathema threaten the security of the empire, Dynasts work
together in a deadly Wyld Hunt.
Play a Dynast if you want
• to wield influence in Creation’s mightiest empire.
• to champion your house through heroism and intrigue.
• to live in affluence, and wield heirlooms of elemental might.
• to spread the Immaculate Philosophy through word and deed.
• to hunt the Anathema to the edge of Creation.
[END THE SCARLET DYNASTY TWO-PAGE SPREAD]
[BEGIN THE SEVENTH LEGION TWO-PAGE SPREAD]
The Seventh Legion of Lookshy
The Shogunate Still Stands
One army defines martial excellence in the Second Age. One city binds together the
disparate cultures of the Scavenger Lands. One enemy thwarts the might of the Realm,
again and again. The Seventh Legion of Lookshy endures.
The Exalted soldiers of the Seventh Legion seek mastery of warfare and of themselves.
They deny the Realm’s sovereignty and defend the freedom of the Scavenger Lands. The
long-lost Dragon-Blooded Shogunate lives on through the Seventh Legion, until the day
it rises anew.
Defenders of the Scavenger Lands
The Seventh Legion honors and obeys its final order, given centuries ago: to preserve
Shogunate governance in the River Province. Forever honing its warrior heritage,
Lookshy has built a system of defense contracts throughout Creation’s melting pot. The
soldiers of the Seventh Legion are hard-nosed, scrupulous protectors to neighbors who
pay their dues.
To maintain order in the Scavenger Lands, the Seventh Legion maintains constant
vigilance. Lifelong discipline shapes Dragon-Blooded soldiers capable of waging war at
any time, against any foe. Lookshy fields forces across the Scavenger Lands, forging
alliances against aggressive invaders and Anathema insurgents.
Blood of the Daimyos
Lookshy’s most honored bloodlines trace descent back to the ancient Shogunate. These
gentes build heroic legends through centuries of military excellence. Dragon-Blooded
soldiers uphold the worth and resourcefulness of their bloodlines through service to the
Seventh Legion. Pedigree may provide opportunities, but cannot purchase victory.
The Seventh Legion derives authority from dedication to the fallen Shogunate, and views
the Scarlet Empress as a usurper. Lookshy’s gentes believe a worthy Shogun will one day
appear, and restore the Shogunate’s full glory across Creation. The soldiers of the
Seventh Legion faithfully prepare for that day.
Wonders of a Lost Age
The Shogunate spanned all of Creation, using weapons and infrastructure preserved from
the First Age. Many such wonders are lost or broken, but a precious sliver of First Age
weaponry remains active in Lookshy’s stockpile. The Seventh Legion uses these wonders
sparingly, for many are fragile or limited in use, and all are irreplaceable. Highly prized
sorcerer-engineers maintain this stockpile and strive to restore lost wonders.
War Without End
As constant warfare tempered the Shogunate, so does it refine the righteous warrior.
Lookshyans view martial readiness and service as lifelong spiritual duties. Dragon-
Blooded and mortals cultivate spiritual perfection together through military excellence,
shared dedication, and personal responsibility. Lookshy’s Immaculate sohei forgo
evangelism and forced conversion in favor of individual guidance. They often serve in
the military, to address spiritual challenges in the field and lead soldiers toward
righteousness by example.
Play a member of the Seventh Legion if you want
• to serve in Creation’s most renowned warrior culture.
• to embrace the ancient legacy of the Dragon-Blooded Shogunate.
• to claim the Scavenger Lands as your home and your charge.
• to discover and explore lost secrets of First Age artifice.
• to explore spiritual self-refinement through duty.
[END THE SEVENTH LEGION TWO-PAGE SPREAD]
[BEGIN PRASAD TWO-PAGE SPREAD]
The Empire of Prasad
All Things Bend To Divinity
Living gods carry the blood of dragons. Forgotten empires tremble at their ambition.
Their lives trace an intricate dance of caste and clan, of body and soul, across lifetimes.
All hail the Dragon Caste of Prasad.
The Dragon Caste were once Dynasts who embraced new life in the distant Southeast.
Now they live as gods, worshiped by mortals under the philosophy of the Pure Way.
Prasad expands aggressively, claiming ever more of the bountiful Dreaming Sea.
Jewel of the Frontier
So storied was the wealth of Prasad and its capital Kamthahar, enriched by trade along
the Jade Road, that word of its treasures soon reached the Imperial City. Two Great
Houses once competed to pacify Prasad in the name of the Scarlet Empress, then
conspired to claim it themselves. They installed themselves as Prasad’s highest caste,
then expanded outward with Kamthahar as their new capital.
The Empire of Prasad remains a satrapy in name and sends yearly tribute, but it doesn’t
serve the Realm. The Dragon Caste treats with Dynasts as distant cousins. Dynasts
occasionally visit Prasad for an “exotic, yet civilized” getaway, or to experience the thrill
of conquest in a younger empire. Prasadi Dragon-Blooded sometimes travel to the
Blessed Isle for education, trade, or diplomacy.
By Caste and Clan
Prasadi citizens belong to discrete groups with complex, overlapping relationships.
Castes define Prasad’s hierarchy, from the meanest laborers to the holy Dragon-Blooded.
Prasadi clans determine lineage and inheritance, while a person’s tribe informs their
talents and purpose in society. Social groups live in specific, traditional neighborhoods
and enclaves, leaving casteless untouchables on the edges of society.
Twin Dragon-Blooded clans control Prasad: Burano, traditional and wise; and Ophris,
sensual and clever. The ruler of the empire invariably descends from one of the two
clans, while her elected heir descends from the other. Would-be heirs run lavish
campaigns to win votes from upper-caste citizens.
Manifest Destiny
The Dreaming Sea offers immense wealth and ancient mysteries to any with the strength
to claim them. With abundance comparable to the Blessed Isle, and the confidence of a
young empire, Prasad grows by leaps and bounds. Beyond the edges of known
civilization, the Dragon Caste leads a holy war of expansion against primal monsters,
Fair Folk, and the sorcerous prodigies of older nations.
Spirit And Flesh Made One
The Empire of Prasad follows a syncretic Immaculate heresy, the Pure Way, which views
Dragon-Blooded as gods and encourages their direct worship. According to the Pure
Way, gods and elementals fall within the cycle of reincarnation, and even Anathema may
earn a place in the cycle. Prasadi Dragon-Blooded seek out reincarnated comrades,
forming Sworn Kinships said to persist across lifetimes.
Play a member of the Dragon Caste if you want
• to be worshiped as an elemental god.
• to politick with gods and their offspring.
• to explore exotic locales, and conquer them.
• to live in splendor beyond the reach of the Great Houses.
• to champion a philosophy of purifying reincarnation.
[END PRASAD TWO-PAGE SPREAD]
[BEGIN FOREST WITCHES TWO-PAGE SPREAD]
The Forest Witches
One Does Not Claim A Place By Conquest
They carry beauty in their hearts and eyes. They know no fear of death. They are
criminals, gurus, and revolutionaries. The Forest Witches rule without name.
In an Eastern wood where outsiders dare not tread, a commune of Dragon-Blooded have
built for themselves a paradise. Free of conventional mortality, the Forest Witches
expand their influence both subtly and brutally. They are beyond doubt, beyond fear, and
beyond understanding by lesser minds.
Beyond Memories of Hardship
The woods contain many wonders, all laid at the feet of the Forest Witches. Oreithyia, the
soul of the living forest, serves the Witches’ needs, and all its creatures obey them.
Homes grow from flora as needed; game seeks out the hunter; babes entrusted to the
woods return as hardy adolescents. With their earthly needs cared for, the Forest Witches
focus on grander things.
Deep in the forest, a pool gives new eyes to those who peer within. This pool contains the
Sea of Mind, a beautiful reflection of true Creation. Here, the dead live on in the
paradisiacal city of Atsiluth Eternal. Living Forest Witches partake of this utopia at the
sufferance of the dead, and walk through the Sea of Mind wherever they travel.
In Defense of Atsiluth Eternal
Oreithyia and the Sea of Mind satisfy worldly needs, but these wonders have limits. The
Forest Witches forage beyond their home for beauty to appease the woods and for occult
power to feed the pool. Many Forest Witches engage in banditry, or proselytize to draw
wealthy pilgrims to the Sea of Mind. Others infiltrate and influence far-flung
communities.
Regardless of method, the Forest Witches practice caution. They know that neighboring
nations would covet the wonders of the forest, and that the Immaculate Order would
punish their transgressions against mortality. They expand their power anonymously,
ruling without name.
Beyond Life and Death
The Forest Witches aren’t immortal, yet they do not fear death. Those who die while
connected to the Sea of Mind may retire to a rewarding afterlife in Atsiluth Eternal, or
continue to explore Creation through the Sea of Mind. They may even inhabit specially
made armors to affect true Creation. Some Forest Witches use unique magics to direct
their own reincarnations, or cut away their humanity to become mist-born spirits called
numina.
A World More Beautiful
Forest Witches who’ve seen the Sea of Mind need never leave it, unless exiled by the
dead. No matter where a Witch roams, she sees a world of glorious wonder and thrilling
shadows. Frustrating details fade from awareness, providing a continually satisfying
experience, free of the inconsequential. To a Forest Witch, dangers seem more exciting,
tragedies more heart-wrenching, and opponents more sinister.
Play a Forest Witch if you want
• to wield the keys to paradise.
• to stride like a giant in the Sea of Mind.
• to adventure beyond death as a living memory.
• to infiltrate other societies across successive reincarnations.
• to sacrifice form and join the numina.
[END FOREST WITCHES TWO-PAGE SPREAD]
[BEGIN OUTCASTES TWO-PAGE SPREAD]
The Outcastes
Embrace Your Birthright
They are the face of heroism across Creation. They are kin to dragons, beholden to none.
Compelled by blood, they rise from obscurity. Each outcaste is unique, and each is
connected.
The blood of the Dragons awakens unexpectedly in slaves and princes across Creation.
Outcastes derive their power from this blood alone, rather than from any nation’s
authority. They wield elemental might without fear of persecution, sought by all and
answering to none.
Heroes of the Threshold
Outcastes arise from every nation and from the uncharted spaces between. Though few
outcastes have the resources or training afforded to Dynasts, their potential is the same.
Each is a warrior born, driven to seek out their peers, to define themselves in love and
war, in service and command.
For all the advantages that other Dragon-Blooded may claim, outcastes enjoy
unprecedented freedom among the Exalted. They need not fear the Wyld Hunt, and may
expect good treatment by civilized mortals. As well, outcastes may forego these
privileges and explore beyond civilization’s reach. For every lost egg that journeys to the
Blessed Isle looking for a place to belong, another adventures across the Threshold,
guided by her own philosophy.
Soldiers of Fortune
The Princes of the Earth are legendary warriors, lovers, and monarch-makers. Rulers,
merchants, and generals offer exorbitant wealth for a Dragon-Blood’s loyal service.
Wealthy families pay grand dowries to infuse the blood of the Dragons into their own.
Even other Exalted may seek the support and protection of a Prince of the Earth.
Opportunity abounds for an open-minded outcaste.
The Realm hungers for outcastes most of all. Dragon-Blooded born to wealthy patrician
families may expect offers of adoption or fosterage from the Great Houses. To common-
or foreign-born outcastes, the Realm offers position and purpose in the Imperial legions
and Immaculate Order.
No Lords, No Masters
Not all lost eggs were born in obscurity. Inevitably, some who are born to greatness scorn
their place or disgrace it. Monks lose faith; scions of the Great Houses turn away from
rulership; Lookshyan soldiers desert, and forsake their names in shame. Creation holds
vast spaces for those who’ve lost their homes. Ronin, retirees, and atoners seek freedom
and anonymity in the Threshold, and often find new purpose, identity, and allies.
A Legacy in the Making
Outcastes don’t always know how the blood of the Dragons entered their family line, but
each may pass that blood on. Every outcaste carries the potential for a new heroic legacy,
unique in all Creation. Prominent bloodlines draw more Dragon-Blooded, eager to build a
brood that may one day rival the Great Houses.
Play an outcaste if you want
• to be your own elemental hero.
• to explore the length and breadth of Creation.
• to bring an outsider’s perspective to Dragon-Blooded society.
• to stand apart from what you once stood for.
• to build a legacy all your own.
[END OUTCASTES TWO-PAGE SPREAD]
RY 748
“Filthy merchants, profiting off the risks others take.”
Nellens Leferi turned to see who’d tossed the comment her way, her waiting horse
forgotten. Sesus Daral fixed her with a cruel smirk, all muscle and chiseled features and
swooning entourage. Leferi’s bodyguards bristled, but she waved them back with her free
hand, her prized drinking horn in the other.
She didn’t have to look up to know the entire guest list of the gala she’d just left would
be watching how this little drama played out. House Peleps was playing host tonight,
which meant short of preventing a death neither side would be getting any favors.
“You’ve correctly identified my profession,” she said, casually sipping her drink. “Yet it
seems your tutors were remiss in properly explaining how it works.” She tilted her head
to the side. “Probably several tutors. Speaking slowly.”
“You thin-blooded Nellens cur!” The young talonlord punctuated his remark with a
dazzling and textbook-perfect spinning roundhouse. That’s the problem with textbooks,
though — anyone can read them. Leferi had.
She caught his foot neatly with her free hand and jerked it skyward, then delivered a swift
kick to his other knee that sent him sprawling. Laughter came from the terrace above,
though Daral silenced most of it with a glare.
“Merchants understand three things above all else,” Leferi continued, unperturbed. “The
first is to read the market.” She hopped back over a foot sweep and sidestepped a punch,
still not spilling a drop of wine. “Fortunately, it doesn’t always take very long.”
“You dishonor yourself and your house with this clowning,” Daral hissed, and Leferi felt
the rush of Essence as his skin shifted to match the stones beneath their feet, his anima
flaring. “I won’t brook such an insult to the name of Sesus’ father.”
“It seems the House of Bells regrettably neglected the theatrical arts,” Leferi mused,
letting her eyes drift skyward in mock contemplation. “Or am I mistaken in remembering
that the clown is generally the one being laughed at?”
“We’ll see who’s laughing in a moment,” Daral spat. This time he chose his strikes
cautiously, fists and feet chipping stones when they missed her, but Leferi was patient.
She ducked and weaved, then slid around a savage punch and boxed his ear. Daral
staggered back, dizzy, while Leferi took yet another sip.
“The second thing a merchant learns is risk,” she continued, as if chatting over drinks and
not brawling in the street. Perhaps she was, even if he wasn’t. “You? Pretty, perhaps, but
rash. Definitely low risk.”
“For the honor of my house!” Daral yelled, flaring anima and rushing at her like a
boulder crashing down a mountainside. The crowd gasped, but Leferi just sighed and
leaned into the charge. He glanced off her hip, and as he fell she came down on top of
him, neatly locking his wrist into a painful hold. She took another sip of her drink.
“You, on the other hand, calculated poorly.” She shifted her weight, getting a pained
yelp, and tightened the hold further to discourage his struggles. “To open trade routes,
I’ve killed monsters that would send you screaming back to your wet nurse. I’ve
swallowed poison to seal bargains with barbarian chieftains. I’ve explored ruins where
past expeditions vanished without a trace, and held parties on their stones.”
Leferi twisted his hand even tighter, drawing a cry of pain. “Now, last lesson, so listen
well. A good merchant learns to find profit in anything.” She released him and rose
smoothly to her feet, stepping away as he groaned and clutched his injured hand. “For
example, by showing mercy to an unworthy opponent, I’ve raised my status among the
esteemed worthies watching. Which in turn means more lucrative contracts for my
house.”
She finished her drink and saluted the assembled guests on the terrace, to polite applause
from the gathering above. As she mounted up, Leferi at last permitted herself a small
smile. “Thank you, Sesus Daral. It’s been a pleasure doing business with you.”

Chapter Two
The Great Houses
Ten Great Houses form the Scarlet Dynasty, each bearing the name of the legendary
ancestor who founded its lineage. In the earliest days of the Realm, the Empress adopted
powerful and influential Dragon-Blooded as her daughters, elevating their families to
Great Houses. As she consolidated her rule, she rewarded those of her own children who
proved their worth and won her favor with the right to found a Great House. The ten that
stand today aren’t the only houses ever raised — the Realm’s history is littered with the
bones of fallen houses, struck from the Imperial ledgers as punishment for failure or
treachery.
The houses are more than mere families. Each has spent centuries amassing not just glory
and jade, but also relationships, traditions, and vendettas. Likewise, their numbers have
grown; even the smallest house counts hundreds of Dragon-Blooded in its ranks, and
most have well over a thousand. Each house’s scions fight side by side in house legions
and garrisons, join forces in the intrigues of the Thousand Scales and the Deliberative,
and cooperate in business ventures throughout the Blessed Isle and across the Threshold.
Each Great House forms a nation unto itself, embedded into the Realm’s body politic.
And while many deem themselves patriots, others — perhaps most — are members of a
Great House first and Dynasts second.
While the Great Houses have ever vied against each other for power, influence, and
wealth, the stern hand of the Scarlet Empress bent their conflicts to serve her will. With
her disappearance, their ambition is unchecked, and all eyes turn to the empty throne.
Major Bloodlines
When a Dynastic household produces multiple Dragon-Blooded offspring and garners
significant wealth and prestige, its renown rubs off on its scions. A house matriarch may
recognize such a lineage once it’s grown sufficiently prominent by elevating it to one of
the major bloodlines of the house. Members of a major bloodline take the name of its
original matriarch after their house’s name. For instance, Mnemon Rulinsei Ghova takes
his name from his great-grandmother Mnemon Rulinsei.
A house bloodline might have its own particular propensities distinct from the parent
house — dedication to a particular branch of the Imperial Service, perhaps, or a different
elemental Aspect. By and large, however, they’re as much a part of the parent house as
any other scions.

Fading Bloodlines
A household’s bloodline can grow so thin through intermarriage with
mortal lineages and leftover children (p. XX) that it largely stops
producing Dragon-Blooded scions. Such households live in fear of being
stricken from the house’s ledgers. They make wild efforts to find better
marriage prospects for their children, often putting themselves deep in
debt to House Ragara or other lenders in order to offer sufficient sums at
the marriage table.

The House Matriarch


A Great House matriarch commands enormous wealth, power, and respect. But she has
little opportunity to exercise it on her own behalf, for her responsibilities to the house are
numerous and onerous. She arranges scions’ schooling and marriages; manages
businesses, properties, and other assets; oversees the house treasury; and gives marching
orders to the house’s loyal senators, ministers, and the like. She’s also responsible for
mediating conflicts within the house and with other houses — while meeting with
generals, admirals and strategists to orchestrate military operations.
To accomplish these goals, the matriarch has access to the house’s treasury, legions,
fleets, and its greatest asset — the scions themselves. These tools can twist in her hand
should the house’s loyalties shift. Struggles for dominance rarely escalate to open
conflict, lest the matriarch strike traitorous family members from the house rolls. But in
this time of turmoil, that might not suffice to protect a hated or incompetent matriarch.
Some houses have multiple leaders, wherein the matriarch shares power and
responsibility with other family members, whether out of need or tradition. The Imperial
Service looks only for the matriarch’s seal in official matters, but in other affairs, the
balance of power varies by house.
A Dynastic household’s matriarch has similar powers and responsibilities. She is a Great
House matriarch writ small.

Dynastic Names
The Shogunate gentes named their children in the tongue of the Old
Realm, a language of alternating consonants and vowels. Dynastic names
typically follow that pattern — C-V-C-V-C or C-V-C-V-C-V — though
most names are chosen for euphony rather than meaning. Patrician and
cadet house scions often follow the same pattern, whether from parallel
Shogunate origins or in emulation of the Great Houses, but this isn’t
universal.

House Property
The Great Houses leased their lands from the Empress, who owned all real estate on the
Blessed Isle. While the house matriarch holds onto most of the house’s land-lease deeds,
she may transfer individual leases — such as those for manses — to specific scions or
households for a time. Similarly, the matriarch commands the house’s treasury, whose
revenues she allocates as she sees fit.
The house’s hearthstones and artifacts are likewise the matriarch’s to apportion.
However, bonding with artifacts takes time and a compatible disposition. Once a loyal
scion awakens an heirloom’s Evocations, the matriarch typically allows him to retain it
for as long as it’s of use to him.
[THE FOLLOWING SIDEBAR CAN GO ANYWHERE IN THE FIRST
HALF OF THIS CHAPTER.]

House Symbology
Each of the Great Houses is signified by a mon — a heraldic emblem
within a circle. These are borne aloft on war banners, blazoned on
garments and household gates, and embossed on wax to seal a house
matriarch’s official correspondence. Some trace back to less aniconic
periods in Realm artistic history, but are too entrenched for the
Immaculate Order to uproot. There are also other mons, from the
Empress’ Imperial mon to the mons of prestigious patrician families.
Every Great House also has a set of emblematic colors. Sometimes in
vogue, their use is currently out of fashion. Today, wearing one’s house
colors — especially on a regular basis — is a sign of a traditionalist,
though it’s also a useful way to curry favor with elder Dynasts who might
be a bit set in their ways.
Cathak: Red and gold
Cynis: Green and gold
Iselsi: Black and silver
Ledaal: Blue and gray
Mnemon: White and purple
Nellens: Brown and silver
Peleps: Blue and black
Ragara: White and gold
Sesus: Red and black
Tepet: Blue and white
V’neef: Green and purple

Cathak — Fire That Marches Against the Tide


The Cathaks are possessed of a fire that drives them forward. Generals, soldiers, leaders,
and strategists par excellence, the house boasts many of the Dynasty’s greatest military
icons. Only the falling Tepets rival them for martial prowess. But there’s more to
Cathak’s children than warfare alone — the legions are the spine that holds them
together, but few scions of this Great House are content to be only one thing. Passion and
discipline defines them, and military service provides unique opportunities for adventure
and learning.
Social Standing
The legions come first for this house, and rare is the Cathak scion with no tours of duty
behind her. But their military focus doesn’t mean they’re uncultured. Many Cathaks can
debate art and relate anecdotes from the most exotic places Creation has to offer, and few
lack for invitations to social gatherings.
Cathak scions devote themselves to all manner of competition — team sports used to drill
legionnaires; dueling; and strategy games such as Gateway, which a Cathak scion
invented. Once pragmatic in matters of religion, House Cathak has grown more devout
since command of the house fell to Cathak Cainan. His personal piety has bled over onto
the house’s policies and attitudes, such that younger members feel it’s always been this
way.
The house takes a military approach to politics as well, applying battlefield stratagems
and tactics to intrigue. This makes the house something of a blunt instrument, politically
speaking — the Cathak manual of political maneuvers, the Silken Blade Codex, is taught
to children of the house as a companion volume to The Thousand Correct Actions of the
Upright Soldier. Still, predictability doesn’t make the Cathak political machine any less
formidable.
House Cathak strongly encourages daughters to join the military. This creates a need for
husbands skilled in finance, administration, and the like. Cathak marriage negotiations
are tense affairs, but because they value skill over status and pedigree, they offer lowborn
sons of Dynastic families fallen on hard times the hope of improving their station. Such
marriages are thought to be warmer and more passionate than most, contributing to the
starry-eyed way in which many young male Dynasts dream of marrying into this house.
Poetry and romances about the impoverished son of a falling branch being swept off his
feet by a Cathak officer of wide experience and taken off to a life of luxury and adventure
are popular.
By contrast, military husbands find little welcome. Many Cathaks look down on other
houses’ soldiers as unrefined, undisciplined brutes. As such, a soldier who marries into
House Cathak, if he wishes to kindle respect, must carefully tend its sparks, and he can
expect his new wife to put him through an unforgiving regimen of tests and training until
he passes muster. If he’s from a house that doesn’t enjoy a sturdy military reputation in
Cathak eyes, such as Cynis or Nellens, the tests are harder still. He must be twice the
soldier as a Tepet to earn a place beside his wife in the Cathak legions.
House Economics
Like the other houses, Cathak engages in diverse business ventures, from salt pans to jade
mines to grain shipping, but the bulk of the house’s income centers on its legions. Before
the Empress vanished, the right to keep house legions was restricted to the military
houses: Tepet, Sesus, and Cathak. Any other house requiring soldiers beyond their
allowance of guards and paramilitary forces needed to either call in the Imperial legions
and face heavy censure for their failure to handle things themselves, or hire the services
of one of the military houses.
The services of House Cathak’s legions have never been restricted to the Dynasty,
however — anyone with resources to spare and a cause that doesn’t oppose the Realm
may hire Cathak soldiers for wars and ventures. When it suited the Empress, she
deployed the Imperial legions alongside the Cathak forces in unstoppable conquest.
While the house couldn’t keep the lands it conquered, such conquest was still lucrative.
Cathak usually got the dragon’s share of the new satrapy’s resources — establishing
businesses to exploit them, then selling those businesses to the incoming satrap’s house at
a premium.
The legions also fatten House Cathak’s coffers by providing escort services for goods and
personnel throughout the Threshold, exacting fees that, while far smaller than what
House V’neef earns from escorting tribute shipments, are nevertheless significant. The
house usually has a few such assignments in progress at any time, and they provide an
excellent excuse for a young Cathak to see Creation. The Cathak legions also survey all
terrain they traverse, recording valuable natural resources and military concerns.
The house has committed much of its formidable military to securing its most valuable
satrapies, letting less profitable ones slide from its grasp while still maintaining much of
its satrapial income. While this strategy earns less than the desperately thrashing Peleps
behemoth, it’s more controlled and sustainable, for a certain value of “sustainable” — the
house’s grip on its satrapies is more like a grape press than a vise, but it still squeezes the
lifeblood from the unfortunate tributaries. It simply isn’t as fast.
House Cathak has recently tapped a new vein of revenue. When the Imperial legions
devolved to the Great Houses’ control, Cathak Cainan arranged a gala to honor the new
Cathak legions, and invited some of the Dynasty’s most notorious gossips and
rumormongers were present. There, he hinted that he’d support the first claimant for the
throne who seemed likely to win, to ensure that the Empress’ absence wouldn’t tear the
Realm apart. The next month, Cathak bureaucrats noted total income twice that of the
month before, stemming from bribes, dowries, gifts, trade agreements, concessions, and
promotions.
Altogether, it’s enough to ensure Cathak’s economic stability and independence for the
time being. It’s deeply in debt to House Ragara, but the gifts and bribes it’s received from
its newfound position as queenmaker currently suffices to handle the interest, and the
family’s other income, while diminished, suffices to maintain the Cathak legions and
lifestyle with only modest cutbacks.
House Military
The Cathak military juggernaut stands ready to erupt like a volcano and consume
whatever stands in its way. Once, its four mighty legions were surpassed only by the
Imperial legions and matched only by the Tepet forces. Now, House Tepet is a ghost of
its old glory, and the Empress is gone, her legions picked apart and scattered like so many
dried bones in the desert sun. House Cathak itself received four of the Imperial legions.
With eight full legions, trained and led by the martial paragons the house produces so
reliably, it’s a force to be reckoned with for the other Great Houses.
House Cathak’s military doctrine emulates Hesiesh, focusing on discipline and careful
management of resources, while Cathak legionnaires learn to revere the Fire Dragon.
Each dragon of troops has an Immaculate monk attached who, on each inspection,
expounds upon the virtues and vices a recent battle or exercise has revealed. These
passionate sermons teach the value of restraint, the joy of well-timed action, and the
rewards of being part of a greater whole, but also that life is a parable, and the lesson is
always to know right from wrong. Hesiesh provides the mold, a mythical archetype, and
the soldiers must aspire to mythical status themselves — the warrior always falls before
the soldier, and individual heroism is no match for the coordination of armies. The
legion, the dragon, the scale: Each of these must be a hero in their own right, and worthy
of legend.
Military service of any kind is considered admirable. Cathaks earn their family’s acclaim
as soldiers or generals, by training or arming troops, or by working a bureaucratic
position in a military organization. House orthodoxy favors direct confrontation under
carefully chosen circumstances, ending in glorious combat against the Empress’ enemies.
Clever tactics and strategies are valued, but Cathak generals view the overwhelming
deployment of their forces at the perfectly chosen moment both as a means to win the
immediate conflict and as a long-term plan to make their legions seem invincible to other
foes. Thus, today’s victory forestalls countless future conflicts.
Enemies and Alliances
House Cathak’s military power and financial stability allow it to play queenmaker, a
formidable neutral party that controls the path to the Scarlet Throne without having the
wherewithal to seize it wholesale — which is more than satisfactory to the house, and its
leader. Either House Cathak will stand unbowed until a credible claimant appears; or
someone will finally attack them to remove the greatest obstacle to claiming the throne,
giving House Cathak their excuse to join the fray.
As a military house, the Cathaks are natural rivals of House Sesus and House Tepet.
Sesus sees Cainan’s house as a major threat; the Cathaks see Sesus as an inferior house,
focused on dishonorable espionage and harebrained schemes instead of shoring up their
seemingly ramshackle legions. The grave danger of Sesus spies and saboteurs is often
overlooked.
The Cathaks view House Tepet as a tragic house, fallen but still struggling in a poetic
way. But practicality outweighs sentiment, and Tepet’s political position is dangerous, so
Cathak waits and watches, ready to extend the hand of friendship if the smaller house can
ever regain lost ground.
House Cathak doesn’t trust House Ragara, wary of the rumors of occult impropriety that
cling to its reputation, but its debts to Ragara are nonetheless substantial. Consequently,
House Cathak makes intermittent noises of support for House Ragara’s bid for the throne
to placate its lenders, but commits few resources to aid it.
Major Holdings
Myion Prefecture, on the Blessed Isle’s southwestern coast, is an ancient and sacred site.
In the First Age, the city of Myion was dedicated to the Unconquered Sun, and
reconsecrated to the Immaculate Dragons after the Usurpation. It’s a sweeping vista of
flying buttresses and light, airy structures, transcending the stone it’s carved from. Here
sits the Fortress of the Greatest General, an ancient manse and one of the Blessed Isle’s
mightiest redoubts, which has served as House Cathak’s prime bastion for centuries. The
breathtaking beauty of its architecture inspires a reverent silence in many visitors, and the
house boasts that more than one unbeliever has repented their sins and returned to the
Immaculate Philosophy on the spot.
The house maintains other fortresses throughout and beyond the Blessed Isle, and has
extensive satrapial holdings in the South. These include Harborhead, the seat of Ahlat
— Southern god of war and cattle — and source of fine auxiliaries and legionnaires.
Cathak satrapies are typically run with strict discipline for both satrap and populace, but
Ahlat’s presence requires a delicate touch. As such, Harborhead is where the house’s
finest administrators are sent, to maintain the house’s strict and unmistakable grip on the
nation and discourage rebellion, while also keeping Ahlat placated.
Once the gateway to the Realm’s trade with the West, Fajad has fallen in importance
since House Peleps navigated the Western sea routes, and become a troublesome territory
for House Cathak to manage. To keep the Fajadi people placated in the face of ever-
increasing demands for tribute, House Cathak allows them to practice their indigenous
faith. This arrangement has drawn no small consternation from the Immaculate Order,
and even Fajad’s Cathak satrap considers giving the monks free reign to suppress the
heresy. And above them all, the ancient sorcerer Aqadar sits atop his tower, where no
Dynast has set foot and survived.
Scions of Note
Cathak, a great swordswoman and general adopted by the Empress, founded the house
that bears her name. Cathak was also a famed ascetic plagued by doubt and dark
thoughts, spending months in seclusion writing military treatises and contemplating
spiritual matters, then emerging for days of wild debauchery. Many annotations to The
Thousand Correct Actions were Cathak’s, and many areas solidly under the Realm’s
control today were counted its greatest enemies before her time. She didn’t allow her
private troubles to seep into her public demeanor. Commanding armies and administering
her house, she was strict and disciplined — preferring planning to improvisation, always
maintaining a calm air of confidence. To her, this was no more than a Fire Aspect’s duty,
in Hesiesh’s image. When she died, she was interred beneath the Fortress of the Greatest
General.
The house’s current matriarch is a man, Cathak Cainan (p. XX), a veteran shikari and
officer educated in the Cloister of Wisdom. He secured a relatively unprestigious match
with Cathak Urima — a sterling but unproven young Cathak officer — thereby remaining
a Cathak after marrying. In the legion, he proved himself an inspirational leader, and
caught the jaundiced eye of his ancestor Cathak. As she was dying of Yozi venom, she
summoned him to her deathbed. There she listed his many and varied flaws before
naming him heir, as the only scion she deemed to share her temperament. Ever since, he’s
striven to live up to that legacy, hoping to prove Cathak’s faith in him wasn’t misplaced.
Now he sees the Realm fall to pieces around him, and has committed his house to holding
the old empire together, no matter the cost. His virtues are well respected in the Dynasty,
and many might hold him as a candidate for the throne but for his declining years; no one
wants a new ruler whose imminent death from old age would touch off another
succession crisis.
Cathak Garel is Cainan’s younger sister and commander of the Cathak legions, a
position to which her brother appointed her nearly a century ago. She’s an accomplished
strategist and tactician, but her true passion and genius lies in logistics. She spends most
days poring over legion records with the indefatigable intensity of someone who loves
her work, while her husband, Peleps Kozurin, debates economic policy with her. She has
a talent for estimating the long-term effects of specific losses on the legions, and applies
her soldiers with frugality and good judgment, to conserve them and their resources as
much as possible. When engaged in politics, she’s unswervingly honest, seemingly
unable to tell a lie even out of politeness. In person, she’s honorable and disciplined,
keeping herself to the highest standards. She is Cainan’s expected heir, a situation she’s
less than comfortable with. Though younger than her brother, she’s also entering old age,
and privately wonders how long she has left until her aching spine forces her into
retirement.
Cathak Elanda is used to adversity. Cursed with a malady that caused her body to grow
out of control, her health started failing in her teenage years. Combined with abuse from
her peers, she became quiet and soft-spoken, hiding a keen intellect behind awkwardness.
But the Dragons’ Essence is strong — her Exaltation saved her life and allowed her to
adapt to her illness, and while she’s slow and clumsy, she’s strong beyond belief. She
graduated from the House of Bells and joined the legions, happy to escape social events
and erstwhile classmates. There, she proved adept at war’s physical and intellectual
aspects alike, and over the course of several campaigns, rose through the ranks to the
station of general. She learned resilience from her ordeals, but she also learned one thing
she keeps very quiet: Dynasts are cruel, and the Realm is a broken society. She’s
thoroughly disillusioned with the Dynasty, but knows of no serious alternatives — those
she’s seen turned out worse than the Realm in the end.

House Cynis — Wood Nourished On Tears of The


Fallen
While House Cynis many not be known for martial triumphs or scholarly achievements,
being glamorous among the Scarlet Dynasty is no easy feat. Knowing which color to
wear can be a matter of dishonor or death. Comfort and humor, even in the face of
scandal, isn’t an exceptional trait — it’s essential. Style isn’t just about being primped by
slaves, it’s about knowing which slaves are fit for the job, where to find them, and how to
get them. Using blackmail, rumor, and poison to achieve ends others consider impossible
is a basic skill. The scions of House Cynis have mastered all these and more.
Social Standing
Of all the Great Houses, Cynis may be the most popular — and may have the most
notorious reputation. Cynises don’t just throw parties, they host decadent galas that last
for days. They don’t just sell slaves, they offer trained majordomos, odalisques,
musicians, acrobats, and chefs. They don’t just grow food, they produce the finest crops
and most exotic drugs from their mother prefecture of Pangu, their satrapies and
prefectures across the Realm, and from trade with faraway nations such as Gem and
Halta. They don’t just bathe, they construct elaborate, ornate bathhouses wherein they
relax, gossip, and even conduct business meetings. Their standards are high, at least so
far as their own happiness and well-being is concerned. For a Cynis to take many lovers,
even after marriage, is common. Marriage is for procreation. Love is for pleasure. So
long as the Cynis is happy with her lot, the rest of the house is pleased for her. Cynis
respects perfection in all shapes, be it aesthetic, sensual, military, physical, or otherwise.
Perfection doesn’t necessarily mean saintliness. House Cynis is the Realm’s foremost
purveyor of slaves and intoxicants. Its scions tend to be lax or leisurely in their adherence
to the Immaculate Philosophy. Though their Dragon-Blooded status makes them holy by
definition, few expect a Cynis to act like it. They’ve built their reputation on scandal, to
the point where hearing of their debauches, salacious affairs, or ill-conceived experiments
is unsurprising. While Cynis’ scions are neither atheists nor overtly blasphemous, few
make a point of righteousness, if they give the Immaculate Philosophy much thought at
all. While it’s not unusual to see a Cynis paying tribute at a shrine, it’s often as much a
lavish show of piety as a matter of genuine devotion. This irreverence is a major obstacle
for House Cynis. The Immaculate Order has no small voice in the choice of the next ruler
of the Realm, and their disdain for the house prevents them from backing any Cynis
candidate while there are much more pious houses in the running.
The other houses underestimate Cynis. They buy their wines and drugs and slaves, feast
at their tables, and relax at their bathhouses. Cynis smiles, plays along, and holds out both
hands for the wealth of jade and information that falls into their grasp as a result.
House Economics
House Cynis is the Realm’s largest purveyor of luxury goods. Narcotics from An-Teng,
sealskins from Fair Isle, beautiful and strange crafts from Nexus — all of these are within
Cynis’ grasp. All can be attained — for those who can pay the price.
The house is most famous for its monopoly on the slave trade within the Realm, awarded
by the Empress at the house’s founding to put it on a solid financial footing. Cynis takes
pride in finding and selling slaves specialized in difficult trades and practices. Merchant
or artisan families give up young children who show promise in some skill in exchange
for cancellation of debts. Other slaves expert in that field train the child until he’s ready
to sell. Unskilled labor, conversely, is easy to find, and Cynis buys or takes as much of it
as can be packed into a ship’s hold, whether prisoners seized by military adventure,
dissidents from Threshold satrapies, or dream-eaten victims of the Fair Folk.
House Cynis’ Imperial monopoly also extends to slave rental. Extremely skilled or
specialized slaves are often only needed for a specific task; the house draws up extensive
contracts to protect their interests in such agreements. More often, large groups of
unskilled slaves are rented for construction projects.
While Cynis buys a significant number of its slaves from the Guild, indebted families, or
other traders on the Blessed Isle, the house isn’t above launching raids into “uncivilized”
territories beyond the Realm’s borders. Since the Empress’ disappearance, Cynis grows
more willing to extend this to other houses’ ill-defended satrapies.
House Cynis also does a brisk trade in drugs and intoxicants, from simple opiates to more
exotic hallucinogens and narcotics. Cynis has a standing agreement with the Guild
regarding drug trade, and extraordinary quantities of jade pass through the house each
year for purchasing and selling addictive substances. Many hard drugs can only be
purchased legally with jade, which nominally limits access to the Dynasty. This doesn’t
stop the Cynises from engaging in illegal enterprise. While they cannot control the entire
Realm’s black market — they’d like to, but there are far too many pressing issues
demanding their attention — they have enormous influence within the Blessed Isle’s
criminal underworld.
Cynis physicians and chirurgeons are among the finest on the Blessed Isle. These tend to
the wealthiest, commanding steep fees for their services. The house sells medicinal
tinctures and concoctions — many of them proprietary, the results of Cynis
experimentation — but never the recipes, and always for an exorbitant cost, either
monetary or political. Other houses are both resentful and grateful for this service.
House Military
Cynis’ military is unimpressive at best. Troops posted at public affairs and assigned to
guard duty are selected for their pleasing appearance as much as their skill, while their
traditional paramilitary forces in the Threshold are brutes and slave-takers first, imperial
garrisons second. Slaves taken by the house as children may be conscripted as adults into
procuring more slaves. Mutiny is common, though usually put down quickly. Discipline
isn’t a strong suit among the house’s troops.
During the parceling-out of the Imperial legions, Cynis laid claim to three. They’re also
secretly negotiating with certain Guild members to exchange appointments to the
Deliberative’s Lesser Chamber and influence over Cynis ministers’ policy decisions for a
massive discount on Nexus mercenaries.
War By Other Means
The danger of House Cynis lies not in armies, but in pervasiveness. Everyone who’s
anyone attends Cynis parties. Every Dragon-Blooded household worth mention buys
slaves. Everyone needs to eat. House Cynis has inroads everywhere on the Blessed Isle
and places beyond, and the amount of knowledge it possesses on the activities Dragon-
Blooded great and small would have caused the Empress herself to pale.
House Cynis is under no illusions that it can take the throne through force. The Cathak
legions alone could wipe out its entire army, plus any mercenaries it hires. Instead, the
house has decided to fight for the throne on its own terms. It offers friendship in one hand
while holding a dagger in the other. Those who’ve accepted Cynis hospitality — and
there are few who haven’t — know that the Cynis reputation for discretion is well earned.
No matter how great the improprieties committed at a Cynis gala, a Dynast may rest easy
knowing that her reputation is safe. Of course, House Cynis, watches, reports, and
records. There’s no piece of information too small to be used.
Using this information, however, is an option of last resort. Release news of a scandal too
publicly and no one will ever let loose at a Cynis celebration again. There’s no way to tell
how the information will spread once released, so most play their cards close to their
chest and work through insinuation. But if a particular political rival needs to be burned,
a Cynis scion might mention something to an Immaculate monk, who’ll discreetly
censure the blackmailed party while leaving House Cynis blameless of any breach of
hospitality.
Some Cynises keep ciphered dossiers or sorcerously sealed ledgers; others train
themselves to memorize decades’ worth of indiscretions with eidetic clarity. The house
maintains no central register of blackmail material, but trading juicy facts with one’s kin
is a common pastime, while providing an elder with especially scandalous information
can greatly enhance a scion’s prospects.
Experimenting with Creation’s flora and fauna in search of the next high or cure has
given House Cynis an unparalleled knowledge of toxins, venoms, and other deadly
substances. Many compounds in the house vaults cannot be replicated without their
massive trade network, nor can their antidotes. House Cynis discreetly offers these
poisons to Dynasts and criminals willing to pay, and uses its extensive information-
gathering network to ascertain the victim’s identity to determine their next step. If it’s
someone the house wants gone, nothing further needs doing, and they’ve been paid for
the privilege of having an enemy assassinated. If they’d rather see him live, they arrange
for him to meet a Cynis physician, who’ll cluck her tongue and talk of summer fevers or
winter chills while administering antidotes made from ingredients plucked from gardens
and grottoes thousands of miles away. The value of the patient’s gratitude is equaled only
by the steep cost charged for the service.
Allies and Enemies
House Cynis enjoys good-natured, if shallow, relationships with many other houses.
House V’neef buys slaves for its vineyards, while Cynis buys V’neef wines for salons
and galas. House Mnemon requires large amounts of slave labor for construction projects.
And households and individuals from every house have financial arrangements with
Cynis, or simply enjoy attending Cynis social events.
House Cynis’ biggest obstacle to the throne is Mnemon herself. The eldest daughter of
the Scarlet Empress believes it’s her divine right to take her mother’s throne, and the idea
of anyone else challenging her is laughable. The idea of House Cynis contesting her
claim, however, is an insult. They may have a bloodline worthy of marrying her
daughters to, but as Mnemon sees it, no Cynis hedonist, whoremonger, or slavetaker is fit
to sit upon the throne. House Cynis fears that she’d seize their lands, ships, slaves, and
legions in the name of piety and virtue. Should she come close to taking the throne, the
house might be compelled to move directly before they lose everything.
House Ragara has become an issue for Cynis of late. Cynises have always spent lavishly
on their lifestyles and their galas, and all too many have gone deeply in debt to the so-
called Imperial Bank. With civil war in the offing, Ragara is calling its debts due, and
threatens to suborn a whole swath of Cynis scions. The house is faced with the need to
employ blackmail more directly than is their wont as a counter to Ragara extortion.
House Sesus is closely related to House Cynis through marriage and dalliance. Sesus
provides Cynis with information gathered by its extensive intelligence network. Cynis
provides Sesus with the highest-quality goods, both legal and otherwise, and information
gathered by its blackmailers. Many children of Sesus are addicted to some Cynis-
procured substance or other, their continued supply only ensured by their loyalty. This
loyalty is often fully secured through intermarriages between the two houses. Which
house has a stronger hold on the other is difficult to ascertain.
Major Holdings
While Cynis’ nominal stronghold is the House of Trees, a beautiful castle woven from
living wood atop their founder’s crypt, their heart is in Pangu city. This city, the
prefecture’s namesake, houses Cynis scions of all ranks, their courts, their lovers, and
their slaves. There’s always some party or another going on in Pangu’s grand houses, and
tribute flows through the city like a river. Pangu’s palaces have pleasantly open, airy
layouts with rich carpets and sensuous baths, reflecting this love of pleasure and luxury.
At the other end of Pangu Prefecture is the Tourmaline Monastery. So called for veins
of semiprecious stones running through its walls, it’s the single largest Immaculate
stronghold in the prefecture. For many years, abbot Cloud Lotus has given sanctuary to
the few escaped slaves who’ve found their way here, allowing them to remain as lay
worshipers and shielding them from their Cynis owners. Should war come to Pangu, the
monastery’s neutrality and political immunity may cease to protect it.
The satrapy of Greyfalls is the Realm’s easternmost bastion in the Scavenger Lands,
named for the tremendous waterfall that cascades down the cliff side. A recent Cynis
acquisition, it’s the site of one of the war manses that channels Creation’s geomantic
Essence into the Realm Defense Grid, and as such an invaluable strategic holding. It also
serves as the Realm’s gateway to Eastern trade with Ixcoatli, spider-ridden Kubal, the
Jaguar Principalities, and other nations along the Golden Road trade route. It’s a lucrative
satrapy, but the sheer distance between it and the Blessed Isle poses a substantial obstacle
to collecting tribute and maintaining control. As House Cynis prepares for the prospect of
civil war, some within it wonder whether they’d be best served by simply cutting
Greyfalls loose, leaving its satrap to fend for herself.
Scions of Note
A trailblazing explorer, master merchant, and inveterate hedonist, Cynis herself died
centuries ago of an overdose of heroin laced with dreamstone dust. The house takes great
pains to keep her crypt beneath the House of Trees decorated with fresh-cut flowers and
beautiful works of art.
A triumvirate of Cynis’ daughters leads the house. The eldest, Cynis Belar, is the
matriarch. She’s a renowned socialite, with a reputation for worldly sophistication and
rapier wit. She’s also a celebrated painter and sculptor, her pieces taking center stage at
family galas and celebrations. Behind the scenes, Belar is secretive and ruthless.
Dedicated to House Cynis’ welfare and her descendants’ future, she deploys the house’s
connections and espionage resources to ruin potential threats. Though she makes a great
show of her sisters being her peers, they ultimately defer to her, to the point where other
Cynises presume that she holds unshakeable blackmail material on them both.
The second sister, Cynis Falen, is the financial mastermind controlling the family’s purse
strings and the slave trade. Though personable and easygoing, she’s also the most
unabashedly cold-blooded of the sisters, finding great satisfaction in maximizing house
profits with little consideration for morality. She’s also the best-traveled, spending
months at a time on business in the Threshold. Once as hedonistic as her siblings, she’s
lost much of her taste for wine and debauchery over the centuries.
The youngest sister, Cynis Wisel, is a talented poet. Her frail, orchid-like appearance and
wide brown eyes hide a master poisoner who craves the stability and safety that power
affords. The drug trade is her bailiwick, and she has many contacts in the Blessed Isle’s
criminal underworld. Her husband is a Sesus, more often than not found in his cups at
some wineshop or another.
Cynis Petalin, Wisel’s lover and second cousin, is well over six feet tall and
musclebound, with a laugh as loud and sharp as any Imperial firework. Petalin commands
the house legions, who love her for her sense of humor and dedication to both tactics and
morale. Wisel intends to place Petalin on the throne and set herself up as the trusted
vizier, ascending to prominence within the triumvirate.
Directly under Petalin is Cynis Laseral. She has a reputation as a brilliantly successful
soldier and teacher, adored by her Dynastic kin but feared by her soldiers. She’s lectured
at the House of Bells and the Spiral Academy, and her seminars on how to best profit
from a conflict are well attended. She treats her soldiers like Gateway pieces, winning
against overwhelming odds at the cost of significant casualties. The only thing that could
undermine her ruthless reputation for triumph at any cost is the deep romantic love that
she and her husband, Mnemon Oroth Takor, share, and she goes to great lengths to
conceal it publicly. She’s a master of realpolitik and a favorite of many younger Cynis
scions, who believe her worthy of the throne for her ruthlessness and her tactical skill —
if her own soldiers don’t kill her first.
Cynis Umara and Cynis Cerise are twin daughters of a famous Cynis procurer by one of
his Haslanti bed slaves. Umara is one of the house’s best physicians, rumored to be able
to replace a missing soul — for the right price. Umara never takes payment in jade, only
in replacement of her medicinal stock, which can sometimes only be found in remote
corners of Creation. Cerise was much less lucky. Her growth stunted by an accident in
her youth, she stands only four feet in height. Still, she makes the best of it. Dressed in a
dozen pounds of jewels and a pair of moonsilver-heeled shoes, she continues her father’s
procuring business, selling only the finest in imported jewelry, slaves, wine, and more
illicit substances.
Once an ambitious captain in the Merchant Fleet, Cynis Falen Parda now commands his
own squadron of the house navy, escorting Cynis merchant ships across the Inland Sea. A
brilliant naval tactician and shrewd judge of character, Parda prefers words to blades, and
more than once has persuaded a pirate captain to yield without coming to blows. His
persuasive talents come into their full flower in salon and gala, where his good looks and
rakish air have made him many friends and many lovers — and made no few enemies of
his lovers’ spouses.

House Ledaal — Air that Raised the Bones of Giants


With a murky history rooted in a terrible betrayal, and a steadfast vigil that spans
centuries, House Ledaal is the icy fang of the Realm’s shadow-hunting wolf. Its scions
scent the signs of impending disaster on the wind and know the time for action is nigh,
but with the Empress’ children positioning daggers at each other’s backs, it must fight a
war on two fronts.
Ledaal herself passed away centuries ago, leaving the Flashing Tempest Council — a
clique of worthy elders — to guide the house’s path. Its members include figures such as
the house matriarch, Ledaal Yasmet; Ledaal Sivarin Vanek, scarred veteran of a dozen
successful Wyld Hunts; and Ledaal Zenitar, the daring sorcerer who plumbed the depths
of Hell. Historically a tight-knit team, the elders now differ on urgent issues, each taking
steps toward the means they think best for the Realm’s stability and what they see as the
house’s rightful authority. As they work at cross-purposes, spreading resources too thin,
even the youngest Ledaal can sense the disagreements within their house’s leadership.
The council juggles politics, inquisition, and planning for war. Whether it can keep its
balls in the air long enough to see the Realm — and itself — through the Time of Tumult
remains to be seen.
Social Standing
No one questions House Ledaal’s loyalty, brilliance, or peerless vigilance. Dynasts and
patricians alike do business with Ledaal, and trust its spears at their backs against what
lies beyond the Realm’s borders. At the same time, its relentless obsession with hunting
in dark places leaves a sour taste in others’ mouths. Delving fearlessly into forbidden
texts and mentored by enigmatic mystics from far-off shores, Ledaal scions often seem to
care more for distant threats than home-grown politics. While others trust in Ledaal’s
competence, marrying one sounds like someone else’s job.
Despite the stereotypes, Ledaal’s brood has as much eye for strategic marriage as anyone
— perhaps more. They’re raised to believe that falling in love is something barbarians,
fools, and Cynises do. If you dally, the house should get something out of it, whether a
potential Dragon-Blood, political relationship, or First Age tome. Ledaal sons are married
off to wives with interests and talents aligned with the house’s goals. Ledaal daughters
take husbands whose areas of expertise complement their own. But since the Empress’
disappearance, household mothers can’t afford to be choosy, obliged to cement the
house’s standing whenever possible.
However, the elders have no plans to put a Ledaal on the throne. They claim their
authority as a Great House by their self-described role as Realm watchdogs and view
themselves as invaluable through it. They would only seek to orchestrate a Ledaal
Empress if they thought it necessary to secure the empire against a tide of darkness.
Shadow Crusaders
The Realm protects Creation from the Wyld’s ravages, the depredations of Anathema,
and the hunger of the walking dead. But who protects the Realm? The house has taken
that mantle for itself, quenching its blade of zeal in the icy wind of knowledge. This is the
Shadow Crusade to which Ledaal’s descendants devote their lives.
The founder Ledaal was the Empress’ granddaughter, scion of House Jurul and daughter
to Jurul herself. Ledaal exposed a conspiracy led by her own mother within the house,
whose traitors forged pacts with a Lunar Anathema and lords of Hell to fuel their
ambitions. She personally led the Wyld Hunt that destroyed the Anathema and brought
her evidence directly to the Empress. For her loyalty and vigilance, the Empress
rewarded Ledaal by adopting her as daughter and founder of a new Great House, while
striking House Jurul from the Imperial ledgers.
Ill-content to simply distance themselves from the debacle, Ledaal and her descendants
took up the banner of foe to Anathema and other fiends, that such betrayal might never
again threaten the Realm that safeguards the world. A long line of demon-hunters,
scholars of forbidden lore and ancient history, and crusaders has followed. Ledaal
encourages its scions to train as Anathema-hunting shikari, and contributes jade and
supplies to support Wyld Hunts.
In recent years, devotion to duty has become a desperate struggle. The turning seasons
and threat of civil war have rendered Thorns’ fall a mere footnote in the Dynasty’s
power-play saga. So far, Ledaal’s horrified warnings and numerous proposals to rally
other houses in reclaiming Thorns and other Anathema-tainted kingdoms have gone
unheeded in the face of each house’s immediate troubles. But the council can’t bury its
nose too deeply in its Shadow Crusade, lest other houses rip it to shreds while it’s not
looking. Thus, it dedicates resources to playing the game, while watching the shadow
loom nearer.
House Economics
Arjuf Dominion is the house’s ancestral home, and holds one of the most important ports
on the Blessed Isle. The Ledaals are painfully aware that a Peleps or V’neef blockade
would spell disaster — they have a modest private navy for shipping cargo and soldiers,
but nothing approaching an effective maritime force.
In Arjuf city, the house’s un-Exalted members keep fingers in every pie so the dragon’s
share of incoming foreign revenue enters Ledaal coffers. The house benefits from a
healthy cut of every tariff and docking fee that merchant ships bring in, and owns or
sponsors businesses along every pier.
Ledaal ships home significant wealth from its satrapies, taking an active hand in their
rulership. The house sees knowledge as key to strategy, in peace as in war. Many
households reside in the Threshold, soaking up local culture and bringing back wealth
and craftsmanship. It doesn’t endear them to the locals, though — tributaries under
Ledaal’s thumb know they represent nothing more than a resource and a staging ground
for the Shadow Crusade. Constant vigilance against the rising dark makes Ledaal
satrapies among the safest places for citizens of the Threshold to live, but in exchange
they sacrifice privacy and autonomy. The yoke of Imperial oversight grows heavier as the
house scours its holdings for Anathema sympathies, and demands increasing resources to
shore up its grip on Arjuf and fund Wyld Hunts.
A smaller portion of the house’s assets take the form of unearthed relics and volumes of
First Age lore, which it acquires voraciously, seeking weapons against Creation’s
unnatural threats. Many of the Realm’s foremost experts on ancient history, Anathema
magics, and stranger things are Ledaal; the house hires them out as translators and
archaeologists for a hefty fee. Lately, however, other houses keep finds secret in
anticipation of turning them against their rivals.
House Military
Before the Empress’ disappearance, Ledaal kept a sizable force of paramilitary troops,
trained to root out Threshold cults, battle creatures of darkness, and supplement the Wyld
Hunt. Ledaal’s specialized military tradition was never meant to defend its homeland
from invaders.
Now, though, Arjuf Dominion — with its substantial trade ports, prominent land routes,
and easy access to the Realm’s most prestigious academy of war — is ripe for plucking
by other Great Houses, and Ledaal feels exposed. It claimed three legions, but every
member of the Flashing Tempest Council has their own opinion of where to deploy them.
The generals have sent soldiers to Faxai, hoping to help take back the Caul — a longtime
Ledaal obsession — and have trained more strike teams for the Hunt. They bicker over
whether to shore up the satrapies’ defenses against the Anathema, since heavier tribute
demands have weakened satrapial militias. The elders worry that without their full
strength at home, Arjuf’s defenses are paper dolls compared to Cathak’s legions and
Peleps’ warships.
Thorns is a popular rallying cry for the house, following the total destruction of its
garrison and the deaths of several scions when the Mask of Winters took the satrapy.
Ledaal generals lack a suitable staging ground, though, and can’t convince other houses
to provide one. The Flashing Tempest Council made overtures to Peleps after Thorns fell,
proposing a joint venture to rout the Mask with a sea approach from Ledaal’s holdings in
Incas Prefecture, but the naval house refused. Now, fearing Peleps will take any excuse to
get its hooks into Arjuf, the elders hesitate to try a meatier proposal.
Enemies and Alliances
Though Ledaal has no particular enemies among the Dynasty, its reputation for zealotry
and close proximity to the unnatural has earned it no long-standing allies. With Nellens
territory just across the river, some think Ledaal would be best served crushing it under
its heel and absorbing its resources — and Ledaal would like nothing better than to show
those weak-blooded upstarts what a true Great House can do — but most agree it would
leave the house vulnerable.
Ledaal scions with their ears to the ground at home harbor a deep suspicion of House
Ragara. In their vigilance, they see patterns in Ragara’s commercial dealings,
archaeological expeditions, and military maneuvers that seem designed to cover
something more sinister. They quietly gather evidence of the financial titan’s misuse of
occult secrets and relics from Anathema history to build a case against them, hoping to
one day soon have enough proof to expose treason and take down the debt collectors
before civil war makes them too valuable to die. Some Ledaals seek allies in their
investigation from the All-Seeing Eye or magistrates with the gift of subtlety.
Mnemon is Ledaal’s top choice for a strong alliance and for the Scarlet Throne. Her bold
move against Jiara earned the house’s grudging respect, and the elders think the devout
sorcerer would have the power and willingness to support the Shadow Crusade. They’ve
made gestures to gain her goodwill, but with her military forces on the other side of the
Imperial Mountain, some question the potential return on investment for such an open
admission of need.
Major Holdings
Arjuf Dominion is Ledaal’s largest and most crucial holding. Encompassing the west
bank of the Caracal River down to the Inland Sea, it’s a rich region with fertile soil and a
tradition of skilled artisanship, and its coastal region holds multiple ports that trade with
the wealthy city-states of the South. The greatest of those ports, the city of Arjuf, may be
the richest and most cosmopolitan metropolis on the Blessed Isle after the Imperial City.
The dominion is the center of Ledaal wealth and power, and the house jealously guards
its authority there.
Howling Heart Prefecture in the northwest is a sprawling mountainous region. Jade
mining towns use Ledaal artifacts and innovations to mitigate danger to workers. The
prefecture is named for the sound the high-altitude winds make passing through the
region’s many mine shafts and tunnels, but peasants and patricians quietly use the name
to evoke dark experiments the Dragon-Blooded run in remote Howling Heart city.
The city’s elite shikari training ground is built on a puissant demesne. Ledaal expects its
shikari to study at Howling Heart, learning Anathema magic’s devious ways and spectral
armies’ fell tactics from house scholars and retired hunters. But the city’s underside hosts
cabals of occultists who’ve been running experiments for centuries, pushing the limits of
Terrestrial power however they can. They aim to produce shikari capable of standing toe-
to-toe with Solar demon-queens and Lunar warlords; ever since the Tepet legions’
disastrous failure, they’ve picked up the pace. Through sorcery and reverse-engineering
ancient artifacts of Anathema make, they’ve developed a still-theoretical protocol to
dramatically amplify a Dragon-Blood’s Essence for a short period, at the cost of major
decreases in lifespan and blood purity. They haven’t deployed it yet, for it carries the risk
of inciting Essence fever nigh unto madness, but the resurgence of the Solar Anathema
may force their hand.
Incas Prefecture, House Iselsi’s erstwhile seat, came under Ledaal control when the
Empress snatched it from the dying house. Ledaal holds Iselsi in contempt for its
treachery, and does its best to further marginalize its remnants. The council hoped to gain
a freer hand to call and direct the Wyld Hunt by taking over the home of the Palace
Sublime and Cloister of Wisdom. Unfortunately, between the remaining Iselsi households
and Mnemon’s maneuvering to relocate the Order’s heart, Ledaal has done little more
than gain more bills to pay. Still, some elders are glad to control a prefecture so close to
Thorns.
The city-state Perch, in the Southern land of Zephyr, sprawls along the east bank of the
Elidad River, whose rich soil yields fine harvests. But the west bank hosts only the
Twilight Grove, Perch’s shadowland necropolis. There, the dead keep their hearts close at
hand to better recall the passions of life, and spectral princes called aeons ride sphinxes
that are their own hungry ghosts. The satrap, Ledaal Yasmet Imara, treats as an equal
with the seven archaeons that rule the dead city, bargaining for occult secrets and
Underworld gossip. Other than burial rites, she forbids intercourse between the two cities,
but turns a blind eye to the many little flowerings of Perch’s ancestor cult. Though she’d
love to extirpate the cult root and branch, Perch has seen too many uprisings in the past,
and Imara does not dare tempt another at this delicate time.
Scions of Note
Ledaal herself is gone, but she wrote her legacy in bold strokes across her descendants’
lives. The house extols her as a hero to emulate in courage and integrity. Elders
remember her as a stalwart, inquisitive woman who would stop at nothing to uncover the
truth, and a decisive leader who brooked no compromise. Her ravenous curiosity about
all things mystical paired with her steel backbone led her to keep many secrets, not all of
which she passed down; many Ledaal scions dream of being the one to discover hidden
journals or messages she left as tests for future house prodigies.
Ledaal Yasmet, a powerful sorcerer and house matriarch, spends enormous sums of
house money on ruins-delving expeditions far afield. She believes the Realm’s only hope
for survival lies in occult might, and wants Ledaal at the forefront of whatever ancient
power she finds. She hires Liminal and Exigent mercenaries and secretly reads tomes on
the art of necromancy. The other members of the Flashing Tempest Council have noticed
a recent marked pessimistic streak in her and blame her second husband, the reclusive
philosopher Ragara Gaiban, for her odd behavior.
Ledaal Rae, a longtime diplomat who stayed within House Ledaal by marrying a
patrician, argues that the house must put aside its grievances with the Scavenger Lands
and forge an alliance against the Mask of Winters. His daughters both perished in the
Thorns garrison’s destruction; those who oppose his call to action whisper that his thirst
for vengeance and masculine intemperance interfere with his judgment. With the
Empress gone, Rae insists, the Seventh Legion could be persuaded to sign a treaty.
Meeting resistance, he’s sent his own grandson to the Realm embassy in Lookshy for
preliminary talks with the General Staff, unbeknownst to the other elders.
Ledaal Kebok Coren is young and untested in the field, but her swordsmanship is
beyond reproach and her uncanny command over the weather makes would-be rivals
nervous about questioning her prowess. Uncharacteristically passionate for a Ledaal,
Coren has trouble reining in her strange powers, which wreak havoc with the skies
according to her mood. Her great-grandmother Sulco has confided that they originate
from Coren’s great-grandfather, the storm-demon Yan. Coren is wary of her inheritance
and keeps the secret desperately, terrified that her family’s Shadow Crusade might turn
on her if she revealed it.

Mnemon — Earth Carved in the Image of One


Priests. Poets. Lovers. Builders. Of the Great Houses, the Mnemons are deemed most
devout and closest to the Immaculate Order. Their eponymous founder — alive and well,
scarcely aging despite her 398 years — established the house three and a half centuries
ago, relying heavily on devotion to the Order, and strong public emulation of Pasiap
through construction of some of the Realm’s greatest temples. Since then they’ve
sheltered the Order, offering it protection and support amid dire straits, and used their
pious reputation to rise almost as far above reproach as the Order itself. House Mnemon
hopes these advantages will carry it through the Time of Tumult.
Mnemons pursue construction, religion, and sorcery under the family business’ umbrella.
A slim majority of scions receive Immaculate training at the Cloister of Wisdom. But
while some grow rigid in their piety, others study at far-flung Threshold temples and
cities, exposing them to many of Creation’s most outlandish and enthralling aesthetics,
cultures, and spiritual paths. As a result, they have a distinct flair of exoticism bordering
on salacious, and a wisdom bordering on heretical. Yet they renew their dedication to
Pasiap through their works.
Social Standing
House Mnemon swings wildly in popularity with other Great Houses. Truly religious and
deeply spiritual, its elders drive a hard line when the Philosophy is flouted — particularly
Mnemon herself, who strides like a colossus over the perilous waters of Dynastic politics.
Junior Mnemons are charismatic, full of dreams and artistic vision. Young and old are
renowned for erudition — from knowledge of dead languages to mastery of erotic arts —
and devotion to family, whether spouses, offspring, or Mnemon kin. Some Mnemons
court notoriety by practicing the uncouth art of sorcery.
Above all, Mnemons are known for pride. Their progenitor is among the greatest scions
the Dynasty has ever produced, and she continues to tutor her descendants in secret
techniques of architecture, construction, artifice, and sorcery. Through her, they know
themselves to be the preeminent bearers of the Empress’ lineage, and they’ve kept their
blood strong through numerous favorable marriages. Driving a hard bargain at the
marriage table, the Mnemons have a history of snubbing other Great Houses to keep the
bloodline pure.
House Economics
House Mnemon’s Imperial remit is construction, a skill that Mnemon developed in her
youth, taking refuge in the hinterlands while evading her brother Ragara’s assassins.
Today, the house has right of first refusal on all of the throne’s building contracts.
Architecture is the foundation of the house’s fame and wealth, and the most visible,
enduring proof of their closeness to the Dragons.
Mnemon architects designed many of the Isle’s grandest structures, particularly manses
— the house has spent centuries mastering geomancy. Mnemon overseers direct work
crews constructing and repairing buildings, roads, tunnels, bridges, levees, wells,
reservoirs, and aqueducts. A fraction of the funds invested in these projects — by
landholders, governors, prefects, and the Throne itself — flows into the house’s coffers.
House Ragara is a necessary business partner; major construction projects demand
sizable outlays of funds, and unforeseen delays require loans to complete an undertaking.
Mnemon has always resented her house’s dependence on Ragara credit, and she doesn’t
trust the honor of a family whose founder tried to murder her in her youth. Today, this
relationship is complicated by several Mnemon satrapies withholding tribute, without
which the house is in danger of defaulting and coming further under Ragara’s power — a
nightmare scenario for the house and its founder.
House Military
Before the Empress’ disappearance, Mnemon had no house legions and employed only a
small paramilitary as a security force. During the military reformation of the Imperial
legions, House Mnemon took control of five, providing ample proof that it had generals
to lead them and money to maintain them, and vowing that the Realm’s interests would
be defended abroad against incursions by the Anathema.
Predictably, several satrapies openly rebelled after the Great Houses recalled most of the
legions from the Threshold. One was Jiara, an Eastern satrapy under House Mnemon,
which yielded food, textiles, and sorcerous antiquities. Jiara was particularly troubling as
the stronghold of a circle of Solar Anathema who raised the countryside in revolt against
the Mnemon garrison. This wasn’t the distant threat of the Bull of the North, but a full-
fledged Anathema outbreak on the Realm’s doorstep.
After much deliberation, Mnemon moved the bulk of her forces away from defensive
positions in Dejis Prefecture and other house strongholds to personally reclaim Jiara from
the Anathema. In doing so, she delivered a blistering condemnation of the other houses
for their indolence in such matters elsewhere in the Threshold, a valedictory that drew
many unaffiliated Dragon-Blooded to her cause.
Mnemon left approximately one and a half legions to protect her home interests. She
invited the Immaculate Order to use many of her family’s homes, temples, and manses
for festivals in the coming months, in hopes the Immaculate presence would cause
predatory houses to hesitate in launching an attack.
Enemies and Alliances
House elders favor a Peleps alliance. In addition to naval might, Peleps’ reputation as
exemplars of Dynastic virtue dovetails with the Mnemons’ pious magnanimity to
guarantee popularity with the Realm’s mortal populace, which Mnemon’s inner circle
believes will decide the war. But stable alliances demand intermarriage, and while
Mnemon herself respects their houses’ shared values — sophistication, ambition, resolve
— she disdains the Peleps’ pedigree. She also undervalues the peasantry’s love because
they’ve never loved her. Mnemon would rather wield Peleps against V’neef in the
coming war, though not at the cost of promising them the Merchant Fleet.
House Mnemon also favors alliance with Cathak, a devout house commanding the
Realm’s most formidable army. Mnemon knows gaining the throne requires treating with
the Cathaks eventually. But she hopes for an angle allowing her to present herself as the
only legitimate contender, or else delay a falling-out with Cathak long enough to deal
with the other houses.
Unexpectedly, Ledaal has come forward as a potential ally. The Ledaals respect Mnemon
as a powerful, adroit leader, and admire her taking the fight to the Anathema despite risk
to herself and her house. As candidate for Empress, they deem her sympathetic to their
intent to eradicate Threshold threats to the Realm. But their major holdings and militaries
are on opposite sides of the Isle, limiting their ability to cooperate in the coming war.
The house’s most abiding support comes from the Immaculate Order. Mnemon famously
committed one-third of her own children to the Order, a tradition her house follows —
though not all to the same extent. Donating public works to the Immaculate Order’s care,
and repairing temple structures for little to no cost, has further cultivated the Order’s
affections. Though the Order maintains studious neutrality in conflict between Great
Houses, its hierarchs privately consider her one of the few candidates spiritually fit to
take the throne, and pay vast sums for ecclesiastical construction projects with the quiet
understanding that the money will, for the moment, be used elsewhere.
The remaining houses are rivals to House Mnemon at best, enemies at worst.
Mnemon sees House Sesus as the greatest threat. Though intermarried with her own
house, she has no illusions about their loyalties, and knows better than to try goading
them into fighting her battles. House Mnemon is willing to retain the alliance as long as
possible, but Mnemon knows she must humble the mighty Sesus family at some point.
Conversely, House Cynis has Sesus wrapped around its finger and is using that house to
fulfill its own ambitions, bringing Cynis and Mnemon into conflict.
Mnemon hates V’neef — the woman, not the house — for embodying all of the Scarlet
Empress’ beauty, charm, and joie de vivre, undercutting Mnemon’s public reputation as
the very image of the Empress. However, Mnemon has largely restricted this grudge to
the political arena, acting against V’neef interests in the Deliberative and sabotaging the
careers of promising V’neef ministers.
Mnemon’s main grudge is against House Ragara. Though Ragara himself is ailing and
retired, Mnemon never forgot how many times he tried to kill her. Mnemon also rankles
against her house’s centuries of accrued debt. Younger scions are in particularly dire
straits. While House Ragara eagerly extended them credit with good terms while the
Empress lived, now creditors squeeze them financially and try to suborn them. No matter
the circumstances, Mnemon won’t seek alliances in the coming war that align her with
the Ragaras. She intends on decimating their house, and forcing them to pay war
reparations and cancel her family’s debts.
Major Holdings
The Mnemons have settled thickly in Dejis Prefecture. Dejis encompasses the mountains
immediately northeast of the Imperial Mountain, whose foothills form the prefecture’s
southwestern border. Once it was rife with weak demesnes, but the Mnemons carefully
transformed the region’s geography to cultivate stronger demesnes, and thus built greater
manses throughout the hills and cliffs. The mountains of Dejis are known for temples,
manses, and other scenic and majestic holy structures raised by House Mnemon.
Dejis Prefecture’s capital is Mnemon-Darjilis. Mnemon restored the city of Darjilis from
the ruins of the First Age, and it began accepting residents and generating taxes under its
savior’s name. Other Dejis cities include breathtaking Chainbright, its buildings carved
deep into cliff faces between cascading waterfalls, and museum-riddled Ajakai of the
Jewels, where Mnemon raised tombs for siblings Ragara slew centuries ago.
Vacationing Dynasts and patricians flock to the beautiful beaches and villas of Halcyon
Prefecture. In the hills, shepherds driving flocks through picturesque First Age ruins
exchange gossip of nightly bacchanals in such fashionable resort towns as Iru-by-the-Sea,
hosted by Mnemon husbands and widowers — that passionate, less-disciplined gender —
of Houses Cynis and Sesus. Painters and poets look out across blue waters, where fishing
boats make way for Dynastic yachts sailing to the nearby island Aura. House Mnemon
tamed the island’s spirits and dragon lines, constructing a Wood manse — the House of
Violet Pergolas — that bathes the entire island in salubrious energies. A magnificent spa
and baths complex encircles the manse, accessible only to Mnemons and their personal
guests.
Groves of almonds and olives grow near the confluence of two rivers in the satrapy of
Paragon. Merchants ply their trade without fear of thieves or dishonest customers;
magisters in robes of bright reds, deep blues, and exotic greens walk the city streets
alongside citizens in dull and muted colors; visiting Dynasts sup on dates and coffee. Its
buildings are of greenish-black basalt and white marble, laid out in a grid centered on the
mosaic-adorned palace of the aging Perfect of Paragon. Once a scavenger prince and
wandering archaeologist, he rose to power after unearthing a relic of the First Age that
prolongs his lifespan and binds the satrapy’s citizenry to its ironclad laws. His rule over
the city-state’s people is absolute, but he’s shown no sign of disobedience to its Mnemon
satrap, knowing that for all his excavated power, he has no hope of standing against the
Realm’s legions.

Mnemon’s Inner Circle


The house founder only trusts a handful of people sufficiently to value
their counsel and to grant them responsibility over the house’s business
and military interests. These are almost always at least a century old —
Mnemon gives little heed to the young and inexperienced — and are
usually blood relatives, though a lover or a descendant’s spouse
occasionally earns her respect. Moreover, each is bound to her by ties of
fear or obligation; Mnemon knows better than to trust anyone who could
entertain thoughts of betraying her without suffering immediate and
devastating reprisal.
Mnemon’s inner circle isn’t an official body. Its members don’t have
formal meetings, but they’re aware of one another’s identities, often
gathering informally at family galas or corresponding to discuss matters of
import. Rarely do they overtly work at cross purposes; Mnemon has little
patience for such feuds.
Notable members of the inner circle include the sour-faced senator
Mnemon Oroth, who conceals beneath her balding pate a litany of
scandalous facts concerning almost every member of the Greater
Chamber; Cynis Solado, master physician and poisoner, who fathered one
of Mnemon’s daughters; and the sagacious monk Mnemon Caras Farim,
who watches for signs of Iselsi subversion within the Order and keeps a
close eye on a particular assistant to the Mouth of Peace.

Scions of Note
Mnemon (p. XX) is often regarded as the very image of the Empress. She is brilliant,
determined, and ruthless, and her sorcerous skills are unmatched within the Dynasty. For
centuries she’s labored to build the prestige and wealth of her Great House, and now she
stands ready to step into her mother’s place. If only the rest of the Dynasty wanted
another Scarlet Empress, she’d sit upon the throne right now.
Despite her age, Mnemon looks scarcely older than thirty. She attributes her
extraordinary vitality to the practice of Immaculate martial arts and attunement to
specially cultivated Earth manses, though deeper secrets of sorcery are doubtless
involved. Dressing richly but severely, she favors a spartan lifestyle, having grown
accustomed to austerity in her years with the Immaculates. She disdains flattery, deeming
actions significant where words are empty air.
Withered and wry, Mnemon Rulinsei looks older than Mnemon, but is actually her
younger sister. Having lost a hand and eye to Ragara’s assassins centuries ago, Rulinsei
joined Mnemon’s household under her protection as an adopted daughter. After outliving
two Cynis husbands, she’s retired to Mnemon-Darjilis as matriarch to her sprawling
household, and a member of the house founder’s inner circle. A master geomancer and
middling sorcerer, she’s walked strange realms, debating heterodox philosophies with
ghosts of Shogunate savants and studying sorcerous architecture with princesses of Hell.
Ultramarine glyphs shine upon her black jade hand, Demon Strangler. A patch covers her
starmetal eye, its power to see the unseen magnifying her own second sight. Rulinsei is
placing her affairs in order; utterly loyal to the sister who shielded her, she’s ready to
sacrifice anything — including her own all-but-spent life — to place Mnemon on the
throne and ensure the supremacy of their mutual brood.
Though a skilled officer and effective swordsman, dragonlord Mnemon Pallan of the
Sesus legions is best known as a poet. His verses — compiled and published by his wife,
Sesus Elissa, earning him fame among Realm literati — laud the legions’ might and
honor, the majesty of the Realm they guard, and the glory of death in the cause of victory.
Sung at military banquets or chanted by troops on the march, they inspire officers and
soldiers alike to heroic effort. He likewise cuts a swath off the battlefield, where his good
looks, eloquent manner, and generous nature have won him many lovers — even one
night with the Empress herself, though he doesn’t speak of it. Pallan’s longest-running
affair, with Ragara Sarisan, has lasted well over a decade. His blood-kin hide their
disapproval lest they break the fiction of fidelity. Real trouble looms from another
quarter; Sarisan’s firstborn may be Pallan’s — a grave offense to his wife’s house,
squandering potency belonging to Sesus.
Mnemon Rulinsei Ghova is among the Realm’s most gifted armorers, but few desire his
wares. He adorns his work with phantasmagorical imagery — storms riddled with eyes,
beasts with flames instead of heads, vines whose flowers are human hands. Some reject
his work’s heretical iconism; others simply find it bizarre. He draws inspiration from
opium dreams and traumatic memories of the bordermarches, where he and his Hearth
quested for the irreal Noumenon and battled the raksha prince Llirian-Llai, She Who
Drinks the Wine of Light. Only the Wyld Hunt draws him away from salon, temple, and
forge. Ghova wears a veil, an affectation tied to a private heresy; he believes the
Immaculate Dragons have withdrawn beyond time’s veil as bodhisattvas, still living,
ready to return in the Realm’s time of need. In doctrinal debates with aunts and uncles, he
supports his position with scripture and the apocryphal Hollow Codex; they disagree, but
respect his views so long as he raises no awkward questions through proselytization.
Recently, he’s seen the Immaculate Dragons in an opium stupor, instructing him to seek
their glory-crowned reincarnations amid the Threshold.

Nellens — Dragons of the Blood Resurgent


In a tavern in Juche, just outside Nellens’ sprawling ancestral home, the story of the
house’s august ancestor is told once a year on the date of his birth. Like most epic songs,
it’s full of flowery verses, spinning the tale of a pious warrior and the queen who
captured his heart, of love that transcended social distinction only to end in tragedy. The
best renditions include war, assassins, and selfless sacrifice. Like most epic songs, it’s
almost entirely fictitious.
The Scarlet Empress had many lovers and consorts over the long centuries of her reign,
and few were as controversial as Nellens. A politician instead of a warrior, Nellens’ time
as a mortal delegate to the Deliberative’s Lesser Chamber was marked by his advocacy
for un-Exalted Dynasts under the Empress’ rule. He insisted that the blood of the
Dragons in their veins marked them as more spiritually advanced than peasants and
patricians. As such, they should be valued for more than their role in birthing future
generations of Dragon-Blooded, and elevated above the patriciate in the Realm’s laws
and administration commensurate with their Dragon-proven enlightenment. It was a
wildly unpopular stance amongst Dragon-Blooded senators. Though Nellens crafted
every speech on the subject carefully, he enraged and offended many, and it was assumed
that one of his political rivals — or perhaps the Empress herself — would have him
assassinated in due course.
Instead, the Empress took him to her bed. Centuries after his death, she founded a Great
House in his name, uniting several patrician houses and outcaste Dragon-Blooded
families under the new aegis. Whether this was intended as an honor for his siring Sesus,
or a political move intended to throw the more powerful Great Houses off balance, only
the Empress knew.
The house is overseen not by a single leader, but by an assembly collectively known as
the Most August Conclave. Three of the Conclave are Dragon-Blooded, including the
house matriarch, the ever-calculating Nellens Gazal; four are mortal. Other members
include the famed orator and rare mortal senator of the Deliberative’s Greater Chamber
Nellens Odem; the Dragon-Blooded merchant Nellens Ikona, beloved by patrician and
peasant businesswomen across the Blessed Isle; and Nellens Sabine, a young mortal
sorcerer who oversees the house’s matchmaking efforts. So far as the rest of the Realm is
concerned, the three Dragon-Blooded are the house’s leaders, but Nellens is in fact ruled
by all seven.
Social Standing
Thin-blooded. Dilettante. Mongrel. Dynasts have a thousand and one epithets for House
Nellens’ scions, and those scions have heard them all a thousand times. As early as
primary school, the house’s children must learn to cope with disdain and condescension
from ignorant Dynastic peers. Hailing from Nellens presents a significant social
handicap, but canny Dragon-Blooded learn to take advantage of such dismissal and
outmaneuver their detractors.
Nellens is unique among Great Houses in that it’s comprised mostly of mortal members
and formerly outcaste Dragon-Blooded permitted to marry into the house. Seeking to
improve the rate of Exaltation within the house, the Most August Conclave designed and
implemented an aggressive matchmaking campaign for its members. This program is
considered so vital to Nellens’ interests, the Conclave will occasionally reject marriage
proposals from outcaste Dragon-Blooded — or even thin-blooded scions of other Great
Houses — in favor of stronger blood matches from un-Exalted Dynasts. The house has
no strong elemental expression, preferring matches that strengthen the puissance of the
Dragon’s blood over attempts at cultivating a singular elemental Aspect.
Nellens is heavily invested in the Blessed Isle’s bureaucracy and commerce, with the
bulk of their mortal members groomed from birth to fill positions in the ministries,
offices, and trading houses that keep the Realm running smoothly. A Nellens child is
tested at the age of five for her aptitudes, and a three-year program devised to strengthen
those raw talents before she enters primary school. By the time she graduates from
secondary school, the scion is well prepared to become a merchant, bureaucrat, historian,
artisan, or other professional.
A child blessed with Exaltation is expected to perform above and beyond examples set by
other houses. Though some achieve high-ranking positions in the Thousand Scales, most
Dragon-Blooded scions are expected to serve the Realm as heroes and exemplars. Many
find honorable service in the legions or amongst the ranks of the Immaculates. Others
serve within their house, acting as surrogates for un-Exalted elders or providing the
public face of House Nellens in the Realm’s galas and salons.
House Economics
Nellens is wealthy. It’s one of the only houses to avoid heavy debt with House Ragara,
and among the few whose wealth continues to grow, despite the tumultuous times
currently afflicting the Threshold and the Blessed Isle. Its success is aided by the many
Nellens positioned within the ranks of the Thousand Scales, making it infinitely easier to
push permits, applications, and financing agreements through on the family’s behalf.
Every house diversifies its investments, but Nellens redefines the term “diversify.” No
single venture serves to make Nellens rich; most of Nellens’ investments are in the minor
industries of the Blessed Isle. It’s the sheer number of those investments that fill the
vaults. Their portfolio is spread across virtually every enterprise and community on the
Blessed Isle. Farming and mining communities, Northern whaling fleets, fish-processing
plants, salt mines, textile operations, fruit groves, shipping routes, and trading houses all
fall under the Nellens umbrella. Their foreign portfolios are no less varied. Nellens scions
roam every direction except the West, buying and trading in almost every major
metropolis and many minor settlements.
Nellens’ greatest strength, however, is their unparalleled ability to trade in favors from
other Dynasts, patrician families, foreign nobles, and mercantile consortiums. Using their
influence in the financial, commercial, and political sectors, Nellens can make life very
easy for their allies. Less flaunted is the Nellens ability to hinder and, sometimes, ruin
their enemies.
House Military
Nellens has never been a military-oriented house. Despite prolific success in politics and
business, Nellens has always felt the lack of house legions to be a deficiency needing
correction. The house appealed frequently to the Scarlet Empress for a grant to raise a
house legion, going so far as to build an entire garrison complex and outlying barracks
near the city of Juche, but such appeals proved futile.
The Empress is gone, and her legions divvied up amongst the houses. Through judicious
favor-trading, well-placed bribes, promises to forgive debt owed to the house, and
generous private donations, Nellens has acquired two legions, housed in the Juche
garrison.
Both legions are shoddily equipped, understrength, and without adequate command staff,
no doubt a driving reason Nellens could acquire them at all. But Nellens plays the long
game, seeing its purchase of the legions as an investment for the future, and a foundation
upon which to build more forces. Nellens is currently engaged in negotiations with
several other houses, attempting to secure the release of their scions serving in other
legions. Intolerant commanders within other house legions have seized the opportunity to
arrange transfers for outcaste subordinates into Nellens’ ranks, and Nellens is happy to
accept. Nellens even approaches disgraced outcaste officers, discharged or dismissed
from other legions, to fill their command staff, enticing their loyalty and service with
offers of money, support, and marriage.
Enemies & Alliances
There’s a philosophy every Nellens child is taught as soon as they learn to talk: If a
woman is your enemy, you haven’t found the proper leverage. It’s this philosophy that
drives Nellens ambition, allowing them to bear social slights and veiled insults without
flinching. Though Nellens considers every Great House a rival, that’s never deemed an
acceptable reason to shun a profitable alliance.
Only a few houses are worthy of Nellens’ official enmity. House Sesus is notoriously
antagonistic towards the house. The children of Sesus consider the fact the house named
for her father has so many mortal members an insult, and view its matchmaking program
as an attempt to usurp House Sesus’ lofty pedigree. Since the earliest days of the house’s
existence, Sesus has waged political, economic, and social warfare against the Nellens,
sending spies, infiltrators, and occasionally assassins into their territories to disrupt,
upset, and stymie the Nellens’ agenda.
Though the Nellens have done nothing to outright earn the enmity of House Ledaal, their
neighbors across the river nonetheless resent them for their closeness and for Juche’s
wealth, which they believe has grown at the expense of Arjuf Dominion’s northern
reaches. The Most August Conclave has made overtures to Ledaal’s leadership, but
negotiations are delicate and often temperamental.
Nellens wealth is a constant thorn in House Ragara’s side. Ragara financiers resent their
inability to indebt Nellens’ scions, while more entrepreneurial Ragara chafe at the ease
with which Nellens scions challenge their dominance in business and trade. Individual
Ragaras seek solutions to this vexation, whether proposing partnerships and alliances in
business opportunities; undermining Nellens trade ventures in the Threshold; or seeking
to suborn a disaffected or disinherited scion, purchasing his loyalty with Ragara coin.
When the Empress elevated House V’neef, she awarded it assets stripped from House
Nellens, sowing the seeds of rivalry between the two youngest houses of the Scarlet
Dynasty. Over the decades, each house has sabotaged and undermined mercantile
ventures of the other, repaying slight for slight in a cycle of feuding that has so far gone
unbroken. While an alliance might prove advantageous, the Most August Conclave is
fiercely split on their opinion of V’neef.
Nellens has made recent overtures to House Tepet. Knowing the vexations of being a
scorned family, the Most August Conclave believe Tepet’s leadership might appreciate
their gestures of empathy and alliance. The enticement of the Nellens legions is no small
temptation; Nellens might be able to finance and supply their military forces, but the
family strength isn’t in military command. Out-of-work and disgraced Tepet
commanders, on the other hand, might be amenable to lending their expertise to the
Nellens, if only to regain some of the respect lost with their failures in the North —
though they’d prefer more respectable patrons.
Nellens has befriended numerous patrician families and wealthy mortal households,
cultivating relationships much closer than those between other Great Houses and
patricians by funding projects, doling out financial assistance to struggling merchants,
and smoothing permits and authorizations through the labyrinthine channels of the
Thousand Scales. Nellens may not be able to compete with the strength of blood and
influential positioning of other Great Houses in the war for the throne, but with the
weight of millions of un-Exalted citizens behind them, the Most August Conclave
believes they might achieve a position of influence and importance with whoever
succeeds the Empress.
Major Holdings
Nellens calls Juche Prefecture home, and most family members maintain townhouses
within Juche city’s walls. The Most August Conclave dwell within the Villa of Seven
Doorways, a palatial manse housing the Nellens libraries, treasuries, and private offices,
and much of the family’s Isle-based business is conducted within the city. Nellens invests
heavily in the infrastructure and financial stability of both prefecture and city. The
centuries-long cold war with House Sesus has left the prefecture’s borders lined with
fortresses and backroads known only to the units that patrol them. The city of Juche,
sprawling at the head of the Caracal River, has become one of the Isle’s prominent
centers for trade and religious pilgrimage. Many of Juche prefecture’s teahouses,
libraries, farmsteads, artisans, and merchant houses boast a Nellens partner, and Juche
city’s many shrines are tended by Nellens monks.
Despite its ambitions and wealth, Nellens controls few holdings. While rival houses
perceive this as a sign of weakness, it’s how Nellens prefers it. Nellens agents excel in
locating troubled satrapies, to which they quietly offer assistance in meeting their tithes.
The house’s deep coffers have helped pay many tributes over the years. As a result, they
have eyes and ears in every direction except the West, and are well informed on the
workings of the other Great Houses in the Threshold.
Scions of Note
Centuries after his death, Nellens himself remains a controversial figure with the power
to inspire or inflame his descendants. His advocacy for the un-Exalted children of the
Dynasty earned him the enmity of many, but he was also a key figure in advancing
significant pieces of legislation through the Deliberative, such as the yearly limit on
emancipating slaves — a compromise that stemmed the threat of a short-lived abolitionist
movement. Fiery, forthright, and a cunning broker of compromises, it’s easy to see how
he caught the Empress’ eye.
At the age of 28, Nellens Sabine became the youngest sitting member of the Most
August Conclave in Nellens history. Born with an intuitive grasp of complex occult
concepts and ingrained with ambition and perfectionism by her parents, Sabine’s
sorcerous skills opened a door often closed to the Nellens. Now in her sixties, Sabine has
taken charge of Nellens’ matchmaking program, and works tirelessly to improve the rate
of Exaltation amongst her relatives. Privately, she also seeks methods to awaken the
dragonfire within her own blood. Though her lineage is impeccable and her blood
amongst the purest Nellens has produced, the Second Breath didn’t come for her, and she
finds this a deficiency within herself. Though her quest is quixotic and borderline
heretical, she persists — if not for her own sake, then for her nineteen-year-old
daughter’s.
Nellens Leferi has carried out business transactions with petty Threshold despots,
barbarian warlords, and the subterranean artificers of the Mountain Folk. When she’s not
adventuring throughout the Threshold and beyond in search of profitable ventures and
trading partners, she acts as a proxy for the Conclave’s commercial interests, putting both
her business acumen and her formidable martial arts prowess to use bargaining with those
too proud to palaver with mortals. Recently, she’s set out for Great Forks, seeking to
recruit Exigent mercenaries to reinforce the Nellens legions.
Nellens Uliya holds a modest position within the Righteous and Accountable Ministry of
Weights and Measures, the bureau tasked with enforcing standardized measures of
distance and weights. Though un-Exalted, her ingenuity is matched only by her audacity,
and she wields her position as a weapon against the other Great Houses — rooting out
Cynis drug peddlers who weight their scales, surveying satrapial boundaries to bleed
House Sesus of territory inch by inch, and levying fines against Mnemon architects for
the slightest discrepancies in their blueprints. She’s a marked woman, of course, and
more than one assassination attempt has come too close. She’s survived this far with the
help of her God-Blooded bodyguard and lover, Seventh Winter.

Peleps — Water That Wreaths the Crown of


Centuries
The dashing captain astride a ship’s deck in a storm, calmly shouting orders as the vessel
heaves and rolls; the incorruptible judge, refusing to pass judgment until her investigation
finds the truth; the daring adventurer who always arrives just in time — these archetypes
represent House Peleps in the Blessed Isle’s hearts and minds. An ancient house, Peleps
carries an air of romanticism, danger, and adventure in distant lands, returning home to
honor and respect from the rest of the Dynasty.
Theirs is a nautical family, sailors and admirals with few peers, and the Peleps mon
decorates more sails than any other symbol in Creation. The Blessed Isle, encircled by the
Inland Sea, is a maritime power; the ships that ply its harbors, its lifeblood. The Imperial
Navy is a military behemoth, an unmatched fighting force, and it belongs to House
Peleps. Peleps scions travel Creation’s oceans and waterways. bringing back tales and
artifacts that excite and intrigue.
Worldliness and virtue define the house in the eyes of polite society. Unshakable beacons
of imperial glory and honor, they also carry the thrilling touch of adventure. Reliable,
steadfast, and honorable, most other houses cannot help but look up to them, even if
grudgingly.
The truth is more complicated. For every dashing, daring hero, there’s a disgraced scion
whose family stuck her somewhere out of sight. Peleps is a romantic house, but it’s also
ruthless — even to its own children, even by Dynastic standards. Success is everything,
and what members of other houses expect as their birthright is parceled out to Peleps
scions only when earned. Those who succeed have opulence showered upon them, and
find the house more than willing to throw its weight behind their schemes.
Success cannot be bought in House Peleps. Merit conquers all; even the most
inauspicious child can climb high with sufficient skill, connections, and conviction —
and a bit of luck. “The trade winds” is a Peleps idiom for the vagaries of fate, and it’s
commonly accepted that the results of luck are well-earned — to be foiled by the trade
winds is a sign of unworthiness, while taking unexpected advantage of them is lauded. It
makes for a cold, lonely, and often hostile upbringing, but the rewards for those who
thrive are the stuff of legend.
The house’s main concerns are the Navy and the judiciary; careers in these fields are the
fastest way to win accolades. House Peleps, with its focus on merit over nepotism,
produces particularly competent judges. Peleps judges command dread and respect, and
less scrupulous ones take full advantage of it.

The Rightly Guided Admiralty Board


Governing body of both the Imperial Navy and House Peleps, the Rightly
Guided Admiralty Board comprises fifteen high admirals elected for 25-
year terms. Its current roster includes house matriarch Peleps Lai, the self-
proclaimed judge of pirates Peleps Orimu, and the firebrand senator
Peleps Mulat Kai. Every Peleps who’s either Dragon-Blooded or holds the
rank of captain or higher in the Imperial Navy can vote. In theory, any
Peleps is eligible to sit on the Admiralty Board, but in practice, only
Dragon-Blooded women are elected. To guide House Peleps within the
treacherous waters of Realm politics, only the shrewdest minds will do —
the vote isn’t so much to ensure the house’s scions have a say, as to prove
that the winner has the scheming prowess to outwit rival houses.
The Admiralty Board has been logjammed regarding the matter of the
throne, but spurred on by the house’s declining fortunes, it’s seeking
potential Peleps candidates for the throne — whether the Scarlet Throne or
a new throne in the West.

House Economics
Tribute comes across the Inland Sea escorted by the Realm’s Merchant Fleet, which is
repaid with a fraction of the wealth it guards. This was always House Peleps’ main source
of wealth, defraying the costs of constructing, supplying, and maintaining the gargantuan
Imperial Navy. Peleps’ wealth was an accepted fact, and few stopped to think that the
giant might starve. That certainty is giving way.
In RY 754, the Scarlet Empress stripped the Merchant Fleet and the lucrative duty of
escorting tribute ships from House Peleps and granted them to the nascent House V’neef.
The dragon’s share of Peleps’ income vanished, and to make matters worse, went into the
pockets of upstarts.
Now, the house must rely on other sources of wealth to meet the mammoth cost of
funding the world’s largest navy. It retains a substantial stipend from the Imperial
Treasury, despite constant maneuvers in the Deliberative to reduce this. It’s also cracked
down heavily on its satrapies, reasoning that it’s better to strip those bare than cut the
military budget — after all, once fighting starts, it can conquer V’neef satrapies to replace
its own failing ones. Now House Peleps rakes in more tribute than ever, but at a
devastating cost to its holdings. It’s encouraged scions to increase their personal financial
ventures, while reserving the right to tax them. This has met with some success, and
spurred many scions to greater focus on business. Lastly, the house has aggressively
stepped up its fight against piracy, selling seizing captured contraband and ships to
bolster its finances. With house coffers at an all-time low, the Admiralty Board’s
definition of a pirate vessel grows more lenient.
Ultimately, it’s not enough. Tuition for Peleps children is harder to find, and other houses
are both disappointed and gleeful to see the famed Peleps galas — with their intricate
marvels of Southern craftsmanship, rare Western spices, and Haltan acrobats — decline
in number and opulence. Donations from Dynastic admirers hoping to earn the house’s
favor still flow in, but that’s only a trickle compared to the river of Imperial Navy
expenditures. The house bleeds money, and the Admiralty Board is considering desperate
measures, from raiding other houses’ satrapies to demanding tribute from every merchant
ship they come across. In the most desperate case, they may have to sell off pieces of the
Imperial Navy to stay solvent.
The main measure House Peleps plans to employ is conquest. It’s aware that control of
the Imperial Navy draws scrutiny, and open aggression will rally the Dynasty against it.
So it moves slowly, establishing a trading post here and a hidden naval base there, while
looking for any legitimate pretext under which to expand its power in the West without
drawing the Dynasty’s suspicion. With enough time, it could establish a Western Empire,
more true to the Empress’ legacy and the Immaculate Philosophy than the increasingly
corrupt one that presently exists.
House Military
When the legions were divided among the houses, Peleps claimed four by dint of its high
standing in the Dynasty and plethora of Deliberative seats. Since then, these legions have
seen their officer ranks seeded with Peleps scions, bolstering loyalty to the house, but at
great cost to morale and effectiveness. Many junior officers, or even would-be officers,
now find themselves in prestigious command positions. Though the house’s more
traditional members are repulsed by this nepotism, the Admiralty Board has — with some
distaste — approved the process. Three legions drill at the Isle of Wrack, while the fourth
has been trickling to the West a few hundred soldiers at a time over the last year.
But House Peleps’ true military power is the Imperial Navy, a behemoth without
compare, consisting of thousands of triremes, biremes, carracks, and support vessels,
divided into five fleets named for the elements. While sailors and marines are largely
peasant volunteers, the officer class consists of patricians and Dynasts, who attend
prestigious military academies and then apprentice to an officer for a few years. Most
Dragon-Blooded Peleps officers graduate from the House of Bells, with the occasional
outcaste alumnus of Pasiap’s Stair marrying into the family and earning a commission.
Almost all admirals are Peleps women. Dragon-Blooded rise higher and faster than
anyone else, and they enjoy more leeway than their mortal colleagues, but when they do
fall, they fall harder and faster. A disgraced Dragon-Blooded officer is often shunted
none-too-gently into some other profession where he can be useful without being seen.
House Peleps’ fighting force is massive, with naval manpower alone possibly equaling all
the legions combined. The other houses are acutely aware of this, casting a wary eye at
Peleps maneuvers near their coastal or island holdings. Should the house employ its ships
unwisely, or its reputation for upright dealings falter, the Imperial Navy is one of the few
things in Creation that can unify the Realm again — against House Peleps. The
Admiralty Board knows this, and it discourages brash young scions from bluster and idle
threats of naval intervention. The Navy must be wielded delicately, because the house is
already in uncertain waters.
But there’s a third aspect of Peleps military power, often overlooked. It’s a prestigious
house, admired and respected — feared, even — by many in the Dynasty. Many young
Dynasts see the nautical house as the pinnacle of the Realm’s glory. War against House
Peleps must be carefully orchestrated, because an attack could easily resemble a direct
assault on Imperial virtue and ideals. That could provoke idealistic Dragon-Blooded to
flock to the Peleps banner, defending the venerable house against those who’d destroy it.
However, the house’s dreams of a Western Empire risk compromising its admirable
reputation if exposed, which has been a source of internal conflict and debate within the
Admiralty Board.
Enemies and Alliances
House Peleps has no end of admirers among the Dynasty, but few firm allies. House
Mnemon is its closest ally, more out of convenience than true conviction, but each shares
a warm, if distant, regard for the other’s virtues. Like all houses, Peleps is indebted to
House Ragara. Houses Nellens and Cynis are held in quiet contempt, but where Peleps
does brisk business with Cynis, preferring it over Ragara, it’s disgusted by Nellens.
House Tepet once had House Peleps’ deepest respect; now, the opinion among Peleps
scions is that Tepet has shown weakness and should have the decency to die quickly.
Then they can eulogize the fallen house, remembering its greatness, instead of having it
hang onto the Realm like a lamprey.
House Cathak is the other preeminent juggernaut of Imperial military might; both houses
are keenly aware that together, they could seize the throne — and thereby unite the rest of
the Dynasty against them, a prospect Peleps savors but Cathak fears. As Cathak Cainan
has announced neutrality for the nonce, relations between the two houses are marked by
careful, cordial distance, each aware that if war comes, they may find themselves
standing on opposite ends of the battlefield. With each stationing forces to watch the
other, both are aware that a simple misunderstanding could start a war neither side wants.
Two houses are already arrayed against House Peleps. House Sesus fears that Peleps will
cut off its passage to their wealthy Northern satrapies, while Peleps is tired of peeling
Sesus spies and saboteurs out of the Imperial Navy’s ranks.
House Peleps’ main enemy is the upstart House V’neef, which fills many Peleps scions
with humiliated fury. V’neef herself is young, daring, ambitious, and competes directly
within House Peleps’ spheres of advantage and expertise. While V’neef lacks the sea
power to contest the Imperial Navy in battle, an open war would risk destroying Peleps’
finances and reputation even in victory. Instead, the two houses engage in brinkmanship
in the West, sailing circles around one another while scooping up valuable resources and
strategic locations, and trying to find legal excuses for sinking the other house’s vessels.
Eventually, one side will slip or find itself sufficiently threatened to leave pretenses
behind. Then there will be war.
Major Holdings
Voice-of-the-Tides Prefecture is the house’s primary holding on the Blessed Isle, a
craggy, storm-scarred coastal province on the far western shore. Here lies the Isle of
Wrack, where the ancient Peleps estate sprawls, perched precariously among broken
cliffs, overlooking massive drydocks on the Blessed Isle’s shore on one side, and open
sea on the other. Here, the Admiralty Board holds court, entertaining envoys from
Dynastic families seeking their favor, along with Peleps scions.
Sarkarn has been a Peleps satrapy for centuries. A wealthy island of pearl divers and
fishermen west of Thorns, Sarkarn supplies exotic fish and fine pink pearls. With the
Thorns trade failing, though, and Peleps extorting ever-greater tribute, this sleepy,
respectable community is sliding into poverty and despair. As livelihoods vanish and
sickness sets in, Sarkarn’s queen, in desperation, entertains envoys from Red Iron
Rebuke, autocrat of Thorns, offering the Mask of Winters’ protection.
The Wavecrest Archipelago in the West is the jewel of House Peleps’ holdings. The
islands’ rich black volcanic soil supports harvests of breadfruit, mangos, guavas, taro
root, and bananas, exotic luxuries in high demand at Dynastic dinner tables. Shipyards
house efforts to replace aging and damaged vessels of the Imperial Navy’s Water Fleet
and expand its deep-water contingent, but recent sabotage suggests that V’neef agents
may have compromised this secret. Increased tributes leave poorer residents
malnourished as the harvest is hauled back to the Blessed Isle. The archipelago’s royal
families pressure their leader, the Feathered One, to abate this by raiding neighboring
islands, while some whisper of outright rebellion. And the fiery hero-priestess Kamach
Aki, self-proclaimed Chosen of Hamoji, sermonizes against the Immaculate Order,
enjoining her people to return to their old worship of the volcano-god.
Scions of Note
Peleps was the Empress’ second daughter. Perhaps the most widely traveled of all her
siblings, she visited the farthest reaches of every Direction, and walked Lookshy’s streets
and the Imperial Mountain’s slopes. Everywhere she went she left behind admirers and
enemies, for her spirit was adventurous, righteous, and rapacious, but her greatest rival
and lover was the ocean. When she died, she was interred in her beloved ship, the Spear
of Daana’d, which was scuttled in a trench off the Isle of Wrack to be one with the seas.
Peleps scions still pay homage at her tomb on the first day of Ascending Water. The
tomb’s seals are tended by Dragon-Blooded monks of a dedicated Immaculate shrine on a
nearby islet. Some say they hear banging noises from the sunken ship during Calibration.
The house matriarch and unofficial head of the Admiralty Board is the ancient, legendary
Admiral Peleps Lai, daughter of Peleps herself, whose exploits are recounted in plays
and books across Creation. She’s now mostly retired, only speaking up from her sour
reverie when she feels the need to correct younger colleagues. She still believes the
Empress will return, and won’t entertain the notion of another monarch until convinced
otherwise — and while she’s not as spry as she once was, her martial skills remain
sufficient to trounce the occasional upstart who’d defy her. She supports the notion of a
Western Empire, though, and dreams of personally presenting this new conquest to the
Empress.
Peleps Aramida, an admiral of the Realm’s Water Fleet, is a deeply spiritual woman
with a knack for bringing lofty concepts down to earth for her sailors to appreciate. Her
sermons for the dead are heartfelt, and she loves her crew like a mother — stern, distant,
never stingy with the lashes, but caring — and they repay her in kind. A brilliant
tactician, well-known for outwitting enemies of superior power, her victories against Fair
Folk and sea-demons have made her the very image of the dashing Peleps officer — a
darling of the courts, admired for gall and cleverness. She supports alliance with House
Tepet, deeming it more fallen on hard times than defeated, and potentially a strong right
hand for a Peleps Empress — a role she’s not averse to claiming if she can obtain
sufficient support.
Peleps Sepeta Zurin is among the most celebrated of the Immaculate Order’s
missionaries. He crossed the Glassblack Wastes to bring the Immaculate Texts to the
tribes of distant Porphyry; discovered the lost temple-city of Azal-Mog and toppled its
blasphemous altar to make way for an Immaculate shrine; and overthrew the tyranny of
the maize-god Hundredth Harvest. He rarely stays on the Blessed Isle for long before
setting off on his next expedition — much to the chagrin of Peleps elders who believe he
could help rally the Order and peasantry to the house’s side in the event of civil war. He’s
recently set out for Thorns in hopes of converting its dark lord.

Ragara — Earth Slaked on the Blood of Dragons


The Imperial Mountain towers majestically on Corin Prefecture’s horizon, a revered
symbol of the Realm’s power, implacable and eternal. But its roots go deep indeed, and
beneath it are hidden wonders and horrors of surpassing power and mind-searing
blasphemy, stretching back to the eldest of times and before. Long has House Ragara
viewed the mountain as the symbol of everything they try to be. Few recognize how apt
that comparison is.
“The Imperial Bank” is the nickname that the other Great Houses bestowed upon the
Ragara family, as much in resentment as in genuine recognition of the house’s financial
might. House Ragara owns a piece of every other house, has scions from each so
indebted that they’re lifelong servants of the Ragaras, and has a finger in every major line
of business in Creation. Nearly all Dynasts are rich beyond a mortal’s wildest dreams of
avarice, but House Ragara is the very richest — an opulence bordering on vulgarity that
would make a Guild factor turn to stone with envy. Within this wealth nest the house’s
members, and at the center sits Ragara Banoba and his scheming inner circle. House
Ragara will see one of its own claim the Scarlet Throne, but their hunger goes beyond
simply controlling the Realm. House Ragara wants everything.
Craving more than simple wealth, the house hoards power in whatever form it may take,
and its network of sorcerers and artifact-thieves ranges through the Threshold, taking
whatever they can find. “Everything belongs to the Empress, and House Ragara is her
vault,” they say, using this as pretext to seize anything worthwhile, caring little for the
Threshold’s stability or prosperity. The Realm Before is a favored subject of study, and
many of the Dynasty’s most distinguished scholars of Anathema artifice bear the name
Ragara. But this fascination goes beyond the bounds of acceptability or health, often
delving into outright forbidden subjects.
Entire households have been cast off and sacrificed for heresy and diabolism, but these
were scapegoats — the rot goes deeper. The inner circle of occultists and politicians,
though they see nothing wrong in their activities, nevertheless realize that the tragic fate
of House Jurul is possible for their own house. To sacrifice oneself and one’s family is
sad, but if it protects the house entire, it’s something most Ragara matriarchs would
gladly accept. To reclaim the power of the Realm Before and its Solar devil-queens
would secure House Ragara’s future, and the Realm’s with it. So some sacrifices are
required. In this interest, they delve into the secrets of Hell and the Underworld, bind
raksha and stranger spirits to their souls to infuse their lineages with unhale power, and
compete with the Wyld Hunt for Anathema to experiment upon — or recruit.

Banoba’s Inner Circle


Ragara Banoba keeps half a dozen other Ragaras as his advisors, and they
have as much power over him as he has over them. This group isn’t
chosen by prominence or position, but by pure talent. Here, some ancient
and mighty Dragon-Blooded mingle with fresh-faced youths who possess
the appropriate level of callous genius. Members include Ragara Falik
Udonai, who made her fortune combing the chaos of the Wyld for lost
relics and alien treasures; the young Ragara Vena, a Spiral Academy
graduate whose talent for mesmerism has suborned several Thousand
Scales bureaucrats and low-ranking delegates of the Deliberative; and the
blind physician Ragara Madoq, whose laboratory holds strains of diseases
that have not blighted Creation since the First Age. These people are
responsible for managing House Ragara’s darker, illicit projects — the
ones that nobody else can be trusted with, such as Anathema sorceries,
blasphemous studies of Exaltation itself, and the search for the Final
Realm-Controlling Utterance.

Social Standing
To most of Creation, House Ragara is a family of investment bankers and jade moguls.
Few suspect otherwise — not even its younger scions. Those who do are brushed off as
harmless conspiracy theorists, obsessed with this or that Ragara censured for blasphemies
against the Immaculate Philosophy.
While the house itself has an artfully stodgy and conservative reputation, individual
Ragaras tend to be urbane, well educated, and familiar with most vices and virtues.
They’re charismatic natural leaders, possessed of easy professionalism that many
members of wilder houses quietly envy.
House Economics
Ragara grew his financial empire by locating and seizing undiscovered jade mines, using
pre-Contagion documents as clues. He also established the Learned Bastion, a small
school in Corin Prefecture that provides adult Dragon-Blooded an education in geology
and geomancy to rival even the Heptagram. Each graduate consents to five years of
service with House Ragara’s Unclouded Stone Savants, locating further deposits of
valuable minerals, especially jade. The Bastion has enjoyed five centuries of
distinguished — albeit highly specialized and low-profile — service, educating some of
the Realm’s finest geologists.
Using these methods, Ragara claimed many of Creation’s deepest, oldest jade and silver
deposits, establishing his house as an economic juggernaut. While the jade mines still
provide one-fourth of the house’s income, the bulk comes from loan and investment
interest — including from other houses’ coffers, courtesy of Dynasts whose debt has
grown insurmountable. Under Banoba, the house spends this wealth to acquire artifacts
and finance occult studies, ranging from public to blasphemous.
The Empress condoned House Ragara’s predatory lending practices. The house was
closely tied to her, and so long as they didn’t stray into military pursuits, little regulation
was enacted. The Empress personally entered into business with the house time and again
— most notoriously, in the interest of conquest. The house would offer loans to nations in
desperate need, then exact extravagant interest, selling the loan to the Empress when it
clearly wouldn’t be repaid. The Empress then used non-payment as a pretext for invasion.
Every house owes Ragara money, ranging from significant but ultimately minor loans to
extravagant, potentially crippling sums. Interest on these loans is sufficiently lucrative
that the Ragaras are hardly eager to see the principal repaid. Few care to find out what
would happen to a house that defaulted on its loans.
House Military
When the Imperial legions were parceled out, House Ragara focused on the most poorly
trained, underequipped, and short-handed legions, and gained control over three without
needing to write off much debt in return. Since then, large sums of jade have been poured
into improving these legions, leaving them fully staffed and stocked with all the
equipment a soldier can dream of. But they’ve also been stripped of experienced officers,
leaving troops demoralized and disgruntled. Ragara Banoba is aware of their weakness,
but hopes a few years’ deployment to the Threshold will forge them into strong fighting
forces. Results are mixed thus far, and if war breaks out, the new Ragara legions will be
punching below their weight.
Ragara scions of poor business acumen have traditionally been pushed into military
service to recoup the investment their house has made in them — a practice that’s led
many to high rank and distinguished service throughout the centuries, and now feeds the
house legions.
Enemies and Alliances
A house standing alone, Ragara has no true allies or friends among its ostensible peers.
Other houses may preen and brag and look down on the “Imperial Bank” — but
eventually, all roads lead up the dread stairs to Ragara Banoba’s office, and all the other
houses debase themselves in the end and come to him for money. Thus, House Ragara
finds it difficult to view fellow Great Houses as equals. This grates on other houses,
especially prouder ones such as Peleps or Cathak.
Two exceptions remain: Houses Nellens and V’neef have labored to remain out of
Ragara’s debt, and for that, they’re the closest thing the house of bankers has to equals —
making them its enemies by default.
House Cathak shows support for House Ragara’s ascent to the throne, but this is a polite
fiction born out of debt and convenience. The Cathaks won’t be Ragara puppets, and
House Ragara has no intention of canceling House Cathak’s debts.
House Ragara’s greatest enemies are Houses Mnemon and Ledaal. Mnemon has a
personal death-grudge against Ragara himself, and wants nothing more than to provide
his house’s eulogy. In turn, Banoba works to prevent her ascent to the Throne.
Only House Ledaal nourishes serious suspicions towards House Ragara. They’re aware
of the Ragaras’ accumulation of ancient relics, and while they wish to prevent damage to
the old sorcerous defensive structure of the Realm Before, they’re also concerned with
House Ragara’s motivations; they know well the temptation that power can bring. The
fate of House Jurul reminds them that heresy and worse can spring up even among
Exalted.
But to stand completely alone is unworkable. Ragara Banoba makes overtures towards
House Sesus and House Cynis, plying them with rare and expensive luxury items and
favorable loan terms. Cynis debts are quietly slashed, and Ragara scions attend more
Cynis parties than ever, while Sesus finds itself lauded by Ragara speechmakers in the
Deliberative. Banoba also takes care not to offend Houses Peleps, seeing it as a potential
ally.
The current crisis is a time of opportunity that House Ragara has wholeheartedly
embraced. The house is more excited by the prospect of civil war than it lets on, eager to
expand its power, and it’s currently in a political struggle to take as many of House
Tepet’s old holdings as possible under the pretext of reinforcing them and filling in for
Tepet’s decimated administrative structure. This is completely illegal, but the other Great
Houses have allowed it because Ragara is theoretically taking on debts that House Tepet
can no longer repay.
In this endeavor, House Sesus is a powerful rival, likewise seizing satrapies under the
pretext of fulfilling Tepet responsibilities and debts. Banoba is doing his best to call in
favors from House Peleps and other allies to swing the Deliberative in his favor, while
being careful not to undermine the house’s economic ties with Sesus. If he gets his way,
House Ragara’s newfound troops will be spread thin, and they may have to illegally hire
mercenaries to hold territory in their stead.
Major Holdings
House Ragara is seated in Corin Prefecture, a coastal province in the southern Blessed
Isle noted for its barren, rocky landscape and rich jade, silver, and tin deposits. Here,
Ragara Banoba and the family council reign in the Stepped Palace, a massive structure
handling jade and silver smelting as well as banking, storage, and administration. It lies
just outside the city of Riven Quay, where other Ragaras keep townhouses. At the top of
the Stepped Palace sits Banoba’s audience hall, where the council meets and hears
requests for perilous or extravagant loans. “To walk the long stairs” is a saying among the
Dynasty for taking out a loan from House Ragara.
From here, Banoba presides over the house’s extensive holdings, which stretch
throughout the Threshold. Ragara administers these satrapies with a fairly light hand,
tribute exacted and minimum standards of loyalty enforced but little more. The house has
a knack for snapping up the leases of minor, undesirable satrapies and then unearthing
mineral wealth or First Age ruins.
Across the strait from Arjuf, northwest of the Lap, sits Jau Dei, a land underneath the
mountains producing marble in many unusual colors; a little white jade; and the tartelian,
a small crustacean whose powdered shell is prized by sorcerers as a component for
alchemical suspensions. The main cavern is lit by an ingenious network of sunlight
refraction crystals — once, these relayed daylight into the deeps, but they’ve cracked and
dimmed with age, providing now a full moon’s light when the sun is at zenith.
Jau Deians are accustomed to the deeps, moreso than House Ragara’s garrison. As such,
Realm rule has always been tumultuous; rebellion spreads like cockroaches, hiding in
natural caves or mining tunnels. While this tendency has been kept to a simmer by
diligent Ragara measures in the past, the Empress’ disappearance has led to a resurgence
of firebombings, mass poisonings, and other insurgent tactics. It’s a thorn in the house’s
side, a literal hole into which they can pour as many resources as they want yet never kill
the rot. At present, Banoba only bothers to fight the rebellion instead of making a gift of a
troublesome satrapy because it serves to hide the darkest conspiracies of the Ragara inner
circle. Even jaded Ragara scions shudder at rumors of a laboratory experimenting on
captive outcastes somewhere in Jau Dei’s depths.
Scions of Note
The Empress’ oldest living child, Ragara, was always ambitious. Early on, he learned to
hate his mother and siblings with passionate fury, hidden like magma beneath the earth,
and began a campaign of assassination against his siblings while amassing his fortune.
His intent was to become the only possible heir to the empire. The Empress saw through
the stratagem. When she gave birth to Sesus, she charged Ragara with the child’s
protection, informing him that if the younger sister died, his life would be forfeit. Ragara
had no choice but to keep Sesus safe from harm. Ragara is an old man, sustained beyond
his years by his daiklave Blood Zenith, as it feeds him the last stolen dregs of a Solar
Anathema’s soul. Even so, his days are running out. He’s retired to Pneuma, attended by
his well-worn Hearth and a few favorite descendants. He left his house in the hands of his
second son, Ragara Banoba. While publicly offering heartfelt praise for his successor’s
wisdom, Ragara’s true reasons for choosing Banoba had more to do with the stewardship
of the house’s occult enterprises.
Ragara Banoba is a fit, handsome man in his middle years, immaculately groomed and
charismatic. He keeps his hair short and his small moustache impeccably trimmed. He’s
rarely seen without his paramour, his distant nephew Ragara Heral, who is Banoba’s
greatest weakness. He truly loves the man and would do anything to protect him, a fact
that Banoba is painfully aware leaves him vulnerable.
A talented battle sorcerer and a resourceful merchant, Ragara Szaya is a consummate
chance-taker with a history of dangerous risks and wild behavior falling just short of
completely acceptable. No one would expect someone like her to be an agent of the All-
Seeing Eye, which is only part of what makes her such an effective one. Her hard-won
commercial contacts span the Threshold, feeding her information from across the Realm.
She’s married to Ledaal Kes (p. XX), a fellow agent of the Eye, and though both are
homosexual, their decades-spanning friendship is unshakable.
A mediocre sorcerer with a knack for ancient lore, Ragara Iuna is one of the house’s
most talented archaeologists, which has bought her a great deal of autonomy. She’s an
idealist and adventurer, traveling the Threshold alone, recovering everything from
artifacts to scraps of art and writing for her house. She wants to preserve and study them
so future generations may benefit. She returned from one such adventure accompanied by
her new sifu, Red-Gloved Master, who has taught her sorcerous martial arts thought lost
in the Second Age.

Sesus — Fire That Makes The Shadow Strong


Armies can be starved or defeated. Strongholds can be sieged. Money can be stolen. Land
can be conquered. Knowledge, though — knowledge cannot be defeated. Knowledge will
always exist, as long as there as someone to know it. That’s what makes it House Sesus’
greatest weapon. A family of spymasters, assassins, and saboteurs, Sesus hides its
strength in shadows until the time comes to burn bright.
Social Standing
The founder Sesus, child of the Scarlet Empress and her mortal consort Nellens, took
quickly to the dangerous life of the courtier. House Chanos owes its destruction to Sesus’
own hand, and she claimed that fallen house’s ancestral seat as her own. Her children are
as skilled as their progenitor — perhaps more so.
Sesus has the most elaborate spy network in the Realm next to the All-Seeing Eye,
headed by the secret cabal of house elders called the Masked Council. By the time a child
learns to walk, she’s started training in the games of Dynastic intrigue. Before entering
primary school, she’s studied the fundamentals of subterfuge and tradecraft. By the time
she enters secondary school, once she’s been sorted from the house’s chaff — those too
slow-witted, guileless, weak-willed, soft-hearted, or principled for the espionage game —
she’s begun reporting on the activities of her fellow classmates to a Dragon-Blooded
handler working for the Masked Council.
The other Great Houses have little idea of the extent of Sesus’ intrigues, though it has
never enjoyed a pristine reputation. Rumors of blasphemy, deceit, and vice follow all but
the most upright Sesus scions, whether justified or not, and they’re seen as honorless and
thuggish by the Realm’s other military houses. On the other hand, such is the charm of a
gifted Sesus socialite or artist that her peers often disregard the rumors in her case,
esteeming her all the higher for seeming to rise above her house’s disrepute.

The Masked Council


The Masked Council coordinates and controls House Sesus’ espionage
network through layers upon layers of misdirection. Sesus scions at the
lowest level don’t receive instructions directly from the council; some
don’t even know that it exists until they’ve been serving it for years.
Instead, they report to handlers, seasoned Sesus spies and intelligencers
who provide assignments and ensure that success is well-coordinated. The
handlers, in turn, report to the house’s nine spymasters, each of whom is
the trusted and handpicked agent of a single member of the Masked
Council.
The Masked Council itself is made up of nine Sesus elders — at least,
presumably. The council meets in namesake anonymity, allowing them to
coordinate the house’s intelligence network while ensuring that no one
member knows the activities or identities of all of its spies. Gossip
concerning the identities of the Masked Councilors is a frequent pastime
within the network; most agree that at least one member is the assassin
responsible for a spree of poisonings among the Deliberative and the
ministries of the Thousand Scales, while signs point to the presence of at
least one demonologist on the council.
The only way to join the council is to accept the mask of a member who
wishes to retire. With it comes that elder’s personal spymaster and the
portion of the Sesus intelligence network under the elder’s control.

House Economics
House Sesus’ military might and mastery of espionage enables it to claim the dragon’s
share of trade opportunities in newly conquered satrapies, snatching opportunities out
from under the claws of other houses. Centuries of intermarriage with House Cynis have
brought many gifted merchants and financiers into the house, offering commercial
acumen that Sesus has made its own. This has made Sesus a fiscal powerhouse
competitive with its rival House Nellens, but the prodigious sums expended in funding
covert operations — and in pursuit of its scions’ vices — keep it from equaling the likes
of House Ragara.
House Sesus makes a useful knife in the back of interests opposed to the Realm’s in the
Threshold, and profits nicely thereby. The Guild finds itself confronted with an army of
commercial spies and saboteurs, and Sesus continually blocks their intrusion into Realm
affairs. Its house legions serve as mercenaries for Threshold warlords and petty despots,
and occasionally compete with Guild mercenaries to offer their services in brushfire
wars.
House Military
House Sesus controls one of the largest militaries in the Realm. They were among the
three houses permitted to maintain legions before the Empress vanished, and managed to
bring four Imperial legions under their control, bringing their total to seven.
Even at their best, the Sesus house legions were never as well-honed as those of Tepet
and Cathak, and their new once-Imperial legions are no better. But Sesus officers are best
known not for discipline nor for compendious knowledge of The Thousand Correct
Actions, but for dirty tricks — assassination, false intelligence, subversion, and the like.
House Sesus can’t quite match House Cathak’s army in sheer numbers, and it doesn’t like
its odds against Cathak’s better-trained legions in a head-on fight. Instead, it seeks
protection and alliance with Cynis, and plays other houses against each other, hoping to
whittle down the other Great Houses’ militaries while building up its own.
Allies and Enemies
The Blood of the Dragons is exceptionally strong in House Sesus, rivaling even Mnemon
and Cynis, with whom the house’s bloodline becomes more and more entwined through
marriage. Other houses, though they don’t like or trust Sesus, will marry their sons and
daughters into the line in hopes of securing more Dragon-Blooded children.
House Cynis is Sesus’ strongest tie, bound by debts as well as blood. Members of the two
houses frequently take each other as companions, lovers, and spouses, and the result is a
blissful (if debauched) relationship. Cynis provides the exotic delicacies, intoxicants, and
companions that Sesus scions so crave. In exchange, Sesus military forces protect Cynis
interests. However, when it comes to their covert pursuits, the relationship between Sesus
spymasters and Cynis blackmailers is complex, manipulative, and distrustful.
Sesus is likewise entangled with House Mnemon by blood, marrying into that house as
often as Cynis. Politically, however, their relationship is strained at best. While the more
romantic or iconoclastic Mnemons find the Sesuses alluring, the upright Immaculate
streak in House Mnemon causes most to look down on the spymaster house. Moreover,
Mnemon herself has her gaze set on the Scarlet Throne, and the Sesus elders know she
sees them as a potential obstacle to her accession.
Sesus’ greatest enemy was House Tepet. House Sesus helped engineer the Tepet legions’
downfall and profited from claiming satrapies Tepet could no longer control. Sesus hasn’t
moved against Tepet since; what more is left to do?
The house now focuses its ire on House Cathak and House Nellens. House Cathak is a
military rival. Sesus resents the Cathaks for their military might and would like nothing
more than to ruin them as thoroughly as Tepet. House Sesus despises House Nellens as
thin-blooded upstarts whose very name — taken from Sesus’ father — insults the Sesus
lineage.
House Sesus is one of the few Great Houses aware that House Iselsi is still active. They
keep close tabs on any Iselsi agents they can identify.
Major Holdings
House Sesus’ seat is the Palace of Burning Wind in Chanos Prefecture. The chill,
rainswept city of Chanos is among the northern Blessed Isle’s most important ports, and
home to the oceangoing Air Fleet of the Imperial Navy. Relations with House Peleps are
prickly; the Sesuses maintain a military presence against the threat of a decapitating
strike against their house by the ever-present Imperial marines.
Ventus Prefecture, to the west of Chanos, is even more rugged and wild. Ventus winters
are fierce, and travelers without adequate protection risk dying of exposure. The
prefecture’s saving graces include lumber, furs, and herbs gathered from the wooded
highlands of the Skyhewn Mountains, and ores extracted from mines among the icy
peaks. Among those peaks stands the mountaintop gaol Ice-Above-the-Water, used to
house dangerous criminals, political prisoners, rebellious mortal nobles, and other
undesirables.
At the far end of the Skyhewn Mountains from Ice-Above-the-Water stands the lavish
palace-manse Silken Diamond. Here, Sesus scions can let their hair down in luxury,
safety, and privacy. But the manse also doubles as the house’s spy-training academy. In
hidden chambers deep within the mountain, vacationing Sesuses meet as master and
student to practice every aspect of tradecraft and to master devious schools of martial
arts.
Off the western coast of the Blessed Isle, amid the Tongma Archipelago, rises the Isle of
Smoke. Not actually a single island, but a series of smaller ones divided by shallow
channels of ocean water, the atoll is constantly shrouded in a thick white fog that smells
vaguely of charred cedar. It’s here that House Sesus trains its best legionary officers and
naval captains. Mock battlegrounds, obstacle courses, and target ranges dominate the Isle
of Smoke. A small village sits on the largest islet, with housing for trainees, visiting
Dynasts, and the crew of slaves and laborers that maintain this vital training facility.
Saltbreak is a Tepet satrapy on paper, but it all but belongs to House Sesus. The coastal
Northern nation thrives off the White Sea whaling trade, paying its tribute to the Realm in
meat, oil, scrimshaw, and ambergris, along with mined diamonds, silver, and copper.
Since the downfall of the Tepet legions, the house has been forced to withdraw most of
its Saltbreak garrison back to the Blessed Isle, and Sesus has been more than glad to
“reinforce” the satrapy in exchange for an inordinate share of its tributes. Saltbreak’s
satrap has sent furious missives to the Deliberative over this illegal practice, but the other
Great Houses have been willing to turn a blind eye in exchange for Sesus shouldering
debts that House Tepet can no longer repay. However, Sesus shows signs of reneging on
these debts, which may ignite a firestorm of Dynastic power plays.
Scions of Note
Sesus, the founder, died a glorious death in battle a long time ago. She was a master
general, but also a genius at spycraft and mind games, and the creator of her house’s
intelligence network. She’s buried in a hidden crypt beneath the Palace of Burning Wind;
discovering the crypt’s location and paying her respect is a rite of passage for many Sesus
scions.
The matriarch is Sesus’ youngest daughter, retired general Sesus Raenyah. She focuses
on the house’s military and mercantile interests, and it was her influence as much as the
Masked Council’s espionage that tipped the scales in favor of Sesus obtaining four
additional legions. While aware of her house’s shadier activities, she chooses not to
engage in them, instead occasionally teaching at the House of Bells and Pasiap’s Stair,
and sponsoring the Immaculate Order. Sesus has put her forward as a candidate for the
throne, but as she refuses to rely on spycraft and subterfuge, much of her support comes
from outside the house proper. Some believe she can be easily controlled; others are
partisans of her husband Oban, a charismatic son of the Empress.
One of the major powers in the shadows is Sesus Agelin, also known as Lady Smoke. If
someone says they’ve spoken to Sesus Agelin, they’re probably lying. Her own children
don’t know for certain what she actually looks like. Lady Smoke is perhaps the single
most accomplished student of Silken Diamond, which is both boon and bane for her
house. She both aids and terrifies those who actually lead House Sesus, and several have
unsubtly made it known that they’d like her dead. The trouble is that Agelin is a mistress
of disguise and mimicry. There’s no telling how old she actually is. Her kin presume that
she sits on the Masked Council, but how would they ever know for sure?
Sesus Rafara is a major problem for her house. When she was twelve, her mother
slaughtered her beloved nursemaids and tutors in a fit of rage while Rafara watched —
the trauma provoked her Exaltation. The house then sent her to Silken Diamond and put
her through rigorous training to become one of Sesus’ deadly weapons. Rafara still plays
the role of the loyal Sesus spy, but she works only for herself, and trusts no one. She’s
since warned the Roseblack of an assassination attempt and covertly thwarted military
operations by her house in the Threshold. She’s still useful to Sesus — but she might be
more useful to the Realm instead.
Sesus Raenyah Terel is a graduate of the House of Bells, and a clever swordsman and
duelist. Extremely popular among his classmates, he has a great deal of hangers-on and
many lovers — to say nothing of those he keeps dangling on a thin string of hope — and
he reports back on all of them to his house. A bit of a libertine, he enjoys indulging in all
that his house and his sycophants’ houses have to offer. He’s also a bully, however, and
while he excels with the sword, he’s never given himself the chance to test against
someone who might be his equal. He’s witty and charming, but his smile is bladed and
his jokes are cruel. Terel is noted for taunting those who annoy him into fights where he
knows he has the upper hand. His friends and lovers all cheer when he inevitably wins,
and he goes back to celebrating with them.

House Tepet — Air Stained By the Blood of Legions


House Tepet is a house of heroes, born from the Scarlet Empress’ blood, but named for
her consort Tepet. He was her enemy before he was her lover, a warrior-poet and heir to a
fallen Shogunate kingdom that took up arms against her early in her reign. He sought to
prove his claim as shogun through conquest of the Imperial City, and asked only that the
Scarlet Empress spare his soldiers after he failed. Impressed by Tepet’s bravery, strategic
insight, and unshakable honor, she took him as her consort instead, and adopted his kin
into the Realm. In time, she elevated his family line into a Great House with him at its
head.
The house’s martial triumphs stand testament to the Empress’ wisdom. Its Melaist
traditions and spiritual practices were passed down from their founder, teaching that the
warrior’s path is the road to enlightenment. The house’s scions strive not only for
strength, but excellence, distinguishing themselves from Dynastic peers through military
leadership. The Tepet legions were deemed mightiest in the Realm, rivaling even House
Cathak’s and the Imperial legions themselves, and celebrated for defeating many of the
Empress’ greatest foes. When they marched against the Anathema called the Bull of the
North three years ago, they expected another shining victory. Instead they suffered a
devastating defeat, losing many of their greatest heroes and a full quarter of their Dragon-
Blooded scions.
Any respect owed House Tepet died with its legions. Now, the idiot Tepet Fokuf sits as
regent, a cruel reminder of the house’s chances at the throne. Defeat has left them weak;
that weakness hangs over the house like a curse. Many await the house’s fall, like
Manosque or Akiyo before it. Others sympathize with House Tepet, but sympathy begets
no alliances. Taking a Tepet husband is akin to taking in a mangy stray; marrying into the
house incites wild rumors of covered-up scandals or hidden depravities.
Raised from childhood expecting to attain positions of power and martial glory, House
Tepet’s scions now belong to a house that might not exist tomorrow. They face this
perpetual doomsday as their bloodline always has: as warriors.

Ancient Ways
House Tepet follows a martial tradition older than the Realm, preserving
spiritual disciplines of the Shogunate lost in other histories. The two most
prominent of these are the sublime armigers and the yamabushi. Its
sublime armigers draw power from the history and legacy of House
Tepet’s heirlooms, taking up a revered ancestor’s legendary artifact in
emulation of her virtues. Yamabushi scout ahead of legions on the march,
striking pacts with local gods to secure strategic advantages. Most
armigers and yamabushi served within the Tepet legions, leaving few
surviving practitioners.

House Economics
The Tepet legions were the house’s greatest source of wealth. The Empress rewarded
House Tepet for imposing peace on unruly satrapies and securing the Realm’s Northern
holdings with a sizable stipend, the dragon’s share of which was invested in the legions’
upkeep and expansion.
House Tepet never fielded its legions as mercenaries, but their prowess was famed across
Creation. Tepet generals and strategists charged hinterland nations heavily to train, arm,
and advise their armies. The ghost-faced warriors of Ithen marched with the Imperial
legions against the Weeping Princes; the traitorous Five Thrones Hearth was brought
down by Tepet-trained resistance fighters within their own capital; Mogg the Devourer
and her crocodilefolk brood were turned back by the Devil Quag marsh tribes before they
reached the Empress’ soil.
Now, House Tepet’s economy is in ruin. Their stipend has been slashed to a pittance. The
Great Houses divided Tepet’s most valuable satrapies up amongst themselves in
exchange for debts forgiven or under the pretense of compensating for Tepet’s military
absence. While House Tepet still administers these satrapies on paper, their tributes are
reaped by other houses, chiefly Sesus and Ragara. Of Tepet’s holdings, only Medo still
pays their tribute of janissaries, largely because of satrap Tepet Niruz’s bloody-minded
persistence. The rest have fallen to other houses, who mistakenly believe the mighty
warriors subdued by the Tepet legions have lost their will to resist.
House Tepet made few investments in non-military ventures. When the cost of
maintaining its legions rose higher than its stipend could support, it resorted to taking
sizable loans and conceding lucrative enterprises to other houses. The few it still controls
include metal-works, silk farms, and almost-exhausted mines of marble, gems, and jade.
House Tepet clings desperately to these, knowing that if they’re lost, so is the house.
House Military
Tepet scions strive to emulate the mythical warrior-hero Mela in their earliest childhood
sparring bouts. They’re trained in weaponry from an early age, often by mortal veterans
who served under their mother or an aunt. A Tepet learns to read from the pages of The
Thousand Correct Actions, and trains for command through conducting war games and
riding alongside older relatives. A Tepet formally concludes her childhood study of war
when she chooses a code of honor exemplifying her warrior’s path — whether an extant
code or one of her own devising. Many aspire to the house’s valor and selflessness, but a
warrior’s code is ultimately hers to choose.
Once a Tepet chooses her code, it’s not enough to simply fight — she must lead. She’s
expected to epitomize her code through martial attainments, inspiring her soldiers with
her virtue just as Mela illustrates the nature of the ideal warrior to the Dragon-Blooded.
Tepet parents once put considerable effort into securing their child an officer’s rank in the
house legions or the Imperial legions when a position opened.
The Battle of Futile Blood left House Tepet only half a legion’s worth of rank and file
soldiers, and fewer officers. When the Great Houses partitioned the legions, they salted
the wound by burdening Tepet with the Vermilion (or “Red-Piss”) Legion, an army of
bandits, criminals, and drunkards. Only House Cathak objected, respecting the prowess
of Tepet’s leaders enough to recognize the threat posed by even a single legion.
Command of the Red-Piss Legion was given to Tepet Ejava, the Roseblack. Once an
Imperial legion officer, she resigned that commission to serve her house. Under the
Roseblack’s leadership and training, the Red-Piss Legion has hunted pirates, subdued
rebellions in the few remaining Tepet satrapies, and fought the mindless puppets of
Kejiza the Centipede Witch. Outmatched by the other houses’ sheer numbers, it may yet
be House Tepet’s salvation.

Many Paths to Honor


Tepet children are raised as warriors, but aren’t forced into military
service. A sizable minority seek other vocations — bureaucrats, artisans,
savants, sorcerers. There’s no shame in this, so long as they aspire to
preeminence, but their kin will always hold them to a warrior’s standards.
A poet earns acclaim if her words command the hearts of disciples, but
even the most puissant sorcerer invites disdain if his triumphs come
without honor and leadership. Since the fall of the Tepet legions, many of
the house’s most prominent scions are those who turned their talents to
vocations outside the military, whose efforts to secure the house’s future
have won them acclaim approaching that of its fallen war heroes.

Enemies and Alliances


Each Great House played a part in the downfall of House Tepet, plotting its demise or
profiting from its ruin. House Tepet knows it cannot survive if it opposes the entire
Realm. Marriages have become scarce, save for the occasional outcaste and with House
Nellens, whose matchmakers delight at procuring scions of refined pedigree without
competition from other houses.
House Sesus profited most from House Tepet’s decline, gaining lucrative access to
Tepet’s Northern satrapies. This is no coincidence. Sesus spymasters undermined the
legions marching against the Bull. They’ve continued sabotaging potential alliances
between Tepet and other houses to ensure Tepet remains powerless. The other houses
tacitly approved of this, with the expectation that House Sesus would shoulder debts that
House Tepet can no longer repay. Whatever backroom dealings secured thusly have
fallen through, as House Sesus refuses to acknowledge the Tepet loans, flouting
admonishments from House Ragara and other creditors in the expectation that civil war
will erase the consequences.
House Cathak and House Tepet shared mutual respect based on military might, but this
ended when the Cathak legions failed to march to House Tepet’s aid against the Bull
once the true danger of the Anathema’s forces was revealed. House Sesus’ scheming was
expected, but for Cathak to prove honorless was a much more profound betrayal. House
Cathak has refused all overtures of alliance from the Tepets and has blocked all efforts to
rebuild Tepet’s military forces. If a Tepet were to make a bid for the throne backed by
house legions, Cathak would be the first to move against them.
House Tepet has been an ally of House V’neef since the latter’s inception, owing in part
to V’neef’s own Tepet husband. Before the Tepet legions’ downfall, House Tepet might
have relied on House V’neef to support a bid for the throne, but now, only a pretense of
allegiance remains.
House Tepet isn’t completely alone. House Nellens has made tempting overtures of a
military coalition, providing the troops and financing that House Tepet so desperately
lacks. More gravely, senior military officers, house matriarchs, and other influential
Tepets have received entreaties from the fallen House Iselsi, presenting a straightforward
offer: Join forces against the other houses and claim bloody revenge. Such an alliance
would be abhorrent to all notions of honor, but there are grudges to settle and deaths to
avenge. Some Tepets may not let the chance for a final reckoning slip from their hands.
Major Holdings
House Tepet’s family stronghold sits in the ancient Shogunate capital of Lord’s
Crossing. House leadership is confused and unstable after the disastrous campaign
against the Bull. Tepet Usala, then commander of the Tepet legions and house matriarch,
fell at the Anathema’s hands. The Tepet family heads have formed a ruling council that
meets in Usala’s manse, the owl-haunted Pagoda of Blood and Pearls. The council’s
power is shared, but only because no one has risked a decisive grab for power. They play
subtle games of influence through younger scions instead, maintaining their honor even
as they plot each other’s betrayal.
West of Lord’s Crossing, the Vale of Reverie’s unspoiled wilderness, touched by
primeval magic, is a place where the world of spirits draws closer to that of mortals.
Small gods drift through the wild as luminous, ephemeral presences, while packs of
elementals flourish. Dragon-Blooded are welcome in the Vale by ancient edict of the
Worm-Eaten Woman, an ancient and enigmatic spirit who claims kinship with them.
Tepet children are brought here for their first lessons on spirits, and return throughout
their lives to meditate, pray, and pursue spiritual cultivation.
Most of House Tepet’s satrapial holdings have been lost to other houses. The fortified
capital city Dezsofi still juts from the heart of Medo, its gates held by mixed regiments of
Tepet soldiers and Medoans, but other satrapies offer meager tribute at best and outright
rebellion at worst.
Faraway Ithen remains independent from the Realm, but agreed to treaties of non-
aggression and commercial exchange after Tepet military advisors coordinated the
overthrow of the Weeping Princes and restored their hereditary tyrant to power. In the
Empress’ absence, House Tepet hopes to secure Ithen’s loyalty and might for themselves.
Scions of Note
Tepet lies buried at Lord’s Crossing in a tomb of unmelting ice. His deeds are legend
among his house — a warrior so noble he won the Empress’ heart even in defeat; the
greatest general to test the Imperial City’s defenses; a pious devotee of Mela respected by
god and devil alike.
Tepet Corino, a muscular, black-skinned Dynast, is the woman people go to in order to
make things happen. Supreme quartermaster of the Tepet legions during their doomed
campaign in the North, the devastation of the high command and the respect given her by
the rank and file left her the de facto house matriarch and the best candidate to take
control of the house legions’ finances. They’re the dregs of a fortune, but nevertheless
represent one of the house’s greatest assets. Corino is hell-bent on rebuilding the house
legions, but can’t force a majority in the council of house elders. She relies on traded
favors, seeking out young Dynasts whose ambitions for glory align with her agenda.
Tepet Arada, the Wind Dancer, has gone from living legend to black sheep of the house.
He rose through the Tepet legions to the rank of general, an exemplar of both ideal
soldier and ideal warrior. Arada survived the Battle of Futile Blood and slew the
Anathema Fear-Eater, but returned changed. Some thought he might take up leadership of
the house. Instead he’s grown cynical, taking up a gourd of rice wine in place of a
daiklave, his belief in the Realm shattered. However, Arada’s withdrawal shouldn’t be
mistaken for weakness. Should civil war break out, he’d tear the Realm apart to protect
his family.
Satrap Tepet Niruz holds Medo with a cornered wolf’s ferocity. House Cathak’s offers
to “reinforce” the satrapy and House Sesus’ subterfuge would long since have wrested it
away from House Tepet were it not for this tenacity. A deadly archer, Niruz openly
forswears gender, neither man nor woman, and has sworn to a warrior code that
emphasizes truth to one’s self above conforming to the expectations of others. While
scions of other houses find this strange or scandalous, Niruz’s oath legitimizes their
identity in the eyes of Tepet kin.
Tepet Berel Gadurin is one of the Realm’s most celebrated playwrights. He won his
reputation with passionate romances and cleverly crafted comedies, but since the Battle
of Futile Blood, he’s turned his attention to creating works of propaganda, seeking to
influence prominent figures in the Realm with a predilection for drama with
heartbreaking tragedies of warriors sacrificing themselves in the name of love and honor.

V’neef — Wood That Tenders the Garden’s Grace


Youngest of all the Great Houses, composed of adopted daughters of a woman only six
decades old, its greatest protector vanished for five long years, beset upon on every side
by elder siblings resentful of its very existence. House V’neef nevertheless endures, not
with the stoicism of the earth but with the grace of the willow that bends with the storm.
Despite its youth, House V’neef is well-liked, its founder a charismatic and dignified
woman with all of the Empress’ social savvy and beauty who charted a course to power
that stepped on as few toes as possible. House V’neef maintains a diverse business
portfolio, and has earned a reputation for boldness. Its members are young, dynamic, and
ever seeking new horizons to plant their flag upon, literally as well as metaphorically, not
least because it’s the only way the house will survive the coming storm.
V’neef has only a few children of her own, and only the eldest are starting their own
families. The vast majority of House V’neef consists of hundreds of lost eggs — from the
newly Exalted to aging retirees — elevated to Dynastic status by the Empress’ legal and
spiritual fiat. For her generosity, the house’s rank and file practically worship the
Empress — V’neef herself commands no small amount of reverence as well, as the
Empress’ favored daughter (to their mind, at least).
But popularity isn’t enough. V’neef jealously guards the military experience of her
adopted daughters, keeping them close to home rather than risking them in battle, while
pursuing advantageous marriages for her adopted sons and consolidating what power she
can. With her closest advisors, she lays plans for the future. Her house stands at a
crossroads — one path leads to the throne, the other to her entire line’s ignominious
demise.
House Economics
Her initial fortune made in Eagle Prefecture’s wines, V’neef has since diversified. Now,
her house profits from horse-breeding, breweries, tobacco and qat plantations, and even
safaris for those eager to hunt the Threshold’s strange and exotic game. But House
V’neef’s most important source of income is the Merchant Fleet, awarded by the Empress
upon the house’s creation to undercut the rising power of House Peleps. House V’neef is
responsible for transporting tribute from the Threshold to the Blessed Isle, and entitled to
a percentage of all tribute delivered, as well as the right to claim as prizes any hostile
ships taken by force of arms. As the satrapy system is the financial lifeblood of the
Realm, even a tiny cut of the take is staggering, and V’neef has invested well.
For a time, this revenue stream was stable, even growing, but the Empress’ disappearance
and the ensuing crisis has thrown the system into disarray. As tribute dries up, the
Merchant Fleet’s maintenance expenses outweigh its income. House V’neef has since
pushed West, relying on luxury imports and pirate-hunting outside its traditional convoy
routes to make up the loss of stability. House Peleps, still furious over losing the lucrative
Merchant Fleet, makes life as difficult for House V’neef’s ships as it can short of outright
war — every obol V’neef brings home, to House Peleps, is an obol stolen from their
coffers. The West is a firedust magazine, and these two houses put off plenty of sparks as
they cross swords.
House Military
V’neef commands only two legions, one stationed full-time in Eagle Prefecture.
Blessedly, her house’s many outcaste veterans offer the V’neef legions uncommonly
good leadership and morale, though a far cry from the well-polished machine that the
Imperial legions once were.
Though its land forces are small, V’neef has a naval advantage. Less and less of its well-
established Merchant Fleet continues to escort tribute fleets in the Inland Sea; today, most
of its ships now jockey for position with the Peleps-controlled Imperial Navy in the West.
While House Peleps overwhelmingly outnumbers V’neef on the high seas, this is in some
ways a boon — the other Great Houses know that the Merchant Fleet doesn’t have the
ships to blockade the whole of the Realm. The Imperial Navy, however, does. While
Peleps must tread carefully to avoid alarming the other houses with its fleet movements,
House V’neef has a freer hand, so long as they don’t run into a Peleps armada.
Enemies and Alliances
V’neef anticipated decades of support from the Empress as her nascent house gained
strength. Now that the Empress is gone, the house is in troubled waters.
House V’neef’s only solid support comes from the broken and dying House Tepet, from
which her husband hails. Tepet respects the many graduates of Pasiap’s Stair among
V’neef’s ranks, and V’neef had subtly expressed interested in backing Tepet for the
throne before the loss of the Tepet legions. Now V’neef sees Tepet as little more than an
anchor tied to her throat. But she cannot afford to alienate such a constant ally, to say
nothing of the fact that it would break her husband’s heart. The two houses are, on paper
and to all appearances, closely tied, but V’neef hasn’t finalized a single betrothal with
House Tepet since the rout of their legions.
Meanwhile, House Ragara constantly undercuts House V’neef in the name of securing
debt, as the prospect of a Great House that cannot be leaned on financially gives them
cause for alarm. Virtually every financially significant V’neef property on the Blessed
Isle has been targeted by Ragara, either through leaning on the Honest and Humble
Assessors of the Imperial Tax to adjust value estimates, or through less subtle means such
as arson or the careful use of various pests.
Of all her sisters and cousins, V’neef fears Mnemon most of all. Her elder-by-centuries
sister is a powerful sorceress, commands a strong house, and has spent her entire life
preparing to take the throne — one many other houses would prefer to see V’neef on, if
only to deny it to Mnemon. V’neef knows this makes her a target, and that Mnemon isn’t
one to suffer a threat at her back for long — she fears her sister will crush her house,
seizing her satrapies and wealth to turn them against the other houses and hunting down
her children the way she still hunts the Iselsi. For this, if for no other reason, V’neef seeks
the throne; it may be the only way to keep her family safe.
House Peleps, of course, has an immediate reason to stamp out House V’neef, but
ironically this rivalry strengthens V’neef’s position, giving Houses Ledaal, Cathak, and
Sesus (among others) reason to provide limited support to counterbalance the naval titan.
Eventually, these houses must commit to a side, and a messy power struggle will
doubtless ensue. V’neef strives to ingratiate herself with these houses to influence their
final decision.
House Nellens has long been a mercantile rival of House V’neef, though neither side has
ever escalated their commercial feuding to open conflict. Even if they could end old
grudges, V’neef is wary of her house’s reputation should she side with such a widely
disdained house. The wealthy, debauched House Cynis maintains strong trade relations,
stocking its galas with V’neef wines, but cannot be relied on for meaningful support.
More than ties of blood, V’neef seeks out ties of convenience and need — in particular,
she’s made Eagle Prefecture a safe haven for the Empress’ magistrates, and hopes that
protecting these visible symbols of the Empress’ enduring power will pay off in the end.
Major Holdings
House V’neef’s holdings on the Blessed Isle are concentrated on the western coast, in
Eagle Prefecture. The city of Eagle’s Launch is growing rapidly, competing in the
popular imagination for the title of “gateway to the West” with Bittern, held by House
Peleps. So many travelers and so much money flowing into and through the city attracts
more than its fair share of smugglers and spies, to say nothing of Dynastic intrigues using
this background noise for cover. Multiple magistrates live in Eagle’s Launch, using the
city’s activity and excitement to mask their connections to their spy networks. The
magistrate Seven Cardinals, an outcaste Water Aspect with a penchant for knifeplay, has
made “harassing the opposition” his forté — House Sesus has lost three operatives to him
in the last year alone, and are quietly putting together a larger operation designed to root
him out.
The Sideshores, off the Isle’s northwestern coast, hold many V’neef estates, all being
quietly fortified as its people cast nervous glances at Peleps-held islets easily visible from
their own shores. Those unable to afford conventional means of defense seek out
alternatives. V’neef Ostoka has quietly cut a thoroughly impious deal with the court of
water elementals dwelling by the Isle of Salt-Spray, and teardrop-shaped wind-chimes are
appearing in the fishing villages and towns that support his estate. Should worst come to
worst, he thinks, his island and its people will be safe, so long as none of them are foolish
enough to reveal his plot out of misplaced religious zeal. After all, he’s a Prince of the
Earth; treating with spirits is his privilege, and if the Immaculate Order wouldn’t approve
of his amendment to the local prayer calendar, well, what they don’t know won’t hurt
him.
The treaty port of Nansha, which sprawls across an entire atoll south of Wavecrest, is a
key Western staging ground for the house. Here, buildings compete for each inch of dry
land, while ships do the same in Nansha’s warm lagoon. Tremendous wealth passes
through this port, and it shows — each night, the city comes alive with music, dance, and
entertainment from across the West. Satrap V’neef Savatera maintains the discipline
drilled into her at Pasiap’s Stair, descending into the frantic and often hedonistic streets
only when she must. She acts as patron to the more refined arts, particularly the theater
company imported from the Realm. Her chief difficulty, beyond overindulgent
subordinates, is the urban underclass that constantly demands the Imperial garrison’s
attention. Once, fishing villages occupied the surrounding cays, only occasionally
feuding. Now, their descendants labor in the gargantuan port that’s devoured their home
whole, and gangs regularly engage in vicious running fights that the V’neef garrison is all
but powerless to stop. Still, while the Nanshanese fight amongst themselves, they reserve
their true loathing for the Dynasts, whose frenzied preparation against attack by the
Imperial Navy offers the locals an opening to finally fight back.
Many scions of House V’neef call Faxai-on-the-Caul home, though most are un-
Exalted. The house is in desperate need of new blood, and prizes the prospect of
pilgrimage to the Last City. Most of all, they hope to prevent House Peleps from seizing
the city, which would cut off access to the West through the Southwest, diminishing
House V’neef’s revenues and access to its Western territories at the worst possible time.
The House of the Rootless Tree is its public-facing stronghold in Faxai, a dockside
structure that extends out over the water on heavy pilings. The interior, a maze of blind
corridors and stairways to nowhere designed to disorient intruders, is well-stocked with
weapons, supplies, and armor. If necessary, the entire structure can be sorcerously
decoupled from the pilings and dropped into the harbor, frozen solid by spell-wards to
deny it to V’neef’s enemies. V’neef Lanusa, a formerly outcaste Water Aspect, is the
house’s personal representative in Faxai, charged with overseeing its interests in the Caul.
Scions of Note
At the heart of her house is V’neef herself, her husband Tepet Igan, and her handful of
offspring; legally siblings, the outcastes of House V’neef know full well that a great gulf
remains between them and their founder’s blood children. V’neef herself is still young by
Exalted standards, only sixty — some of her adopted children are far older. Igan, for his
part, is only a decade older than V’neef, but seems far more aged. The deaths of his
cousins, sisters, and most especially his own mother has left him broken; he remains in
mourning even after three years. He and V’neef dwell almost full-time in the Imperial
City, where she puts charm and wit inherited from her mother to great use; even her foes
respect her as a dynamic, driven leader. She’s beloved by her house, and more than one
of her adopted family have commissioned ballads or epic poems in her honor.
The blind swordswoman V’neef S’thera lost her fiancé Tepet Kedus at the Valley of
Shards. S’thera wants nothing more than to meet the Bull of the North in battle and kill
him, but V’neef refuses permission each time she asks to raise a Wyld Hunt. To V’neef,
S’thera’s blood is better spent on daughters than on the snow, and she hopes to entice
House Cathak into an alliance through her daughter’s marriage, so far without success.
Robbed of vengeance, S’thera now drowns her sorrows with drink and attractive young
women.
V’neef Dancing Boar is a former outcaste and dragonlord in the Imperial legions,
adopted into House V’neef on its formation. His skill with the lance is impeccable, and
he’s renowned for his wing’s triumph over the rebels of the Six Amethysts Coalition. He,
however, finds nothing glorious about the slaughter he committed, hoping to never again
raise arms in violence. Instead, he trains House V’neef’s new legions and its marines in
the Merchant Fleet, drilling them in the fundamentals of combat to hold their own against
pirates or Peleps scions.
V’neef Agayo is a minor sorcerer and a master shipwright, entrusted with overseeing the
repairs and construction of ships for the Merchant Fleet. House Peleps makes much of the
demon workforces she binds to man the house’s docks and her consultation of demonic
savants and architects, insisting she lacks the caution necessary to treat with the forces of
Hell. She takes such talk in stride as a sign that Peleps envies the ships she’s raised.
However, her real unwise dealings are not with demons, but with scions of House
Ragara, whose pursuit of First Age artifice has led them to discover lost secrets of
building wondrous ships. Agayo has been paying princely sums under the table for
ancient blueprints they’ve unearthed, and may soon find herself crushed beneath personal
debts.

Iselsi — Water That Hides the Deepest Dark


There is no House Iselsi. This remnant holds no seats in the Deliberative, claims no
prefectures nor satrapies, administers not a single legion, and is only spoken of by its hale
and healthy cousins to deride it. This is House Iselsi — it is nothing. But once, it was
something grand.
In RY 643, House Iselsi’s elders conspired to assassinate the Scarlet Empress, launching
an attempt on her life that failed spectacularly. The Empress made a public example of
the house, taking almost a century to carve it up bit by bit before finally striking it from
the Imperial ledgers in RY 740. The other Great Houses didn’t stand idly by; they fell on
House Iselsi like wild dogs, tearing it apart. Only a few households remain, clinging
desperately to what few scraps of wealth and privilege they can afford, little better than
Threshold clans, certainly beneath even the dull, weak blood of House Nellens.
This was the Empress’ will. There is no House Iselsi. All the better that their cousins
should believe it, for the truth is that House Iselsi lives on, forged into a weapon that only
the Empress’ hand could hold back. That hand is gone now, and soon House Iselsi will
pay back the blood debt, the Vendetta, in full.
There is no House Iselsi. There is only its hungry ghost.

The Vendetta
A girl is ushered into an atrium in the House of Black Waters by her
mother. She has never seen this room or any of the others like it, and this
occasion marks only the fifth time she has shared her mother’s presence.
The room is dimly lit, and as her eyes adjust she begins to make out faces
on the wall — masks, eyes closed and features serene, wrinkles tracing
their contours.
Her mother speaks, telling the girl of her ancestors, of their deeds and
accomplishments, their honors and titles. Closer, now, the girl can tell that
the wrinkles on the mask are not wrinkles, but intricately carved words,
words that her mother is reciting from memory. She does not omit a single
mask, and the litany takes hours, but she does not permit her daughter’s
attention to wander. The girl learns of her house’s history piecemeal, of
the greatness that once was, of the betrayal by her cousins, of the mercy of
the Empress, and of the great Vendetta that each Iselsi carries forever in
her heart.
When her mother is finished, she stands beside an empty stretch of wall,
and turns to her daughter. “This is where your mask will rest,” she says.
“What will be written upon it?” Without another word, she turns and
walks away, leaving her daughter in the shadowy room.
She is six years old, the traditional age at which Iselsi children learn of the
Vendetta.

Shrouded Dragons of the Scarlet Empress


The public work of dismantling House Iselsi was primarily carried out by the other Great
Houses; after the first few blows, the Empress merely sat back and watched her children
kill their cousins with impunity. It was the Empress’ hand that stayed the last blows, the
ones that would have snuffed out the Iselsi forever, and it was her hand that gathered
those she found most useful and scattered them far and wide across Realm and
Threshold, gifting them new identities and esoteric training foreign to the Dynasty,
turning them into her hidden eyes, ears, and daggers.
For those not so chosen, and who were fortunate enough to survive the other houses’
depredations, there were other tasks. One-fourth of the surviving Iselsi drifted into the
Immaculate Order, publicly resolving to atone for the sins of their elders while in truth
becoming yet another arm of the house’s gutted but once-venerable espionage machine.
The rest either took on new identities of their own manufacture or carried on the charade
of the broken, bankrupt, disgraced husk that was House Iselsi.
The hidden children of House Iselsi go about their false lives, laughing and fighting
alongside their cousins in the other houses while desperately waiting for the order to cut
their throats. It can be hard to hide such murderous intentions, but the Iselsi worry more
that they’ll come to genuinely care for their targets. The bonds of Hearth and marriage
are strong, and while no handler wants to kill a fellow Iselsi, better a quick death than the
shame of losing sight of the Vendetta. Several Iselsis wear two masks: one for their
targets, and one for their kin.
It was the Empress’ will that her other children, confident in their grasp of the dark
underbelly of the Realm, would watch their daughters fall without knowing from where
the dagger between their ribs came. The Empress turned an entire lineage into a hidden,
bloodstained hand to match even the feared All-Seeing Eye. Then she vanished, leaving a
house of living weapons to manage itself.

The Voice of Dark Water and the Daughter of Mist


Missives from Iselsi elders often indicate marching orders from these two
leadership figures. However, the Voice and the Daughter don’t exist;
they’re merely fabrications to distract and confuse rival agents, such as
from House Sesus and the Eye, who might make inroads against Iselsi
secrecy. By and large, the elders work alone, each pursuing her own
approach to the Vendetta with her own resources on her own terms.

House Economics
House Iselsi is all but penniless. As patricians, the Iselsis administer no satrapies, collect
little in the way of taxes, and are barred from the generous stipends their cousins receive
from the Imperial Treasury. What few holdings remain under the Iselsi name are
privately leased — paid for by personal business ventures, lucky strikes in the Threshold,
and an Imperial grant for upkeep of shrines and temples in Incas Prefecture, the last place
on the Blessed Isle that might be called House Iselsi’s stronghold. Mnemon, for her part,
has taken a personal interest in erasing that grant, and her allies in House Sesus are only
too happy to assist her. While still blessed with wealth unimaginable to the peasantry,
Iselsi’s scions deem themselves impoverished, an insult they mean to repay in blood.
House Military
House Iselsi has no legions, not even in name alone. Yet House Iselsi is far from
toothless. They need no armies because their hidden children sup with generals under
assumed names, share beds with senators whose husbands are away on business, and
perch like vultures in the heart of the Thousand Scales, watching for documents that
betray the plans of others. Once, this was House Iselsi’s specialty — their scions infested
the Imperial Service, and pen couldn’t be put to paper without their notice, or so they
believed. Their web has been battered and torn, but it still clings, here and there, to things
others thought unseen.
Enemies and Allies
Many houses, given the opportunity, would gladly stomp on every last ember of House
Iselsi. House Sesus in particular devoted itself to destroying its traditional rival-in-
espionage with gusto, and still keeps an ear to the ground for stragglers. Mnemon, for her
part, would see the Immaculate Order purged of treacherous Iselsi, and has sponsored
multiple bills in the Deliberative undercutting what little remains of the fallen house’s
influence. Every house save V’neef, though, played an immediate role in House Iselsi’s
destruction, and even V’neef exists at Iselsi’s expense, raised up to fill the vacancy
among the Great Houses. Any of them would gladly take the chance to purge one more of
Iselsi’s progeny from the face of Creation.
While the rank and file shuns even the idea of affiliating with their despised kin, the
house’s elders know that if it’s to survive long enough to see the Vendetta through, it will
need protection should the Empress fail to return. House Nellens thinks to turn House
Iselsi into a sword of its own by dangling hope of having their name reinstated, but no
Iselsi scion would take such an offer at face value. Covert overtures to House Tepet —
brought nearly so low as Iselsi itself by the catastrophe in the Valley of Shards — are
seen by house elders as a mere vehicle to fulfilling the Vendetta. When the others have
fallen beneath Iselsi blades, House Tepet will still be there, ripe for the picking.
Where the Iselsi find allies, such as they are, it’s amongst those who nurse a grudge of
their own, or those whose ambition overtakes their good sense. Such assets are often
found in or near positions of power, and the Iselsi rarely have difficulty ensuring that
those assets’ competitors are removed from consideration, one way or another. Outcastes,
shunned by Great Houses, often serve as allies of convenience for the Iselsi, who — even
if disgraced — are nonetheless Dynasts, and possibly a gateway to marriage into
privilege, should the Vendetta achieve fruition. For Iselsi agents within the Immaculate
Order, suborning gods by bribing them with subtle alterations to the prayer calendar is
standard operating procedure — a few deities, particularly gods of revenge and feuds,
serve as divine patrons for the fallen house.
Major Holdings
Iselsi manses and holdings, many officially overseen by House Ledaal, still dot Incas
Prefecture’s countryside — including the family’s ancestral seat, the House of Black
Waters, where Iselsi herself was laid to rest. Here the house lives openly, all the better to
convince their cousins that this is all they have left. Elsewhere, in the Realm and the
Threshold, they conceal themselves in boltholes and hidden fortresses, awaiting the day
when their long-honed skills will be called upon by their house.
The Imperial City is thick with Iselsi agents, but their favored site for dead drops is
paradoxically open — The Last Little Sapling, a teahouse of some repute with a
riverfront view. Its proprietor Kiera, an affable middle-aged woman (and loyal Iselsi
cousin), exchanges messages on notes left under teacups, or speaks in code when she
calls on the table with a fresh kettle. All messages she hears, she passes along to their
intended recipients. She knows much, perhaps too much, but she’s earned the house
elders’ trust. Many speculate as to how, but she simply smiles and refills their cup.
In the mountains of Dejis Prefecture, heartland of House Mnemon, the inhabitants of tiny
Ditola Village scratch at the earth and send cartloads of ore down to the smelters, as
peasants should. But this isn’t their true purpose. Deep in mines where not even the most
ardent tax inspectors delve, they meet with their Iselsi masters and train, dust and
darkness blinding them slowly but surely. It matters not — when the time comes, when
smoke chokes the city of Mnemon-Darjilis, they’ll have no more need of sight than the
dead Mnemon scions they’ll leave in the streets. This is their only purpose, a single
decisive blow when the forgotten house calls. Until then, they train. Until then, they wait.
Scions of Note
The founder Iselsi was a brilliant mathematician and economist who won the Empress’
favor by ruthlessly manipulating and outmaneuvering her rivals for power in the nascent
Imperial Service. A woman of quiet graces and subtle genius, she died on a Wyld Hunt
centuries before the fall of her house. Her name is spoken in reverent whispers by Iselsi
scions as they swear themselves to a Vendetta she never imagined.
Iselsi Dileko lives under an assumed name, as do many of his family, and like them he
belongs to a Sworn Kinship. This band of V’neef, Sesus, and Mnemon scions think Naret
Kikela an outcaste swordsman, and have welcomed him with open arms. He reports their
movements, plans, and ambitions to his house, but his standing orders are to wait for the
signal to slay the lot in their sleep — standard procedure for undercover assets in such a
position. Privately, he hopes the order never comes. Playing the sworn brother has cut
deeper into his hate than he thought it would.
Moonless River is an Immaculate monk stationed in Pneuma, with a decades-long
history of advising those who hope to emulate Pasiap as she does. She’s gained such
renown that she receives regular invitations to dine with Ragara himself, and the two
have built an amicable relationship. She truly loves the Immaculate lifestyle, and feels
personally elevated on a spiritual level by the practice. When she drives her stone-hard
fingers through Ragara’s skull on her house’s orders, it won’t be in the name of hate, but
of ridding the Realm of the greed that hangs about its neck like a millstone.
Iselsi Takora has just returned from the Threshold, having ventured there for a decade to
seek magical arts unknown in the Realm. Her face, name, and even gender are new, the
legacy of sorcerous alchemy she learned in the far Southeast. She’s an invaluable asset to
the Vendetta, supplying House Iselsi with toxins the Blessed Isle has never seen: poisons
that slay passions, venoms that erase thoughts, panaceas that stop death in its tracks for a
day and a night. She’s risen high in the house’s esteem, and none yet suspect that she
serves a master other than the Iselsi.
Iselsi Shenesh, Minister of the Imperial Gardens, is the last Iselsi to retain high standing
in the Imperial Service since the house’s fall from grace. Old and gray, leaning on a cane,
he retains an air of dignity and grandeur, though he also wields a charming smile and
ingratiating wit when the occasion demands. He’s a divisive figure in the family. Most
assume that he’s one of the house’s high-ranking assets in the All-Seeing Eye, and thus
crucial to the house’s future. But he was also a member of the Council of the Empty
Throne that sundered the Imperial legions. Suspicions that Shenesh betrayed the house’s
attempted coup against the Empress all those years ago are largely kept unspoken.

Cadet Houses
On occasions when a Dragon-Blooded family native to the Threshold rejected the
opportunity to relocate to the Blessed Isle and join one of the Great Houses — out of love
for their homeland, perhaps, or preferring an arena they could dominate to one where
they’d struggle as minor newcomers — the Empress often found it expedient to bind that
family into the Dynasty by marriage. On other occasions, Dynasts marrying mortal
Threshold royal families proved prolific in generating Dragon-Blooded offspring. And
when the Empress eliminated the Shogunate gentes’ privileges five centuries ago, she
encouraged them to establish Threshold colonies, especially in Northern provinces whose
bitter climate impaired recovery from the Contagion.
As members of Great Houses are forbidden from ruling Threshold states, these families
were kept distinct from their parent houses, retaining their own surnames and maintaining
political independence. Such families are called cadet houses — descended from the
Empress and thus part of the Dynasty, but not part of any Great House. Granting or
removing recognition of cadet house status, as with Great House status, was the
prerogative of the Empress alone.
Members of cadet houses receive all rights and privileges accorded to Dynasts, but lack
the power and support networks of the Great Houses. While some can afford to send
Dragon-Blooded scions to the Blessed Isle’s secondary schools, they aren’t immersed in
Dynastic culture to the same extent as those born and raised on the Isle. Dynasts of the
Great Houses see cadet Dynasts as bumpkin cousins — charmingly rustic, but lacking in
sophistication, and without the influence to be useful allies. In practice, their refinement,
wealth, and power vary widely. Their numbers especially so; the smallest cadet houses
count Dragon-Blooded scions in the single digits, but the mightiest number over a
hundred apiece.
The Empress used cadet houses as one of many checks on Great House power in the
Threshold. She cultivated their independence from their parent houses’ bloodlines and
political ambitions — guiding them into business and marriage relationships with rival
houses and outcastes, and otherwise taking steps to prevent their being wholly suborned
by any one house. (Some cadet houses never had specific parent houses to begin with,
having married into multiple Great Houses from the beginning, or been adopted outright
by the Empress.) Compliant cadet houses received various benefits, whether additional
seats in the Deliberative or lenient terms on loans from House Ragara.
Some cadet houses have fallen over the years, whether through electing to migrate to the
Isle at last and join a Great House; destruction by misadventure; earning the Empress’
disapproval; or thinning bloodlines depriving them of sufficient Dragon-Blooded scions
to retain their status. Nonetheless, a few dozen cadet houses remain scattered throughout
the Threshold. These include:
House Ferem governs the Northern coastal satrapy of Cherak, between Pneuma and
Medo. Descendants of a relict Shogunate legion akin to Lookshy, their burgeoning power
was broken by the sorcerer Bagrash Köl centuries ago. They still cling to fragments of
their old military culture — and to remnants of its armory. In neighboring satrapies that
the Realm carved from Grand Cherak centuries ago, other cadet houses share Ferem’s
ancestry and maintain familial ties.
House Desai commands great wealth and influence in Gulmohar and Rook, city-states
that are longstanding rivals of neighboring Jiara. Merchants and landed gentry, House
Desai has traditionally eschewed involvement in the travails of government in favor of
leisure and patronage of the arts. Now it find itself divided between its own ambitions,
the demands of princes and satraps, and the call to the Wyld Hunt.
Clans Burano and Ophris of Prasad were once Great Houses of the Realm. Though
stricken from the Imperial ledgers after their legions went rogue, the Empress eventually
acknowledged their authority as lords of Prasad. Although as local rulers tied by blood to
the Dynasty, they’re technically cadet houses, their practical status is idiosyncratic.
House Yueh rules Nai Lei, one of several city-states of the maritime Baihu people in the
island satrapy of Nandao north of Goldenseal. The Lamenting Stone Assembly, a council
of oligarchs that supplanted an overthrown Yueh monarchy, draws heavily from their
ranks. Descended from the marriage of a Tepet scion and a Baihu prince, the Yuehs long
considered themselves devoted clients of their parent house. They also profited from the
construction of a Merchant Fleet depot in Nai Lei after House V’neef’s elevation. Now,
fearful of being caught up in the strife between Peleps and V’neef, they stand divided
between old loyalties and a pragmatic search for new patrons.
RY 758
Rainwater ran in torrents down the elaborate stonework and made glittering trails along
the ivy-covered trellis. Thunder pealed; Eshuvar felt its resonance in his bones. If not for
the heaviness of his heart and the uncomfortable cling of his soaked clothing, he would
have found it invigorating. Above him, the lamps in his lover’s room flickered invitingly.
Eshuvar had been seeing him for several months now, each time after a disagreement
with his own wife. Her status increased since marrying him, as she’d carried children
with the Dragons’ blood. Thanks to him, of course — she’d not been so blessed. He did
as he pleased to spite her; he was Exalted and she was not. A few more yards and he’d be
in his lover’s arms. He’d make sure she knew the next morning, too. What could she do
about it? The deed would already be done, and she’d have to shoulder the embarrassment
that her husband was a disobedient, philandering playboy. There was little her powerful
mother could do about that, either. That thought brought a bitter smile to his face.
He paused on the trellis, slicked his saturated hair from his face, and stared at the distance
stretching below him. It seemed an apt metaphor for his life: climbing upwards out of
pettiness and spite with darkness yawning beneath, all to avoid a fall. That’s all any
Dynast did — climb, fight, spite each other, and avoid a fall. He’d done all these things,
as his mother had taught him: Reach for every advantage, edge out those who could
outdo you.
How had he reached this point, driven onwards by the corrosive bite of bitterness, envy,
and displeasure? Compared to those of lesser wealth and status, was his Dynastic life not
perfect — free of pain, illness, and hunger? He enjoyed wealth and privilege and all the
power afforded to him as a Prince of the Earth. He’d invested wisely and made valuable
connections. His bureaucratic peers spoke highly of him at all their meetings. He could
have any woman or man he desired and enough drugs to threaten even his Exalted health.
Yet he remained unsatisfied.
Why?, he thought, and turned his face upwards to the storm. Was he not respected by his
Hearth’s leader, River, a fierce woman and an Immaculate besides? Was he not like a
brother to Kingfisher, a warrior of unquestionable skill? Was he not worthy of them, or
their love? Eshuvar slammed his fist against the trellis and spit into the rain. He hadn’t
asked the Dragons to be born a man and his mother’s only son!
The sound brought his lover’s silhouette to the window. Against the warm light, the
youthful mortal’s slender, half-naked form cast a pleasing shadow downwards. Eshuvar
thought he heard his lover’s voice above the wind, asking if Eshuvar was there. They’d
planned this encounter at the last fête Eshuvar had attended, slipping each other covert
notes on scraps of paper and sharing longing looks — while in sight of his wife, of course
— over the dining table. The youth was unmarried, on the cusp of maturing without
Exaltation, and so beautiful. Eshuvar knew the young man would consent to lie with a
Prince of the Earth.
Climb. Fight. Spite each other. Avoid a fall.
“Eshuvar?” His lover’s warm basso voice breached the roar of the wind and the hiss of
rain on stones.
Eshuvar’s breath caught and his heart fluttered. All things aside, he cared for the man.
The Dragon-Blood pulled himself up another rung, then another, then another, ignoring
the coldness of the rainwater on his hands. He swallowed the weight of his dissatisfaction
and climbed upwards again, into his lover’s waiting arms.

Chapter Three
Life in the Scarlet Dynasty
Childhood
The Scarlet Dynasty’s matriarchs teach that the strong mother raises her child to excel.
The weak mother raises her child to be happy; this makes the child weak, and is self-
indulgent and cruel. Few would disparage a Dynast for taking no personal hand in her
child’s rearing so long as the parents still diligently choose the child’s tutors. To love
one’s child is neither expected nor frowned upon, but is considered irrelevant to the
responsibility of raising capable young prospects for Exaltation.
Most Dynastic childhoods are marked by absent or cold parents. Instead, the child comes
to self-awareness in a world where she’s surrounded by inferiors. She witnesses her
parents disciplining the servants in accordance with their inadequacies, from gentle
verbal admonishments to breaking on the wheel of correction. Initially, the child must
submit to household servants’ commands, for those servants follow the parents’
instructions and are thus vessels for Dynastic will. Over time, she’s taught to command
those selfsame servants. This power is initially tightly circumscribed — and is
temporarily revoked if used foolishly or abused — but expands as she matures.
A good nanny is obedient, quiet, and caters to the child’s needs. The nanny is the child’s
first teacher and provider, and if affection enters the average Dynastic childhood at all,
it’s likely to come from here. Many love their nannies dearly, and remember them fondly
even after Exalting. Others treat them cruelly, though such behavior is considered
uncouth in Dynastic society, and likely to incur punishment from parents who have no
desire for a reputation as a household where awful things happen to their staff.
Tutors are the rod to the nanny’s soft embrace. For the very young, tutelage often takes
the form of regimented play until they’re capable of more advanced study. As the child
matures, the areas of tutelage increase steadily — coordination, combat, command,
history, politics, geography, the Immaculate Philosophy, and more. For the very young,
tutelage often takes the form of regimented play until they’re capable of more advanced
study.
A Dynastic child typically has young slaves as playmates who participate in his lessons
and play with him. Favored childhood playmates sometimes follow a young Dynast as
she grows up, becoming her most trusted servants. Siblings are rarely close enough to the
child in age to play with her. When they are — whether in the form of twins, leftover
children (p. XX), or adoptees — the relationship often plays out in hierarchies, with one
sibling asserting status and authority. Children from other Dynastic families, such as
cousins, neighbors, or the offspring of a parent’s Hearthmates, are usually introduced to
the child’s play as she matures, to ensure she’s properly socialized in how to treat fellow
Dynasts. Her parents also make sure she encounters plenty of Dragon-Blooded, for
inspiration and education.

Dynastic Orphans
A young Dynast whose mother dies — or who’s otherwise unable or
unwilling to rear her — is typically taken in by a relative on his mother’s
side, even if her father survives. Same-sex couples or those otherwise
infertile frequently adopt their house’s orphans, providing the child with
parents and the couple’s marriage with greater legitimacy. An orphan’s
childhood is often indistinguishable from that of her peers, as few
Dynastic children spend much time with their parents.

Education
The Realm’s educational system is second to none, endowed both by the Scarlet Empress
and through generous donations that frequently accompany applications for Dynastic
children to study at specific institutions. The system aims to inculcate selected virtues in
successive generations of Dynastic scions who’ll one day hold the levers of power
themselves. The four secondary schools that predominate today exemplify these qualities
best — moral leadership and piety; occult insight and the wisdom to use it appropriately;
courage and military excellence; and understanding of the mechanisms of rulership itself.
The Cloister of Wisdom, Heptagram, House of Bells, and Spiral Academy exist to train
the scions of the Dynasty, those enlightened few who will go on to do great things in the
Realm’s name.
Tutoring
Education begins early in life — typically between ages two and three — when the house
matriarch, in concert with the scion’s mother, chooses an appropriate series of tutors for
early schooling. These are typically patricians, though young Dragon-Blooded fresh from
secondary school occasionally spend time on sabbatical tutoring younger relatives. Here,
the basics are taught — proper speech, literacy, arithmetic, moral education, and other
topics that vary by house. House Tepet begins martial education early; many of their
scions enter primary school with significant advantages over their peers in roughhousing.
House Cynis prefers a more sybaritic education, focused on inculcating appreciation for
fine art and music, as well as a keen eye for gathering lackeys. House Mnemon favors
tutelage in mathematics, Immaculate doctrine, and the Realm’s history, beginning with
the life of the house’s founder. All houses teach basic medical treatment, as well as how
to recognize the odors and flavors of common poisons — a regrettably necessary
precaution.
The goal of this intensive early education is to instill the child with discipline, obedience,
respect for superiors, and the ability to be quiet and to learn quickly. They know from a
very early age that they’re only the latest in a long and honorable line, and that the
dignity of the house is in their hands. Should the dominie of the young Dynast’s primary
school demand anything of her, the child must be ready to respond accordingly — and
this capacity is tested at salons and galas throughout her childhood.
Home Schooling
Infrequently, rather than sending a child to primary school, the mother and
house matriarch elect to continue the child’s education at home. The
advantage to this is the continued and personalized attention of numerous
tutors and savants. In rare cases, this continues through secondary
education, though it robs the student of the opportunity to establish lasting
friendships and connections, something that no amount of adult
socialization can ever compensate for. If a young Dynast’s mother and
house matriarch do so, it’s almost always because they have a specific role
planned for her, and either don’t trust educators to properly mold the child,
or because they don’t want her forming connections that will only trouble
her when the time comes to do what she was born to do.

Primary School
Patricians and Dynasts are sent off to primary school at the age of nine, already having
been through an intense, high-pressure learning environment. Once there, they must cope
with no longer being the sole focus of attention for multiple servants and compete with
their fellows for their instructors’ attention. Class sizes are small, but it’s still a ratio of
students to teacher rather than tutors to student, and this transition is stressful.
The small minority of Dynastic students are quick to establish hierarchies among their
classmates. Staff — from administrators to teachers, from servants to guards — are
accustomed to dealing not only with mortal scions of privilege but with fledgling
Dragon-Blooded as well. They’re polite but firm, and don’t allow Exaltation to go a
student’s head (at least, no more than is appropriate).
As the years mount and pressure grows to prove oneself worthy by taking the Second
Breath, the simple friendships and grudges of childhood often give way to ambition and
cold cunning. Primary school is likened to a sieve in the Realm, separating chaff from
wheat — though in this case, both are children below the age of fourteen, and the wheat
is Exaltation separated from the chaff of mortality. It’s impossible for the young students
to be unaware of the importance of the next few years, especially as classmates Exalt and
come to dominate the student body.
Mortal fourth- and fifth-years in particular obsess over Exaltation. Every primary school
has strange, secret traditions and rituals intended to ignite the Dragon’s blood, handed
down from student to desperate student since time immemorial. Some are dangerous, and
students sometimes die trying to force Exaltation. In truth, Exaltation cannot be forced in
those lacking it — but the peril and stress faced in such foolhardy rituals triggers the
actual moment of Exaltation just often enough to keep the legends alive. Teachers and
parents alike do all they can to dissuade it, but the stakes are simply too high —
immortality and greatness, or a short life of mediocrity.
When students Exalt in primary school, their lives change fundamentally — young
Dragon-Blooded are separated from the student body until they can learn to control their
newfound abilities, and when they return, they find themselves an ill fit with un-Exalted
friends. Some become bullies, tormenting those who’d picked on them before; others
drift away, forming new friendships with older students who understand what it’s like to
be Exalted. Others retain mortal friends as sycophants, sidekicks, or dependents.
There are hundreds of primary schools located around the Blessed Isle, plus a few of
lesser quality in satrapies with sizable Dynastic populations or cadet houses. These
boarding schools are where children of privilege and power are sent to experience their
first taste of the world outside their family’s compound. Depending upon the primary
school and the family in question, this may be a significant step down in standard of
living, but is still suitable for the student’s high social rank. Uniforms are laundered each
night and ready each morning, filling and nutritious food is served thrice a day, and
school grounds are guarded by professionals, typically mustered-out legion veterans.
Even the least prestigious primary schools are walled compounds with courtyards used
for exercises; dormitories; a dining hall large enough to accommodate the entire student
body; classrooms; and a small temple, usually with a resident priest. Wealthier schools
boast elaborate gardens, menageries, pools, and the like. The more prestigious the school,
the greater the proportion of the student body are Dynasts. Primary schools in isolated
backwaters may have only patrician children enrolled — and may be inadequately
prepared when one of those children Exalts.
The core curriculum at primary school — mandated by the Illustrious Compilers of the
Perfected Curriculum — ranges from geography and culture to hand-to-hand combat.
Every student is required to complete at least one advanced course in political or religious
studies. This syllabus has scarcely changed over the past few centuries. Tradition is the
bedrock of empire, and for all that the Dynasty and the patriciate crave novelty and
respect innovation, they maintain a firm view on the importance of the classics. The
eldest minister and the most fresh-faced graduate share the same worldview, founded on
the same intellectual canon.
In addition to this core curriculum, primary schools often specialize in fields ranging
from architecture to naval strategy to poetry to make themselves more attractive to
parents and houses of prospective students. A school might specialize in the finer points
of the satrapy system, including the economic and spiritual reasons for the Realm’s
foreign policies, and even organize field trips to satrapies to give students a closer look at
their inner workings. On rare occasions, the most prestigious schools may find a Dragon-
Blood taking time from her sabbatical to teach a course or two.
The school day begins with devotions, led by the resident monk (if any) or the dominie.
Following breakfast, the morning is consumed with intensive study in the core
curriculum: history, religion, mathematics, strategy, and the like. The afternoon classes,
smaller and more individually focused, are segregated between Exalted and un-Exalted
Dynasts (as is dining hall seating for all three meals). Afternoon classes cover practical
knowledge, including music, public speaking, riding, martial training, and so on, based
on individual students’ talents and predilections. Exalted students typically begin their
training in mastery of their power here. After dinner, tutelage continues with
metaphysical and natural studies, including astrology and geography, until curfew is
called. Studying past curfew may be lauded as a sign of diligence, or derided as a mark of
poor time-management skills, depending on the student’s performance the next day.
When All Else Fails
Some students are simply uncontrollable, even with Dynastic discipline
and the know-how of primary-school educators. In such cases, when
parents admit that their children are beyond the help of the usual system,
two options remain: the House of Ancient Stone and the Palace of the
Tamed Storm. These institutions resemble prisons more than schools, and
the harsh punishments they employ will either mold the student into a
stern martinet who will excel in positions of rigid authority, break them
such that they cannot serve in any but the most restricted of tasks, or kill
them. If a child is so unruly as to be fit to attend these institutions, it’s a
risk their mother and house must be willing to take.

Secondary School
As those fortunate few who Exalt approach their fifth year in primary school, the house
matriarch meets each scion’s mother personally, this time to decide the future course of
the child’s life. At their disposal are reports from servants, teachers, and spies, detailing
every moment of the young Dragon-Blood’s life — the choices she’s made, her
proclivities and talents, and what deficiencies remain to be corrected. Together, they
arrange for the child to attend one of the Realm’s four great secondary schools: the
Cloister of Wisdom, the House of Bells, the Heptagram, and the Spiral Academy. The
choice they make is for the good of the house, the Dynasty, and the child, in that order.
Acceptance to a secondary school isn’t guaranteed, though matriarch and mother take
great pains to ensure that the child stands out. Secondary schools don’t charge tuition, but
rely on “generous donations” provided by the prospective student’s house and family.
While this largesse may not influence admissions on paper, in practice, the best way to
ensure one’s child is accepted is to promise the largest donation.
Each of the four schools has a specialized curriculum, focusing on a specific approach to
power and rule. But each nonetheless provides tutelage outside its primary focus, for
every Dynast must be well rounded. A great general must be able to charm and mingle,
both for diplomacy and marriageability; sorcerers and bureaucrats alike require training
in self-defense; even abbots need to know how to manage a budget.
In addition to the skills and knowledge needed to rule, secondary schools also provide
fertile ground for the development of social networks. Young Dragon-Blooded who meet
in secondary school often become fast friends. The connections they make here and now
will serve them throughout their careers, wherever they may take them; decisions are far
more often made among old school friends at salons and galas than amid bureaucratic
offices and legislative chambers.

Mortal Students
While most students who attend these four august institutions are Dragon-
Blooded, each school does, with some regularity, admit highly exceptional
mortal students. To even be competitive, such a prospective student must
demonstrate excellence throughout her primary school career and have a
motivated mother and house matriarch able to work back channels to
ensure their scion isn’t dismissed out of hand. As a result, almost every
mortal secondary school student is an un-Exalted Dynast — only the most
influential Thousand Scales patrician families have the resources and
connections necessary to manage such a feat.
Even after being accepted, the mortal student must continue to excel.
Unlike primary school, there’s no separate mortal standard to meet — she
must hold her own against Exalted students or be dismissed, a great shame
that forever tars her with the stench of hubris. Dragon-Blooded students
are rarely accepting of mortals who dare to compete with them, and so the
mortal will endure a double measure of hazing from fellow first-years as
well as senior students. If she runs this gauntlet and graduates
successfully, she’s proven she can keep up even with her spiritual deficit,
and her house is certain to make good use of her.

Alternatives
Not all Dragon-Blooded are destined for these august institutions. Some lack the
advantages of birth or wealth; some are considered uneducable by decent institutions;
some are simply guided to such ends by the whim of the house matriarch. For these
scions, a handful of lesser institutions exist to serve their educational needs.
Most of these lesser secondary schools educate students destined for the legions, the
navy, or the Imperial Service — several ministerial schools cluster around the Spiral
Academy in a conglomeration called the “Outer Coil” — and most of their students are
mortal Dynasts or patricians. One or two instructors at the most prestigious of these
schools will be Dragon-Blooded, but the vast majority are mortal. Dragon-Blooded
Dynasts who attend such schools — either by design or because they washed out of
somewhere more prestigious — may be preeminent among their peers during their
education, but after graduation, they often lack many of the high-society connections
enjoyed by attendees of the major schools. On the other hand, the connections they’ve
formed with their less-distinguished classmates are assets that their Great House can lean
on for decades.
Below these less-than-august institutions is a third tier of schools scattered throughout the
Threshold. These are attended by members of cadet houses and the children of satrapial
advisors, alongside scions of the province’s wealthy and powerful mortal families.
Dynasts rarely attend such schools, and those who do are loath to admit it.
Aside from all these alternatives stands Pasiap’s Stair, the military academy for lost eggs
(p. XX) who take the coin. Its highly focused curriculum is extremely challenging, and a
rare few Dynasts enroll to test the limits of their stamina.
The Cloister of Wisdom
Clarity, tranquility, and purpose. Master yourself, master your Essence — from this, all
else flows. This is the first lesson students at the Cloister of Wisdom receive, and it may
take some time for it to settle in, but the faculty here is nothing if not patient. First-year
students spend much of their time in meditation. Other aspects of the curriculum aren’t
neglected — as they advance, students will study the Immaculate Texts and
commentaries thereon, ethics, rhetoric, oratory, and a host of other subjects both
mundane and esoteric. But first priority is given to ensuring that students cultivate a
proper meditative state and master their Essence, which the Cloister holds as fundamental
to all education.
The Cloister of Wisdom is an unassuming-looking monastic compound in Incas
Prefecture, located near the Palace Sublime. Here, the students — fewer than at the Spiral
Academy or House of Bells, many of them lost eggs who’ve taken the razor — live as
monks do, sleeping on bamboo mats and eating only rice and vegetables, rising with the
sun for prayer before spending day and evening in study and meditation. The faculty are
nearly all Immaculate monks. It’s the greatest honor for a lay expert to be invited to a
teaching position here.
Monks enforce the same discipline that they themselves follow. When young Dragon-
Blooded arrive at the Cloister, they’re fresh from the dizzying heights of Exaltation and
often drunk on their own power. Here, they’re treated as the lowest novices, even by
mortal monks who — though eminently respectful — don’t hesitate to inform their
spiritual betters of how the students err. It’s not uncommon for unruly students to be set
to hours upon hours of meditation to calm their furious Essence; if their disposition
doesn’t improve, this vigil stretches into days or even weeks. The monks are practiced at
taming prideful young Dragon-Blooded. Woe betide the young Prince who responds to
discipline by lashing out, for though she is mighty, her instructors are mightier still,
capable of martial feats she can scarcely imagine.
Exposure to such prowess is one of the benefits of the Cloister’s monastic education. All
students receive combat training alongside their mental and spiritual curriculum,
instructed in martial arts — both the Immaculate Dragon styles (p. XX) and secular
alternatives — by the finest the Realm has to offer. Studying the martial arts cultivates
mental and physical discipline, serves as a means of self-defense, and helps young
Dragon-Blooded master the inner mysteries of their Essence.
When they graduate, students of the Cloister of Wisdom carry with them — more than
the knowledge and skill they gained in study — a serenity unseen outside the most
remote Immaculate monasteries. Though the world around her may rage and the storm
may lash at her, a Cloister graduate’s innermost Essence is calm, centered, and aware.
She’s ready for anything — even the quiet work in the shadows that a few graduates of
this hallowed institution are earmarked for. An Immaculate monk is visible at a glance,
but one who carries out the Order’s work without taking monastic vows can walk unseen
even by the most impious and wicked of eyes, passing on what they learn to their
superiors. Less than half of all Cloister graduates take vows and join the Immaculate
Order, but those who graduate to a secular life frequently remain sympathetic to the
Order’s aims. The Order prides itself on being well informed, and those students they’ve
taken on to mold in their own image are many individual streams that feed a great river.
The Heptagram
Wisdom, fortitude, and drive. All these are necessary to become a sorcerer, for the way of
pure Essence isn’t easily trod, nor is it for the faint of heart. For those with the aptitude,
and whose families allow them to study such arts, the Heptagram beckons. Those
accepted journey to the Isle of Voices for seven years of personal tutelage from what the
Dynasty deems the finest sorcerers of not only the Realm, but all Creation, and when they
emerge, they’re never quite the same. Sorcery occupies a curious place in the Realm’s
estimation, being both a questionable practice and a great boon that none can truly ignore.
Only at the Heptagram is it wholeheartedly celebrated.
Cold, windswept, and isolated, the Heptagram occupies the majority of the Isle of Voices,
a craggy outcropping of rock off the Blessed Isle’s northern coast. Approach is
impossible save by a preordained path and with the appropriate mystical seals — bound
demons, elementals, and other occult wards drive away any who come to the Isle under
false pretenses. The school itself consists of six towers encircling a seventh in perfect
geomantic harmony. Outer towers are filled with laboratories, summoning circles, and
rare equipment and materials necessary for magical practice. The central tower contains
faculty and student lodgings and the Heptagram’s only lecture hall, wherein each student
holds an assigned seat. Food is prepared and the lands maintained by bound elementals
and demons, weighted down with wards and geasa to ensure their obedience.
No more than a few dozen students are accepted at a time at the Heptagram, while more
than half as many sorcerers and savants make up the faculty — among them a few
Sidereal Exalted, their identities concealed from all but a handful of other residents.
Study is at once carefully guided and autodidactic, with students pursuing their own
chosen course of study once the basics have been impressed upon them. No sorcerer truly
treads the same path as any other, despite the unified design of the Heptagram’s
curriculum; the faculty allows students to find their own way, advising them individually
as needed. Classes aren’t kept to a fixed schedule — lectures on specific subjects are
announced well in advance, and frequently the entire student body attends them. Practical
courses follow the same routine, convening when the master sorcerer teaching it chooses
to. Vast libraries of approved material, organized into tiers based on utility and danger,
are at the disposal of students who’ve qualified to read them — one entire tower is
occupied by nothing but books, scrolls, and ancient tablets, each floor a new series of
mysteries, each tome a lifetime’s study rendered in ink.
This autodidactic tendency doesn’t mean that study at the Heptagram is easy or
lackadaisical. Students have seven years to master the art of sorcery — seven years, no
more, for what many spend a mortal lifetime attempting. Despite the high teacher-to-
student ratio, professors find themselves swamped with requests for notes on a thesis,
assistance in a summoning ritual, or any number of other tasks. Independent study and
experimentation must be carefully balanced with lecture and practical course attendance,
and there’s never enough time in the day.
Graduation from the Heptagram isn’t assured. Not all have the ephemeral natural
potential to initiate into sorcery’s mysteries, and not all who do possess the self-discipline
or desire to meet their teachers’ high expectations. While most students drive themselves
to successfully complete their course of study, a handful return home in disgrace — or
don’t return home at all. The graveyard beyond the school’s walls, carefully tended by
spirits, serves only to drive the others ever harder.

The Quiet Art


Sorcery occupies a curious place in the popular imagination of the Realm.
Dynasts find sorcerers off-putting, wary of their strange powers and
frequent congress with demons and other spirits. Sorcerers have powers
that others simply cannot understand or predict, especially as much of the
Realm’s body of sorcerous knowledge is carefully concealed. Sorcerers,
therefore, aren’t trusted. Patricians follow the lead of their social betters,
while peasants harbor any number of suspicious regarding sorcerers and
their unnatural servants.
But by the same token, sorcery is such a valuable asset that no house will
willingly forsake it. Sorcerers can expect to have all their needs provided
for, but they’ll never be popular. Much of society is highly inconvenient
for a known sorcerer to navigate. The stereotype of the sorcerer locked in
her high tower, conducting the-Dragons-only-know-what rituals, isn’t
always an artifact of a sorcerer’s natural studiousness, but often of her
peers ostracizing her. Visitors invariably come wanting something from
the sorcerer, and leave as soon as they’ve secured it. The life of a Dynastic
sorcerer is almost always a lonely one.

The House of Bells


Courage, strength, and discipline. These are the watchwords of the legions, and so too are
they the watchwords of the House of Bells, the premier military academy in the Realm,
dedicated to training the next generation of Dynastic officers who’ll rise through the
ranks to command troops in the Empress’ name. The curriculum isn’t easy, but the end
product is a well-rounded commander who’ll earn the respect of soldiers beneath her
even as she obeys her superiors’ dictates.
Sprawling over hundreds of acres in the countryside near Arjuf city, the House of Bells
has by far the largest campus of the four schools, consisting of massive fields, forests,
marshes, and other arenas of warfare, all carefully managed to replicate potential battle
conditions. At the heart of the grounds are the barracks, communal mess hall, classrooms,
and faculty residence. To the south, along the coastline, is an artificial bay used to train
students in naval maneuvers and boarding in combat. Nearby villages offer environments
for urban warfare training, housing for the school’s staff, and limited recreation
opportunities for students. The school’s grounds are encircled by a low wall that serves
only to mark the boundary — students aren’t permitted to leave the grounds without
special permission from the dominie, and requesting permission usually earns a student
her fellows’ disdain.
Hundreds of students, spread out over seven years, attend this institution, divided into
fangs of five who sleep in the same barracks and are graded as a unit. This promotes
communal responsibility, and ensures that candidates not ideally suited for the House of
Bells usually make it through alive. Accidents happen even in the safest of places,
though, and it’s a rare year without at least one cadet suffering serious injury or even
dying — those who do so are given a reverent memorial ceremony and summarily listed
as graduating with honors. Failing out is much more common, for the House of Bells
doesn’t wish to have a reputation as an abattoir. Traditionally, the Imperial legions
rejected House of Bells dropouts from ever holding any officer’s post. The new house
legions, desperate for loyal officers, are less picky, but still much prefer a proper
graduate, even to the extent of promoting them above those whose mothers paid
handsomely for their position. Graduation from the House of Bells remains a mark of
distinction and merit, and anyone who can claim that honor will be welcome in any army.
Study at the House of Bells is grueling, taking its toll on body, mind, and spirit all at
once. Cadets rise before the sun for physical training, including calisthenics, stretches,
and a three-mile run, the older and more seasoned often driving the younger before them
lest they fall behind and the faculty catch them flagging. The remainder of the day is
spent either in intense and unforgiving study or on maneuvers.
Cadets must prove themselves capable in such subjects as small-unit tactics, strategy,
military history, logistics, and command ethics. Older cadets specialize, training closely
under faculty whose experience matches their ambitions. A budding naval commander
may train under Peleps Nalani, whose belt is notched seven times, once for the head of
each Lintha captain she personally took on a pirate-hunting campaign in the West; a
would-be cavalry commander might study with Iruga Nagor, an outcaste who literally
wrote the book on countering Marukani tactics and who, it’s whispered in the barracks,
hides a shrine to Hiparkes in his study. The academic day ends well after sundown.
Students collapse into bed exhausted, only to be driven from their beds a few hours later
to begin the cycle once more.
Two days out of seven, the classroom is left behind and cadets take the field. They’re
typically divided into two armies, with older cadets taking command positions and
squads of younger cadets filling out the rank and file. (Other field trials include free-for-
alls, naval and shipboard combat, and hunting condemned criminals offered their
freedom if they can escape the school grounds.) While these armies have no official
name, squads often have a preferred title for their ersatz legion, and should the
commanding officer come from that squad she’ll make damned certain her subordinates
know under what banner they fight. These titles have a habit of following squads even
after they graduate, occasionally serving as a name for a Sworn Kinship.
The Spiral Academy
Knowledge, subtlety, and precision. The Spiral Academy teaches one lesson, and teaches
it well: One cannot rule without understanding what one rules. The Realm is as complex
as any living entity — flows of commerce, information, and power stand in for blood and
Essence, and the myriad ministries of the Thousand Scales form its heart and mind. The
Spiral Academy, largest of the four great secondary schools by student enrollment, trains
its students in the Imperial Service’s workings not because they’ll inevitably serve as
functionaries within its endless, winding corridors, but because if they wish to rule, they
must understand this beast whose reins they hold.
Seated in the heart of the Imperial City, the Spiral Academy is surrounded by tall walls
— though the campus isn’t closed, students are frequently so besieged with work they
find little time to take advantage of this. Students are put through the scholastic wringer,
studying culture, forms of government, moral theory, and — most importantly of all —
the mechanics of rulership. What time isn’t spent in study is spent processing paperwork
for “apprenticeships,” usually that of the Thousand Scales or local mercantile concerns.
The Spiral Academy takes a modest commission for the labor, making it by far the
wealthiest of the four great secondary schools — it uses this wealth to secure the very
best faculty available, who might otherwise enrich themselves by following their own
careers. Even a few years on the staff of the Spiral Academy can make a teacher wealthy.
Many students believe they’re being trained to push paper and nothing more, and a few in
every graduating year find themselves doing that, but most graduates from this august
institution find themselves moving not into the ministries of the Thousand Scales, but
into satrapial governance, prefectural and gubernatorial posts, or administrative roles
within their houses. For the finest, it meant elevation into the Empress’ personal circle of
ministers, who had the duty of translating her edicts into law and passing it down to the
rest of the government.
The Spiral Academy serves one additional purpose — a finishing school for spies. All
students learn the basics of cryptography, observation, and other essential forms of
tradecraft as part of basic diplomacy courses. Ostensibly these skills are meant to be used
against native governments in satrapies, but even the dullest student by now understands
that every Great House spies upon every other as a matter of course. In addition, a secret
curriculum of advanced classes in espionage and subterfuge known as the Garden of
Unheard Whispers exists within the school, to which students are only admitted if they
discover that it exists.

Secret Societies
While every secondary institution has some form of secret society culture
that’s passed on from elder students to younger, the Spiral Academy has
the most extensive such social network, with no fewer than seven active,
major secret societies. The Sorority of Dutiful Beheaders is pledged to
uncovering corrupt judges and officials, while members of the Jewel-
Strung Web coordinate to ensure each other’s mutual benefit and
prosperity. Secret codes, handshakes, even entire languages are used, all of
which contribute to a society’s mystique and camaraderie.
After the social meat grinder that is primary school, most Spiral Academy
attendees are ready to see others, even fellow Dragon-Blooded, as
stepping-stones to personal power and prestige, and these secret societies
are perfect vehicles for their ongoing ambitions. To their elders, who
maintain ties through faculty and staff at the Spiral Academy, these
youngsters are extra bodies in their personal struggles, and students
frequently find themselves caught up in various officials’ schemes,
skulking through the vast imperial archives or attending exclusive tea
houses in those elders’ names for reasons the students can only guess at.

Pasiap’s Stair
Outcastes destined for service in the Imperial legions train at the specialized secondary
school called Pasiap’s Stair. Like the House of Bells, it’s known for its grueling, even
torturous curriculum. Unlike the House of Bells, however, the Stair cares not for the
largesse of the Great Houses. Pasiap’s Stair occupies an ancient fortress-manse in the
Mhaltin range northeast of the Dragonswrath Desert, atop the jagged slopes of Gray
Mask Mountain.
The Stair announces its nature the moment it appears on the horizon: You will find no
comfort here. The eponymous stairs of the academy wend their way up the mountain’s
face, just wide enough for two to walk abreast, and both storerooms and barracks are
hewn deep into the cold, dark stone itself. For classes and field exercises, the cadets
descend the stairs to the desert’s edge. Life at the Stair is unpleasant at the best of times,
intolerable at the worst, but such is the ten-year crucible that refines rough and diverse
outcastes into a disciplined, unified fighting force that has held the world in thrall for
seven centuries.
A few hundred students reside in the Stair at a time, with a like number of faculty and
support staff — other services for the institution are based in the nearby town of On-Sha.
Students are grouped into fangs of five, and all punishments are collective. They drill
morning and night, and spend the intervening hours studying tactics, mathematics, the
Immaculate philosophy, and other subjects intended to compensate for their lack of
Dynastic upbringing. Older students pair with their juniors as advisors and trainers,
passing along valuable skills and inculcating them with the Stair’s esprit-de-corps.
Studies at Pasiap’s Stair revolve mainly around strategy, tactics, and the logistical
realities of warfare. Entire courses exist to drill students on the proper way to swing a
sword or negotiate unfriendly terrain in combat. More advanced students move on to
drilling green cadets, the better to prepare for training the enlisted once assigned to a
legion, which they almost certainly will be. One either graduates Pasiap’s Stair or dies in
the process — occasionally, murdered by one’s comrades for holding them back and
thrown from the edge of the fortress. Such deaths, generally put down as sleepwalking
accidents, are known by the euphemism “walking off the mountain.”
Outcastes at the Stair with a talent for sorcery receive training in battle magic. The school
has no sorcerers permanently on staff, instead borrowing faculty from the Heptagram, or
sorcerers on sabbatical or retired from the legions.
The end of each term is marked by the Feast of Spears, a final exam where students are
pitted against one another in an enormous battle, serving as officers in armies staffed with
slaves or soldiers on loan from legions stationed nearby — tenth-year students serve as
generals, with younger students occupying suitably lower officer ranks. A grand feast
follows the battle, and graduating students are finally allowed to relax for a moment —
the next day, they leave for the Imperial City to be sponsored into the legions.
But the legions aren’t what they were. Now owned by the Great Houses, the quality of
leadership in the legions has plummeted as unqualified scions of privilege are promoted
over time-tested officers, and the purge of outcastes from the ranks of house legions
bodes poorly for graduates. Where the commissioning of graduates was once a formality,
it’s now a bureaucratic and social nightmare as representatives from the house legions
find excuses to reject every outcaste who passes through the Stair.

Dropping Out and Sabbaticals


Failing to complete secondary education limits a Dynast’s options,
restricting her from holding important offices in the Thousand Scales and
staining her reputation. If she pursues further education and a career, her
family won’t entirely ignore her, but she’ll still miss out on important
social functions — no one wants to show off the daughter who didn’t quite
make it.
More often, a better path is to eschew the main track of Dynastic life
entirely, traveling and socializing not simply within the Realm but
throughout the Threshold. A Dynastic dropout who does well for herself
on her own terms can win acceptance from her family and peers, and once
she settles down will find a great many more doors open to her.
Similarly, though most Dynasts have a position within the family and
possibly within the Thousand Scales lined up for them upon their coming
of age, many choose instead to delay entry into these careers, enjoying life
after a childhood of grueling training and study. This is practically
expected of all young Dragon-Blooded, and no shame is attached to doing
so — no one offers a post to a recent graduate without understanding that
it might be a few seasons before they turn up.
While most families lean on young Dynasts to end a sabbatical after a year
or two, those who travel far and wide as part of their sabbatical are given a
much longer leash. Dynastic families believe that broad experiences are
healthy and important for the young, and may be willing to hold off for a
decade or even several decades, knowing that when their scion returns,
she’ll be far more capable than if she’d simply toed the line all the while.
Of course, with the threat of civil war looming, a great many messengers
have been dispatched across the Threshold and the Realm — healthy
experiences mean nothing next to the approaching struggle for the throne.

Coming of Age
When they graduate at the age of twenty-one, Dynasts (both Exalted and un-Exalted) are
considered adults and full members of their respective houses. This both grants privileges
and imposes responsibilities — far more of the latter, most Dynastic youths would say.
A young Dynast’s coming of age is always marked with a gala, though galas for the un-
Exalted are less lavish and well-attended than those for Dragon-Blooded. The latter are
grand displays, celebrating the addition of a new Prince of the Earth to the house’s rolls.
Indeed, part of the ritual of this celebration is the public amendment of the family register
to formally signify the new Dynast’s status. All eyes will be on her — secondary school
was but an introductory course for the pressure that starts to weigh on the young Dynast.
Part of the attention she receives is from Dynastic parents sizing her up as a potential
fiancée for their children. The coming-of-age gala marks the opening of marriage
negotiations between the Dynast’s family and other houses, which typically go on for a
decade. Arranged marriages are complicated bargains between the parents’ houses, not to
be embarked on lightly, and certainly not without a clear sense of how each affianced
partner’s career will progress.
Following the gala, young Dynasts are often given leave to truly relax for the first time in
their lives. During this time, consultations take place regarding the future of the newly
minted Dynast, with her mother and the matriarch weighing every factor, every report
from every member of faculty from primary school on up. Sometimes, the Dynast herself
will even be allowed input — a sign of great trust, but also of great expectations.
A Dynast graduating from the House of Bells has traditionally been all but assured a
commission in the legions or her house’s paramilitary forces. This post would usually be
as a scalelord, but the mother and house matriarch would pull what strings they could,
and the children of the well-connected were occasionally promoted beyond their level of
experience — such are referred to by their more experienced subordinates as “unhatched
eggs.” A martially inclined Dynast unable to secure a satisfactory position in the legions
and uninterested in a less-prestigious post in the house’s private forces would often take a
sabbatical and travel, either for pleasure or as part of a Wyld Hunt, until either an
appropriate post opened up or she impressed an officer with sufficient pull to bring her on
as a staff officer.
The situation has changed much in the last five years. A Dynast with military training
will almost always have a post secured by her mother waiting for her in one of their
houses’ legions. Once given leave to improve themselves, Dragon-Blooded with even a
sliver of military experience are now being jealously hoarded by the Great Houses, for
while each knows that swords will inevitably be drawn, none can say when.
Those without military training, and particularly those with business acumen, are often
put to work overseeing the house’s commercial interests. This may or may not
correspond with the individual Dynast’s interests, and it’s unlikely that said Dynast’s
mother consulted her about the post ahead of time. Those who display a particularly
astute sense of social and political matters are often guided towards the Deliberative or
the Thousand Scales.
A Dynast who masters sorcery receives from her house everything she needs to practice
her art. She’s unlikely to be called upon save when the family has need of her services, or
when she’s about to be married — rare is the Dynast who can shake the Realm’s distrust
of sorcerers, even relatives beholden to the same house.

The Grand Tour


It’s a common practice for young Dynasts fresh from secondary school to
tour the satrapies, the better to understand the world they command — and
to taste its pleasures. There are many traditional routes; the most oft-
followed leads Dragon-Blooded youths down the Caracal to the
cosmopolitan port of Arjuf, and thence to the wealthy, storied city-states
of the South and to the worshipful lands of the Southwest. Travelers
wonder at the cryptic orreries of Varangia, admire the glass towers of
Chiaroscuro and the sand-worn stelae of Zephyr, delight in the aromatic
cuisine and obedient youths of An-Teng, and hunt the weird jungle beasts
of the Silent Crescent. This is both a time for recreation and a chance for
Dragon-Blooded to test their Exalted prowess outside of an academic
setting. They return home more experienced and cosmopolitan, bearing
mementos plundered from exotic lands and trophies of daring adventures
— often along with a supply of foreign luxuries they’ve grown
accustomed to.
Marking Time
The Great Houses bide their time assessing marriage options for their scions, taking years
to press for the best possible match. In the interim, many young graduates (or dropouts,
for that matter) spend their time adventuring in the Threshold. Others move immediately
into careers in the Imperial Service, or find roles in the house’s business interests or other
familial projects.
When an unmarried Dynast stays in one place, she’s rarely on her own. Instead, it’s
normal for her to attach herself to an existing household run by an older relative. There
she lives as a member of the household, attending social events and making her particular
talents available to the house matriarch as needed, whether by tutoring younger relatives,
training the household guard, or spying on a rival household.

Dueling
Formalized combat over matters of pride is an ancient, albeit somewhat
informal, tradition of the Scarlet Dynasty. However, the Empress forbade
duels to the death between Dynasts, preferring that her children shed their
blood against her enemies rather than against one another; she personally
tasked violators with difficult, prolonged, and humiliating responsibilities
as punishment. However, since her disappearance, violators with powerful
family or friends have been able to secure pardons the Empress would’ve
never permitted, leading to a resurgence of lethal duels.

Income and Spending


Dynasts need not labor for their coin. The Great Houses are astonishingly wealthy, a
fortune dwarfed only by the Empress’ own.
Every Dynast, when she comes of age, receives a stipend from her house that would
boggle the average patrician, let alone a peasant — though for her, it’s just enough for her
to live on in a manner that isn’t a total embarrassment to her and her family. It might buy
a small manor in the country, or a modest townhouse in a city (or a yet more modest one,
more akin to a sizable apartment, in the Imperial City, where costs are far higher). This
stipend increases for married daughters, who are expected to support their husbands, and
increases further for every child the daughter bears, Exalted or un-Exalted, until they
come of age. The stipend may also be increased after the Dynast performs a particularly
noteworthy task or service, or for spending a decade or more handling house business, so
elder Dragon-Blooded frequently draw a significant income from their house alone.
Dynasts who find work — either independently or in the Imperial Service — can
supplement their stipend with an income, giving them breathing room and allowing them
to spend far more lavishly than their peers. Dynasts almost never carry cash; when they
take what they will from a shop or teahouse, their stewards and seneschals arrange
financial compensation. This is rarely as much as shopkeepers normally charge — they
should be honored to receive the patronage of a Prince of the Earth. (And the prestige of a
Dynast’s repeat custom can be worth its weight in jade.)
And what wonders they can afford! Shops in the Imperial City and prefectural capitals
carry handwoven silks dyed in Southern cochineal or tyrian purple from the West; exotic
drugs such as peyote from the South, salvia from the far East, and kava root from the
Wavecrest Archipelago; and intricate clockwork timepieces and trifles of Varangian
make. Food stalls offer the cuisine of countless satrapies — fried yucca from the Lap,
Prasadi curries, candied hawthorn from Goldenseal, Saltbreak caviar — as street food for
shopping Dynasts.
In addition, a Dynast rarely travels alone. She’s accompanied by aides, bodyguards,
valets, and other flunkies, and often gathers an entourage of cronies and hangers-on,
stretching her stipend to cover their various needs and entertainments in exchange for
their service, talents, and company. These are typically patricians, although a peasant or
foreigner who catches a Dynast’s eye can easily become a favorite. Even the most
sycophantic of these generally has some combat training or practical experience; one
never knows when they’ll have to fend off an assassin or join an impromptu Wyld Hunt.
Dynasts who travel or adventure can survive on their stipend quite easily, assuming they
live relatively modestly. Many supplement this income through service to others, though
no self-respecting Dragon-Blooded will take on menial labor — carving the pillars that
will hold up a temple’s roof is one thing, but tiling that roof is quite another.
Of course, even with their house’s stipend, and even with supplementary income,
Dynasts often outspend their means. No house wants a debtor on their hands — it’s an
easy way for an unscrupulous third party to pressure Dynasts to pull strings, take direct
action, and even work against house interests. House Ragara in particular thrives on the
debt of their cousins, but they’re far from the only financial actors in the Realm to do so;
Imperial courts are known to place heavily indebted Dragon-Blooded at the disposal of
the state, assigning duties to them that they might work off their debt. Houses therefore
curtail the stipends of spendthrift scions, assigning them seneschals who control their
finances to ensure that while they maintain Dynastic standards, they’re unable to continue
spending themselves into a hole. For truly legendary cases of indebtedness, a debtor
might be encouraged to spend a few years “traveling” in the Threshold while their house
settles accounts and smooths over frayed relationships.

Imperial and House Patents


The Scarlet Empress rewarded businesses in the Imperial City whose
proprietors she wished to raise to prominence or whose goods earned her
favor by issuing them Imperial patents. These businesses are permitted to
display the Empress’ personal mon beside their door, proclaiming to their
customers that they’re doing business with the same merchants as the
Empress herself. Matriarchs of the Great Houses and the heads of major
bloodlines (p. XX) have followed her example, issuing house patents to
businesses both in the Imperial City and in prefectural capitals. Everyone
in the Realm knows that the number of house mons displayed by a
business’ door is a sure indicator of quality — and the owners of such
stores know they can afford high markups on prices. The penalty for using
the Imperial or a house mon for business without a patent is death.

Society
In any city on the Blessed Isle, there’s always a party going on somewhere. High society
is the glue that holds the Dynasty together. The Realm even has its own taxonomy for
different types of party, though these are descriptive rather than prescriptive.
Salons are informal private gatherings — at least, informal for Dynastic high society;
attendees are often dressed to the nines and doing everything they can to show off.
Typically arranged by a single Dynast, a salon may run for days on end, and can be for
any purpose: recounting war stories, Gateway tournaments, gossiping about the current
workings of the Deliberative, poetry-writing competitions, and so on, almost always with
ample time for attendees to relax and overindulge in food, drink, narcotics, and each
other. Business is sometimes transacted at salons, but it’s almost always informal
backroom deals. Salons are, by and large, for cutting loose, away from the prying eyes of
the peasantry and patricians, away from the demands of house and family — at least, on
the surface. Few can ever truly forget what their house’s interests are, or what’s required
of them, but they dearly love to pretend that they can.
Galas, by contrast, are very formal, typically arranged either by a house or by a group of
Dynasts. They tend to begin early and end very, very late — sometimes days later. No
one ever brings less than her best to a gala (and never the same best twice!), unless it’s to
flaunt her provocative disregard for what her peers think or the product of hopeless social
ineptitude. The hosts likewise spare no expense; these parties are the epitome of
conspicuous consumption. A gala is such a massive social occasion that politeness
dictates inviting every Dynast in the region, whether one wants to or not — the best
means of avoiding an undesirable acquaintance is to arrange the affair for a date they’re
unavailable, and lament the misfortune loudly when it’s “discovered.”
The smallest galas, for personal events such as birthday celebrations, are somewhat more
private. In such cases, the guest list can be restricted to family and confidants, and
invitations to such events are usually reserved for those the host is trying to build
connections with.
Some Great Houses (particularly House Nellens) make a habit of inviting the occasional
patrician to galas, while others (particularly House Mnemon) are loath to do so. It’s
unthinkable to refuse such an invitation — for a patrician, the chance to rub shoulders
with Dynasts can change the course of her career.
Galas aren’t typically a venue to openly transact business. However, they may celebrate
transactions that have already taken place, especially in the case of the wedding gala.
These highly ritualized galas, wherein an Imperial judge registers two betrothed Dynasts
as a married couple, are perhaps the height of Dynastic conspicuous consumption, with
both Great Houses (or households, if the marriage is within the house) competing to
outdo the other. A priest is traditionally a part of this ceremony, but her presence isn’t
legally required. The presiding Imperial judge has little opportunity to enjoy the wedding
gala at leisure, as attendees throng her in hopes of persuading (or bribing) her to favor
them in upcoming cases.
Celebrations are public festivals, open even to the peasantry. For this reason, Dragon-
Blooded rarely spend much effort on them, and they’re often instead planned by
patricians or un-Exalted Dynasts. Celebrations are less lavish than other parties, and
Dynasts follow suit, wearing less ostentatious fashions. Dynasts mind their behavior at a
celebration — the peasants are watching, and no Dynast’s parent wants to be called up in
front of their matriarch to explain how they failed to instill a sufficient amount of
decorum in their offspring. Assassinations are rare at these events; when they do happen,
they’re usually disguised as an accident or rely on slow-acting poison.
Visits cover all the various circumstances where Dynasts play host to others. This may
concern intimate business between Dynasts, which may be financial, political, or personal
in nature. At other times, visitors are simply in the area on other business — such as a
hunting trip, negotiating with foreign merchants, or investigating corruption in a
ministerial office — and visiting fellow Dynasts is the most suitable option for lodgings.
Always arranged in advance, a visit begins with leisure: hunting, enjoying a private
performance or a collection of art, and the like. If there’s any prosaic business at the heart
of the visit, the day goes by without a word of it, and only after the last meal of the day
do negotiations begin. If the visit stretches for several days, the formula repeats itself. A
day of leisure ends with dinner before negotiations resume; only the most gauche or
desperate of Dynasts will discuss business before dinner. This doesn’t mean the day is
wasted — coded language, oblique references, and the like are often used to set the stage
for open negotiation, and frequently both partners come to the table fully aware of what’s
about to be discussed.
Sometimes, of course, Dynasts just visit each other without any political or financial
purpose — to spend time with an old friend or distant cousin, for instance, or to court a
potential lover. If there’s no business to be discussed, a visit is more akin to a small,
exclusive salon — the two Dynasts (and their families, if present) will simply enjoy
themselves, or at least pretend to do so.
Traditionally, a host must accept a guest without complaint, and provide for her every
need. To fail in this charge is a considerable mark of shame not only on the host but upon
her house. There’s no question of restitution, but the visitor will commonly make some
manner of gift to the host. Only if he greatly overstays his welcome, egregiously violates
rules of hospitality, or refuses to provide an appropriate visitor’s gift, may the host
withdraw her hospitality, and even then an appropriate excuse for the house being
unlivable must be found. Conversely, those who abuse the rules of hospitality
surrounding visits may well find their house finding reasons to keep them at home full-
time to avoid embarrassment.

Gateway
The game of Gateway is the favorite pastime of the Scarlet Dynasty. It’s a
complex, strategy-based board game played on a tiered board with a
variety of distinct pieces — animals carved from gemstones or ivory in
most Dynastic households, or abstractions of wood and metal for lesser
sets. Gateway has between two and five players; depending on the number
of players, their level of skill, and the depth of their tactics, a single game
can last hours, days, or even weeks. Students in secondary school,
especially the House of Bells and Pasiap’s Stair, will play prolonged
games a few moves at a time, honing their strategic thinking, while it’s a
mainstay of Dynastic social events.
Legionnaires, children, and foreigners often use Gateway sets to play
other, less intricate games. These include quick, aggressive Hunting Cat;
Guardian Gate, geared for alliance-building and treachery; and the
allegorical solitaire game Spirit-Frog.

Marriage & Children


The blood of the Dragons is the most sacred trust given to the Princes of the Earth, more
precious than artifacts or titles. Only the preservation of Creation itself weighs as heavily
on the Dragon-Blooded host as the duty to pass on this gift. It’s a religious and moral
obligation to Realm, house, and all living beings to ensure that the blessing of Exaltation
doesn’t die with the individual Dragon-Blood. Furthermore, it forms webs of political
connections and personal obligations between fractious Dragon-Blooded families,
reinforcing the stability of the Realm (and incidentally benefiting the households and
houses involved). As such, marriage was traditionally a duty matched only in solemnity
by the Wyld Hunt, and in these fallen days, the Great Houses value it far above hunting
Anathema.
A young Dynast can expect years to pass between graduation from secondary school and
marriage. During this time, the scion’s family negotiates and schemes to find the best
possible match for her, often of a similar age. Each family attempts to get the better end
of the deal, looking for matches above their station for sons, and for husbands who can
bring in strong blood for daughters.
Both families gain political connections they can draw upon, but only the wife’s house
will gain Dragon-Blooded children. In exchange, the bride’s house pays the husband’s
stipend for the duration of the marriage. This is generally considered a poor trade,
however, so a bride’s family must typically find a groom of slightly lower status to
compensate. Extremely prominent sons of the Great Houses often have problems finding
suitable matches, as nobody wants their daughter overshadowed by her husband. These
sons often end up marrying women of significantly lesser status, for whom the alliance
involved is a great boon, and from whose family a sizable dowry is required.
The vast majority of Dynasts accept these arranged marriages, never considering
alternative matches outside of idle daydreams of what might have been. Even those few
who seek to marry for love are rarely able to convince their elders to accept the love
match over their carefully planned and negotiation selection. A handful succeed, either
through clever negotiation with both families or because they’re too insignificant or
stubborn to be worth pressing the issue. In these cases, the young couple must usually
make do with the explicit and exasperated withdrawal of their families’ protests.
Especially reckless Dynasts sometimes elect to marry without their family’s permission.
Dynastic marriages must always be overseen by an Imperial judge — or by three judges
if the other partner is a peasant. This is normally inconsequential, but without familial
permission, one faces the difficult task of finding judges willing to risk retaliation from
one or more Great Houses. Marriage between a Dynast and a slave or one of the
dispossessed is wholly illegal, short of an edict from the Deliberative or the Empress.
Dynastic Dragon-Blooded marriages usually last until one partner dies, but they can be
ended by agreement of both parties’ house matriarchs or an Imperial judge if the couple
has failed to produce offspring after two decades, or if one partner is found guilty of a
serious crime, such as attempting to harm or kill their spouse or children, murdering a
Dragon-Blood, or committing treason. Beyond that, the only end to marriage is the death
of one partner.

Sexuality and Marriage


Same-sex couples face stigma over matters of reproduction, but little else.
If a same-sex marriage does produce a child — whether through adopting
a patrician outcaste (p. XX) or an undesirable or orphaned child of a
Dynastic relative, employing a surrogate parent, or turning to sorcery —
then their duty to house and Realm is fulfilled, and they become as
socially acceptable as any other couple, the circumstance of their genders
no more than a trifling quirk.
The Dynasty accepts these marriages because it understands that the
passions of the Terrestrial Exalted run hot. History records many tales of
Dragon-Blooded who, when pushed, chose their beloved over house and
tradition — quite a few of these tales are bloody affairs. Sometimes, it’s
better to keep one Prince of the Earth and hope for children against the
odds than to demand more than she’ll bear and lose the one the house
already has. Even so, failure to follow the house’s expectations isn’t
something the family forgives, any more than disobeying the matriarch in
another matter affecting the future of the house, and a Dynast seeking a
same-sex marriage must fight for the privilege every bit as hard as any
other Dynast seeking a love match. Many are unwilling or unable to risk
this conflict, or simply uninterested.
In a same-sex marriage, the younger partner usually marries into the
elder’s family, and carries the masculine role in the religious and legal
capacity, although a mortal marrying a Dragon-Blood assumes the
masculine role regardless of age.

Matrilineality
The Realm is primarily a matrilineal society. The child belongs to the mother, partaking
of her social class and family name. When a man marries a woman, he becomes a part of
her family, and is expected to show respect and obedience to his mother-in-law, or
“second mother.”
Husbands normally retain their family name when they marry. However, since peasants
and outcastes largely lack family names, one who marries a patrician or Dynast takes on
their spouse’s family name. When people of different social classes marry, the lower-
class spouse is elevated to the higher-ranking spouse’s social class — at least officially.
Some snubbing can be expected.
A husband who outlives his wife returns to his birth house after a suitable mourning
period. Any children the couple had remain with the wife’s house, typically to be adopted
by her kin. A widower may remain in his wife’s house with her matriarch’s consent — a
common practice for patrician and peasant husbands — but a Dynastic man who does so
incurs the opprobrium of his own family.
Sometimes, a talented Dragon-Blooded man is married off to a mortal so that he returns
to his house after a mortal lifetime, ready to assume important house responsibilities.
Others are married to members of their own house — or to Dragon-Blooded from client
cadet houses or patrician families — to avoid questions of divided loyalties.

Pregnancy and Childbirth


Pregnancy has little effect on an Exalt’s day-to-day life. Signs of
pregnancy typically first appear within the third or fourth month, but only
become especially obvious after seven months. Pregnant Exalted usually
remain physically active up until several weeks before giving birth in the
ninth month.
Due to their superhuman vitality and healing, it’s all but unheard of for an
Exalt to die in childbirth. Stillbirths and miscarriages are rarer than among
mortals, but they do happen.

The Loyalty of Husbands


When a man marries, he’s expected to transfer his personal loyalties to his wife, her
household, and her Great House. But a man is raised in his mother’s house and bears that
house’s stamp on his psyche. Now, in this time of tumult, a Dynast might find himself
pressed to oppose his birth house directly, whether on the floor of the Deliberative or on
the battlefield.
Some husbands go to great lengths to prove their loyalty to their wife’s house or to their
mother’s house. Others prefer not to make waves, avoiding situations where their
loyalties are tested. And historically, many husbands in the Imperial Service made a point
of placing their devotion to the Empress above their loyalties to either house — an
approach that’s causing them difficulties since the Empress’ disappearance.
Social expectation still demands that, say, a Cathak officer with a Sesus wife will serve in
the Sesus legions. But now, such an officer might find himself cashiered from the Sesus
legions lest he side against them in a crisis. Conversely, if he serves in the Cathak
legions, he could someday find himself facing his wife across the battlefield.

Marriage and Player Characters


Marriage is a fundamental part of Dynastic society, but not always a
comfortable one. While some players may be interested in roleplaying the
stresses and perils of an unwanted marriage, others won’t want to for any
number of valid reasons. The Storyteller should never force marriage or
betrothal on a character whose player doesn’t want to take part in it.
Instead, give the player an out, and let the fallout of their refusal drive the
narrative of the game forward.

Bloodline & Potency


The Dragon’s blood is not a physical trait but a spiritual quality of its bearer’s Essence, a
part of the miracle of Exaltation. One who lacks it cannot gain or pass it on by any
means, not even shapeshifting or Solar Circle sorcery.
The Dragons’ blood doesn’t pass on casually. In Dragon-Blooded, its progenitive
potential builds up slowly over time and, once expended, takes years to attain its peak
once more. No child’s Exaltation is guaranteed, but the more potent the parents’ blood,
the more likely their offspring will receive the Dragons’ gift.
If it’s only been a few years since the Exalt last lent her vitality to conception, then the
child is exceedingly unlikely to become Exalted. Such a child will also face prejudice
from classmates, who call these Dynasts “leftover children” — that is, made from their
older sibling’s leftovers. Even if she Exalts, the stigma remains to a lesser extent, with
her bloodline considered inferior to that of her more esteemed kin. The parents also face
social consequences for wasting their precious Essence — this is a mark of
irresponsibility, and a juicy subject for gossip. Un-Exalted parents suffer no such stigma;
progenitive potential remains constant in mortals, neither waxing nor waning.
Progenitive potency passes on at conception, not birth or Exaltation. This exhausts the
parents’ potency entirely; it must renew itself from nothing. Potency accrues slowly at
first — the first few years after conception accumulating almost none — and accelerates
as the Dragon-Blood’s potency approaches its maximum. The gathering and expenditure
of progenitive potency is a mystical process applying as much to a magically created
child as to one formed in the usual manner.
Because male Dragon-Blooded can sire children often and easily compared to women, a
promiscuous or unfaithful man draws more censure from the Dynasty than a woman who
partakes in the same actions. Taking lovers is all but expected from the Dragon-Blooded,
so for a man to do so isn’t particularly remarkable — indeed, even the most faithful man
will find that women assume him incapable of fidelity. A woman can less easily hide a
pregnancy, so female Dynasts are generally considered above reproach in this matter —
after all, if she wasted her Essence, everyone would know.
Because same-sex or sterile paramours usually can’t sire or conceive, they’re considered
a natural, beneficial part of Dynastic society. While having an opposite-sex paramour is
shameful — albeit politely ignored if discreet or in barbarian lands — same-sex activity
only earns remark in exceptional indiscretion. Preferring the same sex mostly or
exclusively is unworthy of comment unless the Dragon-Blood’s marriage fails to produce
children, in which case tongues begin to wag. A fresh couple can expect a grace period of
twenty years before their lack of children becomes remarkable.
The Dragon’s blood is not a physical trait but a spiritual quality of its bearer’s Essence, a
part of the miracle of Exaltation. One who lacks it cannot gain or pass it on by any
means, not even shapeshifting or Solar Circle sorcery.

Transgender Dynasts
Within the Scarlet Dynasty and other Dragon-Blooded cultures that adhere
to the Immaculate Texts, it’s axiomatic that a transgender individual’s
self-identified gender is her true gender. The Immaculate Dragon Danaa’d
was a transgender woman, and to be such is proper and holy. Thus,
transgender Dynasts marry according to their gender identity. Although
such marriages are often incapable of producing heirs through procreation,
the expectation that they’ll have children is by no means diminished.
Adoption and surrogate parents are commonly used by such couples, as
well as others unable to have children conventionally. Additionally, while
the Realm regards the use of sorcery to beget children warily, the Empress
carved out a notable exception when she employed sorcery to bear
children — including Mnemon and Ragara — with her first husband,
Rawar of Arjuf, a transgender man. Since then, transgender Dynasts have
held Imperial sanction, called the Precedent of Rawar, to make use of
sorcery or stranger magics to have children — summoning neomah,
conceiving within enchanted dreams, growing heirs from plants watered
with the couples’ blood, and the like.

Leftover Children
Any child born within a decade of his nearest older sibling is considered a leftover child
and faces all the prejudice and discrimination the title implies. If it’s been less than a
decade since the last child’s birth, the parents are considered to be reckless with their
Essence, and if more than twenty have passed, they’ll start getting hints that maybe it’s
about time again. The ideal Dragon-Blooded marriage produces five children before the
parents reach one hundred years of age, if they live that long. (Twelve to twenty years is
widely regarded as how long it takes for the procreative Essence to peak.) Beyond the
fifth, more children aren’t necessary, but are always welcome.
Twins, triplets, and so on occupy an unusual position. Only one receives the parents’
progenitive potential, but there’s no way to discern which. If one child Exalts, any others
born at the same time are treated as leftover children; but it’s not unheard of for more
than one of them to Exalt, especially if born to parents of outstanding pedigrees.
Legitimacy & Consorts
When a woman bears a child, there’s no question as to its parentage. It doesn’t matter
who the father is, even if that’s clearly someone other than her husband — or if she’s
unmarried, for that matter. Her child is always legitimate, and belongs to her and no
other. Likewise, a man has no claim on any child he might sire outside of marriage.
On occasion, a female Dynast will publicly acknowledge a man she hasn’t married as her
officially recognized lover. Such a lover, or consort, is legally acknowledged as the father
of children he sires and may establish as much of a relationship with the child as Dynastic
society permits. Unmarried men may take patrician or peasant consorts, but outside
House Cynis, it’s seen as a sordid and desperate affair, a reminder of masculine
intemperance. They’re expected to cut ties with these consorts before marriage and avoid
siring children by them.
Should a Dragon-Blooded man father a child on a patrician or peasant woman, this
complicates matters. Thus originates the practice of an extended fictitious pregnancy —
complete with padding intended to simulate a belly swollen with child — or a visit to the
Threshold away from prying Dynastic eyes. Most often, the father informs the matriarch
of his birth house, who’ll choose a female scion of the house — often one in a wedding
incapable of procreation — to wear the pillow. This adds another potential Dragon-Blood
to the ranks of his house, and, if the father is married, lets him evade the wrath of his wife
and her family as long as the deceit isn’t found out.
It’s less common for a dallying husband to inform his wife of his infidelity, but in such
cases, she or another member of her house wears the pillow. In these cases, the foolish
husband bears the brunt of his wife’s displeasure. For the duration of the fictitious
pregnancy, he has every menial task of household management thrust upon him, while
carefully watched over by a family seneschal; this is punishment, not opportunity. His
travel and social engagements are heavily restricted, not just for the duration of the
pregnancy but for years thereafter, and whenever he’s permitted to participate in wider
society he’s watched like a hawk. Some wives — unwilling to be burned twice — assign
a valet to accompany him indefinitely, carrying a quantity of maiden tea, so that in the
future he will have no excuses.
Parenthood
Dragon-Blooded parents are typically cold, distant, and rarely there. Many children grow
up knowing their tutors and servants better than their own parents. This is normal in the
Realm, but it doesn’t mean that the Dragon-Blooded don’t love their children. The
greatest gifts a loving mother can pass on to her daughter are a strong house and a
respected lineage — the memory of a mother’s voice simply cannot outweigh pragmatic
concerns.
To sacrifice relationships with children is considered a solemn and melancholy duty in
the Dynasty, and is most commendable. It’s a common topic of poems and songs, often
ending with the satisfied parent realizing it was all worth it when she sees her child
benefit from her hard work in adulthood. Most Dragon-Blooded parents make this
sacrifice, but not all. Those who don’t are considered lazy or self-indulgent. That said,
Exalted parents — having passed along the Dragon’s blood — have no further
responsibility to their children beyond necessities and tutelage.

Generations in the Dynasty


While Dragon-Blooded can live for centuries, few Dynasts actually reach
this advanced age. Most of the Realm’s Exalted die on the battlefield, in
accidents, or of misadventure before their hundredth year. At any given
time, the majority of Dynastic Dragon-Blooded are young members of the
current generation, outnumbering a smaller population of middle-aged
Exalted and a handful of elders.

Outcastes: Exalting Outside the Dynasty


Not every Dragon-Blood can trace her ancestry back to the Scarlet Empress. A significant
population of Dragon-Blooded, even inside the Realm, cannot call themselves Dynasts
(at least, not without marrying into a Great House). The Scarlet Empress called them
“lost eggs” — prodigal daughters and sons, found by the grace of the Dragons that they
might be brought “inside the nest” of the Realm and guided rightly by the wisest of all
living Dragon-Blooded, the Empress herself.
Outcastes are, by Imperial law, considered distant kin of the Empress, and thus wards of
the state, which represents the Empress’ interests and authority over them. They occupy a
curious niche in the Realm’s society, above mortals but below their Dynastic fellows.
The Realm recognizes three vastly different categories of outcastes: Exalted patricians;
lost eggs born into the peasant, slave, and dispossessed classes; and foreign Dragon-
Blooded arising outside the Blessed Isle. Each category receives different treatment by
the Scarlet Dynasty.
Exalted Patricians
Dragon-Blooded patricians occupy an unusual place among the Realm’s Dragon-
Blooded. Educated in the same primary school system as Great House scions, they’re
capable of making the jump from their own class into the Scarlet Dynasty. Two profitable
paths are open to them: adoption and fosterage.

Patricians and the Order


On rare occasions, a devout patrician family will donate an Exalted child
to the Immaculate Order. Such an extraordinary show of piety doesn’t go
unrecognized. While the Order won’t show overt favoritism, should the
family ever be in placed at a disadvantage through no fault of its own, the
local abbots and archimandrites will take a keen interest in the situation. A
child thus donated to the Order is treated exactly as any outcaste who
takes the razor (p. XX).

Adoption
Adoption, the more common option, is a slow and deliberate process. The newly Exalted
youngster’s family negotiates a sponsorship agreement with a Great House — often a
long-term patron of the patrician family — wherein the family receives some
combination of wealth, immediate favors, and assurance of future favor in exchange for a
nascent Prince of the Earth. The Exalt is sent to secondary school, and there faces the
challenge of outdoing her Dynastic peers, who are better prepared, receive better
treatment, and look down on patrician children. Only after graduating from a prestigious
academy will her sponsor house accept her into the fold.
If the Dragon-Blood graduates from her chosen secondary school, the house adopts her
with no fuss. Whatever her personal circumstances may be, such a protégée never quite
shakes the stigma of her less-illustrious background, and can expect to spend the rest of
her life suffering the brunt of minor snubs and deliberate faux pas. She has to work twice
as hard as other family members, and is given half as much leeway, though few would
throw her past in her face directly — such a crude display would cause the offending
party to lose face. Her marriage prospects are more difficult due to her non-Dynastic
bloodline.
A young Terrestrial who fails to attend or graduate from such a school will find herself
accepted into the house as a client, rather than as a family member. (Only extraordinary
incompetence or rebelliousness will cause a sponsor house to pass up the boon an
additional Dragon-Blood represents.) A client Dragon-Blood must earn adoption instead,
though in most cases barely adequate behavior is enough to achieve a place in some
Empress-forsaken minor branch-of-a-dying-branch of the house within a couple of
decades. If she does impress the house, she’s welcomed into it as any other adoptee
would be, with only minor additional stigma as “a practical sort with no head for books.”
On the rare occasion that a client Dragon-Blood proves utterly undesirable, the
sponsorship agreement is rescinded and her family reclaims her, with the expectation that
they’ll repay the adopting house for everything they offered in the sponsorship
negotiations, and more. Even if they can make good on these payments, such a failure is a
massive disgrace for both the patrician family and the outcaste Dragon-Blood, and poses
a major obstacle to both any subsequent adoption sponsorships the family seeks and the
Dragon-Blood’s own marriage prospects.
Fostering
Fostering is the sister to the client system, occurring when a patrician family is powerful
enough to hold its own in negotiations with a Great House. The cost the young Dragon-
Blood’s family incurs to arrange such an agreement is great, matching the expected value
of a lifetime of service. Depending on the patrician family’s finances and business
interests, they might pay steep fosterage fees, contract to supply the Great House with
goods or commodities, promise political favors, cede land leases, or arrange marriages
between desirable men of the patrician family and un-Exalted daughters of the Great
House. If a family can’t afford these, they can always promise the fostered Dragon-
Blood’s services to their patron house for several decades. Nearly any agreement will
include at least a few years of service to the house — incidentally providing additional
education in the rights and responsibilities of the Exalted.
In return, the young Dragon-Blood obtains sponsorship and funding to attend one of the
Realm’s four great secondary schools. This offers her both an education equal to that of
any Dynast, and the opportunity to share in the web of personal and political contacts that
Great House scions develop in school and leverage to their advantage throughout their
lives.
In addition, the patrician family gains the loyalty of one of the Exalted, and — just as
importantly — the blood of the Dragons. Many patrician families dream of strengthening
their blood to such potency that their whole lineage is adopted into the Dynasty. This is
rare, but not unheard-of, so many of the mightiest patrician clans aim towards this goal.
However, with the Empress’ disappearance and the consolidation of power under the
Great Houses, the fostering system is in sharp decline; few patrician families have
sufficient clout to arrange it.

Fostering and Cadet Houses


Fostering is also an option for cadet house members, who are commonly
able to foster with a parent or sponsor Great House. The costs are much
the same, as are the benefits — the privilege and distinction of a full
Dynastic upbringing, which is superior to what the cadet house scion’s
own family could likely offer, and eases the stigma of belonging to an
inferior family.

Lost Eggs Among the Common Folk


As Dragon-Blooded, lost eggs have a number of privileges not afforded to mortals in the
Realm. In many ways, they’re treated as equal to Dynasts, at least on paper. Each is
considered, by decree, to be the adopted daughter or son of the Empress herself,
legitimizing them within the Realm. This status doesn’t come without a price, however
— a found egg must obey his foster mother, and in her wisdom she’s decreed that all
such children of hers must make a choice: take the razor, or take the coin.
When a lowborn outcaste — peasant, slave, or dispossessed — makes herself known on
the Blessed Isle, the Splendid and Just Arbiters of Purpose take charge of her, willing or
not. They hold authority over the new recruit until she moves on to either the Cloister of
Wisdom or Pasiap’s Stair. They send a delegation to bring her in; the ministry maintains
offices across the Isle for this purpose, and only in remote corners of the Blessed Isle
does this take more than a week from her Exaltation. They take her back to their
headquarters, the Obsidian Mirror, in Juche Prefecture.
There she’s schooled in the fundamentals of Dynastic society and discusses her two
options for the future with fellow Exalted: Take the razor and join the Immaculate Order,
or take the coin and serve in the legions. By forcing this choice, the Empress guides them
to two of her most powerful organs of control, both at home and abroad.
At the end of this year, the grandest feast of their young life takes place, the Feast of the
Elect. It’s here that the Humble and Munificent Master of Orphans offers each child in
turn two silver platters. One holds an elaborately filigreed razor of jade, symbolizing the
bald head of an Immaculate monk; the other, an ornamental jade obol, stamped on one
side with the image of the Empress to symbolize personal loyalty to the throne —
representing payment for military service. In the morning, they leave for their
destinations, and the future that awaits.
Taking the Razor
Lost eggs who take the razor are sent to the Cloister of Wisdom (p. XX), where they’re
treated like any other initiate. They dine alongside daughters and sons of the Dynasty,
and though their fare may be simple, this first meal is often among the most elevating and
energizing of their lives, for they’ve been accepted as equals of Princes of the Earth.
Unlike these Dynasts, however, they cannot withdraw from the school, nor can they
direct their education toward secular ends. Each is destined for a life of service in the
Immaculate Order, exemplifying the enlightenment displayed by their Exaltation.
Lost eggs typically receive specialized instruction beyond that of other students, and in
their final year are officially admitted as acolytes (as are Dynastic scions who wish to
join the Order directly after graduation). Unless they fail their tests and require more
training, they become monks of the First Coil immediately upon graduation.

Only the Razor


In the rising chaos since the Empress’ disappearance, Immaculate monks
who encounter newly Exalted youths have been quietly sending them
directly to the Cloister after preliminary training at a local temple or
monastery, rather than reporting them to the Arbiters. The Order’s
leadership deems this justified; the work of the Arbiters is the law of the
land, but as law gives way to anarchy, the Order will need all its strength
to stem the tide.

Taking the Coin


For lost eggs who take the coin, a symbol of their commission as a legionnaire, a less
subtle, more brutal life awaits. Pasiap’s Stair (p. XX) looms over the Dragonswrath
Desert, a hall of pain and misery that will forge the lost egg into a weapon in what was
once the finest fighting force in the world. Once, each surviving graduate was assigned to
a legion — usually as a scalelord, though a particularly promising greenhorn might be
commissioned as talonlord as a favor — then shipped out to whatever miserable satrapy
her legion was assigned to, there to slog and toil and crush the Empress’ enemies. But all
too many promising officers were summarily dismissed from their posts in the wake of
the Great Houses’ partition of the legions, and now the legions have little room for
outcaste officers whose loyalties are to the throne rather than to the Dynasty.
Unlike mortals, lost eggs must give fifty years of service rather than twenty, their long
span of life (to say nothing of their power) obliging a greater commitment to the
Empress’ service. But, though they suffer more than lost eggs who took the razor, those
who take the coin have one great advantage. Once their fifty-year term of service is up,
they may elect to retire from the legions rather than making a career of it.
Entering the Dynasty
Outcastes who do well for themselves in the legions may find marriage opportunities
among the Great Houses. Their weak bloodlines make for poor marriage prospects, and
when such a wedding does occur, it’s often because the Dynastic partner is either
disgraced or in love. However, senior officers and rising stars alike can leverage their
abilities and status to earn a place at the marriage table — though the latter will wring out
fewer concessions from Dynastic matchmakers. Once the ceremonies are concluded, the
lost egg is a lost egg no longer, but a Dynast in every sense of the word, with all the
attendant privileges and responsibilities — some of which may be unexpected for foreign
lost eggs from cultures without the Realm’s strong matriarchal bent.
Education, training, marriage, and every other facet of Dynastic life come under the
control of the outcaste’s adoptive mother and the house matriarch, just as if the outcaste
were born into the family. This is complicated by the necessity of adapting to Dynastic
rules and mores as quickly as possible without a lifetime’s preparation, lest she
disappoint her new family.

Outcaste Marriages
Without a matriarch, there’s no one to tell a lost egg who to marry. This is
one of the few advantages of being an outcaste in the Realm. She still
needs to find an Imperial judge to approve the marriage — or three if she
marries a peasant — which may prove inconvenient, and marrying into a
Great House is especially difficult due to her lack of political leverage.
Patrician families have traditionally been more eager than the Great
Houses to gather outcastes into their ranks by marriage. Patricians have so
few Dragon-Blooded in their ranks that each is precious, and they’re
typically less concerned with purity of bloodline than the Dynasty. An
outcaste who marries a patrician is a big fish in a small pond; she doesn’t
gain the status she’d obtain from marrying into a Great House, but can
expect to be lauded by her new kin and to hold high rank in the family.
Alternatively, an outcaste can be formally adopted by a Great House. This has always
been rare. Power over adoptions was vested in the Empress, who used the Deliberative to
rubber-stamp her decisions, whether gifting Great Houses with promising heirs to provide
an edge or saddling them with goldbricks and the dissolute. In the Empress’ absence, the
power has devolved upon the Deliberative alone — a squabbling collection of arrogant
Dynasts and prickly patricians, largely serving the interests of Great Houses that would
adopt every lost egg in the Realm as expendable soldiers for the oncoming civil war.
Today, adoption requests are subject to much intrigue and political maneuvering. New
Dragon-Blooded become bargaining chips in the struggle between houses, offered up to
one house or another to sweeten the pot on a compromise bill, or left unclaimed because
senators refuse to allow other houses to claim more Princes of the Earth in the run-up to
war. Even in the case of a deadlock, dangling the prospect of adoption before a lost egg
may well influence their loyalties in the coming conflict.

Paper Daughters
Adoption is a lengthy and politics-laden process, and some Dynastic
households seek swifter ways of bringing lost eggs. Formerly a rare
curiosity — and even today a desperate measure — the trade and
exploitation of Dynastic identities involves forgery, subterfuge, cunning,
and an almost pathological courage, for Dynastic birth and death records
are the foundation of inheritance and legacy in the Realm, and falsifying
these important documents is grounds for entire households being stricken
from the Imperial ledgers. With the Empress gone, however, and with her
the sole authority to enact such punishments, the trade has begun to
flourish.
The first step in the process of unofficially “adopting” a lost egg is to have
an identity for them to occupy — a scion who died in infancy or youthful
misadventure, left unmourned. Once the name is free, and a lost egg fitting
the rough description of its previous owner secured, all that remains is to
train up the new Dragon-Blood until she can pass herself off as a Dynast
from birth — and as the specific Dynast whose name she’s taking up.

Outcaste Households
Outcastes who conclude their service in the legions without marrying into the Realm’s
aristocracy must make their own way. Such outcastes often take peasant or foreign
spouses. Such spouses become patricians, as do their children. Thus, over time, the
number of households led by lost eggs steadily increases, until a major event clears the
ranks somehow. The most recent of these was the formation of House V’neef, which
swept up a great swath of the Realm’s outcastes and blessed them with Dynastic status.
Since then, the population of outcaste households has been slowly rebounding, as
outcaste legion officers muster out and take their pension, and now form a potent wild
card that every Great House seeks to control. Most were unbound by the patronage of the
Great Houses until very recently — when it became clear that the Empress wasn’t
returning from her unannounced sabbatical, the Great Houses began frantically trying to
enlist every Dragon-Blooded they could to their cause, even those who were previously
beneath their notice — so long as the outcastes’ loyalty to the house could be guaranteed
to supersede all other allegiances.
Foreign Outcastes
A foreign outcaste is said to have “fallen outside the nest,” and her lot in the Realm is
often worse than the Blessed Isle’s lost eggs. She may be fêted and celebrated in lavish
style, but when she presses what she thinks are mutual connections, she’ll find that she’s
little more than an exotic prop to her peers. Joining the Immaculate Order in the same
manner as any other postulant, joining the Imperial legions by serving as a scout or
auxiliary for a few years until found fit to serve as an officer, or marriage into a Great
House or cadet house are the only paths by which a foreign outcaste may find a place in
the Realm.
Dragon-Blooded from Lookshy or other foreign lineages rarely defect to the Realm.
Though viewed as more cultured and capable than a foreign-born lost egg, they’re also
less trustworthy, and must pursue the same opportunities as any other foreign outcaste.
Foreign outcastes are barred from both adoption into the Great Houses and cadet houses,
and from adoption or marriage into patrician families. A quick marriage to a less
prestigious Dynast is the most common method for inducting an Exalted foreigner. If an
outcaste wishes to join the Realm but is unwilling or unable to find a Dynastic spouse,
her only remaining options are entering the Imperial legions or the Immaculate Order.

Sworn Kinships
Central to adventuring and relationships among the Dragon-Blooded stands the Sworn
Kinship. It’s at the heart of Dragon-Blooded heroism, a completed state that brings the
strength of many heroes together into a perfect union, the whole elevated beyond its
individual members in the Perfected Hierarchy. No single Elemental Dragon sustains
Creation, but rather the five of them acting in harmony, and the Essence of their
champions reflects this truth.
A Sworn Kinship is family, above and beyond house and blood. The blood of the
Dragons and the spiritual fulfillment of the oath transcend other familial connections,
placing one’s Sworn Kin as close as one born of the same mother, if not closer. Sworn
Kin are invited into the innermost sanctums, to share repast with their sworn siblings’
parents and children.
Hospitality is both expected and demanded, and to throw Sworn Kin out of one’s house is
akin to throwing them out of their own. It’s for this reason a Sworn Kinship is also called
a Hearth. The Hearth is warm, a place where familial love and closeness are expected and
not discouraged. Hearthmates may fight and disagree, but it’s a rare Sworn Kinship
where true acrimony exists without affection.
The Hearth is often named for the place it was sworn, such as the Hearth of Eastern
Faxai, or the Shrine of the Gardener’s Grace Hearth. But a variety of other names mark
the pages of Realm history, such as the Three Winters’ Hearth, the Hearth That Slew
Roaring Mantis, or the Blood-Stained Lotus Hearth.
Hearths form bonds of camaraderie that transcend the lines between houses, dividing a
scion’s loyalties between the family of her blood and the family of her oath. The Empress
found this a useful source of conflict for her to wield, and so helped enshrine the tradition
in the Realm’s culture. To betray one’s house in service of one’s Hearth is a tragedy, not
a treasonous disgrace.
The oath of kinship is mystical, a bond born from Terrestrial blood and elemental
Essence. It’s a sacred birthright of the Dragon-Blooded, and the greatest boon the
Dragons bestowed upon their children, that they might fight as one. It’s a grave
responsibility, undertaken only with the most serious of minds.
An oath sworn properly, with the right concepts and intent in the right order, is binding
when the circle is sealed with anima and a statement of finality. In the Realm, an oath of
kinship is legally binding as well, and oathbreakers face censure from their own house as
surely as from the throne. As Hearthmates are sworn to be kin, a house considers
betraying a Kinship to be a sign of a treacherous and untrustworthy personality, one that
might turn against the house if it hasn’t already.
The Life of a Kinship
Most Sworn Kinships are formed early in life, often while adventuring after graduation.
A Hearth arises when friends become allies, forged in battle or hardship. This is rarely a
hasty decision, though history is littered with notable exceptions, especially among the
very young. Dynastic parents treat the matter in different ways, but central to it all is the
knowledge that the Hearth is a sacred and solemn thing. To swear into one rashly is to
accept a heavy obligation without truly knowing one’s new sisters and brothers. To
renounce the oath is a grave decision — to lose the connection to the others’ souls is to
lose a part of oneself.
Sworn Kinships may spend years or decades together, facing peril with none but their
Hearthmates at their backs. They travel, fight, and seek glory together. They often roam
the Realm or the Threshold promoting a specific cause, whether searching for Anathema,
hunting occult secrets, protecting villages from ravening monsters, or sampling dinner
tables of various eminences.
Later in life, Hearthmates often see very little of each other, drawn apart as they are by
careers and obligations, remaining connected only by correspondence and the occasional
visit. They regard active Hearths with wistful eyes, looking back longingly to their days
of carelessness and freedom.
Breaking a Sworn Kinship is uncommon, though it happens often in plays and literature,
where it serves as an appropriately tragic element of the tale’s climax. More commonly,
Hearthmates drift apart over time as they become tied down, one by one, by duty and
honor and the various connections that accumulate with age, coming together every so
often to fight in a client-state’s minor war, join the Wyld Hunt, or reminisce about glory
days. In everyday life, this sort of Hearth provides a refuge — someone with whom to
relax and chat, play Gateway and discuss poetry and warfare, or spend a few months in
An-Teng.
But retirement can come to the Realm’s Exalted while they’re still physically able, and
it’s a fairly common and oft-celebrated occurrence when retired Hearthmates reunite to
partake in travel and adventure. When the Sworn Kinship so reforged is especially well
remembered, it’s not uncommon for a heartfelt oath of rededication (whose significance
is personal rather than mystical) to be witnessed by joyful crowds, even moving
spectators to tears.

Swearing the Oath


The oath of kinship can take many forms, but always involves a recitation
of the names of those forming it, a statement of intent, and a vow of
dedication, spoken as the participants’ animas flare. When the ritual is
complete, the newly sworn companions know it deep in their bones.
Hearths typically cannot have more than five members; the Storyteller
may make an exception for games with more than five Dragon-Blooded
PCs. A Dragon-Blood may join an existing Hearth by swearing loyalty in
the presence of all its members.
A Dragon-Blood can sense the presence of her Sworn Kin (p. XX), and
some Dragon-Blooded Charms confer additional benefits when used with
one’s Hearthmates. The death of a Hearthmate is felt as a sharp shock to
the soul, sure and unmistakable.
A Dragon-Blood may rescind her oath by informing every other member
of her Sworn Kinship, whether singly or in a group, that the oath is no
longer valid. “The Hearth is shattered” is the most common way to phrase
it in the Realm. Her bonds to her former Hearth are severed, giving her an
instinctive sense of finality, and leaving nothing where her Sworn Kin
could once sense her presence.
If a Dragon-Blooded deliberately betrays one of her Sworn Kin or her
entire Hearth, her treachery shatters her tie. She loses all temporary
Willpower. Unlike formal renunciations, the members of a traitor’s Hearth
don’t automatically realize the bond has been broken, and can sense the
traitor’s presence until the story’s end.

Retirement
A Dragon-Blood’s life is full of danger. For most, unexpected death — whether through
battle, misadventure, or murder — concludes a lifetime of service. Indeed, most Dragon-
Blooded perish before their hundredth year, long before they grow old. Still, for those
Princes of the Earth who live to see it, retirement can be quite rewarding.
Generally, before a Dynast starts thinking about retirement, she should have
accomplished enough to distinguish herself and bring some measure of fame or
prosperity to her house. Most will have established enough personal wealth to support
themselves long after they’ve stopped earning a salary, especially since the stipend they
receive from their house is drastically reduced once they retire.
Most Dynasts who live long enough to retire choose to do so while they’re fit enough to
enjoy it. Travel is a popular pastime, and many retirees use the opportunity to see
Creation and spend time with relatives and friends they’ve lost touch with over the years.
Those who enjoyed a more active life may try to recapture more exciting times and set
out with old comrades in search of new adventure. They might hunt the many-headed
boars of the unearthly Forest That Marches, sightsee in the phantasmal ruins of Yrn, or
dare the subterranean cities of the Mountain Folk.
Still, many Dynasts prefer a quieter, more leisurely retirement. They find ample
opportunities to focus on hobbies or projects they haven’t been able to pursue for lack of
time — or because of the watchful eyes of their houses and rivals. Those who can afford
it may relocate to remote areas where they can continue their work undisturbed.
For others, projects take the form of protégées. These retirees seek out promising young
Exalted pupils to offer their wisdom and to shape the next powerful member of their
house — or occasionally another house, tutoring a Hearthmate’s descendant or a young
stranger with exceptional talent. A pupil’s successes are also his mentor’s, and it’s a
matter of friendly competition among certain retirees to see whose protégée goes the
farthest. For young Dynasts, this can be an excellent opportunity to benefit from a
successful elder’s wisdom and resources, and the desire to snatch up the most respected
mentor has led to fierce competition among up-and-comers looking to get ahead.
Some Dynasts delay retirement as long as possible, either because they still believe
themselves capable enough to handle their jobs, or because they’ve been reckless with
their savings and can’t afford to maintain their lifestyle without a salary and full stipend.
This is accepted for a time — few would presume to tell a Dragon-Blood how to live her
life. However, if increased age or diminished mental sharpness makes them more risk
than boon to their house, certain measures exist to encourage retirement. Such Dynasts
who cling to diplomatic positions find their workload increasing exponentially, while
those still serving the military may be sent on increasingly dangerous assignments. An
aging Dynast usually chooses to retire, or perishes — either way, they’re relieved of their
obligations. Occasionally, Great Houses offer financial incentives to retire, and many
Dynasts hold out as long as possible in hopes of a big payout. This is risky, lest a callous
house matriarch decide that assassination is the more cost-effective solution.

Inheritance and Wills


Imperial law governs inheritance among Dynasts. Half the decedent’s
wealth and assets are passed to her spouse, if he survives her, or to her
eldest Dragon-Blooded child otherwise. The remaining half is portioned
into shares that are divided among the decedent’s children — Exalted
children receive four, while mortals get only one. Few Dynasts rely on
inheritances in planning their finances — with long-lived Dragon-Blooded
parents, it may be centuries before they receive it, while the size of
Dynastic families means the amount inherited is typically insignificant.
A Dynast may instead draw up a will to allocate her assets however she
pleases after her death, though the practice isn’t customary. Typically, if
the division of assets specified in a will denies any heir a substantial
portion of the inheritance that would otherwise be hers, she’ll either
conspire with other heirs to forge the will and bribe any witnesses to it, or
contrive to have it conveniently lost, and have an Imperial judge
pronounce it invalid.
Funerary Rites
The body ages. The body grows frail. The body dies. The soul moves on, either for
rebirth or union with the Immaculate Dragons. As with so many things, the theory is
simple, but the practice is complex.
Most peasant, slave, and dispossessed funeral rites are perfunctory affairs, short
ceremonies ending in cremating the deceased on a simple wooden pyre and erecting a
small monument atop the bones and ashes to placate her lower soul. Hesiesh is said, for a
brief moment, to be incarnate in the flames, and to take the higher soul on to its next life.
Dynastic funerals, by contrast, are truly grand, often lasting for weeks before the body is
disposed of to allow the soul to move on. The skills of Dragon-Blooded physicians or
sorcerous measures prevent decomposition, but, with one exception, embalming is
eschewed as a disruption of the natural cycle. Commemorative heros’ plaques carved
from jade are reverently displayed, later to be enshrined after a solemn procession, and
the youngest Chosen in the house are often called forth to recite the lineage of the
deceased. Patricians and wealthy peasants emulate Dynastic funeral practices, though
their efforts are plainer and less well-attended
Mourners come from across the Blessed Isle, and even across Creation, to pay their
respects, and the house commissions grand works of art and poetry to commemorate their
fallen sister’s deeds — and to embellish them. Aside from purely political considerations,
there’s a persistent but not entirely orthodox belief among the Dynasty that the
Immaculate Dragons observe funerals of the fallen, and may be swayed by such accounts
to bring the deceased into union with them rather than guide them to reincarnation.
Flattery also helps to mollify the lower soul, a wise precaution when it’s swollen with an
Exalt’s power.
Vigils are commonly held over the body, some lasting days at a time. An especially
bereaved family member or Hearthmate may exert herself to the limit, staying by her
fallen kin’s side for days until she passes out from fatigue — a dramatic show of
lamentation. Fasting is another common show of grief and respect.
Once the vigils have been completed and the quiet political deals found at many Dynastic
gatherings made, the body is readied for its final disposition. Most Dynastic funerals
follow the common cremation rite, though much more lavish and elaborate, with a
cenotaph naming the deceased — and frequently, her greatest accomplishments in life —
erected in her honor. The remains are often interred within a cinerary urn, but some
Dragon-Blooded prefer that their ashes be scattered in a place that was important to them.
Unlike most peasants and patricians, Dynasts don’t commonly enjoy the privilege of
dying from advanced age. Rather, they fall in battle, or in some intrigue or adventure,
before their allotted span. For those unfortunates whose bodies cannot be transported
home for the ceremonies described above, it falls to their Hearth, legion, shipmates, or
other available comrades to care for the body. A field burial is most commonly a
cremation, as it disposes of the body quickly, though a sky burial can be conducted nearly
as swiftly, the bones collected for transport back to the Realm for a proper funeral. In any
event, a funeral is held in the Realm when word arrives of their demise, which follows
many of the same forms even without the body, including the erection of a cenotaph
bearing the deceased’s name.

Devoted Farewells
A few Dynasts prefer other means of shedding their mortal form and
passing on, especially if they’re devoted to one Immaculate Dragon in
particular (other than Hesiesh, of course). Such practices are much less
common than cremation, except among Immaculate monks, but virtually
every Dynast knows of someone who departed for her next life in a
ceremony honoring a specific Immaculate Dragon.
Devotees of Pasiap elect for mummification, the only Realm funereal
practice that relies on embalming — the body is seen as the final great
work, a physical monument that their soul leaves behind in Creation. The
body is prepared by experts, usually Sijanese, in a process that can take
weeks. Ultimately, it’s is entombed within a grand mausoleum, whether a
personal one or, in the case of House Mnemon, a sprawling complex in
Mnemon-Darjilis.
Danaa’dists prefer burial at sea, sewn into a canvas (for mortals) or silk
(for Dragon-Blooded) shroud that’s weighted and lowered into the water
with great reverence. House Peleps in particular maintains a long-held
tradition of naval burials, even for those who die on land.
Great, vibrant gardens are cultivated for those who emulate Sextes Jylis.
The body is prepared and laid to rest within a mound of fine composting
mulch, always harmoniously placed according to geomantic calculations.
When the funeral is complete the mourners depart, leaving only an honor
guard. After some months the mound is gently and reverently dispersed,
revealing only fresh soil — of the body, not even bones remain, the
process of decomposition hastened by the suffusion of Essence. This soil
is scattered across the garden, joining it in celebration of the Essence of
life itself.
Rarest of all Realm funereal practices is the Melaist sky burial. The
deceased is left to the scavengers of the air, which descend and pick her
bones clean. Special towers are preferred, but any space open to the sky
will serve. The skeleton is then collected, broken up, and ground into dust,
which is mixed with wheat meal before being scattered for smaller birds.
RY 765
Yushoto Mathar’s kabuto helmet sat beside him on the bench. It felt good to take it off
after a long day’s ride, to let the sounds of teahouse gossip surround him and the warm
mug ease fingers cramped from holding his reins. In better times, he’d be inclined to
retrieve his biwa and pluck out a bawdy tune to amuse himself and his fellow patrons —
“The Satrap’s Lockbox,” perhaps, or “Never In Nexus.” The latter had once even drawn a
chuckle out of somber Kingfisher Swift. But the wary looks on the other guests’ faces
made him decide against it. Too many haunted pairs of eyes in the crowd; too many
refugees from villages that had been sacked and burned.
There’d been more and more skirmishes out here on the borders of the River Province
since the Realm had recalled its legions to the Blessed Isle, and it worried him. Bandits
grew braver by the month, attacking caravans along their trade routes, while river pirates
ventured farther along the waters than ever before. Mathar received reports of
assassinations and coups daily from all across the Scavenger Lands. As satrapies fell
apart, their soldiers came to the River Province and harried the people. Political factions
in Lookshy disagreed — vehemently if not yet violently — on how foreign policy should
shift in response to the Blessed Isle’s misfortune. Murmurs of sorcerers at Valkhawsen
Academy poring over tomes of battle magic had reached Mathar’s ears, and he suspected
someone was confirming the inventory of First Age weapons beneath the Lookshy
Manse, just in case.
A woman joined him at the table. She was dark-haired and slight, reminding him of Sesus
Eshuvar. How much easier this all would be if he could send a letter to Eshuvar and ask
for his help! But Eshuvar was no fool: he’d know Mathar was asking for information the
Realm wouldn’t want divulged, and Mathar had long ago decided — to his cost — that
using his Hearthmates to spy on the Realm was akin to betraying them. Besides, from
what his eyes and ears on the Blessed Isle suggested, Eshuvar, Swift, and River had
plenty of their own troubles to attend to.
“Well?” asked his companion, helping herself to a cup of tea. The silver raiton pinned to
her shoulder declared her part of the Bonepickers, a local mercenary company.
“I need a favor,” said Mathar.
“I don’t deal in favors.” She grinned at him over the lip of her cup. They’d spoken these
words before, whenever Mathar hired her for a job.
Mathar laughed and tapped a pattern on the table: his opening offer. “I’m looking for a
contact of mine. She went missing when Ragara withdrew its garrison.” He might not use
his friends to gather intelligence on the Realm, but Mathar had other agents in place. If
his Realm-based Hearthmates knew about his spies, they politely didn’t mention them.
He needed to know if this one had simply gone to ground, or had been caught trying to
confirm rumors of Ragara Kiel’s correspondence with Berit.
“Even without their garrison, it’s still Realm territory you’re asking me to sniff around
in.” The mercenary’s mouth twisted. “Anyone you talk to nowadays, from slaves to
satraps, seems they think even their teacups are listening.”
“If you don’t think you can do it….”
“I said harder, not impossible.” She tapped out a new number, three times her usual rate.
The ripples from the Empress’ disappearance could be felt even here, Mathar thought,
destabilizing power structures, affecting trade… and driving up mercenaries’ prices. He
signaled for a fresh teapot as he settled in to negotiate.

Chapter Four
Beyond the Realm
Lookshy
Once, humanity stood upon the edge of annihilation.
It began when the Dragon-Blooded Shogunate, weakened by decades of internecine
warfare, was dealt a killing stroke by the Great Contagion: a civilization-ending disaster
from which it had no hope of recovery. Upon its heels, untold numbers of the Fair Folk
poured into Creation past the unmanned defenses at its borders, to finish what the plague
had begun. The denizens of the Wyld wrought widespread havoc before an ancient
Anathema god-weapon turned the tide to send them back to the chaos that had spawned
them.
Although the Shogunate lay in ruins, it wasn’t destroyed so utterly as the world had
assumed. The Seventh Legion under Taimyo Nefvarin Gilshalos, beleaguered and vastly
outnumbered, made its way westward while gathering together as many survivors as it
could find within the husks of once-great cities across the River Province. From the far
East, this patchwork army made its way towards the ancient city of Deheleshen, counting
the days and the steps between the burning corpses of entire villages and the crystalline
blades of fae skirmishers. When they reached the city, they found the daimyo long dead
and Deheleshen itself ruined almost beyond hope of repair. Nefvarin had his orders,
however, which he intended to follow to the letter: Until the day came when the Seventh
Legion was utterly destroyed and its ranks broken, it would act as a provisional
governing body in the shogun’s stead.
This, the gentes teach their descendants, is the tale of Lookshy’s founding.
In the centuries since, Lookshy has risen from the ashes of a bygone age to become one
of the most influential and powerful city-states in the River Province. Although change
has come to Lookshy over the years due to outside influence (and the obsolescence of the
city’s remaining First Age wonders), its Dragon-Blooded masters have maintained its
reputation as stewards of ancient tradition and a fighting force with which to be reckoned.

Lookshy, the City


Built on a rocky headland jutting from the mouth of the Yanaze, Lookshy
is as much fortress as city. Massive walls, patrolled by garrison forces
commanded by Dragon-Blooded officers, guard against intrusion from
both land and sea. Deep wells and granary-vaults can hold out against
prolonged siege.
A secure harbor at the base of the promontory boasts the Lower City,
home to Lookshy’s navy, and where foreign merchants and sailors ply
their trades. From here, one can climb via lift tubes and guarded posterns
to the city’s numerous other districts. These are divided into four major
quarters, each at a higher altitude — and less amicable to outsiders — than
the last:
The Fourth Ring, whose outer gates open inland on Lookshy’s farms and
pastures, is a center for crafters, mercenaries, and caravaneers.
The Third Ring hosts the city’s more refined artisans, its academies, and
heavy industry.
The Second Ring supports residences, military barracks and warehouses,
and administration buildings.
The First Ring — also called the Old City — at the headland’s peak
contains most of Deheleshen’s remaining First Age structures, including
the ancient and seemingly unbreachable Lookshy Manse. Here the city’s
leadership and the relict Shogunate Bureaucracy (p. XX) maintain their
offices and domiciles.

The Gentes of Lookshy


Outside the Realm, Lookshy is the largest Dragon-Blooded enclave in Creation, with an
unusually high ratio of Exalted among the general populace. Where it comes to children,
the General Staff’s incentives targeting the city’s families are as aggressive as its
recruitment — above all, Lookshyans are pragmatists, and large numbers of Exalted are
greatly preferred to a smaller number of Dragon-Blooded scions with pristine bloodlines.
Unlike the lengthy marriage negotiations in the Realm, Lookshy encourages its Dragon-
Blooded to marry and begin having children at as young as eighteen.
The most influential of Lookshy’s Dragon-Blooded are descended from old, highly
respected military families with a great deal of political clout. These families are known
collectively as gentes. In theory, all trace their lineages back to the Shogunate’s
aristocratic families, although several don’t. Some are of modest means; others are quite
wealthy, especially by the region’s standards. Some are relatively recent additions to the
city’s rolls, while others can be traced well before the days of Lookshy’s founding.
Members of Lookshy’s gentes are all citizens, and while their status only confers some
small additional privileges — for instance, should a citizen with no immediate kin pass
away without a will naming an executor of their estate, their property reverts to their gens
should they belong to one; otherwise the Seventh Legion claims it — their status alone is
prestigious. Officially, Lookshy is a meritocracy, and the Legion works to curtail the
most blatant forms of nepotism, but members of the gentes undeniably benefit from the
influence their family’s standing confers upon them.
Whether a given family might be considered a gens is ultimately determined by the
General Staff. A group of Dragon-Blooded immigrants might be offered such status as a
bargaining chip, or a household of minor citizens might be awarded this
acknowledgement in recognition of some great service performed to the city, producing
significant numbers of Dragon-Blooded heirs, or accumulating enough wealth and
influence to attract the Legion’s notice. It’s not legally required for Dragon-Blooded to
formally join a gens, but in practice almost all do.
The General Staff
Lookshy’s governing body, the General Staff directs military strategy,
oversees and implements policy, and enforces Shogunate law. The
General Staff proper consists of the chumyo — the general of the Seventh
Legion — and six of the most senior officers. It’s supplemented by the
Administrative Staff, a fluctuating group comprised of roughly two dozen
respected officers, Directorate heads, and other noteworthy Lookshyan
personages. While this is an advisory body, a sensible chumyo weighs
their advice carefully — and recognizes that the General Staff has the
authority, with a majority vote, to remove him from his post.
The current chumyo is Maheka Dazan, a brilliant strategist and
inveterately traditionalist Mercenary. Since the fall of Thorns, he’s faced
increasing opposition from Interventionists on the General Staff and
Administrative Staff, and fears that they may oust him to advance their
agenda.

The Gentes Major


The gentes are further divided into the unofficial but well-established categories of
Gentes Major and Gentes Minor. While there are currently five families that enjoy Gens
Major status, there have been in the city’s history as many as eight and as few as three,
and they haven’t always been the same families throughout the years. Gentes are
patrilineal, but this doesn’t impede women in any meaningful way; Lookshy is generally
egalitarian in its treatment of the sexes, including the most senior military posts. The
most prominent elder of each gens is known as its imperator, a position similar to the
Realm’s house matriarchs, though not limited by sex.
Major gentes are deeply entrenched in Lookshy’s hierarchies. Dragon-Blooded senior
officers from the Gentes Major account for the overwhelming majority of the General
Staff, and the gentes use the positions held by their members to advance their political
agendas. Should the administrative head of the Intelligence Directorate, for example, hail
from a gens with a strongly Interventionist outlook, she’s more likely to allot
discretionary budgets that encourage covert operations with that outlook in mind, even if
she doesn’t make her personal opinions a matter of public knowledge.
This state of affairs creates a perpetual power imbalance, in that once a gens obtains a
seat on the General Staff, the family has a tendency to leverage that position for its own
advantage. Conversely, it finds itself as a disadvantage should it lose that seat. Most legal
adoptions on the rolls are disproportionately funneled into the Gentes Major.

The Five Factions of Lookshyan Politics


Mercenaries — the most conservative and currently the most politically
powerful faction in the Legion — are largely content with the current state
of affairs and consider it the optimal path forward for the city as a whole.
While they desire the return of the Shogunate as much as anyone, they’re
willing to wait until a proper heir appears to take action. In the meantime,
they rely upon the strength of the field forces and short-term contracts
with other nations, and feel that the best means of protecting the River
Province is to stay the course.
Interventionists feel that Lookshy should take a more active role in
regional politics, interpreting Nefvarin’s Directive to mean that the
Seventh Legion’s role isn’t merely to protect the River Province, but to
use its power to establish a hegemonic role, strengthening the Seventh
Legion’s position both politically and militarily. They’re considered to be
slightly radical, but less so than the Isolationists, Imperialists, or Purists —
in many cases their policy decisions overlap with those of the Mercenary
faction, and seem at most times to be a natural extension of the army’s
existing structure. It’s certainly true enough that Lookshy’s doctrine
allows the Legion to proactively intervene in foreign affairs if it believes
that there will be consequences for the River Province as a whole, and it
has never been shy about the fact that it trains the armies of other nations
in the region.
Isolationists believe the intent of the founders of Lookshy was
misconstrued, deliberately expanded to include all of the River Province
as part of the Shogunate, or misguided. They contend that Lookshy cannot
effectively police the entirety of the region, and in fact shouldn’t be
expected to do so; the General Staff have enough issues to contend with
behind the city walls. Many of their number would take it even farther,
shifting the Seventh Legion away from a hyper-vigilant standing army on
a wartime footing in favor of a peacetime economy, as they feel Lookshy
would be better off in the long run if it focused more on commerce and
other pursuits. Most support for this stance comes from merchant families
within the various gentes, as they have a vested interest in increased trade
and normalized relations with traditional enemies such as the Realm.
Imperialists see opportunities for Lookshy in the extended absence of the
Scarlet Empress and the turmoil she’s left behind, and would use the chaos
to their own ends in order to advance Lookshy and its ideals via expansion
and annexation. A few have even put forward the notion of alliance with
amenable Dynastic houses to seize Realm lands for the Legion. Simply
put, they wish to transform the Seventh Legion into an empire, founding a
new Shogunate. However, they currently have little support for their ideas.
Purists are primarily religious zealots. They believe that Lookshy has
stagnated due to the General Staff’s pragmatic willingness to overlook
moral corruption in the name of survival, and that the River Province can
only truly be protected if it’s saved from itself. To that end, they seek to
cleanse what they see as rank depravity, such as spirits openly ruling
humans in cities like Great Forks, and the hive of scum and villainy that is
Nexus. Currently a fringe group, they’re gaining ground with the sudden
resurgence of the Solar Anathema.

Gens Amilar — Air That Rushes Towards Tomorrow


Amilar is a relatively recent addition to the ranks of the Gentes Major. The bloodline’s
founder, Vondy Beulen, was a former general of the Scarlet Realm who denounced his
commission and defected to Lookshy with the bulk of his forces during one of the
Realm’s long-ago attempts at invading the River Province. His descendants to this day
remain the preeminent scholars of the Seventh Legion, and Amilar has produced
numerous renowned strategists, engineers, Immaculate theologians, and teachers.
Gens Amilar’s intellectual curiosity and penchant for careful planning have been vital to
upholding Lookshy’s legacy and ensuring its continued growth, providing its scions
valuable insight into peril and opportunity alike. While Amilars are often brilliant,
analytical thinkers willing to approach old problems in new ways, they have a reputation
for eschewing tradition simply because they find it restrictive, and for compromising
their morals in pursuit of knowledge. Amilar strategists sometimes propose tactical
application of poison and disease, both to achieve military goals and to further the gens’
studies in toxicology and epidemiology, and tactical demon-summoning is a forte of
Amilar sorcerer-engineers.
The gens has also produced numerous savants and occultists willing to venture into the
field. These scions can be found exploring the ruins scattered across the River Province,
seeking First Age weapons and ordnance to replenish the Seventh Legion’s stockpile.
Equally valuable in their estimation are rare tomes and other lesser wonders they collect
for continued study and, perhaps, to gain insight useful in the modern age.
Amilar is the gens least politically invested in the maintenance of the Seventh Legion’s
status quo. Many Amilars follow the Interventionist philosophy: They have far-reaching
plans for the future of the River Province as a whole, and if seeing those plans to fruition
means they must sacrifice their commitment to archaic traditions in order to take a more
direct role in Scavenger Lands affairs, so be it. Others are Isolationists, seeing the
region’s wars as a wasteful distraction from important researches.
Amilar’s sohei have often been of an intellectual bent, concerned more with the ideology
of the Faith than with its effects on real people. The Purist philosophy has found this
attitude to be fertile ground, and many Amilar sohei have taken up the faction’s banner in
recent years. They wish to increase Lookshy’s clout in the River Province not to benefit
the city itself, but to use the Legion as a sword to enforce Immaculate doctrine and uproot
perceived heretics.
Gens Karal — Fire Burning Brightest
Perhaps the most well-known of the modern Gentes Major, Gens Karal has become a
symbol of Lookshy and the ideals it represents. If the city were a house, the Karals would
be the hearth fire around which its inhabitants gather to seek warmth and safety. This
gens traces its beginnings all the way back to the Deheleshen camp’s first liaison officer,
who instilled his strong sense of duty in his descendants. There are certainly wealthier
and more powerful families to be found in Lookshy, but none are more respected. Even
the gens’ enemies speak well of them, as their conduct both on and off the battlefield is
largely beyond reproach. The Karals are also known to possess quick tempers, and
they’re very protective of their prestige.
In a city known across Creation for its martial prowess, more of Karal’s scions are career
soldiers and ranking officers than in any other gens; pressure to excel is high for all, but
particularly so for those who choose a military career. Karals in general are
straightforward about their intentions for Lookshy’s future. However, they possess a
degree of political astuteness that serves them well in negotiating the politics of the
Seventh Legion and the River Province. Karal officers negotiate truces with the same
skill that they enact stratagems, and the Operations and Liaison Directorates are the most
common vocations for scions who don’t remain in the military after finishing compulsory
service.
Karals are passionately dedicated to the needs of the city’s inhabitants and the greater
good of the River Province. But they’re often the source of equally passionate debate
regarding what those needs truly are and where the Seventh Legion might best address
them — when and how Lookshy should intervene in Vanehan aggression against the
Hundred Kingdoms, for example, or which side of a trade war between rival city-states
the Seventh Legion should support.
A number of Interventionist Karals have voiced interest in extending the Legion’s reach
and authority throughout the region, although they’re prone to disagreement when the
specifics become a topic of discussion. The majority of the family remains staunchly
traditionalist, satisfied enough with the status quo and the current stability of matters as
they stand to remain Mercenary — but while sparks might fly within the relative privacy
of family gatherings whenever various political discussions reach an impasse, Gens Karal
has always been skilled at presenting a unified front to the rest of the city.
Gens Maheka — Earth Unbroken by Armies
Maheka is the rock upon which Lookshy can always depend even in the most tumultuous
times. A gens of builders and makers descended from a combat engineer, its architects
design the city’s fortifications, its artisans earn renown throughout the River Province
and beyond as crafters of elaborate mechanisms and artifacts, and scions of a more
commercial bent oversee the family’s foundries and smithies that produce armor and
weapons for the Legion.
Mahekas approach all angles of a problem with utmost care, often taking a great deal of
time to choose a course — but when they strike, they do so with the crushing certainty of
a toppling mountain. On occasion, Mahekas are slow to act at inopportune moments, and
if pushed on an issue beyond the limits their moral code imposes, their famous tenacity
can cause them to dig in their heels and refuse to act at all. Other gentes find this
tendency immensely frustrating, especially when a given situation calls for an urgent
response.
Maheka is well known for its conservative outlook. Its members consider bluntly
announcing their political opinions to be gauche. Instead, they let other families argue the
finer points of such matters while quietly adhering to the Seventh Legion’s ideology and
the Immaculate Faith. Out of the five Gentes Major, they’re perhaps the most respected
for their unflagging loyalty and their insistence upon showing Lookshyan traditions
proper respect. Many of the city’s sohei and sorcerer-exorcists hail from Gens Maheka.
The gens are enthusiastic supporters of the traditional Mercenary ideology, considering it
the best approach to reinforcing the ideals of the Lookshy Directive: it’s worked for
centuries and generations of officers have dedicated their lives to this goal, so the family
sees no need to fix something they feel was never broken. Undoubtedly some Mahekas
hold differing opinions as how Lookshy is best governed, but they wisely keep their own
counsel lest they earn the disapproval of the gens’ imperator.
Gens Teresu — Water Flowing with Jade and Silver
Gens Teresu’s dominance over matters nautical was established early in the city’s
history; the family is descended from a Shogunate admiral who led the remnants of his
command in the frozen North to the open waters of the Inland Sea to the camp at
Deheleshen. The gens maintains its wealth through investments designed to expand both
Lookshy’s maritime trade and the Seventh Legion’s influence, resulting in a family
legacy vital to the city’s operation. Teresu is the wealthiest and most cosmopolitan of the
Gentes Major. Its shipping empire is the lifeblood of Lookshy, providing sustenance and
resources to the Legion from the bounty of the Yanaze and the Inland Sea.
The Teresus are on friendly terms with the Guild and work extensively with its factors, as
their elders are confident in their ability to maintain the upper hand in bargains with the
mercantile empire. They’re not necessarily as bothered by scruples as some of the other
gentes, particularly where it comes to business matters, and perhaps not as circumspect in
their dealings as might be considered prudent — but this is also reflected in the gens’
tendency to obsess over its standing in the eyes of others. Indeed, the prevailing opinion
of those outside the family is that Teresus can be obsessive about keeping up appearances
to the point of flaunting their wealth in improper ways.
Politically, the house is split between the naval branch and the commercial branch.
Career naval officers within the gens lean decidedly Mercenary in outlook, as they find
themselves satisfied with the current state of things and see no need to change course.
The merchant princes of Gens Teresu, however, are strong advocates for a more
Isolationist approach: they wish to see Lookshy withdraw from its stance as the River
Province’s main peacekeeping force in favor of an increased focus upon building the
city’s economic power.
Gens Yushoto — Wood Whose Roots Grow Deep
Gens Yushoto, which traces its roots back to a sorcerer-engineer from the early days of
the city’s founding, sees itself as the roots of the city, nurturing not only its own growth
but that of others wherever possible, and contributing to the welfare of the whole in ways
largely unseen, and — occasionally — underappreciated. They’re known amongst their
peers for generosity and humility, a family of even-tempered and socially adept
individuals often called in to mediate disputes, albeit inclined to be softhearted at
inconvenient moments.
Yushoto elders encourage scions to seek their own paths in life and contribute to
Lookshy’s greater good in their own individual ways. The gens sees personal growth and
self-improvement as the best means to uphold the stability and goals of the city and its
rulers. This has the added benefit of ensuring that Yushoto’s scions excel in all manner of
professions, and thus reflects well upon the gens itself. With that in mind, Lookshy is a
martial culture, and most Yushotos find that they truly shine when serving the Seventh
Legion. They can be found throughout the ranks as infantry, strategoi, justiciars, sorcerer-
engineers, and other military vocations as readily as any other path. They’re most
predominant among the ranger corps — a role that benefits greatly from the Yushoto
inclination toward a broad skillset.
Given their open and relaxed approach to most things, Yushoto as a whole has no strong
political leanings. The majority support the Mercenary ideology, but others can be found
in every political faction. Unlike Karal, however, Gens Yushoto is more inclined to let its
members do as they will, so long as their choices aren’t detrimental to the Seventh
Legion.
The Gentes Minor
In addition to the well-known families of the Gentes Major, there are over a dozen minor
gentes. The numbers of these families have ebbed and flowed over the centuries, some
lost to history altogether, some fading in and out of prominence. In many instances, a
sponsor-client relationship exists between major and minor gentes, creating a patronage
system leading to a cycle of continuing obligations and further debts owed, influencing
Lookshyan politics at multiple levels.
A handful of these families are discussed below.
Gens Kiriga — Earth That Upholds the Shogun’s Bastion
Tracing its lineage back to a distant cousin of the Daimyo of Deheleshen, Gens Kiriga
has a far-reaching ambition of empire: a new Shogunate that rules the entire River
Province by steel and will, rather than a city of glorified mercenaries. Once a Gens Major
influential among rank-and-file officers, the family is still recovering from heavy losses
suffered in wars across the middle of the current age, which led to its being supplanted by
Gens Maheka. Kiriga scions remain commonplace among the infantry, and are well
respected for their loyalty and fighting spirit. They’re outspoken Interventionists and
Imperialists, which often pits them against their conservative rivals.
Gens Nefvarin — Air That Fills the Wings of Dragons
Descended from Lookshy’s founder, this family was heavily invested in Lookshy’s Sky
Guard. In its golden years, Nefvarins were skyship officers and sorcerer-engineers
specializing in skyship maintenance. But as the Legion’s fleet of skyships dwindled over
the years, the gens’ prominence dwindled with it. The final blow was the loss of its
highest-ranking officers in the Gunzota Incident, from which it never recovered. So far
has Gens Nefvarin fallen that it’s gone from being Gens Yushoto’s patron to being its
client.
The gens continues to produce skilled sorcerer-engineers, and is responsible for
maintaining the last few decrepit, mothballed skyships against whatever emergency
might send them aloft once more. Most are Interventionists who wish for a more
aggressive foreign policy, while a handful entertain notions of meddling in the imminent
Realm civil war to seize the Imperial Palace for the Seventh Legion. The latter faction
lacks support, but Nefvarin remains a respected name; should they produce a legitimate
strategy, they might find an audience.

The Gunzota Incident


In RY 615, the General Staff and other high-ranking officers met at
Gunzota Redoubt, a Seventh Legion outpost near Greyfalls, only to perish
at the seemingly accidental activation of a dread weapon of the First Age.
The result of a conspiracy opposed to increasing nepotism and cronyism in
the Legion’s upper ranks, the Incident decimated the corrupt elements of
the administration, incidentally decapitating those gentes most involved.
Gunzota Redoubt remains abandoned, its walls and inhabitants — and
anyone who’s entered to investigate since — transformed to violet crystal
by the still-active First Age device.
The truth of the incident remains a secret within Lookshy. The conspiracy
remains active, however, and its surviving members have largely curtailed
a return to the previous centuries’ misconduct. But they remain cautious;
it’s possible that any unrelated investigation might touch upon the
transfers that preceded the Incident, and even at this late date, revealing
the truth would send shockwaves through Lookshyan society, placing the
current General Staff’s legitimacy into question, and potentially triggering
a cascade of vendettas.

Gens Nerigus — Wood Whose Roots Clutch Riches


An offshoot of Gens Teresu, this merchant family considers itself the Seventh Legion’s
quartermasters. They devote themselves to overland trade and have strong — albeit
complicated — ties to the Guild, working with its factors to supply foodstuffs, timber,
and Nexus steel, while fencing with those same factors over contracts, tariffs, trade
routes, exchange rates, and the like as each side tries to gain the upper hand. Its members
hold important posts in the Stores Directorate; although they strive to avoid the
impropriety of obvious favoritism toward Nerigus-owned businesses, they nonetheless
profit from the arrangement. Generally they lean Interventionist, believing that Lookshy’s
increased involvement would mean greater economic leverage in the family’s
commercial contracts.
Gens Sirel — Water of Distant Shores
Sirel descends from a Blessed Isle gens that defected to Lookshy five centuries ago
during the rise of the Realm, angered by the Empress’ dismantling of the old Shogunate
social structure. Distant relatives in Teresu vouched for them, and they’ve remained
staunchly loyal ever since; in the modern day they’re a client family to Gens Teresu, and
back the Mercenary politics of the Teresu naval wing. Sirels are generally driven to
excellence, perhaps overcompensating in their efforts to come out of Gens Teresu’s
shadow; some few of their number have even held the admiralty of the Lookshy Navy.
Others take a different direction, rebelling against the family’s excessive pressure and
ending up on the fringes of society as layabouts and heretics. In rare instances, this is
cover for membership in the Intelligence and Security Directorates.
The Sirels maintain ties with Realm patrician families and cadet houses with which they
share descent, providing a useful entrance into diplomatic or commercial negotiations, as
well as a source of vital intelligence on the Realm’s internal affairs. However, many in
Lookshy regard Sirel’s Realm ties warily, impugning the gens’ loyalty.
Gens Taroketu — Heirs of the Wandering Blade
This gens takes its name from the famous outcaste “One Cut” Taroketu, whose
unexpected arrival at a key battle helped turn the tide against the last Realm invasion. The
gens produces few Dragon-Blooded offspring, but has amassed considerable wealth by
marrying into wealthy merchant families; between that and the legends surrounding its
founder, Taroketu remains influential. Living in the shadow of the Dragon-Blooded
gentes, mortal Taroketus often feel driven to keep up. For some this means grand,
dramatic gestures; for others, unorthodox and creative strategies; and for some, unethical
or illicit schemes. Additionally, they have a good working relationship with the Guild and
have quietly served as middlemen between Guild merchants and the Realm’s Great
Houses. While the gens has little interest in upending the status quo, the founder’s wife
was an exiled Calinese noble, so it does maintain a distant, theoretical claim to Calin’s
throne — and with the Realm in chaos, the gens’ Interventionist wing sees an opportunity
to pursue that ambition through conquest.
Gens Toriki — Five Dragons Guard the City’s Walls
This family has no predominant elemental aspect, and claims descent from various
Deheleshen survivors under the old city’s last garrison commander. As such, it doesn’t
truly consider itself part of the Seventh Legion, concerning itself almost exclusively with
the city’s defense and internal day-to-day governance. While the Torikis serve the Legion
loyally, they consider the defense of the River Province to be a waste of blood and
resources. They’re influential within the Shogunate Bureaucracy and the Justice and
Security Directorates, and maintain the city’s temple to Tu Yu, the old god of
Deheleshen. The gens is also a focal point for the Isolationist faction — hardly a surprise,
given its conservative outlook.
Gens Yan Tu — Fire That Sheds a Thousand Sparks
Descended from Taimyo Nefvarin Yan Tu, this gens considers its legacy to be the art of
battle. Those with sufficient talent study sorcery; otherwise, the family leans toward
various military professions, especially combat engineering and cavalry roles. Yan Tu
has a reputation for exuberance and for theatrics, both on the battlefield and in the salon.
They like to portray themselves as direct and ingenuous, but in truth, the family often
uses frontal assaults and battle sorcery — or insults and seduction, in less martial settings
— as ruses to distract opponents from their true goals. Yan Tu tend to be Mercenaries
and Interventionists, but politics are always secondary to a good fight, preferably as over-
the-top as possible.

Social Class in Lookshy


Citizenship in Lookshy is divided into a handful of castes.
Citizens have full rights: land ownership, the power to vote in district
councils, and the ability to leave Lookshy once their military service is
complete. All members of the gentes are citizens, as are Seventh Legion
officers and Shogunate Bureaucracy functionaries.
Helots form a hereditary underclass. They draw salaries and can own
property, but can’t own land; they can attend district councils, but can’t
speak or vote; and they can request work transfers, but ultimately must go
where assigned. Devoted or heroic service can earn citizenship. Most
enlisted soldiers are helots.
Metics are foreign residents of the city. Their rights are circumscribed —
they may only rent land, and are subject to travel restrictions in the city —
but they suffer no particular social onus, and may leave at any time.
Indentured servants are those who voluntarily accept up to five years’
indenture to a citizen to pay off debts or wipe away criminal charges. All
such contracts are handled by the Directorate of the Adjutant General (p.
XX).
Slaves are owned by the Seventh Legion rather than by individuals.
They’re usually prisoners of war unable or unwilling to be repatriated at
war’s end. They receive room and board and can own nonland property,
but otherwise have few rights, undergo close supervision, and are subject
to harsh punishment for disobedience. Their children are typically
manumitted as metics upon adulthood.

Life Among the Gentes


The Seventh Legion of Lookshy sees the Dragon-Blooded Shogunate, and especially the
Shogunate legions, as its cultural foundation. As such, while it upholds the Dragon-
Blooded as its leaders in matters both mundane and spiritual, its focus is primarily
military. Due to the circumstances surrounding its history and governance, it’s even more
martial than the Realm — for all intents and purposes, the Seventh Legion is Lookshy,
and it’s both a civic responsibility and a sacred duty for all Dragon-Blooded under
Shogunate rule to commit themselves utterly to the charge laid upon them centuries ago
by the city’s founders. This charge is known in official terms as the Lookshy Directive:
Maintain Lookshy as a Shogunate city under Seventh Legion authority, and hold their
post until a new Shogun emerges.
Lookshyan Dragon-Blooded are thus brought up from an early age as soldiers and
officers. They’re taught that their utmost duty and their destiny is to work and to fight for
the greater good of Lookshy and the Seventh Legion. Rather than focus on individual
puissance or personal glory, emphasis is placed upon values such as honor, moderation,
and consideration of others, to produce adults who can join the ranks of one of the most
highly disciplined fighting forces in the world.
Education
Training starts early in life, with children as young as five beginning formal education
through private tutors. At age eleven, most are enrolled in academies. There are over a
hundred academies throughout the city, with a range of specialties. Academies teach
fighting techniques, weapons proficiency, and battle tactics, as well as core subjects such
as modern and ancient literature, the River Province’s history, and mathematics. The
most desirable academies consider proper decorum and social presentation as vital to
one’s success in life as military training and scholarship. Many elective courses aim to
refine students’ social graces. For example, the art of hosting tea ceremonies might be
offered alongside lectures on statecraft and the complex workings of the Shogunate
Bureaucracy.
Immigration and Adoption
The General Staff welcomes outcastes who wish to enlist in the field forces,
compensating them generously. Lookshy allots a large portion of its budget to
recruitment efforts, and bonuses granted to successful recruiters of fresh talent are
attractive. This welcome isn’t limited to armed combatants; Lookshy accepts any outcaste
willing to labor in its defense, whether that be prodigious field cooks, powerful sorcerers,
or enterprising merchant princes.
Outcastes are strongly encouraged to undertake sponsorship and eventual adoption by a
gens. This helps them acclimate to Lookshyan life and secures them proper training. In
the past, groups that immigrated together sometimes leveraged their numbers to be
recognized as a Gens Minor (for example, Gens Taroketu) rather than dispersing
themselves among the city’s various gentes. If petitioning for permanent residency status
on her own, an outcaste immigrant is encouraged to join an existing gens through
adoption or marriage. No official penalties exist for Dragon-Blooded who choose not to
pursue these paths, but they face limited social mobility.
The Directorate of the Adjutant-General presides over adoptions, but final approvals must
go through the General Staff, and they’re heavily inclined to place outcaste Dragon-
Blooded among the Gentes Major. This practice is intended as a screening process,
filtering out potentially problematic or dangerous outcastes, because the gens into which
they’re placed would be held responsible for their actions.
Military Service
Lookshy’s social hierarchy centers around citizenship status. Citizens hold all high
offices within the Seventh Legion, which is the backbone around which the entire city-
state operates. Military service is compulsory amongst citizens and helots for a minimum
term of five years. Service doesn’t end with a compulsory five-year tour of duty, even for
those Dragon-Blooded who don’t elect to pursue a dedicated military career. All
Lookshyans not on active service are considered part of the reserve force, and regular
training, practice drills, and war games are held throughout the year to ensure the entire
city’s readiness.
A plethora of opportunities await Dragon-Blooded citizens after their five-year terms end,
most notably voluntary reenlistment with the Seventh Legion. Its rank and advancement
structure have deviated little from its original Shogunate roots. Some changes have been
made out of necessity over the years; the Sky Guard has been relegated to ceremonial
status for centuries, its few remaining airships mothballed and restricted for use only in
dire emergency. Otherwise, it follows a unit composition based upon multiples of five:
Five soldiers make a fang, five fangs make a scale, five scales make a talon, and so on.
While mortals rarely rise beyond mid-tier officer postings, an ambitious, intelligent, and
particularly skilled Dragon-Blooded has every reason to expect that he could sit on the
General Staff one day, if he dedicates himself to upholding the Legion’s ideals and
exemplifying its leadership.
Most missions and assignments are outsourced through contracts between the General
Staff and various River Province polities. The type of action a legionnaire might see
depends upon her posting and the field force to which she’s assigned. The First Field
Force, for example, is geared toward reconnaissance and quick-response units, and tends
to be dispatched to the most hazardous environments.
While citizens of Lookshy must serve their compulsory service in the field forces, metics
who wish to fight for Lookshy join its foreign field forces alongside former janissaries,
ex-mercenaries, runaway slaves, and criminals and bandits fleeing justice, most of whom
have never seen Lookshy itself. Recruits receive a year of intensive training, a regimen
which both raises them to meet the Seventh Legion’s exacting standards and weeds out
those unfit to serve. The foreign legions are typically neither as well-equipped nor as
disciplined as Seventh Legion field forces. They operate on the outskirts of the River
Province and throughout the East, occasionally posing as independent mercenary
companies.
Military-minded Dragon-Blooded often remain in the Legion for many decades, and there
are a number of career paths open to them. Some become strategoi — the Legion’s
premier tacticians — dictating the approach that must be taken to each mission. Others
are invited to join the ranger corps, the Seventh Legion’s special forces units who enter
dangerous territory on highly classified missions — usually matters which Lookshy
doesn’t care to publicly acknowledge, such as assassinations, state sabotage, infiltration,
and deep-cover assignments. Dragon-Blooded trained in sorcery, artifice, and First Age
lore might serve as sorcerer-engineers, responsible for maintaining Lookshy’s First Age
weaponry and ordnance; they’re vital to the continued operation of the city’s armory.
Seasoned infantry officers often accept assignments outside Lookshy proper to train
armies in other city-states within the River Province, or take command posts among the
string of redoubts maintained across the Scavenger Lands.
Like the Realm, Lookshy has a long and rich magical tradition. The Valkhawsen
Academy of Sorcery is among its most famous schools, teaching a Shogunate-era
sorcerous discipline that employs ritualized meditation, poetry, and formal ceremonies to
empty the mind and achieve unity with Creation. The city makes far more everyday use
of sorcery than most places in Creation; it’s second only to the Realm in numbers of
Dragon-Blooded sorcerers. Sorcerers are fully integrated at all levels of command
throughout the field forces, and it’s common for special forces units in particular to be
assigned at least one sorcerer. Summoning demons and elementals, however, is the
province of the elite cadre of sohei (p. XX) known as sorcerer-exorcists. While most
sorcerers are treated as battlemasters rather than pariahs, the Legion treads carefully
around sorcerer-exorcists.

Seventh Legion Military Ranks


Nitei: Soldier.
Gochei: Corporal. Leads a fang.
Haichei: Military specialist or technician, including novice sorcerer-
engineers.
Gunchei: Sergeants. Leads a fang, although typically only veteran nitei.
Sochei: Senior sergeants. Leads a scale.
Shonai: Specialist professional such as an artillerist, sorcerer-engineer,
shipwright, or surgeon, who oversees haichei.
Chozei: Subaltern officer who oversees the training of sochei, gunchei,
gochei, and nitei. Occasionally leads scales under the supervision of a
senior gunchei.
Chuzei: Lieutenants. Leads a scale or talon.
Taizei: Captains. Leads a talon or wing.
Shozei: Majors. Leads a wing or dragon.
Kazei: Colonels. Leads a dragon. Almost all kazei are Dragon-Blooded,
though a handful throughout Lookshy’s history have been mortal.
Taimyo: General of an entire field force or administrator of a Directorate.
All taimyo are Dragon-Blooded.
Chumyo: The leader of the Seventh Legion. In the Shogunate, each legion
was led by a chumyo.
Nonmilitary Service
Service to Lookshy need not fall under the auspice of the blade alone. Seven directorates
form the Seventh Legion’s support apparatus and ensure that the Legion and Lookshy are
properly supplied. The administrators in charge of these bureaus share the title of taimyo
with the field force commanders, and although their responsibilities see a degree of
overlap, each is responsible for different types of support missions. Together, they form
the underpinnings of much of the city’s civil society.
The Directorate of the Adjutant-General handles personnel issues. This includes
administrating the academies, assigning and reassigning soldiers to various units, helping
retired soldiers find civilian careers, and looking after older soldiers.
The Intelligence Directorate deploys its agents to obtain information on the capabilities
of potential enemies and to assess what threat they pose to Lookshy.
The Justice Directorate enforces the Seventh Legion’s statutes, both in Lookshy itself
and accompanying its field forces. White-robed justiciars keep the peace, while judges
investigate crimes and oversee tribunals.
The Liaison Directorate negotiates with foreign governments on the Legion’s behalf,
from the grand political scale to the nitty-gritty of renting land for a field force’s
encampment.
The Operations Directorate deals with military strategy and tactics, coordinating the
Legion’s campaigns and analyzing the results of its engagements.
The Security Directorate handles counterintelligence and military security, from
arranging guard assignments to tracking down agents of the All-Seeing Eye.
The Stores Directorate organizes the acquisition, storage, and disbursement of the
Legion’s resources, from field kit to grain stores to rare First Age artifact weapons.
A few find employment with the Shogunate Bureaucracy, whose functionaries make up
the last remnants of the official Shogunate government. While their position is largely
ceremonial, they hold enormous symbolic authority, as the Lookshy Directive invests
them with the cultural weight of the lost Shogunate. Should a bureau gainsay the General
Staff within its administrative sphere of influence — by refusing to sign off on a military
budget, for example — the Legion would lose face in the eyes of the Lookshyan public.
On the other hand, the Legion can take direct action (such as military reassignment)
against the bureaucrats should it be too hard pressed, so by and large the two
organizations stay out of each other’s way.

The Armory
The Seventh Legion’s armory contains artifact arms and armor, arcane
siege machines, and hearthstones retrieved from the city’s four manses as
well as from River Province demesnes and manses under Lookshy’s
control.
The armory also houses Creation’s largest supply of the nigh-legendary
gunzosha armor of the First Age. Elite mortal soldiers who’ve undergone
ritual blessings and surgical modification can attune to these powered
armors and wield their Evocations, at the cost of vastly shortened
lifespans.
The contents of the Seventh Legion’s armory aren’t free to be
requisitioned by just anyone; access must be earned through service. Rare
and powerful First Age weapons, including the city’s bare handful of
functioning warstriders, are only available at the discretion of the General
Staff.

Economics
The gentes of Lookshy aren’t completely analogous to the Great Houses of the Scarlet
Dynasty. For example, members of the gentes don’t receive a monetary stipend from
their families, although all of their essential needs are met, and scions may petition for
additional resources when circumstances warrant or in exchange for a favor owed to the
imperator (to be paid back at the gens’ discretion). In Lookshy, one’s contribution to the
Legion is more important than Exaltation. Even the Dragon-Blooded are expected to
make their own way for their daily bread.
The most readily available source of income in Lookshy is service to the Seventh Legion
proper, the directorates, or the Shogunate Bureaucracy. One may find more profit in
owning a business or plying a skilled trade; Lookshy derives almost as much revenue
from commerce as it does from military contracts, while the gentes maintain a web of
ongoing business enterprises and support promising new ventures. But commercial
income isn’t as reliable as a soldier’s pay, and while basic living expenses and
discretionary pay from the military aren’t taxed, any monies made from trades and other
sources are subject to a flat-rate tax set by the Legion’s Liaison Directorate.
Retirement
Few Dragon-Blooded live long enough to reach old age, but the handful who do typically
retire either to their gens’ compound within the city walls or to a private estate near the
city. Even then, they often remain active — involving themselves in their descendants’
lives, networking with other elders, and calling in their remaining favors on behalf of
their families before they pass.
The Immaculate Faith
Worship of the Five Immaculate Dragons is common amongst the Dragon-Blooded,
dating back to the Shogunate. However, the Realm’s Immaculate Philosophy and the old
Immaculate Faith as practiced by Lookshy are very different. Some differences, such as
the Philosophy’s aniconism versus the vividly illustrated decks of cards common to
Seventh Legion barracks, are more minor than others. Both denominations emphasize the
proper role of spirits as part of the Perfected Hierarchy, although the Faith is somewhat
less rigid in this matter.
The most profound difference is that the Immaculate Faith isn’t a state religion. It doesn’t
exist to justify the Seventh Legion’s rule, but to provide a guiding path for mortals and
their Exalted leaders towards spiritual enlightenment. Lookshy’s Dragon-Blooded
consider the Faith a vital part of their spiritual lives, but one that’s generally unrelated to
matters of politics and governance. The Faith itself has no governing body beyond the
Shogunate Bureaucracy’s administration of temples and academies, and the Seventh
Legion’s chaplains — or sohei — exert no temporal authority.
The Immaculate Faith also states that while Exaltation can be a reward for excellence and
leadership, it’s not in itself deserving of respect from others. A Dragon-Blooded warrior
must be judged by her own deeds rather than the blood in her veins or her soul’s elevated
position.
Most modern sohei explain that everyone travels the path of enlightenment at a different
pace. Just as one cannot drag a recalcitrant mule to a stream to drink, so one cannot force
one’s beliefs upon others. Some sohei advocate a more direct approach, feeling that wider
acceptance of the Faith outside Lookshyan circles would bring increased stability to the
River Province and beyond, but by and large they take a pragmatic view towards their
neighbors’ propensity for worshiping specific gods.
However, for all that the Faith’s mainline practitioners describe such tolerance as a
principled stance, it’s rooted in political compromises necessary for Lookshy to cooperate
with the god-ridden principalities of the Scavenger Lands. The Purists reject this
approach as corrupt, and would force the Faith upon the River Province at spear’s point if
they could.
Within the Faith
Sohei begin their training in academies owned and operated by various temples. These
provide students with a classical Lookshyan education, centered on Immaculate theology,
including the history and tenets of the Immaculate Faith, its Shogunate roots, and its
interaction with the spirit courts. They also pursue a training regimen designed to
cultivate and tame their Essence, including meditation and Immaculate martial arts. Only
those who’ve gained basic mastery over themselves can advance their training far enough
to master spirits. While this can include subduing them through combat, a sohei’s job
when dealing with the supernatural is to act as intercessor, which need not end in
violence.
Many sohei commit themselves to the Faith’s temples — found mostly within Lookshy
proper, with a handful scattered elsewhere amid the Scavenger Lands — or to tending
their flocks within the Legion, but there are tales aplenty of wandering monks who take
to the countless roads of the Scavenger Lands with their ofuda and their texts, bringing
the Faith to civilization’s outskirts and smiting demons and rogue gods that terrorize
mortal villages.
Lookshy and the Wyld Hunt
Despite the numerous religious and political differences between Lookshy and the Realm,
the Wyld Hunt is one of the few things on which they both agree. Lookshy views
Anathema as an intolerable threat to the security of the River Province. The Seventh
Legion regularly intercepts the Wyld Hunt when the Realm sends shikari into the region,
but doesn’t turn it back. Instead, the mortal forces of the Wyld Hunt are replaced with
troops from a field force on active duty in the area. The shikari are then escorted to their
destination with all due respect and the full assistance of the Legion’s military might.
Before the Empress’ disappearance, Lookshy and the Realm would undertake joint
operations to dispatch particularly dangerous or intractable Anathema, with the All-
Seeing Eye sending word ahead of the Hunt’s arrival. Today, a Wyld Hunt is often
formed in haste, leaving no time to contact the General Staff before it arrives, so
collaborations on this scale have become rare.

The Code of the Righteous Warrior


The Code of the Righteous Warrior is an old Shogunate doctrine. The
Righteous Warrior is the pinnacle of the Faith’s teachings, an enlightened
soul that lives his life by the five Immaculate Pillars of Honor, Loyalty,
Prowess, Conviction, and Compassion. He is the ultimate warrior: one
who can win any battle, but understands that drawing his blade isn’t
always a solution. Some believe that not even the Immaculate Dragons
themselves were Righteous Warriors, but they came within arm’s reach of
that peak. Dragon-Blooded believers strive towards this ideal, believing
that excellence will come with their efforts.
The Pillar of Honor: Impeccable actions and honest words are the
hallmark of the Righteous Warrior. Honor demands a strong sense of
personal dignity: the word of the Righteous Warrior should always
guarantee the truth of an assertion, and for the weight it carries, should
never be given cheaply. Mela demonstrated with her actions that only
through honor is true victory attainable.
The Pillar of Loyalty: The Righteous Warrior’s loyalty must be
unwavering. His first loyalty must be to the ideals of the Shogunate,
followed by loyalty to one’s commander, then by filial piety. Pasiap taught
that loyalty is the foundation of all things, be it a peasant family, a legion,
or the Shogunate itself.
The Pillar of Prowess: The Righteous Warrior’s actions must be executed
with both faultless skill and faultless timing. He dispenses death upon his
enemies only at the appointed hour, forgoing needless attacks. Hesiesh
epitomizes this conception of prowess, his almighty power tempered by
wise restraint.
The Pillar of Conviction: When the Righteous Warrior raises his blade,
he cannot doubt that his cause is wholly just in the eyes of the Dragons. To
choose one’s actions without conviction is to risk the stain of death in the
name of an unworthy cause. Danaa’d showed that conviction can triumph
over even the greatest of foes through her persistence in swimming to the
sea’s depths to seal away the Anathema.
The Pillar of Compassion: Brotherly affection for one’s fellow man,
sympathy, and noble charity — these virtues ennoble the soul of a
Righteous Warrior. Sextes Jylis taught that the compassionate warrior will
always triumph over a heartless foe, for she has something greater to fight
for.

Politics of the Seventh Legion


As a group, Lookshyan Dragon-Blooded present a unified front to the rest of Creation;
it’s rare to see open political maneuvering, whether in the name of personal beliefs or the
advancements of one’s gens. Usually the game takes the form of favors and debts owed,
and plenty of avenues exist for Dragon-Blooded who wish to support their gens or
influence a given policy. A senior officer, seeing a promising Exalted youngster fresh
from the academy with similar ideas and ideals, might put a good word in the right ears; a
seasoned bureaucrat whose niece seeks a transfer into the Intelligence Directorate could
arrange for her name to come up in discussions over a key mission. Such acts arguably
fall short of outright nepotism, but the young Dragon-Blooded appointed to his new post
will remember the officer who put in a good word for her, and she’s likely to reciprocate
when the opportunity arises.
While members of the various factions are prone to lively debates, and some will escalate
differences of opinion into personal grudges, outright political violence or blood feuds
are almost nonexistent. Beyond the Seventh Legion’s prohibition on dueling,
Lookshyans’ pragmatic attitudes discourage actions — such as sabotage or assassination
— that would cause unacceptable losses to the Legion.
Thus, those seeking to rid themselves of a hated rival attempt to do so through bloodless
means. Bureaucratic spite — someone “losing” important documentation and causing
that individual loss of face — or other methods such as spreading rumors in order to goad
one’s opponent into revealing their hand are common tactics. Masterful schemers can
diminish or destroy their targets without doing anything remotely illegal.
Lookshy and the Realm
The Seventh Legion and the Scarlet Dynasty have been at odds for centuries. They’ve
clashed over politics, religion, and everything in between, but only those who’ve
witnessed firsthand some of the Realm’s most egregious cruelties truly hate its rulers.
Lookshy’s policy towards the Realm is to avoid direct confrontation, while remaining
vigilant against Realm puppets and spies.
Visitors from the Realm are allowed in the city, provided they keep to designated areas
and don’t try to instigate trouble. Immaculate monks find themselves restricted to the
foreign quarter of the city along with merchants and tradesmen (where most Lookshyans
feel they belong). The General Staff allows only one exception to this rule: Dynasts
bearing diplomatic protection may travel — under strict escort — as far as the Second
Ring, where their embassy is headquartered.
Realm ambassadors to Lookshy have traditionally been retired outcaste officers loyal to
the throne, appointed by the Empress as a reward for decades of legionary service, and
accompanied by four handpicked advisors, like a satrap’s. House Ledaal recently claimed
the post through trading favors in the Deliberative, hoping to better coordinate Wyld
Hunt activities with the Seventh Legion against the resurgent Anathema threat — and to
wreak revenge against the Mask of Winters for the Ledaal scions who perished in the fall
of Thorns.

The Battle of Mishaka


Eighteen years ago, the armies of Thorns — backed by Realm military
advisors — invaded the Scavenger Lands. Fourteen years ago, the armies
of the Confederation of Rivers, led by the Seventh Legion, broke the back
of Thorns’ forces at the Battle of Mishaka. Most Lookshyans lost a friend
or relative in that conflict. Although passions have had time to cool, the
youngest generation has an instinctive mistrust of Realm scheming, and
they cast a suspicious eye on any Dynastic presence in and around the
Scavenger Lands. Likewise, while they recognize the threat of the Mask of
Winters, they harbor little sympathy for fallen Thorns itself.

Lookshy and the Guild


Lookshy’s relationship with the Guild has always been somewhat tense. Its seasoned
military tacticians recognize the mercantile syndicate’s activities for the economic
warfare it is, and the Guild understands that its mercenaries and bodyguards are
outmatched by Lookshy’s regulars, let alone its special forces. However, the General
Staff is well aware that the Guild could cause significant economic distress to the city and
its trade if it wished — its contracts with the gentes be damned — which would impede
Lookshy’s ability to maintain operations elsewhere in the River Province. Thus, while
neither side trusts the other, their mutual unwillingness to confront each other and risk
their respective power bases — especially in the current climate — has resulted in a
grudging understanding.

Gods of Lookshy
Tien Yu, Lookshy’s city mother, takes an active role in spirit court
politics throughout the River Province, tirelessly advocating in Lookshy’s
interest. She appears as a soldier with jet-black skin and silver hair,
wearing dragon armor of moonsilver and black jade.
Tien Yu’s predecessor — and, some say, her father, son, brother, or lover
— is Tu Yu, Deheleshen’s city father. Once a sage tactician and
battlewise scholar, he lost much power and prestige when the Old City fell
to the Great Contagion and rampaging Fair Folk, and his former duties
have largely been shouldered by Tien Yu. He seems little more than a
doddering fool at times. His pride, however, is undiminished, and he owes
a debt of gratitude to the Seventh Legion for reviving fallen Deheleshen.

Outcastes
Many outcastes never set foot on the Blessed Isle. Indeed, rare is the Dragon-Blood born
far beyond the Realm’s satrapies in the Threshold who ever joins forces with more than
her Hearth. Some few never find another to share their long lives with. But even a single
Exalt suffices to change the course of a war, to shift the fortunes of an entire kingdom, to
dominate a region’s trade — they’re heroes, one and all, and when the blood of the
Dragons stirs, none can ignore she who bears it.
A Spark on the Wind Ignites a Hundred Wildfires
The Threshold is replete with tales of wandering sellswords, martial artists, champions,
and culture heroes. More often than not, the kernel of truth at the heart of these tales is
that once, long ago, a wandering outcaste passed through.
There are many reasons a young Dragon-Blood, fresh from Exaltation, might forsake the
comfortable life of home and set out to seek adventure or fortune. For one thing, the vast
majority of Creation’s inhabitants are peasants who live a life practically identical to that
of their parents and grandparents. Exaltation marks the young outcaste as destined for
greater things — most can only bear so much of village life when they can bend the
forces of nature to their whim, when all of Creation seems within their grasp. Others
know no such comforts, born into a harsh life or shackled in slavery. Captors or abusers
stand little chance of preventing a new Dragon-Blood from claiming her freedom, and
few can withstand her should she pursue vengeance.
Even those who linger overlong in their birthplace find reason to leave, sooner or later —
the most common being nothing more than mortality. Their friends, family, and lovers
are all mortal, aging as mortals do, departing for the next life only six or seven decades
after entering it. Their filial obligations spent, their wedding vows ash in the wind, their
grandchildren grown and with families of their own, there’s nothing left to hold a
Dragon-Blood back.
A rare few are thrust from their old lives by force. Though the Exalted are known across
Creation, kin to the mighty Scarlet Empress, many powers resent their presence. The god
who dominates a village may cast a young Exalt out, rather than watch her grow to rival
him, while a warlord might send underlings to kill the young Dragon-Blood for much the
same reasons. Even mortals can threaten the Exalted, and some would rather cut down an
outcaste while she’s still fresh from her Second Breath than risk being subjugated by her
might as she matures. Rather than fight and risk destroying everything they’ve ever
known, many an outcaste bows out and rides across the horizon — often planning her
return and vengeance, when she’s grown powerful enough.
An Empress in Miniature
As the Scarlet Empress is known across Creation, so too is the legend of her rise to power
— quelling rebels, crushing potential rivals, and bringing stability and peace to Creation.
Drunk on the power coursing through their veins, more than one outcaste has taken this
tale as inspiration, and sought to replicate the great successes of that semidivine figure of
legend. None have yet succeeded, but every corner of Creation knows of a conqueror
who, in her private moments, compared herself against the Scarlet Empress and wept to
find herself wanting.
Power naturally draws followers, and Dragon-Blooded are blessed with power, leaving
their mark on the world as they pass whether they mean to or not. Whatever draws them
to war and conquest — be it desire to overthrow a cruel tyrant or desire to be one — the
Exalted find willing accomplices in droves, seeking to better their stations through
proximity to true power. One outcaste and her retinue of exiled nobles and wandering
swordsmen might make a citadel of an ancient, shattered fortress in the hills. Another
might sweep across village after village at the head of an army of bandits and raiders,
putting the fields of any who resist to the torch with his bare hands — champions and
villains alike are blessed by the Dragons.

Masterless Dragons
The ranks of the outcastes also include Dragon-Blooded cast out from the
Realm and Lookshy. Some are military deserters; others are exiles,
sentenced for high crimes or cast out by a political rival’s machinations.
Some are ideological dissidents who strike out on their own rather than
live in a society they find contemptible.

A Family Chosen
The outcaste’s lot is lonely at first, for she’s often the only Dragon-Blood she or anyone
she knows has ever seen. Elders, perhaps, remember a hero who rode through the town
once, decades ago — a rare town boasts of a Dragon-Blooded residing within a few days’
ride. When a young outcaste meets another like herself, it’s often a jarring moment
fraught with emotion. The encounter may well end with swords drawn or a night of
frantic passion — or both — but it won’t be easily forgotten.
Even more than Dynasts, outcastes thrive in the company of their peers. Some outcastes
seek out and become a part of a Sworn Kinship with Dragon-Blooded of the Scarlet
Dynasty, becoming heir to the intrigues of their sworn kin’s houses but able to call upon
Dynastic resources to aid their own struggles. When outcastes come together to form a
Hearth, however, often the only desires and needs they’re beholden to are their own and
those of their sworn kin. Along with camaraderie, they also earn the freedom to pursue
goals previously beyond their reach.

Other Outcastes
The following outcaste cultures, as well as the more detailed ones that
follow, provide players with potential cultural backgrounds for their
characters, Storytellers with possible groups for her player’s characters to
conquer, and inspiration for other outcaste cultures to serve whatever
purpose may be necessary.
The Cult of the Violet Fang: Out of the inhospitable icy wastes of the
North rises a resplendent cathedral, its stained glass windows cut from
gemstones and its gargoyles hewn from opal. This is the home of the Cult
of the Violet Fang, the children of a strange armistice between a
decimated Shogunate-era bastion and the invading Fair Folk. Dragon-
Blooded members of this reclusive culture devote themselves to honing
body and Essence, preparing themselves for a ritual quest into the Wyld
against the cult’s raksha ancestors every seven years. Those who return
victorious bear alien blessings and otherworldly treasures; those defeated
return with their mind and soul in tatters. It’s not always easy to tell which
is which.
The Grass Spiders: Hidden at the edge of the River Province, this clan of
assassins is composed of Dragon-Blooded and mortals alike. Some seek
out such a life; others are kidnapped shortly after Exaltation and
indoctrinated. Of course, as with any secret sisterhood of killers, more
than a few have fallen in love with one another, and occasionally a child is
born and raised within the clan’s very heart, the hidden fortress-manse
called the Unrepentant Sinner Palace. Here, the Three Elite Fiends —
believed to be elder outcastes, though no one knows for sure — train their
subordinates in every manner of killing, but most especially in the use of
poisons. When they strike down their targets, they do so with subtlety,
grace, and most importantly art.
Heaven’s Dragons: When the Exalted threw down the enemies of the
gods from their thrones in Heaven, not all returned to Creation. A small
population of mortals and Dragon-Blooded, in the service of gods
forgotten or absent, live on the periphery of Yu-Shan to this day. Dwelling
in tight-knit extended families within tenements carved from subdivided
palaces or divine slums teeming with unemployed gods, a few rise to
prominence as freelance agents of Heaven, gaining employment in the
celestial bureaucracy or carrying out the agendas of a divine patron. Some
fall afoul of Heaven’s law, and are exiled to Creation, where they bitterly
plot their return.
The Khamaseen Battalion: When the Contagion swept the world and the
Shogunate tottered and fell, its legions were spread across Creation.
General Khamasi Tala, seeing a city dying around her, deserted her post,
fleeing with her garrison into the isolated steppes of the far Southeast. The
descendants of that lost and forgotten legion still walk the steppe and the
Summer Mountains’ foothills, passing from village to village, speaking a
language long dead anywhere else in Creation. To enter service with the
Shogunate’s successors in the Realm or Lookshy is unthinkable to them
— they know only one punishment for desertion — and instead devote
themselves to mercenary work in service to far Southeastern peoples.
The Rogue Legion of Saloy Hin: Seven Imperial legions disbanded
rather than let themselves be divided up among the Great Houses. Rumors
in the South tell of one such legion wandering the deserts, seeking out
unclaimed manses and amassing stores of firedust under the leadership of
Saloy Hin, an outcaste graduate of Pasiap’s Stair. Once renowned for the
daring tactics and rigid discipline of his legion, he recruits Dynastic exiles,
outcastes, Exigents, and God-Blooded into his legion while selling firedust
to Southern cities, seeking to destabilize the region and establish a
foothold as a stepping stone to bringing the Realm under his bootheel.
Yatani’s Children: Their manner of dress and speech may be strange, but
the stories they tell are stranger yet, for the Children of Yatani claim to
hail not from Creation, but from another world, from which they were
separated in a terrible, ancient cataclysm. A diaspora culture of savants,
they comb through every scrap of lore they can find, hoping to find any
evidence of home — and maybe even a way back.

The Wanasaan
The story is the same across Creation — the unquiet dead rise to bedevil the living,
dominate them with arcane powers, or prey upon their flesh, and communities make
provision against such things. Chiaroscuro has its enormous salt lines; in Great Forks, the
dead are pacified by worship alongside gods, one cult among many; and in the Realm, the
Immaculate Order crushes any hint of ghostly insurgency with stunning force. Along the
Whispering Coast of the far Northwest, beyond distant Fajad — where tiny fishing
villages huddle in the lee of rocky coves, wreathed in thickest fog amidst snow and
stringy, weathered pine — communities lack such resources, but have recourse
nonetheless. When ancestors grow unquiet, when hungry ghosts stalk the night, or when
other, darker things well up from the Underworld, they need only build a great bonfire
and cast something precious into it, whispering the name of the Wanasaan.
The first sign their call has been answered is always the mist that rolls in off the sea,
blanketing the area in a fog thick enough to make the world all but vanish, thick enough
to dampen the loudest of shouts to a whisper. Only when the fog snuffs out the bonfire
does the exorcist show herself, wrapped in thick cloaks and wearing a wide straw hat to
hide her eyes. Moisture drips from every surface in her presence, and when she lifts her
arms the various totems and talismans hanging from them jangle discordantly. She is
fêted, given the best of everything as she’s told of the problem the community faces.
When the elders are finished, she’ll pause, consider, and nod — this, too, is part of the
ritual. Then she’ll name a price. The price is always paid, for to refuse the Wanasaan
once is to refuse them forever, and the Wanasaan are loath to tolerate a competitor to
their services.
A Drowned and Frozen Heart
The Wanasaan tread the line between the living and dead, not only figuratively, but
literally. Every Dragon-Blooded member of the family, upon reaching her twenty-fifth
year, is ceremonially drowned in a freezing cold spring on the Silent Isle that’s forever
enshrouded in the unmistakable Wanasaan fog. On occasion, an initiate proves too weak
to survive the rite, but it’s the only way to ensure the family’s preeminence. Mortals born
to the family may petition to do so as well (though they’re much less likely to survive), as
may prospective adoptees. A survivor, when resuscitated, brings a measure of death back
with her, a chill spike of ice in her heart from the water she inhaled. This is a source of
sorcerous enlightenment (p. XX), and an ever-hungry pit that consumes the souls of the
dead.
A Bloodline Touched by Frost
Over two centuries ago, or so family legend has it, Wanasaan Adiura happened upon the
Silent Isle. Whether she fell into the Spring of Echoes or drowned herself of her own
volition, none can say, but the terrifying enlightenment she brought with her has spoken
for itself over many generations. Her descendants, more mercenary than Adiura herself,
still hold the Isle in a kind of possessive reverence as the cornerstone of their monopoly
on exorcism in these cold waters. The Wanasaan have built it into a citadel over the
centuries, and while not all dwell here, enough do to make it the heart of their tiny,
insular culture, a home filled with mist and sorcerous knowledge in equal measure with
secret ambitions and bloody plots. For the sake of fresh blood, they marry outside the
family at least a few times in every generation, courting in a manner almost as
perfunctory as their business dealings. Those who sail away with the Wanasaan rarely
return to their families thereafter.
The current head of the Wanasaan family is Kemra, an aged but still vital Wood Aspect
who took the Isle from her brother, Shiga, in a bloody coup that decimated the family
some thirty years ago. Custom would have her direct the family business from her
heavily guarded retreat upon the Silent Isle, not venturing forth to conduct exorcisms
herself. But with scarcely a dozen Dragon-Blooded Wanasaan remaining, the family is
strained in its efforts to retain its old monopoly. Much of Kemra’s time is spent recruiting
outcastes for marriage into the family lest its diminished bloodline dwindle to nothing,
and she fears she might be forestalling the inevitable. Even her most loyal partisans
wonder whether the cost of victory over Shiga was too great.

The Sisterhood of Pearls


A century ago, two Immaculate missionaries came ashore on the Isle of Fevers. They
hoped to spread the faith and cultivate a proper society on the island, where a few thin-
blooded families of outcastes dominated a sprawling undercaste of farmers, fishermen,
and artisans. The passionate rhetoric of Rising Flame and the bounty provided by
Willow’s Strength won over some of the population, little by little. Within the year,
they’d assembled a humble temple — within five, children were being taught to read
within it. All the while, Flame and Willow conversed with one another to deepen their
understanding of the Immaculate Philosophy.
Year by year they argued, slowly refining the wedge that separated them from their old
faith — the Five Insightful Criticisms that redefined the way they saw the world. With
religious fervor driving them, they redoubled their efforts, and their new message of
absolute equality won them followers without number from the undercaste of the island’s
native society. Soon, the old order had been abolished; those of the ruling caste either
converted or fled the island in exile.
Sister Flame and Sister Willow rebuilt the island in the image of their perfected
community, driven by a new faith that guided them ever further. To them, they’re the
cycle of rebirth itself responding to the excesses of the Dynasty, as a pearl forms to
protect a clam’s interior from grit. This convenient example, used frequently in sermons,
became so popular with the community that they chose it as a name. The Sisterhood of
Pearls has, ever since, sought to perfect themselves, as a pearl is mere sand perfected and
made beautiful.
The Five Insightful Criticisms
The First Insightful Criticism is: All souls are part of the cycle of death and rebirth; all
souls are therefore equal.
Unlike the Immaculate Order, the Sisterhood holds that all beings with a soul are equally
worthy of respect and compassion, and to kill any being interrupts the lesson that life is
meant to teach the soul within. All members of the community are therefore vegetarians,
and vastly prefer non-violent solutions — though, if need be, they’ll defend themselves
or others.
The Second Insightful Criticism is: The Essence of the Immaculate Dragons is the
Essence of enlightenment, but though the enlightened may be wise, and may help to guide
others, their souls are no greater in worth.
Rising Flame and Willow’s Strength may lead the community, but it’s not because of
their blood; nor may the Isle’s other outcastes treat the mortal population as inferior as
they once did. If all souls are equal, none should be treated as greater than another. In
practice, the Dragon-Blooded are still very much respected, and their word given much
weight, but any mortal may speak against or criticize them if that mortal finds them
wanting of enlightenment according to their station.
The Third Insightful Criticism is: To divide the community according to place and
purpose is to ignore the fundamental equality of all souls; abolish, therefore, all
divisions.
The Sisterhood retains the Immaculate belief that the purpose of life is to instruct the
soul, but fundamentally disagrees regarding the organization of society. In the Sisterhood,
all but a few personal possessions are held in common, and none are permitted to
accumulate wealth or power over others — those who join the community must give up
their valuables as part of the process of conversion, either throwing them into the sea or
donating them to the Sisterhood’s arsenal, a choice that depends largely on the object’s
utility. The Sisterhood doesn’t consider men to be inferior to women, or vice versa.
Decisions are made by the entire community after extended religious debate, and anyone
may argue what they believe best aligns with the Five Criticisms.
The Fourth Insightful Criticism is: Dragon-Blooded who squander their enlightenment on
the material have turned aside from the True Way; they imperil their souls in doing so.
Rising Flame and Willow’s Strength had always shared a fundamental disgust with
Dynastic society and its excesses, which each had joined the Immaculate Order to escape.
Seeing how the Order’s strictures have utterly failed the Dynasty, they were determined
not to let their new, perfected society fall prey to the same petty ambitions. Labor is done
in common, and duties are rotated; in this society, all hands are rough from work.
Dragon-Blooded in the Sisterhood are, if anything, expected to live in a far more ascetic
fashion than their mortal comrades, rather than to surrender to the torpor of luxury.
The Fifth Insightful Criticism is: The path to enlightenment is not a straight road but a
turning wheel; the most high may be reborn as the lowest.
The Sisterhood doesn’t teach that Dragon-Blooded Exaltation is a reward for
enlightenment in past lives, but a transient state of grace. Upon death, the soul might be
reborn as mortal, Dragon-Blooded, or even wretched Anathema, all in accordance with
the greater harmony of Creation. Mortals ought be treated with respect, lest a cruel
Dragon-Blood find herself suffering the same treatment in her next life. The Anathema
are wicked, and the Sisterhood forgives the sin of killing one when the Wyld Hunt is
called, but they too are deserving of compassion.
Trouble in Paradise
For all that Flame and Willow have come to rely on one another over the last hundred
years, and for all that they each do their utmost to support the community they serve as
prophets and mystics, for all that they passionately love one another, the two are divided
over a question that has consumed their arguments for decades — the matter of the yet-
unwritten Sixth Insightful Criticism. Rising Flame submits the following: Even a pearl
was once a grain of sand; so too must the Sisterhood soothe the ache of the Dynasty’s
misrule. Willow’s Strength’s counterpoint: Even a pearl was once a grain of sand; so too
must the Sisterhood be complete in itself. Their disagreement ripples throughout the
Sisterhood as a whole, as disputes previously smoothed over by Flame and Willow make
themselves manifest, and nascent factions begin to coalesce.
Rising Flame and her closest adherents seek to proselytize, first across the West and then
(in Flame’s vision) the whole of Creation, and to replace the Order with the Sisterhood
for the betterment of all souls. Flame finds Willow’s objection a betrayal of the First
Insight, placing the enlightenment of the Sisterhood above the needs of Creation. For
Willow’s Strength’s part, she sees in Flame the seeds of ambition, and though it be for a
noble purpose, she cannot bring herself to allow her beloved to imperil her own soul. She
and her inner circle strongly condemn any expansion beyond the Isle of Fevers in
communal debates.
Flame and Willow know the argument is at a deadlock, and both know that an implacable
divide between each other is certain. The only thing keeping them from taking the final
step is their love for one another, and for the family they’ve built for themselves on this
remote island — each weeps to think that she may be the one to destroy everything
they’ve sought to build together, but neither can turn aside from their faith. Yet in the
end, the decision may not be theirs to make, as the factions that follow them grow
increasingly radical in their convictions.

The Temple of the Reverent Whisper


At the confluence of two rivers sits the city of Great Forks, a city that never truly sleeps,
that celebrates into the wee hours each and every night. By day, these celebrations favor
gods and goddesses without number, who descend upon the City of Temples in their
thousands hoping to build a cult of their very own. By night, the mortals of Great Folks
take their own pleasure, seeking the blue lanterns that mark the city’s profusion of
bordellos and pleasure houses.
But one temple turns this arrangement on its head, displaying blue lanterns and streamers
at its door by day and night alike, sating divine rather than mortal hungers. This
unassuming building of polished stone is the Temple of the Reverent Whisper, and it’s
dedicated to all gods and none, for here the inhabitants of Heaven may come to have
whatever manner of reverence they choose — provided they can pay for it.
Faithful Service
A woman, stripped of her clothing and ceremonially bathed in river water and oil, sits
atop the mountain. She does not move, she does not speak, and if she breathes she gives
no sign of it. The wind whips around her, driving her long hair across her face like a lash.
Her skin goes white in places, yet still, she does not move. She composes a mantra in her
mind, five times five times five lines in length. She commits this mantra to memory, but
does not recite it until the twenty-fifth day on the mountain. She recites it only once, and
then never again.
A man shaves his head — this isn’t his act of reverence, but preparation for it, for he
doesn’t wish his hair to smolder and give off an offensive smell when he lies back in a
bed of hot coals. He endures the heat, the burning, the pain, his skin supernaturally tough
but not proof against flame. When he rises, the hot coals, artfully arranged, have seared a
sutra into his body, writ in reddened skin. He will heal, in time, but until then he wears
not even a scrap of clothing, that others might read the book he’s made of himself.
Some acts are small, but still deeply meaningful and incredibly dangerous. Gods of
poison, for example, have notoriously subtle and deadly tastes — Whirling Lady Koro-
Bana prefers to take tea in high ceremony with her favorite priestess at the Temple of the
Reverent Whisper once each week, for she’s the only person the goddess has ever found
who can appreciate the taste of hemlock.
A Business Most Divine
While some gods seek tantric rituals comparable in scope and kind to the pleasure
mortals prefer, far more hunger only for worship, for reverence, for the jolt of power and
ego that comes of being the focus of a sentient being’s obeisance. Worship varies, and
some forms are more puissant than others, in proportion with the strenuousness or
austerity of the practice in question. Mortals cannot endure the most exotic and
demanding forms of worship without risking life and limb, so the Temple of the Reverent
Whisper only accepts Dragon-Blooded (and occasional Exigents) as priests and
priestesses, for only they’re resilient enough to serve its clientele. Popular and in-demand
as they are among the various deities of Great Forks, outcastes who serve the Temple are
recognized throughout the city, enjoying a status only slightly lesser than that of the gods
they serve.
The Temple of the Reverent Whisper sees nigh-constant traffic, not only from local gods,
but divinities from far and wide. Occasionally — once a year or so — a god will even
descend from Heaven itself for the sole purpose of attending the Temple and calling upon
its services. Such an exclusive clientele lends itself exceptionally well to networking.
Priests and priestesses engaged in service overhear all manner of gossip between deities,
taking note of who’s talking to whom and who’s most definitely on the outs. Information,
too, is valuable, but discretion is what makes that information valuable, and the Temple
doesn’t speak of its clients’ secrets with outsiders. Rather, they merely “advise” what
actions may be auspicious and which may not be — an entire wing of the Temple, and
the only one in which mortals are permitted, deals exclusively with this arm of the
Temple’s business.
Such a thriving business model has inspired much jealousy — even in a city where gods
regularly walk amongst mortals, such intimate and personal ties are rare and valuable.
The Temple of the Reverent Whisper has historically tolerated no competition in its
particular idiom, and thus far it has successfully leveraged its enormous wealth and the
favors owed it — by mortals and spirits alike — to ensure that misfortune befalls any
who hope to seize a portion of this market for themselves. The current Headmistress of
the temple, the outcaste Riela Tenan, has seen no less than three such endeavors ground
beneath her heel in the hundred years she’s managed the Temple’s affairs. She is wise,
still very beautiful despite her advanced age, and utterly ruthless when it comes to
protecting what she calls her own.

The Seven Storms Brotherhood


Innumerable traders ply Lake Makrata in the Southeast, in the shadow of mountains that
conceal countless thieves and bandits. The most dangerous and tenacious of these are the
Seven Storms Brotherhood, led by seven outcaste Dragon-Blooded. They’ve terrorized
the region for over a decade, and now their attacks grow in audacity and ambition. Local
governments and Guild merchants can neither appease nor capture these bandit lords, so
they offer increasing bounties for the Brotherhood’s heads.
History of the Seven Storms
Long before the Seven Storms Brotherhood’s arrival, low-level banditry and piracy
plagued the Lake Makrata region. Guild trade ships and wealthy caravans offer tempting
targets to unemployed mercenary groups, barbarian tribes, and desperate farmers. The
region’s mountains and natural cave systems provide ample hiding places, frustrating
soldiers and trackers tasked with capturing outlaws. Traders navigating Lake Makrata
must often use narrow channels, valleys and bridges, any of which can hide deadly
ambushes.
A decade ago, two outcaste Dragon-Blooded came to Lake Makrata. They called
themselves Sky-Choking Sirocco and Spring Squall. Bitter exiles from a foreign shore,
these brothers-in-arms saw opportunity there to live in wealth, free of commands from
any higher power. They forged a reputation as daring robbers whose audacity and success
exceeded anything seen in generations, attracting followers from among the ruthless and
the disenfranchised. As they gained Exalted lieutenants, the outcaste bandit lords named
themselves the Seven Storms Brotherhood, each claiming a type of baleful weather as
their title.
Since then, the Brotherhood has gorged on the region’s wealth, poisoning its waters with
the blood of rich and poor alike. Villages offer tribute and regional governors send
armies, but the Seven Storms won’t be calmed. Cities struggle to accommodate refugees
from abandoned farmlands. Immaculate temples petition the Breath of Mela — the
Immaculate Order’s administrative wing for military training and defense — for Dragon-
Blooded monks capable of defeating or converting the unruly outcastes, while merchant
princes funnel resources into peacekeepers, caravan guards, and food imports to avert the
possibility of financial collapse. The region’s wealthiest Guild factors have offered a
legendary bounty for the Seven Storms, backed by contributions from regional leaders.
Desperate merchants and nobles pool dwindling resources to hire mercenaries, strategists,
and explorers capable of flushing the Seven Storms Brotherhood out of hiding.
Methods and Resources
The Seven Storms Brotherhood is famous for descending upon villages, ships, and
caravans without warning, vanishing well before any organized response can be made. Its
outcaste leaders enforce military precision and obedience, masterfully predicting the
movements of those who’d cage the Seven Storms. When pressed, they retreat into
mountain hideouts, protected by treacherous terrain, cunning traps, and camouflage.
Once the Seven Storms have occupied a village or boarded a merchant ship, they
brutalize and rob the population as they see fit. When incensed, the Dragon-Blooded may
order other crimes, like kidnappings and mass executions. Hostages are guarded by
trained mountain hyenas — some refugees swear that these hyenas are men and women
forced into animal form, for they cry and shout like humans. Others believe that the
Seven Storms are Anathema who’ve avoided capture by taking the shapes of beasts and
hiding among the packs roaming the mountains.
The Brotherhood has many hideouts and an extensive knowledge of the cave networks
riddling the mountains. Their primary base of operations is a Shogunate-era relay tower
overlooking a collapsed pass on the road to Varangia. Once, the bell at the tower’s apex
would resonate with elementals bound in the mountains’ depths, a complex chorus
audible for hundreds of miles. After centuries of disuse, the bell has been warped: its
tolling enrages local elementals, often resulting in deadly rockslides and avalanches.
The Seven Storms
Like pack hunters, the Seven Storms prey relentlessly on the weak and vulnerable.
Bounty hunters and heroes seeking to return peace to the region find the Brotherhood a
persistent and vicious enemy. Would-be allies must show enough power and ruthlessness
to earn the Seven Storms’ respect, or experience bloody betrayal at the first opportunity.
The Seven Storms Brotherhood’s leadership is open only to Dragon-Blooded who show
the will to take what they want, without apology or regret. This is their current roster:
Sky-Choking Sirocco is the Seven Storms’ leader, an Earth Aspect with a dusky
complexion and a quiet air that demands silence in return. His tactical acumen and
merciless reputation fostered the discipline necessary for the Seven Storms Brotherhood
to become Lake Makrata’s dominant bandit gang. He’s defeated most of his lieutenants in
single combat, through mastery of Steel Devil style and his affinity with the Dark of the
Earth, an ominous pair of jade daiklaves. He’s also managed the gang’s size and
appetites, to keep their lifestyle sustainable. This last task has become more difficult
following the recruitment of several impetuous younger Dragon-Blooded.
Every member of the Seven Storms Brotherhood forswears their past, following Sky-
Choking Sirocco’s example. His followers observe that he’s an educated man who gains
more excitement from bedeviling soldiers and Guild merchants than from exploiting
defenseless villages. Some speculate that when the gang’s power and influence are
sufficient, Sky-Choking Sirocco will reveal ambitions beyond banditry. When he
approaches, stones shivering with his footsteps, all speculation ceases.
The gang’s second founder, Spring Squall, is a tanned Wood Aspect who carries with
him the constant smell of poppy flowers and hyena musk. Spring Squall has trained the
hyenas of the mountains, teaching them to mimic human voices. He uses them to stage
ambushes and diversions, and to discourage escape from occupied villages. Though he’s
a skilled wielder of the longspear, these vicious pack-hunters are his greatest weapon.
Spring Squall’s appetites have influenced the Brotherhood’s choice of targets since their
founding. He seeks pleasure in all its forms, treasuring novelty. Sometimes he travels the
Lake Makrata region in disguise, to experience a change of pace or to scout an area for a
future raid. His genial attitude allows him to fit in nearly anywhere, but he has no
patience for those who frustrate or insult him. He fancies the idea of claiming nobility,
and pushes Sky-Choking Sirocco to consider taking some territory to rule together.
Blinding Bolt is an Air Aspect and the unofficial second-in-command of the
Brotherhood. Before her induction to the band, she’d already earned infamy as a ruthless
pirate and menace to Lake Makrata. Bald and pale, with numerous piercings and tattoos,
Blinding Bolt’s presence strikes terror into the region’s populace, who believe her to be a
wraith or death-omen.
The former pirate studied tactics and leadership under Sky-Choking Sirocco, and
improved upon those lessons with her natural charisma. Many of the bandits she
commands are more loyal to Blinding Bolt than to the Brotherhood as a whole. Her own
loyalty has never been questioned, but she disdains the idea of claiming or ruling
territory. She believes such aspirations will only weaken the Seven Storms Brotherhood,
and may challenge Sky-Choking Sirocco’s right to command if he decides otherwise.

Changing Weather
Who are the remaining leaders of the Seven Storms Brotherhood? The
answer depends on your campaign’s needs. They may be canny rivals,
unforgivable foes, or resourceful allies. Players may play current or former
members of the Brotherhood, or seek entry to their ranks during play. Here
are four potential Storms for use as player characters or NPCs:
Depths That Betray is a spoiled, arrogant offspring of privilege who
creates clever contraptions to entrap the Brotherhood’s victims and evade
its pursuers.
Rain of Ashes is a cruel, aggressive warrior concealed in heavy armor, so
none may guess their shameful past.
Cold Harvest is a thrill-seeking assassin and martial artist whose loyalty
was won in a duel with Sky-Choking Sirocco, and who aims to surpass
him.
Heady Monsoon is a rowdy youth who emulates the older Storms, to
better conceal any doubt that they’re suited to banditry.
RY 765
I’ve a soft spot for fellow soldiers, and I suppose you did come all this way. Fine. I’ll tell
about killing Anathema. Not Jochim — I’ll wager that copy of The Thousand Correct
Actions of the Upright Soldier in your pack is dog-eared on that section. Wipe that look
off your face, Swift. I don’t need Mela’s wisdom to know your type.
Fear-Eater was a Deceiver. He didn’t have the talent Jochim or the Bull had, of training
men to be fierce and fearless in weeks, so he took a more literal view of things. Fear-
Eater was a shaman before he was Anathema, well-versed in the language of spirits. They
taught him some of their tricks, including one he showed off to me during a parlay, where
he reached into a man’s head and heart and actually drew out the fears in bunches of
spiked purple fruits on twisted vines. Take a guess as to what he did then. When he
smiled, his teeth were lacquered a dark purple.
The Anathema’s real skill as a general lay in building coalitions. Fear-Eater cut deals
with forest gods, spirits of disease and murder, and the Mammoth Avatar. He was damn
subtle about it — we didn’t know about the Bull’s alliances until a hundred-foot
mammoth god charged our lines. We’d have days of hit-and-runs from hostile spirits
before Dragon-Blooded could respond and fight them equally. Our quartermasters
spouted wounds in their sleep and our supply trains fell to improbable sickness, rotting in
the sun. I pulled the Tepet yamabushi together, told them to show the Deceiver we could
play that game better.
The year after Fear-Eater loosed his allies on us, we knew the campaign was lost. We’d
smashed the Bull’s van at Fallen Lapis, led him and that witch through that city (which
we then burned to the ground), took her arm and broke the back of their supply lines. It
was a bloody nose to save face, and we all knew it. After that the Bull relied on the spirit
alliances to harass us while we withdrew. Fear-Eater pinned down our rear guard at Futile
Blood. The moment I was on the scene, the Bull slammed our front and flanks with a
fresh van.
I saw Fear-Eater, eclipse-mark flaring on his brow and body lit by a corona, fetishes
orbiting him in a whirl, throwing his facial scar-tattoos into sharp relief. He relied on
sheer power to fight, but he’d never faced the hurricane before. He saw me, ducked past
the fire-wreathed blade of my Hearthmate, and smiled that sly purple smile of his.
“Doesn’t matter what happens now,” he said. “Yurgen will snap your soldiers like dead
branches.” He pinned Tepet Nezurin with subtle magics, punched through jade armor like
water and consumed her heart with a fiery mandala of sunlight. “Maybe,” I answered
through the sorrow of losing a Hearthmate, “Jochim said that before I took his head, and
he was twice the fucking soldier you are. How will you fare?”
My other Hearthmate was on the scene then, whispering Essence and giving me back the
strength of the Dragons I’d lost twisting Fear-Eater’s words to his army. He tried to catch
the blade, but Jochim tried the same trick once, and it didn’t work then either — they
both had spent too much killing my Hearthmates and I made them pay for it. Air finds a
gap, and my grandfather’s daiklave found the one between tendon and bone. I buried the
blade in his clavicle, wrenched it free easy as a summer’s breeze, then ruined the lovely
view of his surprised face with my fist. Then I took his head, stopped to savor the look of
fear in his eyes after his flaring anima guttered and winked out in death.
Then I heard the roar from the front, turned to see our lines shattering in the light of three
suns, and truly I wish I’d had his damned fruit trick then.

Chapter Five
Character Creation
By default, starting Dragon-Blooded characters are experienced characters who’ve been
Exalted for several years: Dynasts who’ve graduated from one of the Realm’s secondary
schools, trained soldiers of Lookshy, or outcastes with plenty of adventures behind them.
These rules allow you to create such characters.

Step 1: Concept and Aspect


Start character creation by talking with your Storyteller about her plans for the game, and
discussing character concepts with your fellow players.
Think about your character’s origin, personality, skills, and the heroic archetypes that
inspire them. A Dragon-Blood’s origin is of great importance in character creation — if
your character is from the Realm, you should decide whether she’s a Dynast or a lost egg,
which of the Great Houses (p. XX) she belongs to, and which secondary school (p. XX)
she attended. Alternatively, you might play a Dragon-Blooded that belongs to one of the
gentes of Lookshy (p. XX), one of the clans of Prasad (p. XX), another group of
outcastes, or no group at all. Once you have a rough idea of the details, sum up in your
concept — a brief description of your character.
Once you have your concept (or while you’re still figuring out the details), determine
which of the five elements is your character’s Aspect (p. XX). Unlike Solar Castes,
Aspects aren’t archetypal roles, instead reflecting the influence of the chosen element on
your Dragon-Blood’s personality and skills. Your Aspect also determines your anima
powers (p. XX).

Step 2: Attributes
Each Attribute (Exalted, p. 148) begins with one free dot. Next, of the categories of
Attributes — Physical (Strength, Dexterity, Stamina), Social (Charisma, Manipulation,
Appearance), and Mental (Perception, Intelligence, Wits) — choose one as primary,
another as secondary, and the third as tertiary. Distribute eight dots between your primary
Attributes, six dots between your secondary Attributes, and four dots between your
tertiary Attributes. Attributes can’t be raised higher than five.

Step 3: Abilities
Each Aspect has five associated Abilities (Exalted, p. 150). Mark them as your Aspect
Abilities.
• Air: Linguistics, Lore, Occult, Stealth, Thrown
• Earth: Awareness, Craft, Integrity, Resistance, War
• Fire: Athletics, Dodge, Melee, Presence, Socialize
• Water: Brawl (and Martial Arts), Bureaucracy, Investigation, Larceny, Sail
• Wood: Archery, Medicine, Performance, Ride, Survival
Next, pick five Favored Abilities in addition to your Aspect Abilities.
Divide 28 dots among your Abilities. Each Ability starts with zero dots, and no Ability
can be raised above three dots without spending Bonus Points. Abilities can’t be
raised higher than five. Each Favored Ability must have at least one dot assigned to it.
Finally, assign three specialties (Exalted, p. 123) among your Abilities. You must have
at least one dot in an Ability to take a specialty in it. You also receive additional
specialties based on your Dragon-Blood’s background:
Dragon-Blooded of the Realm assign two specialties among three Abilities, based on the
secondary school they trained at:
• The Cloister of Wisdom (p. XX): Integrity, Lore, Martial Arts
• The Heptagram (p. XX): Craft, Lore, Occult
• The House of Bells (p. XX): Archery, Melee, War
• The Spiral Academy (p. XX): Bureaucracy, Presence, Socialize
• Pasiap’s Stair (p. XX): Athletics, Resistance, War
Lookshyan Dragon-Blooded (p. XX) assign two specialties among Integrity, Lore, or
War.
Prasadi Dragon-Blooded (p. XX) assign two specialties among three Abilities based on
clan:
• Clan Burano: Integrity, Lore, Resistance
• Clan Ophris: Athletics, Performance, Socialize
Forest Witches (p. XX) assign two specialties among Integrity, Occult, or Survival.
The Storyteller may create similar lists of three Abilities to reflect the background and
training of outcastes or members of other Dragon-Blooded cultures. Alternatively, if none
of the options above fits your character’s background, you may assign one specialty in
any Ability of your choice.
Note that specialties add to the maximum amount of bonus dice from Charms that a
Dragon-Blood can benefit from.

Step 4: Merits
Choose thirteen dots’ worth of Merits (Exalted, p. 157). In addition, Dragon-Blooded
who belong to the Scarlet Dynasty, Prasad’s Dragon Caste, or Lookshy’s gentes may
distribute five additional dots among the Backing, Command, Contacts, Followers,
Influence, Language, Resources, and Retainers Merits, representing the benefits of her
privileged position in society.

Step 5: Charms
Choose fifteen Charms (p. XX) that express your Dragon-Blood’s supernatural might and
elemental power. Dragon-Blooded Charms each require a minimum rating in their
associated Ability — if you don’t have enough dots to qualify for a Charm you want,
you’ll need to spend Bonus Points to raise that Ability’s rating.
You may choose Martial Arts Charms (Exalted, p. 426) or Evocations (Exalted, p. 611)
in the place of Dragon-Blooded Charms. If you choose Terrestrial Circle Sorcery as one
of your starting Charms, you may also learn spells (Exalted, p. 471) in the place of
Charms.

Step 6: Intimacies
Choose Intimacies (Exalted, p. 170) to represent your character’s beliefs and
relationships. Intimacies can represent a Dragon-Blood’s motivations, relationship with
her Great House, religious beliefs, worldview, friends and enemies, moral code, personal
idiosyncrasies, or other important parts of her life.
There’s no maximum on how many Intimacies you may choose. Starting characters must
have at least four Intimacies. At least one must be Defining, and one must be Major.
Likewise, at least one must be positive, and one must be negative.

Step 7: Bonus Points


You have 18 Bonus Points that can be spent to raise any of your character’s traits.
<begin table>
TRAIT COST
Primary or Secondary Attribute 4 per dot
Tertiary Attribute 3 per dot
Aspect or Favored Ability 1 per dot
Non-Aspect, non-Favored Ability 2 per dot
Specialty 1
Merits 1 per dot
Aspect or Favored Charm 4
Non-Aspect, non-Favored Charm 5
Spell (Occult Aspect or Favored) 4
Spell (Occult non-Aspect, non-Favored) 5
Evocation 4
Willpower 2 per dot
<end table>
It’s most cost-effective to use Bonus Points to raise your Aspect and Favored Abilities,
while using them to buy Charms, Evocations, or spells is the most expensive option.

Upgrade!
Some Dragon-Blooded Charms have elemental variants that cost three
experience points. These variants can be taken at character creation for
one bonus point apiece.

Step 8: Finishing Touches


Starting Dragon-Blooded begin with a permanent Essence of 2 (Exalted, p. 174). A
Dragon-Blood’s pool of Personal Essence equals (11 + Essence), while her Peripheral
Essence equals (23 + [Essence x 4]), for a total of 13 personal motes and 31 peripheral
motes at Essence 2.
You begin with five Willpower (Exalted, p. 169), which can be raised by spending
Bonus Points.
You begin with seven health levels (Exalted, p. 171): a −0 level, two −1 levels, two −2
levels, a −4 level, and an Incapacitated level. You may purchase additional health levels
by learning the Charm Ox-Body Technique (p. XX).

Just Hatched
The rules above are for creating experienced Dragon-Blooded. If you want
to play a game featuring newly-Exalted Dragon-Blooded, such as one set
in a Realm secondary school, make the following changes to the default
character creation:
• Your personal Essence is 1.
• You don’t receive bonus specialties from your background.
• Choose ten dots of Merits. You don’t receive bonus Merits from
your background.
• Choose ten Charms.
• Spend 15 Bonus Points.

Character Creation Summary


Step 1: Concept and Aspect
• Consult with the Storyteller and other players, and come up with a concept for
your character.
• Determine your Dragon-Blood’s origin, including Great House and secondary
school for Dynasts, gens for Lookshyan Dragon-Blooded, or clan for Prasadi Dragon-
Blooded.
• Pick an Aspect, and note its anima powers.
Step 2: Attributes
• Mark down one dot in each Attribute.
• Divide 8 dots among primary Attributes, 6 dots among secondary Attributes, and
4 dots among tertiary Attributes.
Step 3: Abilities
• Mark your Aspect Abilities.
• Select five Favored Abilities, which cannot be the same as Aspect Abilities.
• Divide 28 dots among all Abilities. None may be raised higher than 3 without
spending Bonus Points, and each Favored Ability must have at least one dot.
• Assign three specialties among any Abilities, and two specialties based on your
Dragon-Blood’s background.
Step 4: Merits
• Spend 13 dots on Merits.
• If appropriate for your background, spend 5 dots between Backing, Command,
Contacts, Followers, Influence, Language, Resources, and Retainers.
Step 5: Charms
• Select 15 Charms.
Step 6: Intimacies
• Choose at least four Intimacies, including at least one Defining Intimacy, one
Major Intimacy, one positive Intimacy, and one negative Intimacy.
Step 7: Bonus Points
• Spend 18 Bonus Points.
Step 8: Finishing Touches
• Record Essence rating (2), Personal Essence (11 + Essence), Peripheral Essence
(23 + [Essence x 4]), Health Levels (−0/1x2/−2x2/−4/Incapacitated) and Willpower (5).
Aspects
• Air: Thoughtful, creative, and visionary, skilled in subtlety and scholarship.
Aspect Abilities: Linguistics, Lore, Occult, Stealth, Thrown
• Earth: Strong-willed, traditionalist, and meticulous, possessed of great endurance
and skilled in shaping things that last.
Aspect Abilities: Awareness, Craft, Integrity, Resistance, War
• Fire: Passionate, hot-blooded, and contentious, excelling in physical activity and
social interaction through boundless energy.
Aspect Abilities: Athletics, Dodge, Melee, Presence, Socialize
• Water: Shrewd, mercurial, and adaptable, able to navigate complex problems or
improvise effective solutions.
Aspect Abilities: Brawl/Martial Arts, Bureaucracy, Investigation, Larceny, Sail
• Wood: Ever-changing, nurturing, and sensual, with strong ties to nature and the
cycle of life and death.
Aspect Abilities: Archery, Medicine, Performance, Ride, Survival
Bonus Point Costs
<begin table>
TRAIT COST
Primary or Secondary Attribute 4 per dot
Tertiary Attribute 3 per dot
Aspect or Favored Ability 1 per dot
Non-Aspect, non-Favored Ability 2 per dot
Specialty 1
Merits 1 per dot
Aspect or Favored Charm 4
Non-Aspect, non-Favored Charm 5
Spell (Occult Aspect or Favored) 4
Spell (Occult non-Aspect, non-Favored) 5
Evocation 4
Willpower 2 per dot
<end table>
RY 765
Tereya Kingfisher Swift had never felt at home in the Tereya family’s study, and she had
always appreciated that. It was an honest place, with its functional chaises, its austere
writing desk, and, of course, its mechanical clock. The clock was a Varangian import that
had been in this study when Swift married into the Tereya family, and it had faithfully
ticked across the decades since. Other patrician families now displayed clocks, but Swift
judged them mere status symbols. She had always viewed the Tereya family clock as a
reminder that time was too valuable to be wasted. Doubly so for a family that was mostly
mortal.
Swift sat across from her niece by marriage, Tereya Seren, teacups steaming between
them. When Swift’s nuptials were new, and she had been a proud young officer in the
Empress’ legions, Seren had been a promising mortal newcomer to the Imperial Service.
Now Seren was the gray-haired matriarch and grandmother of a powerful patrician
family, and the study was hers to command. And what had happened to Kingfisher Swift?
“Insubordination.” Swift hadn’t repeated the word since it was spit in her face by a
Cathak winglord half her age. She washed the taste down with bitter tea. “Charged, tried,
dismissed… in one afternoon. My career’s over.”
Seren nodded without surprise. Of course she had already known, thought Swift, but what
Seren said was: “You did not deserve this, auntie.”
It wasn’t kindness or reassurance. It was an admission of what they both knew: that the
Empress’ legions had been hobbled and picked apart by the Great Houses. That the
Realm’s promise of an honest living for every lost egg had been broken. Swift couldn’t
imagine the ramifications of this for the empire, didn’t really want to. So she just nodded.
“There is, of course, a place for you here,” continued Seren. “Tereya’s household guard
would be peerless with your experienced leadership. But...”
Swift frowned. She hadn’t expected a “but.”
Seren sipped her tea across several ticks of the clock. “I fear that it may not be the
comfortable retirement you’ve earned. There is uncertainty, here in the Imperial City,
with the legions so close by.” Seren looked from her tea to meet Swift’s eyes. “If the
unthinkable were to occur, it may fall to families like ours to maintain stability. To
defend the capital, and the Scarlet Throne.”
The ticking of the clock seemed to slow as Swift considered the full implications of the
offer lurking behind Seren’s warning. Defending the capital was the legions’ job, and the
legions answered to the Great Houses now. To defend the Imperial City from its rightful
protectors, the patricians would need to conquer it themselves. And as the financial and
administrative backbone of the capital, perhaps they could. They would still need private
armies, led by... people like Kingfisher Swift.
Swift felt a rush of ambition and pride at the idea of proving her worth against the legions
she’d loved for so long. But could she help upend eight centuries’ worth of social order
for love of battle? Swift was grateful to her family, but she did not fully trust them. She
warred with herself for one tick, until the battle was decided.
Swift had sworn to serve the Scarlet Empress. Not the Great Houses.
“Thank you, niece. Your offer is fair.”
Seren inclined her head, an acknowledgement or slight bow, as she poured Swift more
tea. Swift listened to the clock, and wondered for the first time what her life was ticking
toward.

Chapter Six
Traits
The Dragon-Blooded largely use the same traits detailed in Exalted — Attributes,
Abilities, Essence, Willpower, and the like. This chapter describes how their traits differ
from those of the Solar Exalted, and introduces new Merits and Flaws, some unique to
the Dragon-Blooded. Finally, the end of this chapter provides rules for Dragon-Blooded
character advancement.

New Merits
Existing Merits
Backing: Common sources of Backing for Dynasts include the Thousand
Scales, the Immaculate Order, their house’s legions or business interests,
the Imperial Navy, the Magistracy, the Deliberative, and the All-Seeing
Eye. Common sources for Lookshyan Dragon-Blooded include the field
forces, the Lookshyan navy, the directorates, the gentes’ business
interests, and the Shogunate Bureaucracy.
Cult: Both the Realm and Lookshy forbid the direct worship of Dragon-
Blooded, making this Merit unlawful and heretical to possess. Prasadi
Dragon-Blooded and outcastes face no such restrictions.
Influence: Dragon-Blooded most often hold Influence within their family,
be it a Great House, a Lookshyan gens (p. XX), or a Prasadi clan (p. XX).
It’s also common to have Influence in the locale where they reside or
somewhere they’ve performed great deeds in the past, or via their
Immaculate denomination.
Resources: The typical Dynastic stipend is represented by Resources 3,
with more successful or prominent Dynasts having Resources 4-5. If a
Dynast has Resources 0-2, it might represent her being disfavored by her
house or coming from an impoverished household, or might be the result
of her falling into debt, making unwise investments, or living far beyond
her means.

Sobriquet (••) — Purchased


Prerequisite: Influence 1+
Many Exalted and other great figures are known across Creation by their titles and
epithets, as much if not more than by name. Tepet Ejava is the Roseblack; Yurgen
Kaneko is the Bull of the North; Sha’a Oka is the Black Lion. This Merit represents a
character whose title carries great weight in her dealings with others. Upon taking this
Merit, her player should specify both her character’s Sobriquet and the reputation that it
carries. Once per story, when she’s awarded a stunt on social influence that benefits from
this reputation, she may increase the stunt’s rating by one.
Well-Bred (••) — Innate
Prerequisite: Dragon-Blooded
The Dragon-Blood has an exceptionally refined pedigree. The blood of the Dragons runs
strongly within her and her offspring. Her children are significantly more likely to Exalt
as Dragon-Blooded than those of Terrestrials who lack this Merit. This is a prized
commodity within the Realm and throughout Creation. Whenever she makes a bargain
roll in which her bloodline is a factor, such as negotiating a Dynastic marriage contract or
bartering with the noble families of Nechara, she adds an automatic success. Conversely,
she gains +1 Resolve against bargains in that context. Neither of these count as a bonus
from Charms.

New Flaws
Thin-Blooded
Prerequisite: Dragon-Blooded
The Dragon-Blood’s pedigree is diluted by mortal blood, making her children less likely
to Exalt as Terrestrials than those of her better-bred peers. Outcastes typically possess
this Flaw. She suffers a −3 penalty on all bargain rolls where lineage is a factor, and
suffers −1 Resolve against such rolls, such as the marriage proposal of a patrician family.

Breeding and Exaltation


There’s no dice roll to determine whether a Dragon-Blood’s child draws
her Second Breath. In general, a Dragon-Blooded couple of average
pedigrees can expect around half their children to Exalt, while even the
best-bred couples can expect one in five of their children not to. However,
wild deviations from these norms are frequent enough to make even the
best genealogical estimates imprecise. While the Well-Bred Merit and the
Thin-Blooded Flaw contribute to or against the chances of this happening,
it’s ultimately up to the Storyteller to determine if and when a child Exalts.

[BEGIN TWO-PAGE AIR ASPECT SPREAD]

Air Aspect
Air is the breath of Creation, all-encompassing and ever-present. It’s the subtlest of the
elements, unseen and untouchable. It can be felt but never grasped. Yet those who
overlook the air that surrounds them are fools. Its wrath may strike swiftly, the tempest
and the thunderbolt, or it can kill slowly, the wind that scatters sands and the chill that
leeches away heat.
Exalting as an Air Aspect often leads a Dragon-Blood to take on a new perspective. Her
thoughts turn from mundane details to lofty thoughts, seeing Creation with a bird’s-eye
view. She eschews conventional wisdom to pursue grand dreams and high-minded
idealism, forsaking the obvious for the subtle and the inspired. Short-term goals become
trivial and unimportant in her estimation, as she focuses on what her actions may
accomplish in the long run.
The lofty idealism and boundless creativity of the Children of Mela inspires their
endeavors. On the field of battle, Air Aspect generals are tactical geniuses and strategic
masterminds. They’re as elegant as the breeze and as deadly as the thunderbolt in battle,
but such is their subtlety that few have the opportunity to appreciate it. Amid society,
they’re visionaries and schemers whose plans extend countless steps ahead of their rivals
and untold years into the future. They have the greatest natural affinity for the spiritual
world and sorcery of all Dragon-Blooded, cultivating wisdom and power in pursuit of
greater enlightenment.
An Air Aspect doesn’t see her Sworn Kin as they are, but as they could be. Hers is the
voice that inspires them to greatness, teaching them how they might improve on their
flaws and showing them what their deeds might accomplish in the long run. They play
much the same role within Dragon-Blooded societies, innovating solutions to the
problems it faces and devising plans for how it might become greater. They blow the dust
off of forgotten ideas, and sweep away long-held beliefs that no longer hold use.
Aspect Markings: Air Aspects tend toward a bluish or whitish tinge to their skin, which
is cool or cold to the touch. They can smell of fresh breezes, new-fallen snow, or the
ozone scent of lightning. Some have eyes that crackle with lightning at moments of
inspiration or strong emotion, or are surrounded by a mild breeze even amid perfect calm.
Anima Banner: The anima banners of the Azure Dragons shimmer with pale blue or
white light, whirling like gusts of wind or rolling clouds. Some gleam like light reflecting
from ice, while others are jagged and erratic like lightning. They may give off the sound
of screaming wind, or roaring thunder may accompany them. Their iconic animas might
depict air dragons, whirlwinds and cyclones, thunderclouds that flash with lightning,
falling snow or hail, or winged animals.
Anima Effects: Air Aspects call on the wind to speed them and deflect harm, and draw
power from their ideals (p. XX).
Aspect Abilities: Air Aspects excel at scholarly pursuits and the subtle arts. Their Aspect
Abilities are Linguistics, Lore, Occult, Stealth, and Thrown.
Associations: The color blue, the Maiden of Serenity, the monthly cycle of Air, and the
northern direction.
Sobriquets: Children of Mela, Azure Dragons, Tempestuous Knives
Concepts: Renowned savant, idealistic monk, visionary senator, criminal mastermind,
military philosopher, seeker of forbidden wisdom, political puppetmaster, languid
dreamer, earnest bureaucrat.
My plans will sweep away my enemies like a tornado does a twig. Beware
you aren't caught in the gale.
[END AIR ASPECT SPREAD]
[BEGIN TWO-PAGE EARTH ASPECT SPREAD]

Earth Aspect
Earth is the foundation of Creation, the mighty pillar that upholds all things. Earth is
unassailable, enduring both physical force and the taint of chaos. Its stability keeps the
balance of the world, from the mountains that have weathered centuries unchanged to the
purity of cold iron. When storms fade, rivers dry up, fires burn out, and forests die, only
the unforgiving earth remains.
Those who Exalt as Earth Aspects inherit the stoic calm and enduring stability of their
element. They turn their minds from trifles and ill-conceived dreams as they come to
appreciate the importance of ritual and tradition, the tried and tested wisdom passed down
across generations of Dragon-Blooded. They value that which lasts, whether it’s a long-
standing relationship with a lover or friend, constructing a manse that will weather the
passing of ages, or inflicting a total defeat from which a foe can never hope to recover.
They’re slow to make up their minds, but unshakable in their conviction once they’ve
done so.
The Children of Pasiap stand firm in body, mind, and soul, enduring the waves of
adversity without bending or breaking. They’re capable of withstanding both immense
physical pain and temptations of the will, refusing to yield in defense of their allies on the
battlefield or the traditions they’ve devoted themselves to upholding. As generals and
tacticians, the foundation of their battle plans is ancient wisdom such as The Thousand
Correct Actions of the Upright Soldier. As architects and artisans, they create long-lasting
marvels, and sense those flaws that are in need of repair.
An Earth Aspect is a pillar of strength to her Sworn Kin, supporting them with her iron
will and the firmness of her convictions. She understands the value of the ancient
tradition of the Sworn Kinship, and strives to uphold harmony and balance within it. She
may be called on to play the part of arbiter, judge, or disciplinarian when her Hearth is
shaken by strife. So too do they maintain the strength and stability of Dragon-Blooded
societies, upholding those traditions that have seen it prosper through the ages and
mending those things that are flawed.
Aspect Markings: An Earth Aspect’s skin can be pale like marble, brown like soil, or
gray like stone. They smell of moist clay or freshly turned loam, and their eyes can take
on a gemlike appearance, sparkling like sapphires or emeralds. Some have hardened or
textured skin, ranging from chalky to exceptionally smooth to rough and pebbled. Dust
may rise from their footfalls.
Anima Banner: Earth Aspect animas burn with a steady white or yellow light that might
shift like rolling sands or glimmer like a perfect diamond. Some rumble with the
earthshaking might of a landslide or earthquake, or pulse like the heartbeat of a volcano.
Their iconic animas often take the form of earth dragons, mountains or stone towers, or
animals like badgers or bulls.
Anima Effects: Earth Aspects are resilient against attacks, persist through ailment or
injury, and channel seismic force through their anima flux (p. XX)
Aspect Abilities: Earth Aspects favor talents grounded in tradition, discipline, and
endurance. They build things up to last, including themselves. Their Aspect Abilities are
Awareness, Craft, Integrity, Resistance, and War.
Associations: The color white, the Maiden of Battles, the monthly cycle of Earth, and the
central direction.
Sobriquets: Children of Pasiap, Ivory Dragons, Stone Fists
Concepts: Master architect, craftsman, hidebound minister, itinerant monk, military
strategist, historian, spycatcher, city protector, dedicated magistrate.
I am the stone upon which my Kinship stands, surefooted and unyielding.
This Anathema shall not move us.
[END OF EARTH ASPECT SPREAD]
[BEGIN TWO-PAGE FIRE ASPECT SPREAD]

Fire Aspect
Fire is the energy of Creation, the dynamic power that is ever restless, never satisfied. It
engulfs all that it touches, consuming to burn brighter and hotter, spreading beyond
control until there’s nothing left to burn. It knows no restraint, no half-measures, and
even when reduced to nothing more than smoldering coals, it can still ignite a deadly
wildfire. But it’s not wholly without subtlety, for there would be no shadow without the
light of the flame, and no smoke without the ferocious heat of its blaze.
Exalting as a Fire Aspect intensifies every feeling and emotion, kindling the flames of
passion in even the stoniest hearts. Those who were serene or stoic before Exaltation
learn to embrace the spontaneity of their emotions, while those who were already
passionate grow more so, perhaps even hot-headed. When they love, they love with all
their hearts. When they hate, they hate with the burning intensity of an inferno. No action
is meaningless to a Fire Aspect — everything they do, they believe in whole-heartedly.
The Children of Hesiesh exult in battle, cutting down foes with deft grace or brutal force
and flickering across battlefields untouched in ceaseless movement. Their passions
overflow in inspiring speeches and heartfelt actions, drawing every eye at the gala or
spreading their views like wildfire in the chambers of the Deliberative. Yet they’re also
talented intriguers, concealing their true hearts amid shadows and gleaning the hidden
truths of other’s passions. As generals, they lead from the front, inspiring their soldiers
with their intensity. As savants or sorcerers, they’re driven to put what they’ve learned
into action, not satisfied with abstract contemplation.
A Fire Aspect who joins a Sworn Kinship is passionately loyal even as she might conflict
with her Hearthmates, challenging their assumptions or playing devil’s advocate in
argument. If she invites strife, it’s only because she knows she must renew the passions
of her Sworn Kin and remind them of their purpose. In Dragon-Blooded societies,
they’re driving forces of social change, attacking hallowed traditions that have ceased to
be useful and challenging prevailing beliefs that have lead their peers into error. Once the
old ways have faced their scrutiny and burnt to ash, greater freedoms can prevail.
Aspect Markings: Fire Aspects tend toward a constant flushed tone to their skin. Many
radiate more body heat than most people, making them hot to the touch. They can smell
faintly of smoke, fragrant incense, or ash. Some have eyes that glow like embers, or emit
puffs of smoke when they speak or exhale.
Anima Banner: Fire Aspect animas leap and surge in red, orange, or yellow hues,
shimmering and blazing like a bonfire or smoldering like the subtle heat of still-burning
coals. Some give off the crackling roar of a forest fire, or the dull scream of a stoked blast
furnace. Their iconic animas are spectacular displays: fire dragons, erupting volcanos,
perpetual explosions, or animals like tigers or falcons made of flame.
Anima Effects: Fire Aspects are unburnt by flame while immolating their foes with
anima flux, and draw power from their passions (p. XX).
Aspect Abilities: Fire Aspects take well to talents that let them draw attention, go where
they please, and get what they want. Their Aspect Abilities are Athletics, Dodge, Melee,
Presence, and Socialize.
Associations: The color red, the Maiden of Journeys, the monthly cycle of Fire, and the
southern direction.
Sobriquets: Children of Hesiesh, Crimson Dragons, Burning Swords
Concepts: Master duelist, irrepressible socialite, righteous crusader, passionate musician,
devoted legionnaire, social critic, warrior monk, dedicated scholar, notorious libertine.
You dare take advantage of those who can't defend themselves? Pick up
your sword. I'll show you what fear tastes like.
[END OF FIRE ASPECT SPREAD]
[BEGIN TWO-PAGE WATER ASPECT SPREAD]

Water Aspect
Water is the flow of Creation, descending from Heaven and travelling to the corners of
the world. It clings to neither shape nor form, shifting and changing to adapt to its
surroundings. It’s not stopped by dams, but merely diverted, finding another path to the
goal it inexorably seeks. It needs only the slightest crack to permeate any barrier, and
with time, it will wear the mountains down to dust. Its depths conceal many things,
whether the glinting treasures of sunken ships or the unseen menace of the riptide.
Exaltation as a Water Aspect breaks down fixed and stagnant ways, suffusing the
Dragon-Blood with the mercurial adaptability of water. She learns to see things from
many perspectives, pursuing countless paths until she finds the one that leads to victory.
If conventional methods prove unsuccessful, she tries the unconventional. If honorable
means are unavailing, then underhanded ones must be employed. Challenge and conflict
is the wellspring of all growth, and the only sin is conceding failure.
The Children of Danaa’d navigate the treacherous waters of uncharted seas, government
bureaucracies, and criminal underworlds with equal ease, unstymied by seemingly
insurmountable obstacles. Every battle is a chance to learn and grow, whether it’s
adapting one’s fighting style to counter that of a superior opponent or drilling green
troops in battle strategy through practical experience. Every social interaction is one step
closer towards accomplishing their goals or schemes, even if they may not understand
how at first. Their dogged persistence sees them to the end of unraveling mysteries,
solving academic challenges, or resolving social disputes.
A Water Aspect shares her persistence with her Sworn Kin, helping them to adapt and
grow stronger in the face of adversity. When her Hearthmates would resign themselves to
failure or fall into despair, it’s she who encourages them to find wisdom from their
defeat. Within Dragon-Blooded societies, they’re problem solvers who offer practical
solutions to all difficulties, great and small. Conflict, be it military, political, or
economic, is a chance to move forward, and they guide their people through times of
trouble to see the other shore, or instigate such competitions when necessary to avoid
stagnation.
Aspect Markings: Water Aspects have a slight blue-green tint to their skin, sometimes a
deep green-black or ebony in those of refined pedigrees. They can smell of fresh running
water, salty ocean spray, or of the earth after rainfall. Some are marked by watery eyes or
perpetually damp hair. Their clothing might billow as though soaked in water, and their
presence can leave surfaces covered in condensation.
Anima Banner: Water Aspect animas are dark blue, tinged with green or black, rippling
like pools of water or rolling like ocean waves. Some give off the roar of the pounding
surf crashing to shore, while other are accompanied by an eerie silence like the stillness
of the ocean depths. Their iconic animas swell into impressive displays of water dragons,
whirlpools, tsunamis, schools of fish, or siakas and other great sea beasts.
Anima Effects: Water Aspects move with fluid grace, and are as at home beneath the
water as they are on dry land (p. XX).
Aspect Abilities: Water Aspects favor talents that keep their options open and allow
them to navigate complex systems, problems, or environs with ease. Their Aspect
Abilities are Brawl/Martial Arts, Bureaucracy, Investigation, Larceny, and Sail.
Associations: The color black, the Maiden of Secrets, the monthly cycle of Water, and
the western direction.
Sobriquets: Children of Danaa’d, Sable Dragons, Drowning Hands
Concepts: Renowned ship captain, martial arts sifu, political fixer, ruthless magistrate,
master spy, diplomat, wealthy crime lord, information broker, dilettante artist.
Have faith, friends. The odds are against us, we’re outmatched, and
there’s no help coming... but I have an idea.
[END WATER ASPECT SPREAD]
[BEGIN TWO-PAGE WOOD ASPECT SPREAD]

Wood Aspect
Wood is the life of Creation, that which changes in the bloom of birth or the rot of death.
It lives, grows, and dies to make way for new growth, the only element that undergoes
the cycle of life and death. Wood is life-sustaining, nourishing man and beast with fruits
and grain. Wood is life-ending, its thorns dripping with deadly poison. The five elements
are intricately interwoven, and wood is that which unites them. It lays its roots in the
earth and draws nourishment from water, air, and the light of the fiery sun, bringing them
together as it reaches full bloom.
To Exalt as a Wood Aspect is to blossom with sensuality, developing a newfound
appreciation for each and every experience. This need not be hedonistic or lascivious
(though it certainly can be). There’s as much satisfaction to be had in the profound
epiphany of spiritual enlightenment or the exhilaration of feeling a hated foe’s blood
splatter against one’s face as there is in banquets, wine, or sex. Every experience and
sensation is an opportunity for growth and self-discovery, if only one will take the time to
properly notice it.
The Children of Sextes Jylis pursue this sensuality through every part of life. Every battle
teaches harsh truths about one’s strengths and weaknesses, whether it ends in defeat or
triumph over arrow-strewn corpses. Every love affair teaches new lessons about the heart.
Every performance offers a deeper understanding of the rhythms and melodies of a song.
Wood Aspects have a strong affinity for the cycle of life and death, as both master
healers and master poisoners. They have an almost instinctive understanding of animals
and plants, taming deadly beasts to ride into battle or navigating bramble-choked
wilderness with effortless vigor.
A Wood Aspect tends to her Sworn Kinship as though it were a garden, nurturing her
Hearthmates’ growth as warriors and heroes while pruning back their weaknesses and
flaws. Each of her Sworn Kin is an irreplaceable part of a greater whole, and the bonds
between them must be nourished so that they might together reach their fullest potential.
Wood Aspects likewise devote themselves to the growth of their Dragon-Blooded
societies, nurturing the people and places with the potential to benefit the whole while
weeding out those things that have no place in their perfect society.
Aspect Markings: Wood Aspects tend toward a greenish tinge to their skin, hair, lips, or
even blood, and often have green eyes. They may smell of flowers, pine, fresh fruit, or
other plants. Some have leaves or flowers growing in their hair, or even grow a light layer
of bark on their skin, typically along the back and shoulders.
Anima Banner: Wood Aspect anima banners burst with bright green light, waving like
meadow grasses, spreading like tree branches, or blossoming like flower petals. Some are
wild and untamed, while some seem dappled like a forest in sunlight. They may be
accompanied by sound like a strong wind moaning through dense forests, or the scents of
living foliage. Their iconic animas frequently depict wood dragons, writhing tangles of
thorns, massive trees, giant flowers, vines of ivy rising skyward, or forest animals such as
wolves, bears, or foxes.
Anima Effects: Wood Aspects need not fear poison, even as their venomous anima flux
weakens their foes. They can also embody the lithe grace of plants (p. XX).
Aspect Abilities: Wood Aspects are naturals at skills that support others, ensure survival,
and involve the cycle of life and death. Their Aspect Abilities are Archery, Medicine,
Performance, Ride, and Survival.
Associations: The color green, the Maiden of Endings, the monthly cycle of Wood, and
the eastern direction.
Sobriquets: Children of Sextes Jylis, Emerald Dragons, Ashen Bows
Concepts: Master healer, cunning courtier, traveling performer, assassin, Immaculate
inquisitor, explorer, worldly epicure, woodland outlaw, meticulous merchant prince.
I'll compose a song for your defeat, Anathema. Of our glorious battle, and
how your death nourishes the lives of all who come after.
[END OF WOOD ASPECT SPREAD]

Anima Banner
The anima banners of the Dragon-Blooded manifest their elemental puissance as they
expend Essence. For every five motes of Peripheral Essence a Dragon-Blood spends
in an instant, her anima banner rises by one level.
<begin table>
Anima Level Effects
Dim The Dragon-Blood’s anima is invisible to all
senses. This is the default level at which it resides when she’s not spending Essence.
Glowing The Dragon-Blood’s anima outlines her
body in the glowing colors of her element, and her aspect markings become more
pronounced. Any attempts at stealth or disguise suffer a −3 penalty.
Burning The Dragon-Blood’s anima burns brightly
in an aura around her. Stealth becomes impossible.
Bonfire/Iconic The Dragon-Blood’s anima erupts into a
shining pillar of elemental force that stretches high into the sky, visible for miles around.
Upon reaching this level, and at suitably dramatic moments, her anima manifests an iconic
display of elemental power or other personal symbolism chosen by her player, such as an
erupting volcano or a snow leopard carved from ice. The area out to short range of the
Dragon-Blood is completely illuminated. Stealth is impossible.
<end table>
It takes fifteen minutes for the Dragon-Blood’s anima banner to recede from the bonfire
level to burning or from burning to glowing, and half an hour for her glowing anima to
recede to dim.
Anima Flux
When a Dragon-Blood’s anima banner rises to the bonfire level, her untamed elemental
power spills from it as pure destructive force, called anima flux. At the bonfire level, she
rolls one die of withering damage against all non-Dragon-Blooded characters within
close range of her (including allies) at the start of each turn. She doesn’t gain Initiative
from her anima flux. Crashed characters and trivial enemies instead suffer one die of
decisive lethal damage. Outside of combat, anima flux inflicts one die of lethal damage
each minute. Characters with Hardness 1+ are unaffected by anima flux.
Anima flux may damage scenery if dramatically appropriate, setting cloth tapestries
ablaze or shattering wooden walls with seismic force. For this reason, Dragon-Blooded
favor sturdy stone architecture in their homes or other places where their anima banners
might flare.
Anima Effects
A Dragon-Blood’s anima powers are considered to be of her own elemental Aspect for
purposes of her Elemental Aura (p. XX).
By spending one mote, a Dragon-Blood may use one of the following effects:
• She may perform minor manipulations of her Aspect’s element: cooling herself
with a light breeze, igniting a fire without flint or tinder, causing a flower to blossom
early at her touch. These never carry mechanical effects, but provide minor utility and
can be incorporated into stunts.
• Once she’s joined a Sworn Kinship (p. XX), she may sense the direction and
approximate distance to another member of it.
Air Anima Effects
• For five motes, the Air Aspect can use her reflexive move action to leap an entire
range band vertically or horizontally without needing to roll, and suffers no falling
damage for the rest of the round. At bonfire, this power is free.
• For three motes, the Air Aspect may deflect projectiles with a gust of wind,
imposing a −1 environmental penalty on a ranged attack against her.
• Once per day, when the Air Aspect takes a social or mental action to uphold a
Principle, she adds (Intimacy) non-Charm bonus dice on the roll.
Earth Anima Effects
• For five motes, the Earth Aspect adds (higher of Essence or 3) natural soak and
+1 Hardness until her next turn, as well as gaining +1 Defense against smash attacks and
grapple gambits as a non-Charm bonus. At bonfire, this power is free.
• For three motes, the Earth Aspect ignores one point of penalty from wounds,
poison, or crippling for a single tick.
• A character that takes damage from the Earth Aspect’s anima flux is knocked
prone or flung one range band away by seismic force, at the Dragon-Blood’s choice.
Fire Anima Effects
• For five motes, the Fire Aspect becomes completely immune to mundane
environmental hazards based on fire or heat for a scene. She adds (Essence) natural soak
and gains Hardness 2 against fire-based attacks like firewands. At bonfire, this power is
free.
• Once per day, when the Fire Aspect acts to uphold an emotion-based Intimacy,
she adds (Intimacy) non-Charm bonus dice to the roll.
• A Fire Aspect’s anima flux deals (higher of Essence or 3) damage to characters
without Hardness instead of one die.
Water Anima Effects
• For five motes, the Water Aspect may use her move action to cross the surface of
water as though it were solid land, and ignores the −3 penalty for rushing or disengaging
across any difficult terrain. At bonfire, this power is free.
• For three motes, the Water Aspect adds a non-Charm success on a roll to
disengage, withdraw, or resist being grappled.
• Water Aspects may breathe water as though it were air, and suffer no penalties for
being submerged in water.
Wood Anima Effects
• For five motes, the Wood Aspect becomes immune to mundane plant-based
poisons, and doubles 9s on rolls to resist other poisons and diseases for the scene. At
bonfire, this power is free.
• For three motes, the Wood Aspect becomes flexible as a sapling in the wind,
ignoring one point of penalty to Evasion or (Essence) points of penalty on a movement
action for an instant.
• A Wood Aspect’s anima flux is laced with toxic power. A character that takes
damage from it is exposed to a poison with Damage 2i/round, Duration (Essence +
Stamina) rounds, and a −1 penalty.

Character Advancement
Dragon-Blooded earn five experience points at the end of each session, which can be
spent immediately or saved for later.
<begin table>
Trait Experience Cost
Attribute increase current rating x4
Non-Aspect, Non-Favored Ability increase current rating x2
Aspect/Favored Ability increase (current rating x2) − 1
New Ability 3
Specialty 3
Purchased Merit new rating x3
Willpower 8
Dragon-Blooded Charm 10 (8 if in an Aspect/Favored Ability)
Martial Arts Charm 10 (8 if Martial Arts is an Aspect/Favored
Ability)
Spell 12 (10 if Occult is an Aspect/Favored
Ability)
Evocation 12
<end table>
Dragon Experience
In addition to the normal experience awarded at the end of a session, players of Dragon-
Blooded have the opportunity to earn special points called Dragon Experience. Dragon
Experience can be spent to gain any trait (or on any other experience point cost, such as
that to perform sorcerous workings), except Dragon-Blooded Charms.
Players have two opportunities to earn Dragon Experience per session. They may earn
one Expression Bonus and one Role Bonus, each of which grants two Dragon
Experience, for a maximum of four Dragon Experience per session.
Expression Bonus
Characters can gain 2 points of Dragon Experience by fulfilling one of the following
criteria per session:
• Expressing, supporting, or engaging a Major or Defining Intimacy such that it
reveals something about the character, develops her personality, or provides a character
moment that everyone at the table enjoys.
• Facing significant challenges, danger, or harm in the course of protecting or
upholding a Major or Defining Intimacy.
• Being significantly impeded, endangered, or harmed by a Flaw.
Aspect Bonus
Characters can gain 2 points of Dragon Experience by fulfilling one of the following
criteria per session:
• Intentionally ceding the “spotlight” of the scene’s focus to another player’s
character to set them up for an exciting and dramatic moment, or directly supporting
them in such a moment.
• Roleplaying the effects of the Great Curse (p. XX) in a way that reveals
something about the character, develops her personality, or provides a character moment
that everyone at the table enjoys.
• Air Aspects: Accomplishing a long-term plan that upholds a Major or Defining
Intimacy; uncovering knowledge through study or subterfuge that furthers the character’s
or her Hearth’s goals; solving a significant problem through the application of
knowledge; guiding a member of one’s Sworn Kinship in using his talents or abilities to
advance his or the Hearth’s goals.
• Earth Aspects: Defending, supporting, or expanding an institution or tradition in
support of a Major or Defining Intimacy; enduring significant peril to defend one’s
Sworn Kin; creating a lasting and meaningful institution, tradition, or work of
craftsmanship or mystical power; resolving a meaningful dispute between members of
one’s Sworn Kinship or another group one belongs to.
• Fire Aspects: Defeating a powerful enemy in a way that upholds an emotion-
based Major or Defining Intimacy; taking needless risks or plunging into unnecessary
danger to uphold a Major or Defining Intimacy; inspiring others to uphold one of the
character’s emotion-based Major or Defining Intimacies in a significant way; directly
furthering the character’s or her Hearth’s goals by causing another character to question
one of his Major or Defining Intimacies.
• Water Aspects: Solving a significant problem or defeating a powerful enemy
using a new approach after failing before; removing a major impediment to the
character’s or her Hearth’s goals using unconventional or underhanded means; exploiting
the rules or customs of a government, bureaucracy, or criminal association to support a
Major or Defining Intimacy; helping one of the character’s Sworn Kin recover or learn
from a major defeat or setback in a way that grants a significant advantage.
• Wood Aspects: Learning something that helps advance or protect a Major or
Defining Tie from firsthand experience; navigating geographical obstacles or curing
dangerous ailments preventing the character or Hearth from achieving a significant goal;
upholding a Major or Defining Intimacy by pursuing a new experience; helping one of
the character’s Sworn Kin cultivate a strength or remedy a weakness in a way that grants
a significant advantage.
Training Times
Raising traits with experience points isn’t an instant process. These training times are
rough guidelines for how long it takes, assuming that a character spends a significant
portion of that time (but not all of it) training, or gleans significant experience from
practical application of her skills. A character can train multiple traits at the same time if
it makes sense — a rigorous course of academic study could count toward the times
required to raise Intelligence, gain a Lore specialty, and learn a Lore Charm.
The listed training times can be reduced if a character is trained by a talented mentor, or
devotes her time fully to training.
<begin table>
Trait Training Time
Attribute (new rating) months
Non-Aspect, Non-Favored Ability (new rating) weeks
Aspect/Favored Ability (new rating) days
Specialty two weeks
Purchased Merit (new rating) weeks
Willpower one month
Dragon-Blooded or Martial Arts Charm (Ability + Essence minimum) days, or
(Ability minimum) days if Aspect/Favored
Spell Two weeks
Evocation (Essence minimum x 4) days
<end table>
Raising Essence
A Dragon-Blood’s Essence rating rises as she grows and matures as a hero, increasing
automatically once she’s earned and spent a certain amount of experience (Dragon
Experience doesn’t count towards this total). Once she’s spent sufficient experience, the
Dragon-Blood must generally meditate on her elemental Essence or seek enlightenment
in seclusion before attaining the next dot of Essence, although it’s possible for it to
increase instantly in a dramatic, character-defining moment.
Dragon-Blooded characters made using the default character creation rules (p. XX) must
attain the following totals to raise their Essence:
<begin table>
Essence Rating Experience Points
Essence 3 150
Essence 4 250
Essence 5 375
Essence 6+ Only available at Storyteller’s discretion
<end table>
Dragon-Blooded characters created with the alternate rules for beginning at Essence 1
must spend 60 experience points to reach Essence 2, after which they follow the above
chart normally.

The Great Curse


When the slain enemies of the gods pronounced their death-curse against the Exalted, the
brunt of it fell upon the Solars who led the Divine Revolution. The Dragon-Blooded were
still accursed, but to a much lesser degree. Consequently, unlike the Solars and other
Exalted, Dragon-Blooded don’t possess a Limit track or experience Limit Break. While
the Great Curse still influences their behavior, its manifestations are determined solely by
the player of a Dragon-Blooded character.
Roleplaying the Great Curse well is rewarded with Dragon Experience (p. XX).
However, while a Dragon-Blood’s excesses or warped judgment might cause problems
for her fellow characters, it’s never an excuse to ruin other players’ fun at the table. If a
dramatic moment caused by the Great Curse isn’t something that the entire group
can appreciate, it doesn’t award Dragon Experience.
The Great Curse manifests differently in each elemental Aspect of Dragon-Blooded:
• Air Aspects: An Air Aspect’s Great Curse can lead her to react with excessive
anger, frustration, or despair when the world fails to live up to her idealistic visions of it.
She may become so caught up in her high-minded idealism that she ignores the
consequences it has for others or the suffering that it causes, or hold such confidence in
her intellect and vision that she’ll brook no insult without retribution, or take truly foolish
risks not believing that she could be wrong.
• Earth Aspects: An Earth Aspect’s Great Curse may render her ruthless or cruel
in defense of her cherished institutions and traditions, or leave her single-minded and
immutable, refusing all counsel and closing her heart. She may respond to any insult or
challenge to an important tradition with earthshaking anger or abject despair.
• Fire Aspects: A Fire Aspect’s Great Curse intensifies her emotions and desires to
the point of dangerous excess. Depending on the circumstances, she might be overcome
with overwhelming zeal for her cause, self-hatred over any imperfection she displays,
reckless fury against hated foes or in defense of those she loves, or self-sacrificing
despair when those she loves suffer.
• Water Aspects: A Water Aspect’s Great Curse makes her perseverance a liability
as she goes to unnecessary extremes to overcome obstacles or protect allies, or faces
down impossible obstacles refusing to believe she can be defeated. She might take any
underhanded shortcut or employ any plans, no matter how convoluted, in the pursuit of
her own triumph.
• Wood Aspects: A Wood Aspect’s Great Curse might intensify her sensuality into
hedonistic excess, dangerous thrill-seeking, or wild binges that leave her overcome by
guilt, regret, or the desire to atone. She may instead become overzealous in her attempts
to nurture the people and societies around her, becoming overbearingly controlling of that
which she protects or mercilessly pruning away undesirable elements.
RY 768
Mnemon’s carriage rolled down the central boulevard of Jiara’s grand, damaged acropolis. Her
passage drew hawking merchants, praises from nervous Jiaran nobles, and respectful bows from
her legionnaires. Mnemon noticed them all, and was untouched. After centuries, the actions of
mortals had lost meaning, uniqueness. Yet mortals followed patterns, and patterns held true.
Once, the palaces on Jiara’s plateau had competed to reach the sky in an unseemly display of
mortal ambition. In the Scarlet Empress’ absence, Anathema dissenters fanned ambition into
rebellion. It fell to the Empress’ eldest surviving daughter to correct the wayward satrapy. Jiara’s
grand towers crumbled before Mnemon’s legions. The Anathema fled the city with the Jiaran
royal family in tow.
Jiara was all but tamed now, and House Mnemon’s reputation had grown for the conquest. It was
nearly time for Mnemon to bring the spoils of her victory home to the Blessed Isle, to claim the
throne she deserved. One task remained.
Mnemon signaled her driver to stop, and stepped onto the boulevard’s cobblestones. She directed
her personal guard to follow one hundred paces back, and then walked, as alone as she ever was,
until she reached the rocky edge of the plateau. The lower half of the city stretched out below,
and Mnemon listened for its patterns in the wind and stone.
The city’s song was familiar. River traders shouted and monks preached. Construction crews
rebuilt the war-torn city while legionnaires drilled in battle maneuvers. Mnemon allowed herself
to feel pride in the flow of civilization working as it should, of every creature filling its proper
role. All except for the shadow the Anathema left behind.
Mnemon felt a weight on the stones behind her and spun, grabbing the blade meant for her back.
She looked past the facade of a harmless merchant and took in the assassin’s true features —
yellow eyes, dark skin, red hair — before twisting her wrist. The sword tumbled down the
cliffside.
“Do you think I can’t feel an assassin’s breath on my neck?” asked Mnemon as she trapped the
assassin’s arm in a joint lock. “I’ve outlived a hundred like you.”
The assassin gritted her teeth. “Tell them Novia Claro took the prize.” A golden ring flared on
her forehead, and she slipped bonelessly from Mnemon’s grasp. Novia spun, opened her hand,
and unleashed a spray of blades, dozens of daggers fanning outward.
With nowhere to flee, Mnemon went through. Blades pierced her flesh in a dozen places, but she
found the assassin’s chest with the heel of her palm, and unleashed a pulse of seismic force.
Novia tumbled backward across the ground as Mnemon fell to a knee. The two women were still
for a moment.
“I have a few ribs still unbroken,” said Novia. She drew another dagger. “How do you fare on
blood, dragon?”
Mnemon was a bloody mess, but she’d felt worse. She laughed, light-headed. “The Dragons
provide.”
And by her will, Mnemon’s wounds erupted. Blood streamed down to pool beneath her, until
something began to reach out from the gore. It had gangling limbs, a curved spine, and flesh
writhing like ants. The demon Glafira, the Zodiac of Blood, stood and turned its rune-face
toward Novia Claro.
The assassin grimaced at the demon, then glanced back to see Mnemon’s guards rushing to her.
“…Let me just get my sword,” she said. She dashed around Mnemon and Glafira, and hopped
over the cliff’s edge. Glafira scuttled after her immediately, fearless and tireless.
Mnemon ignored her guards’ shouts and turned to look down upon the Anathema, the demon,
and the city below. Her anima flared as her hands wove sorcerous Essence. Jiara was not yet
perfected.

Chapter Seven
Charms
The might of the Dragon-Blooded is depicted through their Charms. Each Terrestrial Charm is
an expression of elemental power channeled through the Dragon-Blood’s superhuman mastery of
an Ability. Like Solar Charms (Exalted, pp. 250-251), Dragon-Blooded Charms aren’t codified
techniques or known entities within the setting of the game. Dynasts of the Realm understand the
shared nature of their power, and may be familiar with the feats of legendary elemental prowess
that a particular Dragon-Blood is known for, but there are no books compiling lists of all known
Charms, and some Charms might come as a surprise to even the most experienced Terrestrial.
Adding Bonus Dice
Unlike the Solar Exalted, the Dragon-Blooded don’t have generic Excellencies or gain them for
free. Instead, each Ability has its own Excellency Charm that must be purchased normally. A
Dragon-Blood cannot add more than (Ability + Specialty) dice to a roll. Automatic successes
count as two dice each towards this limit. Static values such as Evasion or Resolve can be raised
by half this amount, rounded up.
The only exceptions are rarer “non-Charm” dice or successes, which don’t count towards
the limit at all.
Example: A Dragon-Blood with Melee 4 and a specialty of (Spears) could add up to five dice on
an attack roll or raise her Melee Parry by 3 while wielding a spear, but only add four dice to a
roll or raise her Parry by 2 with any other weapon.
The Elemental Aura
The apex of Dragon-Blooded elemental power is the Elemental Aura, a state in which she centers
the totality of her Essence around a single element. Dragon-Blooded of any Aspect are capable
of entering all five Elemental Auras. The Aura manifests visibly through the Dragon-Blood’s
anima banner if it’s above the dim level. If she’s in the Aura that matches her Aspect, her anima
intensifies dramatically — the flames of a Fire Aspect’s anima might burn blue-white, while an
Air Aspect’s cloudy anima might grow dark and begin to crackle with lightning. In other Auras,
her anima becomes a hybrid of two elements — an Earth Aspect in Fire Aura could manifest an
anima banner of flowing lava, while the anima of a Water Aspect in Wood Aura might be filled
with writhing kelp.
To enter an Elemental Aura, the Dragon-Blood must use Charms and/or anima powers of only
one element during her combat turn (or a similar narrative interval outside of combat, such as an
action in a scene of social influence or a round of naval combat). At the end of her turn, she
enters the appropriate Aura. The Elemental Aura lasts until the end of the scene, but ends early if
the Dragon-Blood uses a Charm or anima power of another element at any time. When the
Dragon-Blood’s anima banner reaches bonfire level, she becomes unable to enter the Aura of
any element except her Aspect. If she’s in another Elemental Aura when her anima reaches
bonfire, it shifts to match her Aspect’s element.
The Aura affects Charms in multiple ways:
• Some Charms become more powerful in the appropriate Elemental Aura.
• Charms with the Aura keyword can only be used in an Aura that matches their aspect.
• Some Aura Charms require the Dragon-Blood to expend her Aura as part of their cost.
• Some Aura Charms have “Duration: Aura,” indicating that they last only as long as the
Dragon-Blood remains in that element’s Aura.
Charms with the Balanced keyword harmonize with the Dragon-Blood’s Aura regardless of their
aspect — they neither prevent her from entering Elemental Aura when used alongside Charms of
another element, nor do they ever cause her Aura to end. Spending motes on Charms that lack
an elemental aspect never prevents the Dragon-Blooded from entering Aura, nor does it
end her Aura.
Example: On her turn, Tepet Jalena attacks using two Air-aspected Charms. At the end of her
turn, she enters Air Aura. Later in the round, she reflexively uses a Fire Charm to defend against
an attack, instantly ending her Aura.

But What About…?


The Elemental Aura flows from the intrinsic power of Dragon-Blooded Charms.
Martial Arts, Evocations, and sorcery never impact the Dragon-Blood’s Aura
either positively or negatively, even if they’re elemental in nature — they’re
extrinsic power, a step removed from the core of Dragon-Blooded Essence. The
one exception are the Immaculate martial arts (p. XX), styles uniquely designed to
harmonize with the Elemental Aura.

Signature Charms
Each Charm has five puissant elemental Signatures. A Dragon-Blood can only learn one
Signature Charm per Ability. She doesn’t have to pick the Signature Charm that matches her
own elemental aspect. At Essence 5, she unlocks the potential to learn one more Signature
Charm from each of her Aspect and Favored Abilities. She must use her second choice to learn
the Signature Charm that matches her own Aspect if she hasn’t already done so.
New Keywords
Air, Earth, Fire, Water, Wood: Every Dragon-Blooded Charm has an elemental aspect,
typically marked by these keywords. Dragon-Blooded Charms without these keywords specify
what aspects they can take on in their text.
Aura: Aura Charms can only be used while the Dragon-Blood is in the Elemental Aura that
matches its aspect. An Aura Charm can’t be used in the same instant with Charms of other
elements, unless those Charms have the Balanced keyword.
Balanced: Balanced Charms don’t interfere with the Dragon-Blood’s Aura even if they don’t
match its aspect — they won’t prevent her from entering an Aura at the end of her turn if used
with Charms of another element, and never end her Aura. If she uses only Balanced Charms on
her turn, she may enter the Aura of any of the elements whose Charms she used.
Excellency: This keyword indicates Dragon-Blooded Excellencies.
Signature: This keyword marks an Ability’s five elemental Signatures.

Multiple Aspects
Some Dragon-Blooded Charms have multiple elemental aspects. Some have
different effects for their multiple aspects and require the Dragon-Blood to choose
one; these Charms will be keyworded as, e.g. Air or Earth. Others belong to two
or more elements simultaneously, and are keyworded as, e.g., Air/Earth. For
purposes of the Dragon-Blood’s Elemental Aura, the latter Charms count as
whichever element is most advantageous to her — she could enter Water Aura
using a Charm that is both Air and Water, and using a Charm that is both Fire and
Wood would not disrupt her Fire Aura.

Archery
Unobstructed Hunter’s Aim
Cost: 1m per die; Mins: Archery 1, Essence 1
Type: Supplemental
Keywords: Balanced, Excellency, Uniform, Wood
Duration: Instant
Prerequisite Charms: None
Sighting along the flow of living Essence, the Dragon-Blood unleashes a flawless shot. She may
add bonus dice to an Archery roll for one mote each. As long as she attacks a living target — or
an undead one, which stands out as a void in the Essence of the world — she ignores one point
of penalty from visual obstruction such as poor lighting or smoke.
Sky-Calming Draw
Cost: 4m; Mins: Archery 2, Essence 1
Type: Supplemental
Keywords: Air, Uniform
Duration: Instant
Prerequisite Charms: Unobstructed Hunter’s Aim
The Dragon-Blood’s focus quells the wind that would divert her arrow, ensuring her shot flies
true. After spending a round aiming, she extends the range of a withering or decisive attack by
one range band (maximum long) and ignores penalties from wind or inclement weather.
In Air Aura, the Dragon-Blood may use this Charm without needing to aim beforehand.
Death From Nowhere
Cost: 3m; Mins: Archery 3, Essence 1
Type: Supplemental
Keywords: Air/Water, Balanced, Withering-only
Duration: Instant
Prerequisite Charms: Sky-Calming Draw
As the Dragon-Blood draws back her arrow against her bowstring, she withdraws and disperses
its weightiness, sending it flying like an ephemeral phantom to pierce her foe’s heart. After
spending a round aiming, her withering attack ignores (lower of Essence or Perception) points
of soak from armor.
Harvest of the Hunter
Cost: 1m; Mins: Archery 2, Essence 1
Type: Supplemental
Keywords: Wood
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood may go to hunt with an empty quiver yet never lack for arrows. Anything that
grows will yield up arrows to the archer’s gathering hands. She can create useable ammunition
for a bow or crossbow from any kind of plant, whether it’s a marsh reed or a stalk of corn. In
combat, she doubles 8s on an ammunition check for an Archery weapon (Exalted, p. 202). As
long as she rolls a single success, she’s guaranteed to scavenge a single arrow. Outside of
combat, she may use this Charm to gather enough arrows to fill her quiver as long as there’s
sufficient plant life to draw her harvest from, although the Storyteller may require a special
ammunition check to create arrows in barren deserts or other areas devoid of plant life.
Arrow Thorn Technique
Cost: 3m; Mins: Archery 3, Essence 1
Type: Supplemental
Keywords: Balanced, Dual, Wood
Duration: Instant
Prerequisite Charms: Harvest of the Hunter, Unobstructed Hunter’s Aim
Thorns grow to wreathe the shaft of the Dragon-Blood’s arrow in flight. On a withering attack,
she adds +1 Overwhelming, or (Essence) Overwhelming if the attack benefits from aiming.
Decisive attacks add (Essence/2, rounded up) threshold successes on the attack roll as dice of
damage, or (Essence) threshold successes if she aimed.
Boughs of Burning Autumn
Cost: 2m, 1i; Mins: Archery 4, Essence 1
Type: Reflexive
Keywords: Fire/Wood, Perilous
Duration: Instant
Prerequisite Charms: Harvest of the Hunter
Flame is born from wood. The Dragon-Blood may reflexively reload a firewand or similar flame
weapon with the Slow tag on her turn. This permits her to use it in combination with Charms that
make multiple attacks, such as Swallows Defend the Nest, as long as she pays this Charm’s cost
before each additional attack past the first.
Life-Swelling Sap Strike
Cost: 3m, 1wp; Mins: Archery 3, Essence 2
Type: Simple
Keywords: Decisive-only, Wood
Duration: Instant
Prerequisite Charms: Harvest of the Hunter
The Dragon-Blood’s arrow bursts into a crush of ever-growing roots or vines in midflight,
entangling her enemy in thick plants. She makes a distract gambit (Exalted, p. 200). On a
success, her projectile bursts into growing vines, inflicting a −1 mobility penalty on the
distracted character — which stacks with penalties from armor — for the rest of the scene. He or
one of his allies can cut away the vines with a difficulty 3 gambit using an edged weapon, or the
Storyteller might deem other actions or conditions sufficient. At the end of each round in which
he remains entangled, he loses a point of Initiative (which the Dragon-Blood doesn’t gain).
Battle groups lose one Magnitude instead.
This attack is especially deleterious to the undead; if it crashes them, they crumble into soil,
automatically incapacitated. Stronger undead, such as nephwracks, Deathlords, or undead
Exalted are unaffected. The body of any living mortal slain while covered in vines won’t harbor
a hungry ghost. Outside of combat, the Dragon-Blood may use this Charm on dying mortals to
ensure they leave no hungry ghosts, waiving the Willpower cost for willing targets.
In Wood Aura, the Dragon-Blood may use this Charm to make a standard decisive attack instead
of a distract gambit.
Arbor Sentinel Technique
Cost: 4m, 1wp; Mins: Archery 4, Essence 2
Type: Simple
Keywords: Wood
Duration: One scene
Prerequisite Charms: Life-Swelling Sap Strike
As the Dragon-Blood lowers her bow to the ground, its once-living wood remembers what it
once was, sprouting roots that dive into the soil. In a matter of seconds, the weapon grows into a
small tree, less than a range band high, its branches replete with arrows. It’s still perfectly curved
and weighted to allow the Dragon-Blood to attack with it, provides her with the benefits of heavy
cover (Exalted, p. 199), and cannot be disarmed. It provides a never-ending supply of
ammunition, ensuring she won’t run out of arrows even in a daylong battle. However, she cannot
move the weapon in its tree form, and this Charm ends if she moves further than close range
from it.
Drawing Lightning Style
Cost: 4m; Mins: Archery 4, Essence 2
Type: Supplemental
Keywords: Air, Aura, Decisive-only
Duration: Instant
Prerequisite Charms: Death From Nowhere
As the Dragon-Blood takes aim, her arrow crackles with gathering lightning, shining as a
glowing anima banner (p. XX). On her next turn, she may make a decisive attack, adding the
three bonus dice from aiming to her damage roll instead of the attack roll.
An Archery 4, Essence 3 repurchase lets the Dragon-Blood expend her Aura to apply the aim
bonus on both the attack and damage rolls.
Spring Follows Winter
Cost: 5m, 2i; Mins: Archery 5, Essence 2
Type: Simple
Keywords: Aura, Decisive-only, Wood
Duration: Instant
Prerequisite Charms: Death From Nowhere
Like green leaves reborn after the harshest winter, the Dragon-Blood’s arrow must inevitably
strike its mark. She makes a decisive attack, rolling twice and using the better result. Any
Charms she uses to add dice or enhance the attack roll must be paid separately for each roll.
Horizon-Spanning Arc
Cost: 4m, 1wp, expend Air Aura; Mins: Archery 5, Essence 3
Type: Simple
Keywords: Aura, Decisive-only, Signature (Air)
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood bends the winds to her bowstring, loosing a shot that could fly from heaven
to earth. After spending two consecutive rounds aiming, she makes a decisive attack out to
extreme range (Exalted, p. 197), converting the bonus dice from aiming to non-Charm
successes. She must be able to clearly see her enemy, and cannot attack a foe from more than
five range bands away. If she hits and incapacitates her foe, she may reflexively take aim at
another enemy within long range.
Earth’s Judgment Awakened
Cost: 6m, 3i, 1wp; Mins: Archery 5, Essence 3
Type: Reflexive
Keywords: Counterattack, Decisive-only, Signature (Earth)
Duration: Instant
Prerequisite Charms: None
Standing calm and centered on the earth, the Dragon-Blood rebukes an attacker with an arrow
weighted with the unrelenting force of her will. When she’s standing on an earthen surface and
successfully dodges an attack from an enemy within her weapon’s range, she may unleash a
decisive counterattack, rolling against the lower of her target’s Defense or Resolve. It deals
damage equal to (Presence + attack roll threshold successes), ignoring Hardness. It doesn’t
include her Initiative or reset her to base. This counterattack is incompatible with any effect that
would allow her to move away from her attacker, such as Hopping Firecracker Evasion.
This Charm can only be used once per scene, unless reset by successfully disengaging from a
non-trivial foe and beginning her next turn at short range or further from all enemies.
Blazing Phoenix Pinion
Cost: 8m, 1a, 1wp, expend Fire Aura; Mins: Archery 5, Essence 3
Type: Simple
Keywords: Aura, Decisive-only, Signature (Fire)
Duration: Instant
Prerequisite Charms: None
Threading incendiary anima through her arrow, the Dragon-Blood unleashes a shot that erupts in
a glorious blaze upon impact. After spending a turn aiming, she makes a decisive attack, adding
(Essence) dice of damage. On a hit, as long as she rolls at least one 10 on her attack or damage
roll, the arrow explodes in an unblockable blast that extends out to short range from her target.
All characters caught within it, including allies, must dodge her original attack roll or suffer dice
of Hardness-ignoring lethal damage equal to the total 10s on both her attack roll and the original
damage roll. The original target of her attack cannot dodge the blast. Any character that takes
damage from the explosion is knocked prone and catches fire, suffering (Essence) further dice of
lethal damage each turn until he extinguishes himself.

I’m On Fire!
Several Dragon-Blooded Charms, as well as other effects, set an enemy ablaze
until he extinguishes himself. A character might do this by dousing himself with a
bucket of water, smothering the fire by covering it with earth, or similar methods.
This is typically a miscellaneous action (Exalted, p. 196), but not always —
plunging into a lake only requires a reflexive move action.

Fang-of-the-Depths Draw
Cost: 2m; Mins: Archery 5, Essence 3
Type: Supplemental
Keywords: Signature (Water), Uniform
Duration: Instant
Prerequisite Charms: None
Lurking beneath her victims, the Dragon-Blood unleashes death from the depths. She ignores
penalties for firing into water or similar liquids, or for firing while submerged — she may even
discharge a firewand while underwater.
In Water Aura, if the Dragon-Blood uses this Charm to attack while underwater after aiming, she
may reflexively roll (Wits + Stealth) against her target’s (Perception + Awareness) roll to
establish concealment against him before she attacks, rendering her attack unexpected (Exalted,
p. 203) on success. Once she does so, she cannot use this effect for the rest of the scene unless
reset by landing an attack using any combat Ability against a non-trivial foe as close range.
Heartbeats Before Death
Cost: 1m, 1wp; Mins: Archery 5, Essence 3
Type: Reflexive
Keywords: Aura, Signature (Wood), Uniform
Duration: Instant
Prerequisite Charms: None
Sensing the interconnected web of life that surrounds her, the Dragon-Blood opens her eyes to
deal out death. She may reflexively aim against a living or undead enemy before attacking it, and
ignores any light or heavy cover it benefits from. If she already aimed the previous turn, she may
attack an enemy behind full cover, though it grants him +3 Defense.
This Charm can only be used once per scene, unless reset by aiming normally against an enemy
before hitting him with a decisive attack.
Dragonfly Finds Mate
Cost: 5m, 1i; Mins: Archery 4, Essence 3
Type: Reflexive
Keywords: Clash, Perilous, Withering-only, Wood
Duration: Instant
Prerequisite Charms: Spring Follows Winter
Sensing the path of an enemy projectile, the Dragon-Blood strikes it aside with an arrow of her
own. She may reflexively clash any ranged attack against her with a withering attack, without
needing to aim. Winning the clash knocks the enemy’s attack away harmlessly, but doesn’t deal
damage to him. She still gains Initiative from a successful attack, and her attacker suffers both an
onslaught penalty and the −2 Defense penalty for losing a clash.
Salamander Swallows Flames
Cost: —; Mins: Archery 4, Essence 3
Type: Permanent
Keywords: Clash, Fire
Duration: Permanent
Prerequisite Charms: Boughs of Burning Autumn, Dragonfly Finds Mate
Catching her enemy’s flame with the barrel of her own firewand, the Dragon-Blood steals it for
herself. When she uses Dragonfly Finds Mate with a firewand, she adds (Essence) dice to clash
attacks made using another firewand, a fire-based attack, or a magical attack made of pure
Essence or other energy such as Blazing Solar Bolt, and may do so even if her weapon is
unloaded. Winning the clash reloads her weapon, which visibly burns with stolen flame until she
discharges it. Such uses of Dragonfly Finds Mate are both Fire- and Wood-aspected.
Swallows Defend the Nest
Cost: 6m, 1wp, expend Wood Aura; Mins: Archery 5, Essence 3
Type: Simple
Keywords: Aura, Decisive-only, Wood
Duration: Instant
Prerequisite Charms: Dragonfly Finds Mate
The Terrestrial’s hands move to swiftly nock and draw as Wood Essence strengthens her sinew
and toughens her ligaments. She makes ([lower of Dexterity or Perception] / 2, rounded up)
decisive attacks distributed against one or more enemies. Each attack has a base damage of
(Essence − 2), and she divides her Initiative evenly among each of them, rounded up, to
determine their total damage. Once she’s completed these attacks, she resets to base Initiative,
even if they all missed.
Sparrow Dives at Hawk
Cost: —(1wp); Mins: Archery 5, Essence 4
Type: Permanent
Keywords: Aura, Clash, Decisive-only, Wood
Duration: Permanent
Prerequisite Charms: Dragonfly Finds Mate
The Dragon-Blood strikes down arrow and archer with a single shot. When she wins a clash with
Dragonfly Finds Mate while in Wood Aura, she may spend one Willpower to channel her
renewed killing intent through her arrow, sending it flying toward the enemy who attacked her as
a decisive attack that uses the same attack roll.
This Charm can only be used once per scene, unless reset by using Dragonfly Finds Mate to
successfully clash a decisive attack made by a non-trivial foe with 15+ Initiative.
Seven-Year Swarm Volley
Cost: 8m, 3i, 1wp; Mins: Archery 5, Essence 5
Type: Simple
Keywords: Aura, Clash, Decisive-only, Wood
Duration: Aura
Prerequisite Charms: Sparrow Dives at Hawk
The Dragon-Blood sights along every possible line of attack, readying her arrows to strike
anywhere and everywhere in defense of her allies. Whenever an enemy makes a ranged attack
against the Dragon-Blood or one of her allies within her weapon’s range, she may reflexively
clash it with a special decisive attack, without needing to aim. Unlike a normal clash, success
doesn’t prevent the enemy attack from hitting, nor does it deal decisive damage or reset the
Dragon-Blood’s Initiative: Instead, every threshold success subtracts one success from the
enemy’s attack roll against his original target. The attacker still suffers the onslaught penalty of
her attack, and if he misses his target, the −2 Defense penalty for losing a clash. The Dragon-
Blood gains three Initiative if the clash removes all successes from the attack, or one Initiative if
she lowers the attack successes from an amount the original target couldn’t have dodged or
parried to one that he can. This doesn’t count as her combat action, and she may clash any
number of attacks each round.
This Charm ends if the Dragon-Blood attempts to dodge or parry, or if she makes an attack on
her own turn (although she may use other Charms to clash, counterattack, or make reflexive
attacks normally).
This Charm can only be used once per scene.
Arrow Rain Tempest
Cost: 6m, 5i, 1wp, expend Water Aura; Mins: Archery 5, Essence 5
Type: Simple
Keywords: Aura, Decisive-only, Water
Duration: Instant
Prerequisite Charms: Seven-Year Swarm Volley
The Dragon-Blood fires a volley of arrows skyward, each one doubling and redoubling to
unleash a descending storm of death. They hang fixed at the apex of their arc for a moment
before falling in a storm of flashing blue streaks of light. To use this Charm, she must spend two
consecutive turns aiming and maintain her Initiative at 12+ throughout. She targets a point within
her weapon’s range, and rolls a single unblockable decisive attack against all characters within
short range of it, even allies. Each enemy hit suffers the Dragon-Blood’s full Initiative in
damage. She doesn’t roll damage against battle groups caught in the area of the attack, instead
dealing levels of damage equal to her Initiative to them.
This Charm can only be used once per scene.
Athletics
Effortlessly Rising Flame
Cost: 2m per success; Mins: Athletics 1, Essence 1
Type: Supplemental
Keywords: Balanced, Excellency, Fire
Duration: Instant
Prerequisite Charms: None
Fire fills the Dragon-Blood’s body, suffusing her with power. She may add automatic successes
to an Athletics roll for two motes each, and rolls an additional non-Charm die for every 10.
Bellows-Pumping Stride
Cost: 3m; Mins: Athletics 3, Essence 1
Type: Supplemental
Keywords: Fire
Duration: Instant
Prerequisite Charms: Effortlessly Rising Flame
The Dragon-Blood darts forward with an explosive burst of speed to pursue her foes. She rolls an
additional non-Charm die on a rush for every 1 that appears in the rushed character’s opposing
roll.
With Athletics 5, Essence 3, the Dragon-Blood may expend her Fire Aura when she reflexively
moves to pursue an enemy after successfully rushing him with this Charm to ignite a fiery trail
behind her, an environmental hazard with difficulty 3 and Damage (Essence/2, rounded
up)L/round. It burns until the end of the round unless the Dragon-Blood crossed over a
flammable surface such as a wooden floor or grass, which ignites until extinguished or end of
scene.
Verdant Dragon’s Footsteps
Cost: 4m; Mins: Athletics 3, Essence 1
Type: Supplemental
Keywords: Wood
Duration: Instant
Prerequisite Charms: Bellows-Pumping Stride
The pulse of life bolsters the Dragon-Blood’s endurance. She may move through plant-based
difficult terrain, such as dense forests or brambles, unimpeded, and ignores fatigue penalties on a
single movement-based Athletics roll.
In Wood Aura, this Charm’s duration is extended for as long as the Dragon-Blood remains in
Aura.
Soaring Leap Technique
Cost: 1m; Mins: Athletics 3, Essence 1
Type: Supplemental
Keywords: Air, Balanced
Duration: Instant
Prerequisite Charms: Effortlessly Rising Flame
The Dragon-Blood takes to the air in a single bound, letting the motion of wind around her guide
her leap. Every 10 on an Athletics roll to jump (including rushing or disengaging with a leap)
rerolls a single non-1 failed die.
Strength of Stone Technique
Cost: 1m, 1wp; Mins: Athletics 3, Essence 1
Type: Simple
Keywords: Earth
Duration: One scene
Prerequisite Charms: Effortlessly Rising Flame
The Dragon-Blood reinforces her body with unyielding Earth Essence to accomplish mighty
deeds. She gains one bonus dot of Strength as long as she remains standing on the ground or a
natural stone surface. This increases her effective Strength to determine what feats of strength
she can attempt, as well as adding one bonus die on Strength-based rolls and to withering
damage rolls.
Grandmother Oak Exertion
Cost: 3m; Mins: Athletics 4, Essence 1
Type: Supplemental
Keywords: Wood
Duration: Instant
Prerequisite Charms: Strength of Stone Technique
The Dragon-Blood’s strength is inexorable, finding points of leverage like an ancient tree
digging roots into stone. She adds a bonus success on a feat of strength, and may use her Stamina
in place of her Strength rating to determine if she qualifies to attempt it. If she has Strength of
Stone Technique active, she counts the dot of Strength it grants as a dot of Stamina for the
purposes of the feat.
In Wood Aura, this doesn’t count as a Charm bonus.
An Athletics 5, Essence 4 repurchase lets the Dragon-Blood spend one Willpower to add her
Stamina to her Strength to determine if she may attempt a feat, rather than substituting it.
Perfect Climbing Attitude
Cost: 4m; Mins: Athletics 2, Essence 1
Type: Supplemental
Keywords: Balanced, Earth
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood scales sheer rock faces and perilous mountains with effortless grace, her
fingers carving handholds from unyielding stone. She may use her reflexive move action to
climb a single range band up a stone or earthen surface without needing to make an Athletics
roll, and can even ascend sheer surfaces.
Any handholds carved with this Charm close as soon as the Dragon-Blood has moved on from
them, denying the advantage to her pursuers. With Athletics 3, Essence 2, she may choose to
leave them in place, acting as exceptional equipment (Exalted, p. 580) for any others who wish
to climb up that path.
Incense Smoke Ladder
Cost: 3m; Mins: Athletics 4, Essence 2
Type: Reflexive
Keywords: Air/Fire, Balanced
Duration: Until next turn
Prerequisite Charms: Bellows-Pumping Stride, Soaring Leap Technique
Like a burning ember, the Dragon-Blood drifts upwards through the air. She can run up walls
and other vertical surfaces, even upside-down along a ceiling, as long as she maintains constant
movement. However, she cannot disengage or withdraw up walls. If she ends her movement
somewhere she couldn’t normally stand and then fails to renew this Charm on her next turn, she
falls and suffers damage normally.
Mountain-Toppling Might
Cost: 3m; Mins: Athletics 5, Essence 2
Type: Supplemental
Keywords: Earth
Duration: Instant
Prerequisite Charms: Strength of Stone Technique
The Dragon-Blood is capable of hefting huge boulders or toppling wagons, drawing from the
strength of the earth. She adds (Essence/2, rounded up) to her Strength rating to determine if she
may attempt a feat of strength.
Soaring Zephyr Flight
Cost: 5m, 1wp (4i per round); Mins: Athletics 5, Essence 3
Type: Simple
Keywords: Aura, Perilous, Signature (Air)
Duration: Aura
Prerequisite Charms: Incense Smoke Ladder
Outracing even herself, the Dragon-Blood surpasses the bounds of gravity. She moves two range
bands upwards with a mighty leap, hovering in place at the apex of her jump. She can
subsequently fly through the air with her normal movement actions, moving vertically or
horizontally, and hover in place while not moving. In combat, each round after the first that she
maintains this Charm, she must pay four Initiative to remain in the air. This Charm ends if she’s
crashed or incapacitated, leaves Air Aura, or ends her mote commitment, causing her to drift
harmlessly to the ground.
Unshakable Mountain Spine
Cost: 5m, 1wp, expend Earth Aura; Mins: Athletics 5, Essence 3
Type: Simple
Keywords: Aura, Signature (Earth)
Duration: Instant
Prerequisite Charms: Mountain-Toppling Might
The Dragon-Blood braces her muscles with the strength and solidity of earth, becoming an
unshakable pillar of stone. To use this Charm, she must be in contact with the earth — she could
use it while standing on the lowest floor of a building that’s directly atop earth, but not on that
building’s upper stories or roof. She doubles her Strength rating to determine whether she
qualifies to attempt a feat of strength, and doubles 9s on the roll. If this would raise her Strength
above the necessary minimum, each excess point adds a single non-Charm die.
This Charm may only be used once per day.
Inescapable Blazing Advance
Cost: 5m, 1wp, expend Fire Aura; Mins: Athletics 5, Essence 3
Type: Supplemental
Keywords: Aura, Signature (Fire)
Duration: Instant
Prerequisite Charms: Bellows-Pumping Stride
As the Dragon-Blood runs, flames streak behind her like scarlet ribbons as she builds to her
utmost speed, incinerating those left in her wake. She adds (Essence) non-Charm dice on a rush.
(Essence) 1s on the opposing character’s roll strip one point of Initiative each from him, which
the Dragon-Blood gains.
When this Initiative loss crashes an enemy, the Dragon-Blood’s speed is such that her fiery wake
literally sets him ablaze. He catches fire, suffering (the Initiative he lost) dice of Hardness-
ignoring lethal damage on each of his turns. This lasts until he successfully extinguishes himself.
Dragon Surmounts the Waterfall
Cost: 5m, 1wp; Mins: Athletics 5, Essence 3
Type: Reflexive
Keywords: Signature (Water)
Duration: One scene
Prerequisite Charms: None
The Dragon-Blood is a legendary swimmer, drawing on both her body’s well-honed strength and
unyielding endurance and on her affinity for the elemental flow of Water Essence. She doubles
8s on movement rolls while swimming, and may ignore any penalties or difficult terrain from
swimming against the current, through waves, across whirlpools, or through similar obstacles.
She may even ascend waterfalls and similar vertical flows of water, though she treats these as
difficult terrain.
Any feats of strength the Dragon-Blood attempts while underwater, such as dragging the
survivors of a shipwreck to safety or breaching the hull of an enemy warship, benefit from
double 9s. She adds (Essence/2, rounded up) to her Strength to determine what feats she qualifies
for.
Graceful Dryad Dance
Cost: 5m, 1wp; Mins: Athletics 5, Essence 3
Type: Reflexive
Keywords: Signature (Wood)
Duration: One scene
Prerequisite Charms: None
The Dragon-Blood moves through forests with unfettered grace, scaling the highest trees and
dancing effortlessly along the leaves of the canopy. She can walk on branches, leaves, or similar
plant-based surfaces with perfect balance, able to stand and cross over them even if they couldn’t
normally bear her weight and never needing a roll to maintain her balance no matter how narrow
they are. As long as she’s standing on such a plant-based surface, she gains +1 Evasion. In
addition, she may use her reflexive move action to ascend two range bands up a tree or similar
plant-based surface, as long as there’s a horizontal surface on which she can stand at the end of
her movement (or if she uses Incense Smoke Ladder to continue moving up it).
Dancing Ember Stride
Cost: 4m, 2i; Mins: Athletics 5, Essence 3
Type: Simple
Keywords: Fire, Perilous
Duration: Instant
Prerequisite Charms: Incense Smoke Ladder
The Dragon-Blood is as inevitable in her pursuit as a raging wildfire, yet elegant as a dancing
tongue of flame. She rolls to rush an enemy from short range with double 9s. On a success, she
instantly moves into close range with her foe, instead of the usual effect of a rush.
The Dragon-Blood may pay one Willpower and expend her Fire Aura when she uses this Charm
to rush a foe from medium range.
Seething Dragon Footprint
Cost: 5i; Mins: Athletics 5, Essence 4
Type: Reflexive
Keywords: Fire, Perilous
Duration: Instant
Prerequisite Charms: Dancing Ember Stride
The Dragon-Blood’s burning footprints burst into a roaring conflagration, drawing in the light
and heat of her anima as she speeds away. When she ignites a trail of fire with Bellows-Pumping
Stride, she may use this Charm to stoke it into a bonfire (difficulty 4, Damage 5L/round).
Essence fuels the bonfire for the scene even if there’s no flammable material underfoot.
Falling Star Maneuver
Cost: 6m, 1wp; Mins: Athletics 5, Essence 5
Type: Reflexive
Keywords: Decisive-only, Fire
Duration: Instant
Prerequisite Charms: Dancing Ember Stride
The Dragon-Blood’s speed builds into an all-sundering force, burning red around her as she
crosses the battlefield. She may use this Charm when she successfully rushes an enemy with
Dancing Ember Stride, or when she descends from the air into close range with an enemy, to
make a reflexive decisive attack at close range with Brawl, Martial Arts, or Melee. This counts
as her combat action for the turn. A successful attack creates a shockwave as an environmental
hazard stretching out to short range from her foe. Its difficulty is (Strength), and its damage is
equal to the total levels of damage she rolled on her attack, to a maximum of (Essence)L. The
Dragon-Blood is immune to this hazard, but all others characters, including her allies, are subject
to it. A character that takes damage falls prone and is knocked one range band away from the
Exalt.
Awareness
Precision Observation Method
Cost: 1m per die or 2m per success; Mins: Awareness 1, Essence 1
Type: Supplemental
Keywords: Balanced, Earth, Excellency
Duration: Instant
Prerequisite Charms: None
The serenity of earth focuses and heightens all of the senses. The Exalt may add dice to an
Awareness roll for one mote each, or automatic successes for two motes each.
Cloud-Piercing Focus
Cost: 1m; Mins: Awareness 2, Essence 1
Type: Reflexive
Keywords: Balanced, Earth or Fire or Water
Duration: One tick
Prerequisite Charms: Precision Observation Method
Neither ocean depths nor raging flame nor swirling sands can hinder a keen Terrestrial eye. As
an Earth Charm, this negates visual penalties from dust storms, sandstorms, or similar
obstructions. As a Fire Charm, it negates such penalties from smoke, fire, or volcanic fumes. As
a Water Charm, it negates penalties from mist, rain, or being underwater. Regardless of the
version used, the Dragon-Blood’s sight is extended to its full normal range.
Deep-Listening Palm
Cost: 5m; Mins: Awareness 2, Essence 1
Type: Simple
Keywords: Earth
Duration: One scene
Prerequisite Charms: None
Touching a surface, the Dragon-Blood displaces her sense of hearing through the Essence of
earth. She can listen through that barrier as though it weren’t there. Obstructions made of stone,
wood, or weaker materials don’t require a roll to hear through, while metal or similarly durable
materials may require a (Perception + Awareness) roll at difficulty 3+. On a failed roll, she’s
only able to hear fragments of conversation or certain noises determined by the Storyteller with
this Charm for the rest of the scene.
All-Encompassing Earth Sense
Cost: 3m; Mins: Awareness 3, Essence 1
Type: Reflexive
Keywords: Earth
Duration: Instant
Prerequisite Charms: Deep-Listening Palm, Precision Observation Method
The Dragon-Blood can sense the vibrations that move through the earth when a soldier takes a
step or a leaf falls from a branch. When she comes within short range of a hidden enemy or
danger, this Charm automatically activates. She rolls (Perception + Awareness) with double 9s to
detect it. Concealed characters must be standing on the same surface that she stands on in order
for her to perceive them, or else no more than one vertical range band up on structures or scenery
that rest on the ground (such as the roof beams of a low ceiling or the understory of a forest). She
cannot sense enemies who are airborne, in or on water, or taking other measures to avoid moving
across a solid surface. If she fails her initial roll, she may reactivate this Charm once per
subsequent round to detect the same threat.
With Awareness 4, Essence 2, the Dragon-Blood may purchase elemental variants of this effect
for three experience points each.
Air: The Dragon-Blood can sense hidden threats through air motion out to close range while in
an enclosed space such as a room. This extends to short range at Awareness 5, Essence 5.
Fire: The Dragon-Blood can sense hidden threats out to long range while both are standing in a
fire, a burning building, or similar circumstances, sensing their cooler temperature against the
heat of the flames.
Water: While submerged in water, the Dragon-Blood can sense hidden threats that are at least
partially immersed out to medium range. In driving rain or similar weather, she can sense hidden
characters out to short range.
Wood: While in undergrowth, foliage, or similar vegetative terrain, the Dragon-Blood may sense
hidden threats in the same terrain out to short range. This extends to medium range at Awareness
5, Essence 5.
Dragon’s Crushing Gaze
Cost: 4m; Mins: Awareness 3, Essence 2
Type: Reflexive
Keywords: Balanced, Earth or Water
Duration: Instant
Prerequisite Charms: Cloud-Piercing Focus
The Terrestrial’s attention falls on thieves and cowards like a lead weight dropping into one’s
stomach. She may use this as an Earth Charm when she rolls to oppose a character’s Stealth, or
as a Water Charm against a disguise. Winning subtracts one success either from the total
successes of the opposing character’s concealment as the crushing weight of earth pins him
down, or from his disguise successes as the pounding force of the tide washes away his facade.
In Earth or Water Aura, using the appropriate elemental variant strips an additional success from
the opposing character for every two threshold successes the Dragon-Blood rolls.
Hesiesh’s Discerning Tongue
Cost: 3m; Mins: Awareness 3, Essence 2
Type: Reflexive
Keywords: Fire
Duration: Instant
Prerequisite Charms: Precision Observation Method
When the Dragon-Blood places potentially harmful food or drink in her mouth, she may roll
(Perception + Awareness) to detect poison or other harmful ingredients. Most common poisons
are difficulty 1-3 to detect, while an odorless or tasteless poison would be difficulty 4-5.
Successfully identifying the danger immediately ignites the offending item in the Terrestrial’s
mouth, letting her spit it out before it can harm her.
With Awareness 5, Essence 3, if the Dragon-Blood rolls Join Battle after using this Charm to
successfully detect poison she adds any threshold successes from her (Perception + Awareness)
roll as non-Charm dice on her Join Battle roll.
Feeling the Dragon’s Bones
Cost: 5m, 1wp; Mins: Awareness 4, Essence 2
Type: Simple
Keywords: Earth
Duration: Instant
Prerequisite Charms: All-Encompassing Earth Sense
The Dragon-Blood extends her senses through the earth, constructing an accurate image of her
surroundings from vibrations. The Dragon-Blood rolls (Perception + Awareness) to sense
characters and objects out to medium range, even things that are behind walls or underground. A
single success is sufficient both to hear and to visualize a black-and-white image of anything that
is moving or creating vibrations, such as a person walking or an underground spring’s water. In
underground locales or structures made entirely of stone, this extends to long range.
In Earth Aura, the Dragon-Blood may commit this Charm’s mote cost for as long as she remains
in Aura state. Doing so waives the mote cost of All-Encompassing Earth Sense.
Horizon-Spanning Echoes
Cost: 5m, 1wp; Mins: Awareness 5, Essence 3
Type: Simple
Keywords: Signature (Air)
Duration: Indefinite
Prerequisite Charms: None
Closing her eyes to the world, the Dragon-Blood casts her senses out onto the winds. Upon using
this Charm, she specifies either a specific individual whose voice she wishes to listen for, or a
specific sound to search for such as a particular phrase being spoken by any individual, a
wagon’s wheels moving across a road, or a sword being drawn. She enters a trance in which she
can hear the specified sound from (Essence) miles away, or (Essence x5) miles if it’s extremely
loud, such as a tyrant lizard’s roar or an army on the march. If the specified sound occurs, she
rolls to detect it with double 7s. Even on a failed roll, she’s able to hear the sound; success
pinpoints its exact location. The Charm ends after she rolls.
One-With-Earth Embodiment
Cost: 10m, 1wp; Mins: Awareness 5, Essence 3
Type: Simple
Keywords: Aura, Signature (Earth)
Duration: One round
Prerequisite Charms: Feeling the Dragon’s Bones
At one with Creation, the Dragon-Blood may flow through earth unimpeded. Touching an
earthen surface, she may move into and through it as though moving in water. This counts as her
movement action in combat. If she doesn’t emerge from the earth upon completing her
movement, she must either use this Charm again on her next turn, waiving its Willpower cost, or
be ejected from the earth at the point where she entered, falling prone and suffering an
unpreventable level of bashing damage. However, while moving through stone, she gains the
benefit of full cover (Exalted, p. 199) against all attacks unless an enemy uses a feat of strength,
gambit, or appropriate stunt to create an opening through the stone.
Eye of Blazing Truth
Cost: 4m, 2i, 1wp; Mins: Awareness 5, Essence 3
Type: Reflexive
Keywords: Perilous, Signature (Fire)
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood’s eyes burn with intense flame, incinerating shadows and whatever hides
within them. When she makes a vision-based Awareness roll, she rolls an additional non-Charm
die for each 10 that appears, and ignores penalties from poor lighting, seeing even in total
darkness. If she succeeds on a roll opposing the Larceny or Stealth of an enemy within medium
range, she may send twin lances of flame streaking from her eyes to strike him, rolling (Essence)
dice of lethal damage against him, ignoring Hardness.
If a hidden enemy takes damage while hiding in an area of low lighting, his concealment is
disrupted as flame illuminates him, forcing him to change hiding places, making a new Stealth
roll subject to the −3 penalty for moving. This doesn’t require a move action if he can find new
concealment in the same range band; if not, he must reflexively move, consuming his movement
action for the round (or his next turn, if he’s already moved this round). If his hiding place is
flammable, such as a tree or wooden crate, it’s set ablaze, likewise forcing him to make a new
roll. Mundane disguises burn away if any damage is dealt, laying bare the impostor’s identity.
This Charm can only be used once per scene, unless reset by beating a hidden opponent’s Stealth
roll and subsequently either landing a decisive attack against him or crashing him with a
withering attack while he’s still in concealment.
Serpent-of-the-Depths Discernment
Cost: 3m, 1wp; Mins: Awareness 5, Essence 3
Type: Simple
Keywords: Signature (Water)
Duration: One scene
Prerequisite Charms: None
Attuning her senses to the subtle flow of water and Essence, the Dragon-Blood spies from the
depths. While submerged in a body of water such as a lake or river, she may displace her sense
of hearing to another point within the same body of water no more than (Essence) range bands
away from her. She’s able to hear everything around the chosen point as though she were
physically there. She doubles 9s on Awareness rolls she makes through the water, as well as on
Socialize rolls to read the intentions of characters she’s eavesdropping on.
This Charm doesn’t enable the Dragon-Blood to breathe underwater, requiring her to hold her
breath or use magic such as the Water Aspect anima power (p. XX) or Unbreathing Earth
Meditation (p. XX) to make extended use of it.
Dragon’s Flaring Nostrils
Cost: 6m, 1wp; Mins: Awareness 5, Essence 3
Type: Reflexive
Keywords: Signature (Wood)
Duration: One scene
Prerequisite Charms: None
The Dragon-Blood’s keen nose can pick out the fragrance of a lone rose in a field of lilies, or the
poisonous scent of hemlock diluted a hundredfold. She doubles 9s on scent-based Awareness
rolls, as well as Survival rolls to track by scent, Medicine rolls to diagnose diseases or poisons,
and Socialize rolls to read the intentions of a character she can smell. The range of her sense of
smell extends to (Essence) range bands. She can distinguish individuals by scent, and can gauge
how recently a scent was left. In combat, successfully scenting a concealed enemy or danger
grants her two Initiative.
Dragon’s Twitching Whisker
Cost: 3m, 1wp; Mins: Awareness 4, Essence 3
Type: Reflexive
Keywords: Earth
Duration: Instant
Prerequisite Charms: Dragon’s Crushing Gaze, Feeling the Dragon’s Bones
The Dragon-Blood’s senses are keenly attuned to the presence of those she disfavors, piercing
their deceptions to reveal them to all. When a character that the Dragon-Blood has a negative
Major or Defining Tie to comes within long range of her, she may automatically activate this
Charm to strip away a single success from any Stealth or disguise rolls that character has made
and then make a (Perception + Awareness) roll against him.
An Awareness 5, Essence 4 repurchase of this Charm extends this Charm’s effect to (Essence)
range bands.
Sense the Hidden Ember
Cost: 1m; Mins: Awareness 4, Essence 3
Type: Reflexive
Keywords: Fire
Duration: Instant
Prerequisite Charms: Feeling the Dragon’s Bones
The Dragon-Blood can feel the lingering traces of supernatural power left by the might of gods
and Exalted. When she comes within close range of a location where an Exalt’s anima has
reached the bonfire level or where a spirit has used one of its greater miracles (Exalted, p. 311)
during the current story, she may use this Charm to roll (Perception + Awareness), gaining
information based on the number of successes.
1-2 successes: The Dragon-Blood gains a general sense of how long ago the trace was left —
minutes, hours, days, months, or longer.
3-4 successes: The Dragon-Blood can determine precisely how long ago the trace was left.
5+ successes: As above, and the Dragon-Blood can determine whether the trace was left by a
spirit or by an Exalt, as well as whether its Essence rating is greater or lower than her own. If
she’s personally witnessed an Exalt or spirit of the type that left the trace using its overt
supernatural power, she recognizes its nature, able to identify the anima of a Solar Anathema or
to tell the greater miracles of a god from those of a demon.
Sense-Riding Technique
Cost: 5m, 1wp; Mins: Awareness 5, Essence 3
Type: Simple
Keywords: Earth
Duration: (Essence + Manipulation) days
Prerequisite Charms: Feeling the Dragon’s Bones
The Dragon-Blood etches an imprint of her Essence onto another living character’s
consciousness, riding his senses from afar to see what he sees and hear what he hears. The
Dragon-Blood touches a character and rolls (Manipulation + Awareness) against his Resolve,
unmodified by Intimacies. Success establishes a link, allowing the Dragon-Blood to ride the
target’s senses by meditating. While using his senses, she may make Perception-based rolls using
her own dice pools and Charms, but benefits from any of the target’s Merits that enhance his
senses. Depending on her rolls, she may notice details that the target overlooked, or vice versa.
Sense-Destroying Method
Cost: 5m, 2i; Mins: Awareness 5, Essence 3
Type: Simple
Keywords: Earth
Duration: One day
Prerequisite Charms: Sense-Riding Technique
The Dragon-Blood may cast down her enemies into a void as dark as the earth’s depths, stripping
them of their senses. Like its prerequisite, this Charm requires her to touch her target and roll
(Manipulation + Awareness) against his Resolve, unmodified by Intimacies. In combat, touching
an unwilling character is a difficulty 1 Brawl or Martial Arts gambit. On a success, she may seal
away one of the following sets of senses as a crippling effect. Every two threshold successes on
her (Manipulation + Awareness) roll allow her to seal an additional set of senses.
Sight: An enemy stripped of sight suffers blindness (Exalted, p. 168).
Hearing and Touch: In addition to deafness (Exalted, p. 168), the victim cannot make touch-
based Perception rolls to make out any level of detail. He can still feel pain, although in a
numbly debilitating way.
Smell and Taste: The character cannot make Perception-based rolls to discern any level of detail
with his senses of smell or taste. He also takes a −3 penalty on Awareness rolls to detect tainted
food or drink, poisonous vapors, or similar harmful substances.
Essence Disruption Attack
Cost: 5m, 1wp, expend Earth Aura; Mins: Awareness 5, Essence 5
Type: Simple
Keywords: Aura, Earth
Duration: Instant
Prerequisite Charms: Sense-Destroying Method
Having mastered disruption of the five mortal senses, the Dragon-Blood now learns to strike at
the spiritual faculty that allows gods and the Exalted to sense and channel Essence. Like its
prerequisite, this Charm requires her to touch her target and roll (Manipulation + Awareness)
against his Resolve, unmodified by Intimacies. Success seals the target’s Essence. Whenever he
spends Essence to use Charms or other magic in a single instant, the total cost is increased by
(the Dragon-Blood’s Perception + threshold successes). The seal breaks once the target has paid
this surcharge (6 − his Integrity) times.
Brawl
Become the Hammer
Cost: 1m per die or 2m per +1 Parry; Mins: Brawl 1, Essence 1
Type: Supplemental or Reflexive
Keywords: Balanced, Excellency, Uniform, Water
Duration: Instant
Prerequisite Charms: None
Force flows through the Dragon-Blood with every strike. She may add bonus dice to a Brawl or
Martial Arts attack or the control roll of a clinch for one mote each, and deals lethal damage
unarmed. She rerolls 6s on the damage roll until they cease to appear. Alternatively, she may
raise her Brawl- or Martial Arts-based Parry by two motes per point, and block lethal damage
unarmed.
Pounding Surf Style
Cost: 2m; Mins: Brawl 2, Essence 1
Type: Supplemental
Keywords: Balanced, Water, Withering-only
Duration: Instant
Prerequisite Charms: Become the Hammer
Water strikes with inexorable power, like pounding waves that erode stone. The Dragon-Blood
adds her opponent’s current onslaught penalty to the Overwhelming value of a withering attack.
In Water Aura, this bonus also adds to the attack’s raw damage.
Water Dragon’s Coils
Cost: 3m; Mins: Brawl 2, Essence 1
Type: Simple
Keywords: Balanced, Decisive-only, Water
Duration: Instant
Prerequisite Charms: Become the Hammer
The Dragon-Blood’s grasp is as sudden and inescapable as the riptide. She makes a grapple
gambit, rolling (Strength + Brawl) to attack. Bonus dots of Strength granted by magic such as
Strength of Stone Technique don’t add to her attack roll. Every two threshold successes on her
attack roll add a bonus die to the gambit’s Initiative roll.
Inescapable Whirlpool Hold
Cost: 5m; Mins: Brawl 3, Essence 1
Type: Supplemental
Keywords: Balanced, Decisive-only, Water
Duration: Instant
Prerequisite Charms: Water Dragon’s Coils
The Dragon-Blood’s grasp is a prison that brooks no escape. She rerolls 6s until they cease to
appear on both the Initiative roll and the control roll of a grapple.
In Water Aura, succeeding on the control roll of a grapple refunds the gambit’s Initiative cost.
Oaken Thew Exertion
Cost: 5m; Mins: Brawl 3, Essence 1
Type: Supplemental
Keywords: Wood
Duration: Instant
Prerequisite Charms: Pounding Surf Style or Water Dragon’s Coils
The Dragon-Blood channels her boundless vitality into her limbs as she strikes. She adds
(Stamina) to either the raw damage of a withering attack, or as bonus dice to the control roll of a
clinch.
In Wood Aura, if the Dragon-Blood reaches her dice limit (p. XX) on a grapple control roll, she
adds an additional non-Charm success.
Blade-Deflecting Palm
Cost: 4m, 1i; Mins: Brawl 3, Essence 1
Type: Reflexive
Keywords: Perilous, Uniform, Water
Duration: Instant
Prerequisite Charms: Become the Hammer
The Dragon-Blood channels Water Essence into her defense to disperse even the deadliest blows.
When she uses Brawl or Martial Arts to block, (Essence) 1s on the attack roll reroll that many of
the attacker’s successes, beginning with 7s and moving up.
In Water Aura, each point of onslaught penalty the Dragon-Blood suffers reduces this Charm’s
cost by one mote.
Crushing Avalanche Grasp
Cost: 5m, 1i; Mins: Brawl 3, Essence 2
Type: Supplemental
Keywords: Earth
Duration: Until the grapple ends
Prerequisite Charms: Inescapable Whirlpool Hold
The Dragon-Blood’s grip is sure and unshakable as stone. If she hits an enemy with a grapple
attack roll and successfully establishes a clinch, she doesn’t lose rounds of control over it from
attacks against her that miss.
In Earth Aura, attacks that hit her but fail to deal any damage also don’t cause her to lose rounds
of control.
Currents Sweep to Sea
Cost: 4m (+1a); Mins: Brawl 3, Essence 2
Type: Simple
Keywords: Water
Duration: Instant
Prerequisite Charms: Water Dragon’s Coils
The Dragon-Blood reaches through water, shaping it into a flowing torrent that can constrict foes
and drag them across the battlefield. As long as there’s a source of water on the battlefield, such
as a small pool, cistern, river, or recent rainfall, she creates a grasping limb or tendril of water,
rolling a grapple gambit against an enemy at short range. If she wins control of the grapple, her
foe is dragged into close range with her. If there’s no source of water to use, she may expend a
level of her anima instead.
In Water Aura, this Charm’s range extends to medium.
Entangling Roots Embrace
Cost: 5m; Mins: Brawl 3, Essence 2
Type: Supplemental
Keywords: Decisive-only, Wood
Duration: Until the grapple ends
Prerequisite Charms: Oaken Thew Exertion
Like a sapling whose roots draw sustenance from the soil as it grows skyward, the Terrestrial’s
hold saps the strength of her foe, breaking his fighting spirit. If a grapple enhanced by this
Charm succeeds, she steals one point of Initiative from the clinched enemy at the end of each of
her turns.
Hammering Wave Technique
Cost: 5m; Mins: Brawl 3, Essence 2
Type: Supplemental
Keywords: Dual, Water
Duration: Instant
Prerequisite Charms: Pounding Surf Style
The Dragon-Blood batters her foe like a wave hammering against the shore. She doubles her
Strength to calculate the raw damage of a withering attack, or doubles 10s on a decisive damage
roll.
In Water Aura, if the Dragon-Blood deals 3+ withering damage or 1+ decisive damage, the
onslaught penalty inflicted by her attack doesn’t fade on her enemy’s next turn, but the turn after.
Stone Fist Strike
Cost: 3m; Mins: Brawl 3, Essence 2
Type: Supplemental
Keywords: Earth, Withering-only
Duration: Instant
Prerequisite Charms: Become the Hammer
Seizing on martial instinct, the Dragon-Blood hardens her limbs with Essence. She adds an
automatic success on an unarmed withering attack roll and adds (Essence/2, rounded up)
Overwhelming.
In Earth Aura, the Overwhelming bonus increases to (Essence).
Rolling Boulder Blow
Cost: 5m; Mins: Brawl 3, Essence 2
Type: Supplemental
Keywords: Aura, Decisive-only, Earth
Duration: Instant
Prerequisite Charms: Stone Fist Strike
The Dragon-Blood strikes with the force of a falling mountain, sending her foes flying. She adds
(Strength) threshold successes on the attack roll of a decisive smash attack as dice of damage,
and may both knock her enemy prone and send him one range band back.
Flying Whirlwind Razor
Cost: 5m, 5i, 1wp; Mins: Brawl 5, Essence 3
Type: Simple
Keywords: Aura, Decisive-only, Signature (Air)
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood becomes one with the unseen flow of air that moves through Creation,
unleashing a chop or kick that hones the wind into a swirling vortex. She makes a decisive attack
against an enemy within medium range. She may choose to unleash the wind in a blast,
remaining where she is, or to throw herself into the whirlwind as it flies towards her foe,
instantly moving into close range with him. The latter counts as her movement for the turn. The
damage of the attack equals (Dexterity + attack roll threshold successes)L, ignoring Hardness. It
doesn’t include her Initiative, nor does it reset her to base.
This Charm can only be used once per scene, unless reset by crashing an enemy whose Initiative
was higher than the Dragon-Blood’s with a single withering attack.
Firmament-Shattering Impact
Cost: 5m, 1wp; Mins: Brawl 5, Essence 3
Type: Simple
Keywords: Aura, Decisive-only, Signature (Earth)
Duration: Instant
Prerequisite Charms: None
Sensing the seismic forces that move beneath Creation and aligning her martial prowess with
them, the Dragon-Blood unleashes devastating force upon a foe, sending him flying like a meteor
crashing down to earth. She makes either a decisive smash attack against a crashed enemy or a
decisive throw against a clinched foe. Success allows her to both fling her foe one range band
back and knock him prone, shattering the ground where he lands to create difficult terrain and/or
smash through destructible scenery.
If she deals 3+ levels of decisive damage, she may hurl her victim to medium range, causing him
to take damage as though from a short-range fall (Exalted, p. 232). With 7+ levels of damage,
she may fling him to long range, causing him to take damage as though from a medium-range
fall.
Erupting Fury Barrage
Cost: 10m, 3i, 1wp, expend Fire Aura; Mins: Brawl 5, Essence 3
Type: Simple
Keywords: Aura, Decisive-only, Signature (Fire)
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood erupts into a swift barrage of violence, her fists burning with raging Essence.
To use this Charm, she must have Initiative 15+. She unleashes a rapid series of strikes, making a
single decisive attack roll to launch (1 + the number of 10s on the attack roll) attacks against a
single enemy, using the successes on her roll to determine if each attack hits. She doesn’t reset to
base Initiative normally — instead, each successful attack reduces her Initiative by one for each
die that shows a success on the damage roll, to a minimum of (Essence). Once she’s completed
making all attacks, she resets to base Initiative, even if they all missed.
Every hit the Dragon-Blood lands inflames its victim’s Essence with inward fire, creating an
ignition point that lasts until end of scene. Once the barrage of attacks has been completed, the
Dragon-Blood or any of her allies can detonate a single ignition point by landing a decisive
attack against this enemy. The first ignition point detonated deals one die of lethal damage,
ignoring Hardness, the second deals two dice, and so on.
If the Dragon-Blooded subsequently uses this Charm against an enemy still carrying undetonated
ignition points, she cannot inflict any new ignition points on him. Once all his ignition points
have been ignited, the damage of ignition points from a subsequent activation starts at one die, as
usual.
Embracing the Violent Flow
Cost: 10m, 1wp (+1a); Mins: Brawl 5, Essence 3
Type: Simple
Keywords: Aura, Dual, Signature (Water)
Duration: Aura
Prerequisite Charms: None
The Dragon-Blood’s violent prowess is fluid and formless, matched only by that of her weapon
— the water itself. As long as she’s within short range of a large source of water such as a river
or a cistern, she may draw it to herself, engulfing her body in a fluid mantle. If no source of
water is available, she may expend a level of anima instead. With a thought, countless lashing
tendrils of water extend to strike, allowing her to make unarmed attacks out to short range,
adding a non-Charm success on both attack and damage rolls, and adding (Strength)
Overwhelming. The water tendrils also grant her natural attacks the Disarming and Flexible tags
(Exalted, p. 586). The Dragon-Blood takes no penalties for flurrying unarmed attacks with other
physical actions using the tendrils, such as scaling a palace’s walls or using a feat of strength to
lift a portcullis.
This Charm is compatible with Martial Arts styles that use unarmed attacks.
Body of Deadly Thorns
Cost: 10m, 1a, 1wp; Mins: Brawl 5, Essence 3
Type: Simple
Keywords: Aura, Signature (Wood)
Duration: Until the grapple ends
Prerequisite Charms: None
As the Dragon-Blood seizes her foe, she draws her anima banner into her body and lets it bloom
from her limbs into a hedge of barbed thorns, skewering and impaling her victim. She makes a
grapple gambit, doubling 9s on both the attack roll and the control roll. The thorns burrow into
her foe’s flesh as she wrestles him, allowing her to combine a restrain action with a decisive
savaging attack against him on each round of the clinch. Additionally, the thorns deflect attacks
away from her, negating the grappling-induced Defense penalty to her Parry and granting her
bonus soak equal to the successes she rolled on the (Strength + Brawl) roll to establish control of
the clinch. This counts as soak from armor, and doesn’t stack with any armor she’s wearing.
This Charm can only be used once per scene, unless reset by incapacitating a non-trivial foe by
landing a decisive savaging attack, slam, or throw against him.
Become the Wave
Cost: 2m, 2i; Mins: Brawl 4, Essence 3
Type: Reflexive
Keywords: Balanced, Perilous, Water
Duration: Instant
Prerequisite Charms: Hammering Wave Technique
The Dragon-Blood lunges for a foe in the same instant that her ally forces him off guard with a
feint or harrying strike, turning her ally’s stillness into her speed. Upon receiving the benefit of a
successful distract gambit from an ally who hasn’t used his movement action, the Dragon-Blood
may reflexively leap one range band towards the gambit’s victim. If she’s already in close range
with another enemy, she must reflexively roll to disengage in order to take this reflexive
movement. This doesn’t count as her movement for the round, but it does count as the movement
action of her ally.
Swift-Striking Tide
Cost: 1m, 1wp; Mins: Brawl 5, Essence 3
Type: Reflexive
Keywords: Aura, Decisive-only, Water
Duration: Instant
Prerequisite Charms: Become the Wave
The Dragon-Blood’s fluid offense constantly tests her enemy’s guard, waiting for him to show
weakness. At the opportune moment, she flows into a deadly swift strike. Once per round, if an
ally uses a distract gambit to benefit the Dragon-Blood, she may reflexively make a decisive
attack against the gambit’s target. This doesn’t count as her attack for the round.
Waves Swallow the Mountain
Cost: 2m, 1i, one round of control; Mins: Brawl 4, Essence 3
Type: Reflexive
Keywords: Perilous, Water
Duration: One tick
Prerequisite Charms: Currents Sweep to Sea
The Dragon-Blood uses her hold over an enemy to wear down his defenses, leaving him
vulnerable to attack. She expends one round of control over a grapple to set the clinched foe’s
Hardness to 0 for a single tick.
Fist-Spinning Maelstrom
Cost: 4m, 1wp; Mins: Brawl 5, Essence 3
Type: Simple
Keywords: Aura, Water, Withering-only
Duration: Instant
Prerequisite Charms: Hammering Wave Technique
The Dragon-Blood moves with the fury of the waves to strike away enemies on all sides. She
rolls a single withering attack against up to (Essence) enemies in close range, moving through a
fluid sequence of blows to attack and pummel them all. If her Initiative is higher than that of at
least one target, she can instead attack (Essence + 2) enemies.
She rolls withering damage separately against each enemy, but only gains Initiative from the
single highest damage roll. If she crashes at least one foe, a geyser of water erupts from beneath
her feet and traces the arc of her blows, knocking all hit enemies prone.
Drowning Embrace
Cost: 5m, 5i, 1wp; Mins: Brawl 5, Essence 4
Type: Reflexive
Keywords: Aura, Perilous, Water
Duration: Until the grapple ends
Prerequisite Charms: Waves Swallow the Mountain
The Dragon-Blood wrestles foes into submission, breaking them with a powerful hold whose
intensity and pressure can drown men on dry land. Upon successfully grappling a crashed foe, or
crashing an enemy she’s clinching with a withering savaging attack, she may overflow his lungs
with Water Essence, causing him to begin asphyxiating (Exalted, p. 232) and subtracting one
success from all actions he takes for as long as she maintains control over the grapple. Even if he
recovers from crash, he continues to drown. She may choose not to kill a foe who runs out of
breath, leaving him unconscious instead.
This Charm can only be used once per scene, unless reset by successfully grappling a non-trivial
enemy with 5+ threshold successes on the control roll.
Hanging Tree Technique
Cost: 10m, 3i, 1wp; Mins: Brawl 5, Essence 4
Type: Simple
Keywords: Decisive-only, Wood
Duration: Until the grapple ends
Prerequisite Charms: Entangling Roots Embrace, Fist-Spinning Maelstrom
Arms and legs twist as the Dragon-Blood throws her entire body into an attack, lunging with
each of her limbs to grapple and pin down foes. She makes a grapple gambit against up to
(Dexterity) enemies in close range, clinching one or even two foes at a time with each of her
limbs. She makes only one attack roll and Initiative roll against all enemies, but rolls (Strength +
Brawl) separately to establish control against each enemy.
On each turn of the clinch, she may either restrain all foes, expending two rounds of control over
each of them; make a withering or decisive savaging attack against all foes; or release all foes.
Withering savaging attacks use a single attack roll, but roll damage separately against each
grappled foe. Only the single highest withering damage roll awards Initiative to the Dragon-
Blood, although she can receive Initiative Breaks for crashing multiple foes. Decisive savaging
attacks divide her Initiative evenly among all foes (rounded up) to determine the damage rolled
against them, ignoring Hardness.
Smashing Tidal Wave Technique
Cost: —(8m, 1a, 1wp, expend Water Aura); Mins: Brawl 5, Essence 5
Type: Permanent
Keywords: Aura, Decisive-only, Water
Duration: Permanent
Prerequisite Charms: Drowning Embrace
The Dragon-Blood pins her foes beneath the weight of the seas, crushing them under a torrential
cascade of water. When she uses Currents Sweep to Sea, she may unleash a flood of water from
the depths of her anima banner, amplifying the tendril of water she creates with both intense
pressure and incredible size. She can grapple a foe within long range, and can clinch foes that are
larger than she could normally grapple, as long as they don’t have Legendary Size. The (Strength
+ Brawl) roll to establish control of the clinch doubles 8s.
On success, the Dragon-Blood may choose to drag the clinched enemy one or two range bands
towards her, pinning him beneath a high-pressure downpour or entangling him in giant coils of
water. She still takes the normal penalties of grappling regardless of the distance between them,
as she must maintain focus to control it. Restraining him with this mighty downpour only costs
one round of control. If she savages, slams, or throws him, she adds (Strength/2, rounded up)
automatic successes on withering damage rolls, or (Strength/2, rounded up) dice on decisive
damage rolls.
Bureaucracy
Geese-Flying-South Administration
Cost: 2m per success; Mins: Bureaucracy 1, Essence 1
Type: Supplemental
Keywords: Balanced, Excellency, Water
Duration: Instant
Prerequisite Charms: None
The Essence of a bureaucracy is flow — the flow of a leader’s orders to her subordinates, the
flow of wealth in and out, the flow of information, the flow of progress and delay. The Dragon-
Blood may add automatic successes to a Bureaucracy roll for two motes each, and rerolls 6s until
they cease to appear.
Confluence of Savant Thought
Cost: 2m; Mins: Bureaucracy 2, Essence 1
Type: Simple
Keywords: Water
Duration: Instant
Prerequisite Charms: Geese-Flying-South Administration
The Dragon-Blood’s understanding of bureaucracies is vast, encompassing the myriad ways in
which mercantile and administrative tasks pool and eddy like water. She rolls (Intelligence +
Bureaucracy) to introduce a fact (Exalted, p. 237) about a bureaucratic or mercantile
organization that she belongs to or is familiar with.
Finding The Water’s Depths
Cost: 3m; Mins: Bureaucracy 2, Essence 1
Type: Simple
Keywords: Water
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood attunes her senses to the tides of desire that govern markets and negotiations.
She reads a character’s intentions with (Perception + Bureaucracy) to determine what it would
take to entice him to perform a specific course of action with a bargain roll (Exalted, p. 216).
Success reveals a general description of the quantity and quality of payment, monetary or non-
monetary, that he’d require — for example, “he’d do this for free,” “he’ll demand exorbitantly
high payment for it,” or “he wants you to owe him a favor.” If he has an Intimacy relating to the
price he’d place on the deal, a successful roll reveals it as well.
Testing the Waters
Cost: 2m; Mins: Bureaucracy 2, Essence 1
Type: Simple
Keywords: Water
Duration: Instant
Prerequisite Charms: Finding the Water’s Depths
A slick political dealer, the Dragon-Blood understands the motives of officials better than they do
themselves. This Charm functions identically to its prerequisite, except that a successful read
intentions reveals how the target plans to vote on an upcoming issue before a governmental,
bureaucratic, or mercantile organization. It also reveals the strongest Intimacy motiving that
character’s vote, if any.
A Bureaucracy 5, Essence 3 repurchase of this Charm lets the Dragon-Blood pay an additional
point of Willpower once per scene to apply her read intentions roll against the Guile of all voting
characters she can perceive. She doesn’t learn Intimacies for each individual voter whose Guile is
beaten, but is able to discern the major factions within the group and which one each character
whose Guile she beat belongs to, as well as an Intimacy driving each faction’s agenda.
Benevolent Master’s Blessing
Cost: 1m; Mins: Bureaucracy 3, Essence 2
Type: Simple
Keywords: Water
Duration: Indefinite
Prerequisite Charms: Geese-Flying-South Administration
The Dragon-Blood marks a subordinate with a sign of her authority, often handing out a badge or
token, or leaving a swirling black tattoo of Water Essence on his hand. If the subordinate presents
the token or mark, all who see it know instinctively that he’s the Dragon-Blood’s servant (or, if
they don’t know of her, the servant of a Prince of the Earth), and that he carries authority to
negotiate on her behalf. In addition, that character gains a temporary Bureaucracy specialty that
applies on rolls to follow the Dragon-Blood’s orders or pursue her best interests.
Dashing Brook Method
Cost: 2m, 1wp; Mins: Bureaucracy 5, Essence 2
Type: Supplemental
Keywords: Water
Duration: One task
Prerequisite Charms: Benevolent Master’s Blessing
The Dragon-Blood clears the obstacles that impede the flow of her bureaucracy, channeling its
labor into efficacious speed. This Charm enhances a project (Exalted, p. 226) or other
bureaucratic task, multiplying the speed at which the organization makes progress by (highest of
Charisma, Manipulation, or Intelligence). The Attribute she uses must match her leadership style.
This Charm cannot speed a bureaucratic task that would normally take more than (Essence)
years.
Unshakable Mountain Management
Cost: 5m; Mins: Bureaucracy 3, Essence 2
Type: Reflexive
Keywords: Earth
Duration: Instant
Prerequisite Charms: Testing the Waters
By her very presence, the Dragon-Blood guards the harmonious stability of bureaucracy against
the disharmony of corruption and disloyalty. She may invoke this Charm whenever she perceives
another character’s social influence that would cause characters to betray or sabotage an
organization that they belong to, or abuse a position of power they hold within an organization.
All members of that organization within medium range targeted by the influence gain +1 Resolve
against it.
In Earth Aura, this bonus rises to (the Dragon-Blood’s Essence/2, rounded up).
Water-Stained Ledger
Cost: 3m; Mins: Bureaucracy 3, Essence 2
Type: Supplemental
Keywords: Water
Duration: Instant
Prerequisite Charms: Confluence of Savant Thought
The Dragon-Blood’s reckoning of accounts is as perfect as the calm of a still lake. Within its
depths, she conceals bureaucratic intrigue and financial maneuvering. She rerolls 5s and 6s until
they cease to appear on a Larceny roll to conceal evidence (Exalted, p. 224) of bureaucratic
misdoing such as embezzlement or abuse of authority. A character attempting to discover the
hidden evidence must roll (lowest of Perception + [Bureaucracy or Investigation]).
Shells-for-Silver Ruse
Cost: 3m; Mins: Bureaucracy 4, Essence 2
Type: Reflexive
Keywords: Water
Duration: One scene
Prerequisite Charms: Water-Stained Ledger
The Dragon-Blood adopts a deceptive bearing that suggests illusory wealth or squalor, deceiving
thieves and merchants alike. She can use this Charm to conceal her economic status in one of
two following ways. She can take advantage of this deception with social influence as though it
were a Minor Intimacy.
Poverty: Those who see the Dragon-Blooded perceive her as utterly destitute, with Resources 0.
If she’s wearing finery, exquisite jewels, artifact weapons, or anything else that would
incompatible with total poverty, her Resources rating instead appears one dot lower than it
actually is.
Wealth: Those who see the Dragon-Blooded assume that her Resources rating is one dot higher
than it actually is. If she has Resources 5, she appears wealthy beyond all dreams of avarice.
Thoughtful Gift Technique
Cost: 4m; Mins: Bureaucracy 4, Essence 2
Type: Supplemental
Keywords: Water
Duration: Instant
Prerequisite Charms: Finding the Water’s Depths
The Dragon-Blood has an uncanny sense for the perfect gift, favor, or bribe to grease the wheels
of a bureaucracy. To use this Charm, she must first use Finding the Water’s Depths to confirm
that an offer she intends to make will be acceptable to her target. She doubles 9s on the bargain
roll, which can be made with any social Ability.
Humble Exemplar Attitude
Cost: 7m, 1wp; Mins: Bureaucracy 5, Essence 3
Type: Simple
Keywords: Signature (Air)
Duration: One task
Prerequisite Charms: None
The Dragon-Blood evinces the conviction of her beliefs through work, encouraging her
subordinates to follow her example and inspiring shame in those who fail to live up to her
standards. She undertakes a project (Exalted, p. 226) or bureaucratic task that upholds one of her
Defining Principles, adding (Essence) non-Charm bonus dice on all Bureaucracy rolls that she
makes as part of the task.
Once the project begins, the Dragon-Blood’s Principle becomes apparent to all members of the
organization as though they’d read her intentions. Upon the completion of the project, she gains
three points of Willpower and instills her Principle by example in all organization members as a
Major Intimacy. Subordinates cannot apply their Resolve or spend Willpower to resist this
influence — the only way to avoid it is to resign their membership in the group.
Graven Stone Edict
Cost: 10m, 1wp; Mins: Bureaucracy 5, Essence 3
Type: Simple
Keywords: Signature (Earth)
Duration: Indefinite
Prerequisite Charms: None
Words written in stone aren’t easily disobeyed. The Dragon-Blood imposes a binding edict,
engraved onto a stone tablet or monument, upon an organization that she either leads or holds
rulemaking authority within. The rule she imposes must be a singular task or requirement, and
must be related to that group’s bureaucratic function. The prohibition or requirement carves out a
place in the memories of the organization’s members. When a character is faced with the
prospect of breaking the rule, it becomes an overwhelming duty, forcing him to comply unless he
enters a Decision Point and calls on a Defining Intimacy to spend one Willpower resisting this
influence. Once a character has resisted, he’s freed from the compulsion to obey that particular
rule. Characters may also disobey the rule if they resign or otherwise formally leave the group.
The promulgation of harmonious rules with this Charm fortifies a bureaucracy against the
influence of the Wyld. Any member of an organization acting in his official capacity is treated as
wielding or touching cold iron so long as he abides by the Dragon-Blood’s edict.
Seething Firebreak Technique
Cost: 5m, 1wp; Mins: Bureaucracy 5, Essence 3
Type: Simple
Keywords: Signature (Fire)
Duration: One story
Prerequisite Charms: None
The Dragon-Blood fans the flames of dissent and unrest within her own organization, forcing
traitors and conspiracies out into the open. This Charm is a dramatic action in which the Dragon-
Blooded makes passionate speeches, spreads propaganda, or carries out strict disciplinary
measures, rolling (Charisma + Bureaucracy) with double 9s.
Any member of the organization whose Resolve is beaten is suffused with Fire Essence. For
loyal members, this manifests as a passionate enjoyment of their work. Conversely, members
who plan to betray the organization or conspire against its leadership experience intense passion
surrounding their dissent. They’re unable to take covert or stealthy action against the group, its
membership, or its leaders — instead, their passions drive them to be open, overt, and honest.
They can enter a Decision Point and call on a Defining Intimacy that justifies discretion to pay
one Willpower to resist for the rest of the story.
This Charm can only be used once per story, unless reset by completing a major character or
story goal (Exalted, p. 170) through bureaucratic means.
Distraction of the Babbling Brook
Cost: 6m, 1wp; Mins: Bureaucracy 5, Essence 3
Type: Simple
Keywords: Psyche, Signature (Water)
Duration: Instant
Prerequisite Charms: Thoughtful Gift Technique
Suffusing her language with the fluid ambiguity of water, the Dragon-Blooded can ensnare
business partners or customers in labyrinthine contracts. She makes a bargain roll using any
social Ability, concealing one condition or requirement of the deal from the target. If the deal is
verbal, the hidden words slip past the target’s attention; if it’s written, his eye slips over the
obfuscated terms. Because the target isn’t consciously aware of this part of the bargain, he
cannot call on Intimacies that oppose it to bolster his Resolve or spend Willpower in Decision
Points. Similarly, his Resolve isn’t penalized by Intimacies that support it.
The Dragon-Blood’s influence roll subtracts a number of successes based on the severity of the
clause. If it’s comparable to an inconvenient task (Exalted, p. 216), such as a hidden fee, it
suffers −1 success. If it’s a serious task, such as committing a serious crime or making payments
that risk bankrupting the target, it suffers −3 successes. If it’s a life-changing task, such as
convincing someone to sell himself into slavery or trading a queen a horse for her palace, it
suffers −5 successes.
The target may pay three Willpower to resist, becoming aware of the hidden clause and able to
call on any applicable Intimacies in response. Resisting renders him immune to this Charm for
the next (his Essence + Integrity) days. Otherwise, he’s bound to the term — once he becomes
aware of it, his mind rationalizes an explanation for how he could have accepted it voluntarily
and why he must honor it, despite having no memory of doing so. He must comply with the
bargain, no matter how harsh, unless another character overturns the Dragon-Blood’s influence
(Exalted, p. 221).
This Charm can only be used once per story, unless reset by achieving a legendary social goal
(Exalted, p. 134) through negotiation, dealmaking, or other bureaucratic means.
One Forest, Many Trees
Cost: 7m, 1wp; Mins: Bureaucracy 5, Essence 3
Type: Simple
Keywords: Mute, Signature (Wood)
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood cultivates interpersonal relationships and spreads her roots through society.
This Charm depicts an Exalt whose mastery of networking ensures that she always knows just
the person for a job. Once per story, she may make an (Essence + Bureaucracy) roll that cannot
be enhanced by magic. She immediately gains a number of dots equal to the successes on the roll
to divide among the following Merits. These Merits depict new NPCs who have some past
entanglement with the Dragon-Blood, perhaps impressed by her bureaucratic prowess or indebted
to her for a past favor.
Allies: The Dragon-Blood calls on the assistance of a noteworthy character.
Contacts: The Dragon-Blood gets in touch with a character that can provide access to the
intelligence gathered by a group of contacts.
Followers: The Dragon-Blood recruits a large volunteer workforce.
Mentor: The Dragon-Blood requests the guidance of a more experienced character.
Retainers: The Dragon-Blood obtains the services of mortal experts.
At the end of the story, the Merits are lost as the recruited characters return to their lives, unless
the Storyteller deems that the Dragon-Blood’s treatment of them qualifies to retain them long-
term as Story Merits (Exalted, p. 158).
Bestow the Saffron Mantle
Cost: 5m, 1wp; Mins: Bureaucracy 4, Essence 3
Type: Simple
Keywords: Water
Duration: Indefinite
Prerequisite Charms: Benevolent Master’s Blessing
The Dragon-Blood bestows her favor upon one of her subordinates with a gift, kiss, promotion,
or the like, promoting him to her proxy in all bureaucratic matters. This must be done in person.
She insinuates her own Essence into his, allowing him to call upon her judgment and expertise.
To become a proxy, the subordinate must have a positive Major or Defining Tie toward the
Dragon-Blood. He gains the following benefits:
• He gains the benefits of Benevolent Master’s Blessing at no additional cost.
• He intuitively understands how the Dragon-Blood would act in any bureaucratic context
or market venue. This doesn’t increase his Bureaucracy rating, but it does allow him to know
what the Dragon-Blood would ask him to do in such a situation.
• He adds +1 to the Resolve bonus against contrary social influence provided by his Tie
towards the Dragon-Blood. Social influence cannot completely erode his Intimacy, although it
can weaken its intensity.
• Once per day, he may ignore one point of the Willpower cost to resist any influence
opposed to his Tie.
• If the Dragon-Blood knows Sense-Riding Technique, she waives its Willpower cost when
she rides her proxy’s senses, and the maximum range of the Charm is extended to (Essence x50)
miles.
Blazing Hoard of Hesiesh
Cost: 3m, 1wp; Mins: Bureaucracy 4, Essence 3
Type: Reflexive
Keywords: Fire
Duration: One scene
Prerequisite Charms: Thoughtful Gift Technique
Flaunting her wealth, the Dragon-Blood cows those beneath her into submission. She gains (her
Resources − target’s Resources) non-Charm bonus dice on instill, persuade, and threaten rolls
made with any Ability. This bonus doesn’t stack with any bonus dice from her Appearance
(Exalted, p. 218).
If the Dragon-Blood uses Shells-for-Silver Ruse to increase her apparent Resources, this
increases her rating, up to a maximum of Resources 6, for this Charm’s purposes.
Following the River’s Course
Cost: 5m; Mins: Bureaucracy 4, Essence 3
Type: Reflexive
Keywords: Mute, Water
Duration: Instant
Prerequisite Charms: Dashing Brook Method, Finding the Water’s Depths
It’s easier to understand the tides that bring every piece of flotsam and jetsam than to understand
the forces that govern the flow of money, but the Dragon-Blood does both. When she receives
payment as part of an economic transaction, she gains a flash of insight into the flow that brought
it to her, rolling read intentions with (Perception + Bureaucracy), doubling 9s. If she’s paid in
hard currency or physical goods, success lets her discern how the payer obtained them. If she
takes payment on credit, success lets her evaluate the actual quality of the payer’s credit and
whether or not he intends to fulfill his promises.
A Bureaucracy 5, Essence 4 repurchase allows the Dragon-Blood to use this Charm on any
payment she observes being made.
Thrashing Carp Serenade
Cost: 5m, 1wp; Mins: Bureaucracy 4, Essence 3
Type: Simple
Keywords: Water
Duration: Instant
Prerequisite Charms: Dashing Brook Method, Water-Stained Ledger
The Dragon-Blood impedes the flow of an enemy organization with frightening efficacy, whether
by sabotaging a rival’s commercial contracts, sowing discord among ministers of a foreign
government, or bringing about a bureaucracy’s ruin from within. After at least one scene spent
sabotaging a project or bureaucratic task, she rolls ([Manipulation or Intelligence] +
Bureaucracy) with double 9s. The difficulty is (the project leader’s higher of Essence or
Bureaucracy). A successful roll doubles the time needed to complete the project. Every threshold
success increases this multiplier by one, up to a maximum of (the Dragon-Blood’s Essence). This
can be negated by magic such as Bureau-Reforming Kata (Exalted, p. 286).
The Dragon-Blood cannot use Thrashing Carp Serenade against the same organization more than
once per story, even if its projects are led by different characters.
Sea-Changed Secrets
Cost: 5m, 1wp; Mins: Bureaucracy 5, Essence 3
Type: Supplemental
Keywords: Water
Duration: Instant
Prerequisite Charms: Water-Stained Ledger
Dredging up her foe’s deepest secrets, the Dragon-Blood confronts him with a secret he’d
thought forgotten. The Dragon-Blood rerolls non-1 failures on a threaten roll made with any
social Ability to intimidate a character with blackmail, compromising information, or evidence
of his criminal misdeeds. Resisting this influence requires entering a Decision Point and calling
on a Major or Defining Intimacy that supports refusing to be blackmailed.
Sprouting Bamboo Cultivation
Cost: 1wp; Mins: Bureaucracy 5, Essence 3
Type: Supplemental
Keywords: Wood
Duration: Instant
Prerequisite Charms: Dashing Brook Method
The Dragon-Blood cultivates the growth of an organization as though it were her garden. This
Charm supplements any project or other bureaucratic task that has the primary goal of amassing
wealth or manpower: recruiting a work force, collecting taxes, selling goods at market, and
similar tasks. She doubles 8s on any Bureaucracy roll necessary to complete the project, and
gains five motes that can be spent on other Charms that enhance it.
Drowning in Negotiation Style
Cost: 10m, 1wp; Mins: Bureaucracy 5, Essence 4
Type: Reflexive
Keywords: Mute, Water
Duration: Instant
Prerequisite Charms: Distraction of the Babbling Brook
Calling upon the endless Essence of the depths to stand witness to a contract, the Dragon-Blood
binds all parties to it to their words. This Charm may be invoked when the Dragon-Blood
witnesses a verbal or written contract being made. If any party to the contract willingly violates
it, he begins to drown on dry land as water appears inside his mouth and lungs. This deals
(Essence x2) dice of lethal damage, ignoring Hardness, and leaves ink-black stains dripping from
his mouth that are visible only to the Dragon-Blood and other parties to the sanctified contract,
marking him as an oathbreaker.
Flowing Authority Insinuation
Cost: 10m, 1wp; Mins: Bureaucracy 5, Essence 4
Type: Simple
Keywords: Psyche, Water
Duration: One scene
Prerequisite Charms: Thrashing Carp Serenade
Creation itself confers its authority upon the Dragon-Blood, turning even the most meager scrap
of paper into proof of her bureaucratic mandate. She may invoke this Charm whenever someone
challenges her authority to be in a location, access an organization’s resources, or take some
form of bureaucratic action. She rolls (Manipulation + Bureaucracy) as she brandishes a blank
sheet of paper or other putative token of authority, suffusing it with Water Essence. If the roll
suffers any penalties due to her looking out of place, those penalties subtract successes instead of
dice.
A character whose Resolve is beaten by this roll perceives this document as bureaucratic
credentials or permission from an authority he respects. This authorization counts as a Major
Intimacy when it’s exploited. In addition to functioning as an Intimacy, it also prevents affected
characters from challenging the Dragon-Blood over the same reason for the remainder of the
scene, including through social influence. Resisting this effect requires a character to enter a
Decision Point, invoking at least a Major Intimacy and paying three Willpower to resist.
Sowing the Dragon’s Teeth
Cost: 5m, 1wp; Mins: Bureaucracy 5, Essence 4
Type: Reflexive
Keywords: Wood
Duration: Instant
Prerequisite Charms: Sprouting Bamboo Cultivation
Battles may be won by force of arms, but wars are won with logistics. To use this Charm, the
Dragon-Blood must have first completed a challenging project relating to establishing supply
lines, stocking supplies, or other logistical matters. When she or one of her allies makes a
Strategic Maneuver roll that somehow benefits from that project, such as using supply lines to
keep an army fed on a long march, she may use this Charm before the roll to grant it double 8s.
This Charm can only be used once per story, unless reset by completing a project or other
bureaucratic task that fulfills a legendary social goal (Exalted, p. 134).
Craft
Masterful Dragon-Artisan Expertise
Cost: 1m per die; Mins: Craft 1, Essence 1
Type: Supplemental
Keywords: Balanced, Earth, Excellency
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood labors with hands steady as stone. She may add bonus dice to a Craft roll for
one mote each. If she’s awarded a stunt on the supplemented roll, she gains one silver craft point,
maximum one per scene.
Stone-Carving Fingers
Cost: 6m; Mins: Craft 3, Essence 1
Type: Supplemental
Keywords: Balanced, Earth
Duration: One project
Prerequisite Charms: Masterful Dragon-Artisan Expertise
The Dragon-Blood can split stone with her bare hands, delivering a series of precise strikes that
carve it from within, shaping it to her will. She may undertake a basic or major project to craft
stone or earth (but not metal) without needing tools or a workshop. If she uses tools to assist the
project, such as striking a boulder with a chisel, she multiplies the rate at which she works by
(Essence + 1), reducing the time to complete the project to a minimum of one minute.
Flaw-Finding Examination
Cost: 1m, 1wp; Mins: Craft 3, Essence 1
Type: Simple
Keywords: Earth
Duration: Instant
Prerequisite Charms: Stone-Carving Fingers
The Dragon-Blood’s careful scrutiny discerns any flaw that undermines the harmony of a
project’s design. She undertakes either a basic or major repair project (Exalted, pp. 242-243) or
a feat of demolition, making a (Perception + applicable Craft) roll before doing so. She
multiplies the rate at which she works by her successes, and gains a temporary Craft or Athletics
specialty that lasts until the task is completed, which she adds to her total Strength to determine
what feats she may attempt. If she already has an applicable specialty, she converts the die it
adds to a non-Charm success. If she also uses Stone-Carving Fingers to speed a repair project,
her total speed is multiplied by her (Essence + rolled successes).
Shaping Hand Style
Cost: —; Mins: Craft 3, Essence 2
Type: Permanent
Keywords: Air/Earth/Fire/Water/Wood
Duration: Permanent
Prerequisite Charms: Stone-Carving Fingers
The Dragon-Blood may use Stone-Carving Fingers to manipulate the raw materials of any Craft
that she has 4+ dots in. Such uses take on an elemental aspect determined by the Storyteller
based on the nature of the project: Forging metal is fire-aspected, as furnace-heat radiates from
the Exalt’s bare hands; spinning silk is wood-aspected; carving an ice sculpture is air-aspected;
mixing an alchemical reagent by hand is water-aspected; and so on. This doesn’t apply to
crafting artifacts or manses.
Stones-from-Rubble Restoration
Cost: 5m; Mins: Craft 3, Essence 2
Type: Supplemental
Keywords: Earth
Duration: One project
Prerequisite Charms: Flaw-Finding Examination
The Dragon-Blood knows where each fragment of a broken object belongs. After using Flaw-
Finding Examination on a damaged object, she may use this Charm to supplement each roll of a
repair project with (Essence/2, round down) non-Charm successes.
Touch of Unmaking
Cost: 10m; Mins: Craft 5, Essence 2
Type: Supplemental
Keywords: Earth
Duration: Instant
Prerequisite Charms: Stones-from-Rubble Restoration
Tracing her fingers over an object’s surface, the Dragon-Blood discerns its weakest point. After
using Flaw-Finding Examination on an object, she may use this Charm to supplement a feat of
demolition, adding (an applicable Craft/2, round up) to her effective Strength rating to determine
if she may attempt the feat (Exalted, p. 229). If this would raise her above the feat’s Strength
minimum, any excess points are instead added as non-Charm dice on her roll.
Flawless Facet Realization
Cost: 6m, 1wp; Mins: Craft 5, Essence 2
Type: Supplemental
Keywords: Balanced, Earth
Duration: Instant
Prerequisite Charms: Shaping Hand Style
Honing her skill with a gem-cutter’s precision, the Dragon-Blood perfects her handiwork. She
rerolls (Essence) non-1 failures on a supplemented roll. For each rerolled die that shows a
success, the Dragon-Blooded gains one silver craft point in addition to any rewards from the
project itself. Rerolled dice that show 10s grant gold craft points instead.
Strike the Dragon-Anvil
Cost: 1m, 1wp, 1gxp; Mins: Craft 5, Essence 2
Type: Supplemental
Keywords: Earth
Duration: Instant
Prerequisite Charms: Flawless Facet Realization
The Dragon-Blood’s forge imparts a portion of her mighty Essence into the outcome of her
craftsmanship, suffusing it with perfection. She doubles 9s on a single Craft roll.
An Essence 5 repurchase of this Charm allows the Exalt to use it for ten motes, one Willpower,
and one white craft point to double 8s on a Craft roll.
Passion-Inflaming Artistry
Cost: 5m, 1wp; Mins: Craft 4, Essence 2
Type: Simple
Keywords: Fire
Duration: Instant
Prerequisite Charms: Masterful Dragon-Artisan Expertise
The Dragon-Blood’s labors are suffused with the passionate Essence of fire. She undertakes a
basic or major project to craft a painting, sculpture, meal, or similar art object that’s primarily
aesthetic or ornamental in function. Major projects benefit from (Essence) non-Charm dice. She
chooses an emotion to be conveyed through her craftsmanship, and treats the Craft roll used to
complete the project as an inspire roll (Exalted, p. 217) to spread that emotion to any character
who engages with the object if his Resolve is beaten by her successes — a painting of a historic
battle could inspire courage in those who gaze upon it, while a bowl of noodles flavored with
sorrow could bring tears to the eyes of anyone who eats it. This effect lasts (Essence + Charisma)
days from the project’s completion, after which its supernatural potency fades.
Talents-to-Obols Refinement
Cost: 5m; Mins: Craft 4, Essence 2
Type: Reflexive
Keywords: Earth
Duration: Instant
Prerequisite Charms: Masterful Dragon-Artisan Expertise
The Dragon-Blood may exchange her craft points for those of a lower tier: she may convert one
white craft point to two gold craft points, or one gold craft point to two silver craft points. Each
use can only convert one type of craft points, although there’s no limit on how many can be
exchanged.
At Essence 4, the Exalt may pay one Willpower when she uses this Charm to convert silver craft
points into gold craft points at a four-to-one ratio, although she cannot create white craft points.
Ephemeral Form Composition
Cost: 5m, 1wp; Mins: Craft 5, Essence 3
Type: Simple
Keywords: Signature (Air)
Duration: One project
Prerequisite Charms: None
The Dragon-Blood pores over her blueprints, drawing the lines up from the page with wisps of
Air Essence into a shimmering three-dimensional mirage of anima. She can refine and perfect
this ephemeral design with thought alone, her creativity unbounded by the material world’s
limitations. This Charm can be used before beginning a major, superior, or legendary project.
The Dragon-Blood must spend ten hours preparing the design in her workshop, rolling
(Intelligence + Craft). The craft point cost to complete the project or roll an interval is reduced
based on its tier and her rolled successes, as follows:
Major: Rolling to complete the project costs (10 − successes) silver craft points, minimum one.
Superior: Rolling an interval costs (10 − [successes/2, round down]) gold craft points, minimum
one.
Legendary: Rolling an interval costs (10 − [successes/4, round down]) white craft points,
minimum one.
This Charm can only be used once per story, unless reset by upholding a Defining Principle by
either completing a crafting project or giving or selling an object the Exalt has crafted to another
character.
Eternal Omphalos Forge
Cost: 15m, 1wp, 15gxp; Mins: Craft 5, Essence 3
Type: Simple
Keywords: Signature (Earth)
Duration: One project
Prerequisite Charms: None
The Dragon-Blood feels the world turn on its axis as she labors over the forge, affirming her will
and genius with every fall of her hammer as she shapes a world-shaking treasure. She begins a
superior or legendary project, adding one to the project’s terminus. If the Exalt completes the
project before its terminus has elapsed, she gains one point of Willpower for each unused
interval, in addition to her normal craft point reward. This can raise her above her permanent
Willpower.
This Charm can only be used once per story. The Exalt may reset it by spending five white
points.
Blazing Dragon-Smith Arete
Cost: 15m, 1wp; Mins: Craft 5, Essence 3
Type: Simple
Keywords: Signature (Fire)
Duration: One project
Prerequisite Charms: None
The Dragon-Blood’s genius is explosive, as powerful and dangerous as an erupting volcano. She
undertakes a superior or legendary project, enhancing all of her rolls with (Essence) non-Charm
bonus dice, but at the cost of lowering the project’s terminus by one. If she completes the project
successfully, she gains one white point in addition to the normal crafting reward.
Fortune-from-Flotsam Ingenuity
Cost: 15m, 1wp, 5sxp; Mins: Craft 5, Essence 3
Type: Reflexive
Keywords: Signature (Water)
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood’s fluid ingenuity adapts to her circumstances, turning whatever materials she
can find into exactly what she needs. This Charm is a (Wits + Craft) roll to undertake a major
project in a matter of seconds, jury-rigging it together. It can even be used in combat on the
Dragon-Blood’s turn. The Charm’s cost replaces the normal craft point cost of the project. The
Dragon-Blood can accomplish projects that would normally be impossible in the brief instant she
uses this Charm, whether it’s fletching enough arrows to supply an army in a whirling maelstrom
of craftsmanship, or lashing together a raft from palm trees in a single flowing motion.
This Charm can only be used once per story, unless reset when the Dragon-Blood or one of her
Hearthmates achieves a major character or story goal (Exalted, p. 170) with the assistance of an
object that the Exalt crafted this story.
Imago-Hatching Realization
Cost: 10m, 1wp, 5gxp; Mins: Craft 5, Essence 3
Type: Reflexive
Keywords: Signature (Wood)
Duration: Instant
Prerequisite Charms: None
Cultivating the Essence of her work as though it were a living thing, the Dragon-Blood guides its
growth from raw materials into a fully realized whole, letting the project flourish in accordance
with its own strengths. After making a Craft roll, she may use this Charm to reroll all dice that
show non-1 failures, once. If this Charm turns what would have been a failed roll into a
successful one, then the project manifests a single unexpected but useful feature determined by
the Storyteller. A longbow might have the perfect composition to also function as an exceptional
flute; a river-spanning bridge might attract local honeybees to build hives underneath it. The
Storyteller might choose to hold off on determining this quality, instead revealing it later at a
dramatically appropriate future time.
On an artifact, this introduces a new but related theme from which Evocations can be drawn —
the Exalt might discover that a white jade daiklave she forged to slay raksha also has an
unexpected proclivity for controlling cold iron through magnetic force.
This Charm can only be used once per story. The Exalt may reset it by spending one white craft
point.
Forge-Hand Prana
Cost: 5m, 1wp; Mins: Craft 5, Essence 3
Type: Simple
Keywords: Fire
Duration: One project or One scene
Prerequisite Charms: Shaping Hand Style, Touch of Unmaking
The Dragon-Blood takes the destructive power of fire into her own hands, tempering it so that it
will burn only what she wishes it to. She needs no tools to undertake any basic or major project
for which a forge or similar source of flame would normally be used, such as smithing a sword or
fire-hardening a wooden spear, as well as superior projects to create artifacts from jade (but not
other magical materials). The rate at which the Exalt completes work on the project is multiplied
by (Essence/2, round up).
Alternatively, the Dragon-Blood may use this Charm to channel the blaze through her hands
offensively for one scene. Any barehanded attacks she makes using Brawl or Martial Arts set
their Overwhelming value to (Essence/2, round up), and double 10s on decisive damage rolls.
Stoking Inspiration’s Forge
Cost: —; Mins: Craft 5, Essence 3
Type: Reflexive
Keywords: Balanced, Fire
Duration: Instant
Prerequisite Charms: Talents-to-Obols Refinement
The Dragon-Blood husbands the flame of her genius, sparking greater heights of creativity.
Whenever she’d gain silver craft points as a reward for completing a crafting project or at the
end of a story in which she completed a project (Exalted, p. 240), she may instead roll that many
dice, rolling an additional die for each 10. 10s grant two silver and one gold craft point; 9s grant
one silver and one gold craft point; 8s and 7s grant one silver craft point each.
Dodge
Threshold Warding Stance
Cost: 2m per +1 Evasion or success; Mins: Dodge 1, Essence 1
Type: Supplemental or Reflexive
Keywords: Balanced, Excellency, Fire, Uniform
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood’s body is as light as flames, skimming over the ground as she moves to
evade. She may raise her Evasion for two motes per point, or add automatic successes on a
Dodge roll for two motes each. She ignores environmental penalties to her Evasion or to the
Dodge roll.
Flickering Candle Meditation
Cost: 1m, 1i; Mins: Dodge 3, Essence 1
Type: Reflexive
Keywords: Fire, Perilous, Uniform
Duration: Instant
Prerequisite Charms: Threshold Warding Stance
The Dragon-Blood dances like a flame around the flaws in her enemy’s attack. (Essence) 1s on
her enemy’s attack roll allow her to ignore that many points of penalty to her Evasion.
Heat-of-Battle Advance
Cost: 2m; Mins: Dodge 3, Essence 1
Type: Supplemental
Keywords: Fire, Perilous
Duration: Instant
Prerequisite Charms: Threshold-Warding Stance
When the Dragon-Blood recedes from her enemies, she doesn’t retreat, but rather burns a new
course. She waives the Initiative cost of disengaging as long as it moves her into close range with
another, non-trivial opponent, and rolls an additional non-Charm die for each 10 she rolls.
Hopping Firecracker Evasion
Cost: 3m, 2i; Mins: Dodge 3, Essence 2
Type: Reflexive
Keywords: Fire, Perilous, Uniform
Duration: Instant
Prerequisite Charms: Flickering Candle Meditation
The Dragon-Blood’s feet strike sparks from the ground, finally igniting in an explosive leap
When she dodges an attack that misses her Evasion by at least two successes, she may move one
range band in any direction.
Virtuous Negation Defense
Cost: 4m; Mins: Dodge 4, Essence 2
Type: Reflexive
Keywords: Uniform, Wood
Duration: Instant
Prerequisite Charms: Hopping Firecracker Evasion
The Dragon-Blood twists to interpose herself between an ally and an incoming attack to guide it
off course. When an ally within close range of her is attacked, she may interpose her Evasion
against that single attack as though with a defend other action (Exalted, p. 196). When used to
protect one of the Dragon-Blood’s Sworn Kin, this Charm costs only two motes.
In Wood Aura, the Dragon-Blood may protect an ally within short range once per round,
reflexively moving one range band to cover him. This doesn’t count as her movement action for
the round.
Ember-Amid-Smoke Misdirection
Cost: 3m, 2i; Mins: Dodge 5, Essence 2
Type: Reflexive
Keywords: Aura, Fire, Perilous, Uniform
Duration: Instant
Prerequisite Charms: Flickering Candle Meditation
Striking at smoke only leads one closer to the flame. The Dragon-Blood gains +1 Evasion. On a
successful dodge, her attacker overextends, suffering (Essence) dice of unsoakable withering
damage. She doesn’t gain Initiative from this.
With an Essence 4 repurchase, the Dragon-Blood may expend her Fire Aura after successfully
dodging to gain all Initiative lost by her attacker.
Safety Among Enemies
Cost: 5m, 1wp; Mins: Dodge 5, Essence 3
Type: Reflexive
Keywords: Aura, Decisive-only, Perilous, Signature (Air)
Duration: Instant
Prerequisite Charms: None
As the Dragon-Blood spins or swoops around an attack, she twists the wind around the blow to
redirect it. Successfully dodging a decisive attack allows her to redirect it to another character
within range of the original attack. To do so, her Initiative must exceed (attacker’s Initiative +
new target’s Initiative). The attack and all effects enhancing it are then resolved against its new
target, comparing the original attack roll to his Defense.
Unmoving Center Enlightenment
Cost: 5m, 1wp, expend Earth Aura; Mins: Dodge 5, Essence 3
Type: Simple
Keywords: Aura, Signature (Earth)
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood settles into a rooted stance of evasion through non-evasion, unleashing a
seismic wave of spiritual force. It’s not she who recedes, but her foes. She rolls her (Stamina +
Dodge) against the Resolve of all enemies within close range as she unleashes incredible
spiritual pressure. Each enemy whose Resolve is beaten must immediately make a disengage roll
opposing her at a −3 penalty. On a success, an enemy must immediately use his reflexive
movement to move away from the Dragon-Blood. On a failure, the only action he can take on
subsequent turns is to continue disengaging from the Dragon-Blood until he succeeds.
This Charm can only be used once per scene, unless the Dragon-Blood resets it by beginning her
turn at medium range or further from all enemies while in Earth Aura.
Unassailable Body of Fire
Cost: 7m; Mins: Dodge 5, Essence 3
Type: Reflexive
Keywords: Aura, Counterattack, Decisive-only, Signature (Fire)
Duration: Instant
Prerequisite Charms: Hopping Firecracker Evasion
The Dragon-Blood’s body dissolves into an untouchable blaze, incinerating those who dare
strike her. When she uses Hopping Firecracker Evasion to leap away from an enemy at close
range, she makes an unblockable decisive counterattack with the flames of her leap, rolling (Wits
+ Dodge). The counterattack deals damage equal to (Evasion/2, rounded up)L, ignoring
Hardness. This doesn’t include her Initiative or reset her to base Initiative. An enemy that takes
3+ levels of damage from the counterattack is set ablaze, suffering (Essence) dice of lethal
damage each turn until he extinguishes himself.
Flow With Strife
Cost: 3i per level of damage, expend Water Aura; Mins: Dodge 5, Essence 3
Type: Reflexive
Keywords: Aura, Decisive-only, Perilous, Signature (Water)
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood’s movements are fluid and shapeless, adapting to whatever force is directed
against her. Even when struck she may be unscathed, flowing with her enemy’s attack rather
than against it. After the damage roll of a decisive attack that the Dragon-Blood attempted to
dodge, she can use this Charm to negate damage successes at a cost of three Initiative per level
of non-aggravated damage. If she completely negates the damage of an attack, it seems that she
was struck, but she flows away from the attack at the last second; this counts as dodging the
attack.
The mote cost of this Charm is discounted to two Initiative per level of damage while the
Dragon-Blood is at least ankle-deep in water or fighting in driving rain.
Swaying Grass Elusion
Cost: 2i per +1 Evasion; Mins: Dodge 5, Essence 3
Type: Reflexive
Keywords: Aura, Perilous, Signature (Wood), Uniform
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood bends and sways under an enemy’s attack, letting the force of his strike blow
past her like the wind. She may raise her Evasion for two Initiative per point, and adds two to the
maximum amount she may raise her Evasion with Charm bonuses (p. XX).
Upon successfully dodging an attack made by a non-trivial enemy with lower Initiative, the
Dragon-Blood may expend her Wood Aura to regain half the Initiative spent on this Charm,
rounded up.
Ebbing Tide Recedes
Cost: 4m; Mins: Dodge 4, Essence 3
Type: Supplemental
Keywords: Water
Duration: Instant
Prerequisite Charms: Heat-of-Battle Advance
Like water trickling away through a drain, the Dragon-Blood extricates herself from melee.
When she disengages, (Essence) 1s on her enemies’ opposing rolls add that many non-Charm
bonus dice to her roll.
In Water Aura, the Dragon-Blood also doubles 9s on her disengage roll.
Elusive Crosswind Defense
Cost: 4m, 1i; Mins: Dodge 4, Essence 3
Type: Reflexive
Keywords: Air, Aura, Perilous, Uniform
Duration: Instant
Prerequisite Charms: Hopping Firecracker Evasion
The Dragon-Blood’s dodge unleashes a swirling vortex of air, turning aside her enemies’ arrows.
She gains +1 Evasion against a ranged attack from medium range, or +2 against an attack from
long or extreme range. This doesn’t count as a bonus from Charms.
Bonfire Shadow Evasion
Cost: 6m, 1a; Mins: Dodge 5, Essence 3
Type: Reflexive
Keywords: Fire, Perilous, Uniform
Duration: Until next turn
Prerequisite Charms: Ember-Amid-Smoke Misdirection
The Dragon-Blood’s evasive instincts urge her towards impossible motion, dodging her own
anima banner to disperse it in a blinding flare. She must be at bonfire anima to use this Charm.
When enemies with lower Initiative attack her, (Essence) 1s on their attack roll subtract
successes. If this removes all of an attacker’s successes, then he’s blinded (Exalted, p. 168) by
her anima until the scene ends.
Coiling Dragon Dance
Cost: 4m, 1wp; Mins: Dodge 5, Essence 4
Type: Reflexive
Keywords: Aura, Dual, Fire
Duration: Aura
Prerequisite Charms: Bonfire Shadow Evasion
Subliming her presence into shadow and smoke, the Dragon-Blood dares her foes to strike her.
She gains one Initiative when she successfully dodges an attack, and adds her Evasion to her
soak against withering attacks she attempts to dodge. If a withering attack hits her but deals no
damage, it counts as her having dodged it. Additionally, when using Flickering Candle
Meditation or Bonfire Shadow Evasion, she counts her attackers’ 2s as well as 1s, although the
maximum remains unchanged.
Elusive Dragon-God Dispersion
Cost: —; Mins: Dodge 5, Essence 5
Type: Permanent
Keywords: Aura, Decisive-only
Duration: Permanent
Prerequisite Charm: Unassailable Body of Fire
The Dragon-Blood unleashes a seething furor of elemental Essence in her wake, forcing her
enemies to plunge through flames, brambles, storms, and all Creation’s fury in pursuit of her.
She may use Unassailable Body of Fire while in any Elemental Aura, changing that Charm’s
aspect to match her Aura’s and enhancing her counterattack based on its element.
Air: The Dragon-Blood dissolves into gusting wind. As long as she deals any damage, she may
force the enemy to move one range band in any direction.
Earth: The Dragon-Blood counterattacks with a blast of sand, sediment, or dust, adding one
bonus success to the damage roll. This either knocks her enemy prone on a successful attack or
blinds him (Exalted, p. 168) until he spends his whole turn clearing his eyes.
Fire: The Dragon-Blood doubles 10s on the decisive damage roll.
Water: The Dragon-Blood becomes a torrent of water in motion, knocking her enemy off
balance. The counterattack deals bashing damage, and if it hits, her attacker takes a −3 penalty
on all physical rolls for his next three turns.
Wood: The Dragon-Blood counterattacks with tangling brambles that deal no damage, but
instead grapple her attacker on a hit without need for an Initiative roll. The brambles use the
Dragon-Blood’s (Stamina + Dodge) to establish control of the grapple, and can only take restrain
actions. The Dragon-Blood can act normally while the brambles maintain the clinch.
Integrity
Granite Curtain of Serenity
Cost: 2m per +1 Resolve or success; Mins: Integrity 1, Essence 1
Type: Supplemental or Reflexive
Keywords: Balanced, Earth, Excellency
Duration: Instant
Prerequisite Charms: None
Taking on the stoicism of stone, the Dragon-Blood stands unmoved by honeyed words or
ferocious threats. She may raise her Resolve or add automatic successes to an Integrity roll for
two motes each. In addition, she ignores a single point of penalty from wounds, deprivation, or
poison.
Frozen Heart Prana
Cost: 4m; Mins: Integrity 3, Essence 1
Type: Reflexive
Keywords: Air, Balanced
Duration: Instant
Prerequisite Charms: Granite Curtain of Serenity
Icy reason prevails over specious arguments or seductive wiles. The Dragon-Blood may use
Intelligence in place of Wits to calculate her Resolve against a single influence roll. In addition,
the opposing character must compare his Appearance to the highest of her Intelligence, Lore, or
Resolve to determine how many bonus dice it adds to his influence roll (Exalted, p. 218).
Slippery Thoughts Technique
Cost: 4m; Mins: Integrity 3, Essence 1
Type: Reflexive
Keywords: Balanced, Water
Duration: Instant
Prerequisite Charms: Granite Curtain of Serenity
A consummate liar, the Dragon-Blood deftly negotiates intrigues and galas. She may use
Manipulation in place of Wits to calculate her Resolve against a single influence roll.
Alternatively, she may substitute her Manipulation-based Resolve for her Guile against a single
roll.
Oath of the Ten Thousand Dragons
Cost: 1wp; Mins: Integrity 2, Essence 1
Type: Simple
Keywords: Earth
Duration: Indefinite
Prerequisite Charms: None
The Dragon-Blood swears a vow of personal fealty to a character she holds a Tie of loyalty
towards, or swears to complete a task at the request of such a character. She gains +2 Resolve
against any influence that would weaken or alter that Tie (if she promised personal loyalty), or
that would dissuade her from completing the task.
This Charm can only be used once per story. If the Dragon-Blood maintains it through multiple
stories, she cannot use it again until she’s ended it and a new story begins.
Heart-Hardening Meditation
Cost: 6m; Mins: Integrity 2, Essence 2
Type: Reflexive
Keywords: Earth
Duration: One scene
Prerequisite Charms: Granite Curtain of Serenity
The mountain sheds no tears for those who die upon it. The Dragon-Blood gains +2 Resolve
against inspire rolls, as well as any influence that leverages either an inspired emotion or a Tie
based on strong passions.
In Earth Aura, this doesn’t count as a bonus from Charms.
Inviolate Dragon Spirit
Cost: 1m, 1wp; Mins: Integrity 3, Essence 2
Type: Reflexive
Keywords: Balanced, Earth
Duration: Instant
Prerequisite Charms: Heart-Hardening Meditation
The Dragon-Blood’s mind and soul are an unassailable tower of pure will. In a Decision Point
(Exalted, p. 219), she may call upon the same Intimacy she used to bolster her Resolve to resist
that influence.
Unquenchable Battle-Passion
Cost: 5m; Mins: Integrity 4, Essence 2
Type: Reflexive
Keywords: Fire
Duration: Instant
Prerequisite Charms: Inviolate Dragon Spirit
The Dragon-Blood’s fierce spirit is undaunted by threats and unmoved by pleas for mercy.
Against influence that would cause her to refrain from hostilities or impair her ability to fight,
she may use this Charm to automatically inspire herself (Exalted, p. 217) with an emotion to
bolster her Resolve against the influence for one scene. If the opposing influence beats her
Resolve and she spends Willpower to resist, she gains (Essence) Initiative for each Willpower
point she spends.
Chaos-Warding Prana
Cost: 5m, 1wp; Mins: Integrity 3, Essence 2
Type: Reflexive
Keywords: Earth
Duration: (Essence) hours
Prerequisite Charms: Granite Curtain of Serenity
Centering her mind and spirit, the Dragon-Blood embodies the stability of the omphalos, walking
unscathed through the chaos of the Wyld. She and any items she carries are impervious to
physical transformation or addiction caused by Wyld exposure, as well as similar environmental
effects that warp mind or body. This doesn’t protect her from shaping magic used by other
characters or from non-transformative perils of the Wyld.
An Integrity 5, Essence 3 repurchase lets the Dragon-Blood pay a five-mote surcharge to extend
this Charm’s effects to her Hearthmates out to medium range.
Ten Thousand Dragons Fight as One
Cost: 5m; Mins: Integrity 4, Essence 2
Type: Reflexive
Keywords: Balanced, Earth
Duration: Instant
Prerequisite Charms: Oath of the Ten Thousand Dragons
The bellicose temperament of the Dragon-Blooded has set them against each other throughout
the ages, but in times of crisis, the bonds of shared blood are stronger than any division of house
against house or nation against nation. When the Exalt witnesses another Dragon-Blood in risk or
danger — physical, social, or otherwise — she may use this Charm to instantly form a Minor Tie
of loyalty towards him, or to strengthen such a Tie by one step. For the rest of the scene, that Tie
benefits as though she’d used this Charm’s prerequisite to swear an oath to assist him. If she
Joins Battle or makes an influence roll in this pursuit, she adds (Intimacy) non-Charm bonus dice
on the first such roll she makes.
This Charm can only be used once per scene.
Wound-Denying Dragon Faith
Cost: 2m, 1wp; Mins: Integrity 4, Essence 2
Type: Reflexive
Keywords: Earth
Duration: One scene
Prerequisite Charms: Ten Thousand Dragons Fight as One
Unwavering in her dedication, the Dragon-Blood won’t yield even to mortal injury. As long as
she’s striving to pursue or uphold an Intimacy to which she’s sworn herself with Oath of the Ten
Thousand Dragons, Ten Thousand Dragons Fight as One, or Unflagging Vengeance Meditation,
she ignores up to (Intimacy/2, round down) points of wound penalties.
In Earth Aura, she ignores (Intimacy) points of wound penalties instead.
Ascendant Ideal Inspiration
Cost: 6m, 1wp; Mins: Integrity 5, Essence 3
Type: Simple
Keywords: Signature (Air)
Duration: Indefinite
Prerequisite Charms: None
Rising above the turmoil of the world, the Dragon-Blood dedicates herself to a Defining
Principle that represents her ideals. Any character who attempts to either weaken the chosen
Principle or cause the Dragon-Blood to act against it must make two separate influence rolls,
using the lower result. Additionally, the Dragon-Blood doubles 9s on influence rolls with any
Ability to either instill the chosen Principle in others or persuade them to act by appealing to it.
If the Dragon-Blood acts against the chosen Principle or voluntarily weakens it in any session
where this Charm was used to empower it, she loses all temporary Willpower, and this Charm
ends if still active. Likewise, she cannot use it to empower a Principle she’s acted against or
weakened earlier in the same session. If influence weakens it below Defining, this Charm ends,
but the Dragon-Blood doesn’t lose Willpower.
This Charm can only be used once per story, unless reset by upholding a Defining Principle the
Exalt wishes to devote herself to in a way that either fulfills a major character or story goal
(Exalted, p. 170) or makes significant narrative progress towards such a goal. If the Dragon-
Blood maintains it through multiple stories, she cannot use it again until she’s ended it and either
a new story begins or she resets it.
Flawless Diamond Heart
Cost: 7m; Mins: Integrity 5, Essence 3
Type: Reflexive
Keywords: Balanced, Signature (Earth)
Duration: Instant
Prerequisite Charms: None
Unfaltering in her convictions, the Dragon-Blood embodies the unbreakable strength of earth.
When her Resolve is beaten by influence that opposes one of her Major or Defining Intimacies,
she lowers the cost to resist by (Essence/2, round up) Willpower, minimum zero. If she enters a
Decision Point, she must still call upon a valid Intimacy to use this Charm.
This Charm may only be used once per story, unless reset by upholding the Intimacy this Charm
was used to protect.
Immolating Phoenix-Soul Fury
Cost: 8m, 1wp; Mins: Integrity 5, Essence 3
Type: Reflexive
Keywords: Balanced, Signature (Fire)
Duration: One scene
Prerequisite Charms: None
The soul-twisting lies of Anathema and the curses of sorcerers cannot hope to tame the
boundless fire of the Dragon-Blood’s heart. If a Psyche effect (Exalted, p. 253) would cause her
to act against one of her Intimacies, she may instead use this Charm to enter a berserk state in
which her will cannot be constrained. The Psyche effect is completely suppressed for the
duration, but she cannot take any actions except to engage in hostilities. She may fight as best
she sees fit, including using disengage actions to tactically reposition herself, but cannot
withdraw from combat or accept an enemy’s surrender. The only social influence she may
attempt is threatening foes. If she’s not in combat, then she must either devote herself entirely to
seeking out a specific enemy, or provoke other characters into hostilities. She cannot end this
Charm voluntarily.
If the Dragon-Blood defeats the character responsible for inflicting the Psyche effect on her while
in this rage, the unnatural influence is permanently broken, and she gains two Willpower. This
can raise her above her permanent Willpower.
This Charm may only be used once per story, unless reset by subsequently upholding through
violence or intimidation the Intimacy it was used to protect.
Waves-Swallow-Mountains Persistence
Cost: 5m; Mins: Integrity 5, Essence 3
Type: Reflexive
Keywords: Signature (Water)
Duration: Instant
Prerequisite Charms: None
Against the persistence of the tides, even the mightiest arguments crumble into dust. When the
Dragon-Blood asserts her Resolve against an influence roll, up to (Essence/2, round up) 1s on the
opposing character’s influence roll each subtract a success. If the Dragon-Blood uses this Charm
multiple times in the same scene against a single character’s influence, each subsequent use
increases the maximum penalty by one, to a maximum of (Essence), and counts the next-highest
number towards the penalty. On her second use, 1s and 2s would subtract successes; on the third,
1s, 2s, and 3s would.
This Charm can only be used against a single character each scene, although there’s no limit on
how many times the Dragon-Blood may use it against him.
Roots-of-the-World Meditation
Cost: —; Mins: Integrity 5, Essence 3
Type: Simple
Keywords: Signature (Wood)
Duration: Until meditation is completed
Prerequisite Charms: None
Communing with the endless flow of Essence through every living thing, the Dragon-Blood
draws up this boundless vitality to sustain herself. She must spend (10 − Essence) hours in
meditation, at the end of which she rolls (Essence + current temporary Willpower). She may
spend her successes on the following:
1 Success: Heal a level of bashing or lethal damage.
1 Success: Convert a level of aggravated damage to lethal.
2 Successes: Halve the duration (round up) of a poison she suffers from.
3 Successes: Cure herself entirely of a disease or Derangement at Minor intensity.
5 Successes: Reduce a disease or Derangement from Major intensity to Minor.
7 Successes: Reduce a disease or Derangement from Defining intensity to Major.
This Charm can only be used once per story.

What Can I Do While I’m Meditating?


When an Exalt meditates to use Charms like Fivefold Resonance Sense or Mind-
Cleansing Prana (Exalted, p. 306), the range of actions she can take without
ending her meditation is limited.
The only Physical or Social actions (based on Strength, Dexterity, Stamina,
Charisma, Manipulation, or Appearance) that can be taken while meditating are
those that are completely passive on the Exalt’s part, like rolling Resistance to
resist poison or asserting Resolve against influence. Otherwise, even reflexive
actions will end meditation.
Mental actions (based on Perception, Intelligence, or Wits) are generally
unrestricted. However, a meditating character cannot roll to shape sorcery or take
other sorcerous actions, or any other non-reflexive action the Storyteller deems
incompatible with meditation.

Thicker Than Stone


Cost: 4m, 1wp; Mins: Integrity 4, Essence 3
Type: Reflexive
Keywords: Earth
Duration: Instant
Prerequisite Charms: Inviolate Dragon Spirit, Ten Thousand Dragons Fight as One
One could sooner grind a mountain to dust than turn the Dragon-Blood against her allies. Against
influence that opposes one of her positive Ties to another Dragon-Blood, a family member, or a
subordinate under her command, she add (Intimacy/2, round down) Resolve as a non-Charm
bonus. Successfully resisting the influence grants her a point of Willpower.
This Charm can only be used to protect a given Tie once per story.
Unflagging Vengeance Meditation
Cost: 7m, 1wp; Mins: Integrity 5, Essence 3
Type: Simple
Keywords: Earth
Duration: Indefinite
Prerequisite Charms: Ten Thousand Dragons Fight as One
The Dragon-Blood swears vengeance on a character that has harmed the subject of one of her
Major or Defining Intimacies, instantly forming a Major Tie of hatred towards him, or
strengthening such an existing Tie by one step. She gains +2 Resolve against any influence that
would weaken this Tie, or that would deter her from her chosen course of revenge. For the
duration of her vendetta, she waives the cost of Uneating Earth Meditation, Unsleeping Earth
Meditation, and Untiring Earth Meditation (p. XX). In battle against the object of her vendetta or
his allies or minions, she adds +(Intimacy) natural soak and gains (Intimacy) Hardness.
If the Dragon-Blood goes a day without pursuing her vendetta, she loses two Willpower. If she
has no Willpower remaining, she suffers a level of unpreventable aggravated damage. Upon
successfully concluding her vendetta to her satisfaction, she sheds the Intimacy formed by this
Charm and gains two points of Willpower. This may bring her above her permanent Willpower
rating.
This Charm can only be used once per story. If the Dragon-Blood maintains it through multiple
stories, she cannot use it again until she’s ended it and a new story begins.
The Mountain Still Stands
Cost: —; Mins: Integrity 5, Essence 4
Type: Reflexive
Keywords: Earth
Duration: Instant
Prerequisite Charms: Thicker Than Stone
When the Dragon-Blood successfully asserts her Resolve against influence that opposes one of
her Defining Intimacies, or successfully instills a non-trivial character with one of her Defining
Intimacies using any social Ability, she gains a single point of Willpower.
This Charm can only be used once per day.
Investigation
Indisputable Physical Analysis Technique
Cost: 2m per success; Mins: Investigation 1, Essence 1
Type: Supplemental
Keywords: Balanced, Excellency, Water
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood refines her attention to the pristine clarity of water, washing away false leads
and red herrings. She may add automatic successes on an Investigation roll for two motes each.
She rerolls 6s until they cease to appear.
Tampering-Detection Technique
Cost: 1m; Mins: Investigation 2, Essence 1
Type: Supplemental
Keywords: Balanced, Water
Duration: Instant
Prerequisite Charms: Indisputable Physical Analysis Technique
Even the slightest disturbance at the scene of a crime can have consequences that ripple
throughout an entire investigation. Success on a case scene roll reveals whether any attempt has
been made to conceal evidence (Exalted, p. 224), although not the identity of the character
responsible.
Alternatively, this Charm can be used when the Dragon-Blood examines an item for signs of
tampering. She can automatically tell if any character has used Larceny to interfere with that
object in the last (Essence + Investigation) hours — picking a lock, forging credentials, hiding
contraband inside a barrel, and so on. This reveals the nature of the tampering, but not the
perpetrator’s identity or the time it occurred.
With Investigation 4, Essence 3, the Dragon-Blooded can detect tampering that has occurred in
the last (Essence + Investigation) days.
Permeating Insight
Cost: 4m; Mins: Investigation 3, Essence 1
Type: Supplemental
Keywords: Water
Duration: Instant
Prerequisite Charms: Indisputable Physical Analysis Technique
Deceit, lies, and obfuscation won’t avail fugitives from the Dragon-Blood’s justice. Their sins
are pellucid as crystal in her eyes. She adds (Essence) non-Charm dice on a roll to profile a
character (Exalted, p. 225). If she succeeds, she gains a temporary Investigation specialty in the
profiled character. She retains the specialty indefinitely, but may only have one specialty granted
by this Charm at a time.
Scent-of-Crime Method
Cost: 4m; Mins: Investigation 3, Essence 2
Type: Supplemental
Keywords: Water
Duration: Instant
Prerequisite Charms: Permeating Insight
Even if a murderer washes the blood from his hands, the smell of iniquity that clings to his heart
draws the magistrate to him. The Dragon-Blood doubles 9s on an Awareness, Investigation, or
Survival roll to detect the presence of a character that has made a Larceny roll in the last
(Essence) hours. She can determine whether or not a given individual is the source of the guilt by
successfully profiling him.
Heart-Maze Navigation
Cost: 1m, 1wp; Mins: Investigation 3, Essence 2
Type: Supplemental
Keywords: Water
Duration: Instant
Prerequisite Charms: Scent-of-Crime Method
The Dragon-Blood can test the composure of even the most practiced liar, discovering the path
that leads to the truth. When she makes a profile character roll, her target’s Guile can be
penalized by any of his Intimacies that would support revealing information to the Dragon-
Blood, lowering it as though it were his Resolve.
While the Dragon-Blood is in Water Aura, she can use this Charm to profile a character instantly.
Revelation-of-Associates Hunch
Cost: 5m; Mins: Investigation 3, Essence 2
Type: Supplemental
Keywords: Balanced, Fire
Duration: Instant
Prerequisite Charms: Scent-of-Crime Method
Criminals surround themselves with cronies, accomplices, and hirelings like a bonfire wreathes
itself in cast-off embers, leaving behind a trail for an intrepid Dragon-Blood to follow. She rolls
an additional non-Charm die for each 10 on an Investigation roll. If she successfully uncovers
evidence of crime, she experiences a sensation of flashing heat. Based on the intensity of this
heat, she can gauge roughly how many individuals were involved — a lone offender’s crime
barely registers as heat at all, while a conspiracy of hundreds roars like a bonfire.
With an Investigation 5, Essence 3 repurchase of this Charm, the Dragon-Blood can detect that a
character is connected to the crime with a successful profile character roll enhanced by
Revelation-of-Associates Hunch, recognizing an all-too-familiar heat rising off of the suspect.
This doesn’t reveal the role he played in the crime.
Bloodhound’s Nose Technique
Cost: 4m, 1wp; Mins: Investigation 4, Essence 2
Type: Simple
Keywords: Water/Wood
Duration: (Essence) days
Prerequisite Charms: Scent-of-Crime Method
The Dragon-Blood smells the sin on a criminal’s back, pursuing him through city and wilderness
alike by the scent of his iniquity. She makes a case scene roll with double 9s to investigate a
piece of evidence. The base difficulty of this roll is 3, although the Storyteller may increase the
difficulty based on the length of time since the object was left, any exposure to the elements, or
supernatural concealment. On a success, the Dragon-Blood is able to pick up the scent of the
character who left the evidence. If she’s already familiar with that individual, she identifies them
immediately.
The Dragon-Blood doubles 9s on rolls to track that character by smell, and can recognize his
scent without needing an Awareness roll upon coming within medium range of him. In addition,
the Storyteller may inform her player, through the Exalt’s keen sense of smell, whenever a case
scene or profile character roll would turn up information relevant to that character.
Tenacious Flowing Truths
Cost: 5m; Mins: Investigation 3, Essence 2
Type: Simple
Keywords: Water
Duration: One scene
Prerequisite Charms: Tampering-Detection Technique
Attuning her senses to the ebb and flow of truth and lies, the Dragon-Blood can solve even the
most challenging cases. She ignores (Essence) points of penalties on rolls to case a scene, as well
as on Awareness rolls opposing Larceny.
In Water Aura, the Exalt also adds an automatic success on all rolls that benefit from this Charm.
Warrant of Divine Safety
Cost: 5m; Mins: Investigation 5, Essence 3
Type: Reflexive
Keywords: Signature (Air)
Duration: (Essence) hours
Prerequisite Charms: None
Dragon-Blooded magistrates may bind the wicked to their words, capturing a carelessly offered
oath or negotiated concession from the air into which it’s spoken and sealing it with Essence.
She can use this Charm to sanctify any spoken offer made to her of hospitality or of invitation
into a building. The invitation must be made by a character with customary authority to do so,
even if informal — a guest at a noble’s court could extend hospitality to a stranger, and even a
palace servant might welcome them in discreetly, but a thief or trespasser cannot give a valid
invitation.
As long as the Dragon-Blood and her companions take no hostile actions, other characters cannot
violate the guarantee of hospitality without incurring Heaven’s wrath. An attacker’s knife might
be blown from his hand by a sudden gust of wind, elemental spirits might appear to restrain an
oath-breaker from violence, or a bolt of lightning might strike a poisoner dead before he can
make his way to the kitchen. Whatever consequences the Storyteller introduces should be
sufficiently dire to thoroughly negate most oathbreakers’ attempts at harming those under this
Charm’s protection. Characters with an Essence higher than the Dragon-Blood’s can attempt to
fight despite these consequences, but still face significant obstacles — large penalties,
environmental hazards, or similar.
This protection is limited to the premises on which she was offered hospitality. It doesn’t extend
beyond the bounds of that location — offering no protection for those outside — and ends if the
Dragon-Blood leaves the premises.
Echoes Caught in Stone
Cost: 3m, 1wp; Mins: Investigation 5, Essence 3
Type: Simple
Keywords: Signature (Earth)
Duration: Instant
Prerequisite Charms: Bloodhound’s Nose Technique
Taking a piece of evidence in hand and meditating on it, the Dragon-Blood rolls (Perception +
Investigation) against a difficulty equal to the number of days since that evidence was placed. On
a successful roll, she hears a relevant conversation that occurred near that object sometime in the
last (Essence) months. A murder weapon might reveal the last words between killer and victim, a
carelessly abandoned sandal could uncover good-humored banter between thieves, while a
hidden switch in a manse might repeat the words of the last person to operate it.
To use this Charm, the Dragon-Blood must first have identified an object as evidence with a case
scene roll. She may listen through the conversation once, and may need to make hearing-based
Awareness rolls to discern very faint or obscured sounds. She doesn’t control what period in time
she listens to, but the Storyteller should select the conversation most relevant to her current
investigations.
Echoes Caught on Stone can only be used once per story, unless reset by upholding a Defining
Intimacy in the pursuit of investigating a crime or bringing a criminal to justice.
Shadow-Immolating Talon
Cost: 5m, 1wp; Mins: Investigation 5, Essence 3
Type: Supplemental
Keywords: Decisive-only, Signature (Fire)
Duration: Instant
Prerequisite Charms: Heart-Maze Navigation
Her claws unsheathed, the Dragon-Blood brings fire down into the shadows and returns with
truth. She can use this Charm to enhance a decisive attack made with any Ability, confronting
her enemy with a question or accusation as she attacks. She adds (Essence) bonus dice on the
attack roll and doubles 10s on the damage roll.
If the Dragon-Blood’s successes on her attack roll exceeds her target’s Resolve, he’s compelled
to answer her question or accusation honestly, without deception or half-truths. Even an enemy
incapacitated by the attack has time to answer in his final moments. If this would oppose one of
his Defining Intimacies, he may pay a point of Willpower to give an answer that is cryptic, half-
true, or incomplete. If a character doesn’t know enough to give the Dragon-Blood an answer, the
attack gains no benefits and the cost of this Charm is refunded.
Shadow-Immolating Talon can only be used once per scene, unless reset by incapacitating a
significant enemy that the Dragon-Blood knows has committed a crime that offends one of her
Major or Defining Intimacies. It doesn’t need to be reset if its target is unable to answer.
Clear Water Prana
Cost: 5m, 1wp; Mins: Investigation 5, Essence 3
Type: Simple
Keywords: Signature (Water)
Duration: Instant
Prerequisite Charms: Tenacious Flowing Truths
As flowing water erodes dirt and stone to reveal what hides beneath, so too does the Dragon-
Blood’s Essence wash away attempts at concealment. The Dragon-Blood focuses her attention
on a small area, out to close range from a single point. She rolls to case the scene with double 7s;
this requires only one minute of concentration to complete. In addition to any clues she finds, she
also detects any items that have been hidden in the area as long as she rolls a single success. This
doesn’t reveal items that are concealed on a character’s person, or that have been lost rather than
purposefully hidden. The Dragon-Blood’s case scene roll is capable of contesting magical
concealment such as Eye-Deceiving Camouflage (Exalted, p. 412).
Clear Water Prana can only be used once per story, unless reset by accomplishing a major
character or story goal (Exalted, p. 170) by successfully concluding an investigation or using the
information gained from one.
Death-Unraveling Eye
Cost: 5m; Mins: Investigation 5, Essence 3
Type: Simple
Keywords: Signature (Wood)
Duration: Instant
Prerequisite Charms: None
The ravages of decay and deterioration fall away from the Dragon-Blood’s perspective as she
looks on the dead through eyes lit with Wood Essence. She can examine a corpse that has been
dead for no more than (Essence + Perception) years with a case scene roll, ignoring penalties
from the decomposition of the corpse or any dismemberment inflicted on it.
In addition to any information turned up by the case scene roll, the Dragon-Blood is capable of
mentally rewinding the corpse’s decomposition, allowing her to view it as it was at the time of
death and potentially identify them. She can analyze the state of the corpse’s injuries or diagnose
any conditions present at the time of death with a (Perception + Medicine) roll, doubling 9s.
Additionally, by viewing the entire process of the corpse’s decomposition in reverse, she
automatically notices any conflicts with information she’s already turned up. For example, if a
criminal hid a corpse in an ice chest to slow its rate of decay, the Dragon-Blood would be able to
notice the slowed progress of deterioration and infer that the victim has been dead longer than
they appear.
A Face in the Fog
Cost: 6m, 1wp; Mins: Investigation 4, Essence 3
Type: Reflexive
Keywords: Mute, Water
Duration: Instant
Prerequisite Charms: Revelation-of-Associates Hunch, Tenacious Flowing Truths
The Dragon-Blood draws information from the flow of Essence through a crime scene, calling
up a vision of her suspect from the murky depths of the past. When she succeeds on a case scene
roll opposed by another character’s attempt at concealing evidence, she may activate this Charm.
For a moment, her perception of the space around her is filled with a thick, heavy mist. She
catches a glimpse of the perpetrator in the mist — not enough to recognize them, but sufficient to
convey some combination of height and build, gender, age, or other distinctive features.
If the Dragon-Blood encounters the perpetrator, a successful profile character roll allows her to
confirm that he’s the one she saw. Upon doing so, she gains a point of Willpower.
Falsehood-Unearthing Attitude
Cost: 3m; Mins: Investigation 4, Essence 3
Type: Simple
Keywords: Earth
Duration: Instant
Prerequisite Charms: Heart-Maze Navigation
Even an honest man can lie, and the Dragon-Blood knows why. She makes a profile character
roll with (Essence/2, rounded up) bonus successes, requiring only a few seconds. Success reveals
one of that character’s Intimacies that he’d be willing to lie to protect. If the character has
multiple such Intimacies, the Storyteller should choose the one most directly relevant to ongoing
events. For example, if she profiles a character while investigating embezzlement from the
Imperial Treasury, she might discover his Defining Principle of unscrupulous greed. Using it
against the same character amidst a murder mystery might reveal a Tie to someone else who
could be a potential suspect in the case.
Foul Stench of Lies Discernment
Cost: 3m, 1wp; Mins: Investigation 5, Essence 3
Type: Reflexive
Keywords: Air, Mute
Duration: Instant
Prerequisite Charms: Falsehood-Unearthing Attitude
To speak lies before a Dragon-Blood is to foul the air with one’s breath. The Dragon-Blood may
reflexively roll to profile a character when she hears him make a statement, adding (Essence)
non-Charm bonus dice. A successful roll reveals whether that character was attempting to be
deceptive or misleading with his statement. It doesn’t reveal what parts of the statement are
untrue.
Once the Dragon-Blood has caught a character lying, she waives the Willpower cost of any
subsequent activations against that character in the same scene.
Scent of the Stranger’s Threshold
Cost: 1m; Mins: Investigation 4, Essence 3
Type: Reflexive
Keywords: Wood
Duration: Instant
Prerequisite Charms: Bloodhound’s Nose Technique
The Dragon-Blood can tell outsiders from locals with a glance, picking up on the subtle cues
woven into the living web of society. While she’s in a city, village, or similar settlement, she can
determine whether a character she perceives lives in that location, no matter how humble the
place he calls home. Outside of a settlement, she instead discerns if a character is a resident of the
largest nearby settlement she’s aware of. Fair Folk always appear as strangers, no matter how
integrated into society they may be, but this doesn’t reveal their true nature.
If the Dragon-Blood uses this Charm against a character in disguise or employing a similar
magical deception, and learning his residence would compromise his ruse, she must roll
(Perception + Investigation) with double 9s against his Guile. On a failed roll, the Dragon-Blood
receives a result that conforms with her target’s cover.
If the Dragon-Blood has memorized a character’s scent with Bloodhound’s Nose Technique, she
can use this Charm to see if he calls a place home without needing him to be present.
Homeward Trail Discovery Method
Cost: —; Mins: Investigation 5, Essence 3
Type: Reflexive
Keywords: Air
Duration: Instant
Prerequisite Charms: Scent of the Stranger’s Threshold
Both dragons and thieves take great interest in tending to their lairs; neither can hide from the
vigilant magistrate. Once the Dragon-Blood has used this Charm’s prerequisite to determine that
a character lives in a location, this Charm activates when she comes in sight of a door or other
entryway into his home. In her perspective, the entryway briefly flashes blue with the Essence of
air, automatically revealing it to her. If she rolls to pick a lock, force a door, or otherwise secure
her entry by physically manipulating an entrance, she doubles 9s on the first such roll.
River-of-Memory Meditation
Cost: 5m; Mins: Investigation 5, Essence 4
Type: Simple
Keywords: Mute, Water
Duration: Instant
Prerequisite Charms: A Face in the Fog, Bloodhound’s Nose Technique
The Dragon-Blood knows the criminal underworld as an angler knows the sea. After uncovering
evidence or a clue that a crime has been committed, she rolls (Perception + Investigation) to
correlate the details of the crime with what she knows of any character that she’s successfully
profiled during this story, at a difficulty of (higher of his Essence or Larceny). Success reveals
whether that character has a Major or Defining Intimacy that would have supported committing
the crime. This doesn’t reveal what his Intimacy is or whether he’s guilty, only that he has a
compelling motive.
This Charm can also be used to recognize the signature method or calling card of a criminal,
allowing the Dragon-Blood to instantly recognize a crime committed in the style of a character
she’s profiled, and to distinguish his work from that of a copycat.
Inescapable Wave Insight
Cost: 8m, 1wp; Mins: Investigation 5, Essence 5
Type: Simple
Keywords: Water
Duration: One investigation
Prerequisite Charms: River-of-Memory Meditation
The Dragon-Blood builds her case day by day, every piece of evidence or witness questioned
adding another drop to the rising tide of her investigation. As she completes her case, these
waters overflow their banks in an overwhelming torrent of revelations. After uncovering a
number of clues equal to (higher of her target’s Essence or Larceny) through case scene rolls,
profile character rolls, or roleplaying, the Dragon-Blood gains the following benefits until she’s
conclusively closed the case:
• She adds (Essence) bonus dice on Investigation rolls against her suspect, Awareness rolls
opposing his Stealth or Larceny, and on Join Battle rolls against him.
• When she uses one or more Investigation Charms targeting him, the total Willpower cost
is reduced by one point and their mote cost is muted.
• She may treat any social influence that requires her to end the investigation as
unacceptable (Exalted, p. 220). Once she apprehends the suspect and decides on how best to do
justice, any influence to deter her from that course is likewise unacceptable.
Inescapable Wave Insight can only be used once per story, unless reset by witnessing a serious
crime that offends against one of her Defining Intimacies.
Larceny
Underground River’s Flow
Cost: 2m per success; Mins: Larceny 1, Essence 1
Type: Supplemental
Keywords: Balanced, Excellency, Mute, Water
Duration: Instant
Prerequisite Charms: None
Adept at criminal ways, the Dragon-Blood moves effortlessly within criminal underworlds. She
may add automatic successes to a Larceny roll for two motes each.
Flowing Body Disguise
Cost: 2m; Mins: Larceny 2, Essence 1
Type: Supplemental
Keywords: Balanced, Water
Duration: Instant
Prerequisite Charms: Underground River’s Flow
The Dragon-Blood’s subtle arts make her appearance as fluid as water. She ignores (Essence)
points of penalty on a disguise roll from impersonating a specific character, or disguising herself
as someone of another sex, body type, or similar physical traits.
If the Dragon-Blood impersonates one of her blood relatives, she adds a non-Charm bonus
success on her roll.
Nimble Thief’s Fingers
Cost: 1m; Mins: Larceny 2, Essence 1
Type: Supplemental
Keywords: Balanced, Water
Duration: Instant
Prerequisite Charms: None
No one can follow the sinuous, fluid motions of the Dragon-Blood’s hands as she enacts her
sleight. She rerolls 6s until they cease to appear on a roll to steal an object, pick a lock, poison a
meal, cheat at cards, or any other use of Larceny that involves manual dexterity or sleight of
hand.
Resetting Tumblers Technique
Cost: 5m; Mins: Larceny 3, Essence 1
Type: Supplemental
Keywords: Mute, Water
Duration: Instant
Prerequisite Charms: Underground River’s Flow
The Dragon-Blood washes away all signs of her trespass, doubling 9s on a roll to conceal
evidence (Exalted, p. 224).
Naked Thief Style
Cost: 1m; Mins: Larceny 3, Essence 1
Type: Simple
Keywords: Stackable, Water
Duration: Indefinite
Prerequisite Charms: Resetting Tumblers Technique
The Dragon-Blood is a master of concealing small items, whether smuggling contraband through
a port or concealing her lock picks in her coiffure. She rolls ([Dexterity or Appearance] +
Larceny) to conceal on her body a single item small enough for her to hold in one hand, or an
entire set of thieves’ tools, such as a roll of lockpicking equipment or a disguise kit. Characters
cannot roll (Perception + Awareness) to contest this concealment unless they’re within short
range of the Exalt or use magic that extends the range of their senses. She may stack up to
(Dexterity) uses of this Charm to conceal multiple items.
Observer Awareness Method
Cost: 1m; Mins: Larceny 2, Essence 1
Type: Reflexive
Keywords: Water
Duration: Instant
Prerequisite Charms: None
Even the slightest ripple of attention is perceptible to the savvy Dragon-Blood. When her
suspicions are roused, she may invoke this Charm to roll (Perception + Larceny). As long as she
rolls a single success, she can intuitively discern whether she’s being watched and by how many
people.
With Larceny 4, Essence 2, the Dragon-Blood may identify the precise location of an observer if
she beats (the higher of his Stealth or Guile).
Rose-Among-Thorns Distinction
Cost: 5m; Mins: Larceny 3, Essence 1
Type: Simple
Keywords: Wood
Duration: Instant
Prerequisite Charms: Observer-Awareness Method
The Dragon-Blood weaves herself seamlessly into the company of thieves and gangsters. After
spending at least an hour interacting with a particular criminal society, such as “the Nexus crime
underworld” or “the Lintha family,” that she’s interacted with in the past, she may gain a
temporary Larceny specialty in interacting with it. The specialty also applies on any influence
rolls she makes to convince others she belongs to that criminal group or to exploit that belief. She
retains the specialty indefinitely, but may only have one specialty granted by this Charm at a
time.
Whispering Thief Technique
Cost: 2m; Mins: Larceny 4, Essence 1
Type: Supplemental
Keywords: Air
Duration: Instant
Prerequisite Charms: Observer Awareness Method
A subtle current of wind carries the Dragon-Blood’s words through the air. This Charm lets her
throw her voice, making it seem to come from a character or object within short range. This
ventriloquism supplements a single influence roll or about ten seconds’ worth of ordinary
dialogue. While in stealth, she can use this Charm to speak without breaking concealment.
Artful Flowing Theft
Cost: 5m; Mins: Larceny 3, Essence 2
Type: Supplemental
Keywords: Water
Duration: Instant
Prerequisite Charms: Nimble Thief’s Fingers, Observer Awareness Method
The Dragon-Blood’s wandering fingers strike suddenly and without warning, wresting away
treasures like a riptide. She doubles 9s on a roll to pickpocket or steal from a character, and
increases the difficulty of noticing the theft for all characters other than the victim by (Essence)
unless they use magic or superhuman senses to oppose her roll. Characters using magic or
superhuman senses don’t suffer the increased difficulty. Even if she fails, her target doesn’t
realize she was trying to steal from him unless he beats her roll with (Essence) threshold
successes.
This Charm can only be used once per scene.
Dragon’s Hidden Treasure
Cost: 1m; Mins: Larceny 3, Essence 2
Type: Simple
Keywords: Earth
Duration: Instant
Prerequisite Charms: Naked Thief Style
The Dragon-Blood strikes the earth or an earthen structure with precise deliberation, attuning
herself to the flow of Earth Essence. She may cause a held object to vanish into soil, stone, or
similar materials, submerging into them without displacing or increasing the earth. She cannot
store an object in something that is smaller than it — she could hide her daiklave in a brick wall,
but not in a pebble, coin, or gemstone. A second use of this Charm allows her to retrieve the
embedded object.
This Charm can also be used to steal objects that other Dragon-Blooded have hidden using it.
Finding the location of a hidden cache usually requires both Investigation and Awareness rolls.
The hidden object also reappears, intact, if whatever it’s embedded in is destroyed.
Face-Stealing Reflection
Cost: 4m; Mins: Larceny 3, Essence 2
Type: Simple
Keywords: Water
Duration: Instant
Prerequisite Charms: Flowing Body Disguise, Observer Awareness Method
Flowing from one identity to another, the Dragon-Blood reflects the desires and expectations of
those around her. She rolls read intentions with (Perception + Larceny). Success reveals the
identity of an individual her target has a Tie towards that the Dragon-Blood knows well enough
to attempt to disguise herself as, as well as the nature of the Intimacy. If no such individual
exists, she learns that instead.
In Water Aura, the Exalt doubles 9s on the roll.
Bramble Purse Technique
Cost: 4m; Mins: Larceny 4, Essence 2
Type: Simple
Keywords: Wood
Duration: One hour
Prerequisite Charms: Observer Awareness Method
It’s easier to pluck a jewel from within a briar hedge than from a Dragon-Blood’s pocket. All
rolls to pickpocket the Exalt or disarm her from close range lose (Essence) dice. On a failed roll,
the would-be thief suffers a single level of lethal damage as invisible thorns of Essence pierce his
hand, visibly marking his crimes.
Evidence-Erasing Tide
Cost: 4m, 1a; Mins: Larceny 4, Essence 2
Type: Supplemental
Keywords: Water
Duration: Instant
Prerequisite Charms: Resetting Tumblers Technique
The Dragon-Blood’s anima banner overflows, rushing across a crime scene to wash away all
signs of her presence. She completes a conceal evidence roll instantly, and adds a non-Charm
bonus success.
Instant Disguise Prana
Cost: 1m, 1wp; Mins: Larceny 4, Essence 2
Type: Simple
Keywords: Water
Duration: Instant
Prerequisite Charms: Flowing Body Disguise
The Dragon-Blood can roll to disguise herself in a single minute, and does so without any need
for makeup, props, or other equipment. If she does have suitable equipment for her disguise, her
roll benefits from double 9s.
Waters-of-Honesty Method
Cost: 3m; Mins: Larceny 4, Essence 2
Type: Reflexive
Keywords: Balanced, Water
Duration: Instant
Prerequisite Charms: Observer Awareness Prana
No one outcheats a cheater. Whenever a character the Dragon-Blood can perceive attempts to
cheat in a game or use the Larceny Ability, she may read intentions with (Perception + Larceny)
against the perpetrator’s Guile. Success reveals the identity of the perpetrator and the nature of
his misdeed. On a failed roll, she’s aware that some wrongdoing has occurred, but not who did it
or what it was.
Disguises don’t trigger this Charm, unless the Dragon-Blood witnesses a character roll to create
the disguise.
Vault-Emptying Whirlwind Heist
Cost: 8m, 1wp; Mins: Larceny 5, Essence 3
Type: Simple
Keywords: Signature (Air)
Duration: (Essence) days or until crime is completed
Prerequisite Charms: None
The Dragon-Blood’s foresight envisions countless possible scenarios that might occur in a crime,
planning out contingencies and countermeasures for any obstacle that she can conceive. Invoking
this Charm requires spending an hour casing the site of a planned heist, planning out the steps of
a crime, consulting with various criminal allies, or other activities taken in preparation of a crime.
She rolls (Intelligence + Larceny), banking all rolled successes.
To access the banked successes, the Dragon-Blood must begin the planned crime. She may add
some or all of the banked successes as a Charm bonus on any rolls that she or another character
present in the scene makes with Larceny, Investigation, Lore, or Stealth to advance the crime.
Additionally, she may expend banked successes to gain the following effects:
1 Success: Retroactively leave her calling card, mark, or sign in a dramatic location.
2 Successes: Waive the anima cost of Evidence-Erasing Tide.
5 Successes: Waive the Willpower cost of Instant Disguise Prana.
7 Successes: Invoke Investigation-Deflecting Current (if she knows it) retroactively to conceal
evidence of an act she’s previously committed in the course of the crime.
Vault-Emptying Whirlwind Heist can only be used once per story, unless reset by successfully
upholding a Major or Defining Intimacy as the result of a successful crime. This can either be
direct, such as stealing a jewel the Exalt has a Tie of avarice towards, or indirect, such as fencing
a jewel in order to feed a community of urchins she has a Tie of compassion for.
Dragon Snatches Jewel
Cost: 5m, 1wp; Mins: Larceny 5, Essence 3
Type: Simple
Keywords: Decisive-only, Signature (Earth)
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood’s grasp is as sure as stone, capable of wresting away the weapons of the
Anathema. She makes a disarm gambit from close range with (Dexterity + Larceny), doubling 9s.
On a successful gambit, the Exalt may reflexively ready the disarmed weapon and is refunded the
gambit’s Initiative cost.
If she disarms an artifact weapon, she reflexively attunes to it at no cost for the rest of the scene.
This breaks the original character’s attunement. Alternatively, she may steal a hearthstone out of
the socket of an enemy’s artifact, likewise stealing attunement to it for the rest of the scene.
This Charm can only be used once per scene.
Burning Sins Seduction
Cost: 5m, 1wp; Mins: Larceny 5, Essence 3
Type: Simple
Keywords: Signature (Fire)
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood’s tongue stokes the flames of criminal passions, inciting poorly made
decisions and reckless disregard for law. She makes a special inspire roll with ([Charisma or
Manipulation] + Larceny) against a single character, expounding on the folly of the law or the
thrill of the criminal lifestyle.
On a successful roll, the target’s player chooses what emotion this influence inspires in him, as
well as one of his Intimacies related to that emotion that he’d be willing to break the law for. If
he has no such Intimacies, he must form a Minor Intimacy that answers this question. The action
that he takes as a result of this influence (Exalted, p. 217) must be a crime or equivalent
transgression, and must uphold the inflamed Intimacy.
Resisting this influence requires the target to enter a Decision Point, calling on an Intimacy of
equal or greater strength than the inflamed Intimacy.
Flowing God-Dragon Stance
Cost: 15m, 1wp; Mins: Larceny 5, Essence 3
Type: Simple
Keywords: Aura, Mute, Signature (Water)
Duration: Aura
Prerequisite Charms: Artful Flowing Theft, Evidence-Erasing Tide
It’s the nature of water to flow past obstacles unchanged. The Dragon-Blood sloughs off the
physicality of flesh, her body becoming fluid and translucent for as long as she remains in Water
Aura. With her movement action, she may attempt to flow through locked doors, cracks in walls,
or any other obstruction that isn’t waterproof — passing through the bars of a jail cell, flowing
under a door, or pouring herself through a crack in a wall. This also lets her escape any grapple
not enhanced by magic. If this Charm ends while she’s in a space too narrow to contain her, she’s
forcibly shunted back to where she entered it, and suffers a level of unpreventable bashing
damage.
The Dragon-Blood’s watery form is more difficult to damage, granting her +1 Evasion. If she’s
unarmored, she also gains (Essence + 1) hardness. She adds (Essence/2, rounded up) bonus
successes on all Stealth rolls. If she attempts to hide underwater, these don’t count as a Charm
bonus.
This Charm can only be used once per day.
Terrifying Forest-Devil Mask
Cost: 5m, 1wp; Mins: Larceny 5, Essence 3
Type: Simple
Keywords: Signature (Wood)
Duration: One day
Prerequisite Charms: None
The Dragon-Blood dons a mask and vanishes into a world of legends and devils, taking up a
disguise embodying an archetypal warrior-hero, monster, or mythic character. Most Dynasts
create ornate ritual masks from wood by hand, shaping their persona as they carve it, but any
mask suffices on short notice if it suitably evokes the persona’s image. She rolls to create a
disguise with double 7s. Her persona must be either a fictitious identity or archetypal role —
such as an Immaculate Dragon, a hero or villain out of folklore, a legendary figure of the
Shogunate, or a figure invented out of whole cloth. Her disguise only serves to conceal her
identity, not to impersonate specific characters. She divides (Essence) temporary specialties that
fit her persona among any of her Abilities for as long as she remains in disguise.
Upon donning the mask, the Dragon-Blood accepts a Defining Intimacy that suits her role, such
as “Those who abuse their power must be humbled” or “Destroy all Anathema.” As long as she
remains in disguise, this Intimacy cannot be weakened or changed by any means. Onlookers who
fail to beat her disguise roll will react to her as though they had a Minor Tie, with a context
appropriate to her persona and the circumstances. A folk hero might inspire gratitude among the
peasants she fights for while drawing the ire of princes and their minions; a horrible devil
inspires sheer terror in all who look upon it.
In combat, an enemy may attempt to strike away the Dragon-Blood’s mask as a difficulty 6
gambit. Doing so ends this Charm.
Vaporous Visage Evasion
Cost: 3m, 1wp; Mins: Larceny 4, Essence 3
Type: Reflexive
Keywords: Water
Duration: One scene
Prerequisite Charms: Instant Disguise Prana
Even those who peer into the sea know nothing of its hidden depths. The Dragon-Blood
embodies this secrecy, wearing masks behind masks. When another character succeeds on a roll
to pierce her disguise, she may conceal her features behind a swirling cloud of mist that spumes
from her anima, perfectly obscuring her identity. The opposing character and other onlookers
realize that she wasn’t who she was posing as, but don’t learn anything about who she actually is.
The Dragon-Blood reverts back to her true appearance at the end of the scene, making a hasty
retreat advisable.
Incendiary Accusation Approach
Cost: 1m, 1wp; Mins: Larceny 5, Essence 3
Type: Reflexive
Keywords: Fire
Duration: Instant
Prerequisite Charms: Waters-of-Honesty Method
Every criminal knows that they’re playing with fire, but those who dare to cheat the Dragon-
Blood discover just how true that is. When she uses this Charm’s prerequisite to detect a
character cheating or using Larceny, she may pay an additional one mote and one Willpower to
cause a small fire to ignite on his person, revealing his misdeeds to all and rolling a single die of
lethal damage against him, ignoring Hardness. A cheating gambler’s illicit cards go up in flames,
while a pickpocket is caught literally red-handed.
Investigation-Deflecting Current
Cost: 3m, 1wp; Mins: Larceny 5, Essence 3
Type: Simple
Keywords: Water
Duration: Instant
Prerequisite Charms: Evidence-Erasing Tide
The Dragon-Blood diverts the watchful eyes of the law from her misdeeds, redirecting them in
pursuit of endless false leads or of her own foes, like fish swimming against the tide. She makes a
roll to conceal evidence, arranging the scene so that a specific character she knows of is
implicated as the perpetrator of whatever actions she took that scene.
An investigator who fails his roll to case the scene believes that he’s succeeded, but receives a
false clue that points him towards the character the Exalt framed. Even on a successful roll, he
still finds the false clue, but also discovers any genuine evidence left behind. He’s aware of the
discrepancy, but doesn’t know which clue is false. A character who fails to initially realize that
he’s been duped may still do so if he turns up enough contradictory evidence. Each time he
discovers a clue which contradicts the Dragon-Blood’s deception, he rolls (Intelligence +
Investigation) opposing the conceal evidence roll to realize the discrepancy and identify the clue
as false. Even if he fails, he gains a cumulative +1 non-Charm bonus on his roll the next time he
discovers a clue.
Investigation-Deflecting Current can only be used once per story, unless the Exalt resets it by
conclusively defeating the attempts of a significant character to investigate her crimes.
Mischievous Wind Grasp
Cost: 3m, 1wp; Mins: Larceny 5, Essence 3
Type: Simple
Keywords: Air
Duration: Instant
Prerequisite Charms: Artful Flowing Theft
The air itself is the Dragon-Blood’s accomplice when she has need of it, rising up in a small
breeze directed by deft hand gestures. She directs a subtle current of wind to dislodge an object
small enough to hold in one hand from a character within short range whether it’s stationary or
on someone’s person, though not one that a character’s currently using. She could pull a key ring
from a jailer’s belt, pluck a sealed letter out of a courtier’s robes, or knock a wineglass off a
banquet table.
If the item is on someone’s person, the Exalt must roll (Wits + Larceny) opposing his (Perception
+ Awareness) roll. In combat, this is treated as a ranged disarm gambit. A successful roll
dislodges the item, causing it to fall to its owner’s feet. Other characters cannot notice this for up
to one minute or (Essence) rounds, whichever comes first, unless circumstances call attention to
it, such as trying to draw a displaced blade. Even on a failed roll, onlookers don’t realize the
unnatural nature of the wind unless they use magic, though repeated use may stir suspicions.
In Air Aura, this Charm’s range is extended to medium.
Exploding Evidence Technique
Cost: 10m, 1wp; Mins: Larceny 5, Essence 4
Type: Simple
Keywords: Fire, Mute
Duration: Instant
Prerequisite Charms: Investigation-Deflecting Current
Such is the fire behind the Dragon-Blood’s crimes of passion that any investigator that pursues
her risks being burned. She makes a conceal evidence roll, rolling a non-Charm bonus die for
every 10 that appears, and suffuses the hidden evidence with Fire Essence. If a character attempts
to case the scene and fails, the evidence catches fire, exposing him and anyone else on the scene
to a one-time environmental hazard with difficulty 5, Damage (Essence)L. This conflagration all
but obliterates any evidence remaining at the scene, increasing the difficulty of any subsequent
rolls to case the scene by (the Dragon-Blood’s Essence).
Window-In-The-Door Technique
Cost: 2m, 1wp; Mins: Larceny 5, Essence 4
Type: Simple
Keywords: Water
Duration: One round
Prerequisite Charms: Mischievous Wind Grasp
Locks and walls aren’t enough to stymie the prying curiosity of a Dragon-Blooded thief. She may
peer through an obstruction as though it were pellucid water, spying through solid walls or
examining the contents of a chest before risking its trapped lock. This is a (Perception + Larceny)
roll against a difficulty based on the material and thickness of the obstacle she attempts to see
through. For example, a wooden door or chest is difficulty 1; a stone wall or metal vault would
be difficulty 3; a manse’s walls, an artifact container, or the heavy stone walls of a fortress are
difficulty 5+. Barriers more than (Essence + Perception) feet thick can’t be seen through.
A successful roll causes a small portion of the obstruction, up to (Essence) square feet, to appear
totally translucent to the Exalt (but not to anyone else). Each use of this Charm lasts a single
round, or around ten seconds out of combat. If the Dragon-Blood wishes to renew this Charm at
the end of that duration, she doesn’t need to pay its Willpower cost or make another roll.
While using this Charm, the Exalt may reflexively activate Mischievous Wind Grasp, waiving its
Willpower cost, to send a current of wind through the barrier as though it weren’t there.
Expectation-Mirroring Stance
Cost: 10m, 1wp; Mins: Larceny 5, Essence 5
Type: Reflexive
Keywords: Water
Duration: Instant
Prerequisite Charms: Face-Stealing Reflection, Instant Disguise Prana
Those who gaze too long into their own reflection in the water risk drowning in themselves.
Upon successfully using Face-Stealing Reflection, the Dragon-Blood may use this Charm to
instantly and reflexively roll to disguise herself as the revealed character. Every threshold success
on her read intentions roll grants her one mote to spend enhancing her disguise.
Infallible Alibi Approach
Cost: 13m, 1wp; Mins: Larceny 5, Essence 5
Type: Reflexive
Keywords: Mute, Water
Duration: Instant
Prerequisite Charms: Exploding Evidence Technique
The Dragon-Blood is everywhere and nowhere in the sea of crime. Such is her criminal ingenuity
and masterful deception that she leaves no trace of her passage. Whenever an investigator rolls
enough successes to uncover a piece of evidence she’s concealed, she intuitively realizes she may
invoke this Charm in the split-second before the incriminating detail is discovered. She opposes
the investigator’s roll with (Manipulation + Larceny) as a special conceal evidence roll, doubling
7s. If she beats his roll, his attempt fails, and whatever evidence she left behind dissolves away
into water, rendering future attempts futile.
While the evidence is erased, the vanished secret drifts through the mysterious flows of Water
Essence, finding itself drawn to the Dragon-Blood. A successful use of this Charm marks her
with a swirling tattoo of black jade over her heart chakra. If the tattoo is revealed, witnesses may
attempt a difficulty 3 (Intelligence + Occult) roll to realize the Dragon-Blood has used this
Charm.
Infallible Alibi Approach can only be used once per story, unless reset by accomplishing a
legendary social goal (Exalted, p. 134) through criminal or underhanded means. Once the Charm
resets, the incriminating tattoo vanishes.
Linguistics
Lightning Quill Mastery
Cost: 2m per success; Mins: Linguistics 1, Essence 1
Type: Supplemental
Keywords: Air, Balanced, Excellency
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood’s brush scatters calligraphy across the page like leaves on the wind. She may
add bonus successes to a Linguistics roll for two motes each. Each 10 on her roll rerolls a non-1
failed die.
Cryptic Essence Cipher
Cost: 5m; Mins: Linguistics 2, Essence 1
Type: Simple
Keywords: Water, Written-only
Duration: Instant
Prerequisite Charms: Lightning Quill Mastery
The Dragon-Blood’s mastery of speech and language is synonymous with her mastery of
deception. She rolls ([Manipulation or Intelligence] + Linguistics) to create a coded message,
designating a single character who can understand it. Through her insight into his mind, she
devises a cipher that he can intuitively read — for him, the symbols on the page seem to
rearrange themselves to spell out the hidden message. Deciphering the message, even with code-
breaking magic, requires a ([Perception or Intelligence] + Linguistics) roll opposing the Dragon-
Blood’s initial roll.
Alternatively, the Dragon-Blood may draw from one of her Principles to create a code that can be
intuitively understood by any character who shares it.
Shared Intimacies
Some Charms and other magic require the user to share an Intimacy with other
characters to take effect. These don’t mean that the two Intimacies have to be
worded in exactly the same way — as long as the Storyteller feels that the two
Intimacies are identical in the substance of what they mean for the characters that
possess them, she should deem that such effects apply. This should be assessed
generously to the player.

Signature-Stealing Calligraphy
Cost: 4m; Mins: Linguistics 2, Essence 1
Type: Simple
Keywords: Water, Written-only
Duration: Instant
Prerequisite Charms: Lightning Quill Mastery
The Dragon-Blood’s calligraphy ripples like the surface of a pond and settles into another
writer’s hand. She rolls (Manipulation + Linguistics) to forge another character’s handwriting
and mimic his writing style. If she includes written social influence in the forgery, she uses the
same roll. Using this Charm requires access to either a full manuscript or three smaller samples
of the character’s writing. A reader may roll (Perception + Linguistics) opposing the Dragon-
Blood’s roll to detect the forgery, granting +2 Resolve against any influence it contains.
Fervor-Inciting Brushstrokes
Cost: 3m, 1wp; Mins: Linguistics 3, Essence 1
Type: Supplemental
Keywords: Fire, Written-only
Duration: Instant
Prerequisite Charms: Lightning Quill Mastery
The Dragon-Blood writes words to spark flames in her readers’ hearts, incinerating all inhibitions
in a swell of passion. She doubles 9s on a written inspire roll that creates anger, fear, lust, or
another powerful passion. If she chooses to tailor her influence for a single reader only, he must
enter a Decision Point and call upon a Major or Defining Intimacy to resist.
Tenacious Dragon Scholar
Cost: 3m; Mins: Linguistics 3, Essence 1
Type: Reflexive
Keywords: Balanced, Earth
Duration: Instant
Prerequisite Charms: Lightning Quill Mastery
The Dragon-Blood isn’t easily swayed by idle words. She gains +1 Resolve against written
influence, and may use Linguistics in place of Integrity to calculate her Resolve against written
influence.
Wind-Carried Words Technique
Cost: 3m; Mins: Linguistics 1, Essence 1
Type: Simple
Keywords: Air
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood speaks into the wind, sending her voice afar on subtle currents of air. She
may send a spoken message of no more than a few sentences to a chosen target within (Essence)
miles. Messages sent with this Charm cannot be overheard or intercepted by any mundane
means. Magical attempts to do so must overcome a difficulty of (the Dragon-Blood’s Essence +
Linguistics).
This Charm’s range extends to (Essence x5) miles at Linguistics 3, and (Essence x10) miles at
Linguistics 5. With Linguistics 5, Essence 4, the Terrestrial may pay one Willpower to extend it
to (Essence x100) miles.
Language-Learning Ritual
Cost: 5m; Mins: Linguistics 3, Essence 1
Type: Simple
Keywords: Air
Duration: One scene
Prerequisite Charms: None
The Dragon-Blood contemplates a foreign tongue until its meaning is, like air, transparent. She
may use this Charm to gain understanding of a language that she’s spent at least (6 −
Intelligence) days studying, allowing her to understand it in both spoken or written forms. This
doesn’t confer the ability to communicate in that language.
With Linguistics 4, Essence 2, the Dragon-Blooded may speak and write in the chosen language.
She is lacking in accent and unsophisticated in vocabulary, imposing a −3 success penalty on any
social influence rolls.
With Linguistics 5, Essence 3, the Dragon-Blooded no longer suffers a penalty after a total of (6
− Intelligence) weeks spent studying or using it.
Enigma-Reading Eye
Cost: 3m; Mins: Linguistics 3, Essence 2
Type: Simple
Keywords: Air
Duration: Instant
Prerequisite Charms: Cryptic Essence Cipher
The Dragon-Blood’s eye pierces ciphers and circumlocutions like lightning. She rolls
([Perception or Intelligence] + Linguistics) with double 9s to break a code or deceptive message,
including those that aren’t ciphered but have hidden subtext. Success lets her decipher the text as
she reads it, completing hours or days of work in minutes.
Enigma-Reading Eye is capable of contesting magical codes or ciphers, such as Letter-Within-A-
Letter Technique (Exalted, p. 323).
Thousand Tongues Meditation
Cost: —(+5m, 1wp); Mins: Linguistics 3, Essence 2
Type: Permanent
Keywords: Air
Duration: Permanent
Prerequisite Charms: Language-Learning Ritual
The Dragon-Blood has mastered fundamental principles of language, allowing her to converse
with anyone from the conquered princes of the Realm’s dominion to the most savage barbarians
beyond its borders. She may pay an additional five motes and one Willpower when she uses
Language-Learning Ritual to extend its effect to all languages she’s ever encountered, rather than
a single language, developing fluency without needing any prior study.
Voices on the Wind
Cost: 3m, 1wp; Mins: Linguistics 3, Essence 2
Type: Simple
Keywords: Air
Duration: One scene
Prerequisite Charms: Wind-Carried Words Technique
The Dragon-Blood is privy to backroom dealings and covert assignations, drawing hushed
whispers to her ear on currents of air. She adds (Linguistics/2, rounded up) bonus dice on rolls to
eavesdrop on conversations. If she reads a character’s intentions while eavesdropping on him
from medium range or further, he takes the −2 Guile penalty for being unaware of her even if he
can see her.
Speech Without Words
Cost: 5m; Mins: Linguistics 3, Essence 2
Type: Reflexive
Keywords: Air
Duration: One scene
Prerequisite Charms: Voices on the Wind
The Dragon-Blood creates a bond between herself and her Sworn Kin, as well as up to (Essence)
additional characters, allowing them to communicate silently for the duration of this Charm.
Hand gestures, body language, and other visual signals are as easily understood as spoken
language, although only short, simple sentences can be conveyed.
Most onlookers don’t perceive this signaling, but a character specifically on watch for such
tactics or using superhuman or magically enhanced senses may roll (Perception + Awareness)
against the Dragon-Blood’s Guile to notice, but not understand, the signals.
Caustic Wit Invective
Cost: 1m, 1wp; Mins: Linguistics 4, Essence 2
Type: Simple
Keywords: Water, Written-only
Duration: Instant
Prerequisite Charms: Fervor-Inciting Brushstrokes
The Dragon-Blood lets her scorn overflow into her words, her sarcasm and ridicule slowly
wearing down even the strongest-rooted beliefs. She writes a mocking message or satire that
conveys an instill roll to erode a specific Principle or positive Tie. Her mockery inflicts
momentary doubts on even the most dedicated readers, preventing them from drawing on the
targeted Intimacy to bolster their Resolve.
Flashing Saga Flourish
Cost: 10m, 1wp; Mins: Linguistics 5, Essence 3
Type: Simple
Keywords: Signature (Air), Written-only
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood’s brush strikes the page like a levinbolt, the only thing swift enough to keep
pace with her inspiration. She doubles 7s on a written Linguistics roll, and dramatically reduces
the time needed to complete the work — a long-form work like a book or collection of poetry
requires only a day, and anything shorter is finished in seconds.
This Charm can only be used once per story, unless reset by upholding a Defining Principle by
authoring, distributing, or defending a written text.
Unshattered Diamond Parables
Cost: 5m; Mins: Linguistics 5, Essence 3
Type: Reflexive
Keywords: Signature (Earth)
Duration: Instant
Prerequisite Charms: None
Every word the Dragon-Blood has ever written is engraved into her soul, giving her the strength
to defy. In a Decision Point (Exalted, p. 221), she may call upon a novel, collection of poetry, or
other long-form written work she’s completed over the course of the chronicle. Her player
summarizes the work’s theme or moral in a short phrase, which she treats as a Major Intimacy in
the Decision Point. The Dragon-Blood may not invoke the same work twice — she must
continue writing to maintain her resolve.
Works that have already played a significant narrative part in the Dragon-Blood’s story carry a
stronger weight, and count as Defining Intimacies. This includes any work whose completion
fulfilled a major character or story goal (Exalted, p. 170) or legendary social goal (Exalted, p.
134), or any other work the Storyteller agrees is sufficiently meaningful.
In Earth Aura, the Dragon-Blood may expend her Aura state in place of the Willpower cost to
resist influence in a Decision point.
Wildfire Words Technique
Cost: 7m, 1wp; Mins: Linguistics 5, Essence 3
Type: Simple
Keywords: Signature (Fire), Written-only
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood’s words spread across Creation like swift-burning flame, a thousand tongues
of fire repeating her message in every direction. She makes a written (Charisma + Linguistics)
instill roll with (Essence) non-Charm dice to create or strengthen an Intimacy based on a strong
passion — love, anger, valor, fear, lust, or the like. She rolls an additional non-Charm die for
every 10 on the roll.
On a success, the instilled Intimacy can’t be altered or removed for the next (6 − his Integrity)
days, although it can be weakened. The next time the target engages in a conversation during this
time, he’s overcome with a burning urge to spread that Intimacy, and must attempt his own instill
roll against all listeners, adding (Exalt’s Essence) non-Charm dice. His words don’t convey this
Charm’s effect, though he may direct listeners to the Dragon-Blood’s text.
This Charm can only be used once per story, unless reset by upholding a Major or Defining
Intimacy based on fiery passions with a Linguistics roll.
Rewriting the Truth Technique
Cost: 10m, 1wp; Mins: Linguistics 5, Essence 3
Type: Simple
Keywords: Psyche, Signature (Water), Written-only
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood pens a seductive deception, her words seeping into the deep channels of the
subconscious mind. She rolls (Manipulation + Linguistics) as a written instill action, rerolling 5s
and 6s until they cease to appear and ignoring any penalties for making implausible claims
(Exalted, p. 215). This influence must target a specific character. If her influence roll beats his
Resolve, he forms a Major Principle of belief in the lie unless he pays three Willpower to resist.
Attempting to voluntarily weaken the Principle instilled by this Charm costs one Willpower.
This Charm can only be used once per story, unless reset by successfully leveraging a character’s
Intimacy of belief in a falsehood to persuade him to undertake a serious or life-changing task
(Exalted, p. 216) that directly advances the Dragon-Blood’s goals or those of her Hearth.
Enthralling Lotus Calligraphy
Cost: 6m, 1wp; Mins: Linguistics 5, Essence 3
Type: Simple
Keywords: Psyche, Signature (Wood), Written-only
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood fashions a trap from beautiful words, weaving a puissant compulsion into
every sentence and simile. She makes a written influence roll to instill, persuade, or bargain with
a specific character. The written message exerts an unnatural influence upon its intended
recipient. Once he’s able to see the document, even if he cannot see the writing, he’s subtly
compelled to begin reading it unless he spends (her Essence/2, rounded up) Willpower to break
free. This impulse appears natural, and won’t force the victim to endanger himself or abandon
pressing tasks.
If the target doesn’t resist and begins reading, he must do so long enough to be subjected to
whatever influence the document contains. A character who resisted this Charm’s influence with
Willpower can read the text freely without being enthralled, although he’s still subject to the
Dragon-Blood’s influence roll.
Enthralling Lotus Calligraphy cannot be used against the same character more than once per
story.
Incendiary Argument Approach
Cost: 5m; Mins: Linguistics 4, Essence 3
Type: Simple
Keywords: Fire, Written-only
Duration: Instant
Prerequisite Charms: Caustic Wit Invective
The Dragon-Blood sparks outrage with her diatribe. She rolls (Charisma + Linguistics) as a
written influence roll targeting a specific character. If she beats his Resolve, her words provoke
him to react with hostility and argument regardless of what the message actually says — either
by seeking the author out in person, or by sending a written response. This influence doesn’t
compel the target to endanger himself or escalate to violence, although he may well do so of his
own accord. Resisting requires entering a Decision Point and calling on a Major or Defining
Intimacy.
If the Dragon-Blood knows Signature-Stealing Calligraphy (p. XX), she may use it reflexively
alongside this Charm to write a letter under another person’s identity, rolling with (Manipulation
+ Linguistics) instead. As long as the target is convinced by her forgery, he’ll pursue whoever
the message is attributed to. If he sees through the forgery, the influence is overturned.
Poisoned Tongue Technique
Cost: 2m, 1wp; Mins: Linguistics 5, Essence 3
Type: Reflexive
Keywords: Air
Duration: Instant
Prerequisite Charms: Voices on the Wind
The Dragon-Blood insinuates her influence into another’s conversation, subtly manipulating his
voice’s tone and cadence by controlling the air he speaks through. When a character within short
range makes a spoken influence roll, the Dragon-Blood may use this Charm to roll
(Manipulation + Linguistics) against his Resolve. Each threshold success on her roll subtracts
one die from his influence roll.
In Air Aura, (Essence) 1s on the penalized roll subtract successes from it.
With War 3, the Dragon-Blood can use this Charm to penalize an enemy’s command action,
disrupting the communication between a commander and his troops.
Reading the Unspoken Word
Cost: 1m, 1wp; Mins: Linguistics 5, Essence 3
Type: Simple
Keywords: Air
Duration: Instant
Prerequisite Charms: Speech Without Words
The Dragon-Blood’s keen intuition can discern the words that someone expects to hear,
uncovering the expectations or assumptions couched in that language. A servant awaiting a
foreign prince expects to be greeted with haughty disdain; a disguised intruder fears his identity
will be questioned; a guard at a secret meeting awaits a specific password.
The Dragon-Blood makes a read intentions roll with ([Intelligence or Perception] + Linguistics).
Success lets her discern exactly what that character expects to be told in his current
circumstances. This may assist her in impersonation, or give her an opening to exploit. If she
leverages this knowledge as part of an influence roll, she adds (Essence) non-Charm bonus dice.
Dragon’s Voice Mastery
Cost: 5m, 1wp; Mins: Linguistics 5, Essence 4
Type: Supplemental
Keywords: Air
Duration: Instant
Prerequisite Charms: Poisoned Tongue Technique
When a dragon speaks, who dares dispute her? The Dragon-Blood adds (Essence/2, rounded up)
non-Charm successes on a spoken social influence roll made with any Ability that aligns with
one of her Major or Defining Principles. The Willpower cost of resisting her influence increases
by one.
Dragon’s Voice Mastery can only be used once per day, unless reset by upholding a Major or
Defining Intimacy.
Tantalizing Dragon’s Tongue
Cost: 7m, 1wp; Mins: Linguistics 5, Essence 4
Type: Simple
Keywords: Fire/Wood, Written-only
Duration: Instant
Prerequisite Charms: Incendiary Argument Approach
The Dragon-Blood courts her reader’s passion with provocative language and sensuous choices
of words, infusing erotic undertones into whatever she writes. This Charm functions identically
to Incendiary Argument Approach, except that instead of provoking the target to argue, the
influence overwhelms him with passionate admiration and fascination for the author, bordering
on lust. If he’s sexually attracted to the Dragon-Blood, he’ll attempt to seduce her, either by
seeking her out in person or with a written declaration of lust. If he’s not sexually attracted (or
his player invokes the Red Rule, Exalted, p. 222), he instead feels inspired to seek her out for
friendly conversation.
As with its prerequisite, Tantalizing Dragon’s Tongue can be used with Signature-Stealing
Calligraphy to forge love letters.
Intoxicating Lotus Manuscript
Cost: 10m, 1wp; Mins: Linguistics 5, Essence 4
Type: Simple
Keywords: Psyche, Wood, Written-only
Duration: Instant
Prerequisite Charms: Enthralling Lotus Calligraphy, Tantalizing Dragon’s Tongue
The Dragon-Blood creates an enthralling world of story and sensuality to snare a reader, leaving
him desperate for another chance to escape into the bliss of her writing. This Charm is a special
(Manipulation + Linguistics) roll with double 9s to compose a piece of poetry, fiction, or other
creative narrative tailored to a specific character. If the Terrestrial’s influence roll beats the
target’s Resolve, he develops an obsession with her writing as a Minor Derangement (Exalted, p.
167). If he goes more than (6 − Integrity) weeks without reading a new work, he suffers
withdrawal symptoms in the form of a −1 penalty on social and mental rolls.
When the target spends Willpower to resist this Derangement, he may also ignore his withdrawal
symptom penalty for the same duration. Once he’s spent three Willpower, the influence is
broken, and the Derangement and withdrawal penalty subside. In addition, if the Dragon-Blood
goes a full story without writing and releasing a new work that could fulfill the victim’s
addiction, it likewise ends. She may make her works difficult or expensive to acquire, but
making it impossible for the victim to obtain them negates this Charm.
An Essence 5+ repurchase allows the Dragon-Blood to strengthen the Derangement with
repeated uses of this Charm targeting the same character. Once she uses it against him, she must
wait until the next story before she can do so again, raising the intensity of the Derangement by
one step if she succeeds. Each level of intensity above Minor adds +1 to the total Willpower the
victim must spend to break free of this Charm’s influence.
With One Mind
Cost: 5m, 5i, 1wp; Mins: Linguistics 5, Essence 5
Type: Simple
Keywords: Air, Perilous
Duration: One scene
Prerequisite Charms: Dragon’s Voice Mastery, Speech Without Words
The Dragon-Blood weaves her mind together with that of her allies, creating a shared battle-
consciousness that transcends language’s limitations. She forms a mental bond with either a
single character she can see, or all of her Sworn Kin she can see. Participants in the bond gain
the following benefits:
• They can communicate telepathically with each other. This isn’t limited by range or line
of sight, but they must share a common language.
• As long as one of them is aware of a hidden threat or concealed character, all of them are.
This may render them immune to unexpected attacks (Exalted, p. 203) or allow them to attack a
concealed enemy.
• Whenever one of them is attacked, another bonded character within close range may
reflexively interpose his Parry, as though with a defend other action. Only one character may
make this reflexive defense against a single attack, even if several are in range.
• If a participant attempts a distract gambit (Exalted, p. 200) against an enemy to benefit
another bonded character, the beneficiary doubles 7s on the attack roll. A successful gambit
grants the beneficiary one point of Initiative in addition to those spent by the attacker.
Lore
Careful Insight-Gathering Study
Cost: 2m per success; Mins: Lore 1, Essence 1
Type: Supplemental
Keywords: Air, Balanced, Excellency
Duration: Instant
Prerequisite Charms: None
Breathing deep of the world’s Essence, the Dragon-Blooded pronounces her wisdom with
impeccable clarity. She may add automatic successes to a Lore roll for two motes each. In
addition, if she adds 2+ successes on a roll to introduce or challenge a fact (Exalted, pp. 237-
238), she doubles 9s on the roll.
Opening the Mind’s Gates
Cost: 3m; Mins: Lore 2, Essence 1
Type: Simple
Keywords: Air
Duration: Instant
Prerequisite Charms: Careful Insight-Gathering Study
Speaking a sagely aphorism, the Dragon-Blooded calls up the winds of knowledge to disperse
whatever miasma closes a student’s mind to learning. She makes a special instill roll with
([Charisma or Intelligence] + Lore) to induce a state of supernatural receptivity in a single
character, treating him as though he had a Major Principle of “I must seek out education” for one
scene. If the Dragon-Blooded exploits this Intimacy with a persuade or bargain roll to convince
the target to study with her, the cost of resisting increases by one Willpower.
Flawless Study Focus
Cost: 3m, 1wp; Mins: Lore 3, Essence 1
Type: Simple
Keywords: Air
Duration: Instant
Prerequisite Charms: Opening the Mind’s Gates
The Dragon-Blood clears her mind, drawing upon the clarity of the upper air to enter a receptive
trance. To use this Charm, she must spend at least (10 − Intelligence) hours studying under a
teacher or consulting a library, archive, or similar repository of information. She gains a
temporary Lore specialty in a single topic possessed by her mentor or covered by the materials
she had access to. She retains the specialty indefinitely, but may only have one specialty granted
by this Charm at a time.
Elemental Concentration Trance
Cost: 3m; Mins: Lore 3, Essence 1
Type: Simple
Keywords: Balanced
Duration: Instant
Prerequisite Charms: Careful Insight-Gathering Study
To use this Charm, the Dragon-Blood must spend a few minutes contemplating an expression of
an elements: observing the movement of clouds, meditating beneath a waterfall, staring
unblinking into a flame, or so on; this determines the Charm’s elemental aspect. At the end, she
makes a ([Mental Attribute] + [Bureaucracy, Investigation, Lore, Medicine, Survival, or War])
roll with a single bonus success. She may roll to introduce a fact as though she has a Lore
background in facts that relate to the Charm’s elemental aspect. An Air-aspected use could
introduce facts about weather or music theory; an Earth-aspected use could relate to geology,
masonry, or architecture; and so on.
If the Dragon-Blood knows Dragon-Kin Empowerment, she may provide the benefits of this
Charm to one of her Sworn Kin, guiding him through meditation.
Dragon-Kin Empowerment
Cost: 1m; Mins: Lore 3, Essence 1
Type: Simple
Keywords: Aura
Duration: Instant
Prerequisite Charms: Elemental Concentration Trance
The Dragon-Blood’s understanding of the cycle of elements and the flow of Essence allows her
to empower her fellow Terrestrial Exalted. She transfers her Elemental Aura to a touched
Dragon-Blooded who isn’t in Aura state, and up to (Essence x3) of her own motes to her choice
of his personal or peripheral pool. This Charm has the same aspect as the transferred Aura, and
granted motes can only be spent on Charms of that element. If the target’s mote pool cannot
accept all the motes transferred, he has until his next action to spend them before they dissipate.
A Lore 5, Essence 2 repurchase of this Charm allows the Dragon-Blooded to also transfer a
single level of anima when she uses this Charm.
Elemental Bolt Attack
Cost: 4m (+1a); Mins: Lore 3, Essence 1
Type: Simple
Keywords: Dual
Duration: Instant
Prerequisite Charms: Elemental Concentration Trance
The Dragon-Blood channels elemental Essence into a deadly blast. Air manifests as crackling
lightning; Earth as flying stones; Wood as poisoned thorns; and so on. This is a withering or
decisive attack with (Dexterity + [Archery or Thrown]) against an enemy within short range,
which can be enhanced with Charms of the appropriate combat Ability. The Exalt may spend a
level of anima to extend this to medium range.

Elemental Bolt
Accuracy: +5 Close; +4 Short; +3 Medium; −0 Long; −2 Extreme;
Damage: 10 + Essence (doesn’t add Strength); Overwhelming: (Essence + 1)

This Charm’s elemental aspect is the same as the Exalt’s, and it gains additional benefits based
on its element.
Air: The elemental bolt deals lethal damage and ignores (higher of Essence or 3) soak or
(Essence) hardness from metal armor, including the five magical materials.
Earth: The elemental bolt deals bashing damage and has the Smashing tag (Exalted, p. 586).
Fire: The elemental bolt deals lethal damage. Decisive attacks double 10s on damage.
Water: The elemental bolt deals bashing damage and has the Flexible and Disarming tags
(Exalted, p. 586).
Wood: The elemental bolt deals lethal damage. Decisive attacks carry a poison with Damage
1i/round (B in Crash), Duration (Essence + 5), and penalty −1.
The Dragon-Blood may purchase additional elemental variants of this Charm for three
experience points each.
Elemental Empowerment Meditation
Cost: —(+1lhl or 1wp); Mins: Lore 3, Essence 2
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Elemental Concentration Trance
The Dragon-Blood replenishes her spirit with elemental power drawn from her understanding of
Creation. Once per day, when she uses Elemental Concentration Trance to roll (Intelligence +
Lore), she may pay one Willpower or one lethal health level before rolling to gain motes equal to
twice her threshold successes on the roll. These motes can only be spent on Charms of the same
element as the one she meditated on, and last one day.
If the Exalt knows Dragon-Kin Empowerment, she may pay this Charm’s cost to provide its
benefits to a Hearthmate when she leads him through meditation.
A character — either the Dragon-Blood or a Hearthmate — may only receive this benefit once
per day.
Sagacious Elder’s Instruction
Cost: 3m; Mins: Lore 3, Essence 2
Type: Supplemental
Keywords: Air
Duration: (Intelligence) days
Prerequisite Charms: Breath of Inspiration
The Dragon-Blooded savant’s wise words part the fog of mystery and confusion. When the
Dragon-Blood gives advice to another character and successfully rolls to introduce a fact that
supports it, that character gains a temporary specialty based on that advice that can apply to rolls
with any Ability for the duration of this Charm, as long as he follows her guidance.
Stern Tutor Discipline
Cost: 1m, 1wp; Mins: Lore 5, Essence 2
Type: Simple
Keywords: Air
Duration: Varies
Prerequisite Charms: Sagacious Elder’s Instruction
The Dragon-Blood’s tutelage pushes her students to test their boundaries, allowing a single
player character studying under her to go into “experience debt” to purchase a single dot in an
Attribute, Ability, or specialty, without having to spend the normal experience cost. Instead, any
experience points that player gains go towards paying off the experience debt until it has been
fully repaid. A character cannot benefit from this Charm while he’s still in experience debt due to
any effect. The training time is divided by (higher of the Dragon-Blood’s Essence or
Intelligence)
Alternatively, the Dragon-Blood may confer a specialty to a single NPC after a week of training
time, or a dot in an Ability or Attribute after a month. An NPC can only receive one specialty and
one Attribute or Ability dot per story.
A Lore 5, Essence 4 repurchase of this Charm allows the Exalt to instead teach any Charm, spell,
or thaumaturgical ritual she knows, letting her student go into experience debt to learn it as long
as he’s normally capable of learning that type of power and meets all necessary prerequisites.
NPCs can be trained in a Charm, spell, or ritual over the course of a month. An NPC can only
receive this benefit once per story.
Lightning Flash Inspiration
Cost: 5m; Mins: Lore 4, Essence 2
Type: Reflexive
Keywords: Air, Balanced
Duration: Instant
Prerequisite Charms: Flawless Study Focus
The Exalt’s mind races with lightning speed, revealing to her any errors in her logic while she’s
on the cusp of completing her thought. After a Lore roll, she may reroll (Essence) non-1 failures.
Fulminating Thunderhead Brilliance
Cost: 15m, 1wp; Mins: Lore 5, Essence 3
Type: Simple
Keywords: Aura, Signature (Air)
Duration: Instant
Prerequisite Charms: Lightning Flash Inspiration
The Dragon-Blood’s mind traces countless branching paths of thought, her eyes crackling with
brilliant light. This is a special roll to introduce a fact (Exalted, p. 237). Instead of proposing a
fact she wishes to introduce, the player names a goal, such as defeating a rival Dynast or
investigating corruption within a bureaucracy, and asks the Storyteller to produce the insight she
needs with an (Intelligence + Lore) roll at difficulty 3. If other characters are concealing or
suppressing relevant information, the highest Guile among them is added to her roll’s difficulty.
On a success, the Storyteller introduces a relevant fact that will assist her in achieving her goal,
which she experiences as a flash of sudden insight. Threshold successes improve the relevance
and specificity of her revelation at the Storyteller’s discretion.
This Charm can only be used once per story, unless reset by achieving a major character or story
goal (Exalted, p. 170) through the use of a relevant fact that the Dragon-Blood has introduced,
either with this Charm or otherwise.
Truth-In-Stone Binding
Cost: 10m, 1wp, expend Earth Aura; Mins: Lore 5, Essence 3
Type: Simple
Keywords: Aura, Signature (Earth)
Duration: Instant
Prerequisite Charms: None
Drawing on her knowledge of the world and understanding of its Essence, the Dragon-Blooded
may speak truths antithetical to the chaos of the Wyld, sealing away those horrors that have no
place in Creation. She rolls a special gambit with (Intelligence + Lore) against the Resolve of a
raksha or other native of the Wyld within short range. The gambit’s difficulty is (higher of
target’s Essence or Willpower); battle groups add (Size) to the difficulty.
Success incapacitates the enemy, petrifying its Essence into an inanimate form engraved with
words of binding that describe the horror trapped within. A raksha might be imprisoned within
an egg of jade, while a swarm of hobgoblins might be transformed into stone gargoyles. The
bound creatures aren’t truly slain, and are restored if the binding words are scratched out or
destroyed. The specifics of how this is achieved are left to the Storyteller, but the difficulty
should be commensurate with the power of the sealed character, possibly requiring high-level
feats of strength, specially crafted artifacts, or sorcery to accomplish.
This Charm can also be used on environmental features of the Wyld, such as a river of flames
that lures in travelers with whispers, or a memory-eating mist. She rolls (Intelligence + Lore)
against a difficulty equal to the base difficulty of the hazard or whatever roll is used to resist it,
plus a modifier based on the intensity of the surrounding Wyld: +2 in the bordermarches that lap
up against Creation, +4 in the middlemarches that lie beyond, and +6 in the deep Wyld, the heart
of chaos. Success seals away the hazard, rendering it inert and harmless: The lake of fire cools
into a glassy patch of obsidian; the mist condenses into crystalline droplets.
At the Storyteller’s discretion, overwhelmingly powerful targets — such as uniquely powerful
raksha or Wyld behemoths, or equally potent environmental manifestations of the Wyld — can
only be sealed away temporarily. Such bindings last a scene at Essence 3, a day at Essence 4, and
a year and a day at Essence 5.
Ten Thousand Minds Ablaze
Cost: 7m, 1wp; Mins: Lore 5, Essence 3
Type: Simple
Keywords: Signature (Fire)
Duration: Instant
Prerequisite Charms: None
Knowledge is the spark that lights the tinder of curiosity, crackling like flame from the Dragon-
Blood’s lips as she expounds her teachings. She rolls ([Charisma or Intelligence] + Lore), which
is treated both as a roll to introduce a fact and as an influence roll to instill all characters who
hear her with an Intimacy of interest or fascination towards the proposed fact or a broader field it
relates to. She ignores the penalty for targeting multiple characters with the influence roll. To
resist, a character must spend Willpower equal to (his Intelligence/2, rounded up). Likewise, the
instilled Intimacy cannot be voluntarily lowered until the target spends (his Intelligence/2,
rounded up) Willpower, while attempts to erode it with instill actions follow the rules for
overturning social influence (Exalted, p. 221).
Ink-Black Ocean Depths
Cost: 1m, 1wp; Mins: Lore 5, Essence 3
Type: Simple
Keywords: Signature (Water)
Duration: Until completed
Prerequisite Charms: None
The Dragon-Blood reaches into the pages of a manuscript as though they were flowing water,
plumbing its depths to commune directly with the wisdom it contains. She can absorb and
comprehend the contents of a book or other record of information, such as a mural or coded
tattoo, in only a handful of minutes as though she’d read it completely. This doesn’t allow her to
understand information in a language she cannot read. If she uses this Charm on an exotic
repository of wisdom, such as a gemstone enchanted with a sorcerer’s memories, the Storyteller
may require a (Perception + Lore) roll to comprehend its contents. This Charm can be used in
conjunction with Flawless Study Focus to waive the normal time requirement for using it.
Once the Dragon-Blood finishes reading a text or similar document, she may roll (Manipulation
+ Lore) to siphon away its wisdom, removing crucial facts and key details to prevent subsequent
readers from discovering useful information by reading it. The target and intention of written
social influence cannot be altered. A reader may recognize that the text has been altered with a
(Perception + [Linguistics or Lore]) roll opposing the Dragon-Blood’s result, but this doesn’t
reveal what was erased. This alteration can be undone by another character with a use of this
Charm or similar magic, such as Flashing Quill Atemi (Exalted, p. 326), requiring an opposed
(Intelligence + Lore) roll.
Root-and-Branch Wisdom
Cost: —; Mins: Lore 5, Essence 3
Type: Permanent
Keywords: Signature (Wood)
Duration: Permanent
Prerequisite Charms: None
The Dragon-Blood learns best by teaching, cultivating the garden of her own mind as she sows
the seeds of wisdom among her students. Once per story, when she acts as a mentor or trainer to
another character (Exalted, p. 178), she may impart her student with a Major Tie towards herself
while accepting a Minor Tie towards him. Each Tie has a positive emotional context that is
defined by the player of the character that gains it. If the Dragon-Blooded maintains her Tie
towards a student until the end of the story, she permanently gains a free Lore specialty that
relates to what she taught her student and what she learned from him. Providing riding lessons to
a Hearthmate might grant a Lore specialty in equestrianism, while instructing a young scion of a
Great House in academic topics might grant a specialty in the affairs of that house.
Elemental Succor Method
Cost: —; Mins: Lore 4, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Elemental Empowerment Meditation
Understanding the harmonious flow of elemental Essence through the human body, the Dragon-
Blood may direct it to heal her wounds. This Charm upgrades Elemental Empowerment
Meditation. The Exalt may exchange five motes granted by it to heal a single level of non-
aggravated damage. If she knows Dragon-Kin Empowerment and guides another Dragon-Blood
through the meditation, he may likewise heal this way.
Thunderstruck Charlatan Imprecation
Cost: 7m; Mins: Lore 4, Essence 3
Type: Supplemental
Keywords: Air
Duration: Instant
Prerequisite Charms: Lightning Flash Inspiration
The ferocity of the Dragon-Blood’s rebuke overcomes those she bests with her mind, leaving
them as speechless as if struck by lightning. This Charm supplements a roll to challenge a fact
(Exalted, p. 238) with a spoken rebuke. If the Dragon-Blood’s successes exceed the deceiving
character’s Resolve, then he’s left humbled before her mastery, instantly forming a Tie to her of
respect, fear, or a similar emotion, or strengthening such an existing Tie by one step. He cannot
speak or otherwise communicate for the rest of the scene unless he resists by entering a Decision
Point, calling on an Intimacy that exceeds his Tie towards the Dragon-Blood.
Elemental Burst Technique
Cost: —; Mins: Lore 5, Essence 3
Type: Permanent
Keywords: Aura, Decisive-only
Duration: Permanent
Prerequisite Charms: Elemental Bolt Attack
When the Dragon-Blood uses Elemental Bolt Attack to make a decisive attack with the same
aspect as her current Aura state, she may apply the attack against all characters, friend or foe,
within close range of her initial target. She divides her Initiative evenly among all hit characters,
rounding down, to determine the damage rolled against them, ignoring Hardness.
Additionally, the attack gains a benefit based on its aspect.
Air: Lightning arcs from foe to foe. Metal weapons, including those made of the five magical
materials, can’t be used to parry the attack. For each enemy hit by the attack, the Dragon-
Blooded adds one bonus die to the base damage rolled against each of them, maximum
+(Essence).
Earth: The Dragon-Blood adds (Strength/2, rounded up) to the base damage rolled against each
hit character, and waives the Initiative cost and Defense penalty for making a smash attack.
Fire: As long as the elemental blast deals 3+ total levels of damage, the targeted area catches fire
as long as it contains flammable materials, becoming an environmental hazard with difficulty 4,
damage (Essence − 1)L/round. The hazard burns for at least (Essence) rounds unless
extinguished.
Water: Enemies with an Initiative lower than the Dragon-Blood’s when she makes the attack are
disarmed (Exalted, p. 200) if they take any damage.
Wood: The elemental bolt’s poison is upgraded to Damage 1L, Duration (Essence + 5), penalty
−3.
Elemental Burst Technique can only be used once per scene, unless reset by dealing enough
withering damage to a non-trivial opponent with Elemental Bolt Attack to reduce his Initiative
from a rating higher than the Dragon-Blood’s to a lower rating.
Eternal Mind Meditation
Cost: 15m, 1wp; Mins: Lore 5, Essence 4
Type: Simple
Keywords: Air
Duration: Instant
Prerequisite Charms: Lightning Flash Meditation
The Dragon-Blood empties her mind of all distraction, dispersing the dark clouds of
forgetfulness and ignorance so that she might answer a conundrum with the totality of her
knowledge. After a scene spent in contemplation, she makes a roll to introduce a fact that doesn’t
need to be based on any of her Lore backgrounds. Instead, she draws this knowledge forth by
collating an entire lifetime of memories, piecing together fragments of information and intuitions
to reveal a greater whole. The Storyteller may still veto the introduction of a fact (Exalted, pp.
237-238), refunding this Charm’s cost, if it would compromise the narrative of the game, or if a
player proposes a fact that not even this Dragon-Blood’s entire lifetime of memories could
reveal.
Alternatively, the Dragon-Blooded may use this Charm to free herself from a Psyche effect that
alters her memories, such as the Solar Charm Memory-Reweaving Discipline. She rolls as
though introducing a fact with this Charm against a difficulty of (the Essence + Manipulation of
the character that used the effect). On a success, she gradually begins recovering her true,
unaltered memories; for each day that passes, a single month’s worth of memories are restored.
Multiply this rate by (her threshold successes + 1).
This Charm can only be used once per story, unless reset by discovering an important secret or
piece of information in a way that either upholds one of the Dragon-Blood’s Defining Principles
or achieves a major character or story goal (Exalted, p. 170). No reset is needed if the Storyteller
vetoes a proposed fact.
Glorious Birthright Font
Cost: —; Mins: Lore 5, Essence 4
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Elemental Succor Method
One with five elements, the Dragon-Blood discovers her true self reflected in the Essence of
Creation. This Charm upgrades Elemental Empowerment Meditation. When she or a character
she’s guiding through the meditation rolls 5+ threshold successes, they gain a point of Willpower
in addition to the usual rewards of the Charm, up to their maximum Willpower.
Endless Coils Enlightenment
Cost: —(+1wp); Mins: Lore 5, Essence 5
Type: Permanent
Keywords: Air
Duration: Permanent
Prerequisite Charms: Eternal Mind Meditation
The thunderstorm is born from many clouds, each one casting its lightning from horizon to
horizon. When the Exalt uses Eternal Mind Meditation to introduce a fact, she may pay one
additional Willpower to draw from the wisdom of up to (Intelligence − 1, minimum one) willing
Dragon-Blooded within medium range of her. Each Dragon-Blood that contributes his wisdom
adds a single non-Charm die on her roll, as well as contributing the whole of their memories and
any Lore backgrounds they possess to the body of information on which the introduced fact is
based. On a successful Lore roll, all participating Dragon-Blooded form a Major Tie of loyalty to
the all Dragon-Blooded as a whole.
The Wind Turns
Cost: 2wp, expend Air Aura; Mins: Lore 5, Essence 5
Type: Simple
Keywords: Air, Aura
Duration: Instant
Prerequisite Charms: Glorious Birthright Font
A breath sent out into the world may return as a hurricane, and Essence is the breath of the world.
The Dragon-Blood rolls (Willpower + Initiative). She and any of her Hearthmates within short
range gain one mote for every two successes. Using this Charm resets her to base Initiative.
This Charm can only be used once per story, unless reset by upholding a Major or Defining Tie
towards another Dragon-Blood, or to the Dragon-Blooded host as a whole.
Dragon Vortex Attack
Cost: 20m, 2wp, expend Aura; Mins: Lore 5, Essence 5
Type: Simple
Keywords: Aura, Perilous
Duration: Instant
Prerequisite Charms: Elemental Burst Technique, The Wind Turns
At the apex of the Dragon-Blood’s understanding, she draws forth the power of her draconic
ancestors, shaking Creation to its foundations as she unleashes the primal wrath of the elements.
To use this Charm, she must have Initiative 15+. A tremendous burst of elemental Essence
radiates outward from her, a one-time environmental hazard that extends to close range, plus an
additional range band for every ten Initiative she has. The aspect of this Charm and the hazard’s
nature depend on which Elemental Aura she expends. Allies and enemies alike are caught in the
hazard, but it won’t harm the Dragon-Blood’s Sworn Kin. If she knows Enfolded in the Dragon’s
Wings (p. XX), she may likewise spare allied characters.
The hazard has Difficulty (the Dragon-Blood’s Intelligence), but doesn’t have a standard
damage. Instead, the Dragon-Blood divides her Initiative evenly, rounding up, among each
character who fails his roll to determine how much lethal damage is rolled against him. Battle
groups and trivial opponents instead suffer (her full Initiative) damage, without counting against
the total she divides. As long as at least one enemy fails his roll, this resets the Dragon-Blood to
base Initiative.
The hazard carries additional effects based on its aspect:
Air: Roiling storm clouds darken the sky, unleashing countless bolts of lightning and raining
down hail. Any character wearing metal armor, including armor made from the magical
materials, applies its mobility penalty on his roll to resist the hazard. The damage roll benefits
from double 9s.
Earth: The earth rumbles in a mighty earthquake, scattering stone debris skyward to strike
flying foes. A character that takes 3+ levels of damage falls into a chasm and lands prone,
suffering damage as per a short-range fall (Exalted, p. 232). Climbing out of the chasm counts as
moving through difficult terrain (Exalted, p. 199).
Fire: A pyroclasm sweeps across the battlefield, igniting anything flammable. As long as there’s
fuel, even after the vortex fades, it leaves behind a hazard with Difficulty 5, Damage 4L/round
within its range, which burns for at least (Intelligence) hours. These flames won’t burn the
Dragon-Blood or any allies spared from the vortex.
Water: A standing wave towers above the Dragon-Blood before collapsing outward in all
directions with tsunami force. For every three levels of damage a character suffers from the
hazard, rounded up, he’s knocked back one range band from the Dragon-Blood to fall prone, and
suffers an additional three dice of bashing damage, ignoring Hardness.
Wood: Fast-growing briar patches and massive thorny vines spread rapidly across the battlefield,
while bright-colored flowers bloom with poisonous pollen. Characters who fail their roll must
roll (Stamina + Resistance) against a poison with Damage 3i/round, Duration (Essence +
Intelligence) rounds, and a −3 penalty. Additionally, the area of the hazard becomes difficult
terrain until the plant growth has been cleared entirely. The Dragon-Blood and any allies spared
from the vortex are unimpeded by this terrain, the plants parting to clear their path.
If any of the Dragon-Blood’s Sworn Kin are within the vortex’s initial range and in Elemental
Aura, they may expend it to add that element’s effect to the hazard. The expended Aura must be
of an element that hasn’t already been expended; each participating Dragon-Blood must
contribute a unique element to the vortex. Crashed Hearthmates can’t contribute their Aura.
Each Hearthmate who expends his Aura adds +1 to the hazard’s Difficulty and adds his Initiative
to the primary Dragon-Blood’s total to determine both the range and damage of the hazard,
resetting him to base Initiative.
This Charm can only be used once per story, unless reset by accomplishing a legendary social
goal (Exalted, p. 134).
Medicine
Master Healer Meditation
Cost: 1m per die; Mins: Medicine 1, Essence 1
Type: Supplemental
Keywords: Balanced, Excellency, Wood
Duration: Instant
Prerequisite Charms: None
Blessed with understanding of the flow of living Essence through the body, the Dragon-Blooded
physician refines her skill to perfection. She may add bonus dice to a Medicine roll for one mote
each. If she adds enough to reach her dice limit (p. XX), she also adds a non-Charm success on
the roll.
Disease-Banishing Technique
Cost: 3m, 1wp; Mins: Medicine 2, Essence 1
Type: Supplemental
Keywords: Balanced, Wood
Duration: Instant
Prerequisite Charms: Master Healer Meditation
The Dragon-Blood strengthens her patient’s body against the malaise that ravages it. She doubles
9s on a roll to treat a disease. If her threshold successes exceed (higher of the disease’s virulence
or morbidity), then her ministrations grant her patient a temporary Resistance specialty in that
disease until it has run its course. A character can only benefit from one such specialty at a time.
Venom Expulsion Method
Cost: 2m; Mins: Medicine 2, Essence 1
Type: Simple
Keywords: Balanced, Wood
Duration: Instant
Prerequisite Charms: Master Healer Meditation
Tapping her patient’s pressure points with swift, precise strikes, the Dragon-Blood halts the flow
of poison through his body. She may roll to cure poison as a miscellaneous action without facing
increased difficulty for rushing treatment. If she takes a full hour to administer aid, she instead
doubles 9s.
Wound-Closing Technique
Cost: 5m; Mins: Medicine 2, Essence 1
Type: Simple
Keywords: Wood
Duration: Instant
Prerequisite Charms: Master Healer Meditation
The Dragon-Blood spends fifteen minutes tending to a patient’s wounds, at the end of which she
rolls (Intelligence + Medicine). Each success converts a single level of lethal damage to bashing,
speeding the rate at which it heals (Exalted, p. 173). Alternatively, if she rolls successes equal to
(her patient’s wound penalty + 1), she may heal a single level of bashing damage. Once a
character has been treated with Wound-Closing Technique, he must receive at least a day of
bedrest or fully heal all damage before he can benefit from it again.
Ailment-Sensing Meditation
Cost: 4m; Mins: Medicine 3, Essence 1
Type: Simple
Keywords: Balanced, Wood
Duration: Instant
Prerequisite Charms: Master Healer Meditation
The Dragon-Blood observes the natural rhythms of her patient’s body, intuiting any ailments that
afflict him. She may complete a roll to diagnose a patient (Exalted, p. 237) in a handful of
seconds. Successfully diagnosing a disease, poison, or similar ailment grants her a temporary
Medicine specialty in it. She retains the specialty indefinitely, but may only have one specialty
granted by this Charm at a time.
Nature’s Healing Bounty
Cost: 1m; Mins: Medicine 3, Survival 3, Essence 1
Type: Supplemental
Keywords: Wood
Duration: Instant
Prerequisite Charms: Master Healer Meditation
A master of herbalism and nature lore, the Dragon-Blood finds all she needs to heal her patients
in gardens or the wilderness. As long as she has access to medicinal herbs or similar flora, she
may roll Medicine to treat injury, disease, poison, or other afflictions without any increased
difficulty for lacking equipment or medication. If she uses medicinal herbs in addition to tools,
she treats them as exceptional equipment (Exalted, p. 580), or converts the bonus die from
already-exceptional equipment to a non-Charm success.
Constitution-Tempering Discipline
Cost: —; Mins: Medicine 3, Essence 2
Type: Permanent
Keywords: Wood
Duration: Permanent
Prerequisite Charms: Disease-Banishing Technique
Drawing strength from the Dragon-Blood’s ministrations, her patient can fight through the worst
of his illness. When the Terrestrial successfully grants her patient a specialty with Infection-
Banishing Technique, she may commit that Charm’s mote cost. When that disease would inflict
an automatic botch on one of his rolls (Exalted, p. 234), it instead only inflicts a penalty equal to
(6 − [higher of her patient’s Stamina or Resistance]). The Exalt may mitigate up to (Essence)
botches this way.
Poisoner’s Deft Hand
Cost: 3m, 1i; Mins: Medicine 3, Essence 2
Type: Supplemental
Keywords: Wood
Duration: Instant
Prerequisite Charms: Venom Expulsion Method
The Dragon-Blood’s understanding of toxins and venoms can harm as well as heal. When she
poisons another character — with a decisive attack, poisoning his food or drink, using magic, etc.
— she adds (Essence/2, rounded up) to the poison’s duration. Each use of this Charm only
applies to a single dose of poison. If the Dragon-Blood wishes to serve a poisoned feast to her
enemies, she must use it separately for each of her victims.
Death-Defying Endeavor
Cost: 4m; Mins: Medicine 4, Essence 2
Type: Reflexive
Keywords: Balanced, Wood
Duration: Instant
Prerequisite Charms: Ailment-Sensing Meditation
Drawing from her patient’s own fierce will to survive, the Dragon-Blood refuses to fail. After a
Medicine roll, she may reroll (Essence) non-1 failed dice.
Grievous Wound Alteration Energy
Cost: —(+1wp); Mins: Medicine 5, Essence 2
Type: Permanent
Keywords: Wood
Duration: Permanent
Prerequisite Charms: Wound-Closing Technique
Even the most horrific injuries inflicted by the Anathema yield to the Dragon-Blooded
physician’s life-saving prowess. This Charm upgrades Wound-Closing Technique, allowing the
Dragon-Blood to pay a one-Willpower surcharge to treat aggravated damage with it. She rolls
(Intelligence + Medicine), each success converting a level of aggravated damage to lethal. Any
successes above her patient’s total aggravated damage convert levels of lethal damage to
bashing.
Purity-of-Mind Method
Cost: 10m (+1wp per interval); Mins: Medicine 5, Essence 3
Type: Simple
Keywords: Signature (Air)
Duration: Extended action
Prerequisite Charms: None
The Dragon-Blood may treat afflictions of the mind with insightful counseling, guided
meditation, soothing hypnosis, or other beneficial methodologies, granting her patient the
serenity of still air and the crystalline clarity of ice. Once she’s diagnosed a Derangement, she
may treat it as an extended ([Charisma or Intelligence] + Medicine) roll with difficulty 5, goal
number (5 + [Intensity x5]), terminus (10 − Intensity), and an interval of one month (Exalted, p.
189). She must pay one Willpower at each interval before rolling. Successfully completing the
extended action reduces the Derangement’s intensity by one step, to a minimum of Minor, and
grants one Willpower to both the Dragon-Blood and her patient.
While under the effects of this Charm, the patient adds (the Dragon-Blood’s Essence) bonus dice
on Willpower rolls to resist the treated Derangement, and reduces any Resolve penalties it
imposes by one. Although this Charm can’t reduce Derangements below Minor intensity, the
Dragon-Blood may use it to treat a patient’s Minor Derangement, rolling ([Charisma or
Intelligence] + Medicine) roll at difficulty 5 to grant her patient these benefits for one month.
She doesn’t need to spend Willpower or commit this Charm’s mote cost when used in this
fashion.
Marmoreal Body Fortification
Cost: 4m, 1wp; Mins: Medicine 5, Essence 3
Type: Simple
Keywords: Signature (Earth)
Duration: One day
Prerequisite Charms: None
Alabaster anima limns the Dragon-Blood’s hands as she massages her patient’s pressure points
and meridians, causing his flesh to take on a pale, marble-like hue as the strength of stone
suffuses it. She rolls (Essence) dice, granting her patient a single temporary −0 health level for
each success. Damage is applied to these temporary levels before the patient’s own health levels,
and any damage filling them is removed along with them when this Charm ends. In addition, if
the patient is unarmored, his stony skin adds (the Dragon-Blood’s Essence) to his natural soak
and grants 2 Hardness.
Normally, only one character may benefit from this Charm at a time. However, the Dragon-
Blood may sustain multiple uses to empower herself and her Sworn Kin with it.
Unbinding the Inner Flame
Cost: 4m, 4i, 1wp; Mins: Medicine 5, Essence 3
Type: Simple
Keywords: Perilous, Signature (Fire)
Duration: One scene
Prerequisite Charms: None
The Dragon-Blood stokes the flames of vitality with a precisely-measured strike to the heart
chakra, inflaming the Essence of herself or an ally until blood boils and thews surge with
unrestrained might. She grants a touched character a bonus dot of Strength and doubles 10s on
his decisive damage rolls. He also gains one mote on each of his turns, and one Initiative if he’s
not in crash.
The power unleashed by this Charm is greater than the body can endure unharmed. Once it ends,
the target suffers a level of aggravated damage, which cannot be prevented.
Body-Cleansing Ablution
Cost: 10m, 1wp; Mins: Medicine 5, Essence 3
Type: Simple
Keywords: Signature (Water)
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood calls upon water as a healing tool, washing away pain and purifying the body.
She must spend at least an hour overseeing her patient as he bathes or washing his wounds with
pure water. This treatment alleviates pain, allowing her patient to ignore (his Stamina − 1) points
of wound penalties for one day. In addition, if the Dragon-Blood has diagnosed any diseases or
poisons he suffers from, he makes a single (Stamina + Resistance) roll. This is treated as a roll
against the morbidity of each diagnosed disease, except that failure doesn’t intensify his
symptoms. In addition, each success reduces the duration of any diagnosed poisons in by one
interval.
A character can only benefit from this Charm once per story.
Rebirth of Flesh and Ivy
Cost: 10m, 5i, 1wp; Mins: Medicine 5, Essence 3
Type: Simple
Keywords: Perilous, Signature (Wood)
Duration: Instant
Prerequisite Charms: Grievous Wound Alteration Energy
Vines and ligneous tendrils spring from the Dragon-Blood’s anima as she lays hands upon a
wounded ally. Ivy stitches shut bleeding wounds; lianas twist to set broken bones; bark grows
over damaged limbs to reinforce their strength. The Dragon-Blood rolls (Intelligence +
Medicine), instantly healing levels of non-aggravated damage equal to her successes as plants
replace damaged tissue.
If the target suffers from any crippling injuries or effects that he could eventually heal or recover
from naturally (including magically inflicted effects such as Joint-Wounding Attack or Crippling
Pressure-Point Strike), the Dragon-Blood may split her successes between healing damage and
alleviating these wounds, spending two successes for each point of crippling penalty she wishes
to cancel.
The player of the healed character may choose to be marked by this healing, accepting a scar that
resembles wood more closely than flesh or strands of green interwoven with restored tissues.
This Charm can only be used once per story, unless reset by saving a dying character (one whose
Incapacitated health level is damaged) through medical care.
Dread Infection Strike
Cost: 5m; Mins: Medicine 4, Essence 3
Type: Simple
Keywords: Decisive-only, Wood
Duration: Instant
Prerequisite Charms: Constitution-Tempering Discipline
Drawing on her abundant medical expertise, the Dragon-Blood turns disease into another
weapon in her arsenal. She strikes at a foe with malaise-bearing Essence, afflicting him with any
mundane disease that she’s successfully made a Medicine roll to treat during the chronicle. This
is a difficulty 3 gambit using any combat Ability. Success exposes that enemy to the disease,
with every two threshold successes on the Dragon-Blood’s Initiative roll imposing a −1 penalty
on his (Stamina + Resistance) roll against its virulence. Trivial foes and crashed enemies acquire
the disease at Major intensity on a failed roll.
With Medicine 5, Essence 5, the Dragon-Blood may repurchase this Charm to add a supernatural
disease that she’s treated with a successful Medicine roll to the repertoire of ailments she can
inflict. She must pay a one-Willpower surcharge to do so, and the difficulty of the gambit rises to
5. Incurable or irresistible diseases such as the Great Contagion cannot be transmitted through
this Charm.
Flesh-as-Stone Inurement
Cost: 5m; Mins: Medicine 4, Essence 3
Type: Simple
Keywords: Earth
Duration: Instant
Prerequisite Charms: Grievous Wound Alteration Energy
The Dragon-Blood brushes her fingers across pressure points to numb her patient to pain. She
rolls (Wits + Medicine) against a difficulty of (an ally’s wound penalty + 1). Success lets that
character ignore (the Dragon-Blood’s Essence/2, rounded up) points of wound penalties for the
scene.
Alternatively, this Charm can be used to numb an enemy’s limb, a gambit rolled against an
enemy at close range with (Dexterity + [Brawl, Martial Arts, or Medicine]). Its difficulty equals
(higher of the target’s Stamina or Resistance). Success imposes a −3 penalty on all actions taken
with the struck appendage until the victim receives a day’s bed rest. This can be healed with
magic such as Wound-Banishing Strike (Exalted, p. 343).
Jade Crucible Method
Cost: 1ahl; Mins: Medicine 5, Essence 4
Type: Simple
Keywords: Wood
Duration: Instant
Prerequisite Charms: Grievous Wound Alteration Energy
Essence flows through all living things, the ultimate source of vitality. Drawing on her
understanding of this principle, the Dragon-Blood may heal others at the cost of her own life.
After spending fifteen minutes meditating or performing medical treatment, she may roll (current
temporary Willpower), gaining one mote per success and one Willpower for each 10. This can
raise her above her Willpower rating. These motes and Willpower can only be spent on Medicine
Charms, and are lost if unspent by the end of the day.
This Charm may only be used once per day, unless reset by succeeding on a Medicine roll to
treat a character the Dragon-Blood has a Major or Defining positive Tie for.
Most Beneficent Seed of the Five Dragons
Cost: 5m, 1ahl; Mins: Medicine 5, Essence 5
Type: Supplemental
Keywords: Wood
Duration: Instant
Prerequisite Charms: Jade Crucible Method
The blood of the Dragons is precious beyond measure, manifesting the vitality of a lineage that
reaches back to the dawn of time. Slicing a palm to pour out a draught of her own blood, the
Dragon-Blood confers this undying vigor on her patient. She doubles 7s on a roll to provide
medical treatment.
This Charm can only be used once per story, unless reset by achieving a major character or story
goal (Exalted, p. 170) through medical skill or expertise, such as successfully treating a plague-
ridden city or saving the life of a sibling stricken with a supernatural malady.
Melee
Stoking Bonfire Style
Cost: 1m per die or 2m per +1 Parry; Mins: Melee 1, Essence 1
Type: Supplemental or Reflexive
Keywords: Balanced, Excellency, Fire, Uniform
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood’s aggression stokes her Essence hotter and higher as she strikes relentlessly at
her opponent, until he finally falls before her onslaught. She may add bonus dice on a Melee
attack roll for one mote each, or raise her Parry for two motes per +1. When she lands an attack
against an enemy or blocks one with this Charm, the cost of using this Charm against him is
cumulatively lowered by one mote on subsequent rounds. Missing an attack or failing to parry
resets the discount, as does attacking or defending against another enemy, or going a round
without using this Charm.
Burning Fury Wreath
Cost: 3m; Mins: Melee 2, Essence 1
Type: Supplemental
Keywords: Balanced, Decisive-only, Fire
Duration: Instant
Prerequisite Charms: Stoking Bonfire Style
The Dragon-Blood’s superheated edge cuts through armor as though it were ice. She ignores
(Strength/2, rounded up) points of Hardness, plus an additional point for every 10 on her attack
roll.
Flame-Borne Interception
Cost: 3m; Mins: Melee 2, Essence 1
Type: Reflexive
Keywords: Balanced, Fire, Uniform
Duration: Until next turn
Prerequisite Charms: Stoking Bonfire Style
Flames wreathe the Exalt’s weapon, burning brighter with each blow that it deflects. Each time
she blocks an attack, she gains +1 Parry until her next turn. This bonus resets if the Dragon-
Blood is hit by an attack, or defends using an Ability other than Melee.
Blinding Spark Distraction
Cost: 1m, 1i; Mins: Melee 3, Essence 1
Type: Reflexive
Keywords: Balanced, Fire, Uniform, Perilous
Duration: Instant
Prerequisite Charms: Flame-Borne Interception
Sparks fly from the Dragon-Blood’s weapon as it wards off an attack, blinding her foes.
Successfully blocking an attack or winning a clash from close range blinds her attacker (Exalted,
p. 168) until the end of his next turn unless he succeeds on a (Stamina + Resistance) roll at a
difficulty of (her Essence + the successes he missed by).
Graceful Flowing Defense
Cost: 2m, 1i; Mins: Melee 3, Essence 1
Type: Reflexive
Keywords: Perilous, Uniform, Water
Duration: Instant
Prerequisite Charms: Flame-Borne Interception
The Dragon-Blood’s weapon moves like a flowing river to deflect enemy attacks, suffused with
the grace and serenity of water. She ignores a single point of penalty to her Parry.
In Water Aura, she ignores (higher of Essence or 3) points of penalty to her Parry.
Crimson Fang Bite
Cost: 3m, 1wp; Mins: Melee 3, Essence 2
Type: Supplemental
Keywords: Dual, Fire
Duration: Instant
Prerequisite Charms: Burning Fury Wreath
The Dragon-Blood channels the fury of the flame to strike a devastating blow. She adds (higher
of Essence or Strength) to the raw damage of a withering attack, or doubles (Strength) 10s on a
decisive damage roll.
Demon-Crushing Wolf Bite
Cost: 4m, 1i; Mins: Melee 4, Essence 2
Type: Supplemental
Keywords: Perilous, Withering-only, Wood
Duration: Instant
Prerequisite Charms: Crimson Fang Bite
Emerald thorns burst from the Terrestrial’s weapon, adding (Stamina) Overwhelming to a
withering attack.
In Wood Aura, the Dragon-Blood adds (Stamina) to the raw damage of the attack as well.
Elemental Sheath
Cost: 3m (+1a); Mins: Melee 3, Essence 2
Type: Reflexive
Keywords: None
Duration: Instant
Prerequisite Charms: Stoking Bonfire Style
The Dragon-Blood consigns a jade artifact weapon to the elements, banishing it Elsewhere
through a dramatic and significant manifestation of an element that is at least as large as her
weapon. Her daiklave might become translucent and fluid as she touches it to the surface of a
lake, dissolving into the body of water; a direlance plunged into a boulder or stone wall might
vanish into it; a goremaul fades away as a strong gust of wind carries it away. She may
alternatively recall it from a similar manifestation of the same element.
If the Exalt doesn’t have access to an appropriate elemental manifestation, she may expend a
level of anima to banish or recall her weapon. Once banished this way, it may be recalled
through a manifestation of her Aspect element.
Dragon-Graced Weapon
Cost: —; Mins: Melee 5, Essence 2
Type: Reflexive
Keywords: None
Duration: One scene
Prerequisite Charms: Elemental Sheath
When the Dragon-Blood recalls a banished weapon with Elemental Sheath, it’s wreathed with
the element she summons it forth from (or her Aspect element, if she expends anima to summon
it). Alternatively, the Dragon-Blood can use Elemental Sheath to reflexively shape and ready a
mundane Melee weapon from an elemental manifestation, drawing the flames of a bonfire into a
lance or shaping a sword from the razor-sharp edge of a biting gale. Either way, the weapon
gains benefits based on the chosen element:
Air: Wind chills the weapon to a deadly cold, inflicting a −1 crippling penalty on an enemy
damaged by a decisive attack until the end of his next turn.
Earth: Bulky stones reinforce the weapon, granting the Smashing tag. If it already has that tag,
its smash attacks deal an additional die of damage.
Fire: Flames wreathe the weapon, granting +1 Overwhelming.
Water: The weapon is fluid and graceful, granting the Flexible and Grappling tags. If it already
has at least one of those tags, add one bonus die on the attack roll of grapple gambits.
Wood: Vines or roots twine around the weapon, granting the Disarming tag. If it already has that
tag, add one bonus die on the attack roll of disarm gambits.
Crossfire Flash
Cost: 5m; Mins: Melee 4, Essence 2
Type: Supplemental
Keywords: Balanced, Fire, Uniform
Duration: Instant
Prerequisite Charms: Blinding Spark Distraction
A wave of flame rolls down the Dragon-Blood’s weapon as she strikes, flying into her enemy’s
eyes or scorching other extremities. She rerolls (Essence) non-1 failures on the attack roll of a
clash attack. Each rerolled die that shows a 10 strips away a success from her foe’s own attack
roll.
Flame Warden Stance
Cost: 3m, 2i; Mins: Melee 4, Essence 2
Type: Simple
Keywords: Fire, Perilous
Duration: One scene
Prerequisite Charms: Flame-Borne Interception
The Dragon-Blood’s gleaming blade flickers into place between her allies and her enemies. She
takes a defend other action (Exalted, p. 196) that extends its benefits to one scene, without
needing to take the defend other action again on subsequent turns. Her ward must be within close
range to benefit, but this Charm doesn’t end if he moves out of range.
In Fire Aura, each time the Dragon-Blood parries an attack against her ward, she adds one bonus
die to his next attack roll.
Blazing Interception
Cost: 4m; Mins: Melee 5, Essence 2
Type: Reflexive
Keywords: Counterattack, Decisive-only, Fire
Duration: Instant
Prerequisite Charms: Flame Warden Stance
The Dragon-Blood’s battle spirit flares as she fends off peril to her ward, driving her forward in a
fiery counterstrike. After successfully parrying an attack against a character she’s protecting with
a defend other action, she may respond with a decisive counterattack.
In Fire Aura, the Dragon-Blood’s ward may attempt a reflexive distract gambit (Exalted, p. 200)
against his attacker to benefit the Exalt before she makes her counterattack. This doesn’t count as
her ward’s attack for the round.
Steel Tempest Strike
Cost: 4m, 1wp, expend Air Aura; Mins: Melee 5, Essence 3
Type: Reflexive
Keywords: Aura, Decisive-only, Signature (Air)
Duration: Instant
Prerequisite Charms: None
The Exalt leaps into the air and rides a current of wind to strike at her foe with deadly speed. On
her turn, she may use her movement action to advance one range band towards an enemy at short
range and make a decisive attack against him. She ignores difficult terrain, and may skim over
chasms or pits as long as she ends on solid ground. This doesn’t count as her attack for the
round.
This Charm can only be used once per scene, unless reset by gaining 15+ Initiative in a single
tick.
Falling Mountain Fang
Cost: 2m, 1wp; Mins: Melee 5, Essence 3
Type: Simple
Keywords: Decisive-only, Signature (Earth)
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood strikes a blow laden with Earth Essence, magnifying the weight of whatever
she strikes. She makes one of the following gambits:
Weigh Down Weapons (Difficulty 6): Earth Essence weighs down a weapon, increasing its
weight a thousandfold for the rest of the scene. The wielder must reflexively roll a Strength 5
feat of strength against (the Exalt’s Essence + her Initiative roll threshold successes) or drop the
weapon to the ground. Such a feat is also required to lift it or ready it. Even if the wielder does
retain his hold on the weapon or later manage to lift it, all attack rolls with it take a −3 penalty,
and carrying it while moving counts as difficult terrain.
Weigh Down Armor (Difficulty 4): This gambit increases the mobility penalty of armor by −3,
and requires the wielder to spend one Initiative in order to take any movement action. This
penalty only lasts three rounds, but a subsequent use of this Charm allows a difficulty 5 gambit
against the weighted armor that intensifies its weight until the wearer can no longer stand,
forcing him prone and preventing him from taking any movement actions at all for the rest of the
scene. He can free himself by removing the armor (Exalted, p. 591).
Collapse Structure (Difficulty 3+): The Dragon-Blood can collapse flimsy, weakened, or
uneven structures, such as a poorly maintained bridge, a makeshift barricade, or an ancient
statue. The difficulty is equal to the Strength minimum of the feat that would be necessary to
destroy that structure (Exalted, p. 231), although the Dragon-Blood need not actually possess
that much Strength.
Harnessed Firestorm Assault
Cost: 10m, 1wp, expend Fire Aura; Mins: Melee 5, Essence 3
Type: Simple
Keywords: Aura, Decisive-only, Signature (Fire)
Duration: Instant
Prerequisite Charms: None
Channeling pure Fire Essence to stoke her spirit’s fervor and her body’s speed, the Dragon-
Blood unleashes a furious series of blows that blister the air and fell her foes. She makes
(Dexterity/2, rounded down) decisive attacks, divided among one or more enemies. If she has an
applicable Melee specialty, she may add it to her Dexterity rating to determine how many attacks
she makes. Each attack has a base damage equal to (Initiative/2, rounded up), and she doesn’t
reset to base Initiative until she’s completed all attacks.
Harnessed Firestorm Assault can only be used once per scene, unless reset by successfully
landing a decisive attack while in Fire Aura and building up to Initiative 12+ without leaving
Fire Aura.
Roaring River Slash
Cost: 5m, 1wp, expend Water Aura; Mins: Melee 5, Essence 3
Type: Simple
Keywords: Aura, Decisive-only, Signature (Water)
Duration: Instant
Prerequisite Charms: None
The outer edge of the Dragon-Blood’s attack is followed by a ribbon of water moving at
incredible speed. She makes a decisive attack and rolls its damage twice, combining both results
to determine the total damage. If used together with offensive magic that sets foes on fire, such
as Dragon Soul Burst, the water extinguishes the flames.
This Charm can only be used once per scene, unless reset by going a full round without either
making attacks or being attacked. It cannot be reset while the Dragon-Blood is crashed.
Aura of Grasping Branches
Cost: 5m, 3i, 1wp; Mins: Melee 5, Essence 3
Type: Simple
Keywords: Perilous, Signature (Wood)
Duration: One scene
Prerequisite Charms: None
The Terrestrial takes on a defensive stance that emulates the snarling branches of a forest, or a
beautiful flower’s blossom. Each round, she may ignore up to (Essence) points of onslaught
penalty to her Parry. She may divide this among multiple attacks in a round, as long as she
ignores no more than (Essence) total points of penalty in a single round.
In Wood Aura, the Dragon-Blood doesn’t take onslaught penalties from attacks she successfully
parries.
Dragon Soul Burst
Cost: 5m, 3i; Mins: Melee 4, Essence 3
Type: Simple
Keywords: Decisive-only, Fire
Duration: Instant
Prerequisite Charms: Crimson Fang Bite
Through intense effort and concentration, the Dragon-Blood can channel a burst of flames
through her attack. To use this Charm, she must first spend a turn aiming at an enemy within
close range. On her next turn, she may use this Charm to make a decisive attack with a base
damage of (her Essence + 2), ignoring Hardness. This doesn’t include her Initiative or reset her
to base Initiative. An enemy that takes 3+ levels of damage from the attack is set ablaze,
suffering (Essence) dice of lethal damage on each of his turns until he extinguishes the flames.
In Fire Aura, the Dragon-Blood may add her Initiative to the base damage of this attack. Doing
so resets her Initiative to base.
Smoldering Essence Attack
Cost: 5m, 1a; Mins: Melee 5, Essence 3
Type: Simple
Keywords: Aura, Fire, Withering-only
Duration: Instant
Prerequisite Charms: Dragon Soul Burst
The concentrated Essence of flame limns the edge of the Exalt’s weapon and burns in her
enemy’s blood and soul, searing away his fighting spirit. She makes a withering attack, burning
away an extra point of her foe’s Initiative for every 10 on the damage roll, which she doesn’t
gain. The victim suffers this Initiative loss again on each of his next (Essence) turns, or until he
damages the Dragon-Blood with a withering attack.
Burning Pinnacle Strike
Cost: 3m; Mins: Melee 5, Essence 3
Type: Reflexive
Keywords: Aura, Fire, Uniform
Duration: Instant
Prerequisite Charms: Smoldering Essence Attack
The Exalt’s body, skill, and Essence unite in the moment of her triumph, striking a rapid blow
guided by sheer instinct and the flame of her fighting spirit. After making a withering attack that
raises her Initiative higher than that of all enemies present in the combat, she may reflexively
make a withering or decisive attack. This doesn’t count as her attack for the round.
This Charm may only be used once per round.
Root-and-Hand Merging
Cost: 5m, 1wp; Mins: Melee 4, Essence 3
Type: Reflexive
Keywords: Balanced, Wood
Duration: One scene
Prerequisite Charms: Elemental Sheath
The Dragon-Blood is one with her weapon. Roots spring from the bones of her wrists and hands
and from her weapon’s grip, interlocking to form an unbreakable hold. She gains +1 Parry when
blocking with the bound weapon, and the difficulty to disarm it increases by +2.
In Wood Aura, this doesn’t count as a Charm bonus.
Portentous Comet Deflection
Cost: 3m, 1wp; Mins: Melee 5, Essence 3
Type: Reflexive
Keywords: Clash, Decisive-only, Fire
Duration: Instant
Prerequisite Charms: Crossfire Flash
The Exalt sees with eyes of fire, realizing the perfect path of a strike the moment before she
suffers an attack. She may reflexively clash an attack against her with a decisive attack. This
counts as her attack for the round, and can’t be used if she’s already made an attack this round.
In Fire Aura, the Dragon-Blood may expend her Aura to clash without it counting as her attack
for the round.
Fire Incites Water to a Riot of Clouds
Cost: 4m, 3i; Mins: Melee 5, Essence 3
Type: Reflexive
Keywords: Clash, Fire/Water, Withering-only
Duration: Instant
Prerequisite Charms: Portentous Comet Deflection
Water vapor or rain boils into steam as the arc of the Dragon-Blood’s attack agitates them with
ferocious Essence, whipping a great cloud from the air as she intercepts her enemy’s blow. She
may reflexively clash an attack against her with a withering attack, without it counting as her
attack for the round. She doesn’t gain any Initiative from a successful clash, but winning creates
a steam cloud that spreads out to close range from her enemy, plus an additional range band for
every five points of withering damage dealt to him. Any of the Dragon-Blood’s allies that are
within the steam cloud gain one point of Initiative for every 10 on her damage roll. The cloud
remains for the rest of the scene, or until dispersed by strong winds or magic.
This Charm can only be used once per scene, unless reset by landing a decisive attack while at
15+ Initiative in either Fire or Water Aura.
Mela’s Flashing Tongue
Cost: 10m, 1wp; Mins: Melee 5, Essence 4
Type: Simple
Keywords: Air, Withering-only
Duration: Instant
Prerequisite Charms: Burning Pinnacle Strike
Flaws and openings in her foe’s defense draw the Exalt’s blade as the mountain draws the
lightning. The Dragon-Blood makes a number of withering attacks against a single opponent
equal to his onslaught penalty at the time she activates this Charm, static crackling around her as
spent Essence builds a charge in the air. Each withering damage roll only grants Initiative equal
to half the damage inflicted, rounded down.
In Air Aura, the Dragon-Blood may use the final attack of this Charm to make a decisive attack
instead of a withering attack, channeling the electric charge that has built around her into a final,
devastating flash. This attack resets her to base Initiative even if it misses.
This Charm can only be used once per scene, unless reset by dealing enough decisive damage
with a single attack to incapacitate a non-trivial enemy with an uninjured health track.
Mirror-on-Water Focus
Cost: 7m, 1wp; Mins: Melee 5, Essence 5
Type: Simple
Keywords: Aura, Counterattack, Decisive-only, Mute, Perilous, Water
Duration: Aura
Prerequisite Charms: Fire Incites Water to a Riot of Clouds
When her spirit is becalmed, the Dragon-Blood becomes empty and still. She generates no
killing intent, and reflects the killing intent of her enemies back upon them. To use this Charm,
the Dragon-Blood’s anima must be at the dim level, and it ends if her anima rises above dim. If
an enemy attacks her, she may end this Charm to make a decisive counterattack before the
enemy rolls his attack, with a base damage equal to (her attacker’s Initiative/2, rounded up). She
isn’t reset to base Initiative by this attack; instead, every success on the damage roll strips one
point of Initiative from her attacker, reducing the damage of his own attack, in addition to
dealing damage. This counts as the Dragon-Blood’s attack for the round, and cannot be used if
she’s already attacked this round.
This Charm can only be used once per scene, unless reset by using its prerequisite to successfully
clash and deal 20+ withering damage while in Water Aura.
Occult
Hidden Secrets Whisper
Cost: 1m per die; Mins: Occult 1, Essence 1
Type: Supplemental
Keywords: Air, Balanced, Excellency
Duration: Instant
Prerequisite Charms: None
Attuned to the subtle winds of the spiritual, the Dragon-Blood draws forth sublime truths. She
may add bonus dice to an Occult roll for one mote each. Each 10 rerolls a non-1 failed die.
Soul-Fire Cremation Technique
Cost: 5m; Mins: Occult 2, Essence 1
Type: Simple
Keywords: Fire
Duration: Instant
Prerequisite Charms: Hidden Secrets Whisper
Reciting holy texts or heartfelt words, the Exalt returns a corpse to nature. She may burn a corpse
to ashes in a few seconds, ensuring the deceased’s lower soul won’t linger in the world as a
hungry ghost. The remains of fallen Exalted can’t be cremated with this Charm, requiring more
formal funerary rites.
This rite provides emotional catharsis to the deceased’s ghost, allowing it to abandon its undead
existence and enter the cycle of reincarnation if it chooses. Even if it doesn’t, the ritual appeases
it, causing it to form a positive Minor Tie towards the Dragon-Blood that cannot be fully
removed until the story’s end. Existing hungry ghosts are unaffected, though the destruction of
their corpse requires them to find a new place they can spend the day without being destroyed by
sunlight (Exalted, pp. 503-504).
Seed and Salt Warding
Cost: 1m, 1wp; Mins: Occult 3, Essence 1
Type: Simple
Keywords: Earth or Wood
Duration: One day
Prerequisite Charms: Hidden Secrets Whisper
The Dragon-Blood lays down a line of salt or germinated grain to keep ghosts at bay (Exalted, p.
506), spanning up to a single range band. The aspect of this Charm depends on which she uses —
salt is Earth, while grain is Wood. She rolls (Intelligence + Occult) to determine the power of the
warding. Powerful ghosts who could normally cross the line by spending Willpower can only do
so if their Resolve exceeds the Dragon-Blood’s successes on her Occult roll. Otherwise, they
cannot cross the line. The line also repels other forms of undead, such as zombies or hungry
ghosts.
Spirit-Detecting Mirror Technique
Cost: 4m; Mins: Occult 1, Essence 1
Type: Reflexive
Keywords: Air, Balanced
Duration: One scene
Prerequisite Charms: None
Drawing back the veil between worlds, the Dragon-Blood makes invisible spirits and phantasms
visible within the glass. To use this Charm, she must be touching a mirror or a similar reflective
surface, such as the blade of a well-polished daiklave. The Exalt can see the reflections of
dematerialized characters in that mirror, and can even hear what they say in the form of whispers
that rise up from the mirror’s surface. Only the Exalt is capable of seeing the reflection — to
others, even the spirit itself, it doesn’t appear in the mirror.
This doesn’t allow the Dragon-Blood to physically interact with spirits, but it can be used in
conjunction with magic that does. Using reflections to pinpoint a foe is somewhat awkward —
instead of fully negating the −3 penalty for attacking a dematerialized spirit one can’t see, it
reduces the penalty to −1.
An Occult 5, Essence 3 repurchase of this Charm lets the Dragon-Blood pay one Willpower to
make the spirit reflections visible and audible to her allies as well. Their attacks against it still
take a −1 penalty.
Spirit-Grounding Shout
Cost: 3m; Mins: Occult 2, Essence 1
Type: Supplemental
Keywords: Air, Balanced, Uniform
Duration: Instant
Prerequisite Charms: None
Rending the air with a fierce kiai, the Dragon-Blood strikes that which cannot be struck. She can
strike a dematerialized character with an attack made with any Ability. If the Exalt is unable to
see her target (either with this Charm’s prerequisite or other magic), her attack roll suffers a −3
penalty.
If the Exalt uses this Charm on her next turn to attack the same enemy, its mote cost is lowered
by one. This discount can be stacked, to a minimum cost of zero. Attacking another character or
going a round without attacking that spirit resets the discount to zero.
Secret Wind Revelation
Cost: 3m; Mins: Occult 3, Essence 1
Type: Reflexive
Keywords: Air, Balanced
Duration: Instant
Prerequisite Charms: Spirit-Detecting Mirror Technique
Attuned to subtle currents of spiritual wind, the Dragon-Blood can hear a demon’s whispers or a
ghost’s tread. When a dematerialized entity comes within long range or closer of the Exalt, the
Storyteller informs her player that she may activate this Charm. She rolls (Perception +
Awareness) with (Occult) bonus dice opposing its (Dexterity + Stealth) roll to pinpoint its
location.
A failed roll does reveal the presence of a dematerialized presence nearby. However, that entity
uses the result of its Stealth roll to establish concealment against the Dragon-Blooded until the
scene ends or it breaks concealment, escaping her notice even if she later uses Spirit-Detecting
Mirror Technique. She cannot use this Charm against the same spirit for the rest of the scene.
Dragon’s Sacred Talon
Cost: 4m; Mins: Occult 3, Essence 2
Type: Supplemental
Keywords: Balanced, Dual, Earth or Wood
Duration: Instant
Prerequisite Charms: Seed and Salt Warding
When darkness gnaws at the roots of the world and chaos threatens the very balance of Creation,
it’s the will of the Dragons that restores order. This Charm can supplement an attack made with
any Ability, drawing upon the orderly Essence of Earth to strike down raksha and other creatures
of the Wyld, or channeling vital Wood Essence to destroy one of the undead. A withering attack
adds (Essence) dice to its damage after subtracting the target’s soak. A decisive attack deals
aggravated damage and doubles 10s on the damage roll.
Fivefold Resonance Sense
Cost: 5m; Mins: Occult 3, Essence 2
Type: Simple
Keywords: Air/Earth/Fire/Water/Wood
Duration: One scene
Prerequisite Charms: Hidden Secrets Whisper
Closing her eyes and stilling her mind, the Dragon-Blood reaches out to the Essence of the world.
She may spend up to a scene in meditation, during which she can sense the presence of the five
elements — weather patterns, rock formations and geology, fires, bodies of water, living plants,
and similar elemental manifestations — out to (the higher of Essence or 3) range bands. Their
presence is revealed to her without a roll. In addition, she adds a single non-Charm bonus die on
any Awareness, Investigation, Occult, or Survival rolls to detect or track jade, elementals,
elemental demesnes and manses, or other form of elemental magic for the duration.
An Occult 5, Essence 3 repurchase waives the meditation requirement, allowing the Dragon-
Blood to benefit from this Charm while acting normally.
Spirit-Chaining Strike
Cost: 4m; Mins: Occult 3, Essence 2
Type: Simple
Keywords: Air, Balanced
Duration: Instant
Prerequisite Charms: Spirit-Grounding Shout
Dragging a spirit halfway into the material realm with her attack, the Dragon-Blood exposes it to
her allies. She rolls a gambit using any combat Ability against a dematerialized foe, adding
(Essence/2, rounded up) bonus successes on the attack roll. Spirit-Grounding Shout enhances this
attack for free. The difficulty of the gambit is equal to (the target’s Essence). A successful
gambit weaves gossamer threads of wind through the spirit, binding it partly to the material
world. While it doesn’t become fully materialized, it’s visible to all Dragon-Blooded characters
in the scene, and can attack or be attacked by them as though it were material. This lasts for one
round, plus an additional round for every two threshold successes the Exalt rolled on the
gambit’s Initiative roll.
Hundred Devils Whirlwind
Cost: 5m, 1wp; Mins: Occult 5, Essence 3
Type: Simple
Keywords: Signature (Air)
Duration: One scene
Prerequisite Charms: None
The Dragon-Blood stirs the winds of the spirit world into a mighty storm. She rolls (Wits +
Occult) with double 9s to create a mystical vortex extending out to medium range, and chooses
whether it repels spirits and other dematerialized characters or draws them in. Both material and
dematerialized spirits are affected.
Each target whose Resolve is beaten is blown one range band in the chosen direction. As long as
they remain within medium range of the Exalt, they cannot use Hurry Home to escape and treat
any movement opposing the whirlwind’s direction as difficult terrain (Exalted, p. 199).
Sage of Iron Meditation
Cost: 10m, 1wp; Mins: Occult 5, Essence 3
Type: Simple
Keywords: Signature (Earth)
Duration: (Stamina) days
Prerequisite Charms: None
Her will tempered by the blood of dragons, the Exalt imposes order onto chaos. She may spend
up to (Stamina) days in meditation. As long as her focus remains unbroken, the Wyld abides by
the natural laws of Creation out to short range from her, and cannot cause any mutation,
addiction, or other warping to characters in that range. She gains Hardness 20 against attacks
made by creatures of the Wyld, and such beings within short range of her lose two Initiative at
the start of each turn as long as she continues meditating. Crashed creatures of the Wyld suffers a
single die of aggravated damage instead.
This Charm can only be used once per story, unless reset by upholding a Major or Defining
Intimacy by defeating a creature of the Wyld.
Smoke Ascends to Heaven
Cost: 10m, 1wp; Mins: Occult 5, Essence 3
Type: Simple
Keywords: Signature (Fire)
Duration: Instant
Prerequisite Charms: None
Offering up an efficacious prayer, the Dragon-Blood casts an offering into the fire, beseeching a
spirit’s favor in exchange for the pleasing scent of smoke. She makes a persuade roll with any
social Ability, doubling 7s, to influence a spirit in person, or to offer up a prayer through any fire.
A prayer made from afar will always be heard if the sacrifice is made in the spirit’s temple or
overseen by one of its priests; otherwise, the Storyteller determines whether the spirit entertains
the offer.
The intensity of any of the spirit’s Intimacies that support the influence is treated as one step
higher when determining the level of task it’s willing to accept (Exalted, p. 216). Even if it has
no applicable Intimacies, she treats it as having a Minor Tie towards her that supports the
influence. This Charm can only be used once per story, unless reset by accomplishing a major
character or story goal (Exalted, p. 170) by interacting with spirits. If the Dragon-Blood’s prayer
isn’t heard, no reset is necessary.
Crashing Wave-Dragons Warding
Cost: 10m, 1wp; Mins: Occult 5, Essence 3
Type: Simple
Keywords: Signature (Water)
Duration: (Essence) hours
Prerequisite Charms: None
Blessing a body of running water with her touch, the Dragon-Blood bids it to flow sanctified and
pure. Performing the consecration takes around five minutes. If the body of water is no more
than a single range band wide, this effect extends (Essence x2) range bands downstream in a
direction of her choice. If it’s wider than that, the effect extends (Essence) range bands.
Any demon, undead, or fae that enters the water suffers its wrath in the form of dragon-shaped
waves, an environmental hazard with difficulty 5 and Damage (Essence)B/round. They also
suffer a −3 penalty on physical actions as long as they touch the water, on top of any penalties
crossing normally involves. Withering attacks directed at these creatures deal an additional level
of Initiative damage.
A character whose Essence exceeds the Exalt’s may spend one Willpower as a miscellaneous
action that can’t be flurried to best the wave-dragons in a dramatic display of its supernatural
prowess, freeing it (but not other characters) from this Charm’s effects for the remainder of its
duration. This counts as both its attack and movement for that round.
This Charm can only be used once per story, unless reset by successfully advancing a personal
goal or one of the Hearth’s group goals by defeating or overcoming a significant demon, raksha,
or undead foe in combat or in another milieu, such as intrigue or a contest of riddles.
Eternal Death-Banishing Blossom
Cost: 10m, 1wp (+3a on next turn); Mins: Occult 5, Essence 3
Type: Simple
Keywords: Perilous, Signature (Wood)
Duration: Until next turn
Prerequisite Charms: None
The Dragon-Blood, utterly serene, channels the fierce persistence of life through her anima
banner, which branches out like a great tree budding with petals of iridescent light. To use this
Charm, she must be at bonfire anima. She gains +2 Defense and (Essence + 3) bonus soak.
Against undead enemies or necromantic attacks, this increases to +3 Defense and (Essence + 5)
soak.
On the Dragon-Blood’s next turn, as long as she’s still at bonfire anima and not crashed, her
anima banner finally blooms as she expends it. Petals of shimmering Essence fall out to medium
range from her. This petal-storm is harmless to the living, but any undead or ghost caught in it
must succeed on a difficulty 5 (Stamina + Resistance) roll or take aggravated damage equal to
(the Exalt’s current Initiative/2, rounded up), minimum (Essence). Even dematerialized undead
are affected by the petals. Trivial undead foes are automatically destroyed. Against undead
Exalted such as Abyssals and powerful beings such as Deathlords, the damage can’t exceed (her
Essence).
This Charm can only be used once per day.
Blazing Purification Chant
Cost: 4m, 1wp; Mins: Occult 4, Essence 3
Type: Simple
Keywords: Fire
Duration: Instant
Prerequisite Charms: Soul-Fire Cremation Technique, Spirit-Chaining Strike
Affixing a prayer strip to the forehead of a victim of possession, the Dragon-Blood speaks a
potent incantation, setting the paper alight. This flame doesn’t burn the possessed character, but
rather, the possessing entity. The Dragon-Blood rolls ([Charisma or Intelligence] + Occult)
against the possessing being’s Resolve. Success deals (her Essence + threshold successes) dice of
decisive aggravated damage to the possessor, ignoring Hardness. If the total damage equals or
exceeds that being’s Essence rating, it’s forced out of its host, and cannot attempt to possess him
again for the rest of the story. Otherwise, that character cannot benefit from any use of this
Charm until a day has passed.
Up to five Dragon-Blooded who know this Charm can use it cooperatively. Each character
beyond the first adds one additional die of damage.
Spirit-Shredding Attack
Cost: 3m, 1wp; Mins: Occult 4, Essence 3
Type: Supplemental
Keywords: Air, Balanced, Decisive-only
Duration: Instant
Prerequisite Charms: Spirit-Chaining Strike
Rending a spirit’s ephemeral form, the Dragon-Blood disperses its Essence like dust on the wind.
Her decisive attack with any combat Ability against a crashed spirit adds attack roll threshold
successes as dice of damage. A spirit slain by this attack can potentially reform its Essence
(Exalted, pp. 508-509), but does so greatly diminished, losing a permanent dot of Essence. This
reduces its mote pool by ten motes, and may deny it access to certain Charms based on their
Essence minimums.
Seal of Heavenly Binding
Cost: 5m, 1a, 1wp; Mins: Occult 5, Essence 3
Type: Simple
Keywords: Air
Duration: Instant
Prerequisite Charms: Spirit-Shredding Attack
The Terrestrial raises her hand in a devil-sealing mudra, raising a binding circle around a spirit or
creature of the Wyld. This is a gambit rolled with (Intelligence + Occult) against the Resolve of a
spirit out to short range. The difficulty of the gambit is equal to (that being’s Essence). Outside of
combat, this Charm only requires the (Intelligence + Occult) roll against Resolve to succeed.
On a success, the Dragon-Blood’s anima traces an efficacious sigil that entraps that spirit for a
single round, plus an additional round for every two threshold successes on the Initiative roll. It
immediately materializes, if it wasn’t already material, and cannot dematerialize or use the Hurry
Home Charm. It cannot move out of the circle or attack enemies outside it, although those who
enter the circle to reach close range are fair game. The bound spirit may use its entire turn to
attempt to break out of the circle, spending one Willpower to make a (Wits + Integrity) roll
opposing the Dragon-Blood’s (Intelligence + Occult). Success breaches the circle and lets the
being escape.
This Charm can only be used once per scene.
Chaos-Banishing Revelation Gesture
Cost: 10m, 1wp; Mins: Occult 5, Essence 3
Type: Simple
Keywords: Earth
Duration: Instant
Prerequisite Charms: Dragon’s Sacred Talon, Seal of Heavenly Binding
The Dragon-Blood strikes away temptations and madness born of the Wyld with a mudra of
revelation, restoring the harmony of reality. She may free a character within short range of any
Psyche effect or Derangement imposed by a creature of the Wyld or exposure to the Wyld itself,
including Wyld addiction. The Exalt rolls ([Intelligence or Wits] + Occult) against the Resolve of
the character she treats, but (the Essence of the creature that used that magic) is added to his
Resolve. A successful roll terminates unnatural influence or removes a Derangement. On a failed
roll, the Dragon-Blood cannot use this Charm to treat that character for the same affliction again
for the rest of the story.
This Charm can only be used once per day.
Purifying Dragon Suspiration
Cost: 10m, 1wp; Mins: Occult 5, Essence 4
Type: Simple
Keywords: Air/Water
Duration: Instant
Prerequisite Charms: Blazing Purification Chant, Chaos-Banishing Revelation Gesture
The winds banish smog and miasma; the running river washes away pollution. Embodying all the
purifying power of Creation, the Dragon-Blood cleanses curses and spiritual malaise. This Charm
is an extended (Intelligence + Occult) action that can be used to free one character of a sorcerous
curse, such as the spell Corrupted Words, or a shaping effect that transforms the victim’s body. It
can also lower the intensity of a magically inflicted Derangement by one step. Sorcerous
workings cannot be broken. The extended action has a difficulty equal to (the Essence of the
character that imposed the effect), a goal number of (that character’s Essence x10), terminus 10,
and an interval of one month. The Dragon-Blood must use this Charm at each interval, anointing
the beneficiary with sacred cleansing water or using ritual fans to drive away evil.
Some curses are beyond the power of this Charm to purify. This includes Solar Circle Sorcery;
the magic of the Celestial Incarnae, Yozis, and Deathlords; or any other effect the Storyteller
deems completely beyond the capability of the Terrestrial Exalted to break.
Anathema-Sealing Tomb
Cost: 3m, 1wp; Mins: Occult 5, Essence 5
Type: Reflexive
Keywords: Decisive-only, Earth
Duration: Instant
Prerequisite Charms: Seal of Heavenly Binding
When the Dragon-Blood incapacitates a spirit with a decisive attack, she may use this Charm to
seal its Essence away into the nearest dramatic manifestation of Earth Essence: the depths of a
cavern, a cairn or standing stone, a statue, an Earth demesne or manse, a mountain, or something
similar. The imprisoned spirit is unable to reform itself (Exalted, pp. 508-509) for at least
(Essence) centuries, and spirits that cannot reform themselves (including most elementals and
First Circle Demons) are sealed away permanently. The spirit can be freed by destroying its
earthen prison, a dramatic endeavor as difficult as the Storyteller deems appropriate. It’s
unknown what would happen if this Charm were used to seal one of the Deathlords or Yozis; the
result is explicitly left up to the Storyteller’s discretion.
Sorcery
Terrestrial Circle Sorcery
Cost: —; Mins: Occult 3, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Any four Occult Charms
The Dragon-Blood steps across the threshold of the Emerald Circle, and is forever changed. She
gains the ability to cast spells of the Terrestrial Circle, and learns one shaping ritual (Exalted, p.
466) and one Terrestrial Circle spell, which becomes her control spell.
Five Winds Raiment
Cost: 3m, 1a; Mins: Occult 5, Essence 2
Type: Supplemental
Keywords: Air
Duration: Until spell is cast
Prerequisite Charms: Terrestrial Circle Sorcery
The Dragon-Blood’s anima banner twists into a whirlwind as Essence gathers in her hand,
shielding her from all harm. This Charm supplements a Shape Sorcery action (Exalted, p. 465).
The winds grant her +1 Defense and Hardness (Essence) until she casts the spell or stops
shaping.
In Air Aura, this doesn’t count as a Charm bonus, and the Hardness bonus rises to (higher of
Essence or Stamina).
Dragon-Sorcerer Puissance
Cost: —; Mins: Occult 5, Essence 3
Type: Permanent
Keywords: Balanced
Duration: Permanent
Prerequisite Charms: Terrestrial Circle Sorcery
The Dragon-Blood’s elemental Essence overflows into her sorcery. Whenever she shapes a spell
based on a single element, such as Flight of the Brilliant Raptor, Invulnerable Skin of Bronze, or
Wood Dragon’s Claw, she gains a single additional sorcerous mote each round she spends
shaping it.
If the Dragon-Blooded is in the Aura state that matches the spell’s element, she gains three
sorcerous motes each round instead.
Performance
Universal
Audience-Enthusing Display
Cost: 2m per success; Mins: Performance 2, Essence 1
Type: Supplemental
Keywords: Balanced, Excellency, Wood
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood drinks in her audience’s appreciative eyes and repays them with her masterful
performance. She may add automatic successes to a Performance roll for two motes each and
ignores the penalty for targeting multiple characters with a social influence roll (Exalted p. 221).
Hidden Petal Aria
Cost: 5m; Mins: Performance 3, Essence 1
Type: Supplemental
Keywords: Wood
Duration: Instant
Prerequisite Charms: Audience-Enthusing Performance
The Dragon-Blood expresses multiple layers of meaning via an artistic performance, conveying a
secret message through nuances of speech and movement. She may embed a message one
sentence long into a performance, conveying it only to select members of her audience. This can
incorporate social influence. Magical attempts to detect the message must succeed on a roll at
difficulty (higher of her Manipulation or Performance).
Invisible Street Performer Technique
Cost: 2m; Mins: Performance 3, Essence 1
Type: Simple
Keywords: Air, Balanced
Duration: One performance
Prerequisite Charms: Hidden Petal Aria
The Dragon-Blood vanishes into her performance, receding from her audience’s notice. She rolls
(Manipulation + Performance). As long as she continues to perform, characters whose Resolve is
beaten by her roll cannot directly notice her. While they see or hear her artistic display, they pay
no mind to the person performing it. The Dragon-Blood can take other actions while continuing
the performance by flurrying them with a miscellaneous action to continue performing, but this
Charm ends if the Dragon-Blood stops performing, rolls Join Battle, or takes an overt action that
draws notice to herself, such as brandishing a weapon.
Dance of Flashing Swords
Cost: 3m, 1wp; Mins: Performance 4, Essence 2
Type: Simple
Keywords: Wood
Duration: Instant
Prerequisite Charms: Invisible Street Performer Technique
The Dragon-Blood can pass off a fight to the death as a piece of street theater. She makes a
special instill roll with (Manipulation + Performance) against all bystanders to a combat or other
violent altercation, explaining how it is actually an artistic performance. A character whose
Resolve is beaten by this roll accepts the Dragon-Blood’s explanation of the scene’s events. He
cannot spend Willpower to resist this influence unless the circumstances of the fight dramatically
change in a way that undermines the Exalt’s lie, or if his ignorance would pose a threat to one of
his Major or Defining Intimacies.
Unlike other Simple Charms, Dance of Flashing Swords can be placed in a flurry.
Talented Improvisation
Cost: 5m; Mins: Performance 4, Essence 2
Type: Reflexive
Keywords: Balanced, Wood
Duration: Instant
Prerequisite Charms: Audience-Enthusing Display
The Dragon-Blood is moved by an innate genius for performance, intuiting the entire
composition of a song after hearing only a few notes or turning a clumsy misstep into the
beginning of a provocative dance. After making a Performance roll, she rerolls (Essence) non-1
failed dice. If she uses a stunt to explain how she recovers from her misstep, this Charm’s cost is
reduced by the stunt’s level.
Soul-Stirring Performance
Cost: 3m, 1wp; Mins: Performance 5, Essence 2
Type: Simple
Keywords: Wood
Duration: Instant
Prerequisite Charms: Talented Improvisation
The Dragon-Blood’s grace and beauty sow the seeds of passion in her audience’s hearts. She
makes an inspire roll with (Essence) non-Charm bonus dice. A character whose Resolve is beaten
must enter a Decision Point to resist, calling on an Intimacy of any intensity that opposes the
emotion the performance conveys.
Heart-Strengthening Defense
Cost: 1m, 1wp; Mins: Performance 5, Essence 2
Type: Simple
Keywords: Wood
Duration: One performance
Prerequisite Charms: Soul-Stirring Performance
The Dragon-Blood’s performance charges her audience with the vital will to endure. All
characters that can see or hear her performance gain +1 Resolve against any other influence, or
+2 Resolve against Psyche effects or other unnatural influence. The Dragon-Blood can take other
actions while continuing the performance by flurrying them with a miscellaneous action to
continue performing.
Harmonious Life-Affirming Song
Cost: 4m, 1wp; Mins: Performance 5, Essence 2
Type: Simple
Keywords: Wood
Duration: One performance
Prerequisite Charms: Heart-Strengthening Defense
The Dragon-Blood’s performance revives those who hear it, like the coming of an early spring.
All characters who witness her performance add a bonus success on rolls against poison, disease,
and other maladies, and multiply the rate at which they heal damage (Exalted, p. 173) by
(Essence + [Charisma or Appearance]). The Dragon-Blood can take other actions while
continuing the performance by flurrying them with a miscellaneous action to continue
performing.
Irresistible Whirlpool Diversion
Cost: 5m; Mins: Performance 5, Essence 2
Type: Simple
Keywords: Water
Duration: One performance
Prerequisite Charms: Soul-Stirring Performance
The Dragon-Blood’s performance draws in her audience’s attention like a maelstrom sucking in
flotsam, making it difficult for them to pay attention to anything but her. She rolls ([Manipulation
or Appearance] + Performance) with double 9s. Any audience members with a Resolve lower
than her rolled successes suffers a penalty of (her Essence) to Awareness-based rolls to pay
attention to anything or anyone other than her. The Dragon-Blood can take other actions while
continuing the performance by flurrying them with a miscellaneous action to continue
performing.
Thundering Dragon Proclamation
Cost: 10m, 1wp; Mins: Performance 5, Essence 3
Type: Simple
Keywords: Signature (Air)
Duration: One scene
Prerequisite Charms: None
Breathing deep of the world, the Dragon-Blood raises her voice to a resounding shout, her words
rumbling across the sky like thunder. Her voice is loud enough to be heard clearly by characters
at extreme range, up to four bands away from her. The influence she can take through her
amplified voice is limited to inspire and threaten actions, but she ignores environmental or
distance penalties. She doubles 9s on all voice-based Performance rolls, as well as command
actions (Exalted, p. 209). She may lower her voice to normal volume, and must do so to engage
in non-Performance forms of social influence, but doesn’t benefit from doubles 9s when she
does.
This Charm can only be used once per day.
Tears-From-Stone Eloquence
Cost: 5m, 1wp; Mins: Performance 5, Essence 3
Type: Simple
Keywords: Signature (Earth)
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood’s performance brings the world into harmony, suffusing the traditions and
institutions of society with the enduring Essence of earth. She makes an inspire roll with
(Charisma + Performance). If any character’s Resolve is overcome by the inspire roll, his player
must choose a response to the inspired emotion that will affirm, support, or protect a social
institution or tradition that he has an Intimacy towards. If that character has no such Intimacies,
he must immediately form one at Minor intensity. A stern polemic could rouse villagers to the
defense of the Immaculate Order, while a joyful tune played at a Dynastic salon might inspire
shows of gratitude and goodwill to the Great House hosting it. Resisting this influence requires
spending one Willpower in a Decision Point, calling upon an Intimacy at least as strong as the
one affected by this Charm.
This Charm can only be used once per story, unless reset by upholding a Major or Defining
Intimacy for a social institution or tradition.
Immolating Passion Alleluia
Cost: 7m, 1wp; Mins: Performance 5, Essence 3
Type: Simple
Keywords: Signature (Fire)
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood lets the fires of her performance consume her, radiating passionate intensity
with every word, note, or movement. She makes an inspire roll using ([Charisma or Appearance]
+ Performance), rolling an additional non-Charm die for every 10. The emotions she inflames are
incredibly intense, compelling an equally intense response from her audience. While the player
of an affected character still chooses how that character reacts to the influence, his reaction must
rise to the level of at least a serious task (Exalted, p. 216) chosen by his player. Resisting this
influence costs three Willpower.
Immolating Passion Alleluia can only be used once per story, unless reset by achieving a
legendary social goal (Exalted, p. 134) by influencing a character to act on his passions.
Mesmerizing Siren Call
Cost: 8m, 1wp; Mins: Performance 5, Essence 3
Type: Simple
Keywords: Psyche, Signature (Water)
Duration: One performance
Prerequisite Charms: None
A scintillating facade of beauty and grace conceals hidden depths of danger. The Dragon-Blood
rolls (Manipulation + Performance), rerolling all dice that initially show non-1 failures. Each
character whose Resolve is beaten by this roll is hypnotized by the performance. The Exalt may
spend her threshold successes over a given character’s Resolve to impose one or more illusions
from the following list on him for as long as she continues to perform. If she affects multiple
characters, she may inflict different illusions on each, though groups of minor targets should be
combined into audiences (Exalted, p. 223).
0 Successes: The target perceives phantasmal imagery, sounds, or scents, but is aware that
they’re unreal.
1 Success: The target perceives a single illusory entity or object, up to roughly the size of a
person or horse, and believes it to be real. This cannot imitate a specific character.
2 Successes: The target perceives an illusory duplicate of an existing, human-sized character that
the Exalt knows, and believes it to be real.
2 Successes: One individual within medium range, no larger than a human, is concealed from the
target’s senses. He cannot perceive the concealed character, even if she takes overt actions that
would normally draw his attention.
3 Successes: The target perceives a single large illusory entity, object, or structure, up to the size
of a yeddim or tyrant lizard, and believes it to be real. This can imitate a specific character.
The Dragon-Blood can take other actions while continuing the performance by flurrying them
with a miscellaneous action to continue performing. Illusions created with this Charm act as the
Exalt wills them to, but cannot physically interact with the world. If a figment engages the target
in social influence, it uses the Exalt’s dice pools, but she cannot enhance its rolls with her magic.
If a victim of this Charm discovers evidence that what he’s perceiving isn’t real, he can spend
two Willpower to resist, breaking free of all illusions. Walking into an unreal fire and
discovering it doesn’t burn, being attacked by an enemy concealed behind an illusory wall, or
noticing a discrepancy in an illusory impostor’s behavior would all provide such an opportunity.
In addition, he may resist if the illusions would cause him to act against or fail to protect one of
his Major or Defining Intimacies.
Mesmerizing Siren Call can only be used once per story, unless reset by accomplishing a major
character or story goal (Exalted, p. 170) through deception.
Life-Spirit Symphony
Cost: 5m, 1wp; Mins: Performance 5, Essence 3
Type: Simple
Keywords: Signature (Wood)
Duration: One performance
Prerequisite Charms: None
Nature dances, exultant, to the Dragon-Blood’s performance. Flowers blossom from her
footsteps, vines twist and coil with her rhythm, and thorns turn away from harming her. As long
as the Exalt continues to perform, she and all allies within medium range can ignore difficult
terrain based on foliage or vegetation, its movements opening a path to let them through.
Whenever a plant-based environmental hazard or poison threatens those allies, she may roll
(Charisma + Performance). They can use the result of her roll in place of their own rolls to resist
the hazard or poison.
The Dragon-Blood can take other actions while continuing the performance by flurrying them
with a miscellaneous action to continue performing. If she wishes, she may use her miscellaneous
action to direct vines and plants to attack an enemy within medium range, rolling a difficulty 4
gambit with (Charisma + Performance). Success ensnares him in vines, preventing him from
taking any movement actions until he or one of his allies clears them with a difficulty 3 gambit
using an edged weapon. Even after they’re hacked away, they linger on as difficult terrain
beneath his feet.
This Charm can only be used once per day.
Blossom Hides Thorns
Cost: 6m, 1wp, expend Wood Aura; Mins: Performance 5, Essence 3
Type: Simple
Keywords: Aura, Mute, Wood
Duration: Instant
Prerequisite Charms: Dance of Flashing Swords
The Dragon-Blood turns the strumming of her fingers on an erhu’s strings or the graceful steps of
a dance into a facade for a deadly ambush, concluding her show with a truly breath-taking finale.
To use this Charm, she must be in the middle of a performance. She rolls (Manipulation +
Performance) with double 9s against the Resolve of a single target. On a successful roll, the
Dragon-Blood, her allies, and her target roll Join Battle. Either the Exalt or one of her allies,
designated before the Join Battle roll, has the opportunity to make an unexpected attack against
the target (Exalted, p. 203). If the attacker beats the target’s Join Battle, the attack is an ambush
that bypasses defense completely; if not, it’s only a surprise attack, inflicting −2 Defense.
Dance of Flashing Swords can be activated reflexively together with this Charm to disguise the
sneak attack as part of the performance. If so, its Willpower cost is waived.
Oratory
Lightning Declamation Style
Cost: 2m; Mins: Performance 2, Essence 1
Type: Supplemental
Keywords: Air, Balanced
Duration: Instant
Prerequisite Charms: Audience-Enthusing Display
The voice of a dragon evinces perfection. The Exalt rerolls 6s until they cease to appear on an
oratorical Performance roll. If she’s upholding a Major or Defining Principle, she rerolls 5s until
they cease to appear as well.
Legend-Hewn Wisdom
Cost: 3m; Mins: Performance 3, Essence 1
Type: Simple
Keywords: Earth
Duration: Instant
Prerequisite Charms: Lightning Declamation Style
Dragon-Blooded storytellers pass down lessons of history and tradition, ensuring that society’s
foundation remains strong. She rolls (Charisma + Performance) to inspire an audience with
emotion by telling a story. In addition to creating the chosen emotion, this influence also instills
targets with an Intimacy based on the moral or allegory of her story, either creating it at Minor
intensity or strengthening an already-existing Intimacy.
A Performance 5, Essence 3 repurchase allows the Dragon-Blood to pay one Willpower to grant
a temporary point of Willpower to any character that allows the influence to succeed without
applying his Resolve. This Willpower may only be spent to resist influence that opposes the
Intimacy instilled with this Charm. A character may only benefit from this effect once per day.
Storm-Gathering Fervor
Cost: 2m; Mins: Performance 3, Essence 2
Type: Supplemental
Keywords: Air, Aura
Duration: Instant
Prerequisite Charms: Lightning Declamation Style
An electric understanding arcs between the Dragon-Blood and one who shares her values. When
she uses oratory to make an inspire, instill, or persuade roll that is supported by a Principle that
her target shares with her, she adds non-Charm bonus dice equal to (the Intimacy of whichever of
them has the Principle at the lowest rating). If she targets multiple characters, all of them must
share the same Principle with her for her to benefit from this Charm.
Epoch Saga Memory
Cost: 3m; Mins: Performance 4, Essence 3
Type: Reflexive
Keywords: Earth
Duration: Instant
Prerequisite Charms: Legend-Hewn Wisdom
The Dragon-Blood has eidetic recall of every story she’s heard before. Finding one within the
depths of her memories, she forces it to the surface. Her flawless recitation adds a non-Charm
bonus success on a Performance roll made to tell that story, or any mental or social roll with
another Ability that could benefit from her perfect recall of every detail of the story.
Alternatively, she may add +1 Resolve against an influence roll contrary to that story’s moral, or
+1 Guile against a roll by immersing herself in recollection.
Epoch Saga Memory can only be used once per day.
Puissant Precursor’s Monologue
Cost: 8m, 1wp; Mins: Performance 5, Essence 4
Type: Simple
Keywords: Air
Duration: Instant
Prerequisite Charms: Storm-Gathering Fervor, Thundering Dragon Proclamation
The Dragon-Blood speaks with the undeniable authority of a revered grandmother, her every
word as powerful as a bolt of lightning. She makes a persuade roll with ([Charisma or
Manipulation] + Performance), doubling 7s, to convince her audience to take a course of action
that upholds one of her Defining Principles. Characters who share that Intimacy with her must
pay an additional point of Willpower to resist her influence.
This Charm can only be used once per story unless reset by achieving a legendary social goal
(Exalted, p. 134) that upholds one of her Defining Principles.
Music and Singing
Sanxian-Charming Fingers
Cost: 3m; Mins: Performance 3, Essence 1
Type: Supplemental
Keywords: Wood
Duration: Instant
Prerequisite Charms: Audience-Enthusing Display
The Dragon-Blood draws on practice-honed perfection and creative virtuosity, doubling 9s on a
Performance roll to play a musical instrument.
Voice-Uplifting Aspect
Cost: 3m; Mins: Performance 3, Essence 1
Type: Supplemental
Keywords: Air, Balanced
Duration: Instant
Prerequisite Charms: Audience-Enthusing Display
The Dragon-Blood sings with the voice of the winds, adding an automatic success on a
Performance roll to sing and rerolling a single die that showed a non-1 failure for each 10 on the
roll.
Blossoming Instrument Evocation
Cost: 2m; Mins: Performance 4, Essence 2
Type: Simple
Keywords: Wood
Duration: Indefinite
Prerequisite Charms: Sanxian-Charming Fingers
Nature itself yearns for the sweet music of the Dragon-Blood, offering itself up as the instrument
of her harmony. A tree branch will reshape itself into a sanxian should she have need of it, and
reeds become flutes of unsurpassed beauty in her hands. She may create a musical instrument
from any living plant. If she has a Performance specialty in that instrument, it’s an exceptional
tool (Exalted, p. 580). Once this Charm’s duration ends, the instrument reverts back to its natural
form.
Vibrating Strings Defense
Cost: 4m, 1wp; Mins: Performance 5, Essence 2
Type: Reflexive
Keywords: Clash, Decisive-only, Wood
Duration: Instant
Prerequisite Charms: Sanxian-Charming Fingers
The Dragon-Blooded makes no distinction between weapons and instruments, rebuking anyone
gauche enough to interrupt her song. To use this Charm, she must be carrying or playing a
musical instrument. She may reflexively clash an enemy’s attack from out to medium range with
her Essence-suffused music, rolling a difficulty 3 gambit against him with (Wits + Performance).
This doesn’t count as her combat action.
Winning the clash and succeeding on the gambit’s Initiative roll causes the Exalt’s attacker to
lose (Essence + attack roll threshold successes) points of Initiative and fall prone. She doesn’t
gain this Initiative. The base Resolve of an enemy crashed by the gambit is set to 0 against the
first Performance-based influence roll the Dragon-Blood makes against him before he recovers
from crash.
This Charm can only be used once per scene, unless reset by lowering an enemy’s Initiative from
a value higher than the Exalt’s own to a value lower than hers.
Three-String Sword Prana
Cost: 7m, 1a; Mins: Performance 5, Essence 3
Type: Simple
Keywords: Decisive-only, Wood
Duration: Instant
Prerequisite Charms: Vibrating Strings Defense
Drawing on her mastery of an instrument, the Dragon-Blood suffuses its music with anima,
unleashing a deadly attack with her song. She can send spectral blades flying at a foe with a
strum of her sanxian, play a bone-shattering trill on a flute, create a phantasmal beast that moves
in time with the beat of her drums, or similarly spectacular displays of martial prowess. This is a
decisive attack rolled with (Wits + Performance) against an enemy out to medium range. With
the Storyteller’s permission, the Exalt’s stunt can grant this attack any weapon tags (Exalted, pp.
585-590) that fit the manifestation of the attack. She rolls her Initiative for damage as usual,
doubling 10s.
If the Dragon-Blood is using other Performance Charms that require her to continue playing to
maintain their effect, using Three-String Sword Prana counts as continuing her performance on
the round she uses it.
Battle Anthem of Ten Thousand Dragons
Cost: 4m, 4i; Mins: Performance 5, Essence 3
Type: Simple
Keywords: Aura, Perilous, Wood
Duration: One performance
Prerequisite Charms: Three-String Sword Prana
The war-song of the Terrestrial Host has been passed down from mother to daughter for time
immemorial, a battle hymn as ancient as the Divine Revolution. As long as the Dragon-Blood
continues her musical performance with instruments or her voice, she and all allies that hear it
gain a single bonus die on all attack rolls, combat movement, and command actions. Allied battle
groups also add this bonus on rolls to resist rout. In addition, her and her allies’ successful
withering attacks grant one bonus point of Initiative. If multiple characters use this Charm, these
bonuses don’t stack.
The Dragon-Blood can take other actions while continuing the performance by flurrying them
with a miscellaneous action to continue performing.
Dance
Swaying Boughs Arabesque
Cost: 4m; Mins: Performance 2, Essence 1
Type: Supplemental
Keywords: Wood
Duration: Instant
Prerequisite Charms: Audience-Enthusing Display
Moving with sensuous rhythm and vivacious appeal, the Dragon-Blood embodies beauty through
dance. This Charm supplements a Performance roll to dance, lowering the Resolve of all targets
by 1. This both lowers the difficulty of the roll and potentially increases the bonus dice added by
the Exalt’s Appearance (Exalted, p. 371).
Petal-Strewn Pavane
Cost: 2m, 1i; Mins: Performance 3, Essence 2
Type: Supplemental
Keywords: Balanced, Perilous, Wood
Duration: Instant
Prerequisite Charms: Swaying Boughs Arabesque
The Dragon-Blood makes no distinction between dance hall and field of battle. She adds
(Performance) bonus dice to any combat movement roll. Additionally, she can flurry the
supplemented movement with a Performance-based action without taking any of the usual flurry
penalties. This Charm can’t be used if the Exalt is wearing medium or heavy armor.
In Wood Aura, this Charm also adds a non-Charm bonus success on the roll, and allows the
Dragon-Blood to ignore the normal penalties for moving through difficult terrain.
Falling Leaves Sway
Cost: 6m; Mins: Performance 5, Essence 2
Type: Supplemental
Keywords: Balanced, Wood
Duration: Instant
Prerequisite Charms: Swaying Boughs Arabesque
Every movement of the Exalt’s body is suffused with emotional intensity. Her Appearance adds
non-Charm bonus dice to an inspire roll made through dance based on her target’s Resolve
(Exalted, p. 218). Any social influence that she or her allies subsequently use against that target
in the same scene that’s supported by the inspired emotion gains an automatic success.
Waltz of Honeyed Wine
Cost: 2m, 1wp; Mins: Performance 5, Essence 4
Type: Supplemental
Keywords: Aura, Wood
Duration: Instant
Prerequisite Charms: Falling Leaves Sway
The Dragon-Blood is vivacity and allure made manifest in motion, dancing with irresistible
sensuality. She converts the non-Charm dice added by her Appearance on any dance-based
Performance roll to non-Charm successes. Characters with a base Resolve at least two points
lower than her Appearance must spend an additional point of Willpower to resist her influence,
while those whose Resolve is five points lower cannot spend Willpower to resist at all.
Waltz of Honeyed Wine can only be used once per story, unless reset by achieving a major
character or story goal (Exalted, p. 170) by playing on another character’s emotions, or by
seducing him.
Presence
Glowing Coal Radiance
Cost: 2m per success; Mins: Presence 1, Essence 1
Type: Supplemental
Keywords: Balanced, Excellency, Fire
Duration: Instant
Prerequisite Charms: None
The blazing power that radiates from the Dragon-Blood’s every word and gesture is enough to
humble those who stand before her. She may add automatic successes to a Presence roll for two
motes each, and rolls an additional non-Charm die for every 10.
Eternally Argumentative Flame
Cost: 3m; Mins: Presence 2, Essence 1
Type: Reflexive
Keywords: Balanced, Fire
Duration: One turn
Prerequisite Charms: Glowing Coal Radiance
A Dragon-Blood’s tongue is but one of her many weapons. When she flurries a Presence- or
Socialize-based influence roll, the flurry penalty on both actions is reduced by one point, and she
doesn’t suffer a Defense penalty.
In Fire Aura, this Charm removes the flurry penalty entirely.
Unbearable Taunt Technique
Cost: 2m; Mins: Presence 2, Essence 1
Type: Simple
Keywords: Fire
Duration: Instant
Prerequisite Charms: Glowing Coal Radiance
Even the meekest hearts are tinderboxes for the flames of outrage the Dragon-Blood stirs. She
rolls to inspire a single character with anger. If successful, her target must immediately respond
to her with hostility. His player chooses the form this takes — outrage, threats, or even Joining
Battle.
In combat, this influence roll instead provokes an enemy into prioritizing attacking the Dragon-
Blood instead of any of her allies on his next turn. Even if he does pay the Willpower cost to
resist, he loses two Initiative if he attacks any other character that turn.
Burning Dragon Mien
Cost: 4m; Mins: Presence 3, Essence 1
Type: Simple
Keywords: Fire
Duration: Instant
Prerequisite Charms: Glowing Coal Radiance
The fury of a dragon strikes fear into even the boldest hearts. The Dragon-Blood makes a
threaten roll with double 9s against a single character. An enemy whose Resolve is beaten in
combat loses 1 Initiative, even if he resists.
Warm-Faced Seduction Style
Cost: 3m; Mins: Presence 3, Essence 1
Type: Simple
Keywords: Fire
Duration: Instant
Prerequisite Charms: Glowing Coal Radiance
The Dragon-Blood radiates desirability and enchanting allure. She makes a persuade roll to
seduce a single target. Overcoming his Resolve also instills him with a Minor Tie of lust or desire
toward her unless he spends Willpower to resist.
In Fire Aura, the Dragon-Blood may convert up to (Essence) bonus dice added by her
Appearance (Exalted, p. 218) to non-Charm bonus successes.
Debate-Sparking Bonfire
Cost: 6m; Mins: Presence 3, Essence 2
Type: Simple
Keywords: Fire
Duration: Instant
Prerequisite Charms: Unbearable Taunt Technique
A few choice words are all it takes to turn any soiree or party into a firestorm of argument and
recriminations. The Dragon-Blood rolls to inspire one or more characters with anger, ignoring
the penalty for targeting multiple characters. Affected characters must express their outrage
towards the Dragon-Blood using social influence in a way chosen by their player —engaging the
Dragon-Blood in an argument, bad-mouthing her to his associates, or some similar social
expression of outrage. If that character already intended to commit violence against her, he may
do so, but must express his rage through word and deed simultaneously.
Hot-Blooded Ardor
Cost: 4m; Mins: Presence 3, Essence 2
Type: Supplemental
Keywords: Fire
Duration: Instant
Prerequisite Charms: Warm-Faced Seduction Style
The Dragon-Blood is fire given flesh. She treats her Appearance as one dot higher, even above 5,
when determining how many bonus dice it adds (Exalted, p. 218) to an influence roll made with
Presence or Socialize.
With a Presence 5, Essence 3 repurchase, the Dragon-Blood may expend her Fire Aura to treat
her Appearance as (Essence/2, rounded up) dots higher instead.
Passion-Transmuting Nuance
Cost: 5m; Mins: Presence 3, Essence 2
Type: Simple
Keywords: Water
Duration: Instant
Prerequisite Charms: Burning Dragon Mien, Unbearable Taunt Technique, Warm-Faced
Seduction Style
Just as a rising tide transforms landscapes, the Terrestrial’s words can turn fear to hope or delight
to sorrow. She makes an inspire roll with (Manipulation + Presence) against a single character
who’s in the grip of strong emotion, either as a result of an inspire action (Exalted, p. 217), or
due to roleplaying reasons. Success lets the Dragon-Blood change her target’s emotion to
another, unrelated passion. The new emotion is treated as a Major Intimacy even if the original
wasn’t inspired using influence. A character must enter a Decision Point and call on a Major or
Defining Intimacy to resist this influence with Willpower.
Fearsome Dragon Presence
Cost: 5m; Mins: Presence 4, Essence 2
Type: Reflexive
Keywords: Fire, Perilous
Duration: One tick
Prerequisite Charms: Burning Dragon Mien
The Dragon-Blood’s terrifying battle aspect cows her foes. For one tick, all attack rolls, social
influence rolls, and rushes made against the Dragon-Blood take a −2 penalty. An enemy may
spend one Willpower to become immune to this penalty for the rest of the scene.
In Fire Aura, the penalty inflicted by this Charm rises to (Essence).
Moth to the Candle
Cost: 2m, 1wp; Mins: Presence 4, Essence 2
Type: Simple
Keywords: Fire
Duration: One scene
Prerequisite Charms: Unbearable Taunt Technique
Outraged foes rush headlong for the Dragon-Blood like moths plunging to their doom. The
Dragon-Blood’s enemies are so enraged by the sight of her that they must prioritize attacking her
over any other character. This doesn’t prevent them from taking non-attack actions, but they
cannot attack her allies as long as she remains in the fight. An enemy can resist this for one scene
by spending a point of Willpower.
This Charm also reduces the cost of Unbearable Taunt Technique to one mote. If the Dragon-
Blood successfully taunts an enemy who hasn’t resisted Moth to the Flame, that character must
use his next turn to move into range and attack her if possible.
Grinding Millstone Argument
Cost: 3m, 1wp; Mins: Presence 5, Essence 2
Type: Reflexive
Keywords: Earth
Duration: Instant
Prerequisite Charms: Eternally Argumentative Flame
The Dragon-Blood embodies the relentless nature of earth in her persistent argument, shaking the
convictions of even her strongest-willed rivals. After failing a persuade roll, she may reset her
attempt (Exalted, p. 222), allowing her to try again. If her target uses the same Intimacy to
bolster his Resolve that he did against the original attempt, the bonus it provides is lowered by
one.
Grinding Millstone Argument can only be used once per scene.
Haunting Words Infliction
Cost: 4m, 1wp; Mins: Presence 5, Essence 3
Type: Simple
Keywords: Signature (Air)
Duration: Instant
Prerequisite Charms: None
Even if the Dragon-Blood cannot persuade another with her arguments, she can give him the
clarity of air to know the truth for himself when he sees it. She rolls (Charisma + Presence) with
double 9s to instill a single character with an Intimacy she possesses. Even if she doesn’t beat her
target’s Resolve or he resists, her words linger with him for (6 − his Integrity) weeks thereafter.
Every gust of wind seems to whisper her argument in endless repetition, while weather patterns
take on symbolic or allegorical meaning to him.
Each time the target learns new information that supports the Dragon-Blood’s argument and
would allow her to retry her instill action (Exalted, p. 222), he makes a (Charisma + Presence)
instill roll against himself, adding (the Dragon-Blood’s Essence) in non-Charm bonus dice. He
cannot choose to fail the roll, and the rules for lengthy debates apply (Exalted, p. 219).
Successfully asserting his Resolve against such a roll ends this Charm’s effect.
This Charm may only be used against any given character once per story.
Virtuous Mountain’s Shadow
Cost: 8m, 1wp; Mins: Presence 5, Essence 3
Type: Reflexive
Keywords: Signature (Earth)
Duration: Instant
Prerequisite Charms: None
Disharmonious words, offensive to propriety and right action, invite the Dragon-Blood’s censure.
When she witnesses a character using social influence she wishes to dispute, she may draw on
one of her Major or Defining Intimacies to make her counterargument. All characters who hear
her gain access to that Intimacy, which they may use to bolster their Resolve against the
influence or in a Decision Point. Characters who choose to accept this benefit gain the chosen
Intimacy at Minor intensity.
Terrifying Fire-Dragon Roar
Cost: 10m, 1wp, expend Fire Aura; Mins: Presence 5, Essence 3
Type: Simple
Keywords: Aura, Decisive-only, Signature (Fire)
Duration: Instant
Prerequisite Charms: None
Roaring with her draconic ancestors’ fury, the Dragon-Blood exhales a deadly blast of fire. She
rolls an unblockable decisive attack with (Charisma + Presence) that extends in a line out to
medium range, striking all characters caught within it, including allies. The attack roll is also
treated as a threaten roll against all enemies caught in the blast to terrify them into fleeing, even
if they successfully dodge. The Dragon-Blood divides (her Initiative + Essence) evenly among all
hit characters, rounded down, to determine the lethal damage rolled against them, ignoring
Hardness. Battle groups caught in the blast suffer (Initiative + Essence) damage, which doesn’t
count against the total Initiative she has to divide, and must roll against rout (Exalted, p. 209) if
their Resolve is beaten. Any flammable scenery in the area of the blast catches fire.
This Charm can only be used once per scene, unless reset by gaining 15+ points of Initiative in a
single tick.
Fluid Recollection Insinuation
Cost: 6m, 1wp; Mins: Presence 5, Essence 3
Type: Simple
Keywords: Psyche, Signature (Water)
Duration: Instant
Prerequisite Charms: None
The Essence of the Dragon-Blood’s presence flows into her target’s mind like seeping water,
finding a place in his memories wherein she can exist. She rolls (Manipulation + Presence) as a
special instill roll, describing a past encounter between the two of them that never happened. If
she beats the target’s Resolve, she creates a false memory, up to five minutes long, of that
encounter. The memory is focused solely on the interaction between the two, whether that was a
conversation, a dance at a soiree, an introduction as children, or a street brawl. Implausible
claims (Exalted, p. 215) in this false version of events do not inflict penalties; instead they
subtract successes equal to the penalty they’d normally inflict.
If a target has never met the Dragon-Blood before, he forms a Minor Tie towards her, with an
emotional context chosen by his player based on the nature of the false memory. He cannot
voluntarily weaken this Tie. For him to resist this influence, other characters must fully erode the
Intimacy using social influence or magic, at which point he may pay one Willpower to recognize
the false memory for an illusion.
A character who already knows the Dragon-Blood can still have his memories altered. He still
forms a new Minor Tie based on the false memory, but doesn’t need to erode it before he may
pay Willpower to recognize a discrepancy between the false memory and what he knows about
the Dragon-Blood.
This Charm may only be used against any given character once per story.
Spirit-Cultivating Leadership
Cost: 1m, 1wp; Mins: Presence 5, Essence 3
Type: Simple
Keywords: Signature (Wood)
Duration: (Essence) days
Prerequisite Charms: None
The Dragon-Blood is a source of strength for her followers and attendants, helping them realize
their true potential through her leadership. She may use this Charm on a character with a
Defining Tie of loyalty to her. For the duration of this Charm, he gains the following benefits:
• +2 Resolve against any influence that would weaken his Tie to the Dragon-Blood.
• Three temporary specialties of the Dragon-Blood’s choice, distributed among the
Archery, Athletics, Awareness, Brawl, Dodge, Integrity, Martial Arts, Melee, Presence,
Resistance, Ride, Sail, Survival, Thrown, or War Abilities.
• One extra Willpower per day, which may only be spent resisting social influence. This
cannot raise him above his permanent Willpower and is lost at the end of the day if not spent.
The Dragon-Blood may use this Charm on up to a maximum of (Essence +3) characters at a time.
Blazing Heart Ascendancy
Cost: 6m; Mins: Presence 4, Essence 3
Type: Supplemental
Keywords: Fire
Duration: Instant
Prerequisite Charms: Debate-Sparking Bonfire
Fire is best fought with fire. This Charm supplements a persuade or threaten roll made with
Presence or Socialize. If the target enters a Decision Point to resist the supplemented influence,
the only Intimacies he can call upon to justify his resistance are those based on passion.
Intimacies with no emotional power, such as a Principle of belief in the rule of law, cannot be
used, even if they have a higher Intensity. Characters who have no passionate Intimacies to
inflame are immune to this effect.
Heartstring-Pulling Approach
Cost: 3m, 1wp; Mins: Presence 4, Essence 3
Type: Supplemental
Keywords: Fire
Duration: Instant
Prerequisite Charms: Hot-Blooded Ardor
The Dragon-Blood speaks directly to her listener’s emotions, stoking the flames that burn within
his heart. She adds a non-Charm success on a Presence- or Socialize-based influence roll with a
single target. If the target’s Resolve is lowered by a Major or Defining Intimacy based on
passionate emotion, the cost to resist the influence increases by one Willpower.
Aura of Invulnerability
Cost: 5m, 1wp; Mins: Presence 5, Essence 3
Type: Simple
Keywords: Aura, Fire, Perilous
Duration: One scene
Prerequisite Charms: Fearsome Dragon Presence
A fiery nimbus of anima engulfs the Dragon-Blood, burning with the radiance of her own
peerless self-confidence. After paying this Charm’s cost, she rolls (current temporary
Willpower), gaining a temporary −0 health level for each success, and adds (Charisma) to her
natural soak. Once this Charm ends, these temporary health levels fade, and all levels of damage
contained in them shift back into the Dragon-Blood’s damage track. If this incapacitates her, she
falls unconscious, even if lethally damaged, instead of being left dead or dying.
Vivacious Dragon Beauty
Cost: 6m; Mins: Presence 5, Essence 3
Type: Reflexive
Keywords: Aura, Wood
Duration: One scene
Prerequisite Charms: Hot-Blooded Ardor
Suffusing her demeanor with the sensuality of Wood Essence, the Dragon-Blood affects an
efficaciously seductive bearing. She gains a bonus dot of Appearance, which may raise her
Appearance above 5.
Minds Like Fertile Fields
Cost: 1m, 1wp; Mins: Presence 5, Essence 3
Type: Simple
Keywords: Earth, Psyche
Duration: Instant
Prerequisite Charms: Grinding Millstone Argument
The Dragon-Blood speaks an aphorism weighted with Earth Essence, suffusing her listener with
receptive passivity. She rolls ([Charisma or Manipulation] + Presence) against the Resolve of a
single character. A successful roll induces a pleasant trance state that lasts a few seconds. If
anyone immediately follows this up with an influence roll targeting the entranced character, his
receptive state leaves him unable to call on Intimacies to bolster his Resolve, nor can his
Intimacies be exploited to lower his Resolve.
Entombed Mind Technique
Cost: 5m, 1wp; Mins: Presence 5, Essence 3
Type: Simple
Keywords: Aura, Earth, Psyche
Duration: Instant
Prerequisite Charms: Minds Like Fertile Fields
With a low droning voice, the Dragon-Blood lulls her listener into dreamless sleep. To use this
Charm, she must first use its prerequisite to induce a receptive state in her target. She rolls
(Manipulation + Presence) against his Resolve, causing him to fall asleep unless he pays two
Willpower to resist. He cannot be woken from this sleep by others without magic for the rest of
the scene and an hour thereafter, and won’t awake of his own volition for at least a day. While
asleep, the Dragon-Blood may make a single influence roll against him with the benefits of
Minds Like Fertile Fields, whispering the words in his ear as he sleeps.
With an Essence 4 repurchase, the Dragon-Blood may pay an additional five motes to place a
target whose permanent Willpower is lower than her Essence into perpetual slumber. He doesn’t
suffer from hunger or thirst while he sleeps, nor does he age, but he cannot be woken without
magical intervention. The Exalted are immune to this effect; other supernatural creatures aren’t.
A third Essence 5 repurchase lets her pay a total of ten motes and two Willpower to petrify a
target she could have placed into eternal slumber, transforming him into an inanimate statue. She
may spend five motes and one Willpower to reverse the petrification with a touch. Otherwise, it
can only be undone with magic such as Order-Affirming Blow (Exalted, p. 334).
This Charm may only be used against a character once per story.
Dragon Warlord’s Convocation
Cost: 10m, 1wp; Mins: Presence 5, Essence 4
Type: Simple
Keywords: Fire
Duration: Instant
Prerequisite Charms: Blazing Heart Ascendancy, Heartstring-Pulling Approach
The Dragon-Blood forges loyalty with fiery words, overawing and inspiring those who hear her.
She makes an instill roll against a single character with ([Charisma or Appearance] + Presence),
doubling 9s, to create a Tie of loyalty towards her. This creates an Intimacy at Major intensity, or
strengthens a Minor or Major Intimacy to Defining intensity. If the target wishes to resist, he
must enter a Decision Point, calling on another Intimacy of equal or greater intensity and paying
two Willpower.
For the remainder of the story, the target cannot voluntarily weaken this Intimacy unless the
Dragon-Blood directly harms him or threatens one of his Major or Defining Intimacies. Even
then, he can only weaken it by one level for each offense.
Dragon Warlord’s Convocation can only be used once per story, unless reset by achieving a
legendary social goal (Exalted, p. 134).
Resistance
Ox-Body Technique
Cost: —; Mins: Resistance 1, Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: None
The blood of the dragons confers incredible resilience. Each purchase of this Charm grants extra
health levels based on the character’s Stamina rating.
At Stamina 1 and 2: Two −2 health levels.
3 and 4: One −1 and one −2 level.
5: One −1 and two −2 levels.
This Charm may be purchased (Resistance) times. If the Dragon-Blood’s Stamina increases, her
health levels change to reflect her new rating.
Purifying Blood Ascendancy
Cost: 2m per success; Mins: Resistance 1, Essence 1
Type: Reflexive
Keywords: Balanced, Earth, Excellency
Duration: Instant
Prerequisite Charms: None
The blood of the Dragons suffuses the Terrestrial’s body with legendary vigor. She may add
automatic successes to a Resistance roll for two motes each, and rerolls 6s until they cease to
appear.
Body-Cleansing Prana
Cost: 3m; Mins: Resistance 3, Essence 1
Type: Reflexive
Keywords: Air or Fire or Water, Balanced
Duration: Instant
Prerequisite Charms: Purifying Blood Ascendancy
The Dragon-Blood overcomes poison through mastery of her body’s own internal cycle of
elements, channeling Essence inward to cleanse herself of poison or disease. She may use this as
an Air Charm against inhaled poisons, as a Fire Charm to burn disease from her body, or as a
Water Charm against poisons transmitted through food, drink or weapons. Regardless of aspect,
she doubles 9s on the roll to resist.
With a Resistance 5, Essence 3 repurchase, if the Dragon-Blood rolls enough successes to
completely negate the duration of a poison, she may pay one Willpower to expel it at an enemy
within short range as an unblockable attack, either exhaling a great gout of venomous gas or
smoke, or driving poisons from her pores in a liquid burst. She rolls (Stamina + Resistance)
against his Evasion, exposing him to the poison if successful.
Uneating Earth Meditation
Cost: 2m; Mins: Resistance 1, Essence 1
Type: Simple
Keywords: Earth
Duration: One week
Prerequisite Charms: None
Like the earth itself, the Terrestrial has no need for external nourishment. She ignores any
deprivation penalties from starvation or dehydration (Exalted, p. 232). Additionally, she adds
(Resistance) to the amount of time she can go before succumbing to starvation or dehydration, as
long as she uses this Charm for that entire time.
Untiring Earth Meditation
Cost: 2m; Mins: Resistance 2, Essence 1
Type: Simple
Keywords: Earth
Duration: One day
Prerequisite Charms: Uneating Earth Meditation
Exhausted, the Dragon-Blood may find sustenance in the ground beneath her feet. As long as
she’s standing on the ground or touching stone, she ignores fatigue penalties.
Impervious Skin of Stone
Cost: 4m; Mins: Resistance 2, Essence 1
Type: Reflexive
Keywords: Balanced, Earth, Withering-only
Duration: Instant
Prerequisite Charms: None
Bracing herself against a blow, the Dragon-Blood deflects attacks with the force of solid stone.
She doubles her Stamina to determine her natural soak against a single withering attack.
In Earth Aura, this Charm can be used after an attack hits the Dragon-Blood, but before damage
is rolled.
Eternal Tide Endurance
Cost: 2m; Mins: Resistance 2, Essence 1
Type: Reflexive
Keywords: Water, Withering-only
Duration: Instant
Prerequisite Charms: Impervious Skin of Stone
The Dragon-Blood adapts to her foe’s attacks, turning his force to her advantage. Every 1 on a
withering attack roll against her increases her soak by +1.
In Water Aura, this Charm can be used against decisive attacks, granting one point of Hardness
for every 1 on the attack roll, up to a maximum of (Stamina) points. This doesn’t stack with other
sources of Hardness.
Supple Viridian Scales
Cost: 4m; Mins: Resistance 3, Essence 1
Type: Reflexive
Keywords: Wood
Duration: One tick
Prerequisite Charms: Impervious Skin of Stone
The Dragon-Blood wears her armor like a second skin, pliant and yielding as living wood, as she
moves with the sinuous grace of a dancing dragon. She lowers her armor’s mobility penalty by 1
for a single tick. If it’s light armor, she instead adds a non-Charm die on rolls to rush or
disengage.
In Wood Aura, this Charm’s duration lasts for as long as the Dragon-Blood remains in Aura.
(Element) Protection Technique
Cost: 5m; Mins: Resistance 3, Essence 2
Type: Reflexive
Keywords: Dual
Duration: One scene
Prerequisite Charms: Impervious Skin of Stone
The Dragon-Blood harmonizes her body with one of the five elements, rendering her body
almost impervious to any harm from that element. She chooses one of the five elements upon
activating this Charm, gaining +3 natural soak and (Stamina) Hardness against attacks made
using that element, such as a firewand’s blast, a wooden spear, a hurled stone, or the talons of an
air elemental. She subtracts (lower of Stamina or Resistance) from the damage of appropriate
environmental hazards.
This Charm can only negate harm that directly relates to the chosen element. An Earth-aspected
use won’t defend against metal weapons, nor would a Fire-aspected use defend against a Blazing
Solar Bolt.
Elemental Aegis
Cost: 4m (+1a); Mins: Resistance 3, Essence 2
Type: Simple
Keywords: None
Duration: Instant
Prerequisite Charms: Supple Viridian Scales
The Dragon-Blood can banish jade armor into one of the five elements, dissolving her hauberk
into water or letting the whirling wind divest her of armor piece by piece. She may send attuned
jade armor Elsewhere through a significant and dramatic manifestation of the chosen element: it
might vanish as she walks through fire, dissolve as she meditates beneath a waterfall, or be
drawn beneath a tree’s bark or into the rocky surface of a boulder or stone pillar. She may use
this Charm to retrieve the armor from a similar elemental manifestation, donning it as though
donning it normally (Exalted, p. 591).
If the Exalt doesn’t have access to an appropriate elemental manifestation, she may expend a
level of anima to banish or recall her armor. Once banished this way, it may be recalled through
a manifestation of her Aspect element.
Unsleeping Earth Meditation
Cost: 5m; Mins: Resistance 3, Essence 2
Type: Simple
Keywords: Earth
Duration: One scene
Prerequisite Charms: Uneating Earth Meditation
The Terrestrial sustains herself without need for sleep, renewing her wearied body by drawing on
Earth Essence. Once per day, she may spend an hour in meditation to gain all the benefits of a
good night’s sleep, including a point of Willpower. She may use this Charm to remain awake for
up to (Essence + Stamina) days without hindrance, but past that point, she ceases to regain
Willpower from it until she’s received a full eight hours of sleep normally each day over as many
days as she used this Charm to stay awake.
Unbreathing Earth Meditation
Cost: 5m; Mins: Resistance 4, Essence 2
Type: Reflexive
Keywords: Balanced, Earth
Duration: One scene
Prerequisite Charms: Unsleeping Earth Meditation
A single breath of air is enough to sustain the Dragon-Blood as she slows the rhythm of her lungs
and the beating of her heart. She may hold her breath for up to ([Stamina + Resistance] x5)
minutes, or ([Stamina + Resistance] x2) rounds in combat.
Unfeeling Earth Meditation
Cost: 3m; Mins: Resistance 5, Essence 2
Type: Reflexive
Keywords: Earth
Duration: Instant
Prerequisite Charms: Unbreathing Earth Meditation
The Dragon-Blood suffuses her body with Earth Essence, inuring herself to the pain and frailty
of her flesh. She may ignore wound penalties on a single action.
With an Essence 4 repurchase, using this Charm in Earth Aura extends its duration for as long as
the Dragon-Blood remains in Aura.
Body-Like-Clouds Meditation
Cost: 8m; Mins: Resistance 5, Essence 3
Type: Simple
Keywords: Aura, Signature (Air), Withering-only
Duration: Aura
Prerequisite Charms: None
The Dragon-Blood channels Air Essence throughout her body with circular breathing, lightening
and dispersing her form to become all but untouchable. Withering damage rolls against her take
a penalty of (Essence), which can reduce them even below their minimum damage. If a
withering attack hits her but deals no damage, she steals 2 Initiative from her attacker as he
overextends, striking where she’s not.
Perfected Scales of the Dragon
Cost: 7m, 1wp, expend Earth Aura; Mins: Resistance 5, Essence 3
Type: Reflexive
Keywords: Aura, Decisive-only, Signature (Earth)
Duration: Until next turn
Prerequisite Charms: None
The Dragon-Blood settles into a deep-rooted stance, will and Essence hardening her body into an
impervious form with an almost crystalline sheen. She gains Hardness equal to ([Essence +
Stamina] x2) against all decisive attacks until her next turn. This doesn’t stack with Hardness
from armor, but is compatible with Hardness granted by Resistance Charms such as Eternal Tide
Endurance or (Element) Protection Technique. Whenever a decisive attack is negated by her
Hardness, her attacker doesn’t reset to base Initiative; instead, he loses Initiative as though he’d
missed, which she gains.
Such is the focus required by this Charm that the Dragon-Blood cannot attack or move on her
next turn after using it, although she may still take other miscellaneous actions.
Raging Fire-Dragon Spirit
Cost: 6m, 1wp, 1ahl; Mins: Resistance 5, Essence 3
Type: Simple
Keywords: Aura, Signature (Fire)
Duration: Aura
Prerequisite Charms: None
The Dragon-Blood unleashes the deepest flames of her vitality, awakening the deadly force of
her inner fire. Her body becomes faster and stronger at the cost of risking exhaustion or death.
She gains a bonus dot of Strength, ignores a single point of wound penalty, and adds (lower of
Essence or Stamina) bonus dice on all rolls she makes to attack, rush, or attempt a feat of
strength. However, her Stamina doesn’t add to her soak and she loses one point of Initiative at
the end of each round.
Fathomless Depths Replenishment
Cost: 4m, 1wp; Mins: Resistance 5, Essence 3
Type: Simple
Keywords: Signature (Water)
Duration: One day
Prerequisite Charms: None
The Dragon-Blood meditates on the deepest depths of herself, discovering that she is eternal.
After spending an hour in meditation, she rolls (Essence + Stamina), unmodified by other effects.
Each success grants her a temporary −1 health level. Undamaged health levels fade away at the
end of this Charm’s duration, but the Dragon-Blood keeps any levels that are filled with damage,
and they count against her total successes on a subsequent roll to use this Charm. These health
levels are healed before any others of the same level when the Exalt recovers from rest or
receives magical healing. If the Dragon-Blood carries a wounded health level for more than
(Stamina) days, it falls from a −1 to a −2 health level. After another (Stamina x2) days, they
become −4 levels. Damaged levels vanish once they’re healed.
Well-Tended Garden of the Soul
Cost: 5m, 1wp, expend Wood Aura; Mins: Resistance 5, Essence 3
Type: Simple
Keywords: Aura, Perilous, Signature (Wood)
Duration: Until next turn
Prerequisite Charms: None
The Dragon-Blood beckons to the Wood Essence that moves through the wilderness, calling
forth healing renewal from the forest’s boughs. In a barren wilderness, it’s sufficient that she
touches a single shoot of green life to use this Charm. She weaves her hands through a series of
mudras that ends in a flash of anima that leaves every plant out to medium range radiant and
flourishing, traced with hints of green anima. Any blighted or diseased plants are healed, while
mundane plants that have died of winter frost or drought might be revived.
On her next turn, the blessing of life circles back unto her, unless this Charm is interrupted
before then by her being crashed, taking decisive damage, or being forced into a range band
devoid of plant life. She rolls (Essence + Stamina), unmodified by other effects, and heals a
single level of non-aggravated damage for each success.
This Charm can only be used once per day.
Earth Bears Witness
Cost: 5m, 3i; Mins: Resistance 4, Essence 3
Type: Reflexive
Keywords: Aura, Decisive-only, Earth, Perilous
Duration: Instant
Prerequisite Charms: (Element) Protection Technique
The Dragon-Blood braces her body solidly against the ground, feeling the Earth’s Essence
upholding her own. As she’s struck, the force of the blow passes through her and into
surrounding earth or stone. She subtracts (Stamina/2, rounded up) dice from the damage of a
decisive attack, shunting it into the ground. The Storyteller may deem that this creates difficult
terrain or destroys mundane objects.
If there’s a large, dramatically significant source of stone or other earth-based substance, such as
a boulder or stone pillar, within short range of the Exalt, she instead subtracts (Stamina) as it
bears the force of the attack for her. The force of her enemy’s blow might smash a crater in the
shape of her silhouette into a fortress’s walls or blast a stone monument from its pedestal.
With Resistance 5, the Dragon-Blood may purchase the following elemental variants of this
Charm for three experience points each.
Water: In Water Aura, this Charm can shift (Stamina/2, rounded up) dice of decisive damage
into any nearby water. It reduces damage by (Stamina) if she shifts it into a body of water or a
large vessel, such as a cistern or a well.
Wood: In Wood Aura, this Charm can shift (Stamina/2, rounded up) dice of decisive damage
into wooden objects or living plants. It reduces damage by (Stamina) if she shifts it into a
wooden structure or tree-sized plant.
Immovable Mountain Technique
Cost: 5m; Mins: Resistance 4, Essence 3
Type: Reflexive
Keywords: Earth, Perilous
Duration: One scene
Prerequisite Charms: Earth Bears Witness
Filling her body with the incredible weight of mountains and continents, the Dragon-Blood
refuses to be moved. She cannot be knocked back by smash attacks, thrown in a grapple, or
shifted by comparable mundane forces. Even magic is impeded by this Charm, although not
entirely negated, with the Storyteller adjudicating the specific nature of the defense based on the
nature of the Charm being used: A Solar using Heaven Thunder Hammer might be forced to
halve her damage successes when determining how far she can knock the Dragon-Blood. This
Charm ends if she moves from the spot where she used it, or if she’s crashed or incapacitated.
Ripples-on-Water Defense
Cost: 4m; Mins: Resistance 5, Essence 3
Type: Reflexive
Keywords: Aura, Dual, Water
Duration: Instant
Prerequisite Charms: Earth Bears Witness
The Exalt’s body becomes almost fluid as it disperses the force of attacks. Against a withering
attack, (lower of Essence or Stamina) 1s on the damage roll subtract successes. Against a
decisive attack, (lower of Essence or Stamina) 1s force her attacker to reroll that many damage
dice that show success, beginning with 7s and moving up.
Dragon’s Unfailing Vigor
Cost: —; Mins: Resistance 5, Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisite Charms: Ox-Body Technique (x5)
The Dragon-Blood has forged her body to a fivefold extreme of durability, reaching the apex of
her supernatural vitality. She gains one −0 health level and one −4 health level.
Flowing Dragon-Body Endurance
Cost: 4m, 1wp; Mins: Resistance 5, Essence 4
Type: Simple
Keywords: Aura, Decisive-only, Water
Duration: Aura
Prerequisite Charms: Ripples-on-Water Defense
The Dragon-Blood becomes as a standing wave, untouched by the attacks of lesser enemies. She
gains Hardness equal to her current Initiative against all decisive attacks. This Charm isn’t
compatible with armor.
Revolving-Hurricane-Force Defense
Cost: 5m, 1wp; Mins: Resistance 5, Essence 5
Type: Reflexive
Keywords: Air, Aura, Withering-only
Duration: Aura
Prerequisite Charms: Flowing Dragon-Body Endurance
The Dragon-Blood’s incredible resilience is like a raging gale barely contained within her body,
striking aside her enemies’ blows before they even touch her. She rolls (Stamina + Resistance)
with (Essence) non-Charm bonus dice, and gains a soak bonus equal to the successes against any
attack by a character with lower Initiative. The soak bonus falls by one point each time an attack
hits the Dragon-Blood.
This Charm can only be used once per scene.
Ride
Scattered Pearl Hoof Falls
Cost: 2m per success; Mins: Ride 1, Essence 1
Type: Supplemental
Keywords: Balanced, Excellency, Wood
Duration: Instant
Prerequisite Charms: None
The hoofbeats of the Dragon-Blood’s mount strike the ground as swiftly and lightly as pearls
falling from a broken necklace, speeding her onwards to her goal. She may add automatic
successes to a Ride roll for two motes each, and she ignores one point of mobility penalty from
her mount’s barding.
Heaven-Racing Leap
Cost: 4m; Mins: Ride 2, Essence 1
Type: Supplemental
Keywords: Air, Balanced
Duration: Instant
Prerequisite Charms: Scattered Pearl Hoof Falls
The Dragon-Blood urges her steed skywards in a leap that defies gravity. She may have her
mount automatically jump one range band forward horizontally with her reflexive movement for
the turn. Alternatively, when she has her mount jump as part of a movement roll, including
rushing and disengaging, every 10 rerolls a non-1 failed die.
In Air Aura, her steed may leap one range band vertically, as long as the steed can land on a
surface capable of bearing its weight.
Tread Rooted in Life
Cost: 4m; Mins: Ride 3, Essence 1
Type: Reflexive
Keywords: Balanced, Wood
Duration: One scene
Prerequisite Charms: Scattered Pearl Hoof Falls
At one with the wilderness that surrounds them, horse and rider move with matchless grace.
They may gallop through undergrowth, weave between trees in a dense forest, or trample over
brambles. The Dragon-Blood ignores plant-based environmental penalties to her mounted
movement actions.
Any environmental penalties on her Ride rolls due to plants or vegetation-covered terrain are
lowered by two points.
With Essence 2, the Dragon-Blood may learn elemental variants of this Charm for three
experience points each. These variants are Stackable with each other.
Air: This variant negates penalties from wind and foul weather.
Earth: This variant negates penalties for moving over uneven earth or rocky terrain.
Water: This variant negates penalties for moving while partially immersed in water, or over a
wet or slippery surface.
Great Heart Companion
Cost: 3m; Mins: Ride 2, Essence 1
Type: Reflexive
Keywords: Wood
Duration: Instant
Prerequisite Charms: None
Even the best-trained warhorse trembles at the perils that the Dragon-Blood faces, but the bond
between mount and rider is strong enough to withstand any test. She may grant her mount +2
Resolve against a threaten roll or other fear-based influence, or herself +1 Defense against an
unhorse gambit.
In Wood Aura, this Charm lasts as long as the Dragon-Blood remains in Aura, providing both
benefits.
Cloud-Harnessing Technique
Cost: 5m; Mins: Ride 3, Essence 2
Type: Reflexive
Keywords: Air
Duration: Until next turn
Prerequisite Charms: Heaven-Gracing Leap
The hooves of the Dragon-Blood’s horse barely seem to touch the earth as it gallops, seeming to
fly over the ground. Until her next turn, her mount can run across and stand on surfaces that
wouldn’t normally bear its weight, and ignores difficult terrain.
Dance of the Jade Bridle
Cost: 4m; Mins: Ride 3, Essence 2
Type: Simple
Keywords: Wood
Duration: Instant
Prerequisite Charms: Great Heart Companion
Even the mightiest beasts learn to bow before the dragon. The Dragon-Blood rolls ([Attribute] +
Ride) against an animal’s Resolve, impressing or subduing it with a stunt over the course of a
few minutes of interaction. She might win a tiger’s respect by staring it down using Charisma,
wrestle a river dragon using Strength to secure a place on its back, or leap out of a tree to land on
a strix using Dexterity. On a success, the animal allows the Dragon-Blood to saddle and mount
it, forming a Minor Tie of loyalty to her.
A single use of this Charm is insufficient to completely tame a wild animal, but it begins the
process. Kindly treatment, roleplaying interactions, and magic such as Beast-Taming Aspect (p.
XX) over the course of one or more sessions can tame even the most feral beast, at the
Storyteller’s discretion.
Reins-Like-Roots Unity
Cost: 3m; Mins: Ride 3, Essence 2
Type: Reflexive
Keywords: Balanced, Wood
Duration: Instant
Prerequisite Charms: Great Heart Companion
The bond between the Dragon-Blood and her mount isn’t easily broken. This Charm can be used
to defend against an unhorse gambit. 1s on the attack roll subtract successes, and the difficulty of
the gambit increases by 1.
In Wood Aura, this Charm’s duration lasts as long as the Exalt remains in Aura.
Creation-Turning Hoof
Cost: 5m; Mins: Ride 4, Essence 2
Type: Supplemental
Keywords: Earth
Duration: Instant
Prerequisite Charms: Tread Rooted in Life
Enemies ridden down by the Dragon-Blood know that escape is hopeless when they hear her
steed’s pounding hoofbeats build to a rumbling avalanche behind them. The Dragon-Blood
imposes a penalty equal to her mount’s Speed bonus on an enemy’s roll to oppose her mounted
rush.
Ebony Spur Technique
Cost: 2m, 3i; Mins: Ride 5, Essence 2
Type: Reflexive
Keywords: Decisive-only, Wood
Duration: Instant
Prerequisite Charms: Creation-Turning Hoof
Dragon-Blooded cavalry learn to ride and fight together in martial harmony, creating openings in
even the strongest defenses. This Charm can be used when a mounted ally successfully lands an
attack against an enemy within short range of the Dragon-Blood. She may reflexively move up to
one range band towards that enemy and make a decisive attack using any combat Ability, adding
her mount’s Speed bonus to the attack roll. This counts as her combat action for the round, and
she cannot use this Charm if she’s already attacked earlier in the round, but it doesn’t count
against her movement action.
Ebony Spur Technique can only be used once per scene, unless reset by crashing an enemy with
a mounted withering attack.
Ass-to-Elephant Method
Cost: 3m, 1wp; Mins: Ride 5, Essence 2
Type: Supplemental
Keywords: Earth
Duration: Instant
Prerequisite Charms: Great Heart Companion
A humble draft horse can haul massive boulders behind it when ridden by a Prince of the Earth.
This Charm supplements a feat of strength by a mount being ridden by the Dragon-Blood, adding
its Speed bonus to its Strength. This both increases its dice pool and its effective Strength rating
for determining what feats it may attempt (Exalted, p. 231).
Untethered Pegasus Spirit
Cost: 5m; Mins: Ride 5, Essence 3
Type: Simple
Keywords: Aura, Signature (Air)
Duration: One scene
Prerequisite Charms: Cloud-Harnessing Method
With a deft hand on the reins, the Dragon-Blood urges her steed skywards. She can ride
horizontally over thin air for as long as her mount continues to move, allowing her to
horizontally cross over canyons and similar gulfs. In addition, she may pay an additional point of
Willpower when she uses Heaven-Gracing Leap to rush an aerial enemy at out to medium range.
If successful, she’ll automatically ride one vertical or horizontal range band towards her target on
the rushed character’s next two turns, in addition to her normal movement. If the Dragon-Blood
ceases movement, ends this Charm early, or is unhorsed, both she and her steed drift to the
ground without taking falling damage.
Mountain-Trampling Hoof
Cost: 3m, 1wp; Mins: Ride 5, Essence 3
Type: Simple
Keywords: Signature (Earth)
Duration: Instant
Prerequisite Charms: Ass-to-Elephant Method
The Dragon-Blood endows her mount with the endurance of the mountains and the strength of a
falling avalanche as it charges forward like a battering ram to smash down gates and
fortifications. The Exalt’s mount makes a feat of demolition to destroy or topple an object at
least human-sized, adding (Essence/2, rounded up) non-Charm bonus successes. If she uses this
Charm after spending multiple consecutive turns moving towards the object, each range band of
movement lowers the Strength total required to attempt the feat by one, to a maximum of
(Essence). The mount is able to complete the feat in instants, even if it would normally take
longer.
The immense force unleashed by the mount’s battering charge isn’t without risk. For every 1 on
its feat of strength roll, roll a single die of bashing damage against it, ignoring Hardness. This
Charm cannot be used if the Dragon-Blood’s mount has no undamaged health levels above
Incapacitated.
Charge of One Hundred Generals
Cost: 8m, 1wp; Mins: Ride 5, Essence 3
Type: Simple
Keywords: Signature (Fire)
Duration: Instant
Prerequisite Charms: Ebony Spur Technique
The Dragon-Blood and her allies charge across the battlefield like a rapidly spreading flame. She
makes a mounted rush roll against a significant enemy or battle group out to four range bands
away, but no closer than medium range. If not already rolled into battle, all characters Join Battle
immediately. On a success, the Dragon-Blood and all other mounted characters within close
range of her (short range for mounted battle groups) move one range band towards the target on
each of their next four turns in addition to their normal movement, or until they reach close
range. All characters in the charge gain 1 Initiative for each range band they move while
charging the rushed character.
Ride Beneath the Waves
Cost: 3m, 1wp; Mins: Ride 5, Essence 3
Type: Simple
Keywords: Signature (Water)
Duration: One day
Prerequisite Charms: None
The Dragon-Blood can lead her mount even to the ocean’s depths, dancing through rivers and
seas as though born to them. Her mount can breathe water and is capable of swimming or
running over riverbeds and sea floors at no penalty. Ride rolls to control it underwater double 9s.
Note that this Charm doesn’t extend to the Dragon-Blood, who must use other magic such as the
Water Aspect anima or Unbreathing Earth Meditation (p. XX) to survive underwater.
Dragon-Among-Horses Exaltation
Cost: 5m, 1wp, 1ahl, 2xp; Mins: Ride 5, Essence 3
Type: Simple
Keywords: Signature (Wood)
Duration: Instant
Prerequisite Charms: Great Heart Companion
The Terrestrial anoints her beloved steed with her own blood, marking it with the blood of the
Dragons. As the droplets fall on its hide, the beast begins to flare with the Exalt’s own anima
banner, building over the next few minutes into a great bonfire of Essence in which it’s
transformed. A mount transformed by this Charm gains the following benefits:
• It gains one of the following: +1 die to all Strength-based dice pools and raw withering
damage; +1 die to all Dexterity-based dice pools; or +1 to all Stamina-based dice pools and +1
soak.
• Its natural Hardness increases by one point. Note that this renders it immune to anima
flux (p. XX).
• It gains two additional −4 health levels.
The Dragon-Blood can only use this Charm on a single mount at a time, but is refunded its
experience point cost if that creature dies. Rare horses descended from bloodlines intermingled
with elementals of the appropriate aspect are prized by the Dragon-Blooded, and using this
Charm on them requires no experience cost. The Blessed Isle’s horse-breeders compete
ruthlessly over such stock, which are sufficiently rare that Resources expenditures alone aren’t
enough to secure them. A Dynast might need to procure an opulent gift simply to open
negotiations with a seller, or perform a significant favor for a family elder in exchange for
making use of their connections.
Indomitable Warhorse Endurance
Cost: 3m, 1i per die removed; Mins: Ride 4, Essence 3
Type: Reflexive
Keywords: Balanced, Perilous, Wood
Duration: Instant
Prerequisite Charms: Reins-Like-Roots Unity
The Dragon-Blood may activate this Charm when her mount would take decisive damage, after
any attack roll but before damage is rolled. She may spend up to (Essence) Initiative to subtract
that many dice from the damage roll. Outside of combat, such as riding through an environmental
hazard, she always subtracts (Essence) dice.
Seizing-the-Reins Approach
Cost: 1m, 1wp; Mins: Ride 4, Essence 3
Type: Simple
Keywords: Fire
Duration: Instant
Prerequisite Charms: Dance of the Jade Bridle
The Dragon-Blood rides away with her enemies’ steeds, showing even the most ferocious mounts
that they cannot equal her burning, reckless spirit. She attempts to leap onto the mount of an
unhorsed foe (or another trained animal without a rider) within close range. This is a difficulty 3
gambit rolled with (Dexterity + Ride). Successfully executing this gambit lets the Dragon-Blood
climb onto the animal and reflexively order it to make a withering attack (Exalted, p. 203).
In Fire Aura, the Dragon-Blood may use this Charm reflexively when she successfully unhorses
an enemy (Exalted, p. 200) within close range using any combat Ability.
Unbreakable Stallion Spirit
Cost: 5m; Mins: Ride 4, Essence 3
Type: Reflexive
Keywords: Wood
Duration: One scene
Prerequisite Charms: Creation-Turning Hoof
Essence ripples through the thews of the Dragon-Blood’s mount, bolstering its speed and surety.
This Charm adds +1 to the Speed bonus of the Exalt’s mount, and doubles 9s on any Ride rolls
she makes to maintain her steed’s balance, avoid being thrown from the saddle, or otherwise
avoid mount-related obstacles.
Seven-League Gallop
Cost: 1m, 1wp; Mins: Ride 5, Essence 3
Type: Simple
Keywords: Wood
Duration: One hour
Prerequisite Charms: Unbreakable Stallion Spirit
Imbued with legendary vitality, the Exalt’s mount achieves the apex of speed. She converts one
die of her mount’s Speed bonus into a non-Charm success on rolled movement. Outside of
combat, her mount’s movement speed is dramatically accelerated, letting her move (Essence)
times the normal distance she’d be able to cover in an hour. If she maintains the use of this
Charm throughout a longer journey, the time it takes to complete is halved.
Once the Dragon-Blood has spent two Willpower in a day on this Charm’s cost, she waives the
Willpower cost of all subsequent activations.
Trail-Blazing Dragon Steed
Cost: 5m, 1a; Mins: Ride 5, Essence 3
Type: Supplemental
Keywords: Fire
Duration: Instant
Prerequisite Charms: Seven-League Gallop
The inexorable Essence of fire blazes in the Dragon-Blood’s steed as it gallops at full speed
towards its goal, leaving a trail of burning hoofprints behind it. After a successful mounted rush,
if the rushed foe provokes the Dragon-Blood’s reflexive movement, she ignites a fiery
environmental hazard along her path, with difficulty 4 and Damage (Essence)L/round. It
continues to burn until her next turn, although the Storyteller may deem that terrain such as dry
grass continues to burn for a full scene.
Vanishing Cloud-Rider Ways
Cost: 4m; Mins: Ride 4, Essence 3
Type: Supplemental
Keywords: Air, Balanced
Duration: Instant
Prerequisite Charms: Cloud-Harnessing Technique
Moving with the grace and speed of a zephyr, the Dragon-Blood’s steed effortlessly evades harm.
This Charm supplements a mounted disengage roll, rerolling 6s until they fail to appear and
negating all penalties from flurrying the roll.
In Air Aura, this Charm also refunds the Initiative cost of a successful disengage.
Blazing Charger Attack
Cost: 7m, 1wp; Mins: Ride 5, Essence 4
Type: Supplemental
Keywords: Aura, Fire, Uniform
Duration: Instant
Prerequisite Charms: Trail-Blazing Dragon Steed
The Dragon-Blood builds her killing pace as she charges across the battlefield, urging her mount
onwards faster and faster. She doubles 9s on a mounted rush. On a success, if her enemy
provokes her reflexive movement, she may move up to two range bands towards him instead of
one. If she reaches close range, she may also make a reflexive decisive attack using Brawl,
Martial Arts, or Melee. If she attacks with a fixed lance, she may make an impaling attack
(Exalted, p. 203) without needing to meet the normal requirements.
Elusive Skirmisher Tactic
Cost: 1m, 1wp; Mins: Ride 5, Essence 4
Type: Reflexive
Keywords: Uniform, Wood
Duration: Instant
Prerequisite Charms: Vanishing Cloud-Rider Ways
Horse and rider move as one to take aim, lining up the perfect shot. Upon disengaging from an
enemy, the Dragon-Blood may use this Charm to reflexively aim at him. A ranged attack that
receives the dice from aiming also adds one bonus die of raw damage.
Horses-Like-Dragons Stampede
Cost: 5m, 2wp; Mins: Ride 5, Essence 5
Type: Simple
Keywords: Wood
Duration: Until battle is joined
Prerequisite Charms: Blazing Charger Attack, Seize-the-Reins Approach
Stampeding beasts follow the Dragon-Blood in an overwhelming charge, routing enemy
formations and smashing through their fortifications. This Charm is a dramatic action to prepare
for an upcoming battle by rounding up a herd of horses or other wild, ridable animals — even
blundering yeddim. This is a series of (Charisma + Ride) rolls, which are treated as rally for
numbers actions (Exalted, p. 209), building up the Magnitude of animals that the Dragon-Blood
has gathered. Each roll takes five minutes of animal calls, handling, or impressive stunts to
complete. Once the Dragon-Blood has built up enough Magnitude to form a Size 1 battle group,
she may continue making rally rolls to increase the group’s Size, up to a maximum of Size 3.
Concealing the approach of this stampeding herd is impossible without large-scale magic.
The herd isn’t treated as a battle group in combat. Instead, when the Dragon-Blood rolls Join
Battle, it stampedes across the battlefield, imposing a penalty equal to (its Size) on all enemy
Join Battle rolls, before dispersing. Every enemy whose Join Battle roll is beaten by the Dragon-
Blood’s takes decisive damage as the stampede tramples over them. She divides (Initiative +
stampede’s Size) dice of bashing damage evenly among the victims (round up), ignoring
Hardness. Trivial opponents and battle groups instead take the full (Initiative + Size) damage
roll, which doesn’t detract from the total divided among other enemies. This attack resets the
Dragon-Blood to base Initiative once it’s completed.
The Dragon-Blood may learn elemental variants of this Charm for three experience points each.
While she’s in appropriate terrain, she may rouse that element’s natural perils instead of wild
animals. She still rolls to build up its effective Size for determining the Join Battle penalty and
total damage inflicted, but this represents the force of nature that follows her, growing stronger
as she rides.
Air: Riding through snow-covered land, the Dragon-Blood trails an avalanche behind her. Any
enemy that takes decisive damage on the initial roll is hurled one range band away from the
Dragon-Blood and falls prone. The numbing cold imposes a penalty equal to the avalanche’s
Size on all movement rolls a damaged character makes until he receives medical treatment as a
difficulty 3 (Intelligence + Medicine) roll.
Earth: Charging across mountainsides or stony terrain, the Dragon-Blood unleashes a rockslide
that follows in her wake. Any enemy that takes decisive damage on the initial roll is hurled one
range band away from the Dragon-Blood and falls prone, covered in rubble. A buried character
or one of his allies must succeed on a Strength 3 feat of strength at difficulty 3 to clear the rubble
before he can attempt to rise from prone.
Fire: Riding over dry grass or other parched foliage, the Dragon-Blood ignites a roaring grass
fire that follows in her wake. A bonfire (4L/round, difficulty 5) ignites at the feet of each enemy
that that takes decisive damage from the initial roll. At the Storyteller’s discretion, flammable
scenery may also catch fire as long as no character is present in the same space. These fires burn
until the end of the scene unless put out.
Water: The Dragon-Blood may ride with a river or similar body of water at her back, running
along the riverbed until the river runs with her. As she Joins Battle, it changes its course to spill
over onto the battlefield, positioned by the Storyteller to benefit the Dragon-Blooded. Its largest
dimension is at least (Size/2, rounded up) range bands long, from a starting point determined by
the Storyteller. Once the scene ends, the river slowly reverts to its original course.
Sail
Fine Passage-Negotiating Style
Cost: 2m per success; Mins: Sail 1, Essence 1
Type: Supplemental
Keywords: Balanced, Excellency, Water
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood threads her ship like a needle through dangerous patches of sargasso seas,
rock-strewn shallows, or warship-patrolled waters. She may add automatic success to a Sail roll
for two motes each, and rerolls 6s until they cease to appear.
Storm-Outrunning Technique
Cost: 2m; Mins: Sail 2, Essence 1
Type: Supplemental
Keywords: Pilot, Water
Duration: Instant
Prerequisite Charms: Fine Passage-Negotiating Style
The Dragon-Blood is the ocean’s own kin, plying its waters not as obstacles to be overcome but
as welcome friends to be greeted. When she makes a Sail roll that her ship’s Speed applies to,
she rerolls ([lower of Wits or Speed], minimum one) non-1 failed dice.
Ocean-Darting Maneuver
Cost: 5m; Mins: Sail 3, Essence 1
Type: Supplemental
Keywords: Balanced, Pilot, Water
Duration: Instant
Prerequisite Charms: Storm-Outrunning Technique
Steering her ship with the fluid grace of Water Essence, the Dragon-Blood can accomplish nigh-
impossible maneuvers. She doubles 9s on a roll to navigate through a naval hazard or enact a
positioning stratagem in naval combat (Exalted, pp. 244-245). On a successful positioning
stratagem, she receives (Essence) additional Momentum.
Dragon Mariner Attitude
Cost: 5m; Mins: Sail 2, Essence 1
Type: Reflexive
Keywords: Water
Duration: One scene
Prerequisite Charms: None
The Dragon-Blood’s reputation precedes her ship to shore. She can manipulate the flow of her
reputation as though it were a stream of water, choosing one of the following effects.
Carousing: Adopting the poise of a sailor in port, the Dragon-Blood radiates a desire to take part
in drinking, gambling, and similar vices common to sailors, as well as any local indulgences.
Characters seeking to supply such vices will seek her out to provide them, or information about
where to get them.
Heroism: The Dragon-Blood’s naval prowess marks her as a hero of the seas. Characters facing
problems that a seafaring hero could solve, such as pirate raids, a loved one lost on a missing
ship, or an urgent shipment of exotic goods that needs to be delivered, will seek her out as the
solution to their problem, treating this a Minor Tie of trust to her.
Leadership: The Dragon-Blood radiates the confidence of a commanding admiral. All sailors
under her command are treated as having a Minor Tie of respect towards her, and she adds one
bonus success on inspire rolls and command actions targeting them. Trivial characters who are
seafarers gain this Intimacy even if they aren’t part of the Exalt’s crew.
Menacing: The Dragon-Blood’s bearing suggests ruthlessness and a history of violence. She
adds one automatic success on threaten rolls and gains the Hideous Merit (Exalted, p. 162).
Deck-Striding Prana
Cost: 3m, 2i; Mins: Sail 2, Essence 1
Type: Supplemental
Keywords: Perilous, Water
Duration: Instant
Prerequisite Charms: Dragon Mariner Attitude
No landlubber she, the Dragon-Blood crosses over storm-tossed decks or windswept rigging with
fluid grace. She adds (Sail) bonus dice on a movement roll or a roll to maintain her balance, or
may use her reflexive move action to ascend or descend one vertical range band up a ship’s
rigging, a ladder that spans decks, or similar nautical scenery without needing to roll.
In Water Aura, this Charm’s Initiative cost is waived and it loses the Perilous keyword.
Hurricane-Predicting Glance
Cost: 5m; Mins: Sail 3, Essence 1
Type: Simple
Keywords: Air
Duration: Instant
Prerequisite Charms: Dragon Mariner Attitude
The Dragon-Blooded mariner can smell trouble on the salty breeze or see a coming storm in red
clouds, allowing her to steer safely through monsoons, thunderstorms, and roiling waves. She
rolls ([Perception or Intelligence] + Sail) against a difficulty based on her familiarity with the
seas she’s sailing — home waters might be difficulty 1; a trade route leading to an island she’s
never been to before might be difficulty 3; and completely unmapped seas might be difficulty
5+. A successful roll lets her flawlessly predict any weather she’ll encounter at sea along the
course of her ship’s travel for a single day, letting her foresee even the most freakish natural
weather phenomena. She cannot predict the effects of weather-controlling magic.
If the Exalt foresees dangerous weather, she gains a temporary Sail specialty in avoiding or
navigating it, which lasts until the weather has passed. She may only have one specialty granted
by this Charm at a time.
Old Salt Spirit
Cost: 5m, 1wp; Mins: Sail 3, Essence 2
Type: Reflexive
Keywords: Balanced, Mute, Water
Duration: One scene
Prerequisite Charms: Dragon Mariner Attitude
Weathered by her time at sea, the Dragon-Blood is undaunted by unknown terrors and deaf to the
calls of sirens. She gains +1 Resolve against fear-based influence, as well as any influence that
would cause her to sail her ship into peril or prevent her from taking to the seas aboard her ship.
If she incorporates the memory of a past seafaring adventure into a stunt, this bonus increases to
(Sail/2, rounded up) for that action.
Seven Seas Wind-Luring Chanty
Cost: 2m, 1wp; Mins: Sail 3, Essence 2
Type: Simple
Keywords: Air
Duration: One day
Prerequisite Charms: Hurricane-Predicting Glance
The Dragon-Blood leads her crew in a bawdy chorus, appeasing the spirits of air. When she
suffers penalties for sailing against the wind or from other foul weather, she may roll (Charisma
+ Sail). Every two successes she rolls, rounded down, lowers any penalties she faces by one
point. If she uses this Charm in favorable weather, success calls up a wind that keeps her sails
filled, increasing any Speed bonus from the ship’s sails by +1.
Sturdy Bulkhead Concentration
Cost: 4m, 1a; Mins: Sail 3, Essence 2
Type: Reflexive
Keywords: Wood
Duration: Instant
Prerequisite Charms: Ocean-Darting Maneuver
The Dragon-Blood’s anima spreads to enfold the timbers of her ship, hardening its hull to rebuff
the harshest perils of the sea or the weapons of oceangoing pirates. Whenever her ship suffers
Hull damage from a failed roll to navigate an aquatic hazard or from a damage-dealing stratagem
such as a broadside in naval combat (Exalted, p. 245), she may roll (Essence + 2) non-Charm
dice. If these successes raise the Dragon-Blood’s total roll high enough to have beaten the
hazard’s difficulty or the opposing captain’s roll, the total damage her ship suffers is reduced by
one point, although this doesn’t change her failure on the roll.
This Charm can only be used once per scene, unless reset by succeeding on a Sail roll with
difficulty 4+.
Storm-Singer’s Reprieve
Cost: 7m, 1wp; Mins: Sail 5, Essence 3
Type: Simple
Keywords: Signature (Air)
Duration: Instant
Prerequisite Charms: Seven Seas Wind-Luring Chanty
Singing ancient rimes and sea shanties passed down across generations of sailors since the dawn
of history, the Dragon-Blood appeals to the gods of the sea for mercy, dispersing thunderstorms
or opening a path through hurricane winds. Faced with a weather-based maritime hazard or other
troubled waters (Exalted, pp. 244-245), she may use this Charm to roll (Charisma + Sail) with
double 9s against the hazard’s difficulty. Success disperses the hazard entirely, without needing
an extended Sail action. On a failed roll, she can still attempt to navigate the hazard normally.
This Charm can only be used once per story, unless reset by successfully dispersing or otherwise
navigating through a hazard to continue sailing on to a location for the direct purpose of
achieving a major character or story goal (Exalted, p. 170) or a legendary social goal (Exalted,
p. 134).
Hull-Shattering Avalanche Impact
Cost: 6m, 1a, 1wp; Mins: Sail 5, Essence 3
Type: Simple
Keywords: Pilot, Signature (Earth)
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood’s anima banner enfolds her ship as it builds speed, growing into an
insurmountable onslaught of force to smash through enemy ships or fortifications. She
undertakes a ram stratagem in naval combat (Exalted, p. 245) with double 8s. A successful
stratagem inflicts an additional point of Hull damage for every two threshold successes instead of
every three.
Outside of combat, this Charm can be used to demolish a seafaring structure or obstacle by
ramming it. This is a feat of strength (Exalted, p. 229) rolled using (Wits + Sail), adding (the
ship’s Speed) non-Charm bonus dice. This Charm can be used to attempt feats that normally
require up to Strength 10, as long as the Storyteller deems it feasible based on the size of the
ship.
This Charm can only be used once per day.
Dragon Sets the Seas Ablaze
Cost: 10m, 1a, 1wp; Mins: Sail 5, Essence 3
Type: Simple
Keywords: Pilot, Signature (Fire)
Duration: Instant
Prerequisite Charms: None
The dragon admiral’s burning fury reduces enemy fleets to charred cinders. The Exalt makes a
broadside stratagem (Exalted, p. 245) with double 9s, discharging her anima through her ship’s
weaponry to set the enemy ship aflame. On a successful roll, the enemy ship catches fire and
continues to burn for the rest of the scene. At the end of each round, including the round this
Charm is used, roll one die of Hull damage against that ship. A captain can direct her crew to put
out the fires as a special naval stratagem rolled with (Wits + Sail) that costs two Momentum. If
that ship’s captain loses the opposed roll for that stratagem, the ship remains aflame, although it
doesn’t take damage from the fire that round.
This Charm can only be used once per scene.
Shipwreck-Strewn Tempest Wake
Cost: 5m, 1a, 1wp; Mins: Sail 5, Essence 3
Type: Reflexive
Keywords: Aura, Pilot, Signature (Water)
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood’s ship churns the seas into a roiling frenzy in its wake, forcing her pursuers to
choose between risking destruction or watching her sail free into the horizon. When she succeeds
on an extended roll to escape from naval pursuit or to enact an escape stratagem in naval combat,
she creates a swirling maelstrom or similar peril that the opposing captain must contend with.
Navigating this hazard is a (Wits + Sail) roll at a difficulty of (the Exalt’s Essence + 2). A ship
whose captain fails this roll suffers one point of Hull damage. In addition, he’s either thrown off
course or otherwise delayed, leaving him unable to make any meaningful progress towards
pursuing the Dragon-Blood’s ship for (Essence) days. If multiple ships are in pursuit of the
Dragon-Blood or engaged in naval combat in the same waters, they must all navigate through the
hazard if they wish to follow her.
This Charm can only be used once per story, unless reset by achieving a major character or story
goal (Exalted, p. 170) through seafaring prowess, or after using a ship to reach a vital locale.
Benediction of the Living Ship
Cost: 10m, 1a, 1wp; Mins: Sail 5, Essence 3
Type: Simple
Keywords: Aura, Signature (Wood)
Duration: Instant
Prerequisite Charms: Sturdy Bulkhead Concentration
Verdant Essence races across the Dragon-Blood’s ship, reawakening the sylvan vitality of its
timbers. Roots and branches knit together damaged portions of hull; flowers or fruit sprout to
nourish the ship’s crew. She rolls (Essence), plus any applicable Sail specialty, and heals her ship
of that many points of Hull damage.
The Exalt and all allied characters aboard the ship heal a single level of non-aggravated damage
as they bask in the fragrant aroma of blossoming flowers or eat of the ship’s bounty. If the ship’s
food stores are running low, this Charm provides enough food to sustain the crew for the rest of
the story. All members of the crew gain a non-Charm bonus success on any roll to resist poison
or disease that they make while aboard the ship.
This Charm can only be used on a ship once per story, unless all Hull damage to it is fully
repaired.
Vanishing Fog-Bank Escape
Cost: 5m, 1a; Mins: Sail 4, Essence 3
Type: Simple
Keywords: Mute, Pilot, Water
Duration: Instant
Prerequisite Charms: Seven Seas Wind-Luring Chanty
The Dragon-Blood sloughs off her anima banner as a cloud of mist that engulfs her ship, buying
her a chance to flee unseen. In naval combat, she may use this Charm to attempt an escape
stratagem (Exalted, p. 245) at a reduced cost of six Momentum. In addition, for each point of
Momentum she has over the opposing captain after both pay the costs of their stratagems that
interval, she adds one bonus die on the escape roll.
This Charm can also enhance the interval roll for a pursuit at sea (Exalted, p. 244) in which she’s
fleeing, imposing a penalty of (Essence) on the opposing captain’s roll. This Charm can be used
outside of naval combat or naval pursuit, creating a large fogbank that covers the entire ship for
one scene unless dispersed by magical or extremely strong winds.
Pirate-Masquerading Method
Cost: 5m, 1wp; Mins: Sail 5, Essence 3
Type: Reflexive
Keywords: Water
Duration: One scene
Prerequisite Charms: Vanishing Fogbank Escape
Skilled in the ways of seafaring deception, the Dragon-Blood conceals the true colors of her ship
under a mirage of Essence, causing other vessels to perceive it as a ship of their own allegiance
or purpose. A merchant vessel from a foreign kingdom would see her warship as flying under its
own kingdom’s flag, while a pirate raiding-ship would see her as a fellow corsair. She rolls
(Manipulation + Sail) to determine the quality of this ruse, adding (Essence) non-Charm bonus
dice. Any nontrivial character within long range or closer of the ship can attempt to see through
this ruse with a (Perception + [Awareness or Investigation]) roll with a difficulty equal to the
Dragon-Blood’s result on the roll. Characters who attempt this roll without the benefit of
applicable magic or superhuman senses suffer a −3 penalty on the roll. Once a character has
boarded the ship, he can see through this ruse automatically.
Alternatively, the Dragon-Blood may use this Charm on herself whenever she attempts to fit in
to a society of sailors or other seafarers: a ring of smugglers operating out of Champoor, a Tya
guildhouse, the Lintha crime family, etc. She adds (Sail) bonus dice on any disguise roll she
makes to pose as a member of that group, and gains +2 Guile against any roll that would reveal
information exposing her outsider status.
Bellowing Thunder Admiral
Cost: 8m, 1wp; Mins: Sail 5, Essence 3
Type: Simple
Keywords: Air, Balanced
Duration: One scene
Prerequisite Charms: Old Salt Spirit
Barking orders over the din of hurricanes, the Dragon-Blood incites her sailors to courage and
swift victory in battle. She adds (Essence/2, rounded up) successes on command actions targeting
battle groups made up of sailors under her command. Such groups add (her Essence/2, rounded
up) successes on Willpower rolls against rout and gain the Resolve bonus of Old Salt Spirit as
long as they’re within medium range of her.
Special activation rules: If the Dragon-Blood wins Join Battle after taking a boarding action in
naval combat (Exalted, p. 246), she may use this Charm reflexively.
Ship-Seizing Dragon Talon
Cost: 1m, 1wp; Mins: Sail 5, Essence 4
Type: Supplemental
Keywords: Water
Duration: Instant
Prerequisite Charms: Bellowing Thunder Admiral
Enacting a fluid battle strategy, the Dragon-Blood and her crew descend on enemy ships with
unstoppable force. This Charm enhances any boarding action in naval combat (Exalted, p. 245)
with double 9s. If the Dragon-Blood successfully boards and initiates combat, every threshold
success on her naval stratagem roll adds one bonus die to the Join Battle rolls of her and all her
allies, and she may waive the Willpower cost of Bellowing Thunder Admiral if she wins Join
Battle.
Fog Shroud Ambush
Cost: 6m, 1wp; Mins: Sail 5, Essence 5
Type: Supplemental
Keywords: Mute, Pilot, Water
Duration: Instant
Prerequisite Charms: Pirate-Masquerading Method, Ship-Seizing Dragon Talon
Mist swirls around the Dragon-Blood’s ship as she maneuvers it out of sight, catching enemy
ships off guard as she emerges from the fog. She waives the Momentum cost of a concealment
stratagem in naval combat (Exalted, p. 245). If she succeeds and uses her next round to enact a
broadside, escape, or ram stratagem against the enemy ship, she succeeds automatically,
regardless of the opposing captain’s roll. If the opposing captain benefits from superhuman
senses capable of seeing through fog or magic such as Eye of the Unconquered Sun, or is guided
by an ally with such senses, the Dragon-Blood doesn’t automatically succeed, but imposes a
penalty of (Manipulation) on opposing rolls.
This Charm can only be used once per scene, unless reset by successfully incapacitating an
enemy ship with a naval stratagem.
Socialize
Loquacious Courtier Technique
Cost: 2m per success or +1 Guile; Mins: Socialize 1, Essence 1
Type: Supplemental or Reflexive
Keywords: Balanced, Excellency, Fire, Mute
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood endears herself to all company with pleasing and faultless manners, She may
add automatic successes to Socialize rolls or raise her Guile for two motes each.
Wary Yellow Dog Attitude
Cost: 3m; Mins: Socialize 2, Essence 1
Type: Supplemental
Keywords: Fire
Duration: Instant
Prerequisite Charms: Loquacious Courtier Technique
The line between social pleasantries and drawn blades can be all too thin, but the Dragon-Blood
isn’t caught unawares. When combat breaks out amid social interaction, she may use this Charm
to Join Battle with ([Perception or Wits] + Socialize). If she’s successfully influenced or read the
intentions of one of her enemies earlier in the scene, she rolls an additional non-Charm die for
each 10 on her Join Battle roll.
Friend-to-All-Nations Attitude
Cost: —; Mins: Socialize 3, Essence 1
Type: Permanent
Keywords: Wood
Duration: Permanent
Prerequisite Charms: Loquacious Courtier Technique
The Dragon-Blood ingratiates herself into insular cliques, foreign courts, and barbarian tribes
with skillful understanding of their customs and mores. After spending at least an hour being
exposed to any culture or social group, she may gain a temporary Socialize specialty in it. She
may have up to (Essence) specialties granted by this Charm at a time. If she wishes to gain a new
temporary specialty while at the maximum, she must abandon an old one.
Loyalty-Reading Meditation
Cost: 4m; Mins: Socialize 3, Essence 1
Type: Supplemental
Keywords: Fire
Duration: Instant
Prerequisite Charms: Loquacious Courtier Technique
Who can conceal the heat of his passion from the Dragon-Blood’s keen eye? When she reads
intentions to discern an Intimacy based on emotion, that Intimacy penalizes the target’s Guile as
though it were his Resolve (Exalted, p. 215).
Smoke-Wreathed Mien
Cost: 3m; Mins: Socialize 3, Essence 1
Type: Reflexive
Keywords: Fire
Duration: Instant
Prerequisite Charms: Loquacious Courtier Technique
Feigned languor conceals the Dragon-Blood’s true feelings. When a character she’s aware of
rolls to read her intentions, (Essence) 1s on his roll each force him to reroll a successful die,
starting with 7s and moving up.
Auspicious First Meeting Attitude
Cost: 5m; Mins: Socialize 3, Essence 2
Type: Simple
Keywords: Balanced, Water
Duration: Instant
Prerequisite Charms: Friend-to-All Nations Attitude, Loyalty-Reading Meditation
Swift to win new friends and impress new acquaintances, the Dragon-Blood reads them and
tailors her bearing to their expectations to leave a perfect first impression. Upon meeting a
character for the first time, the Dragon-Blood may combine a read intentions action with an
instill action to create a positive Tie towards herself, making a single ([Charisma, Appearance, or
Perception] + Socialize) roll against his (lower of Guile or Resolve).
Brother-Against-Brother Insinuation
Cost: 5m; Mins: Socialize 3, Essence 2
Type: Simple
Keywords: Fire
Duration: Instant
Prerequisite Charms: Wary Yellow Dog Attitude
Sometimes a lone spark is all it takes to destroy a relationship. The Dragon-Blood makes an
instill roll with double 9s to either weaken a positive Tie towards a character that belongs to the
same culture or social group as her target, or to instill a negative tie towards such a character. In
addition, targets cannot draw on Intimacies towards the culture or group they share to bolster
Resolve against this influence.
Seizing-the-Tongue Technique
Cost: 6m; Mins: Socialize 3, Essence 2
Type: Supplemental
Keywords: Air, Balanced
Duration: Instant
Prerequisite Charms: Friend-to-All-Nations Attitude
Quick wits allow the Dragon-Blood to nimbly avoid social pitfalls and correct faux pas without
giving offense. She rerolls (Essence) non-1 failed dice on an influence roll made with Presence or
Socialize.
In Air Aura, the Dragon-Blood may use this Charm reflexively after making a roll.
Sweeten-the-Tap Method
Cost: 5m, 1wp; Mins: Socialize 3, Essence 2
Type: Simple
Keywords: Fire/Wood
Duration: One scene
Prerequisite Charms: Friend-to-All-Nations Attitude
Whether it’s freely flowing libations at a Dynastic salon or a ration of rum at a military
encampment, alcohol improves moods and eases social friction. When the Dragon-Blood
supplies drinks, she may use this Charm to heighten their potency and quality. Each character
who partakes is treated as having a positive Minor Tie for his fellow partygoers — whose
context, such as affection or camaraderie, is chosen by his player — and suffers −1 Guile.
However, sweetening the tap also increases the risk of fraying tempers or violent overreactions.
If a character botches a social action, the positive Tie towards him created by this Charm inverts
into a negative Tie for all inebriated partygoers who witnessed the offense.
Shadow-Dispersing Radiance
Cost: 1m, 1wp; Mins: Socialize 4, Essence 2
Type: Supplemental
Keywords: Balanced, Fire
Duration: Instant
Prerequisite Charms: Loyalty-Reading Meditation
Whether enticed by her striking looks or menaced by her intimidating features, few can keep
their secrets when they look upon the Dragon-Blood. If her Appearance is higher than a
character’s Guile, she adds non-Charm dice equal to the difference on a roll to read his
intentions.
Eye-for-Passions Scrutiny
Cost: 2m; Mins: Socialize 5, Essence 2
Type: Supplemental
Keywords: Fire
Duration: Instant
Prerequisite Charms: Shadow-Dispersing Radiance
When the Dragon-Blood successfully reads a character’s intentions, the Storyteller reveals an
additional Intimacy based on emotion that relates to the motives or other Intimacy she discerned.
For example, uncovering a courtier’s Intimacy for a beautiful performer might reveal his Tie of
hatred for a romantic rival, while uncovering that a vagabond intends to pickpocket her might
reveal a Tie of love for the family he needs to feed.
Watching the Salon’s Shadows
Cost: 3m; Mins: Socialize 4, Essence 2
Type: Reflexive
Keywords: Balanced, Fire
Duration: Instant
Prerequisite Charms: Loyalty-Reading Meditation, Smoke-Wreathed Mien
Even as she flaunts her finery and shares laughter with intimate friends, the Dragon-Blood is at
her most vigilant. She gains +1 Guile against the read intentions roll of a character she’s unaware
of. If she defeats his roll, she may roll (Perception + Awareness) with double 9s to detect him.
Smoke Without Flame
Cost: 4m, 1wp; Mins: Socialize 5, Essence 2
Type: Reflexive
Keywords: Fire
Duration: Instant
Prerequisite Charms: Smoke-Wreathed Mien
Those who expect intemperance or unthinking passion from the Dragon-Blood are the most
easily deceived. She gains +1 Guile. If the opposing character fails to read her intentions, he
believes that he’s succeeded, but what’s revealed to him is an exaggeration of the Dragon-
Blood’s emotional state or one of her emotion-based Intimacies, chosen by the player. Irritation
might be misread as a hate-filled vendetta; infatuation as passionate longing; or boredom as soul-
crushing ennui.
In Fire Aura, the Guile bonus doesn’t count as a bonus from Charms.
With a Socialize 5, Essence 4 repurchase, even if the Dragon-Blood’s Guile is beaten, she may
expend her Fire Aura to exaggerate any emotions or emotion-based Intimacies that are revealed.
Clear-Eyed Courtier’s Scrutiny
Cost: 10m, 1wp; Mins: Socialize 5, Essence 3
Type: Simple
Keywords: Mute, Signature (Air)
Duration: Instant
Prerequisite Charms: None
As she gazes down from a superior social vantage, the complexities of courtly intrigues lay
themselves bare before the Dragon-Blood. She makes a single read intentions roll against all
characters she can perceive, doubling 9s. She may either attempt to determine each of their
intentions in the current scene — for instance, scanning an office of functionaries to determine
which ones are working dutifully, which are lazing, and which are in the process of embezzling;
or she can attempt to identify their Intimacies on a single topic — discerning how the members
of a prince’s court feel about him, or the reasons why a mob of peasant is protesting a satrap’s
rule. Even if her roll fails to overcome a character’s Guile, she doesn’t need to reset her read
intentions action before attempting it against him again in the same scene.
This Charm can only be used once per day.
Unfaltering Pillar of Unity
Cost: 10m, 1wp; Mins: Socialize 5, Essence 3
Type: Simple
Keywords: Mute, Signature (Earth)
Duration: Instant
Prerequisite Charms: None
Expounding on the importance of tradition and social order while inveighing against disloyalty,
the Dragon-Blood strengthens the foundations of society. She rolls (Charisma + Socialize) to
instill one or more members of a single culture or social group with a Tie of loyalty towards that
society, doubling 8s and ignoring the penalty for influencing multiple characters. A character
whose Resolve is beaten must enter a Decision Point and call on a Major or Defining Intimacy to
resist the Tie being created. As usual, strengthening an existing Intimacy can’t be resisted with
Willpower.
An affected character cannot voluntarily weaken the instilled Tie until (6 − his Integrity) weeks
have passed, nor can he take actions that would oppose the Intimacy during that time, unless
failing to do so would oppose a Defining Intimacy. Other characters can attempt to erode the Tie
normally using social influence, but are subject to the rules for overturning social influence
(Exalted, p. 221). Fully eroding the Intimacy frees the character from this Charm’s effects.
This Charm can only be used once per story, unless reset by accomplishing a major character or
story goal (Exalted, p. 170) that benefits a culture or social group that the Exalt belongs to.
Wildfire Scandal Revelation
Cost: 15m, 1wp; Mins: Socialize 5, Essence 3
Type: Simple
Keywords: Mute, Signature (Fire)
Duration: Instant
Prerequisite Charms: None
No tinder burns hotter than a stolen secret, igniting a blaze that spreads with the swiftness of
rumor. To use this Charm, the Dragon-Blood must first uncover an embarrassing or damaging
secret of another character, one that, if revealed, would have dramatic negative consequences for
that character. She may then use this Charm when she reveals his secret to others, rolling
(Charisma + Socialize), doubling 8s, to instill a negative Tie toward him or weaken positive Ties
towards him. This also instills a negative Tie or weakens positive Ties towards a culture or social
group chosen by the Exalt that he belongs to. For the rest of the story, affected characters gain the
benefit of a temporary specialty on any influence roll they make to spread the secret using any
social Ability. Resisting this influence costs (Dragon-Blood’s Essence/2, round up) points of
Willpower.
This Charm can only be used once per story, unless reset by accomplishing a major character or
story goal (Exalted, p. 170) by orchestrating the social downfall of a rival — causing him to lose
an official position or social standing, creating a scandal that destroys his reputation, or similar.
She can only use this Charm again on the same character by revealing a different secret, even if it
resets.
Ego-Dissolving Deception
Cost: 5m, 1wp; Mins: Socialize 5, Essence 3
Type: Simple
Keywords: Psyche, Signature (Water)
Duration: One story
Prerequisite Charms: None
Diving below the shallows of her conscious mind into the depths of her deepest self, the Dragon-
Blood submerges herself in a life of falsehoods. After spending at least an hour in meditation, she
may rewrite her own memories of a single event or relationship. She could convince herself that
a beloved spouse died in battle, erase an incriminating meeting with a co-conspirator from her
memory, or make herself believe that she’s defected from her Great House to loyally serve a
group that she’s actually infiltrating. She gains a Major Principle reflecting this belief, and may
treat any influence that would weaken it as unacceptable for this Charm’s duration. She may
release her mote commitment to this Charm reflexively to end its duration and restore her true
memories, even if she doesn’t remember using it, but the Intimacy remains in place until she
erodes it normally, until which time she may confuse her two sets of memories.
At Essence 5, the Dragon-Blood may expend her Water Aura to use this Charm reflexively in
response to any effect opposing her Guile, altering her memories so that even if the effect
succeeds, the information gleaned will be falsified.
This Charm can only be used once per story, unless reset by accomplishing a major character or
story goal (Exalted, p. 170) that the Exalt has altered her memories to achieve.
Poisonous Sneer Reproach
Cost: 2m, 1wp; Mins: Socialize 5, Essence 3
Type: Reflexive
Keywords: Signature (Wood)
Duration: Instant
Prerequisite Charms: None
Tongue dripping with venom, the Dragon-Blood excoriates the speech of an ill-mannered rival.
When she witnesses another character attempt social influence, she may speak against it, deriding
the speaker or exposing the flaws in his argument with a ([Charisma or Manipulation] +
Socialize) roll. Each of her successes imposes a −1 penalty on the speaker’s influence roll. If this
penalty reduces his dice pool to zero, or if he rolls and botches, his influence has the opposite of
its intended effect on each character whose Resolve was beaten by the Dragon-Blood’s roll.
Attempting to flatter an official would create a negative Tie instead of a positive one, while
intimidating a group of guards into standing down would cause them to attack instead.
This Charm can only be used once per day.
Ember-Fanning Provocation
Cost: 5m, 1wp; Mins: Socialize 4, Essence 3
Type: Simple
Keywords: Fire
Duration: Instant
Prerequisite Charms: Brother-Against-Brother Insinuation, Seizing-the-Tongue Technique
A dragon’s breath stokes the embers of enmity into a full-blown bonfire. The Dragon-Blood
makes a persuade roll supported by a negative Tie for foreigners, outsiders, or members of an
undesirable subculture, or a negative Tie instilled with Brother-Against-Brother Insinuation,
doubling 9s. If the leveraged Intimacy is Major or Defining, the cost of resisting increases to two
Willpower.
Smoothing-Over-the-Past Technique
Cost: 5m, 1wp; Mins: Socialize 5, Essence 3
Type: Simple
Keywords: Psyche, Water
Duration: Instant
Prerequisite Charms: Ember-Fanning Provocation
The Dragon-Blood’s lulling speech and hypnotic bearing muddles the memory of an enemy,
rival, or ill-treated acquaintance, banishing a past event that would reflect poorly on a current
conversation to the depths of his unconscious. She makes a special (Manipulation + Socialize)
instill roll against a single character to suppress his memory of a single incident of her past
misbehavior. She takes a penalty determined by the Storyteller based on the misconduct’s
severity — an insult without lasting consequences might suffer no penalty; petty theft or
humiliation in front of a small group might suffer a −1 penalty; inflicting a disfiguring wound or
public humiliation before a large group might suffer a −3 penalty; a murder attempt might suffer
a −5 penalty.
Success suppresses the chosen memory, allowing the Dragon-Blood to interact with her victim
for a single scene as though it never happened. The victim cannot bring it up or even remember
it, rationalizing away any inconsistencies this causes. If he has a negative Tie towards the
Dragon-Blood based on the erased memory, it’s likewise suppressed. If the Intimacy is based on
more than one transgression, the Dragon-Blood must erase them all with multiple uses of this
Charm to suppress the Intimacy.
If the victim’s loss of memory would cause him to act inconsistently with a Major or Defining
Intimacy, other than a negative Tie for the Dragon-Blood, he may pay one Willpower to resist.
However, he’s unaware she caused his memory lapse.
A Socialize 5, Essence 5 repurchase allows the Dragon-Blood to expend her Water Aura to
permanently erase the targeted memory with this Charm. The penalty for erasing egregious
misdeeds subtracts successes instead of dice. The victim may still resist, as above, but doing so
only restores the memory for a single scene. Once he’s spent three total Willpower resisting, the
memory is restored permanently.
Enticing Flame Feint
Cost: 6m; Mins: Socialize 4, Essence 3
Type: Reflexive
Keywords: Fire, Mute
Duration: Instant
Prerequisite Charms: Watching the Salon’s Shadows
The Dragon-Blood draws attention away from less-subtle allies with inflammatory words or a
provocative display. When she witnesses a character attempting to read an ally’s intentions, she
may impose a penalty of (lower of her Essence or Manipulation) on the roll. Each use of this
Charm inflicts a −1 penalty on her own Guile for the rest of the scene.
Rumor-Dredging Gaze
Cost: 6m, 1wp; Mins: Socialize 4, Essence 3
Type: Reflexive
Keywords: Mute, Water
Duration: Instant
Prerequisite Charms: Auspicious First Meeting Attitude, Shadow-Dispersing Radiance
A master blackmailer, the Dragon-Blood draws forth secrets from the murkiest depths. She rolls
to read intentions with double 9s. Instead of specifying an Intimacy she wishes to discern, the
Dragon-Blood instead uncovers whichever Intimacy her target most desires to keep hidden from
her. If she uses this information to blackmail her target with a bargain or threaten action in the
same scene, she doubles 9s on the influence roll, which can be made with any social Ability. A
successful influence roll grants her one Willpower.
Implacable Dragon Mien
Cost: 5m, 1wp; Mins: Socialize 5, Essence 3
Type: Simple
Keywords: Earth, Mute
Duration: One day
Prerequisite Charms: Smoke Without Flame
The Dragon-Blood’s stoic countenance gives away no more than a mountain’s face. She gains +2
Guile, except against rolls that would reveal a Major or Defining Intimacy based on emotion, or
an intention arising out of such an Intimacy.
In Earth Aura, this rises to +3 Guile. Even against rolls that would reveal an emotion-based
Intimacy or an intention that upholds such an Intimacy, she adds +1 Guile.
Rippling Mirror Face
Cost: 6m, 1wp; Mins: Socialize 5, Essence 4
Type: Reflexive
Keywords: Mute, Water
Duration: Instant
Prerequisite Charms: Rumor-Dredging Gaze, Smoke Without Flame
The sparkling waters of the sunlit ocean conceal dark depths, hidden beneath blinding reflections.
The Dragon-Blood may use this Charm when she asserts her Guile against a read intentions roll.
If that roll fails, the opposing character believes he succeeded. Instead of revealing the truth, the
Dragon-Blood may choose an Intimacy possessed by any character present in the scene that she’s
previously discerned with her own read intentions action, passing it off as her own.
In Water Aura, this Charm may be declared after a character has failed a read intentions roll,
rather than before he rolls.
Stealth
Distracting Breeze Meditation
Cost: 2m per success; Mins: Stealth 1, Essence 1
Type: Supplemental
Keywords: Air, Balanced, Excellency, Mute
Duration: Instant
Prerequisite Charms: None
As the Dragon-Blood moves through the shadows, the wind itself conspires to conceal her,
blowing out torches, flapping curtains, or knocking over objects to create distractions. She may
add automatic successes to a Stealth roll for two motes each.
Vanishing Wind-Body Technique
Cost: 4m; Mins: Stealth 3, Essence 1
Type: Simple
Keywords: Air
Duration: One scene
Prerequisite Charms: Distracting Breeze Meditation
The Dragon-Blood is one with the air around her, releasing the solidity and substance that weigh
down her body. She ignores one point of the penalty for using Stealth in combat, and effects that
detect air motion, like Living Pulse Perception (Exalted, p. 271) or the air-aspected variant of
All-Encompassing Earth Sense (p. XX), don’t work against her. She can still be detected
normally by hearing and other senses.
In Air Aura, the Dragon-Blood may ignore (her Essence/2, rounded up) in penalties for using
Stealth in combat.
Flowing Shadow Stance
Cost: 2m; Mins: Stealth 3, Essence 1
Type: Supplemental
Keywords: Water
Duration: Instant
Prerequisite Charms: Vanishing Wind-Body Technique
The Dragon-Blood moves with the grace of a secret current, flowing past the notice of her
enemies. She rerolls 6s on a Stealth roll until they cease to appear, and gains a point of Initiative
if she beats the opposed rolls of all enemies.
In Water Aura, when the Exalt gains Initiative with this Charm, she may choose one of the
enemies she beat with her Stealth roll, causing him to lose one Initiative.
Soundless Action Prana
Cost: 4m; Mins: Stealth 3, Essence 2
Type: Reflexive
Keywords: Air, Mute
Duration: Until next turn
Prerequisite Charms: Vanishing Wind-Body Technique
The Dragon-Blood silences herself with an inner whirlwind, drawing in the sound of every
unintended gasp or misplaced footstep before it reaches the ears of her foes. Every 10 on a
Stealth roll rerolls a non-1 failed die, and she can’t be detected by hearing unless the opposing
character’s hearing is superhuman or magically enhanced. Such characters still take a −2 penalty
on rolls to hear her.
Shimmering Heat-Mirage Tactic
Cost: 4m, 2i; Mins: Stealth 4, Essence 2
Type: Simple
Keywords: Fire, Perilous
Duration: One scene
Prerequisite Charms: Flowing Shadow Stance
The Dragon-Blood’s outline wavers and distorts like heat haze, her movements seeming to
double and treble as she trails afterimages. She gains +2 Evasion. This Charm ends if a non-
trivial enemy attacks her and rolls no 1s, even if she successfully defends.
In Fire Aura, withering attacks don’t end this Charm even if they have no 1s, as long as they
have no 10s.
Whispering Dragon Soul
Cost: —(2m per Charm); Mins: Stealth 5, Essence 3
Type: Permanent
Keywords: Mute, Signature (Air)
Duration: Permanent
Prerequisite Charms: None
Having meditated on the nature of silence, the Dragon-Blood directs her enlightenment inward,
suffusing her anima banner with the subtlety of air. She may pay two motes to apply the Mute
keyword to any Air or Balanced Charm she uses.
The Dragon-Blood can master this Charm for other elements for three experience points each.
She cannot mute multiple Charms of different elements in a single instant (excluding Balanced
Charms).
Sleeping Dragon’s Lair
Cost: 7m, 1wp; Mins: Stealth 5, Essence 3
Type: Simple
Keywords: Mute, Signature (Earth)
Duration: Indefinite
Prerequisite Charms: None
The Dragon-Blood descends into the earth beneath her, either to coil and slumber or simply to
wait. As long as she’s standing on reasonably pliant ground, she may sink into it, entombing
herself just below the surface. She cannot be seen or heard without using applicable magic, such
as hearing her heartbeat with Knowing Beyond Silence or sensing her presence with Feeling the
Dragon’s Bones (p. XX). She can still be tracked by scent, but her trail ends abruptly at the point
where she vanished into the earth.
While entombed, the Dragon-Blood cannot use her senses or move without the use of
appropriate Charms. She could eavesdrop through a layer of topsoil with Deep-Listening Palm
(p. XX), detect the presence of anyone within range with All-Encompassing Earth Sense (p.
XX), or move underground with One-With-Earth Embodiment (p. XX). She buries herself along
with enough air to breathe for five minutes, after which she must hold her breath or make use of
Charms such as Unbreathing Earth Meditation (p. XX).
When this Charm ends, the Dragon-Blood emerges from the earth in a great plume of dust that
she can hide within. She may expend her Earth Aura through the dust plume to blind all enemies
in short range unless they succeed on a (Stamina + Awareness) roll at difficulty 3. Blinded
characters must spend three Initiative and a turn washing out their eyes to regain sight.
An Essence 5 repurchase of this Charm lets the Dragon-Blood descend into solid rock as long as
it’s natural, unworked stone. She could embed herself in the wall of a cavern or a mountain
overhang, but not the stone floor of a dungeon. She may expend her Earth Aura when she
emerges from solid rock to unleash a spray of stone shrapnel that both blinds enemies as above
and acts as a one-time environmental hazard out to short range from the Dragon-Blood with
Damage 3L and a difficulty equal to (the lowest of her Strength, Dexterity, or Stamina).
Flame-Becomes-Shadow Technique
Cost: 2m, 1wp; Mins: Stealth 5, Essence 3
Type: Simple
Keywords: Signature (Fire)
Duration: One scene
Prerequisite Charms: None
The Terrestrial shrouds the flame of her presence in smoke and shadows, diverting the attention
of those who are most in awe of her. The Dragon-Blood rolls ([Manipulation or Appearance] +
Stealth) against the Resolve of any character that has an Intimacy which supports deference or
submission towards her — whether love, fear, or belief in Immaculate orthodoxy. The targeted
Intimacies penalize Resolve as normal. Any character that fails his roll is incapable of perceiving
the Dragon-Blood until she takes hostile action or chooses to reveal herself. An Immaculate
monk could walk unnoticed into the midst of a meeting plotting sedition against the Realm,
stepping forward from the shadows to pronounce judgment.
A character that wishes to resist this unnatural influence must enter a Decision Point, calling
upon an Intimacy of equal or greater strength than the one exploited and paying a point of
Willpower.
Depth-Stalking Discipline
Cost: 6m, 1wp; Mins: Stealth 5, Essence 3
Type: Simple
Keywords: Aura, Mute, Signature (Water)
Duration: Aura
Prerequisite Charms: Flowing Shadow Stance
The Dragon-Blood submerges herself in Water Essence to wash away anything that might betray
her presence. She doubles 9s on Stealth rolls. While surrounded by water, such as being
submerged or in driving rain, she doubles 8s and is completely imperceptible by scent — able to
evade the hunting hounds of a god by fleeing into a storm, or to swim through the sea while
bleeding heavily without drawing the notice of siakas.
This Charm can only be used once per scene.
Shadow-Stalking Predator Spirit
Cost: 5m, 1wp; Mins: Stealth 5, Essence 3
Type: Reflexive
Keywords: Aura, Dual, Mute, Signature (Wood)
Duration: Aura
Prerequisite Charms: None
The Dragon-Blood moves through the wilderness as its hidden master, stalking her prey unseen.
Boughs twist to conceal her movement; fragrant flowers and pollen obscure her scent trail. To
use this Charm, she must be moving through or hiding behind light foliage, small trees, or
comparable vegetation. When an enemy within medium range — or long range, in areas of
heavy growth such as thick bamboo groves or forests dense with underbrush — rolls to oppose
her Stealth, any 1s he rolls subtract successes.
When the Dragon-Blood makes an unexpected attack against an enemy within range of this
Charm, she may expend her Wood Aura — ending this Charm — to double her attack roll’s
threshold successes when calculating the damage of a withering attack, or to add her threshold
successes as dice to the damage of a decisive attack. If she conveys poison through an
unexpected decisive attack this way, she adds (Essence/2, rounded down) to its duration.
This Charm can only be used once per scene.
Burning Shadow Double
Cost: 1m, 1wp; Mins: Stealth 4, Essence 3
Type: Simple
Keywords: Fire
Duration: One scene
Prerequisite Charms: Shimmering Heat-Mirage Tactic
The Dragon-Blood radiates her presence through the shadows as a heat mirage, distorting the air
to create a near-perfect double of herself, tinged with glowing hints of her anima. To use this
Charm, she must be in concealment. She may place a decoy at any point within medium range.
The decoy is realistically lifelike and can appear to take most actions the Exalt could, as
determined by her, but cannot speak, make sounds, or touch anything, and has no scent. It can’t
move beyond medium range from her, and vanishes if she moves further than medium range
from it.
The decoy has Evasion (Manipulation) against attacks, and dissipates into nothingness once
struck. Against attacks made from short or close range, its Evasion falls to 0. As long as it isn’t
hit, it continues to convincingly imitate the Dragon-Blood, though it cannot take combat actions.
Once a character comes within short or close range of the decoy, he may roll (Perception +
Awareness) opposing (the Dragon-Blood’s Manipulation + Stealth) to realize the decoy is a
sham, and can warn his allies not to attack it. Magic such as Keen Sight Technique (Exalted, p.
267) allows characters to make this roll at any range.
In Fire Aura, the Exalt may create up to (Essence + Manipulation) separate decoys with each use
of this Charm, paying two motes for each additional mirage.
Zone of Silence Stance
Cost: 10m, 1wp; Mins: Stealth 4, Essence 3
Type: Simple
Keywords: Air, Mute
Duration: One scene
Prerequisite Charms: Soundless Action Prana
The Dragon-Blood weighs down the air around her, trapping sounds in frozen stillness. She can
silence the ringing of blades, the desperate cry of a wounded bandit, or the shattering of a
thousand-year old vase. This Charm functions as Soundless Action Prana, but silences the Exalt
completely, defeating even supernatural hearing. In addition, she can radiate silence out to close
range, making it impossible to hear anyone or anything within that radius and obstructing the
passage of sound through the zone of silence as though it were a solid steel dome over her.
Characters may pay one Willpower to speak forcefully enough to pierce the silence long enough
to make one social roll if remaining silent would threaten one of their Major or Defining
Intimacies.
In Air Aura, the Dragon-Blood may expand the zone of silence by one range band at the end of
each round, maximum long range.
Deadly Riptide Executioner
Cost: 5m; Mins: Stealth 5, Essence 3
Type: Reflexive
Keywords: Aura, Dual, Mute, Water
Duration: Aura
Prerequisite Charms: Flowing Shadow Stance
The Dragon-Blood stalks her victim calmly but inexorably, slowly gathering force until she
finally draws blood. This Charm can only be used in concealment. The Dragon-Blood chooses a
character, and gains one point of Initiative each turn that she moves towards him without
breaking concealment. If she leaves concealment or fails to pursue the chosen target, this Charm
ends.
If the Dragon-Blood ends this Charm by making an unexpected attack, she may expend her
Water Aura to dissolve into dark water as she lunges forward, ignoring (Essence + 2) points of
soak on a withering attack, or ignoring (Essence) points of Hardness and doubling 10s on the
damage roll of a decisive attack.
Dragon Shroud Technique
Cost: 5m, 1wp; Mins: Stealth 5, Essence 4
Type: Reflexive
Keywords: Air, Mute
Duration: One scene
Prerequisite Charms: Zone of Silence Stance
The Dragon-Blood spins air into an enfolding shroud against all senses. Her form is blurred and
indistinct, her noises muffled, and every other trace of her presence masked from detection —
scent, body heat, and more. All rolls to oppose her Stealth take a penalty of (her Essence/2,
rounded up), and she waives the cost of muting Air Charms with Whispering Dragon Soul. The
Charm ends if the Dragon-Blood attacks.
Mela’s Hungry Jaws
Cost: 3m, 1wp; Mins: Stealth 5, Essence 5
Type: Simple
Keywords: Air, Aura
Duration: Aura
Prerequisite Charms: Dragon Shroud Technique
The Dragon-Blood steals the very air from her victim’s lungs, suffocating him without ever
laying a hand on him or being seen. This Charm can only be used while in concealment, against
an enemy within medium range who’s unaware of the Dragon-Blood. She steals his breath,
causing him to begin to asphyxiate (Exalted, p. 232). Trivial opponents never receive a chance
to hold their breath, even outside of combat.
The Terrestrial cannot move while using this Charm to siphon her foe’s breath, but neither can
her victim move without rolling a disengage against her, regardless of the distance between
them. A victim can only break free of Mela’s Hungry Jaws if he successfully finds the Dragon-
Blood with a (Perception + Awareness) roll or succeeds in withdrawing to extreme range. His
allies can attempt to free him by attacking the Dragon-Blood once they’ve found her. Even if the
attack roll misses, as long as it rolled no 1s, this Charm ends, while a hit automatically ends it.
Survival
Ration-Enhancing Method
Cost: 2m; Mins: Survival 1, Essence 1
Type: Supplemental
Keywords: Balanced, Excellency, Wood
Duration: Instant
Prerequisite Charms: None
The wilderness welcomes the Dragon-Blood’s presence, recognizing her as a Prince of the Earth.
She may add automatic successes to a Survival roll for two motes each. If she enhances a roll to
forage for food, it yields enough edible plants or game to feed a single additional character
besides her for one day per threshold success.
Quarry Revelation Technique
Cost: 2m; Mins: Survival 2, Essence 1
Type: Supplemental
Keywords: Balanced, Wood
Duration: Instant
Prerequisite Charms: Ration-Enhancing Method
The Dragon-Blood can track wild beasts back to their dens or the Anathema to their lairs. She
rerolls 6s on a tracking roll (Exalted, p. 230) until they cease to appear, and is capable of rolling
to contest even magical concealment that is otherwise perfect, such as a Solar’s Traceless
Passage.
Trail-Concealing Measure
Cost: 5m; Mins: Survival 3, Essence 1
Type: Supplemental
Keywords: Balanced, Mute, Wood
Duration: Instant
Prerequisite Charms: Quarry Revelation Technique
Skillfully concealing all signs of her passage, the Dragon-Blood may tread over twigs without
snapping them and walk through grass without bending a blade. She doubles 9s on a Survival
roll to conceal her tracks or on a Stealth roll to establish concealment in a forest, grassland, or
similar wilderness.
The Dragon-Blood may learn elemental variants of this Charm that function in different terrain
for three experience points each.
Air: This variant can be used in snowfall, or amid snow-covered or icy terrain.
Earth: This variant can be used underground, or in mountainous or other rocky terrain.
Fire: This variant can be used in widespread fire or smoke, or amid deserts or active volcanic
terrain.
Water: This variant can be used in rainfall, near bodies of water, or amid marshy or swampy
terrain.
Beast-Taming Aspect
Cost: 3m; Mins: Survival 3, Essence 1
Type: Supplemental
Keywords: Balanced, Wood
Duration: Instant
Prerequisite Charms: Ration-Enhancing Method
The Dragon-Blood’s mien gives pause to even the most ferocious predators, proving to them that
she deserves their respect. She doubles 9s on a roll to train an animal (Exalted, p. 554) or to
influence it using Performance or Presence. Even if she uses this Charm to scare off a dangerous
predator, her noble bearing causes the beast to regard her with respect. Over the course of weeks,
she can claim such an animal as her familiar. This takes a number of weeks equal to (its
Resolve), and the Dragon-Blood must successfully interact with it using this Charm at least once
each week. Once this is done, that animal becomes her familiar at no experience cost.
Animal Empathy Technique
Cost: 4m; Mins: Survival 3, Essence 1
Type: Supplemental
Keywords: Balanced, Wood
Duration: Instant
Prerequisite Charms: Beast-Taming Aspect
The Dragon-Blood needs no words to communicate with animals, mimicking their bestial body
language or vocalizations to engage them. She adds (Essence) non-Charm bonus dice on an
influence roll made against an animal using any Ability. In addition, her target doesn’t gain the
Resolve bonus for lacking a common language (Exalted, p. 221).
Wild-Wandering Forester’s Charm
Cost: 3m; Mins: Survival 2, Essence 1
Type: Simple
Keywords: Wood
Duration: Instant
Prerequisite Charms: Ration-Enhancing Method
The Dragon-Blood knows the wilderness as well as she knows her own domain, aware of the
secrets and wonders hidden within it. She rolls ([Intelligence or Wits] + Survival) to introduce a
fact (Exalted, p. 237) about a wilderness region that she’s familiar with. She might recount her
knowledge of an animal species native to the region, the location of a rare medicinal herb, or
effective preparations against a hazard she might encounter.
Mother-of-Beasts Mastery
Cost: 8m, 1wp; Mins: Survival 4, Essence 2
Type: Simple
Keywords: Wood
Duration: One week
Prerequisite Charms: Beast-Taming Aspect
The Dragon-Blood’s natural affinity for animals makes her a peerless trainer, able to rear and
nurture even the most savage beasts. She may complete one interval of the extended roll to train
an animal (Exalted, p. 554) in a week of training, rather than a month, and ignores the usual
specialty requirements.
A Survival 5, Essence 3 repurchase of this Charm lets the Dragon-Blood train her familiar to
awaken magical abilities (Exalted, p. 555) at a cost of two experience points each. This cost is
refunded if her familiar dies.
Invoking Nature’s Forgiveness
Cost: 3m, 1wp; Mins: Survival 3, Essence 2
Type: Simple
Keywords: Wood
Duration: One day
Prerequisite Charms: Ration-Enhancing Method
The Dragon-Blood’s skill in weathering difficult climes lets her protect her allies from even the
most hostile environments, leading them through searing desert or frozen tundra. She may
protect herself, her Sworn Kin, and (Essence) additional characters. The Exalt must spend five
minutes in one-on-one training and preparations with each beneficiary. Each protected character
gains a temporary Resistance specialty in withstanding his current environment, and ignores (her
Essence) in environmental penalties from harsh climes.
Up to five Dragon-Blooded who know this Charm can use it cooperatively. Each additional Exalt
adds +1 to the effective Essence of the user to determine how many additional characters can be
protected and the amount of penalty reduction.
Stalking Wolf Pursuit
Cost: 4m; Mins: Survival 3, Essence 2
Type: Supplemental
Keywords: Wood
Duration: Instant
Prerequisite Charms: Quarry Revelation Technique
Honing her senses with Essence, the Dragon-Blood can hunt her foes no matter how they try to
hide. She ignores any penalties on a tracking roll from visual obstructions, the age of the tracks,
and similar environmental factors. A successful roll also lets her determine how much time has
elapsed since the target left based on the remaining strength of his scent.
Vanishing Tracks Technique
Cost: 5m; Mins: Survival 4, Essence 2
Type: Supplemental
Keywords: Air
Duration: Instant
Prerequisite Charms: Trail-Concealing Measure
The Dragon-Blood is a master of moving without trace, and can obscure the passage of others
with her mastery. She rerolls 6s on a roll to cover her tracks. She may conceal the spoor of her
Sworn Kin and (Essence) additional characters, allowing them to use half of her rolled successes
(rounded up) in place of their own result if it’s higher.
Cunning Beast-Mind Inspiration
Cost: 2m, 1wp; Mins: Survival 5, Essence 3
Type: Reflexive
Keywords: Aura, Signature (Air)
Duration: One turn
Prerequisite Charms: Mother of Beasts Mastery
The Dragon-Blood’s familiar has wisdom beyond the ken of ordinary beasts, its mind honed by
Air Essence. The Exalt may use this Charm on her familiar’s turn, rolling (Charisma + Survival).
She adds half the total successes rolled, rounded up, to one action her familiar takes that turn. In
addition, if her familiar takes a defend other action to protect her, it may do so reflexively. If it
attempts a distract gambit to benefit her, it doubles 7s on the attack roll.
Earth-Moving Kata
Cost: 10m, 1wp; Mins: Survival 5, Essence 3
Type: Simple
Keywords: Signature (Earth)
Duration: Instant
Prerequisite Charms: None
Moving with practiced discipline through whirling steps and dragon-claw mudras, the Dragon-
Blood unleashes a seismic pulse of Earth Essence to strike aside an obstacle. Any natural earthen
scenery that bars her path can be removed, such as fallen rocks that block a road, a boulder rolled
in front of a cave mouth, or a pool of quicksand. The Storyteller describes the exact effects of
this pulse on the scenery — it might cause piled-up stones to fall away, harden quicksand into
solid terrain, shatter boulders, or cause stone to meld back into the earth. However, she cannot
use this Charm to affect masonry walls or other man-made obstructions.
Alternatively, the Dragon-Blood can create a bridge or stairway out of earth or stone to span a
canyon, chasm, or similar gap. This cannot extend more than (Essence/2, round up) range bands
from her.
Wildfire-Taming Technique
Cost: 10m, 1wp; Mins: Survival 5, Essence 3
Type: Simple
Keywords: Signature (Fire)
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood may admonish even a wildfire, brandishing elemental Essence to impose her
will on the flame. This Charm can be used to divert a prairie wildfire, forest fire, or similar free-
burning flame from the path of the Dragon-Blood and her travel companions. She must come
within at least short range of the wildfire’s edge and roll (Charisma + Survival). The difficulty of
the roll depends on the fire’s size — a small grass fire or a just-kindled forest fire might be
difficulty 1, a larger forest fire difficulty 3, and an out-of-control blaze that spans miles difficulty
5+. The Storyteller may apply penalties or bonuses based on environmental factors such as
recent rainfall or high winds that help the fire spread.
A successful roll diverts the wildfire from the Dragon-Blood’s path. Though it continues to burn,
it avoids the Exalt and her companions, and won’t pose any direct obstruction to them for the
remainder of the story. If she has any threshold successes on the roll, she may redirect the
wildfire to track down a character, using her total threshold successes in place of the (Perception
+ Survival) roll for tracking. Though it lacks sapience, the tamed wildfire is able to sense its
quarry magically, and is thus even capable of tracking down a Solar using Traceless Passage.
The Storyteller decides the fire’s speed based on environs and weather, up to a maximum of 150
miles per hour in ideal conditions. However, if there’s no path of forested land, grass, peat, or
other fuel that the fire can follow to pursue its target, its efforts end, making it possible to escape
by fleeing from the wilderness.
Roaring Dragon Font
Cost: 10m, 1wp; Mins: Survival 5, Essence 3
Type: Simple
Keywords: Signature (Water)
Duration: Instant
Prerequisite Charms: None
Meditating in communion with the Essence of underground waters, the Dragon-Blood can find
hidden springs in the most desolate climes, beckoning them forth with a mighty stomp that sends
a font of water gushing up from underground. She rolls (Wits + Survival) against a difficulty
based on her environs — finding a spring in a region that receives regular rainfall or has
abundant natural aquifers might be difficulty 1-2, while doing so in an arid desert is difficulty 5+.
A successful roll creates a spring. Normally, this spring becomes a permanent feature of the
environs, but in regions so harsh that a spring couldn’t conceivably exist, it flows for only a
limited time, providing enough water to sustain the Dragon-Blood, plus one additional character
for each threshold success, for a day. She can only draw water up from the ground; she couldn’t
use this Charm to pierce a marble floor or the hull of a boat.
In the scene that this Charm is used, the waters that flow from the spring are suffused with
purifying Essence. Any character who drinks of the water and either has a positive Tie towards
the Dragon-Blood or accepts one out of gratitude may add a non-Charm bonus success on all
Athletics, Resistance, and Survival rolls he makes for the rest of the day.
Roaring Dragon Font can only be used once per story, unless reset by succeeding on a difficulty
4+ Survival roll.
Stalking Apex Predator Technique
Cost: 5m, 1wp; Mins: Survival 5, Essence 3
Type: Simple
Keywords: Signature (Wood)
Duration: One hour
Prerequisite Charms: None
The Dragon-Blood moves through the wilderness as its master, running with packs of wild beasts
and deftly weaving through jungles. She ignores penalties for crossing difficult terrain made up
of dense forests, thick foliage, briar patches, or other plant-based obstructions. She also ignores
the penalty for entering concealment in combat (Exalted, p. 203) while in such terrain, and can
attempt rushes while in stealth. Additionally, she adds (Essence) non-Charm bonus dice rolls to
conceal her tracks.
Once per scene, the Dragon-Blood may expend her Wood Aura when she makes an unexpected
decisive attack from plant-based concealment to add (Essence) bonus dice on the attack roll and
double 10s on the damage roll.
Tireless Caravan Prana
Cost: —(+7m); Mins: Survival 4, Essence 3
Type: Permanent
Keywords: Wood
Duration: Permanent
Prerequisite Charms: Invoking Nature’s Forgiveness
The Dragon-Blood guides her companions through the deepest forests and harshest climes. She
may commit an additional seven motes when she uses Invoking Nature’s Forgiveness to increase
the rate at which she and the other affected characters can travel through wilderness. If they’re
traveling through normal wilderness, they can cover (Essence + 10) miles with a single day’s
march. Extremely harsh terrain or weather halves the distance they can cover, such as when
hiking through a blizzard or climbing a mountain’s face.
If multiple Dragon-Blooded stack the benefits of Invoking Nature’s Forgiveness, the Essence
bonus also applies to determine the distance that can be covered. Only one of them needs to
know and use Tireless Caravan Prana to yield this benefit.
Dragon’s Nest Shelter
Cost: 10m, 1wp; Mins: Survival 5, Essence 3
Type: Simple
Keywords: None
Duration: (Essence) days
Prerequisite Charms: Tireless Caravan Prana
Calling upon nature’s mercy, the Dragon-Blood fortifies a shelter with the power of the
elements. Vines twine around tent poles to secure them in place; the ground beneath a hut
compresses itself to form a sturdy foundation; falling snow forms a crystalline shell atop an
igloo. This Charm wards an enclosed shelter, such as a cave or hut, that’s large enough to
comfortably house herself, her Hearth, and up to (Essence) other characters. This takes around an
hour to complete. This Charm has the aspect of whichever element the Exalt called upon to
fortify her shelter. Up to five Dragon-Blooded who know this Charm can cooperate to erect this
shelter. Each additional Exalt adds 1 to the effective Essence of the user to determine the
shelter’s maximum size, and allows the shelter to protect against an additional element.
Characters within the shelter are protected from environmental hazards and other wilderness
perils related to the chosen element. For example, if the Exalt fortifies a cave with Air Essence,
even hurricane winds can’t pass through the cavern mouth, while a shelter fortified with Earth
Essence withstands rockslides and protects those within. This protection doesn’t extend to
elemental magic or attacks used by characters.
At Essence 5, if the Dragon-Blooded enhances a shelter while in the bordermarches or
middlemarches of the Wyld, it protects its inhabits from any physical or mental effects of the
Wyld. It offers no protection once she reaches the deep Wyld.
Uncanny Fugitive’s Intuition
Cost: 1m; Mins: Survival 4, Essence 3
Type: Reflexive
Keywords: Air
Duration: Instant
Prerequisite Charms: Vanishing Tracks Technique
A master hunter knows when she becomes hunted. Whenever another character fails an opposed
roll to track the Dragon-Blooded, she’s struck with a lightning-swift realization that she may
invoke this Charm. Doing so confirms that a character is pursuing her, and gives her a general
sense of distance and direction to his current location.
Burning Fang Strike
Cost: 3m, 3i, expend Fire Aura; Mins: Survival 5, Essence 3
Type: Reflexive
Keywords: Aura, Decisive-only, Fire
Duration: Instant
Prerequisite Charms: Mother-of-Beasts Mastery
A flame blazes in the eyes of the Dragon-Blood’s familiar as it leaps into battle. When her
familiar makes a decisive attack, it adds the Exalt’s Initiative to the attack’s total damage. A
successful attack resets both Exalt and familiar to base Initiative; they both lose Initiative on a
missed attack. If the familiar’s attack incapacitates a non-trivial opponent or deals enough
damage to a battle group to reduce its Size, both it and the Exalt add +2 to base Initiative on
resetting.
Eternal Elemental Harmony
Cost: 7m, 1wp; Mins: Survival 4, Essence 3
Type: Reflexive
Keywords: Perilous
Duration: Instant
Prerequisite Charms: Invoking Nature’s Forgiveness
The Dragon-Blood is one with the five elements, capable of dancing with lightning and walking
through wildfires. This Charm can be used upon failing a roll against an environmental hazard.
The Exalt rolls (Stamina + Survival). Every success reduces the hazard’s damage by one die. If
the hazard inflicts no damage on the Exalt, she gains a point of temporary Willpower. This
Charm’s elemental aspect is that which most closely matches the nature of the hazard it’s used to
protect against.
If the Dragon-Blood is in the Elemental Aura that matches this Charm’s aspect, the duration of
its protection lasts for as long as she remains in Aura, subtracting dice of damage based on her
initial roll. She can only gain Willpower once, even if she withstands multiple hazards without
taking damage.
Labyrinth of Mist Technique
Cost: 15m, 1wp; Mins: Survival 5, Essence 4
Type: Simple
Keywords: Air/Water, Mute
Duration: Instant
Prerequisite Charms: Uncanny Fugitive’s Intuition, Tireless Caravan Prana
Those who chase after the Dragon-Blood may as well hunt phantoms. She rolls to conceal her
tracks with double 8s. Additionally, a character that fails the roll becomes lost in the wilderness
he’s tracking her through, chasing the Exalt’s false trails until he loses all sense of location and
bearing. Escaping the wilderness requires a difficulty 5 (Wits + Survival) roll to locate a path
leading out. On a failed roll, that character must wait until the next day before he can retry it.
This doesn’t prevent him from using magic to ascertain his location or to find a way out without
needing to make a Survival roll.
Thrown
Seeking Throw Technique
Cost: 1m per die; Mins: Thrown 1, Essence 1
Type: Supplemental
Keywords: Air, Balanced, Excellency, Uniform
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood’s hostile intent stirs up a current of wind that guides her weapon to its victim.
A thrown knife might change trajectory in midair to strike an enemy hidden behind a tree, wall,
or similar cover. She may add bonus dice on a Thrown roll for one mote each, and ignores the
Defense bonus of enemies in light cover.
In Air Aura, if the Dragon-Blood aims before attacking, she may ignore one point of Defense
bonus from heavy cover.
Armor-Rupturing Fang
Cost: 3m; Mins: Thrown 2, Essence 1
Type: Supplemental
Keywords: Decisive-only, Earth
Duration: Instant
Prerequisite Charms: Seeking Throw Technique
The Dragon-Blood strikes at stress points in a foe’s armor. On a successful decisive attack, her
weapon becomes embedded in her enemy’s armor, lowering its soak by one point and raising its
mobility penalty by one. Unarmored enemies are unaffected unless the Storyteller deems the
enemy’s body super-durable, like an automaton’s metal body or a tyrant lizard’s thick scales.
Removing the embedded weapon is a Strength 3 feat of strength at difficulty (higher of Essence
or Strength) that can be attempted by the target or any of his allies within close range, negating
the penalty on success.
In Earth Aura, the Exalt can embed multiple weapons into an enemy’s armor with successive
uses of this Charm. Each weapon’s penalty stacks, maximum (Essence + 1), and requires a
separate action to remove.
Blinding Spark Throw
Cost: 4m; Mins: Thrown 3, Essence 1
Type: Simple
Keywords: Decisive-only, Fire
Duration: Instant
Prerequisite Charms: Seeking Throw Technique
The Dragon-Blood grinds a nail against her weapon or palm, sending a cascade of sparks into the
eyes of an unfortunate foe. This is a difficulty 3 gambit against an enemy out to medium range.
Success blinds him for three rounds. He may pay two Initiative to roll (Stamina + Resistance)
against difficulty 3 as a miscellaneous action that can’t be flurried, regaining his eyesight on
success.
The Dragon-Blood may expend her Fire Aura when she crashes an enemy using any combat
Ability to use this Charm against him reflexively.
Venomous Thorn Attack
Cost: 3m, 1i; Mins: Thrown 3, Essence 1
Type: Reflexive
Keywords: Decisive-only, Wood
Duration: Instant
Prerequisite Charms: Seeking Throw Technique
Venom drips from the Dragon-Blood’s hand. She reflexively poisons her weapon as she makes a
decisive attack, even if it lacks the Poisonable tag. This Charm’s Initiative cost is waived for
weapons that have that tag.
Arcing Levinbolt Precision
Cost: 2m; Mins: Thrown 3, Essence 2
Type: Supplemental
Keywords: Air, Balanced, Uniform
Duration: Instant
Prerequisite Charms: Armor-Rupturing Fang
A flash of lightning precedes the Dragon-Blood’s weapon, tracing the path to her foe. An enemy
wearing metal armor, including armor made from the five magical materials, applies its mobility
penalty to his soak and Hardness against an attack.
Earth-Shattering Strike
Cost: 4m; Mins: Thrown 3, Essence 2
Type: Simple
Keywords: Aura, Decisive-only, Earth
Duration: Instant
Prerequisite Charms: Armor-Rupturing Fang
The Dragon-Blood’s weapon descends on her foe with the force of a hurled boulder. She makes
a decisive attack that shatters the ground beneath her target’s feet on a hit, creating difficult
terrain beneath him.
Invisibly Hidden Chakram Method
Cost: 2m (1m); Mins: Thrown 3, Essence 2
Type: Simple
Keywords: Air, Balanced, Stackable
Duration: Indefinite
Prerequisite Charms: Seeking Throw Technique
The Dragon-Blood’s weapons vanish in a whirl of wind. She banishes a Thrown weapon
Elsewhere until she recalls it to her hand by ending this Charm. She may stack this Charm to
banish up to (Essence + 1) weapons at a time, paying only one mote for weapons beyond the
first.
In Air Aura, the Dragon-Blood may banish any number of weapons with a single use of this
Charm, committing two motes for the first and one mote for each additional weapon.
Mela’s Twin Fangs
Cost: 4m, 1wp; Mins: Thrown 5, Essence 2
Type: Simple
Keywords: Air, Aura, Withering-only
Duration: Instant
Prerequisite Charms: Invisibly Hidden Chakram Method
The Dragon-Blood palms a weapon from Elsewhere as she attacks with another weapon,
throwing one in the shadow of the other. To use this Charm, she must have at least one weapon
banished with its prerequisite and another readied. She makes two withering attacks against a
single enemy — one with the readied weapon, and another with the banished weapon, which she
recalls to her hand. She only gains Initiative from the attack that deals the highest damage.
Elusive Zephyr Strike
Cost: 5m; Mins: Thrown 4, Essence 2
Type: Supplemental
Keywords: Air, Balanced, Decisive-only
Duration: Instant
Prerequisite Charms: Seeking Throw Technique
The Dragon-Blood’s weapon is guided by unseen winds, changing course in mid-flight to
misdirect a foe. She doubles 9s on the attack roll of a distract gambit.
In Air Aura, the Dragon-Blood adds her attack roll threshold successes as dice to her Initiative
roll.
Smoke Burst Eruption
Cost: 5m; Mins: Thrown 4, Essence 2
Type: Supplemental
Keywords: Decisive-only, Fire, Mute
Duration: Until end of next turn
Prerequisite Charms: Blinding Spark Throw
A shockwave of Essence bursts from the Dragon-Blood’s weapon, casting up smoke and
strewing the battlefield with debris. A successful decisive attack creates a smoke cloud out to
short range from the target, providing sufficient concealment to roll Stealth. If the Dragon-Blood
or any of her allies makes an unexpected attack against the same enemy from within the smoke,
they add a bonus die on both the attack and damage roll. The smoke dissipates once this Charm
ends.
With a Thrown 5, Essence 5 repurchase, the Dragon-Blood may pay one Willpower upon
landing an attack while in Fire Aura to reflexively roll (Dexterity + Stealth) to establish
concealment within the smoke.
Persistent Hornet Attack
Cost: 8m, 1wp, expend Air Aura; Mins: Thrown 5, Essence 3
Type: Simple
Keywords: Aura, Signature (Air), Withering-only
Duration: One scene
Prerequisite Charms: Mela’s Twin Fangs
The Dragon-Blood’s weapon takes to the air with a life of its own, pursuing her foes like a
murderous metal wasp. She makes a withering attack, but doesn’t gain any Initiative from it
(including Initiative Breaks). Instead, that Initiative is transferred to her weapon, which enters
battle as a living weapon carried on the wind, orbiting the target at close range.
The weapon cannot act until the round after this Charm is used. The only actions it can take are
to reflexively move, aim, or attack an enemy at close range. The weapon uses the Dragon-
Blood’s dice pools, but she cannot use Charms or other magic to enhance its actions. The
weapon has its own separate Initiative, which benefits from its withering attacks and determines
the damage of its decisive attacks. Upon successfully landing a decisive attack, this Charm ends.
If it goes a round without landing an attack, it loses three Initiative.
The weapon has Defense (higher of Essence or Wits). It can be targeted with withering attacks
or knocked out of the air with a successful disarm gambit, ending this Charm.
This Charm can only be used once per scene.
Devastating Avalanche Barrage
Cost: 5m, 4i, 1wp, expend Earth Aura (+1a); Mins: Thrown 5, Essence 3
Type: Simple
Keywords: Aura, Perilous, Signature (Earth), Withering-only
Duration: Instant
Prerequisite Charms: Earth-Shattering Strike
Stones, debris, and clods of hard-packed earth rise up into the air around the Dragon-Blood and
orbit her weapon as she focuses her Essence, building to an unstoppable landslide of force. She
makes a withering attack against a single enemy, but also uses her attack roll as an unblockable
withering attack against that foe and all characters within short range of him (including allies) as
rock fragments and debris trail her weapon. If there’s no usable stone present, the Dragon-Blood
may expend a level of anima to manifest it instead. After rolling damage normally for the first
attack, she rolls (Strength) dice of unsoakable damage against each enemy hit by the second
attack roll, although it cannot deal more damage than the first. She gains no Initiative from the
second attack, but characters damaged by it are knocked prone. A character crashed by it is
buried beneath rubble, and cannot rise from prone until he or another character has cleared it
away with a Strength 3 feat of strength at difficulty (higher of Dragon-Blood’s Essence or
Strength).
This Charm can only be used once per scene, unless reset by successfully landing a decisive
attack from Initiative 15+ while in Earth Aura.
Exploding Weapon Technique
Cost: 5m, 1wp; Mins: Thrown 5, Essence 3
Type: Simple
Keywords: Aura, Decisive-only, Signature (Fire)
Duration: Instant
Prerequisite Charms: Smoke Burst Eruption
The Terrestrial’s anima pours into her palms as burning flames, wreathing her weapon in an aura
of explosive Essence. To use this Charm, the Dragon-Blood must have Initiative 12+. She makes
a decisive attack that detonates on impact, adding (Essence) dice of damage and rolling an
additional die of damage for every 9 and 10 on the damage roll. Artifact weapons suffer no
damage from being used with this Charm, but most mundane weapons are destroyed.
An Essence 5+ repurchase unlocks two additional effects that can be used in conjunction with
other Charms.
Exploding Armor Strike: When the Dragon-Blooded lands a decisive attack enhanced by this
Charm against an enemy whose armor has been weakened by Armor-Piercing Fang (p. XX), she
can detonate the embedded weapons for five motes each, adding three bonus dice of damage for
each additional explosion.
Rain of Falling Stars: When the Dragon-Blooded uses Thousand Razor Wind, she may
reflexively activate Exploding Weapon Technique as a Balanced Charm without needing to be in
Fire Aura. Instead of this Charm’s usual effect, the first attack that hits detonates, adding three
dice of decisive damage. She may detonate any subsequent attacks that hit for five motes each,
with the same effect.
Fatal Riptide Strike
Cost: 5m; Mins: Thrown 5, Essence 3
Type: Supplemental
Keywords: Mute, Signature (Water), Uniform
Duration: Instant
Prerequisite Charms: None
The Dragon-Blood’s anima limns her hands and weaponry with aqueous Essence, allowing them
to move through water as though it were air. She ignores penalties for throwing a weapon
through water or similar liquids. Surprise attacks she makes while underwater deal (Essence)
additional dice of damage.
Once per scene, when the Dragon-Blood makes an unexpected attack against an enemy with
lower Initiative while underwater, she may pay one Willpower and expend her Water Aura to
convert it to an ambush (Exalted, p. 203).
Hundred Thorns Blossom
Cost: 10m, 3i, 1wp; Mins: Thrown 5, Essence 3
Type: Reflexive
Keywords: Decisive-only, Signature (Wood)
Duration: Instant
Prerequisite Charms: Elusive Zephyr Strike
The Dragon-Blood draws a foe off guard with lithe, suggestive motions, taking advantage of his
wavering attention to unleash a deadly barrage of needles or other concealed weapons from her
hair, fingertips, or the back of her throat. On her turn, she may force an enemy with lower
Initiative within short range to roll (Perception + Awareness) against her Guile. If he fails, she
reflexively makes an unexpected decisive attack against him with (Manipulation) damage, plus
one die for each success by which the enemy failed, ignoring Hardness. This doesn’t include her
Initiative or reset her to base.
This Charm can only be used once per scene, unless reset by successfully establishing
concealment against all enemies with a Stealth roll.
Stone Needle Strike
Cost: 3m, 2i; Mins: Thrown 4, Essence 3
Type: Supplemental
Keywords: Decisive-only, Earth
Duration: Instant
Prerequisite Charms: Earth-Shattering Strike
The Dragon-Blood’s wrath leaves her foes pinned to the earth. An enemy damaged by her
decisive attack loses his movement action on his next turn, and is impaled by her weapon,
requiring him or an ally to succeed on a Strength 3 feat of strength at difficulty (higher of the
Dragon-Blood’s Essence or Strength) before he can take any movement actions.
Winter Fang Attack
Cost: 4m; Mins: Thrown 4, Essence 3
Type: Supplemental
Keywords: Air, Balanced, Decisive-only
Duration: Instant
Prerequisite Charms: Elusive Zephyr Strike
The Terrestrial’s weapon is chilled by her deadly intent, numbing flesh as it strikes. This Charm
can supplement a decisive attack or a gambit. If the attack deals damage or the gambit succeeds,
the enemy loses Initiative equal to the 10s on the damage roll or the Initiative roll, maximum
(Essence). The Dragon-Blood doesn’t gain this Initiative.
Thousand Razor Wind
Cost: 1m, 1wp, expend Air Aura; Mins: Thrown 5, Essence 3
Type: Simple
Keywords: Air, Aura, Decisive-only
Duration: Instant
Prerequisite Charms: Mela’s Twin Fangs
The Dragon-Blood unleashes her gathered fury in a storm of deadly steel. She instantly recalls
every weapon she’s banished with Invisibly Hidden Chakram Method and sends them flying
towards a single foe. She makes a decisive attack with her readied weapon (if any) and with each
recalled weapon, making a separate attack roll for each weapon. She divides her Initiative evenly
among all attacks, rounded down, to determine their damage, ignoring Hardness. She doesn’t
reset to base Initiative until she’s completed all attacks.
Whirlwind Shield Technique
Cost: 7m, 1wp, expend Air Aura; Mins: Thrown 5, Essence 4
Type: Simple
Keywords: Air, Aura
Duration: One scene
Prerequisite Charms: Thousand Razor Wind
Whirling currents of wind swirl around the Exalt, catching her weapons as she tosses them into
the air to create a vortex of deadly steel and whatever rocks, branches, or other detritus are
caught up in the wind. She rolls the whirlwind into battle with (Wits + Thrown). It has a Parry
rating equal to half the total successes, rounded up, on its Join Battle roll (maximum 5), and its
only action is to protect the Exalt with defend other (Exalted, p. 196), moving to follow her
wherever she goes. It gains one Initiative whenever it successfully defends against an attack.
The whirlwind shield has soak (Essence + Dexterity + Stamina). Withering attacks against the
whirlwind shield reduce its Initiative normally, while decisive attacks strip two points of
Initiative for each level of damage, although this isn’t awarded to the attacker. If the whirlwind is
crashed, this Charm ends.
This Charm can only be used once per scene.
Vengeful Gust Counterstrike
Cost: 3m, 1wp, expend Air Aura; Mins: Thrown 5, Essence 4
Type: Reflexive
Keywords: Air, Aura, Clash, Decisive-only
Duration: Instant
Prerequisite Charms: Whirlwind Shield Technique
The swirling winds surrounding the Dragon-Blood spin with deadly force, deflecting blades and
arrows while gouging deep cuts along her foes. While Whirlwind Shield Technique is active, the
Dragon-Blood may reflexively clash an attack from out to short range with a decisive attack,
with damage equal to the whirlwind’s Initiative. This doesn’t count as her combat action or reset
her to base Initiative. Success resets the whirlwind to three Initiative; on a failure, the clashed
attack strikes the whirlwind instead of the Exalt.
Wind Armor Technique
Cost: —; Mins: Thrown 5, Essence 4
Type: Permanent
Keywords: Air
Duration: Permanent
Prerequisite Charms: Vengeful Gust Counterstrike
The Exalt has refined her control of the Whirlwind Shield Technique to create invisible armor
out of swirling air. While that Charm is active, she gains Hardness equal to the whirlwind’s
Initiative. If the whirlwind’s Parry blocks an attack from close range, the attacker suffers one die
of lethal damage, ignoring Hardness. This Charm is incompatible with armor.
War
Tactics Mean Everything
Cost: 1m per die; Mins: War 1, Essence 1
Type: Supplemental
Keywords: Balanced, Earth, Excellency
Duration: Instant
Prerequisite Charms: None
Wise strategy is the foundation upon which victories are built. The Dragon-Blood may add
bonus dice to a War roll for one mote each, and rerolls 6s until they cease to appear.
Excellence of the Dutiful General
Cost: 5m; Mins: War 2, Essence 1
Type: Supplemental
Keywords: Earth
Duration: Instant
Prerequisite Charms: Tactics Mean Everything
The Dragon-Blood strengthens her judgment and strategic insight with the steadiness and calm
of the earth, finding the path that leads to victory. She converts up to (Essence) situational bonus
dice on a Strategic Maneuver roll (Exalted, p. 212) to non-Charm successes.
Tireless Footfalls Cadence
Cost: 3m; Mins: War 3, Essence 1
Type: Supplemental
Keywords: Balanced, Earth
Duration: Instant
Prerequisite Charms: Excellence of the Dutiful General
Earth Essence sustains the Dragon-Blood’s soldiers as they march in steady, rhythmic unison.
She ignores penalties from troop fatigue or movement through strenuous environments on a
Strategic Maneuver roll. If she defeats the opposing general on the roll and implements her
stratagem, allied battle groups ignore fatigue-based penalties for the duration of the fight.
Roaring Dragon Officer
Cost: 3m; Mins: War 2, Essence 1
Type: Reflexive
Keywords: Balanced, Earth, Perilous
Duration: One turn
Prerequisite Charms: Tactics Mean Everything
The Dragon-Blood’s voice echoes across the battlefield as though it were a canyon. She may
place a command action in a flurry, although not with an attack.When she places a command
action in a flurry, the penalty on both flurried actions is reduced by one point, and her Defense
isn’t penalized.
In Earth Aura, the Dragon-Blood ignores the flurry penalty entirely. the penalty on both flurried
actions is reduced by one point, and the Dragon-Blood’s Defense isn’t penalized.
Blazing Courageous Swordsman Inspiration
Cost: 2m; Mins: War 3, Essence 1
Type: Supplemental
Keywords: Balanced, Fire
Duration: Instant
Prerequisite Charms: Roaring Dragon Officer
The Dragon-Blood leads from the front, a blazing icon that ignites her soldiers’ hearts. She rolls
an additional non-Charm die for each 10 that appears on a Charisma- or Appearance-based
command action to give orders.
In Fire Aura, bonus dice granted by the Dragon-Blood’s command also add to the battle group’s
Willpower rolls to resist being routed this round (Exalted, p. 209).
Army-To-Mob Assault
Cost: 3m, 2i; Mins: War 3, Essence 2
Type: Reflexive
Keywords: Perilous, Water, Withering-only
Duration: Instant
Prerequisite Charms: Blazing Courageous Swordsman Inspiration
The Dragon-Blood overwhelms enemy forces with tactics designed to spread confusion and
chaos. When an allied battle group attacks an enemy battle group under the Dragon-Blood’s
orders, she converts (Manipulation) bonus dice granted to the battle group’s attack by her
command to automatic successes. If this empties the enemy battle group’s Magnitude, add +1 to
the difficulty of their roll to resist rout.
Choking Weeds Tactic
Cost: 1m, 1wp; Mins: War 4, Essence 2
Type: Supplemental
Keywords: Wood
Duration: Instant
Prerequisite Charms: Army-To-Mob Assault
The Dragon-Blood strangles an enemy army with guerrilla raids on supply lines and base camps,
forcing them to fight on empty stomachs while her soldiers enjoy the windfall of stolen supplies.
When she rolls a Strategic Maneuver, the threshold of the opposing general’s stratagem is
increased by 1.
If the Dragon-Blood successfully enacts her stratagem, enemy battle groups suffer a −3 penalty
on their Join Battle rolls in the affected fight.
Changing Winds Cunning
Cost: 3m; Mins: War 4, Essence 2
Type: Supplemental
Keywords: Air, Balanced
Duration: Instant
Prerequisite Charms: Tireless Footfalls Cadence
When the wind of battle reverses direction, the Terrestrial adapts her strategy at a moment’s
notice. She rerolls (Essence) non-1 failed dice on a Strategic Maneuver roll.
A War 5, Essence 5 repurchase allows the Dragon-Blood to spend one Willpower after rolling
her maneuver, but before rerolling failures, to change her chosen stratagem.
Storm-Calling Strategos
Cost: 10m, 1wp (5i); Mins: War 5, Essence 3
Type: Simple
Keywords: Signature (Air)
Duration: Until stratagem is completed
Prerequisite Charms: None
The Dragon-Blood commands the skies themselves, calling down bolts of lightning to smite her
enemies and darkening the horizon with storm clouds that precede her armies. This Charm
creates a unique magical stratagem with threshold 3 to manipulate weather, forcing the enemy to
contend with storms or similarly perilous atmospheric conditions. Once the Dragon-Blood Joins
Battle against the opposing army, the harsh weather culminates in a thunderstorm, gale-force
wind, heavy snowfall, or other extreme weather. This imposes a −3 environmental penalty on all
physical actions that enemy battle groups take in combat. Non–battle group enemies may suffer a
−1 environmental penalty on appropriate actions. The weather doesn’t impede the Dragon-Blood
or her allies.
At the beginning of each round, if the Dragon-Blood has 12+ Initiative, she may pay five
Initiative to reflexively create an instantaneous environmental hazard targeting a single battle
group — a bolt of lightning, an avalanche, or similar dangers. This hazard has difficulty (higher
of Essence or Intelligence) and Damage (Willpower)L. If this deals enough Magnitude damage
to reduce the battle group to Size 0, the Dragon-Blood gains one point of temporary Willpower.
This Charm can only be used once per story, unless reset by achieving a cumulative total bonus
of +4 on a Strategic Maneuver roll from any combination of non-magical sources.
Ramparts of Obedient Earth
Cost: 5m, 1wp; Mins: War 5, Essence 3
Type: Supplemental
Keywords: Signature (Earth)
Duration: One scene
Prerequisite Charms: None
The battlefield is clay to be sculpted in accordance with the tactical genius of the Terrestrial
general. To use this Charm, the Dragon-Blood must be leading her soldiers under a successfully
enacted stratagem. She may roll to Join Battle with (Intelligence + War), and receives a number
of points equal to her Join Battle successes that she may spend to reshape the battlefield:
Sinkhole (1-5 points): The Dragon-Blood tears open a sinkhole between the ranks of an enemy
army or sculpts stone into a constricting obstruction. The ground out to close range from an
enemy battle group becomes difficult terrain, and the battle group acts last on the first turn
regardless of its place in Initiative order. The point cost is the Size of the battle group targeted.
Barricade (4 point): The Dragon-Blood wrenches up great masses of earth and compresses them
into barriers or walls, instantly enacting a Fortifications stratagem (Exalted, p. 212).
Sapping (7 points): If an enemy general has successfully employed a Fortifications stratagem,
the Dragon-Blood may negate its benefits by tunneling through earth and stone, or otherwise
creating ways to bypass the fortifications. The Dragon-Blood’s forces don’t treat the terrain as
difficult, and may reflexively advance one range band towards the enemy forces. The Storyteller
may also adjudicate additional advantages depending on the context of the battlefield.
Reshape Battlefield (10 points): If the Dragon-Blood has successfully enacted a Strategic
Placement stratagem (Exalted, p. 212), she may resculpt the battlefield to her specifications,
preparing it before the battle and ensuring her enemy will fight her there. She might prepare rows
of trenches and fortified towers of earth for her own forces, while forcing her enemy to traverse
pits filled with stone spikes, narrow stone tunnels, and similar obstacles. The Storyteller
adjudicates the specific effects of these creations. She cannot directly harm foes with the moving
stone, although she can create all types of traps and dangers.
Deadly Wildfire Legion
Cost: 5m, 1wp, expend Fire Aura; Mins: War 5, Essence 3
Type: Supplemental
Keywords: Aura, Signature (Fire)
Duration: Instant
Prerequisite Charms: None
A raging nimbus of flames surrounds the Dragon-Blood’s forces, manifesting her martial
prowess as she urges them onward. Deadly flames dance along the edges of their swords and the
points of their spears as they charge. She adds (Essence) non-Charm dice on a command action
to give orders. In addition to adding to the battle group’s attack roll, this also adds one die to
their damage roll for every two successes. The battle group may immediately take its turn for the
round to complete the orders on her tick if it hasn’t already acted this round, regardless of its
place in Initiative order.
This Charm can only be used once per scene, unless reset when an allied battle group attacks
under the Dragon-Blood’s orders and deals enough damage to incapacitate a significant foe, or
successfully routs an enemy battle group by depleting its Magnitude.
Fog-of-War Misdirection
Cost: 6m, 1wp; Mins: War 5, Essence 3
Type: Simple
Keywords: Mute, Signature (Water)
Duration: Until stratagem is completed
Prerequisite Charms: None
The Dragon-Blooded general lures her enemies into battle within the depths of an eerie fogbank,
trapping them within a prison of water. This Charm creates a unique magical stratagem with
threshold 3 that shrouds the battlefield with a heavy mist, forcing enemies to fight against the
confusion and disarray amid their own ranks before they can even contend with her forces.
When the Dragon-Blood rolls Join Battle after successfully enacting this stratagem, she
designates a point on the battlefield to be the center of the fog. The cloud extends out to long
range from this point. The fog imposes a −2 penalty on all affected vision-based rolls and on any
attacks made from medium range or beyond.
Enemy battle groups caught in the fog take a −1 penalty on rolls to resist rout. A character that
wishes to target them with a command action must pay one Initiative to do so, and takes a −2
penalty on the roll.
If a battle group suffers dissolution after being routed in the mist, the Dragon-Blood gains
Initiative equal to (its Size/2, rounded up). The Dragon-Blood cannot gain more than (Essence)
Initiative in a single round this way.
Normal winds and weather conditions won’t disperse the mist, but magically created wind or
weather-manipulating magic, including the intervention of elementals, can do so.
This Charm can only be used once per story, unless the Dragon-Blooded resets it by roleplaying
a scene in which she gains a concrete advantage over an enemy that adds dice to a Strategic
Maneuver roll (Exalted, p. 212) through deception, subterfuge, or treachery.
Hidden Thorn Treachery
Cost: 5m, 1wp; Mins: War 5, Essence 3
Type: Simple
Keywords: Signature (Wood)
Duration: Until stratagem is completed
Prerequisite Charms: None
The Dragon-Blood scatters her spies like dandelion seeds on the wind, letting them grow deep
roots of trust amid the ranks of her enemy before she comes to reap the harvest. This Charm
creates a unique magical stratagem with threshold 3 to infiltrate an enemy’s ranks with a traitor
in combat. To use it, the Dragon-Blood must already have at least a +1 bonus to her Strategic
Maneuver roll from spies or traitors in the enemy’s ranks. Success lets her reflexively reveal the
presence of her loyal double agent within a battle group at any point during the combat the
stratagem applies to. The Storyteller may rule some betrayals impossible, or require a stunt in
which the Dragon-Blood describes how the infiltration occurred. Battle groups with Might 2+ or
perfect morale are immune to infiltration via this stratagem.
Once she’s declared the betrayal, the battle group suffers automatic rout, as its most notable and
highest-ranking member is revealed to be loyal to the Dragon-Blood. If this character is
narratively significant on his own and his defection would defy suspension of disbelief, the
Storyteller may declare that another member is the traitor instead. If an opposing commander is
able to successfully rally the battle group, he preserves a single dot of that battle group’s Size for
every two successes on the roll. The rest are subtracted from the group and rolled into battle as a
splinter faction loyal to the traitor. If the battle group isn’t rallied, then the entire force goes over
with the traitor, reforming on their next turn.
Enfolded in the Dragon’s Wings
Cost: 3m, 1i; Mins: War 4, Essence 3
Type: Reflexive
Keywords: Earth, Perilous, Uniform
Duration: Instant
Prerequisite Charms: Tireless Footfalls Cadence
The Dragon-Blood’s soldiers brace themselves to hold the line, fortified with the strength of
mountains by her command. When an allied battle group within short range of the Dragon-Blood
is attacked, she may reflexively roll a special command action with ([Charisma, Appearance, or
Intelligence] + War). Every two successes on her roll add +1 to the battle group’s Defense and
soak against the attack.
This Charm can only be used once per scene unless reset by successfully rallying or rallying for
numbers.
At Essence 5+, the Dragon-Blooded can extend this Charm’s range to medium for an additional
two motes.
Phantom Fire-Warrior Horde
Cost: 5m, 1a; Mins: War 5, Essence 3
Type: Supplemental
Keywords: Fire
Duration: Instant
Prerequisite Charms: Blazing Courageous Swordsman Inspiration
The Dragon-Blood draws on the subtler strengths of flame, overwhelming enemy forces with the
appearance of superior force. Her anima banner disperses among the ranks of her soldiers,
creating illusionary warriors of smoke to fill in any holes in their ranks. When she successfully
rallies for numbers, she adds (Essence/2, rounded up) to the Magnitude restored.
The Dragon-Blood also treats the results of her roll as a threaten action against all battle groups
that see the fire-warriors come into existence. Battle groups whose Resolve is beaten will retreat
from her army, moving away from them each turn until their commander makes a successful
command roll to give them other orders.
Indomitable Flame of Valor
Cost: 4m, 1wp; Mins: War 5, Essence 3
Type: Supplemental
Keywords: Aura, Fire
Duration: Instant
Prerequisite Charms: Phantom Fire-Warrior Horde
The Dragon-Blood ignites incredible courage in the hearts of her soldiers with the burning
Essence of her exhortations, showing her army what it is to have a dragon’s valor. She doubles
9s on a roll to rally or rally for numbers. If her soldiers have elite Drill, a successful roll grants
perfect morale (Exalted, p. 210) for one round.
At Essence 5+, the Dragon-Blooded may pay 4 Initiative to extend the duration of the perfect
morale to one scene.
Blessed Dragon Champion
Cost: 5m, 1wp; Mins: War 5, Essence 4
Type: Reflexive
Keywords: Aura, Earth
Duration: One scene
Prerequisite Charms: Enfolded in the Dragon’s Wings
When the Dragon-Blood steps forward to lead her forces into battle, she never stands alone. To
use this Charm, she must be leading her soldiers under a successfully enacted stratagem. She
doubles 9s on all War rolls, and gains +2 Defense against battle groups. She adds non-Charm
dice equal to (the Size of the largest battle group under her command) on all attacks she makes
against enemy battle groups.
RY 768
Cynis Cogen hiked up a scarred Northern mountainside, following a stream in the
morning sunlight. Stumps of clearcut forest gave way to a copse untouched by axes,
ringed by curtains of red-blooming vines that twitched coyly away from the old man’s
fingers. Cogen followed the stream further uphill, and found it running beneath a pavilion
of latticed tree branches, surrounded by moldering barley and charred elkmeat. He’d
found the heretics’ shrine.
Cogen stepped over the offerings and entered, pulling his hat low against the wind
whistling through the shrine. He knelt under rustling vines and waited. Gods moved in
their own time, and Cogen wasn’t hurried yet. The ever-changing song of running water
kept him focused. When the sun was overhead, Cogen drew an apple from his satchel. He
savored it to its core as the sun fled west.
In late afternoon, the god sought his attention. A dust devil arose, drawing in petals and
vines to become a country skirt and ruffled sleeves. The god Almgava took on flesh as
firm and healthy as a sapling, and hair of golden wheat. They gave a bow of welcome,
and said in a voice like laughter, “You please me, old man. I sense you’ve sown much in
your years, in many fruitful fields. Seek you a blessing to renew youth’s vigor?”
Cogen laughed and removed his roughly made grass hat, to show the god his shaven pate.
“To the dismay of many, as of late I no longer sow. And I hear your blessings are costly.”
He smiled gently. “I come as one person of the world to another, asking only that you do
the duty the Dragons gave you.”
Almgava raised their chin and arched their brow. “Lecture me not, venerable meddler. I
sought no truck with mortals; I was sufficient before their gifts, their prayers. If they beg
me to bless this crop or that belly, shall I leave them barren? If I can soothe them, shall I
leave them desolate?” The god held their palms out toward Cogen. “I am health, bounty,
beauty. Why shouldn’t mortals crave my touch? Why wouldn’t you?”
Cogen meant to argue, or to rise to his feet, but did neither. Almgava moved toward him
and laid a hand like a summer breeze on Cogen’s cheek. A joyous, lustful flame flared to
life in Cogen’s heart and belly, and his head forgot reason. But his hand sought the
stream flowing beside, and from its icy touch Cogen drew clarity. He remembered his
oaths, his purpose, and his training.
Cogen surged upward, striking the god’s chest thrice to soften the flesh Almgava wore,
then once more to reverse the flow of sustaining Essence beneath. Almgava reeled back,
choking, eyes wide with horror. They hadn’t truly known breath in all their ageless years
until now, when they knew breathlessness.
“Bounteous harvests should arise from honest work, not Almgava’s whims,” said Cogen,
diverting his upward momentum into assuming a fluid, adaptive stance. “Nearby villages
feud over your favor, and forget their fields. What they — what we crave isn’t what we
need.”
The god clawed the air, and vines snaked downward to bind Cogen. He breathed in and
out like the tide, and his body was as the sea: flowing around every obstacle, impossible
to grasp, and ever returning to the shore. With each dodge, Cogen landed another body-
blow, and added another principle to his lecture.
“Shun interference; mortals have their own duties and troubles! Shun idleness; care for
Creation is the gods’ way! Shun greed; the Immaculate Order provides your worship!”
“I yield!” croaked Almgava. Vines hung limply throughout the shrine. The god cowered
and heaved, struggling to calm the churning Essence within.
“Good, good,” said Cogen, standing over Almgava, calm and kind as the ocean’s surface.
“But will you obey?”

Chapter Eight
Martial Arts and Sorcery
Immaculate Martial Arts
After the last bloody days of the Usurpation, the victorious Dragon-Blooded set out to
claim dominion over Creation, bearing the sanction of the nascent Immaculate teachings.
But they lacked the Lawgivers’ all-conquering might, and the small gods of the world
defied them, whether out of loyalty to the fallen Solars or their own selfish opportunism.
To tame the unruly world, the greatest Terrestrial martial artists and their Sidereal sifus
created the Five Immaculate Dragon styles, martial arts that perfectly exemplify the
elemental Essence of the Dragon-Blooded. Immaculate monks who master one of these
styles transcend the limitations of Dragon-Blooded martial arts prowess, and are feared
by demons, ghosts, and wayward gods alike.
The Immaculate styles differ from other martial arts in the following ways:
• Like Dragon-Blooded Charms, the Charms of each Immaculate style have an
elemental aspect, and can benefit from Elemental Aura (p. XX). These don’t allow non-
Dragon-Blooded to enter Elemental Auras.
• The Immaculate styles are intensely demanding. While anyone can learn the
fundamentals of the styles, their Charms can only be learned by the Dragon-Blooded and
by other martial artists that aren’t restricted by the Terrestrial keyword, such as Solars
and Sidereals.
• Because of their perfect harmony with Dragon-Blooded Essence, the Immaculate
styles lack both the Terrestrial and Mastery keywords.
• Once a Dragon-Blood has learned the Form Charm of an Immaculate Dragon
style, she may harmonize that style’s elemental Essence with her martial arts. As long as
she’s in any Martial Arts Form, she may expend the Aura of the mastered style’s element
to ignore the restrictions of the Terrestrial keyword (Exalted, p. 427) on all her Martial
Arts Charms for one tick.

Where Do I Learn Them?


The vast majority of Immaculate stylists train in the Cloister of Wisdom
(p. XX), but it’s not the only source of tutelage. Immaculate monks
occasionally mentor lay Dragon-Blooded who hold the Order’s favor.
Beyond the Realm, Lookshy’s Immaculate Faith and Prasad’s Pure Way
provide instruction in the styles, as do the Sidereal Exalted. Renegade ex-
Immaculates teach in heretical dojos, while lost scrolls and training
manuals of the Shogunate offer instruction to whoever finds them.
Air Dragon Style
To practice Air Dragon style is to be the wind: elusive, intangible, omnipresent, and
devastating in its fury. Its students train in acrobatics to cultivate an intuitive awareness
of their body’s own movements, and master breath control to lighten the body and walk
silently. Unlike the other Immaculate styles, Air Dragon stylists strike from afar,
throwing chakrams to claim their foes’ heads.
Air Dragon Weapons: Air Dragon unarmed attacks are chops and spinning kicks. They
also use the chakram, which can either be thrown as a ranged weapon or wielded at close
range as a light weapon. Unarmed attacks enhanced by Air Dragon Charms can be
stunted to deal lethal damage.
Armor: This style is compatible with light armor.
Complementary Abilities: Occult is used for battling spirits, while Dodge and Stealth
are used to evade and outmaneuver foes.
Air Dragon’s Sight
Cost: 1m, 1i; Mins: Martial Arts 2, Essence 1
Type: Reflexive
Keywords: Air, Perilous
Duration: Instant
Prerequisite Charms: None
Reading her foe’s movements through the slight disturbances they create in the air, the
Immaculate could dodge his attacks blindfolded. She ignores (Perception/2, rounded up)
total points of onslaught penalties or environmental penalties to her Evasion.
Additionally, surprise attacks (Exalted, p. 203) inflict no penalty to her Evasion, though
she can’t dodge ambushes.
In Air Aura, the Immaculate ignores (Perception) points of penalties instead.
Cloud-Treading Method
Cost: 5m; Mins: Martial Arts 3, Essence 1
Type: Supplemental
Keywords: Air, Mute
Duration: Instant
Prerequisite Charms: None
Following in Mela’s footsteps, the Immaculate walks paths closed to her earthbound
brethren. She ignores (higher of Essence or 3) total points of penalties from moving
through difficult terrain, moving in concealment, or any other environmental penalties on
a movement action. She can traverse surfaces that couldn’t normally bear her weight,
such as tree branches or rice paper, although she must end her movement on stable
footing.
In Air Aura, the Immaculate may walk over liquid or any vapor other than thin air, such
as the smoke from a campfire. She must still end her movement on solid ground.
Wind Dragon Speed
Cost: 5m; Mins: Martial Arts 3, Essence 2
Type: Reflexive
Keywords: Air
Duration: Instant
Prerequisite Charms: Cloud-Treading Method
The Immaculate moves with wind-rivaling grace, striking and instantly regaining her
balance and composure. She may flurry a disengage with an attack, ignoring the usual
flurry penalties. If she successfully disengages and ends her movement at short range or
further from all enemies, not counting crashed foes or trivial characters, she doesn’t lose
Initiative for disengaging.
In Air Aura, the Immaculate may flurry a disengage with an aim action. This allows her
to move and aim on the same turn, but only benefits Air Dragon attacks.
Breath-Seizing Technique
Cost: 3m, 2i, 1wp; Mins: Martial Arts 4, Essence 2
Type: Simple
Keywords: Air, Decisive-only, Stackable
Duration: Instant
Prerequisite Charms: Air Dragon’s Sight
The Immaculate forces the air from her enemy’s lungs, denying him Mela’s precious gift.
To use this Charm, the Immaculate must have Initiative 12+. She makes a decisive attack
against an enemy. Before rolling damage, she rolls (attack roll threshold successes −
target’s soak, minimum [lower of Overwhelming or total threshold successes]) dice of
withering damage against him. If her threshold successes exceed her attack’s
Overwhelming, the damage can’t be reduced below Overwhelming. She doesn’t gain
Initiative from this damage roll; if she crashes her enemy, the Initiative Break is added
before she rolls decisive damage and resets to base. Extra successes converted to damage
are unavailable to effects such as Lightning Strike Style — the Immaculate must choose
how she wishes to divide her extra successes between the effects.
If an enemy that takes withering damage from this attack is holding his breath (Exalted,
p. 232), the total number of rounds he may do so for is reduced by one. Multiple uses of
this Charm stack this effect.
Essence is the breath of spirits, rendering them especially vulnerable to this technique.
They lose motes equal to the withering damage they suffer, maximum (Essence x2).
Beings that don’t need to breathe, such as zombies and automatons, are unaffected.
Air Dragon Form
Cost: 8m; Mins: Martial Arts 4, Essence 2
Type: Simple
Keywords: Air, Form, Mute
Duration: One scene
Prerequisite Charms: Breath-Seizing Technique, Wind Dragon Speed
The Immaculate’s hands cut through the air as she executes a rapid kata and draws a deep
cleansing breath, respiring the Essence of the Air Dragon. Her withering chakram attacks
are treated as made from close range to determine their Accuracy bonus, regardless of the
actual distance. She gains +1 Evasion, and adds an automatic success on disengage rolls
and Stealth rolls.
Special activation rules: When the Immaculate deals enough withering damage to
lower a foe’s Initiative from a rating higher than her own to a lower rating, she may
reflexively enter this Form.
Shroud of Unseen Winds
Cost: 4m; Mins: Martial Arts 4, Essence 2
Type: Supplemental
Keywords: Air, Mute, Perilous
Duration: Instant
Prerequisite Charms: Air Dragon Form
Silent and light on her feet, the Immaculate moves unseen. She adds (Essence) dice on a
Stealth roll, or (Essence) successes at Initiative 12+. With an appropriate stunt, such as
throwing a flash bomb or handful of blinding powder, she may roll Stealth even if there’s
no place to hide.
In Air Aura, the Immaculate adds successes instead of dice as long as she isn’t crashed,
and needs no stunt to enter concealment, vanishing into thin air.
Avenging Wind Strike
Cost: 3m, 1wp; Mins: Martial Arts 4, Essence 3
Type: Supplemental
Keywords: Air, Decisive-only
Duration: Instant
Prerequisite Charms: Air Dragon Form
The Immaculate’s strike is Mela’s exhalation, driving her foes back with the force of
fivefold winds. She doubles 10s on a decisive damage roll. If she deals damage, she may
knock her enemy prone and hurl him one range band away from her. With 3+ levels of
damage, she may hurl him two range bands instead. He cannot be flung further than long
range from the Immaculate.
In Air Aura, any damage is enough to knock an enemy back two range bands. With 5+
levels, the Immaculate may knock an enemy back three range bands.
Lightning Strike Style
Cost: 8m, 1wp; Mins: Martial Arts 5, Essence 3
Type: Supplemental
Keywords: Air, Decisive-only
Duration: Instant
Prerequisite Charms: Avenging Winds Strike
Blue-white flickers of electricity arc across the Immaculate’s weapon or limbs, lancing
out in a brilliant stroke of lightning as she strikes. She extends the range of her decisive
attack by one range band (maximum long) and adds (Essence + Strength) attack roll extra
successes as dice of damage. Her attack ignores Hardness from metal armor, including
those made from the five magical materials.
In Air Aura, the Immaculate’s attack also ignores cover (Exalted, p. 199) from metallic
objects or structures, passing through them in a flash of lightning. Even enemies in full
cover from such structures can be attacked if the Immaculate can see them, but receive +3
Defense.
Thunderclap Kata
Cost: 7m, 5i; Mins: Martial Arts 5, Essence 3
Type: Simple
Keywords: Air, Perilous
Duration: Instant
Prerequisite Charms: Avenging Winds Strike
Slamming her hands together, the Immaculate creates a deafening thunderclap. All other
characters in medium range, including allies, must roll (Stamina + Resistance) against it
as an environmental hazard with difficulty (Essence + 1), Damage (Strength/2, rounded
up)B. The shockwave strikes dematerialized characters as well as materialized ones, and
has (Strength)B Damage against spirits. This technique can be heard for miles around,
but doesn’t affect characters beyond medium range.
Special activation rules: If the Immaculate enters Air Dragon Form with Initiative 20+,
she may reflexively use Thunderclap Kata.
Tornado Offense Technique
Cost: 10m, 1wp; Mins: Martial Arts 5, Essence 4
Type: Simple
Keywords: Air, Decisive-only
Duration: Instant
Prerequisite Charms: Lightning Strike Style
The Immaculate is a deadly whirlwind, scything down foes with a spinning strike. The
Immaculate chooses a range band within her weapon’s range and rolls a single decisive
attack against all enemies at that range from her — she might deliver a spinning kick to
all enemies in close range, or send a chakram flying to strike all enemies at medium
range. If she wishes to attack at medium range or further, she must first spend a round
aiming, as usual.
The player rolls (Initiative/3, rounded up) dice of damage against each hit enemy, plus
(Perception) dice against each enemy against whom the attack was unexpected. Trivial
opponents suffer the Immaculate’s (full Initiative) damage.
In Air Aura, if the attack hits every enemy in the range band, the Immaculate adds the
number of non-trivial enemies hit to her base Initiative upon resetting, maximum
+(Essence).
Wrathful Winds Kiai
Cost: 15m, 1wp; Mins: Martial Arts 5, Essence 4
Type: Simple
Keywords: Air, Withering-only
Duration: Instant
Prerequisite Charms: Thunderclap Kata
Echoing the awful roar with which Mela rules Creation’s storms, the Immaculate gives a
ferocious shout that strikes like a gale-force blast. She rolls (Stamina + Martial Arts) as a
special unblockable withering attack against all characters in a ninety-degree arc out to
medium range, including allies. The attack doesn’t use a weapon; it has no Accuracy
bonus, and has raw damage (Strength + Initiative + threshold successes) against each hit
enemy, minimum (Strength). Damaged enemies are knocked back one range band and
fall prone; enemies crashed by the attack can’t take a move action on their next turn.
The Immaculate doesn’t gain any Initiative from this withering damage. Each 10 on a
damage roll against an enemy rolls a die of decisive bashing damage against him,
ignoring Hardness. Spirits instead suffer dice of decisive damage equal to the total
withering damage dealt to them, and can be struck even if dematerialized.
This Charm can only be used once per scene, unless reset by incapacitating a non-trivial
foe.
Hurricane Combat Method
Cost: —(+6m, 1wp); Mins: Martial Arts 5, Essence 5
Type: Permanent
Keywords: Air
Duration: Permanent
Prerequisite Charms: Shroud of Unseen Winds, Tornado Offense Technique, Wrathful
Winds Kiai
Honing her speed and reflexes beyond their utmost, the Immaculate unleashes the
hurricane. Upon entering Air Dragon Form, she may pay six motes and one Willpower to
enhance it. Its Evasion bonus increases to +2, and she doubles 9s on Stealth and
movement rolls. Once per round, she may pay five Initiative to reflexively make a
withering or decisive attack that doesn’t count as her attack for the round, and can be
used to clash attacks against her.
Earth Dragon Style
Earth Dragon style tempers overwhelming force with meticulous deliberation, moving
slowly and surely with every technique. Students undergo training regimens that
strengthen the body, hardening fists through hours spent striking barrels of gravel and
learning to ignore their pain by sleeping on beds of nails. This training tempers them into
nigh-invincible warriors who can stand toe to toe with unruly gods and Anathema,
withstanding deadly blows and answering in kind with their mighty tetsubos.
Earth Dragon Weapons: Earth Dragon unarmed attacks are solid, powerful strikes
delivered with the elbows, knees, or two-handed hammer blows. It also uses the tetsubo.
Unarmed attacks enhanced by Earth Dragon Charms can be stunted to deal lethal
damage.
Armor: This style is compatible with all armor.
Complementary Abilities: Occult is used to battle spirits, while Athletics is employed in
feats of strength.
Stone Dragon’s Skin
Cost: 5m, 1i; Mins: Martial Arts 2, Essence 1
Type: Reflexive
Keywords: Dual, Earth, Perilous
Duration: Instant
Prerequisite Charms: None
Unbowed by pain, the Immaculate withstands blow after blow. She ignores (Stamina/2,
rounded up) points of wound penalties to her Parry. Against withering attacks, she adds
(higher of Essence or 3) natural soak; against decisive attacks, she adds +1 to her
Hardness from armor or other magic.
This Charm costs one mote less in medium armor, and two motes less in light armor.
While unarmored, it costs two motes less and the Initiative cost is waived.
Force of the Mountain
Cost: 3m; Mins: Martial Arts 3, Essence 1
Type: Supplemental
Keywords: Dual, Earth
Duration: Instant
Prerequisite Charms: None
The Immaculate draws strength from her firm stance. She adds (lower of Essence or
Strength) dice of raw withering damage, or doubles 10s on a decisive damage roll.
In Earth Aura, she adds (higher of Essence or Strength) raw withering damage.
Stillness-of-Stone Atemi
Cost: 2m (+1i per point of penalty); Mins: Martial Arts 3, Essence 2
Type: Supplemental
Keywords: Earth, Withering-only
Duration: Instant
Prerequisite Charms: Force of the Mountain
The staggering force of the Immaculate’s blow teaches her enemies what it is to bear the
world’s weight. Her withering attack gains +1 Overwhelming. For each 10 on the
damage roll, the Immaculate may pay one Initiative to raise her foe’s mobility penalty
(Exalted, p. 591) by one until the end of his next turn, maximum (Essence). An enemy
crashed by the attack suffers this penalty until he recovers from crash, if that’s longer.
In Earth Aura, the Immaculate may also pay Initiative for 9s on her damage roll to inflict
penalties.
Unmoving Mountain Stance
Cost: 6m; Mins: Martial Arts 4, Essence 2
Type: Reflexive
Keywords: Dual, Earth, Perilous
Duration: Instant
Prerequisite Charms: Stone Dragon’s Skin
Motionless as a statue, the Immaculate stubbornly refuses to yield ground to her enemies.
After being hit by an attack, but before damage is rolled, she may use this Charm. The
Initiative her attacker would gain from withering damage is reduced by (her Stamina/2,
rounded up), although this doesn’t negate the Initiative he gains for hitting her or the
Initiative Break for crashing her.
Smash attacks (Exalted, p. 586) or other attacks that forcibly move the Immaculate fail to
do so unless they deal at least (Stamina + Resistance) withering damage or (Stamina)
decisive damage.
In Earth Aura, the Immaculate denies her attacker (Stamina) Initiative, and adds
(Essence) to the minimum damage that must be dealt to knock her back.
Earth Dragon Form
Cost: 9m; Mins: Martial Arts 4, Essence 2
Type: Simple
Keywords: Earth, Form
Duration: One scene
Prerequisite Charms: Stillness-of-Stone Atemi, Unmoving Mountain Stance
The Immaculate moves through slow and deliberate katas as though the air were stone
carved by her movements, crafting a perfect stance. She adds (Strength/2, rounded up)
bonus dice on attack rolls of smash attacks or attacks against prone enemies. She adds
(Strength) natural soak.
Special activation rules: When an enemy whose Initiative is lower than the
Immaculate’s hits her with an attack, she may reflexively enter this Form, gaining its
soak bonus against withering attacks.
Ghost-Grounding Blow
Cost: 5m, 5i, 1wp; Mins: Martial Arts 4, Essence 2
Type: Reflexive
Keywords: Earth, Perilous, Withering-only
Duration: Instant
Prerequisite Charms: Earth Dragon Form
Corrupt gods and truculent spirits must bow their faces into the earth until they have
learned humility. After crashing a spirit with a withering attack, the Immaculate may use
this Charm. The spirit instantly materializes at no cost if dematerialized, and cannot
dematerialize or use the Hurry Home Charm until (Immaculate’s Strength) rounds have
passed after it recovers from crash.
Earthshaker Attack
Cost: 10m, 5i, 1wp; Mins: Martial Arts 5, Essence 3
Type: Simple
Keywords: Decisive-only, Earth
Duration: Instant
Prerequisite Charms: Earth Dragon Form
The ground trembles beneath the Immaculate’s blow as she drives her tetsubo or
stomping foot into the ground. To use this Charm, the Immaculate must have Initiative
15+. She makes a single decisive attack roll against all other characters in short range,
including allies. This attack is unblockable, undodgeable, and can’t be clashed. Instead,
each character in range must make a (Dexterity + Athletics) opposed roll against the
Immaculate’s attack to maintain his balance. A character who fails is knocked prone and
suffers (Strength) dice of bashing damage, ignoring Hardness. This doesn’t include the
Immaculate’s Initiative or reset her to base. Battle groups with Might 0 fail the roll
automatically. Enemies that take 3+ levels of damage are knocked back one range band
with immense force, suffering damage as per a short-range fall (Exalted, p. 232).
In Earth Aura, after paying this Charm’s cost, the Immaculate may divide her total
Initiative evenly among each hit enemy, rounded up, adding it on top of this Charm’s
base damage of (Strength).. Doing so resets her to base Initiative as long as at least one
enemy is hit.
This Charm can only be used once per scene, unless reset by crashing a non-trivial foe
while he’s prone.
Shattering Fist Strike
Cost: 3m, 1wp; Mins: Martial Arts 5, Essence 3
Type: Supplemental
Keywords: Decisive-only, Earth
Duration: Instant
Prerequisite Charms: Earth Dragon Form
The Immaculate’s raw power is all the mightier for her precision, striking a weapon’s
weakest point to shatter it. Her disarm gambit destroys a mundane weapon on a success.
Alternatively, she may supplement a feat of demolition (Exalted, p. 229), doubling 9s
and completing in a miscellaneous action what would normally take longer, such as
punching through a brick wall.
The Immaculate may expend her Earth Aura to target an artifact weapon with a
supplemented disarm gambit, adding its rating to the gambit’s difficulty. Success
fractures the weapon, breaking its wielder’s attunement and rendering the artifact
unusable until repaired (Exalted, p. 242). Such repair projects only require a single
successful roll, rather than an extended action.
Weapon-Breaking Defense Technique
Cost: 10m, 1wp; Mins: Martial Arts 5, Essence 3
Type: Reflexive
Keywords: Clash, Decisive-only, Earth
Duration: Instant
Prerequisite Charms: Shattering Fist Strike
The fool who proclaims he’ll slay the mountain can only blame himself when he returns
home with a broken sword. The Immaculate reflexively clashes an attack from close
range with a disarm gambit that benefits from Shattering Fist Strike. This doesn’t count
as her combat action for the round. Winning the clash adds her attack roll threshold
successes to the gambit’s Initiative roll. This Charm can’t clash unarmed attacks or other
attacks that have the Natural tag.
In Earth Aura, the Immaculate may clash to fracture artifact weapons without expending
her Aura.
This Charm may only be used once per scene, unless reset by dealing 7+ levels of
damage to a non-trivial enemy with a decisive attack.
Avalanche Method
Cost: 20m, 1wp; Mins: Martial Arts 5, Essence 4
Type: Simple
Keywords: Decisive-only, Earth
Duration: Instant
Prerequisite Charms: Weapon-Breaking Defense Technique
Striking blow after hammering blow, the Immaculate forces even the haughtiest heretics
to kneel. To use this Charm, the Immaculate must have Initiative 12+ and her target must
have a mobility penalty of at least -1. She makes decisive attacks against a single enemy
until she’s made a total equal to his mobility penalty, or until she misses. A successful
attack doesn’t reset her to base Initiative — instead, she loses Initiative equal to the
successes on her damage roll, to a minimum of her base Initiative. Once she’s completed
all attacks, she resets as usual.
If the Immaculate successfully lands a smash attack against an enemy, he isn’t knocked
back until she’s completed all attacks made with this Charm. Landing multiple smash
attacks lets her fling him back multiple range bands, to a maximum of long range. He
crashes to earth with incredible force, suffering damage as per a short-range fall if he’s
knocked to medium range, or per a medium-range fall if knocked to long range (Exalted,
p. 232). An enemy trapped with Hungry Earth Strike isn’t dislodged from his earthen
prison, but still suffers falling damage as he’s ground against his prison’s stone walls
with bone-breaking force.
In Earth Aura, missing doesn’t prevent the Immaculate from launching further attacks.
Hungry Earth Strike
Cost: 10m, 6i, 1wp; Mins: Martial Arts 5, Essence 4
Type: Supplemental
Keywords: Earth, Perilous, Withering-only
Duration: Instant
Prerequisite Charms: Earthshaker Attack, Ghost-Grounding Blow
The jaws of Pasiap yawn wide in jagged fissures to consume those the Immaculate
condemns. She makes a withering attack that must either be a smash attack or directed
against a prone enemy, doubling 8s on the damage roll. If she crashes an enemy who’s
standing on soil, stone, or a similar earthen substance (or is knocked onto such terrain by
a smash attack), the ground beneath his feet swallows him to the waist. While swallowed
in earth, that enemy cannot take movement actions and suffers the penalties for being
prone (Exalted, p. 202). On each of his turns, he suffers one die of bashing damage from
grinding stone, ignoring Hardness. Spirits suffer the effects of Ghost-Grounding Blow
while trapped. If an enemy is incapacitated while buried, he dies, his body entombed in
the depths of the earth.
A buried enemy may attempt to break free from the earth as an extended (Strength +
Athletics) action, with difficulty (Immaculate’s Strength) and a goal number of
(Immaculate’s Essence + Strength). That character’s allies may also attempt to pry him
free with their own (Strength + Athletics) rolls, adding their threshold successes towards
his total. This roll is a miscellaneous action that can’t be flurried.
In Earth Aura, the Immaculate may bury an enemy without crashing him if her attack
reduces his Initiative from being higher than hers to lower.
This Charm may only be used once per scene, unless reset by incapacitating a non-trivial
foe with a decisive attack from 20+ Initiative.
Perfection of Earth Body
Cost: —(+6m, 6i, 1wp); Mins: Martial Arts 5, Essence 5
Type: Permanent
Keywords: Earth, Perilous
Duration: Permanent
Prerequisite Charms: Avalanche Method, Hungry Earth Strike
The Immaculate concludes the katas of Earth Dragon Form by dropping to her hands and
knees, humbling herself before Pasiap. As she rises, her body twists and shifts as Earth
Essence suffuses it, her skin becoming rough and craggy as her body hardens into living
stone. Upon entering Earth Dragon Form, she may pay six motes, six Initiative, and one
Willpower to enhance it. When she attacks a prone enemy or makes a smash attack, she
adds (Stamina) raw withering damage or decisive damage. She’s immune to all wound
penalties, as well as crippling penalties inflicted by effects such as Joint-Wounding
Attack or Crippling Pressure-Point Strike.
If the Immaculate is unarmored, the soak bonus from Earth Dragon Form rises to
(Willpower + Strength), and she gains Hardness (Strength + Stamina).
Fire Dragon Style
Fire Dragon style demands both the capacity for unpredictable violence and immense
self-discipline. Its students train in the rhythm of combat, sparring and performing
weapon drills in time to music. Walkers on the path of Hesiesh fight with incredible
speed and a dancer’s grace, knowing when to withhold their force and when to unleash it
without restraint.
Fire Dragon Weapons: Fire Dragon unarmed attacks are rapid barrages of punches and
chops, as well as powerful kicks. The style also uses short swords, traditionally wielded
paired. Unarmed attacks enhanced by Fire Dragon Charms can be stunted to deal lethal
damage.
Armor: This style is compatible with light and medium armor.
Complementary Abilities: Occult is vital to subduing unruly gods.
Flash-Fire Technique
Cost: 5m, 1wp; Mins: Martial Arts 3, Essence 1
Type: Supplemental
Keywords: Decisive-only, Fire
Duration: Instant
Prerequisite Charms: None
Her sense for violence honed by training and tempered by self-discipline, the Immaculate
draws her blades without needing to think. She rolls Join Battle twice, taking the higher
of the two results. Any Charms she uses must be paid separately for each roll. If she wins
Join Battle and makes a decisive attack on her first turn, she adds (Dexterity) attack roll
extra successes as dice of damage.
Searing Edge Attack
Cost: 3m; Mins: Martial Arts 3, Essence 1
Type: Supplemental
Keywords: Fire, Withering-only
Duration: Instant
Prerequisite Charms: None
The Immaculate’s killing intent radiates from her strike as overwhelmingly painful heat.
As long as her withering damage roll receives at least one success, her target loses
(Essence) additional Initiative, which she doesn’t gain.
Flame-Flicker Stance
Cost: 3m; Mins: Martial Arts 3, Essence 2
Type: Reflexive
Keywords: Fire, Perilous
Duration: Instant
Prerequisite Charms: Flash-Fire Technique
Moving like the shifting flame of a candle, the Immaculate fends off blows in a dance of
whirling blades. (Essence) 1s on an attack roll against her grant +1 Parry each. If she
successfully blocks an attack made by an enemy with lower Initiative, it doesn’t inflict an
onslaught penalty.
In Fire Aura, there’s no limit on how many of her attacker’s 1s the Immaculate can
benefit from.
Perfect Blazing Blow
Cost: 3m, 1wp; Mins: Martial Arts 4, Essence 2
Type: Supplemental
Keywords: Decisive-only, Fire
Duration: Instant
Prerequisite Charms: Searing Edge Attack
Striking with overwhelming intensity, the Immaculate burns through her foe’s defense.
She doubles (Essence) 9s on a decisive attack roll against an enemy with lower Initiative.
She doubles 8s against crashed foes, though still up to a total of (Essence) doubled
successes.
In Fire Aura, each success doubled by this Charm also adds one die of damage.
Fire Dragon Form
Cost: 7m; Mins: Martial Arts 4, Essence 2
Type: Simple
Keywords: Fire, Form
Duration: One scene
Prerequisite Charms: Flame-Flicker Stance, Perfect Blazing Blow
Flames seem to glow in the Immaculate’s eyes as she dances through a rapid kata,
assuming a graceful, deadly battle stance. Against enemies with a lower Initiative, her
attacks inflict onslaught penalties before the roll is made, penalizing the enemy’s Defense
against them. When she parries a decisive attack, the Initiative her attacker loses
(Exalted, p. 191) is doubled.
Special activation rules: When the Immaculate wins Join Battle, she may reflexively
enter this Form.
God-Immolating Strike
Cost: 5m; Mins: Martial Arts 4, Essence 2
Type: Supplemental
Keywords: Decisive-only, Fire
Duration: Instant
Prerequisite Charms: Fire Dragon Form
Wayward divinities and unrighteous spirits are tinder for the flames of righteousness. The
Immaculate’s decisive attacks deal aggravated damage to spirits, and she treats her
Initiative as (Essence) higher for the purposes of this style’s Charms or similar effects
that gain benefits against lower-Initiative foes.
If she deals damage, she ignites the spirit’s Essence, rolling (Essence) dice of aggravated
damage on its next turn, ignoring Hardness. Dematerialized spirits are more easily
consumed, suffering (Essence + 2) dice instead.
Essence-Igniting Nerve Strike
Cost: 4m, 1wp; Mins: Martial Arts 4, Essence 3
Type: Simple
Keywords: Fire, Withering-only
Duration: Instant
Prerequisite Charms: God-Immolating Strike
Her blades rippling with invisible flame, the Immaculate agitates her foe’s Essence with a
precision strike, burning him from within. She makes a withering attack against an
enemy with a lower Initiative. The Initiative she gains from the damage roll is halved, but
the enemy loses one mote for every 9 on the damage roll, and two for every 10. The
Immaculate chooses whether personal or peripheral motes are lost first. If this crashes
that enemy, his lost motes ignite as an inward flame, rolling one die of lethal damage for
every two motes lost (rounded up), maximum (Essence), ignoring Hardness.
The Immaculate may expend her Fire Aura to gain the full amount of Initiative from the
damage roll.
Overwhelming Fire Majesty Stance
Cost: 6m, 3i; Mins: Martial Arts 4, Essence 3
Type: Reflexive
Keywords: Fire, Perilous
Duration: Until next turn
Prerequisite Charms: Fire Dragon Form
The power and majesty of a raging conflagration cows even the bravest hearts. Flames
wreathe the martial artist, imposing a penalty of (lower of Essence or Charisma) on
attacks against her. Enemies that hit her from close range suffer one die of lethal damage,
ignoring Hardness. A foe may pay one Willpower to become immune to this Charm’s
penalty for the scene, but not its damage.
In Fire Aura, this Charm’s Initiative cost is waived and it loses the Perilous keyword.
Fiery Blade Attack
Cost: 5m, 4i; Mins: Martial Arts 5, Essence 3
Type: Simple
Keywords: Decisive-only, Fire
Duration: Instant
Prerequisite Charms: Fire Dragon Form
The Immaculate delivers a rapid flurry of finishing blows, setting the air ablaze with her
speed. She makes a decisive attack. As long as it deals any damage, it ignites a bonfire
(Damage 4L/round, Difficulty 5) engulfing her victim, which burns without fuel for as
long as he remains within it. Escaping the blaze requires him to disengage even if no
combatants are in close range of him, in which case he rolls at difficulty 2.
Breath of the Fire Dragon
Cost: 15m, 1wp; Mins: Martial Arts 5, Essence 4
Type: Simple
Keywords: Decisive-only, Fire
Duration: Instant
Prerequisite Charms: Overwhelming Fire Majesty Stance
The Immaculate ignites the air within her lungs, expelling it as a mighty gout of flame.
She rolls an unblockable decisive attack with (Stamina + Martial Arts) against all
characters, including allies, in a ninety-degree arc out to close range, plus an additional
range band for every 10 Initiative she has, to a maximum of medium range with 20+
Initiative. This attack strikes both dematerialized and materialized characters with
(Initiative/3, rounded up) lethal damage, ignoring Hardness. Trivial opponents and battle
groups suffer (Initiative) damage instead. As long as one enemy is hit by the attack, the
Immaculate resets to base Initiative.
Enemies that take 3+ levels of damage catch fire, suffering (Essence) dice of lethal
damage each turn, ignoring Hardness, until extinguished. Dematerialized spirits suffer
aggravated damage and are made visible to all by the flame as long as it burns, and
cannot extinguish it unless they first materialize. Flammable scenery caught in the blast
catches fire, burning as a bonfire (Damage 4L/round, Difficulty 5) for the rest of the
scene.
This Charm can only be used once per scene, unless reset by gaining 15+ Initiative on a
single tick.
Smoldering Wound Attack
Cost: 5m, 1wp; Mins: Martial Arts 5, Essence 4
Type: Reflexive
Keywords: Decisive-only, Fire
Duration: Instant
Prerequisite Charms: Essence-Igniting Nerve Strike, Fiery Blade Attack
This Charm may only be used after landing a decisive attack, but before rolling damage.
For every 10 on the damage roll, the Immaculate rolls one die of unsoakable withering
damage, which adds to her base Initiative upon resetting. She can’t gain more than
(Essence) Initiative this way. Against a crashed enemy, she rolls decisive damage
instead, but still gains Initiative equal to the damage dealt.
In Fire Aura, this Charm may be used after damage has been rolled.
Consuming Might of the Fire Dragon
Cost: —(+5m, 1wp); Mins: Martial Arts 5, Essence 5
Type: Permanent
Keywords: Dual, Fire
Duration: Permanent
Prerequisite Charms: Breath of the Fire Dragon, Smoldering Wound Attack
A swirling flame erupts from the Immaculate’s crown chakra, engulfing her in a deadly
blaze. Upon entering Fire Dragon Form, she may pay five motes and one Willpower to
enhance it. She treats her Initiative as (Wits) points higher to determine when she acts
each round, and for the purposes of Charms of this style or similar effects that offer
benefits against lower-Initiative foes. Withering attacks gain (Strength/2, rounded up)
Overwhelming, while decisive attacks add one die of damage. An enemy that hits her
from close range suffers one die of lethal damage, ignoring Hardness.
The Immaculate’s blazing aura grows stronger as she defeats her foes. Each non-trivial
enemy she incapacitates adds one to the Initiative bonus, Overwhelming bonus, decisive
damage bonus, and damage dealt to enemies that hit her.
Water Dragon Style
Water Dragon teaches that all things are flow — the rhythm of a fight, the blood of a
living body, the Essence of Creation. Practitioners of this style train in techniques that
block, redirect, or impede these flows, subtly manipulating the conditions of battle to
seize victory. Its defense emphasizes fluid motions and outmaneuvering enemies with
footwork, while its offense relies on repeated strikes, exploiting the lightest wound to
unleash a cascading torrent of death.
Water Dragon Weapons: Water Dragon unarmed attacks emphasize swift sequences of
punches, kicks, and claw strikes. It also uses tiger claws. Unarmed attacks enhanced by
Water Dragon Charms can be stunted to deal lethal damage.
Armor: This style is compatible with light and medium armor.
Complementary Abilities: Occult is needed to battle spirits.
Flowing Water Defense
Cost: 4m; Mins: Martial Arts 3, Essence 1
Type: Reflexive
Keywords: Perilous, Water
Duration: Instant
Prerequisite Charms: None
The Immaculate flows between offense and defense, lunging forward to strike before
returning to a defensive posture. She can flurry a full defense with an attack, ignoring the
Defense penalty for flurrying.
In Water Aura, if the Immaculate’s attack succeeds, the Initiative cost of her full defense
is refunded.
Rippling Water Strike
Cost: 5m; Mins: Martial Arts 3, Essence 1
Type: Supplemental
Keywords: Water, Withering-only
Duration: Instant
Prerequisite Charms: None
The Immaculate’s strike breaks her foe’s guard like a pebble dropped into still water,
spreading outward to throw enemies off-balance. Her withering attack gains +2
Overwhelming, and she may use Dexterity in place of Strength to determine its raw
damage. If she crashes a non-trivial foe with the attack, all other enemies within close
range suffer a −1 onslaught penalty.
In Water Aura, the Immaculate adds her Dexterity to raw damage in addition to her
Strength.
Drowning-in-Blood Technique
Cost: 3m; Mins: Martial Arts 3, Essence 2
Type: Supplemental
Keywords: Decisive-only, Water
Duration: Instant
Prerequisite Charms: None
Striking her foe’s chest with a rapid barrage, the Immaculate redirects the flow of his
blood so that it pours into his lungs. Her decisive attack doubles 10s on its damage roll. If
she deals 3+ levels of damage, her foe begins choking on his own blood, raising his
wound penalty by one until the scene ends or he crashes the Immaculate.
Essence is the life’s blood of spirits, and this attack turns its flow against them. Multiple
uses stack the wound penalty increase against spirits, maximum (Essence).
In Water Aura, the Immaculate adds (her foe’s wound penalty/2, rounded up) bonus dice
of damage.
Shrugging Water-Dragon Escape
Cost: 4m; Mins: Martial Arts 4, Essence 2
Type: Supplemental
Keywords: Water
Duration: Instant
Prerequisite Charms: Flowing Water Defense
The Immaculate’s fluid posture and footwork defies all restraint. She doubles 9s on a
(Strength + Martial Arts) roll to resist a grapple, a disengage roll, a roll opposing an
enemy’s rush, or any roll to escape from restraints such as manacles.
In Water Aura, success on the roll grants one Initiative.
Water Dragon Form
Cost: 10m; Mins: Martial Arts 4, Essence 2
Type: Simple
Keywords: Form, Water
Duration: One scene
Prerequisite Charms: Drowning-in-Blood Technique, Shrugging Water Dragon Escape
The Immaculate drops into a fighting stance in which offense and defense are a single
fluid motion. She adds bonus dice on attack rolls equal to her target’s wound penalty,
wearing down foes in an endless tide. Her Stamina is doubled when calculating her
natural soak.
Special activation rules: When the Immaculate deals enough decisive damage to a non-
trivial enemy to raise his wound penalty, she may reflexively enter this Form.
Theft-of-Essence Method
Cost: 4i; Mins: Martial Arts 4, Essence 2
Type: Reflexive
Keywords: Perilous, Water
Duration: Instant
Prerequisite Charms: Water Dragon Form
Landing a telling blow, the martial artist redirects the flow of a foe’s Essence. Upon
crashing an enemy, the stylist steals (Essence + his wound penalty) of his motes, adding
them to her own pool. She may choose whether to drain personal or peripheral motes,
adding them to the same pool she steals from.
Bottomless Depths Defense
Cost: 5m, 1ahl; Mins: Martial Arts 5, Essence 3
Type: Reflexive
Keywords: Perilous, Water
Duration: Instant
Prerequisite Charms: Water Dragon Form
The martial artist’s body ripples and deforms around a blow, dispersing its force into the
bottomless abyss of her vitality. After being hit by an attack, she rolls (Essence +
Stamina), unmodified by other effects. Each success cancels one level of damage. Even if
she rolls no successes, she still cancels one level of damage.
The Immaculate may expend her Water Aura to negate all damage from the attack.
This Charm can only be used once per day, unless reset by being hit by three decisive
attacks from non-trivial foes without taking a single level of damage.
Essence-Dousing Wave Attack
Cost: 5m, 1wp; Mins: Martial Arts 5, Essence 3
Type: Supplemental
Keywords: Decisive-only, Water
Duration: Instant
Prerequisite Charms: Theft-of-Essence Method
Striking with the dark, smothering Essence of a crashing wave, the martial artist
quenches the flame of her foe’s battle prowess. If her decisive attack against a crashed
enemy deals at least (his Essence) damage, she chooses one of his ongoing Charms to
deactivate, which must belong to a combat Ability or be a combat-based physical
Attribute Charm. The Storyteller should inform her player what applicable Charms her
victim has active before she chooses.
The martial artist may expend her Water Aura to use this Charm against an enemy who
isn’t crashed.
Flow Reversal Strike
Cost: 7m, 1wp; Mins: Martial Arts 5, Essence 3
Type: Simple
Keywords: Decisive-only, Water
Duration: Instant
Prerequisite Charms: Theft-of-Essence Method
The Immaculate channels a surge of Essence through her strike, causing every moving
fluid in her foe’s body to reverse its course. She makes a decisive attack. On a hit, her
victim rolls (Stamina + Resistance) against a difficulty equal to her attack roll threshold
successes. If he fails, each success he failed by adds one die of decisive damage, and
after taking the decisive damage he suffers withering damage equal to his current wound
penalty, which is added to the Immaculate’s base Initiative.
This attack twists and disrupts the Essence of spirits, causing their wound penalty to
subtract successes rather than dice from their (Stamina + Resistance) roll.
This Charm can only be used once per scene, unless reset by crashing an enemy whose
Initiative was higher than the Immaculate’s.
Crashing Wave Style
Cost: 5m, 5i, 1wp; Mins: Martial Arts 5, Essence 4
Type: Simple
Keywords: Perilous, Water, Withering-only
Duration: Instant
Prerequisite Charms: Flow Reversal Strike
The Immaculate strikes blow after furious blow, like waves pounding the shore. She
makes withering attacks against a single enemy until she misses, crashes him, or has
made a total of (1 + his wound penalty) attacks. Against battle groups, she attacks until
she misses or depletes the group’s Magnitude.
In Water Aura, crashing an enemy deals dice of lethal damage to him equal to his current
onslaught penalty (including the point inflicted by this attack), ignoring Hardness.
This Charm can only be used once per scene, unless reset by landing a decisive attack
against a crashed enemy and then building up to Initiative 12+.
Ghost-Restraining Whirlpool
Cost: 6m, 2i, 1wp; Mins: Martial Arts 5, Essence 4
Type: Simple
Keywords: Perilous, Water
Duration: One scene
Prerequisite Charms: Essence-Dousing Wave Attack
Moving through a winding kata, the Immaculate stirs the seas of Essence that surround
her, creating a maelstrom that inexorably draws in spirits. Spirits within medium range
can’t move away from her without disengaging, nor can they use the Hurry Home Charm.
The Immaculate gains all Initiative lost by spirits disengaging away from her.
Additionally, at the end of each spirit’s turn, if it didn’t either move towards the
Immaculate or end in close range to her, she steals two Initiative from it.
Dematerialized spirits are even more susceptible to the whirlpool, treating its entire range
as difficult terrain (Exalted, p. 199). If she steals Initiative from them, they also suffer
one die of bashing damage, ignoring Hardness.
In Water Aura, this Charm’s range extends to long.
Special activation rules: The Immaculate may use this Charm reflexively when she
enters Water Dragon Form.
Tsunami-Force Shout
Cost: 10m, 10i, 1wp; Mins: Martial Arts 5, Essence 5
Type: Simple
Keywords: Decisive-only, Water
Duration: Instant
Prerequisite Charms: Bottomless Depths Defense, Crashing Wave Style, Ghost-
Restraining Whirlpool
Breathing deep, the Immaculate fills her lungs with liquid Essence. With a mighty,
bellowing kiai, she expels a rumbling torrent of spiritual pressure. To use this Charm, she
must have Initiative 20+. She rolls an unblockable decisive attack with (Stamina +
Martial Arts) against all enemies in ninety-degree arc out to medium range. If she’s using
Ghost-Restraining Whirlpool, its currents bear the force of her attack to strike all spirits
within its range, materialized or dematerialized. This attack deals bashing damage to each
struck enemy equal to ([Attack roll threshold successes x his wound penalty] + 1),
ignoring Hardness. Battle groups are treated as having a −4 wound penalty to determine
damage. This doesn’t include the Immaculate’s Initiative or reset her to base.
Each enemy damaged by the attack is flung one range band away from the Immaculate
and falls prone. Spirits cannot be forced outside the range of a Ghost-Restraining
Whirlpool, and instead suffer damage as per a short-range fall (Exalted, p. 232) if driven
to the whirlpool’s edge. An enemy that takes 3+ levels of damage is knocked back two
range bands and suffers damage as per a short-range fall (or medium range, for spirits
forced against a Ghost-Restraining Whirlpool’s edge).
Tsunami-Force Shout can only be used once per scene, unless reset by landing a decisive
attack that resets the Immaculate’s Initiative and building back to Initiative 20+.
Wood Dragon Style
The most esoteric of the Immaculate Dragon styles, Wood Dragon oversees the cycles of
life and death. Its students undergo grueling regimens that bring them to the edge of
death, fasting to their bodies’ limits while consuming copious quantities of
hallucinogenic and entheogenic drugs. When they return to the world of the living, they
bring mysterious insight with them. In battle, these mystics draw on an extensive
knowledge of pressure points and Essence flows to both subdue foes and heal allies.
Masters of the style are rumored to possess a technique that can bring instant death,
destroying the soul itself.
Wood Dragon Weapons: Wood Dragon unarmed attacks are precise finger jabs
targeting pressure points and nerve clusters. The style also uses the staff. Wood Dragon
stylists train in wielding the long bow as a close-range weapon, using the traits of a staff.
Wood Dragon style can’t be used through ranged attacks made with a bow, but the
Immaculate doesn’t need a ready weapon action to change between using a bow as a
ranged weapon and wielding it as a staff.
Armor: This style is compatible with light armor.
Complementary Abilities: Occult is necessary to battle spirits, while Performance is
used to distract and misdirect.
Wood Dragon Vitality
Cost: 5m; Mins: Martial Arts 2, Essence 1
Type: Reflexive
Keywords: Dual, Wood
Duration: Instant
Prerequisite Charms: None
At one with the font of all life in Creation, the Immaculate suffuses her body with
unyielding vitality. She adds (Martial Arts) natural soak against a withering attack, or
subtracts one die from the damage of a decisive attack.
In Wood Aura, the Immaculate adds (Essence + Martial Arts) soak, or subtracts
(Essence/2, rounded up) dice of decisive damage.
Eyes of the Wood Dragon
Cost: 4m; Mins: Martial Arts 3, Essence 1
Type: Supplemental
Keywords: Withering-only, Wood
Duration: Instant
Prerequisite Charms: None
Perceiving the path of living Essence through chakras and meridians, the Immaculate
lands a precise strike to disrupt her foe’s vital energies. She adds (Perception) raw
withering damage and can make piercing attacks (Exalted, p. 586) with Wood Dragon
attacks.
In Wood Aura, the Immaculate doesn’t suffer a Defense penalty for making a piercing
attack.
Mind-Over-Body Meditation
Cost: 5m, 1wp; Mins: Martial Arts 3, Essence 2
Type: Simple
Keywords: Perilous, Wood
Duration: Instant
Prerequisite Charms: Wood Dragon Vitality
The Immaculate is keenly aware of the rhythm and circulation of her body’s vital forces,
sensing bruises and cuts as disturbances in its course. Closing her eyes in a moment of
intense focus, she rights the flow of her living Essence and seals her wounds. She rolls
(lower of Essence or Stamina), healing a level of non-aggravated damage for each
success, minimum one.
This Charm can only be used once per scene, and only while in combat.
Soul-Marking Style
Cost: 3m, 2i; Mins: Martial Arts 4, Essence 2
Type: Supplemental
Keywords: Decisive-only, Wood
Duration: Instant
Prerequisite Charms: Eyes of the Wood Dragon
Striking through her enemy’s flesh to reach at his spirit, the Immaculate drives a thorn of
deadly Essence into his soul. As long as her decisive attack deals damage, further Wood
Dragon attacks are guided by her awareness of the soul mark, granting the benefits of
aiming (Exalted, p. 196) against that foe for the scene. Spirits suffer a −1 crippling
penalty on all actions for the scene.
Wood Dragon Form
Cost: 10m; Mins: Martial Arts 4, Essence 2
Type: Simple
Keywords: Form, Wood
Duration: One scene
Prerequisite Charms: Mind-Over-Body Meditation, Soul-Marking Style
The Immaculate strikes her own pressure points and chakras with a series of quick,
precise blows, bringing her Essence into perfect alignment. She gains (lower of Essence
or Stamina) temporary −1 health levels the first time she enters this form in the scene.
She keeps these health levels even if she leaves this form. At the end of the scene, these
temporary health levels fade, and all damage contained in them returns to her normal
health track.
Additionally, when the Immaculate lands a decisive attack from 12+ Initiative that
incapacitates a non-trivial enemy, she resets Mind-Over-Body Meditation.
Special activation rules: When the Immaculate heals enough damage from Mind-Over-
Body Meditation or similar effects to reduce her wound penalty, she may reflexively
enter this Form.
Spirit-Wracking Method
Cost: 7m; Mins: Martial Arts 4, Essence 2
Type: Supplemental
Keywords: Withering-only, Wood
Duration: Instant
Prerequisite Charms: Wood Dragon Form
The Immaculate chastises unruly spirits with strikes that carry the seeds of her vital
Essence, to blossom within the spirit’s anima. Her withering attack against a spirit
doubles 8s on the damage roll, but doesn’t grant her any Initiative. She rolls a die of
lethal decisive damage for every 10 on the withering damage roll, ignoring Hardness.
A spirit crashed by her attack suffers agonizing pain, doubling its wound penalties and
the crippling penalty from Soul-Marking Style until it recovers from crash.
Death-Pattern-Sensing Attitude
Cost: 5m, 2i (+1wp); Mins: Martial Arts 4, Essence 3
Type: Reflexive
Keywords: Perilous, Wood
Duration: Until next turn
Prerequisite Charms: Wood Dragon Form
Her senses fully attuned to the web of living Essence that surrounds her, the Immaculate
foretells the approach of impending death. She gains the benefits of a full defense
(Exalted, p. 196) to block attacks from enemies marked with her Soul-Marking Style,
and ignores the Defense penalty from their surprise attacks.
If the Immaculate is ambushed by a marked foe, she may pay one Willpower to block it.
Her Parry is limited to (her Essence/2, rounded up), and cannot be raised higher or benefit
from other Charms.
Spirit-Rending Technique
Cost: 8m, 1wp; Mins: Martial Arts 4, Essence 3
Type: Supplemental
Keywords: Decisive-only, Wood
Duration: Instant
Prerequisite Charms: Spirit-Wracking Method
Having placed her mark on a truculent god, the Immaculate rends its Essence apart from
within. She adds (Willpower) dice to a decisive damage roll against a spirit marked by
her Soul-Marking Style, and deals aggravated damage. If this incapacitates a spirit, the
Immaculate gains (its Essence) motes.
Unbreakable Fascination Kata
Cost: 5m, 1wp; Mins: Martial Arts 5, Essence 3
Type: Simple
Keywords: Wood
Duration: Instant
Prerequisite Charms: Wood Dragon Form
Moving in a sinuous, vine-like kata, the Immaculate entrances her foes. She makes an
inspire roll with (Appearance + Performance) against one or more enemies that can see
her to fill them with fascination. Each enemy whose Resolve is beaten cannot attack on
his next turn, and cannot move away from the Immaculate without disengaging that turn.
Once an enemy has resisted this influence with Willpower, he’s immune to losing his
attack for the rest of the scene, but must still disengage to move away from the stylist. An
enemy who carries the Immaculate’s soul mark must pay Willpower to resist twice before
gaining this immunity.
Enthralling Blow Attack
Cost: 10m, 5i; Mins: Martial Arts 5, Essence 4
Type: Reflexive
Keywords: Perilous, Withering-only, Wood
Duration: Instant
Prerequisite Charms: Unbreakable Fascination Kata
The Immaculate transitions through the undulating motions of her Unbreakable
Fascination Kata into a sweeping blow that sends foes reeling. Upon using this Charm’s
prerequisite, the Immaculate reflexively rolls a single withering attack against each
enemy in close range whose Resolve she beat, even if they resisted with Willpower. She
rolls damage separately against each hit enemy, but only gains Initiative from the highest
damage roll. Damaged enemies cannot take any move actions on their next turn.
An enemy crashed by Enthralling Blow Attack suffers the full effects of the
Immaculate’s Unbreakable Fascination Kata until he recovers from crash, even if he’s
already paid Willpower to resist.
In Wood Aura, in addition to gaining Initiative from the highest damage roll, the
Immaculate gains up to (Essence/2, rounded up) Initiative from each additional damage
roll.
Wood Dragon Succor
Cost: 15m, 1wp; Mins: Martial Arts 5, Essence 4
Type: Simple
Keywords: Wood
Duration: Instant
Prerequisite Charms: Death-Pattern-Sensing Meditation, Spirit-Rending Technique
The Wood Dragon lives so that all may live. To use this Charm, the Immaculate must
have Initiative 12+. She lays hands on another character, activating pressure points with
gentle touches as verdant Essence flows from her hands to suffuse his body and heal his
wounds. She rolls (Initiative), healing her ally one level of non-aggravated damage for
each success, to a maximum of (his Stamina + Resistance) levels. She suffers an
unpreventable level of bashing damage for every two health levels she heals this way,
rounded down.
Using this Charm resets the Immaculate to base Initiative. If she expends her Wood Aura,
she only loses Initiative equal to the total levels of damage healed, to a minimum of her
base Initiative. A character can only benefit from this Charm once per day.
Soul Mastery
Cost: 5m, 1wp, 1ahl; Mins: Martial Arts 5, Essence 5
Type: Simple
Keywords: Decisive-only, Wood
Duration: Instant
Prerequisite Charms: Enthralling Blow Attack, Wood Dragon Succor
Standing at the center of life and death, the Immaculate unleashes the legendary secret
technique of Wood Dragon style. A swirling black-green aura wreathes her weapon as
she strikes at her opponent’s very soul. This Charm can only be used against an enemy
suffering from the Immaculate’s Soul-Marking Style. She rolls a gambit against him,
with a difficulty of (his Essence + Willpower − wound penalty), minimum 6. Success
destroys him utterly. Spirits are permanently destroyed, the undead crumble into dust,
and the living die as their souls are struck into Lethe, ensuring that they’ll reincarnate
rather than lingering as ghosts. Constructs and similar beings neither living or dead are
unaffected.
Soul Mastery can only be used once per scene.

Other Styles
Golden Janissary Style
This ancient art has been passed down by generations of devil-fighting sages who
pledged their lives to defend Creation from darkness. Its training regimens combine
weapon katas, dance-like footwork, and meditation on light and shadow. It’s studied by
holy ascetics, warriors who guard the borders of shadowlands, and barbarian tribes
dwelling in devil-haunted wilderness, as well as Dragon-Blooded shikari.
Golden Janissary Weapons: Stylists use sweeping unarmed attacks, as well as the spear
and staff. Unarmed attacks enhanced by Golden Janissary Charms can be stunted to deal
lethal damage.
Armor: This style is compatible with light armor.
Complementary Abilities: Occult is useful to practitioners of this style, while Athletics
is key to its mobility.
Where-Is-Doom Inquisition
Cost: 6m; Mins: Martial Arts 2, Essence 1
Type: Supplemental
Keywords: Dual, Mastery
Duration: Instant
Prerequisite Charms: None
Those who hide in the darkness reveal their own wickedness. The martial artist adds
(Occult) bonus dice on an Awareness roll to Join Battle or detect a hidden threat in
combat. If any creatures of darkness oppose her roll, (Essence) total 1s on their rolls add
non-Charm dice to her roll. She cannot pinpoint which of her enemies are creatures of
darkness with this Charm, but can sense she’s in the presence of unhale forces.
Mastery: If the martial artist wins Join Battle against a creature of darkness and uses her
first turn to attack one, she may reflexively move one range band towards it before
attacking in addition to her normal movement action, and adds (Occult) dice of post-soak
withering damage or one success on a decisive damage roll.

Creatures of Darkness
Creatures of darkness are foes of Creation who stalk through the night or
dwell in the dark places of the world. This includes demons and undead by
default, but the Storyteller is free to include or exclude beings from this
category at her discretion. A benign ancestor ghost might not be a creature
of darkness, while a subterranean monstrosity empowered by forbidden
gods could be.

Rotten Leaf Arrested


Cost: 4m; Mins: Martial Arts 3, Essence 1
Type: Supplemental
Keywords: Withering-only
Duration: Instant
Prerequisite Charms: None
Let no unclean thing set foot over Creation’s threshold. The stylist’s withering attack
gains +1 Overwhelming and knocks her enemy prone if it deals damage. An enemy
crashed by this attack cannot take a movement action on his next turn.
Against creatures of darkness, the Overwhelming bonus rises to (Occult/2, rounded up),
minimum +1, and she adds one automatic success to her withering damage roll. A
crashed creature of darkness cannot move or attack on its next turn.
Cleansing Flame Strike
Cost: 3m; Mins: Martial Arts 3, Essence 1
Type: Supplemental
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Rotten Leaf Arrested, Where-Is-Doom Inquisition
Answer the abomination with flame. Aureate fire streaks along the stylist’s decisive
attack, adding one die of damage and ignoring two points of Hardness. Against creatures
of darkness, she deals aggravated damage and doubles 10s on the damage roll.
Golden Janissary Form
Cost: 8m; Mins: Martial Arts 4, Essence 1
Type: Simple
Keywords: Form
Duration: One scene
Prerequisite Charms: Cleansing Flame Strike
Stand proud in defense of Creation, and you will never fall. The martial artist adds
(Strength/2, rounded up) to her natural soak and as bonus dice on rushes, and gains one
Initiative on a successful rush. She gains +1 Parry and +(Occult) natural soak against
creatures of darkness, and +1 base Initiative when she resets after landing a decisive
attack against one.
Special activation rules: Whenever the stylist lands a decisive attack against a creature
of darkness, she may reflexively enter this Form, granting her its Initiative bonus.
Devil-Slaying Spear Dance
Cost: 5m, 1wp; Mins: Martial Arts 4, Essence 2
Type: Reflexive
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: Golden Janissary Form
Be as a spreading blaze, always advancing towards the fuel of your enemies. Upon
incapacitating a nontrivial foe, the stylist may reflexively rush another enemy, doubling
9s. This doesn’t count as her movement action for the round. When rushing a creature of
darkness, every 1 on his opposed roll grants the stylist one Initiative.
Mastery: On a successful rush, the stylist may instantly move into close range with her
target in place of the normal effects of a rush and reflexively make a decisive attack
against him, which doesn’t count as her attack for the round. If she incapacitates that foe,
she may trigger this Charm again to make another rush.
Paralyzing Combustion Imbuement
Cost: 5m, 1wp; Mins: Martial Arts 5, Essence 2
Type: Simple
Keywords: Decisive-only, Mastery, Terrestrial
Duration: Instant
Prerequisite Charms: Devil-Slaying Spear Dance
The deepest darkness yields before the smallest flame. The stylist makes a decisive
attack. Damaging her foe causes bursts of fiery, golden light to erupt from within his
body with the sound of ringing bells. This penalizes his Stealth as a glowing anima
banner (p. XX) and increases his wound penalty by −1. If this raises his wound penalty
above his Stamina, he cannot disengage from close range with the martial artist for as
long as he remains illumined. Creatures of darkness are burned by this light, suffering
(Essence) dice of aggravated damage each turn, ignoring Hardness. This light shines until
the scene ends, or until the victim crashes or incapacitates the stylist.
Mastery: An enemy whose wound penalty is raised above his Stamina must disengage to
move away from the martial artist regardless of the distance between them.
Terrestrial: An illumined enemy may free himself of the effect by landing a decisive
attack against the stylist.
Light-on-Dark Shield
Cost: 5m, 3i; Mins: Martial Arts 5, Essence 2
Type: Reflexive
Keywords: Clash, Perilous, Terrestrial, Withering-only
Duration: Instant
Prerequisite Charms: Golden Janissary Form
No shadow intrudes upon the light. Spinning her weapon to build momentum, the stylist
clashes an attack with her own withering attack. Her attack cannot deal more damage
than (her Overwhelming), which she doesn’t gain. Against creatures of darkness, a
successful clash also rolls one die of aggravated damage, ignoring Hardness.
Terrestrial: This counts as the stylist’s attack for the round, and can’t be used if she’s
already attacked in this round.
Lone Spark Lights the Conflagration
Cost: 10m, 1wp; Mins: Martial Arts 5, Essence 3
Type: Simple
Keywords: Decisive-only, Mastery, Terrestrial
Duration: Instant
Prerequisite Charms: Light-on-Dark Defense, Paralyzing Combustion Imbuement
Purify the world with flame; let each slain devil be a spark. The stylist makes a decisive
attack against an enemy suffering from her Paralyzing Combustion Imbuement. Her
weapon shines with brilliant light, leaving a white-hot afterimage seared on the eyes of
those who witness it. She adds (Essence) attack roll extra successes as dice of damage, or
(Essence + Occult) successes against a creature of darkness.
If she damages a non-trivial creature of darkness with this attack, the light emanating
from within it flares out to strike each other creature of darkness within medium range,
wreathing them in ghostly bonfires. Each one suffers one die of aggravated damage, plus
an additional die for every 10 on the first damage roll, ignoring Hardness. Damaged
enemies begin to shine, suffering the effect of Paralyzing Combustion Imbuement.
Mastery: After incapacitating a non-trivial creature of darkness and resetting to base
Initiative, the stylist may use Devil-Slaying Spear Dance to roll a rush against all enemies
caught in this Charm’s bonfires. She moves in a blur of blinding motion, coming into
close range of each rushed enemy and making a decisive attack against him before
moving on to the next. Her Initiative doesn’t reset to base until she’s completed all
attacks.
Terrestrial: This Charm can only be used once per scene, unless reset by crashing an
enemy suffering from the stylist’s Paralyzing Combustion Imbuement.
Mantis Style
Mantis style emphasizes a combination of grappling and rapid strikes. It draws no
distinction between offense and defense, employing painful joint holds that leave enemies
unable to fight back or deflecting the force of a blow so that the attacker’s guard is left
wide open. It’s commonly studied by Immaculate monks for its ability to subdue foes
without killing, but is also widespread throughout Eastern and Southern dojos.
Mantis Weapons: Practitioners deliver unarmed attacks with mantis hook strikes —
using one to three fingers to strike weak points, grab foes, and block attacks — as well as
knee and elbow strikes. Mantis style also uses batons, kamas, nunchaku, seven-section
staffs, and war fans. Unarmed attacks enhanced by Mantis Charms can be stunted to deal
lethal damage.
Armor: Mantis style is incompatible with armor.

New Weapon: Kama/Sickle


Light (Accuracy +4, Damage +7, Defense +0, Overwhelming 1)
Tags: Lethal, Melee, Disarming, Piercing
New Weapon: Nunchaku
Light (Accuracy +4, Damage +7, Defense +0, Overwhelming 1)
Tags: Bashing, Martial Arts, Disarming, Flexible

Iron-Arm Block
Cost: 4m; Mins: Martial Arts 2, Essence 1
Type: Reflexive
Keywords: Uniform
Duration: Instant
Prerequisite Charms: None
Using her defense to divert her attacker’s weapon or limbs, the Mantis stylist creates an
opening in his guard. She gains +1 Parry, and inflicts a −1 onslaught penalty on her
attacker if she successfully blocks. If she’s grappling, successfully blocking an attack
also prevents it from reducing her rounds of control.
Mastery: The stylist doesn’t suffer an onslaught penalty from an attack she successfully
blocks.
Crushing Claw Technique
Cost: 3m; Mins: Martial Arts 3, Essence 1
Type: Supplemental
Keywords: Decisive-only
Duration: Instant
Prerequisite Charms: None
The mantis catches its prey with deadly speed. The martial artist adds one automatic
success on the attack roll of a grapple gambit or a decisive attack. If she lands a grapple,
she rolls ([Strength or Dexterity] + Martial Arts) with (higher of Essence or 3) bonus dice
to establish control over it. If she lands a decisive attack, (Essence) 10s on her attack roll
add dice of damage.
Mantis Form
Cost: 7m; Mins: Martial Arts 4, Essence 1
Type: Simple
Keywords: Form
Duration: One scene
Prerequisite Charms: Crushing Claw Technique, Iron-Arm Block
The stylist adopts the signature stance of the mantis, shifting her weight onto her rear leg
as she extends her front leg forward, her hands outstretched to block and strike. She gains
+1 Parry. If she attempts to block an attack but is hit by it, she adds (Parry) natural soak
against withering damage or gains Hardness (Parry/2, rounded up) against decisive
damage. Against enemies with lower Initiative or that she’s grappling, she doubles 10s on
decisive damage rolls.
Special activation rules: When the stylist wins control of a clinch against a non-trivial
enemy, she may reflexively enter Mantis Form.
Leaping Mantis Technique
Cost: 6m, 1wp; Mins: Martial Arts 4, Essence 2
Type: Simple
Keywords: Decisive-only, Mastery
Duration: Instant
Prerequisite Charms: Mantis Form
The martial artist’s rapid footwork brings her within striking range before her foe can
react. She rushes an enemy with (Strength) bonus dice. If the rushed foe provokes her
reflexive movement, she may move two range bands toward him instead of one. If this
brings her into close range, she may reflexively make a decisive attack or grapple gambit
against him, adding half the threshold successes, rounded up, on her rush roll as bonus
dice on the attack roll.
If the rushed enemy does not provoke her reflexive motion, then on her next turn, she
may make an unblockable decisive attack or grappling gambit against him (assuming
he’s within her attack’s range), adding all extra successes from the rush as bonus dice on
the attack roll.
Mastery: If the martial artist succeeds on the rush and lands an attack against her enemy,
she gains one Willpower.
Joint-Locking Technique
Cost: 5m; Mins: Martial Arts 4, Essence 2
Type: Simple
Keywords: Mastery
Duration: Instant
Prerequisite Charms: Mantis Form
Catching her foe’s limb, the stylist forces it into a painful lock. While grappling an
opponent, she restrains him (Exalted, p. 201) and rolls (Strength) dice of unsoakable
withering damage. If she’s grappling a crashed foe, restraining him doesn’t cost any
rounds of control.
Mastery: The martial artist may exchange the Initiative she receives from Joint-Locking
Technique to gain more rounds of control over the grapple, gaining one round for every
two Initiative she forgoes.
Grasping Claw Method
Cost: 3m, 1i, 1wp; Mins: Martial Arts 5, Essence 2
Type: Supplemental
Keywords: Decisive-only, Mastery
Duration: Instant
Prerequisite Charms: Mantis Form
With a deft twist of her foe’s wrist, the stylist strips him of his weapon and establishes a
hold in a single motion. Upon winning control of a grapple, she may disarm her enemy,
flinging his weapon to short range.
Mastery: The martial artist adds her attack roll threshold successes as bonus dice to her
control roll.
Grasping Mantis Defense
Cost: 5m; Mins: Martial Arts 5, Essence 3
Type: Reflexive
Keywords: Clash, Decisive-only, Terrestrial
Duration: Instant
Prerequisite Charms: Grasping Claw Method
Deflecting an attack with one hand, the martial artist uses the turning force of her
attacker’s blow to grab him with the other. She clashes an attack from close range with a
grapple gambit. Winning the clash adds (higher of Strength or 3) non-Charm dice on the
clinch’s control roll.
Terrestrial: This counts as the stylist’s attack for the round, and can’t be used if she’s
already attacked in this round.
Joint-Breaking Attack
Cost: 8m, 1wp; Mins: Martial Arts 5, Essence 3
Type: Simple
Keywords: Decisive-only, Terrestrial
Duration: Instant
Prerequisite Charms: Joint-Locking Technique
Once the mantis catches its prey, there is no escape. While grappling a foe, the stylist
savages him with a difficulty 6 gambit that requires no attack roll. Success inflicts a
single level of lethal damage, ignoring Hardness, and breaks one of the character’s limbs
as a crippling injury — the martial artist bends the bone of an arm or leg until it snaps. A
broken arm is useless and imposes a −3 penalty on all actions that require two hands to
perform, while a broken leg causes a character to treat all ground as difficult terrain.
Additionally, the pain of this injury raises that foe’s wound penalty by −2 for the rest of
the scene. If not treated with applicable healing magic, the broken bone heals in (7 –
victim’s Stamina) months, assuming he receives adequate medical treatment.
If the martial artist crashes a grappled enemy with Joint-Locking Technique, she may
reflexively activate this Charm to attack with the crippling gambit.
Terrestrial: This Charm can only be used once per scene, unless reset by expending
three rounds of control over a grapple for this purpose.
Unfolding Retribution Strike
Cost: 15m, 1wp; Mins: Martial Arts 5, Essence 3
Type: Simple
Keywords: Decisive-only, Mastery, Terrestrial
Duration: Instant
Prerequisite Charms: Grasping Mantis Defense, Joint-Breaking Attack, Leaping Mantis
Technique
The signature finishing move of Mantis style is a deadly barrage of hundreds of blows in
a matter of seconds. To use this Charm, the stylist must have Initiative 15+ while
controlling a grapple. She releases the clinch, then rolls a single unblockable,
undodgeable decisive attack to represent the flurry of blows. Each round of control she
gave up by releasing the grapple adds + 3 dice of decisive damage and increases its
onslaught penalty by −1.
This Charm can only be used once per scene, unless reset by crashing a grappled foe
whose Initiative was higher than the stylist’s.
Mastery: If the stylist incapacitates her victim, she adds (rounds of control expended / 2,
rounded up) to her base Initiative upon resetting.
Terrestrial: The martial artist cannot benefit from more than (Essence) rounds of
released control.
White Veil Style
There is no White Veil Society. It’s not a loose-knit association of martial artists, spies,
and assassins spread throughout the Realm and beyond. Its members don’t practice a
deadly martial art, nor has this style ever spread to students willing to pay vast sums for
secret instruction or to rival martial artists who haven’t uncovered records of its secret
techniques. It never sees use at dinners, salons, and galas. People don’t die from it,
occasionally silently and occasionally screaming, days or weeks after not encountering it.
White Veil Weapons: If it existed, White Veil would use swift, precise unarmed attacks
to strike pressure points, as well as garrotes and hand-needles.
Armor: This style would be incompatible with armor if it were real.
Complementary Abilities: Socialize and Stealth are essential to the modus operandi that
isn’t employed by masters of this nonexistent style.

New Weapon: Garrote


Light (Accuracy +4, Damage +7, Defense +0, Overwhelming 1)
Tags: Bashing (rope garrotes)/Lethal (razor wire), Brawl, Concealable,
Flexible, Grappling, Two-Handed, Special
Special: Garrotes have the Improvised tag, except when used to grapple.

New Weapon: Hand Needle/Kakute


Light (Accuracy +4, Damage +7, Defense +0, Overwhelming 1)
Tags: Lethal, Martial Arts, Concealable, Grappling, Worn

Birdsong Over Blades


Cost: 4m; Mins: Martial Arts 2, Essence 1
Type: Reflexive
Keywords: Decisive-only, Mute
Duration: Instant
Prerequisite Charms: None
Concealing her hostile intentions behind common, everyday movements, the stylist can
strike without striking. After successfully landing a decisive attack, she forgoes making a
damage roll and resetting to base Initiative. Even though the attack doesn’t deal any
damage, it still conveys poisons applied to her weapon (Exalted, p. 232) and the
deleterious effects of Charms, as long as they don’t directly enhance the damage roll.
Noticing the attack requires a (Perception + Awareness roll) from all onlookers, including
the victim, against a difficulty of (her Essence + Manipulation). If she attacked from
concealment, it doesn’t break stealth, and she substitutes her total Stealth successes for
the difficulty of the Awareness roll if they’re higher.
Mastery: An enemy struck by the attack takes a penalty of (the stylist’s Manipulation)
on rolls to resist poison or other harmful effects conveyed through it.

Poison Outside of Combat


If a character is exposed to poison that deals Initiative damage outside of
combat, the Storyteller should call for him to make a Join Battle roll. This
doesn’t represent him suddenly becoming aware of hidden poisoners, but
supplies him with a buffer of Initiative for the poison’s damage to wear
down before he’s crashed and begins suffering decisive damage from it. If
combat begins, perhaps as a result of the victim or his allies finding the
hidden assassin, he carries over the result of his initial roll rather than
making another Join Battle roll.

Owl Clutches at the Night


Cost: 2m, 1wp; Mins: Martial Arts 3, Essence 1
Type: Reflexive
Keywords: Mastery, Uniform
Duration: Instant
Prerequisite Charms: Birdsong Over Blades
When the silent-winged owl dives into the field and rises with empty talons, it vanishes
back into the night. After missing with an attack, the stylist conceals her attempt,
requiring her victim and other onlookers to roll (Perception + Awareness) against (her
Essence + Manipulation) to realize she attacked. If the failed attack was made from
concealment, her stealth isn’t broken as long as no enemies or bystanders succeed on
their Awareness roll.
Mastery: As long as no character succeeds on the Awareness roll, the stylist gains one
Willpower.
Alehouse Memory Stance
Cost: 3m, 2i; Mins: Martial Arts 3, Essence 1
Type: Supplemental
Keywords: Mute, Perilous
Duration: Instant
Prerequisite Charms: None
Appearing relaxed and comfortable, the stylist’s demeanor gives every indication that she
wants nothing more than to sit back and gossip. She adds her base Guile in bonus dice to
a Stealth roll. As long as no character present has witnessed her make an attack this
scene, she ignores the penalty for attempting Stealth in combat.
White Veil Form
Cost: 7m; Mins: Martial Arts 4, Essence 1
Type: Simple
Keywords: Form, Mute
Duration: One scene
Prerequisite Charms: Alehouse Memory Stance, Owl Clutches at the Night
The White Veil stylist puts herself completely at ease, her palpable nonchalance drawing
onlookers’ attention from whatever she’s doing with her hands to focus on her pleasant
smile and witty repartee. She gains +1 Evasion and +1 Guile, and takes no penalty for
flurrying if she includes at least one Socialize-based action. She may substitute
Manipulation for Dexterity when calculating her Evasion or when rolling to enter
concealment, disengage, or withdraw. Any enemy that rolls Join Battle in response to her
actions rolls must roll with (Perception + [lower of Awareness or Socialize]).
Special activation rules: When the stylist successfully lands a surprise attack against a
non-trivial enemy, she may reflexively enter this Form.
Blithe Unruffled Plumage
Cost: 4m; Mins: Martial Arts 4, Essence 2
Type: Supplemental
Keywords: Dual, Mastery, Mute, Perilous
Duration: Instant
Prerequisite Charms: White Veil Form
The martial artist responds to attacks with speech and posture more suited to a friendly
altercation or test bouts than a life-or-death struggle. She adds (Guile + 1) to her natural
soak against a withering attack and reduces its Overwhelming value by one, or gains
(Guile) Hardness against a decisive attack. This includes bonuses to her Guile from
White Veil Form or other effects. If an attack fails to damage her (including if it misses),
she may conceal it from onlookers’ notice as per Owl Clutches at the Night.
Mastery: When the stylist successfully conceals an attack against her from all onlookers,
she may steal (Manipulation) Initiative from her attacker.
Blinded by Laughter
Cost: 5m, 1wp; Mins: Martial Arts 5, Essence 2
Type: Simple
Keywords: Mastery, Mute
Duration: Instant
Prerequisite Charms: Blithe Unruffled Plumage
A toast to old friends, a tempting appetizer, a well-timed joke — these provide all the
opportunity the stylist needs. She may attempt an ambush (Exalted, p. 203) even in plain
view of her target, seeming as though she’s simply carousing or engaging in conversation
up until she plunges a needle into his throat. Instead of rolling Stealth, she rolls
(Manipulation + Socialize), doubling 9s, against her target’s Resolve. If she succeeds, she
uses the result of her roll in place of her Join Battle roll. As usual, if this is a higher
Initiative than her victim rolls, her attack is an ambush; otherwise, it’s merely an
unexpected attack.
This Charm can only be used once per scene, unless reset by successfully landing a
decisive attack against the same target without being noticed by him or any other
onlooker. It cannot be used to make an ambush attack against the same character more
than once per scene, even if reset.
Mastery: If the stylist successfully launches an ambush, she doubles the threshold
successes of a withering attack roll or adds up to (Guile) threshold successes on a
decisive attack roll as dice of damage. This includes bonuses to her Guile from White
Veil Form or other effects.
Tickling the Dragon’s Throat
Cost: 3m, 2i; Mins: Martial Arts 4, Essence 2
Type: Supplemental
Keywords: Decisive-only, Mastery
Duration: Instant
Prerequisite Charms: White Veil Form
Jabbing a needle into a pressure point or twisting her garrote to cut off a foe’s breath, the
martial artist sends even the hardiest of carousers in search of fresh air. Every two
threshold successes on her decisive attack roll impose a −1 penalty on her victim’s
actions and Defense, maximum (Essence), until the onslaught penalty inflicted by the
attack has worn off.
Mastery: If the attack inflicts the maximum penalty, remaining extra successes prevent
the onslaught penalty inflicted by it from wearing off for an additional turn per two
successes.
The Dragon Dies in Bed
Cost: 5m, 4i, 1wp; Mins: Martial Arts 5, Essence 2
Type: Simple
Keywords: Decisive-only, Mute
Duration: Instant
Prerequisite Charms: Blinded by Laughter, Tickling the Dragon’s Throat
For some, a quiet, unassuming death is a kindness. For others, it’s a shame. Either way,
the White Veil stylist allows them to experience it. She makes a decisive attack that
exposes her victim to a supernatural disease if it hits. The cost of Birdsong Over Blades is
waived when used with this attack.
This disease, called the Subtle Mercy by White Veil masters, has virulence (Manipulation
+ 1), morbidity 5, and an interval of one day. In addition to the usual effects of disease
(Exalted, p. 234), it has the following magical effects based on its intensity:
Minor: The victim feels weary and lethargic, suffering a −1 fatigue penalty on all rolls
unless he receives twelve hours of sleep each day. Rolls to diagnose the disease are made
at +4 difficulty.
Major: The victim’s fatigue penalty stacks by one each day he goes without twelve hours
of sleep, maximum −5. In addition, he can no longer heal damage naturally (Exalted, p.
173) if he remains fully active during convalescence. Rolls to diagnose the disease are
made at +3 difficulty.
Defining: The victim now requires twenty hours of sleep to avoid suffering a fatigue
penalty, as well to recover Willpower from a night’s sleep. Rolls to diagnose the disease
are made at +2 difficulty.
The Dragon Dies Screaming
Cost: 6m, 6i, 1wp; Mins: Martial Arts 5, Essence 3
Type: Simple
Keywords: Decisive-only, Mastery, Mute
Duration: Instant
Prerequisite Charms: The Dragon Dies in Bed
The martial artist’s subtle touch is laced with deadly venom, Essence suffusing her strike
with toxic potency. She makes a decisive attack that exposes her victim to this poison if it
hits. The poison has Damage 4i/round (Aggravated in crash), duration (Essence +
Manipulation) rounds, and a −(Manipulation) penalty. The cost of Birdsong Over Blades
is waived when used with this attack.
Rolls to diagnose this poison are made at +3 difficulty. The stylist may choose to delay
the poison’s onset by anywhere from an hour to (Essence) weeks; the difficulty to
diagnose it while delayed is increased by +5 instead.
This Charm can only be used once per scene, unless reset by successfully incapacitating a
non-trivial enemy without any other character realizing the martial artist is responsible.
Mastery: No matter how many successes the target rolls to resist, the poison’s duration
cannot be reduced below one round.
The Dragon Succumbs
Cost: 10m, 7i, 1wp; Mins: Martial Arts 5, Essence 3
Type: Simple
Keywords: Decisive-only, Mastery, Mute, Terrestrial
Duration: Instant
Prerequisite Charms: The Dragon Dies in Bed, The Dragon Dies Screaming
It’s rude to keep death waiting, and the White Veil master’s manners are beyond
reproach. She makes a decisive attack against an enemy that suffers from poison or
disease (or both). The cost of Birdsong Over Blades is waived when used with this attack.
If the attack hits, the victim makes a single (Stamina + Resistance) roll against the
morbidity of each disease he suffers from. If he fails to beat a disease’s morbidity, it rises
by one step. If a disease is already at the Defining level, it doesn’t immediately progress
to death, but instead inflicts a level of unpreventable aggravated damage.
Additionally, on a hit, the victim immediately suffers the damage of a single interval of
one poison in his system, plus an additional interval for each attack roll threshold success,
maximum (Essence + 1). If he suffers from multiple venoms, the martial artist chooses
which one applies its damage. This damage doesn’t reduce the duration of the poisons
themselves, but the stylist cannot apply a poison’s damage more times than it has
intervals remaining.
Mastery: If the martial artist’s victim fails his roll against the morbidity of a disease at
the Defining level, he’ll die of it after (his Stamina) turns, unless a character who has
diagnosed the disease succeeds on an (Intelligence + Medicine) roll against (its morbidity
+ 5) as a miscellaneous action that can’t be flurried.
Terrestrial: The martial artist must be able to make an ambush against her target to use
this Charm.

Sorcery
Shaping Rituals
Student of the Heptagram
Graduates of the Heptagram initiate into sorcery through many different paths. The
following is only the most common initiation.
Shaping Rituals
• Once per story, the sorcerer may research arcane texts and roll (Intelligence +
Lore), gaining sorcerous motes equal to the successes that last until the story ends.
Access to a sorcerous library or mentor adds one bonus die, or two for an especially
comprehensive library or skilled mentor.
• The sorcerer channels Essence through esoteric formulae and rigorously-practiced
mudras. Once per scene, when she stunts the first shape sorcery roll of a spell with
invocations or mudras, she gains (stunt rating + 2) sorcerous motes towards completing
the spell. Enhancing her control spell doesn’t count against this once-per-scene limit.
• The sorcerer channels Essence through elemental geomancy, gaining one
additional sorcerous mote each turn she spends shaping a spell in an elementally aspected
demesne or manse. Once per story, she may tap an elementally aspected hearthstone to
which she’s attuned to gain five sorcerous motes (ten from a greater hearthstone) until the
end of the scene. Doing so renders that hearthstone defunct until the story ends.
Other Benefits
Geomantic Prodigy (Merit •••): Well-versed in sacred geometry and esoteric principles
of architecture, the sorcerer may add (Occult) bonus dice on a Craft (Architecture or
Geomancy) roll once per week.
Spirit Speaker (Merit •): The sorcerer has been schooled in consorting with spirits and
other magical beings. When she rolls a social action against such beings or asserts
Resolve or Guile against them, she benefits from any Occult specialties in that type of
being as though she had them in the relevant social Ability.
Words of Binding (Merit ••): The sorcerer doubles 9s on rolls to bind summoned
demons or elementals.
Wanasaan Exorcist
The Wanasaan exorcists (p. XX) awaken their sorcerous potential through ceremonial
drowning in the Silent Isle’s frozen spring, seeing the truth of the world on the threshold
of life and death.
Shaping Rituals
• The sorcerer draws empowerment from offerings of paper effigies and other grave
goods made to her ghost while she yet lives. The sorcerer may draw (the offering’s
Resources rating) sorcerous motes from such sacrifices once per day. These motes vanish
at sunrise.
• Suspending herself in a basin or body of salt water, the sorcerer draws power
from the moment she stood on the verge of death. After an hour of submerged
meditation, she rolls (Wits + Occult), gaining sorcerous motes equal to the successes.
These last until she performs this ritual again, or until the end of the story. She cannot
perform this ritual more than once per day.
• By compelling a ghost to abandon its unnatural existence and return to the cycle
of reincarnation, the sorcerer may breathe in the remnants of its Essence. After
incapacitating a ghost or similar shade or using social influence to convince it to pass on
(a life-defining task, Exalted p. 216), she rolls (Stamina + Occult) with (the ghost’s
Essence) bonus dice, gaining sorcerous motes equal to the successes. These motes last
until the story’s end, although she cannot stock more than ([Essence + Willpower] x4)
sorcerous motes with this ritual at a time.
Other Benefits
Eyes in Both Worlds (Merit •••): The sorcerer lingered a little longer than most at the
edge of death’s marches during her initiation. She can perceive dematerialized ghosts as
though they were material.
Breath Without Air (Merit •••): Having drowned once, the sorcerer is proof against it a
second time. She may breathe normally in water. Water Aspects ignore a single point of
wound penalty while submersed, shedding the weakness of the living.
Terrestrial Circle Spells
Beckoning That Which Stirs the Sky
Cost: Ritual, 2wp
Keywords: None
Duration: (1 + threshold successes) hours
As the sorcerer recites ancient prayers to deities long forgotten beneath the open sky,
huge chitinous limbs emerge from above, weaving the wind and clouds to her will.
Shaping the weather is an (Intelligence + Occult) roll that takes a few minutes to
complete, with a difficulty based both on how drastic the change the sorcerer wishes to
make is and how typical the desired weather is for her current climate and season.
Creating a light rain in a temperate climate might only be difficulty 1, while
strengthening a heavy rain to a thunderstorm or halting it completely might be difficulty
2-3. Summoning a tempest from blue skies, or utterly stifling a hurricane, would be
difficulty 7+. Likewise, any attempt to create rain might incur increased difficulty if
attempted in a desert, as would calling a blizzard outside of the winter season.
If the sorcerer succeeds, That Which Stirs the Sky weaves the desired weather in an area
out to (Essence + threshold successes) miles from the point cast the spell. It lasts for (1 +
threshold successes) hours before reverting to normal. Subsequent castings by any
sorcerer cannot alter the weather within the spell’s range until its duration elapses.
Characters within the weather can identify its unnatural origin with a (Perception +
[Occult or Survival]) roll of difficulty 1-5, with subtler alterations being more difficult to
detect.
A sorcerer with this as her control spell may create sorcerous weather that follows her as
she moves; this costs half her threshold successes, rounded up.
Distortion (Goal Number: 10): Distorting this spell reverses the alteration to the weather.
It doesn’t merely revert back to its previous conditions, but is changed in the other
direction — if the original sorcerer had calmed a thunderstorm, distortion would result in
an even greater storm; if she’d summoned rain, distortion could result in intensely arid
heat.
Floral Ferry
Cost: 20sm, 1wp
Keywords: None
Duration: Until journey is completed
Tossing a leaf, petal, or fruit into a body of water, the sorcerer beckons it with mudras of
the turning seasons to grow into a small, seaworthy craft. This is a ship with the
following traits (Exalted, p. 244):
Speed: Magically impelled +2; current +1; oars +1; empty cargo hold +1
Maneuverability: +3; Hull: −1/−2/−4/Incapacitated
Cargo: One ton. The ship can comfortably carry a half-dozen passengers.
Upon casting this spell, the sorcerer names the destination she intends to sail to. If she has
even approximate knowledge of its location, the Flory Ferry will sail itself towards that
destination, using the sorcerer’s (Essence + Occult) for sailing rolls. However, it lacks the
sapience to engage in pursuit or naval combat. Other characters can attempt to sail it,
although the Speed bonus from its magically impelled travel becomes a −1 penalty if they
attempt to travel anywhere but the named destination. Once it’s reached its destination
and its crew has disembarked, the ferry shrinks back into the foliage from which it was
summoned.
Sorcerers with an Essence pool may use the following powers while this spell is active:
Barque of Durant Heartwood (10m, 1wp; Simple; One day): The ship’s hull hardens to
thick bark, gaining (Essence/2, rounded up) −0 Hull levels. Once they fade away, damage
marked in them rolls over into regular Hull levels.
Hay-Fever Seabloom (5m; Supplemental; Instant; Pilot): Thick, sticky pollen trails in
the Floral Ferry’s wake. Success on an interval of a naval pursuit while fleeing a ship
imposes a penalty of (sorcerer’s Intelligence) on the pursuing captains’ next interval.
Whirling Maple-Seed Swiftness (10m, 1wp; Simple; One day; Pilot): As long as the
sorcerer helms the Floral Ferry, its total Speed is doubled.
A sorcerer with this as her control spell may awaken Evocations from the Floral Ferry.
Distortion (Goal Number: 5): Distorting the Floral Ferry allows the opposing sorcerer to
name a new destination that it will sail itself towards.
Impervious Sphere of Water
Cost: 15sm, 1wp
Keywords: None
Duration: One scene
Water streams from the sorcerer’s outstretched palms, twisting and coiling like flowing
serpents into a dome that encompasses her and her allies. The dome extends out to short
range from the sorcerer, although those within find that they can breathe the water as
easily as air. While the dome is translucent, its surface provides full cover (Exalted, p.
199) to those within it against attacks from without, and vice versa. Moving into or out of
the dome requires a (Strength + Athletics) roll at a difficulty of (sorcerer’s Intelligence).
If the sorcerer takes any non-reflexive actions, this spell immediately ends. Once the spell
ends, the sphere collapses, and can be collected to drink.
A sorcerer with this as her control spell can take move actions without ending this spell.
The sphere moves with her, although it doesn’t drag those within its area along with it,
flowing around them without friction.
Distortion (Goal Number: 12): Distorting this spell strips the water of its breathability,
causing those within the dome to begin drowning (Exalted, p. 232). It ceases to provide
cover to those within (but not without) the dome, and characters may enter (but not exit)
the dome without a roll. The dome remains intact even if the sorcerer takes an action that
would end the spell.
Keel Cleaves the Clouds
Cost: 25sm, 2wp
Keywords: None
Duration: One day
As fog or clouds touch the seas, the sorcerer speaks honeyed lies to a ship, convincing it
that it may sail forward upon them. The enchanted ship may sail over mist, fog, or other
vapors as though they were water, and can ascend vertically through such vapors until it’s
skimming over their surface. In sufficiently misty environs, it’s even possible for the ship
to rise high enough to sail on the clouds themselves. However, while vapor-borne, the
ship cannot benefit from Speed bonuses from oars or currents. If this spell ends, or
there’s no vapor left for the ship to sail on, it descends downwards, landing safe and
undamaged, albeit potentially landlocked.
A sorcerer with this as her control spell is constantly wreathed by pale mists, though she
may disperse them with a thought unless distracted by involved activity, deep
contemplation, or tumultuous emotion. She may walk on mist or fog as though it were
solid ground, albeit as difficult terrain (Exalted, p. 199).
Distortion (Goal Number: 8): Distorting this spell causes mist to envelop the ship in a
thick cloud, making it all but impossible for its crew to see outward. Sail rolls to pilot it
suffer a −3 penalty, and those aboard have no warning if it’s about to run out of mist that
can support it.
Sculpted Seafoam Eidolon
Cost: 10sm, 2wp
Keywords: None
Duration: One day
The sorcerer shapes foam and aqueous reflections into a simulacrum of reality. From
nothing, she may create a lifelike, convincing water-replica of a person, an animal up to
the size of a horse, or an object up to the size of a wagon. She rolls (Manipulation +
Occult) to determine the quality of the illusion. The illusion performs lifelike motions, is
capable of simple speech, and has scent, body heat, and other sensory qualia, though it’s
not capable of taking actions. While the sorcerer is present, she may direct the illusion’s
behavior; if she goes further than long range from it, it reverts to a default pattern of
behavior that is realistic but uncomplicated.
A character within short range can roll (Perception + Awareness) opposing the sorcerer’s
initial roll to realize its illusory nature. Touching the eidolon’s water-sculpted surface
grants three bonus dice on this roll. A character who speaks with the eidolon may realize
it’s illusory by reading its intentions, opposing the sorcerer’s initial roll.
A sorcerer with this as her control spell may create up to (Manipulation) separate
illusions each time she casts it.
Distortion (Goal number: 10): Distorting this spell allows the opposing sorcerer to wrest
control of the illusion away from the sorcerer who cast it.
Spoke the Wooden Face
Cost: 5sm, 1wp
Keywords: None
Duration: One scene
Closing her eyes and entering a trance, the sorcerer projects her awareness into a tree that
bears her visage. To use this spell, the sorcerer must have first carved a likeness of her
face into the bark of a living tree, a basic Craft (Woodworking) project with difficulty 1.
Casting this spell lets her perceive and speak through the face, regardless of distance. She
may make Perception-based rolls from its vantage or make influence rolls as she speaks
through it, but cannot enhance her actions with Charms. While using this spell, she can’t
sense anything through her own body nor take actions with it, unless she chooses to end it
prematurely. Taking damage automatically ends this spell.
While the sorcerer isn’t speaking, her projected presence can’t be detected without the
use of magic. A character who knows or suspects that a tree has been marked for use with
this spell may destroy the carved visage to render it unusable. This usually doesn’t
require a roll, unless the tree has been reinforced with other magic.
A sorcerer with this as her control spell may simultaneously project herself into up to
(Perception) separate wooden faces, seeing and speaking through all of them
simultaneously.
Distortion (Goal Number: 5): To distort this spell, a sorcerer must be within short range
of the tree, not the sorcerer. Distortion renders the wooden face blind, deaf, and mute
(Exalted, pp. 168-169), plunging the casting sorcerer into sensory isolation that causes
her to lose one Willpower.
Stalwart Earth Guardian
Cost: Ritual, 1wp
Keywords: None
Duration: Twelve hours
Drawing a geometric figure in the soil or tracing it out on stone with chalk, the sorcerer
wards herself and her allies from harm. This figure spreads out to close range from its
center. Characters within the ward gain +1 Defense and +1 Resolve against any attacks or
other effects used on them from without. Characters outside the ward but within medium
range of its center come under attack as the earth turns against them, an environmental
hazard with difficulty (higher of Essence or Intelligence) and Damage 1B/round.
Characters who fail a roll against the hazard treat moving through it as difficult terrain
(Exalted, p. 199) for that round. In addition, the churning earth makes stealthy
approaches all but impossible, increasing the mobility penalty of characters caught within
it by −2 and making enough noise to awaken anyone sleeping inside the ward.
A sorcerer with this as her control spell has a certain earthiness to her, smelling of
plowed soil and loamy clay. She can use her fingernails to etch lines in stone, an
exceptional tool (Exalted, p. 580) for Craft rolls to work stone or Linguistics rolls to
inscribe writing on it.
Distortion (Goal Number: 15): Distorting this spell inverts the ward, nullifying its effects
outside while causing those within to suffer the environmental hazard and mobility
penalty.
Thunder Wolf Howl
Cost: 15sm, 1wp
Keywords: Decisive-only
Duration: Instant
White winds swirl around the sorcerer as she draws forth the ancient echo of a slain
behemoth’s death-howl. The sorcerer designates a point within medium range as the
center of a deafening thunderclap that extends out to short range from that point.
Characters caught within it, including allies, roll (Stamina + Resistance) at a difficulty of
(the sorcerer’s higher of Essence or Intelligence). Battle groups suffer a penalty of (their
Size). Characters who fail suffer base decisive damage of (Essence)B, ignoring Hardness,
and the sorcerer divides her Initiative evenly among them, rounding up, to determine the
total damage rolled against them. As long as one character fails his roll, the sorcerer
resets to base Initiative. A character that takes damage is deafened (Exalted, p. 198) until
he receives medical treatment, and suffers a crippling penalty on all actions equal to the
number of 10s on the damage roll. This penalty falls by one at the end of each of that
character’s turns. Objects and structures made of wood, glass, and similarly flimsy or
fragile material suffer damage at the Storyteller’s discretion.
A sorcerer with this as her control spell increases the difficulty and base damage of this
spell by one each. When overcome with strong emotion, her voice booms and echoes like
the peal of distant thunder.
Unslakable Thirst of the Devil-Maw
Cost: 15sm, 1wp
Keywords: None
Duration: Instant
The flesh of one of the sorcerer’s hands splits to reveal a monstrous gaping mouth with
fangs of tourmaline and a squirming viridian tongue. The maw leeches away at water,
condensing vapor from thin air and desiccating plants or living flesh. She rolls
(Intelligence + Occult) as an unblockable decisive attack against all characters, including
allies, in a ninety-degree arc out to medium range. Against battle groups, it’s unblockable
and undodgeable. Each character hit suffers ([sorcerer’s Intelligence + extra successes] −
[lower of target’s Stamina or Resistance])A dice of decisive damage, minimum one die.
This doesn’t include the sorcerer’s Initiative or reset her to base Initiative. Enemies with
no body moisture whatsoever, such as fire elementals or bonesiders, are immune.
Conversely, enemies primarily made of liquid, such as water elementals, don’t subtract
anything from the damage. Trivial plant life within range is completely desiccated, dying
instantly.
Moisture siphoned by this spell is gathered into a sphere of solid water that floats above
the sorcerer’s hand for up to a few minutes after casting this spell. The sorcerer may
direct it into a container for storage, or it can be drawn on with Charms such as Elemental
Sheath (p. XX). Even if there are no victims of her spell, she may gather water with it in
all but the most arid environments.
A sorcerer with this as her control spell has a devil-maw permanently opened on one of
her palms. Unarmed attacks with that hand deal aggravated damage and gain the Piercing
tag (Exalted, p. 586) against enemies that have any body moisture, draining it through
their armor. Against water elementals and similar enemies, her unarmed attacks deal an
additional die of withering or decisive damage.
Virtuous Guardian of Flame
Cost: 15sm, 2wp
Keywords: None
Duration: One day
The sorcerer draws a flaming sword from her own heart, shaping a fiery sentinel to keep
vigil over her. As she completes the spell, the burning blade collapses into a will-o’-the-
wisp no larger than a torchlight — the sorcerer may conceal the Virtuous Guardian of
Flame by commanding it to rest within an existing lit lantern or torch she carries. Should
she be attacked, the wisp flares back into sword shape to fend off her enemy, protecting
her as per the defend other action (Exalted, p. XX) with a Parry of ([higher of Essence or
Intelligence] + 1). The virtuous guardian can even notice threats of which the sorcerer is
unaware, rolling (Essence + Perception + Occult) to detect hidden enemies. Wooden
projectiles or weapons successfully blocked by the guardian are burnt to ashes. If it
parries an unarmed attack or other natural attack, the attacker suffers one die of lethal
damage, ignoring Hardness. Even when its parries fail, its flames blunt the force of
attacks against her, adding (Essence) natural soak against all but unblockable attacks.
The guardian has soak (Essence + 5), Hardness (Essence), and (Essence + Intelligence)
−0 health levels. When the sorcerer Joins Battle, it gains Initiative equal to hers. It cannot
take any actions of its own; instead, this Initiative is used solely as a buffer against
withering attacks. If the guardian is crashed, it dissipates for a scene, unable to protect
the sorcerer, but reforms after that. If its health track is filled with damage, it’s utterly
destroyed, and the sorcerer cannot resummon it until its full duration has elapsed.
A sorcerer with this as her control spell may awaken Evocations from it, enhancing the
guardian’s defensive power or wielding it offensively.
Distortion (Goal Number: 15): Distorting the virtuous guardian lets the distorting
sorcerer temporarily usurp it from its caster, stealing its protection away from her for one
scene.
RY 768
Left Hand Chalima was the bad kind of tired. Her daiklave and devil caster sat on her
dining table, red jade polished and gleaming. Her boots were mudless and her firedust
pouch was full. Only the ink-stains on her fingers proved she’d done any kind of work at
all. Her fingers drummed without rhythm, and she stared at the latest militia report
without reading it. Her cloak of office rested on the back of her chair, where its
oppressive warmth couldn’t stifle her. Nobody’d warned Chalima that the queen’s cloak
would chafe. She wouldn’t have grabbed it off the old king if she’d known.
Chalima’s husband Xocha had offered to take over the administrative tasks for the
evening, and Chalima had said no. After an hour, Chalima privately admitted she
should’ve said yes. She got up, stretched her back, and headed for the basement. She took
her weapons with her and left the reports behind.
The royal shrine beneath the manor was tasteful, in Chalima’s opinion: several crematory
urns surrounding an incense bowl carved from interlocking ivory pieces. The old royal
shrine had been a wasteful, imposing thing, and Chalima had gotten rid of it —
respectfully — when she moved in. The old ghosts protested, but their descendants
weren’t in charge now. Their choices were Chalima or nothing, and most chose Chalima.
At least she honored them, unlike the Immaculate Order.
But Chalima wasn’t here for an old ghost. She lit a candle with a finger-snap and a spark
of Essence, and with the candle lit several sticks of incense. She breathed in the scent,
eyes closed, then breathed out a name.
“Itzli, it’s your wife.” She smiled wryly at his imagined, teasing greeting. “Still breathing,
thanks for asking.”
Chalima never knew when her prayers might get a response. But she knew she could talk,
and Itzli would feel it. Most nights, that was enough.
“I’ve been running in circles all day, Itzli, putting out fires. Which is a lot harder than
starting them, it turns out.” Chalima rested her weapons against the shrine. “That rat-
bastard riotmonger I told you about is still out there. Still spreading his heresy. Still
breaking down my city — our city — piece by piece.”
You’ll stop him, said nobody.
“It wouldn’t be so bad if he’d give me a fight, but he’s like a weevil in grain. His zealots
are everywhere, and he’s nowhere.” Chalima clenched her hand. “He’s Anathema. I can
feel it in my gut. But my gut can’t summon a Wyld Hunt.”
You know why, said nobody.
“It didn’t used to be like this. Do you remember? We used to go years between Anathema
sightings, and now they’re all through the Hundred Kingdoms. And good luck putting
together a hunt like in the old days. We used to be fast as a rumor and twice as mean. I
used to be….”
The incense smoke was thick and hot, and Chalima’s hands itched for her weapons. Her
jaw was clenched. She had to do something. Anything. And she would have, if she hadn’t
felt the cooling touch of a hand on her own. She gasped slightly, but didn’t open her eyes.
Itzli didn’t look like he used to, after all. Instead she rested her head against his, soaking
in his calm.
“I wish my Kinship was here,” said Chalima, surprising herself. “Mathar’s letters don’t
compare to his voice. I’d even take River preaching ‘proper canon’ at me. How would
they deal with this?”
Chalima felt Itzli’s touch, familiar and unfamiliar, on her cheek.
“It’s not too late to find out,” said Itzli.

Chapter Nine
Heirlooms of Power
THIS SIDEBAR CAN GO ANYWHERE ON THE FIRST PAGE OR TWO
OF THIS CHAPTER

Resonance and Dissonance


Different Exalted harmonize differently with each of the magical
materials. An Exalt can be resonant with a material, neutral, or dissonant.
The Resonant and Dissonant keywords mark Evocations that function
differently depending on the user's connection to an artifact. Solars are
resonant with all magical materials, while Dragon-Blooded are resonant
with jade; neutral with orichalcum, moonsilver, and starmetal; and
dissonant with soulsteel. See Arms of the Chosen, pp. 16-17, for more.

Calumny (Green Jade Wrackstaff, Artifact •••)


Centuries past, a lone thief drove the Great Houses to wrath. Concealed behind her
signature mask, the Artful Tanuki uncovered the Realm’s rarest treasures and most
forbidden secrets. She sold both to eager buyers, sowing chaos among the Scarlet
Dynasty.
Peasants and Dynasts alike speculated about the Artful Tanuki’s prowess and
motivations. Magistrates and assassins sought the thief’s head and the mysteries kept
therein. After years of infamy, the Artful Tanuki vanished. Then her true work began.
Without her mask, no one recognized the daughter of House Cynis as the infamous thief,
and her stolen secrets fed a budding political career.
Though many spoke of her insolent mask, few recalled the Artful Tanuki’s unassuming
staff. Calumny is a length of bamboo cut from the slopes of the Imperial Mountain and
banded with green-and-brown speckled jade. It has been passed down through
generations of Cynis blackmailers, offering its secrets to those who feed its hunger.
Attunement: 5m; Type: Medium (+3 ACC, +12 DMG, +1 DEF, OVW 4)
Tags: Bashing, Melee, Reaching
Hearthstone Slot(s): 1
Era: Reign of the Scarlet Empress
Evocations of Calumny
Calumny may be collapsed to a jade-tipped rod six inches in length, giving it the
Concealable tag (Exalted, p. 588), or extended back to full length, as a reflexive action.
Calumny feeds upon secrets. A secret’s intensity corresponds to the level of task that
would be required to persuade the person it concerns to reveal it to the world:
inconvenient, serious, or life-changing (Exalted, p. 216). A secret can lose or gain
intensity as circumstances change, such as being widely revealed.
Rustling Grapevine Whispers
Cost: 2m; Mins: Essence 1
Type: Reflexive
Keywords: Resonant, Uniform
Duration: Instant
Prerequisites: None
Hidden truths speak through silence. The wielder may activate this Evocation whenever
she hits or touches another character with Calumny. The target’s unspoken secrets vibrate
up Calumny’s length, whispering a one- or two-word clue to the target’s most potent or
most immediately relevant secret, decided by the Storyteller. This adds an automatic
success on a read intentions or profile character roll to uncover that secret. Only the
wielder hears Calumny’s whispers.
Special activation rules: This Evocation cannot be purchased with experience points.
Instead, it awakens at no cost when the wielder whispers a serious or life-changing secret
of her own to Calumny. A Cynis scion may awaken it with an inconvenient secret.
Resonant: Rustling Grapevine Whispers may be used from short range, using shared
contact with significant plant life (e.g., vines, tall grass, a tree) as a medium instead of
direct contact.
Unassuming Ornament Camouflage
Cost: —; Mins: Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Naked Thief Style
To find secrets, one must keep secrets. The Dragon-Blood may use Naked Thief Style (p.
XX) while Calumny is collapsed to conceal it as a small mundane object, such as an
ornamental fan, necklace, or pipe. No roll is necessary to conceal it; its true nature is
completely undetectable by anything short of Eye of the Unconquered Sun or comparable
effects.
Salon-Spider Entrapment
Cost: 2m; Mins: Essence 2
Type: Supplemental
Keywords: Resonant, Stackable, Withering-only
Duration: Instant
Prerequisites: Rustling Grapevine Whispers
A tangled web traps its maker. A successful withering attack spins the opponent’s secrets
into sticky, binding threads of Essence until the end of his next turn. A bound foe must
pay one Initiative in order to take a movement or attack action.
If the wielder knows a bound foe’s secrets, she may strike him again with this Evocation,
renewing the binding web for another of her enemy’s turns and raising the Initiative cost
it imposes by one. She may stack it up to a maximum based on the most potent secret
known: 2 for inconvenient; 3 for serious; 4 for life-changing.
Resonant: A crashed enemy cannot take movement actions while bound.
Swallowtail’s Grace
Cost: 3m, 1wp; Mins: Essence 2
Type: Reflexive
Keywords: Counterattack, Dual, Perilous, Resonant
Duration: Instant
Prerequisites: Rustling Grapevine Whispers
He who denies, attacks; she who knows, invites. After parrying an attack made by an
enemy whose secrets she knows, the wielder makes a withering or decisive
counterattack. The attack roll gains a bonus success for a serious secret, or two successes
for a life-changing secret.
Resonant: The wielder may reflexively make an influence roll in place of a
counterattack, leveraging one of the attacker’s secrets against him. She steals a point of
Initiative from him for each threshold success, maximum (Manipulation).
Ripened Bitter Fruit
Cost: 5m, 5i, 1wp; Mins: Essence 3
Type: Supplemental
Keywords: Decisive-only, Dissonant, Resonant
Duration: Instant
Prerequisites: Salon-Spider Entrapment, Swallowtail’s Grace
Secrets poison the heart in which they take root. The wielder whispers one of her
opponent’s secrets to Calumny, and ferments that secret into a deadly poison through a
decisive attack. If the wielder’s attack deals damage, the poison takes hold with a
duration of (5 + damage dealt) rounds. This secret-poison’s damage/interval and penalty
both correspond to the secret’s potency: 1L/round and −1 for inconvenient; 2L/round and
−2 for serious; 3L/round and −3 for life-changing.
Characters poisoned by Ripened Bitter Fruit cannot speak above a whisper until free of
the poison. Hearts stopped by this secret-poison grow hard and black, like the stone of a
fruit.
The secret used to create the venom no longer holds power for Calumny’s Evocations.
This Evocation may be used once per day, unless reset by discovering a life-changing
secret. The Dawn Caste anima cannot reset this Evocation.
Dissonant: A character dissonant with jade cannot awaken this Evocation.
Resonant: Crashed characters suffer the poison’s entire remaining duration and lethal
damage at once, at the end of the round.

Daring Venture (Green Jade Powerbow, Artifact •••)


When V’neef was a girl, still considering what manner of life she’d lead, the hills and
forests of the Dragon’s Blanket offered novelty that her studies couldn’t. To her tutors’
consternation, V’neef would disappear for days on end, returning from her wanderings
soiled, smiling, and animated with some discovery. Her father recognized this curiosity
as the seed of wisdom, and commissioned Daring Venture for V’neef’s 14th birthday to
accompany her in her travels.
In her 17th year, while journeying with Daring Venture, V’neef discovered a great wolf,
grown giant through some lost First Age magic, wounded by a hunter’s lance. Though it
snarled and snapped at her, she calmed it with notes plucked from Daring Venture’s
bowstring and tended to its wounds, winning the beast’s affections. She named the wolf
Hundred Rivers, and his legend has been intertwined with Daring Venture’s ever since.
Daring Venture is a tall, slender powerbow of opaque emerald jade. Etchings depict
scenes of wild splendor — waterfalls, pine forests, sunrises — whose details change to
reflect its wielder’s recent journeys. Daring Venture yearns to traverse the wilderness,
callings its wielder to explore new vistas at the edges of Creation’s maps. Its Evocations
embolden the wielder with wood’s dynamism, rewarding discovery with flowerings of
inspiration, and summon Hundred Rivers to its master’s aid.
As matriarch of her house, V’neef has little time for the adventures of her youth, though
she still enjoys the occasional escapade. She grants Daring Venture to scions with
kindred spirits, charging them to go forth and discover House V’neef’s shining future.
Attunement: 5m; Type: Medium (+12 DMG, OVW 4)
Accuracy: Close −1; Short +5; Medium +3; Long +1; Extreme −1
Tags: Lethal, Archery (Long)
Hearthstone slot(s): 1
Era: Reign of the Scarlet Empress

Evocations of Daring Venture


Daring Venture’s wielder adds an automatic success on Survival rolls to navigate
unfamiliar terrain.
Song of Sunlit Dreams
Cost: 1m, 1wp; Mins: Essence 1
Type: Supplemental
Keywords: None
Duration: Instant
Prerequisites: None
Daring Venture’s golden bowstring vibrates with its progenitor’s beauty, giving a serene
note that soothes wild beasts and calms the wounded. Add (higher of Essence or Occult)
bonus dice on a Performance- or Presence-based roll to influence a wild beast, or on a
Medicine roll.
Special activation rules: A V’neef scion awakens this Evocation at no cost upon
attuning to Daring Venture.
Resonant: A wielder who resonates with jade may use this Evocation reflexively to
enhance any action taken by an animal familiar, or to add ([higher of Essence or Occult] /
2, rounded up) to her familiar’s Defense, Resolve, or Guile for one instant. This doesn’t
stack with other effects that add bonus dice to the familiar’s roll.
Seeker’s Heart Intuition
Cost: 2m; Mins: Essence 1
Type: Simple
Keywords: Resonant
Duration: Instant
Prerequisites: Song of Sunlit Dreams
Imbued with the spirit of exploration, Daring Venture probes the wilderness for
unfamiliar places of interest and guides its wielder in their direction. If the wielder seeks
an unknown location she can name, such as a town or natural feature, Daring Venture
provides the wielder with its direction relative to her position. Alternatively, if the
wielder seeks novelty from the unknown, Daring Venture points her toward undiscovered
or forgotten places of significance or power, such as demesnes or historical ruins. Daring
Venture never points the wielder toward locations she’s previously visited.
Resonant: A wielder who resonates with jade gains one Willpower when she activates
this Evocation, which she can only spend on any applicable Ride, Sail, or Survival charm
to move in the direction indicated.
Beckon the Wandering Wolf
Cost: 1m, 1wp; Mins: Essence 2
Type: Simple
Keywords: Resonant
Duration: Instant
Prerequisites: Seeker’s Heart Intuition
Upon awakening this Evocation, the wielder of Daring Venture gains the legendary wolf
Hundred Rivers as her familiar. She may activate it to call the wolf to her current
location. No matter how great the distance between them, he’ll travel towards her as fast
as possible.
Resonant: A Dragon-Blooded wielder always counts Hundred Rivers as one of her
Sworn Kin.

Hundred Rivers, the Wandering Wolf


Hundred Rivers has a Minor Tie of kinship towards his master upon first
being summoned. At the end of each session, this Intimacy is strengthened
one step if the Storyteller deems he had a positive experience with his
master at any point during it. If he had a negative experience he deems his
master’s fault, the Tie instead weakens by one step, and he flees her side
to wander the wilderness. She cannot summon him again with Beckon the
Wandering Wolf until a week has passed.
Hundred Rivers, like Daring Venture itself, yearns to explore Creation. He
won’t enter buildings, and exhibits great discomfort on paved surfaces. He
especially loves sweet citrus fruits.
[THE REST OF THIS SIDEBAR IS A STAT BLOCK.]
Essence: 3; Willpower: 8; Join Battle: 8 dice
Personal Motes: 70
Health Levels: −0/−1x6/−2x6/−4/Incap.
Speed Bonus: +4. Hundred Rivers consents to carry riders toward whom
he has a Major Tie.
Actions: Feats of Strength: 8 dice (may attempt Strength 7 feats); Resist
Poison/Illness: 8 dice; Senses: 10 dice; Stealth: 8 dice; Threaten: 8 dice;
Tracking: 10 dice
Appearance 3, Resolve 5, Guile 2
Combat
Attack (Bite): 10 dice (Damage 17)
Attack (Grapple): 10 dice (12 dice to control)
Combat Movement: 5 dice
Evasion 4, Parry 3
Soak/Hardness: 10/2
Hundred Rivers may be trained in any of the latent or magic special
attacks or merits of a wolf (Exalted, p. 562).
Special Attacks
Harry: If Hundred Rivers moves into close range of an enemy and deals
5+ withering damage on the same turn, that enemy cannot disengage on
her next turn.
Pack Hunting: Hundred Rivers considers his master and any of her
Sworn Kin his pack. When Hundred Rivers attacks, he adds one automatic
success for each packmate in close range of its target, maximum three
successes.
Merits
Keen Nose: Hundred Rivers doubles 9s on scent-based Perception rolls.
Marvel of Coat and Claw: Those who see Hundred Rivers’ master and
her companions in the beast’s presence are treated as having a Minor Tie
towards her, either positive or negative depending on how they view the
legendary wolf. Dynastic youths might marvel at the sight of him, while
Thousand Scales bureaucrats might find his presence distasteful.
Wild Guardian: Hundred Rivers grants his master three automatic
successes to Survival rolls to track quarry or find food, water, or shelter.

Wolf-and-Dragon Bond
Cost: —; Mins: Essence 3
Type: Supplemental
Keywords: None
Duration: Permanent
Prerequisites: Beckon the Wandering Wolf, Mother-of-Beasts Mastery (x2)
This Evocation upgrades Mother-of-Beasts Mastery (p. XX). When the Dragon-Blood
uses it to train Hundred Rivers, the time required is halved, and she waives the
experience point cost of awakening his magical abilities. Any experience she’s already
spent doing so is refunded upon awakening this Evocation.
Special activation rules: This Evocation cannot be purchased with experience points. It
awakens at no cost when the wielder risks her life or undergoes great hardship to defend,
heal, or otherwise help Hundred Rivers.
Packmate Devotion
Cost: —; Mins: Essence 4
Type: Permanent
Keywords: Resonant
Duration: Permanent
Prerequisites: Wolf-and-Dragon Bond
After bonding over the course of many adventures, Hundred Rivers accepts the wielder as
a lifelong packmate. He rejects any influence that would cause him to betray his master
or weaken or alter his Tie to her as unacceptable (Exalted, p. 220). He’ll only weaken his
Tie to his master at the end of the session if she betrays him outright. Hundred Rivers
gains two Initiative when he witnesses his master suffer decisive damage.
Special activation rules: This Evocation cannot be purchased with experience points.
When Hundred Rivers’ Tie toward the wielder reaches the Defining level, the wielder
awakens this Evocation at no cost.
Faith’s Pillar (White Jade Grand Goremaul, Artifact
•••)
Mnemon Beral, son of Mnemon herself, set the house standard for proselytizing across
Creation. His journeys led him to every corner of Creation, then to the secretive cities of
the inhuman Mountain Folk below its surface. The Jadeborn do not speak of their faith in
their few exchanges with the Dynasty, but they speak of Beral with the utmost respect.
Mnemon Beral never returned home. Faith’s Pillar did. The Mountain Folk carved it out
of respect for Beral’s wisdom and courage against the unholy monsters of the depths, and
he carried it into battle against those horrors. After he fell in defense of a Mountain Folk
city, the Jadeborn entrusted the weapon to his family.
Faith’s Pillar is a glittering white jade obelisk representing the Imperial Mountain, with
symbols for the four outer Directions on each of its faces. At the end of its long haft, the
pommel bears a sign of the Center, just as the mountain’s roots reach far below the light
of day. Faith’s Pillar traditionally serves monks of House Mnemon, consecrated in a
Mountain Folk dedication ceremony kept by house savants.
Attunement: 5m; Type: Heavy (+1 ACC, +14 DMG, +0 DEF, OVW 5)
Tags: Bashing, Melee, Reaching, Smashing, Two-Handed
Hearthstone slot(s): 1
Era: Reign of the Scarlet Empress

Evocations of Faith’s Pillar


Upon attuning to Faith’s Pillar, the wielder chooses one of her Principles of religious
belief or social order to dedicate the goremaul to, gaining an additional +1 Resolve
against influence opposing it. She may change the chosen Principle once per story with a
ritual rededication.
Faith Maintains
Cost: 2m, 1wp; Mins: Essence 1
Type: Simple
Keywords: None
Duration: One scene
Prerequisites: None
A life of virtue begins with a foundation of faith. Touching Faith’s Pillar to the ground,
the wielder consecrates the ground on which she stands. As long as she doesn’t move
from this point, she adds (Essence + the dedicated Principle) to her natural soak and gains
(Essence) Hardness.
Special activation rules: This Evocation awakens at no cost when a Mnemon scion
attunes to Faith’s Pillar with the proper dedication ritual.
Dragons Provide
Cost: 4m, 1wp; Mins: Essence 1
Type: Reflexive
Keywords: Resonant, Withering-only
Duration: One scene
Prerequisites: Faith Maintains
When the faithful call, the very stones answer. On her turn, the wielder draws Faith’s
Pillar through earth, loose stones, or even solid rock, compacting them into a boulder to
serve as her hammer’s head. This boulder adds (lower of Strength or the dedicated
Principle) dice of raw damage and +1 Overwhelming on withering attacks with Faith’s
Pillar. Enemies may attempt to destroy the boulder with a difficulty 4 gambit, ending this
Evocation.
Resonant: While standing on ground consecrated by Faith Maintains, the wielder’s
withering smash attacks don’t cost Initiative.
Orison of Thunder
Cost: 4m; Mins: Essence 2
Type: Supplemental
Keywords: Decisive-only
Duration: Instant
Prerequisites: Dragons Provide
The Earth Dragon’s judgment is abrupt and devastating, brooking no response. The
wielder’s decisive attack channels Earth Essence into an echoing rebuke. On a hit, the
attack’s target is selectively deafened (Exalted, p. 168) for (wielder’s Charisma) rounds.
He hears only the wielder’s voice, and takes a −2 Resolve penalty against her.
The wielder may end Dragons Provide upon landing a decisive attack with Orison of
Thunder to explosively detonate the boulder-head of Faith’s Pillar. This adds up to (lower
of Strength or Principle) attack roll threshold successes as dice of damage.
Special activation rules: This Evocation awakens at no cost upon joining battle against a
non-trivial foe who has violated the Principle that Faith’s Pillar is pledged to.
Foundations of Sand
Cost: 3m, 1i; Mins: Essence 2
Type: Reflexive
Keywords: Perilous, Uniform
Duration: Instant
Prerequisites: Faith Maintains, Dragons Provide
The earth shall not suffer the heretic’s tread. When the wielder is attacked from close
range by an enemy standing on earth or stone, she may use this Evocation. A successful
parry causes her attacker to be sucked into the ground up to the waist, suffering the
effects of being prone (Exalted, p. 202). He must succeed at a difficulty 2 ([Strength or
Dexterity] + Athletics) roll to free himself, which counts as his move action.
The wielder may end Dragons Provide, detonating the boulder-head of Faith’s Pillar,
upon successfully parrying with Foundations of Sand to instead shatter the surface
(earthen or otherwise) on which the attacker stands, creating a hole one range band deep.
The attacker falls if he doesn’t catch its edge with a reflexive difficulty (Dexterity +
Athletics) roll with a difficulty of (1 + the number of successes he missed by).
If the attacker has defied Faith’s Pillar’s dedicated Principle and stands on ground
consecrated by Faith Maintains, the difficulty to extricate himself or arrest his fall
increases by (Principle − 1).
Iniquity’s Reward
Cost: 5m, 1i; Mins: Essence 2
Type: Reflexive
Keywords: Perilous, Resonant
Duration: Instant
Prerequisites: Faith Maintains
Discord and lawlessness encumber the soul. The wielder imposes a penalty of (her
Intelligence) on an enemy’s roll to disengage.
Resonant: If the wielder stands on ground consecrated by Faith Maintains, the penalized
character loses an additional (Principle − 1) Initiative for disengaging.
Pasiap’s Gentle Embrace
Cost: 10m, 1wp; Mins: Essence 3
Type: Reflexive
Keywords: Decisive-only, Dissonant, Resonant
Duration: Instant
Prerequisites: Foundations of Sand, Iniquity’s Reward
Those who shun the perfected path deserve only the mercy of a proper burial.
Immediately after crashing an opponent, the wielder prays for nearby earth and stone to
rise and entomb the fallen, reflexively rolling an unblockable gambit with difficulty 4.
Success seals the opponent in a rocky tomb without light, air, or room to move.
Shattering the tomb is a Strength 3 feat of strength, with a difficulty of (the wielder’s
Essence), or (the wielder’s Essence + the dedicated Principle) if that enemy has violated
the Principle. Outside of combat, each roll takes 20 seconds to complete, and time is of
the essence as the sealed character asphyxiates (Exalted, p. 232). Ghosts, demons, and
other creatures of darkness suffocate and die within the tomb as if made of flesh and
blood, sending ghosts to Lethe and destroying other beings permanently. More
wholesome spirits reform, if able, sealed within the tomb until freed.
This Evocation may be used once per day, unless reset by instilling a non-trivial
opponent with the Principle Faith’s Pillar is pledged to at Major Intensity. The Dawn
Caste anima power cannot reset this Evocation.
Dissonant: A character dissonant with jade cannot awaken this Evocation.
Resonant: If the wielder slays a spirit with a decisive attack, she may use this Evocation
to entomb it without rolling a gambit.

Heavenly Typhoon (Blue Jade Infinite Chakram,


Artifact •••)
Many among the Scarlet Dynasty have heard of Heavenly Typhoon, but few know its
true story. The common tale in House Ledaal is that the magnificent chakram was forged
in a bygone era by an ancient Dragon-Blood who used it to cut down Anathema through
the ages. Inspired by a summer gale, the artisan made a weapon to strike down the unjust
like a thunderbolt and cut down the wicked as a storm tears down trees and buildings.
Heavenly Typhoon’s real origin is more complex.
In truth, Heavenly Typhoon dates back to the First Age, when the Lawgiver Sees-in-
Shadow forged it for her spymaster (and sometimes lover), the Dragon-Blood Rising
Storm. Together they uncovered plots, hunted the corrupt, and slew infernalists and
blasphemers. Rising Storm passed her drive for retribution unto her lineage. In the
Usurpation, Rising Storm’s granddaughter took up Heavenly Typhoon and struck down
Sees-in-Shadow, grown wicked in the centuries since Rising Storm’s death, at the cost of
her life. Over a thousand years later, it would be discovered by a distant descendant and
scion of House Ledaal, drawn to the Anathema-slaying weapon by their shared lineage.
Heavenly Typhoon is a blue jade infinite chakram. Orichalcum inlay on its cloudy,
marbled surface resembles a jagged bolt of lightning. Viewed from another angle, the
pattern looks like bared dragon fangs.
Attunement: 5m; Type: Light (+10 DMG, 3 OVW)
Tags: Lethal, Thrown (Medium), Cutting, Special
Hearthstone slot(s): 1
Era: The Midnight Century

Evocations of Heavenly Typhoon


An Exalt who attunes to Heavenly Typhoon awakens Righteous Enemy-Slaying Strike at
no cost.

Other Magical Materials


While the Realm’s artificers sometimes incorporate the other magical
materials into jade artifacts, an artifact that is made primarily or entirely
from another material is considered second-rate, more suited to an
outcaste than a Dynast. Their use is accepted but likely to draw
disparaging marks from other Dynasts.
Righteous Enemy-Slaying Strike
Cost: 3m; Mins: Essence 1
Type: Supplemental
Keywords: Decisive-only
Duration: Instant
Prerequisites: None
The golden etchings upon Heavenly Typhoon glow with righteous fury and snap with
lightning. An enemy damaged by a decisive attack is condemned by the weapon’s wrath.
Condemnation is permanent unless revoked Heavenly Typhoon’s wielder, although new
wielders don’t gain the benefit of past wielders’ condemnations. Heavenly Typhoon adds
(Essence/2, rounded up) withering damage and +1 Overwhelming against condemned
foes.
Resonant: A character resonant with jade waives this Evocation’s cost against creatures
of darkness.
Storm-Shield Bulwark
Cost: —; Mins: Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Seed and Salt Warding
The Exalt draws a line with the keen edge of Heavenly Typhoon and creates a stormy
boundary no creature of darkness can cross. This Evocation upgrades Seed and Salt
Warding (p. XX). The Dragon-Blood may use it as an Air-aspected Charm to create a
line of rippling air pressure that affects condemned characters as well as the undead.
Special activation rules: This Evocation awakens at no cost when a Ledaal scion attunes
Heavenly Typhoon.
Demon-Slaying Zealot’s Mantra
Cost: 5m, 1wp; Mins: Essence 2
Type: Reflexive
Keywords: Counterattack, Withering-only
Duration: Instant
Prerequisites: Righteous Enemy-Slaying Strike
When a condemned target attacks the wielder, a ring of ancient script appears in gold
around her, driving her attacker to fear and despair. The wielder makes a withering
counterattack. If it deals more than (her attacker’s current temporary Willpower) damage,
his Hardness is set to zero against decisive attacks with Heavenly Typhoon for the rest of
the scene.
This Evocation may only be used once per scene, unless reset by incapacitating a non-
trivial condemned enemy.
Searing Wind-Razor Bolt
Cost: 3m, 1wp; Mins: Essence 2
Type: Simple
Keywords: Decisive-only, Resonant
Duration: Instant
Prerequisites: Demon-Slaying Zealot’s Mantra
Golden lightning trails behind Heavenly Typhoon as the wielder summons a storm to cut
down an unjust foe. The wielder makes a decisive attack against a condemned enemy
with a lower Initiative, adding the difference between their Initiative ratings in bonus dice
to the attack and damage rolls, up to a maximum of (higher of Essence or 3).
Resonant: A wielder resonant with jade also knocks her target back one range band if
any damage is dealt.
Standing in the Storm’s Eye
Cost: —; Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Searing Wind-Razor Bolt, Storm-Shield Bulwark
This Evocation permanently upgrades Hundred Devils Whirlwind (p. XX), affecting
condemned foes as though they were dematerialized spirits.
Ten Thousand Typhoon Burst
Cost: 5m, 3i, 1wp; Mins: Essence 3
Type: Simple
Keywords: Dissonant, Perilous, Resonant, Withering-only
Duration: Instant
Prerequisites: Searing Wind-Razor Bolt
Heavenly Typhoon roars through the air like a tornado unleashed, splitting into a dozen
spiraling afterimages that shower enemies with furious cutting Essence. The wielder rolls
a withering attack against a condemned target, and also applies her attack roll against
every condemned enemy within short range of him. She only rolls damage against the
original target; other foes struck lose Initiative equal to the 10s on the damage roll. The
wielder cannot gain more than (Essence) total Initiative from the secondary targets.
This Evocation may only be used once per scene, unless reset by incapacitating a non-
trivial condemned enemy.
Dissonant: A character dissonant with jade cannot awaken this Evocation.
Resonant: A character resonant with jade gains one Willpower if this Evocation crashes
at least one enemy.

Pyre of Legions (Red Jade Grand Daiklave, Artifact


•••)
Cathak Falu was never well-loved by her comrades or her commanders in the house
legions. She was an adequate but unexceptional officer, never equaling the martial glory
of her fellow Dragon-Blooded no matter how doggedly she practiced weapon drills with
her daiklave or memorized strategies from The Thousand Correct Actions. Perhaps this
could have been forgiven, if not for her lack of social graces, her standoffish demeanor,
and her taciturn brooding. She was most comfortable on the battlefield, and spent the rest
of her time isolated from the women and men of her legion. Her fellow Dynasts often
wondered why she hadn’t been married off quietly and never spoken of again, and rarely
cared whether or not she was in earshot of their questions.
It was at the Rainbow Scales that Cathak Falu, for once in her life, won the admiration of
all in her house. The Dynasty lost a soldier, but the invaders lost a vanguard. House
Cathak recovered her blade from the boiling river that had been the Rainbow Scales.
Now celebrating the former reject as the pinnacle of soldierly virtue, Cathak elders show
the blade called Pyre of Legions to their young heirs in its resting place before Cathak
Falu’s tomb, her burning handprint still visible upon its hilt.
Attunement: 5m; Type: Heavy (+1 ACC, +14 DMG, +0 DEF, OVW 6)
Tags: Lethal, Melee, Reaching, Two-Handed
Hearthstone slot(s): 2
Era: Reign of the Scarlet Empress

Evocations of the Pyre of Legions


Falu’s last desperate thoughts were burned into Pyre of Legions when she fell in battle,
carved into searing hot jade, and any who wield the blade feel them coursing through
their own heart as surely as though they were her own. Its wielder gains a Defining
Principle of “I will give anything to protect my comrades” that cannot be weakened or
altered so long as she’s attuned to the daiklave.
Loyalty-Kindling Warmth
Cost: 2m; Mins: Essence 1
Type: Supplemental
Keywords: Dual
Duration: Instant
Prerequisites: None
Pyre of Legions’ loyal soul empowers those that stand with their comrades, such that they
may face a thousand foes as one. Withering attacks against battle groups ignore
(Strength) points of soak; decisive attacks against them add (Strength) bonus dice on the
attack roll.
Special activation rules: This Evocation awakens at no cost when attuned by a scion of
House Cathak.
Resonant: A character resonant with jade may pay an additional two motes to use this
Evocation against an individual enemy with lower Initiative.
All-Consuming Guardian Stance
Cost: 4m, 1i; Mins: Essence 2
Type: Supplemental
Keywords: Perilous, Resonant
Duration: Instant
Prerequisites: Loyalty-Kindling Warmth
Flames leap from Pyre of Legions to guard a comrade, burning away volleys of arrows
and pushing back errant blades. She takes a defend other action to protect an ally within
medium range. Used together with Flame Warden Stance (p. XX), it extends that
Charm’s range to medium as well.
Resonant: When defending her ward against the attacks of battle groups, the wielder
gains +1 Parry.
Army-Routing Aegis
Cost: 3m, 3i, 1ahl; Mins: Essence 3
Type: Reflexive
Keywords: Perilous, Resonant
Duration: Until next turn
Prerequisites: All-Consuming Guardian Stance
The passion within Pyre of Legions cannot be contained in the form of a single hero —
she’s consumed alive, becoming a walking pyre that scorches the earth around her. On
her turn, she wreathes herself in a bonfire (difficulty 5, damage 4L/round) that extends
out to short range, moving with her. The flames deal her no damage (other than the health
level cost). If she activated this Evocation on her previous turn, she waives its mote cost.
Resonant: The bonfire gains +1 difficulty and +2L Damage.
Unstoppable Heart-Stoking Incandescence
Cost: 2i; Mins: Essence 3
Type: Reflexive
Keywords: Perilous
Duration: One scene
Prerequisites: Army-Routing Aegis
The air around Pyre of Legions shimmers and burns with heroism, encouraging ferocious
loyalty in soldiers following that awesome apparition. While the wielder is rolled into
combat, the mote cost of her War Charms is reduced by (her wound penalty + 1), to a
minimum of one mote. Exalted with non-Ability Charms apply this discount to any
Charms that deal with leading battle groups or defeating enemy strategies.
Somber Pyre Conflagration
Cost: 2ahl, 3a; Mins: Essence 4
Type: Simple
Keywords: Dissonant, Uniform
Duration: One scene
Prerequisites: Army-Routing Aegis
The wielder’s anima banner burns away in the crucible of the Pyre, leaving in its place a
towering inferno that can be seen for leagues. Battle groups don’t add their Size to attack
rolls or damage against the wielder, and cannot move past her without disengaging,
treating the wielder as though she were a battle group of Size (higher of Essence or
Strength) for these purposes (Exalted, p. 209).
She waives the health level cost of Army-Routing Aegis while this Evocation is active.
Special activation rules: As long as the wielder isn’t dissonant with jade, this evocation
awakens at no cost when she upholds a Major or Defining Tie of loyalty when
confronting a significant threat alone.
Ashes Feed the Seeds
Cost: —; Mins: Essence 4
Type: Reflexive
Keywords: Resonant
Duration: One scene
Prerequisites: Somber Pyre Conflagration
No matter how an inferno scars the countryside, it leaves fertile soil ripe for the future.
The Exalt ignores wound penalties, and may spend Willpower in place of health levels
for the cost of Pyre of Legions’ Evocations. She’s treated as having a −4 wound penalty
for Unstoppable Heart-Stoking’s Incandescence’s discount.
This Evocation can only be activated once per story. This may be reset by accomplishing
a legendary social goal (Exalted, p. 134). The Dawn Caste anima can’t reset this
Evocation.
Special activation rules: This evocation cannot be awakened with experience points. It
awakens at no cost if the wielder is reduced to her −4 health level while upholding Pyre
of Legions’ Intimacy.

Sea’s Verdict (Black Jade Longfang, Artifact •••)


When the wheel-priests of Zumachi made sacrifices to the Vortex of Scales, begging him
to wreck an inbound Peleps tribute ship, they assumed they’d won a few months respite.
An hour later, the folly of assumptions was laid bare when Peleps Lirel stalked from the
waves, dragging their elemental patron’s serpentine carcass up the beach.
Sea-soaked and glaring, she recited a list of charges as the three lead priests threw
themselves on her mercy, promising the young judge whatever she desired. In reply, she
dragged the triumvirate to the secret jade monolith on which they offered their youths,
bound them with their silver chains of devotion, and waited for the tide to come in.
The final judgment she returned to House Peleps included “Attempted bribery.”
Hewn from the dismantled sacrificial stone, Sea’s Verdict is a jet-black trident engraved
with argent serpents and capped by moonsilver prongs. In the hands of poets and pirate-
hunters it’s smashed through the living masts of the Lintha, drowned shining bandit
queens in their desert castles, and cast evildoers to distant shores.
To those versed in its use, the Sea’s Verdict is a reminder that seafaring romance is a
pleasant illusion. The trident’s spirit remains unstained by those it’s condemned,
unmoved in its search for justice. Guilty or innocent, its victims are mere crimson drops
in the deep black sea within. The sea has only one verdict, which it returns without
thought or qualm.
Attunement: 5m; Type: Medium (+3 ACC, +12 DMG, +1 DEF, OVW 4)
Tags: Lethal, Melee, Thrown (Short), Disarming, Piercing
Hearthstone slot(s): 2
Era: Reign of the Scarlet Empress

Evocations of Sea’s Verdict


The Sea’s Verdict has its own anima banner, which grows one level when its wielder
spends 5+ peripheral motes on Charms or Evocations enhancing a single attack or parry
with it. As the weapon’s anima intensifies, its silver engravings writhe and dissolve like
broken chains, and the black jade itself begins to expand, crack, rumble, and leak or spray
dark water; a dam ready to burst.
With its anima at burning, the Sea’s Verdict gains the Smashing tag (Exalted, p. 586). At
bonfire, the Initiative cost of smash attacks is waived.
From the Depths
Cost: —; Mins: Essence 1
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: Elemental Sheath
Drifting in pelagic shadow, the Sea’s Verdict remembers its true nature. If the wielder
calls the trident forth from a large body of open water, its anima immediately flares up to
glowing.
In Water Aura, she can use Sea’s Verdict’s anima to pay the cost of her own Charms.
Special activation rules: This Evocation awakens at no cost when a Peleps scion attunes
to Sea’s Verdict.
Kraken’s Gavel
Cost: 3m, 2i; Mins: Essence 1
Type: Simple
Keywords: Uniform
Duration: Instant
Prerequisites: None
The crushing weight of the sea whirls between Sea’s Verdict’s forks, sweeping foes to
the depths. This Evocation can only be used while Sea’s Verdict’s anima is at burning or
higher. The wielder makes a withering or decisive smash attack with no Defense
penalty. If it hits a target at close range, all other opponents at close range must roll
(Strength + Athletics) at a difficulty of (wielder’s Essence + 2) or be knocked back one
range band away from the wielder.
Hull-Breaking Tsunami Swipe
Cost: 4m; Mins: Essence 1
Type: Supplemental
Keywords: Resonant, Uniform
Duration: Instant
Prerequisites: Kraken’s Gavel
All castles are built on sand. When attacking, the wielder unleashes a crashing wave of
force, reflexively rolling a feat of demolition (Exalted, pp. 229) with (Sea’s Verdict’s
anima x2) bonus dice to destroy an object in her opponent’s range band that’s not being
carried. This can reduce cover (including full cover) before the attack is resolved.
Resonant: The wielder adds (Sea’s Verdict’s anima) to her Strength rating to determine
what feats of demolition she may attempt.
Lost Blade Riptide
Cost: 5m, 2i, 1a from Sea’s Verdict; Mins: Essence 2
Type: Supplemental
Keywords: Decisive-only, Dissonant
Duration: Instant
Prerequisites: Hull-Breaking Tsunami Swipe
Sea’s Verdict’s prongs spin and twist, unleashing a whirl of black water that rips
weapons away. If an enemy tries to parry a decisive attack, the wielder first reflexively
rolls a disarm gambit (Exalted, p. 200), waiving the Initiative cost. A disarmed enemy
can only use his Evasion to defend against her attack.
Dissonant: This Evocation can only be used once per scene.
Awaken the Tide
Cost: —; Mins: Essence 3
Type: Permanent
Keywords: None
Duration: Permanent
Prerequisites: From the Depths, Lost Blade Riptide
A dark ocean stirs into wakefulness, its waters spilling forth to swirl around the wielder’s
feet and drag at enemies with unnerving strength. While Sea’s Verdict’s anima is
glowing, enemies within close range of the wielder are slowed as though moving through
difficult terrain (Exalted, p. 199) if their Initiative is lower than hers. At burning or
higher, the whirlpool clutches possessively at fallen foes, applying the difficult terrain
penalty on rolls to rise from prone. At bonfire, the penalty rises to −4.
Gaol Without Fathom
Cost: 8m, 1wp, 2a from Sea’s Verdict (2i per enemy); Mins: Essence 3
Type: Simple
Keywords: Decisive-only, Dissonant, Resonant
Duration: Instant
Prerequisites: Awaken the Tide
The air flickers with hadal darkness and insurmountable pressure as the wielder slams
Sea’s Verdict to the ground, fraying the chains on its power. Gaol Without Fathom can
only be used while Sea’s Verdict’s anima is burning or higher. The wielder rolls a
decisive attack against every opponent at close range, but doesn’t roll damage normally.
She may pay two Initiative for each enemy hit to knock them prone and grapple them
without needing a gambit, pinning them beneath spiritual pressure like that of the ocean
depths. This cost is waived against prone enemies.
Each victim rolls for control separately, comparing their results to the wielder’s original
attack roll. The wielder can only restrain her victims, who are slammed prone and
rendered mute, deaf, and blind (Exalted, pp. 168) while grappled, as a lightless silence
presses against them. The wielder doesn’t lose rounds of control for being attacked or
damaged, but a grappled enemy may attempt to struggle free as his action for a round,
which can’t be placed in a flurry, removing two rounds of control.
Dissonant: Non-prone characters are unaffected by Gaol Without Fathom.
Resonant: While Sea’s Verdict is at bonfire, the restrain action costs only one turn of
control.
Thunder of the Abyss
Cost: —(+1-3a from Sea’s Verdict); Mins: Essence 4
Type: Permanent
Keywords: Decisive-only
Duration: Permanent
Prerequisites: Gaol Without Fathom
The Sea’s Verdict strains under the pressure of its own infamous Gaol, black water
spraying from every crack. The released waters unnaturally swirl above the wielder as a
great maelstrom that she can collapse into a pelagic hammer blow, dissolving the
trident’s silver prongs like corks popping from a bottled ocean.
The wielder can end Gaol Without Fathom by inflicting a decisive slam attack on every
grappled character, dividing her Initiative evenly, rounded up, between every victim. The
damage ignores Hardness. She doesn’t add bonus damage for remaining turns of control.
Instead, she may expend one level of Sea’s Verdict’s anima for each round she’s
maintained the clinch, dealing that many levels of bashing damage to each victim. The
bodies of those killed by the Thunder of the Abyss vanish, only ever found as water-
bloated flotsam on some distant shore.
The Sea’s Verdict reforms unscathed after using this Evocation, but its silvery chains
wrap with watertight urgency, resetting its anima to dim and preventing it from growing
for the rest of the scene.

Smiling Razors (Red Jade Short Daiklaves, Artifact


•••)
Sesus Kalama, the Grinning Wicked Flame, received the Smiling Razors from the
Empress for exceptional service in the Immaculate Order. She wielded them in many a
Wyld Hunt, stalking Anathema as a flickering shadow and gouging painful burning
wounds across their skin before dispatching them.
Kalama loved the violence of the Wyld Hunt, but grew discontent with the life of a monk.
She publicly decried the Order, igniting her anima to incinerate her robes and profaning
an offering-laden Immaculate altar. She declared herself a force against those who clung
too tightly to tradition and order, publicly challenging monks to duels so that she might
demonstrate the fallibility of the Immaculate Texts, and seducing Dynasts into apostasy.
There was only one word for what the Grinning Wicked Flame had become —
Anathema. A Wyld Hunt was dispatched to hunt down the flame-devil, led by her cousin
Sesus Bajo tracking her by the wake of blasphemy and fire she left across the Blessed
Isle. Kalama fought fiercely, and maimed many of the shikari sent to kill her, but in the
end, she fell. Her death became an object lesson to young Dragon-Blooded on the
dangers of heresy, and the specter of the flame-devil lingered as a threat whispered to
rebellious adults and disobedient children alike.
Bajo retrieved the Smiling Razors from his cousin’s corpse to return them to his house.
Though the cruel blades were ill-suited to his temperament, he made a show of wielding
them publicly to cleanse the stain of Kalama’s blasphemy. Once the house deemed its
reputation suitably repaired, the Smiling Razors were turned over to its vaults. House
Sesus’ Masked Council has chosen subsequent wielders of the Smiling Razors, reforging
Grinning Wicked Flame’s legacy into a weapon suited to their clandestine purposes.
Attunement: 5m; Type: Light (+5 ACC; +10 DMG; +0 DEF, 4 OVW)
Tags: Lethal, Melee
Hearthstone slot(s): 2
Era: Reign of the Scarlet Empress

Evocations of the Smiling Razors


Surprise attacks made with the Smiling Razors add one die to the attack roll.
Still-Burning Ember Ambush
Cost: 3m, 2i; Mins: Essence 1
Type: Reflexive
Keywords: Mute, Perilous, Resonant
Duration: Instant
Prerequisites: None
Like an ember that burns an unsuspecting hand, the Exalt strikes suddenly from ambush
and vanishes as quickly as she came. When she rolls to establish concealment in combat,
she doubles 9s.
Special activation rules: A Sesus scion who attunes the Smiling Razors awakens this
Evocation at no cost.
Resonant: If the wielder is resonant with jade, a surprise attack made with the Smiling
Razors on the turn after entering concealment with this Evocation adds one automatic
success on the damage roll.
Coiling-Smoke-Plume Deception
Cost: —; Mins: Essence 1
Type: Permanent
Keywords: None
Duration: One scene
Prerequisites: Still-Burning Ember Ambush, Vanishing Wind-Body Technique
This Evocation permanently upgrades Vanishing Wind-Body Technique (p. XX). The
Dragon-Blood may use it as a Fire Charm to render herself immune to detection via her
body heat rather than air movement. Such uses grant their enhanced benefits in Fire Aura
instead of Air Aura.
Inviting Fireside Distraction
Cost: —; Mins: Essence 1
Type: Permanent
Keywords: None
Duration: One scene
Prerequisites: Rose-Among-Thorns Distinction, Still-Burning Ember Ambush
This Evocation permanently upgrades Rose-Among-Thorns Distinction (p. XX). The
Dragon-Blood may use it as a Fire Charm to gain a specialty in non-criminal
organizations that she’s targeting for infiltration, theft, assassination, or similar uses of
Larceny or Stealth.
Searing Pain Infliction Tactic
Cost: 4m, 1i; Mins: Essence 2
Type: Simple
Keywords: Decisive-only, Resonant
Duration: Instant
Prerequisites: Still-Burning Ember Ambush
The Exalt descends upon her victim with the intent to inflict terrible pain as smoke and
coiling flames roll from Smiling Razors’ blades. To use this Evocation, she must be in
concealment. She makes a decisive attack against an opponent who cannot perceive her.
If her attack deals enough damage to increase his wound penalty, he doubles his wound
penalty for the rest of the scene, to a maximum of (4 + wielder’s Essence).
Resonant: If the wielder resonates with jade, the victim’s wound penalties are doubled
until he’s healed at least one level of lethal damage.
Soul-Burning Mark
Cost: 3m, 2i; Mins: Essence 2
Type: Simple
Keywords: Withering-only
Duration: Instant
Prerequisites: Searing Pain Infliction Tactic
The Smiling Razors burn their mark into the flesh of victims with sadistic glee. Their
wielder makes a withering attack. If it deals more than (5 + number of marks the victim
already has) damage, it brands him with a mark that lasts until the scene’s end, maximum
(Essence + 1). Decisive attacks with the Smiling Razors gain one die for each mark the
victim has.
Resonant: If the wielder lands an unexpected attack, it automatically marks her victim
regardless of how much damage she deals.
Drifting Smoke-Cloud Passage
Cost: 10m, 1wp; Mins: Essence 3
Type: Reflexive
Keywords: Dissonant, Mute
Duration: Instant
Prerequisites: Inviting Fireside Distraction, Soul-Burning Mark
The wielder of the Smiling Razors transmutes her body into drifting smoke, passing
through places where she normally couldn’t. She can fit through spaces so tight that only
smoke could pass through with a single move action on her turn, and ignores difficult
terrain or environmental penalties on the roll. Any tight space she wishes to flow through
must be short enough that she could successfully traverse it in a single move action. If
she’s in concealment, she doesn’t need to make another Stealth roll as long as she ends
her movement in a location that provides concealment, and she may even rush while in
concealment.
This Charm may only be used once per day, unless reset by incapacitating a non-trivial
enemy with an unexpected attack.
Special activation rules: This Evocation may not be awoken with experience points.
Instead, it awakens at no cost when the wielder kills a non-trivial enemy from ambush.
Dissonant: A character dissonant with jade cannot awaken this Evocation.

Vengeant (Black Jade Razor Claws, Artifact •••)


Part of it came from Petal Glider, the vain daiklave that defeated the Grass Dancer at the
Battle of Three Crossings for the sake of its master’s camaraderie with foreign traders.
Another came from Crow’s Friend, which annihilated the Gutter Water Gang, opening
Nexus to Iselsi ambitions. A third piece belonged to Amara, which slit Sesus’ cheek in
revenge for a night of adulterous beauties now long forgotten. Now all that remains is
Vengeant.
Many of House Iselsi’s ancestral blades were destroyed by the Scarlet Empress for their
foolish attempt to strike at her. She had fragments of each forged into a new weapon to
remind the Iselsi of her mercy and of the state she’d forced upon them. The Iselsi took the
lesson well. With their old blades they’d fought to create dynasties — with Vengeant,
they would end them.
Attunement: 5m; Type: Light (+5 ACC, +10 DMG, +0 DEF, OVW 3)
Tags: Lethal, Brawl, Concealable, Worn
Hearthstone slot(s): 2
Era: The Fall of House Iselsi

Evocations of Vengeant
Vengeant remembers those who wronged its former wielders, and delights in the chance
to humble their descendants. The wielder may focus Vengeant’s spite against a specific
individual or group, marking him as despised, after one of the following events:
• The wielder reveals her true identity and her enmity to the object of a negative
Tie.
• An Iselsi wielder discovers how the target or his ancestors have wronged House
Iselsi.
Vengeant gains +1 Overwhelming against despised opponents. This effect is indefinite,
lasting until the wielder manages to destroy the target or rededicates Vengeant against a
new despised individual or group.
Still Waters Hide Fury
Cost: 5m, 1wp; Mins: Essence 1
Type: Simple
Keywords: Mute, Resonant
Duration: One scene
Prerequisites: None
The Great Houses think the Iselsi dead, a mighty river tamed to barely a trickle, but those
waters bely the violent currents that hide below the surface. To use this Evocation, the
wielder must be in concealment and choose a target that’s unaware of her. At the start of
each of her turns, the wielder makes an opposed roll of (Manipulation + Stealth) against
her target’s (Perception + Awareness) roll, gaining (Essence/2, rounded up) Initiative if
she wins the opposed roll. Each subsequent round, she incurs a cumulative -1 penalty on
the Stealth roll. If she fails the roll, her target detects her, sensing Vengeant’s killing
intent. This Evocation ends when the wielder is detected by her target or leaves
concealment. If she makes a decisive attack against an enemy other than her target, the
Initiative she gained is lost.
This Evocation can be used once per scene, unless reset by incapacitating a despised
opponent or a non-trivial foe who wishes to protect him.
Resonant: As long as the wielder has a Major or Defining Intimacy that would be
furthered by killing the target, she may waive this Evocation’s Willpower cost.
Ember-Smothering Convolution
Cost: 3m; Mins: Essence 2
Type: Supplemental
Keywords: Resonant
Duration: Instant
Prerequisites: Still Waters Hide Fury
Spurred on to finish the grudge before Vengeant’s victim can escape, the wielder adds
two bonus dice on a rush against a character she has a negative Tie towards. She gains
one Initiative if she wins the rush.
Resonant: The wielder may pay an additional mote to extend this Charm’s duration to
one scene against a despised opponent, enhancing all rushes she makes against him. She
may stack multiple uses against multiple despised foes.
Earth-Eroding Tactic
Cost: 4m, 2i; Mins: Essence 2
Type: Supplemental
Keywords: Decisive-only, Mute, Resonant
Duration: Instant
Prerequisites: Still Waters Hide Fury
Vengeant’s patient hatred wears down even the most resilient. To use this Evocation, the
wielder must have surveilled him with Still Waters Hide Fury in the same scene. If her
decisive attack hits him, his total onslaught penalty doesn’t refresh at the start of his turns
until he’s taken a number of turns equal to the number of turns she spent undetected
while using Still Waters Hide Fury, maximum three.
Resonant: Vengeant’s decisive attacks against a despised opponent suffering from this
Evocation ignore Hardness until his onslaught penalty refreshes.
Breath-Denying Vengeance Current
Cost: 5m; Mins: Essence 3
Type: Simple
Keywords: Decisive-only, Resonant
Duration: Instant
Prerequisites: Earth-Eroding Tactic
The wielder inundates her victim with Vengeant’s sluggish, hateful essence, filling his
lungs with black bile. This is a gambit whose difficulty is (higher of target’s Essence or
Stamina). Success causes the victim to begin asphyxiating (Exalted, p. 232). He may
attempt to clear the obstruction with a (Stamina + Resistance) roll as a miscellaneous
action that can’t be flurried. A single success is sufficient for that round not to count
against the total he can hold his breath, while overcoming a difficulty of (wielder’s
Essence) purges the obstruction entirely. With a stunt, a character may roll a different
dice pool, such as (Wits + Medicine), to clear the obstruction.
Resonant: Against a despised opponent, each threshold success on the gambit’s Initiative
roll adds one bonus die on her rolls to oppose his disengage actions until he’s cleared the
obstruction.
Drink the Lesser Seas
Cost: 2m, 1wp; Mins: Essence 3
Type: Simple
Keywords: Decisive-only, Resonant
Duration: Instant
Prerequisites: Ember-Smothering Convolution
Vengeant’s attack tears away flesh while drinking deeply of the water in its victim’s
body, leaving nothing but desiccated skin and bone. To use this Evocation, the wielder
must be in concealment. She makes a decisive attack against an enemy who’s unaware of
her, adding (Essence) dice of damage and doubling 10s on the damage roll.
This Evocation can only be used once per scene, unless reset by incapacitating a non-
trivial despised opponent.
Resonant: Against a despised opponent, the wielder doubles 9 on damage rolls.
Hundred-Generation Forest Desecration
Cost: —(+5m, 1wp); Mins: Essence 4
Type: Permanent
Keywords: Dissonant
Duration: Permanent
Prerequisites: Drink the Lesser Seas, Breath-Denying Vengeance Current
Ten thousand gentle crests can leave even the grandest groves of trees stunted and
malformed, poisoned from the roots with the sea’s saltwater grief. When the wielder uses
Still Waters Hide Fury against a despised character with whom she’s interacted socially
in a previous scene, she may pay five motes and one Willpower to treat each such scene
as a turn studying him from concealment, up to a maximum of (Essence) scenes. She
makes a single (Manipulation + Stealth) roll against his (Perception + Awareness) for
these past interactions, gaining (Essence/2, rounded up) Initiative for each one on a
successful roll. Failure doesn’t reveal her presence.
This Evocation can only be used once per story, unless reset by achieving a major
character or story goal (Exalted, p. 170) by killing a despised character.
Dissonant: Characters dissonant with jade cannot awaken this Evocation.
Dragon-Shattering Restitution
Cost: 1m, 1wp; Mins: Essence 4
Type: Reflexive
Keywords: Decisive-only, Dissonant, Psyche
Duration: Instant
Prerequisites: Hundred-Generation Forest Desecration
In death, the foes of House Iselsi serve as a gruesome warning to their kin that none are
safe from the Vendetta. This Evocation can be used when the wielder kills a despised
enemy, leaving his remains as reminder to the rest of House Iselsi’s enemies that they’re
next on the list.
Relatives of the victim, including her Sworn Kin, who discover the body must roll (Wits
+ Integrity) against a difficulty of (victim’s Essence + 3). On a failure, they form a Minor
Tie of horror towards House Iselsi that cannot be weakened or altered by any means until
the story’s end. If a target already has a related Intimacy, it’s instead strengthened by one
step and is likewise protected for the story.
Special activation rules: This Evocation cannot be purchased with experience points. It
awakens at no cost and can be used for free when the wielder slays a despised opponent
she has a Major or Defining negative Tie for. Her victim must have been aware of both
her presence and her Intimacy for him.
Dissonant: Characters dissonant with jade cannot awaken this Evocation.

Horizon Cleaver (Blue Jade Grimcleaver, Artifact ••••)


When the Dragon-Blooded and Sidereal Exalted threw down their Solar masters in the
Usurpation, the fury of Creation’s Chosen stirred the heavens into world-spanning
storms, a thunderous reflection of the struggle below. Inspired by strife and storm, the
Sidereal mastermind Echo Gyre forged Horizon Cleaver, a titanic battle axe that honors
the resplendence of those storms, for Ashen Tiger, her most trusted lieutenant.
A six-foot rod of blue jade forms the grimcleaver’s haft, wrapped in braided steel and
black rubber. Twin blades resemble reflections of a jagged moon, with inlays of red jade
extolling the Usurpation in lyric poetry. Horizon Cleaver hums while resting, and in
battle wreathes itself with blue, rapacious lightning. A wielder with sufficient discipline
can direct the axe’s fury, but one who falters spills the storm and decimates without aim.
Ashen Tiger carried Horizon Cleaver as she led legions against surviving Lunar mates of
dead Solars. Her daughter, Song of Ivory, used it to raze an insubordinate city, beginning
its long ancestral lineage. It was wielded by one of Tepet’s sisters in their ill-fated siege
of the Imperial City, and she and the grimcleaver joined House Tepet. Its most recent
wielder, the dragonlord Tepet Yasenar, fell during the house’s ruinous campaign in the
North. Accounts conflict as to the grimcleaver’s fate. Some say it sank into the White
Sea; others that it answers now to the Bull of the North; and others still that Yasenar’s
daughter, Tepet Mareja, recovered the axe and gathers strength to reclaim her house’s
glory.
Attunement: 5m; Type: Heavy (+3 ACC, +12 DMG, +1 DEF, OVW 4)
Tags: Lethal, Melee, Chopping
Hearthstone slots: 2
Era: Dawn of the Shogunate

Evocations of Horizon Cleaver


Horizon Cleaver crackles with lightning, adding one die of withering or decisive damage
on chopping attacks. Unattuned characters who draw it from its ebony case become
thunderstruck for the remainder of the scene, as per Brilliant Reproach.
Brilliant Reproach
Cost: 5m; Mins: Essence 1
Type: Simple
Keywords: Decisive-only, Resonant
Duration: Instant
Prerequisites: None
Horizon Cleaver’s wielder can unleash its lightning — at great collateral risk. She makes
a decisive attack. If it deals damage, its victim loses (Essence) Initiative, which the
wielder doesn’t gain, and becomes thunderstruck for the scene, suffering a −2 penalty on
physical actions.
If the wielder’s 1s and 2s on her attack roll exceed (lower of her Integrity or Resistance),
she loses control of Horizon Cleaver, and the attack is redirected to a random target
within range — including the wielder or her allies.
Special activation rules: A Tepet scion who attunes to Horizon Cleaver awakens this
Evocation at no cost.
Resonant: If a character resonant with jade has a Principle that reflects her code of
honor, she adds its rating to the total number of 1s and 2s she can roll without losing
control of the lightning.
Arcing Death Strike
Cost: —(+2m); Mins: Essence 2
Type: Permanent
Keywords: Resonant
Duration: Permanent
Prerequisites: Brilliant Reproach
The wielder may pay two motes to attack an enemy at short range when she uses Brilliant
Reproach. This also increases the range at which it can strike random targets if she fails
to control the attack.
Resonant: At Essence 3, a wielder who resonates with jade may extend its range to
medium for a four-mote surcharge. At Essence 4, she may pay a four-mote, one-
Willpower surcharge to extend its range to long.
On Wings of Deadly Lightning
Cost: 5m, 1wp; Mins: Essence 3
Type: Reflexive
Keywords: Perilous
Duration: Instant
Prerequisites: Arcing Death Strike
Horizon Cleaver’s master becomes one with the lightning. On her turn, she may
reflexively rush a thunderstruck character within long range. On a success, she instantly
moves to close range with him without having to cross the intervening space. If she
attacks him using Brilliant Reproach, she adds an automatic success on the attack roll.
Intemperate Tempest Fusillade
Cost: —(+2m, 1wp); Mins: Essence 3
Type: Permanent
Keywords: Dissonant
Duration: Permanent
Prerequisites: Arcing Death Strike
Lightning rips from Horizon Cleaver, striking in all directions. The wielder may pay two
motes and one Willpower when she uses Brilliant Reproach to apply her decisive attack
roll against up to (Essence) total enemies within range. She divides her Initiative evenly
among all hit characters, rounding up, to determine the decisive damage rolled against
them, ignoring Hardness. If she loses control of the lightning, then it instead strikes
(Essence) randomly chosen targets.
Dissonant: A character dissonant with jade cannot awaken this Evocation.
Maelstrom-Taming Warrior’s Code
Cost: —; Mins: Essence 4
Type: Permanent
Keywords: Decisive-only, Dissonant
Duration: Permanent
Prerequisites: Intemperate Tempest Fusillade, On Wings of Deadly Lightning
Horizon Cleaver’s lightning submits to the wielder’s will. She’s mastered its mercurial
zeal, gaining the following benefits:
• Horizon Cleaver doubles 10s on decisive damage rolls against thunderstruck
characters.
• When she incapacitates a non-trivial enemy who’s thunderstruck, she adds
(Essence) to her base Initiative upon resetting.
• Only 1s on her attack roll count towards losing control of Brilliant Reproach.
Dissonant: A character dissonant with jade cannot awaken this Evocation.

Imprimatur (White Jade Daiklave, Artifact ••••)


Under the bough of a heavy fruit tree in the final spring of Nellens’ life, the Empress
bequeathed her consort — a mortal man — the blade that would protect his legacy.
Before the jealous proxies of the Empress’ daughters and their gossiping servants, she
gave him Imprimatur, sheathed in a scabbard of stone from which it couldn’t be drawn,
bound by a crimson tassel. Inscribed on the blade she left a message she promised that
only Nellens’ heirs would ever read.
Nellens passed soon after, but despite the Empress’ proclamation, no heir of House Sesus
or House Jurul — sired by Nellens — ever received the blade. It remained in the
Empress’ armory until the day she elevated House Nellens. Since then, the blade has
become a familiar sight whenever a Nellens Dragon-Blooded appears at a heated debate
or tense negotiation. For almost a generation, the infamous duelist Nellens Zijiren used it
to humiliate his rivals of high social standing, until his recent demise. The sight of
Imprimatur has always meant the same thing for those that oppose House Nellens — an
upstart who thinks herself their equal, and a weapon that proves it.
Attunement: 5m; Type: Medium (+3 ACC, +12 DMG, +1 DEF, OVW 5)
Tags: Bashing, Melee
Hearthstone slot(s): 2
Era: Reign of the Scarlet Empress

Evocations of Imprimatur
Imprimatur’s emblazoned sheath is a seal of the Empress’s approval. This is measured by
Renown, which begins at zero and is increased by Imprimatur’s Evocations, up to a
maximum of (the wielder’s Essence + Charisma). Nellens scions add 1 to Imprimatur’s
maximum Renown. Renown resets at the end of every scene.
Attuning to Imprimatur awakens As Two Strangers Upon the Road at no cost.
As Two Strangers Upon the Road
Cost: 2m; Mins: Essence 1
Type: Supplemental
Keywords: Withering-only
Duration: Instant
Prerequisites: None
The wielder draws power from Imprimatur’s authority, growing in strength and arrogance
with each strike. She adds (Renown/2, rounded up) to a withering attack’s raw damage.
She may forgo gaining points of Initiative from the damage roll to gain Renown instead,
maximum (higher of Essence or 3).
Sibling-Humbling Placation
Cost: 3m, 2 Renown; Mins: Essence 1; Type: Supplemental
Keywords: Decisive-only, Resonant
Duration: Instant
Prerequisites: As Two Strangers Upon the Road
With a flourish, the wielder bats her foe’s weapon from his hand with Imprimatur. If her
disarm gambit succeeds, she also treats its Initiative roll as either a persuade roll to
convince the foe to cease or deescalate hostilities, or as an inspire roll to fill him with
shame, embarrassment, or frustration.
Resonant: The wielder’s influence roll targets all who witness the disarm gambit,
ignoring the penalty for multiple targets.
The Matchmaker’s Cockerel Stride
Cost: 5m; Mins: Essence 2
Type: Supplemental
Keywords: Resonant
Duration: Instant
Prerequisites: Sibling-Humbling Placation
The wielder may flurry a supplemented full defense with a disengage roll, and it grants
her an additional +1 Parry, which counts as a bonus from Charms. Until her next turn, she
gains one Renown whenever she successfully parries an attack.
Resonant: If the wielder flurries a full defense and a disengage and succeeds on the
disengage roll, neither action costs Initiative.
Youngest Son’s Inheritance
Cost: 5m, 1wp; Mins: Essence 3
Type: Reflexive
Keywords: Clash, Decisive-only, Dissonant
Duration: Instant
Prerequisites: Sibling-Humbling Placation
Imprimatur’s keen edge and social license work as one, empowering the wielder to swat
aside errant blades and poisonous words with equal ease. The wielder reflexively clashes
a decisive attack from close range with a disarm gambit, adding (Renown) bonus dice on
the attack roll. Attack roll threshold successes are added to her Initiative roll. This doesn’t
count as her attack for the round.
Alternatively, the wielder may oppose another character’s influence roll with her own
(Charisma + Presence) roll, adding (Renown) bonus dice. If successful, the wielder’s
repartee leaves the target stunned silent. He’s unable to attempt another influence roll
until he’s able to compose himself with a miscellaneous action. She gains one Willpower
from her triumph.
This Evocation can only be used once per scene, unless reset by going a round without
either being hit by an attack or having one’s Resolve beaten.
Dissonant: Characters dissonant with jade cannot awaken this Evocation.
The Final Words of Queens
Cost: 10m, 1wp; Mins: Essence 4
Type: Simple
Keywords: Dissonant
Duration: One scene
Prerequisites: The Matchmaker’s Cockerel Stride, Youngest Son’s Inheritance
Striding the battlefield and the courts of the Blessed Isle alike with noble bearing,
Imprimatur’s master awakens the sealed blade. This Evocation can only be activated at
Initiative 15+. For the rest of the scene, the Exalt may reflexively spend any amount of
Renown to add that many dice to the initiative roll of a decisive attack.
Additionally, upon using this Evocation, the wielder is given a vision of a unique
message etched across the blade in Old Realm, an excerpt of the Empress’s words to the
proud inheritor. She may choose one of the following messages to gain the benefit of for
this Evocation’s duration as long as Imprimatur has the requisite amount of Renown.
• Ambition is a Promise (Renown 3): After winning a clash with a decisive attack,
the wielder may expend all Renown and roll that many dice of damage, ignoring
Hardness, instead of using her Initiative. This doesn’t include her Initiative or reset her to
base.
• Marriage is a Blade (Renown 5): The wielder may reflexively spend a point of
Renown to share Imprimatur’s power with another, granting him access to all of its
Evocations, other than this one, until the scene ends. She pays any Renown costs, and any
Renown he’d gain is instead granted to her.
• A Dragon is Born (Renown 7): The wielder may make a special disarm gambit
that resets an Exalt’s anima banner to dim or cancels a Dragon-Blood’s Elemental Aura.
The wielder may choose to add the stolen levels of anima to her own banner or enter the
stolen Aura.
Upon awakening this Evocation, the Storyteller and the wielder’s player may work
together to create a new unique message discovered by the wielder with benefits
comparable to the above options.
The Final Words of Queens can only be used once per story, unless reset by upholding a
Major or Defining Tie to one’s family, be they by blood or by adoption, by
accomplishing a major character or story goal (Exalted, p. 170). The Dawn Caste anima
power cannot reset this Evocation.
Dissonant: A character dissonant with jade cannot awaken this Evocation.

Perdurant Vault (White Jade Thunderbolt Shield,


Artifact ••••)
Perdurant Vault — a reflective disc of milk-white jade — emerged from the workshop of
the occultist Ragara Lasime during his family’s solidification as “the Imperial Bank.”
Among the innumerable deals House Ragara struck during that climb, Lasime sojourned
to the Underworld to treat with the ghost-queen Hymn of Shackles, whose consortium
once monopolized earthly goods passing through Stygia. No one knows what Lasime
offered, but the fruits of his workshop display what he gained.
Four feet in diameter and strung with an obsidian chain, this ornate aegis complements
high-society fashion, offering Evocations that shield the wielder from Dynastic intrigue.
Its polished surface occasionally reflects glimpses of an ethereal city, a secret world
hidden within its depths. Perdurant Vault has been wielded by bureaucrats, sorcerers, and
politicians of House Ragara, and seen use in occult experiments conducted by the house’s
inner circle. It’s often entrusted to scions carrying out important matters for the house
that require the utmost discretion and incorruptible will.
Attunement: 5m; Type: Medium (+3 ACC, +10 DMG, +1 DEF, OVW 4)
Tags: Bashing, Melee, Shield
Hearthstone slot(s): 1
Era: Reign of the Scarlet Empress

Evocations of Perdurant Vault


Perdurant Vault’s wielder adds one bonus die on Appearance-based rolls.
Clairvoyant Mirror Technique
Cost: 5m; Mins: Essence 1
Type: Reflexive
Keywords: Mute
Duration: Instant
Prerequisites: None
Perdurant Vault’s gleaming surface reflects the hearts of those who engage with its
wielder, providing her with secret insight. When the wielder resists an instill action, she
makes a reflexive read intentions roll against the influencing character, doubling 9s.
Success reveals that characters’ Intimacy most relevant to his attempted influence. For
instance, if a House Cynis blackmailer failed to persuade the wielder to aid in a
conspiracy, Perdurant Vault might reveal the Cynis’ Major Tie of hatred for House
Cathak that motivates the conspiracy.
Special activation rules: This Evocation awakens at no cost when attuned by a Ragara
scion.
Unblemished Petal Prana
Cost: 4m; Mins: Essence 1
Type: Reflexive
Keywords: Resonant
Duration: Instant
Prerequisites: None
Perdurant Vault’s elegance bolsters its wielder against defilement by pestilence and
poison. Its wielder adds a non-Charm success on a roll against the virulence or morbidity
of a disease, or to resist a poison. Using this Evocation against poisons also reduces their
penalty by one.
Subliminal Sanctuary
Cost: 4m; Mins: Essence 2
Type: Reflexive
Keywords: Mute, Resonant
Duration: Instant
Prerequisites: Clairvoyant Mirror Technique
Perdurant Vault shelters the wielder’s psyche behind an ephemeral spiritual wall. The
wielder gains +2 Resolve against an influence roll, or negates the Guile penalty for being
unaware of an observer on a single roll.
Resonant: Each time a character resonant with jade uses this Evocation, the cost of
subsequent activations in the same scene is cumulatively discounted by one mote, to a
minimum of zero.
Protect the Empress
Cost: 5m, 1wp; Mins: Essence 3
Type: Reflexive
Keywords: Resonant
Duration: Instant
Prerequisites: Subliminal Sanctuary
In moments of vulnerability, Perdurant Vault conceals its wielder’s deepest beliefs from
all prying minds — including her own. When a character penetrates the wielder’s Guile
with a read intentions action, she may use this Evocation before any information is
revealed to seal away one of her Major or Defining Intimacies inside the City of Opal
Unstained, a dream-realm within Perdurant Vault. That Intimacy is sealed away for
(Willpower) days, during which it has no effect on the wielder.
Hidden Intimacies manifest in the City of Opal Unstained as spirits of appropriate nature
whose strength is based on their intensity: Minor Intimacies yield spirits only as strong as
weak gods or First Circle Demons, while a Defining Intimacy’s spirit is comparable to a
notable terrestrial god or Second Circle Demon. A Principle of faith in the Immaculate
Philosophy might manifest as a pious, ceremonially robed monk, whereas the Principle of
“Creation must burn” might appear as a raging fire elemental. If the wielder enters the
dream-realm via Traverse the Secret City, she can interact with her Intimacies, potentially
learning some insight or nuance about her belief or destroying a spirit to remove the
Intimacy entirely.
This Evocation can only be used once per story, unless reset by successfully preventing
the discovery of a Defining Intimacy whose revelation would have significant
consequences for the wielder.
Resonant: A wielder who resonates with jade can activate this Evocation as if it were
Simple, manifesting an Intimacy in the dream-realm at will rather than in response to
social influence. Such uses don’t require this Evocation to be reset.
Banish the Afflictions
Cost: 15m, 1wp; Mins: Essence 3
Type: Simple
Keywords: Dissonant
Duration: One day
Prerequisites: Protect the Empress, Unblemished Petal Prana
Perdurant Vault’s wielder may retreat to a place of serenity and meditate over the shield,
banishing a disease or poison from her body into the artifact’s dream-realm. After a full
day of meditation, the wielder rolls (Stamina + Resistance), rerolling (Essence) failures.
Against disease, she rolls against its morbidity, reducing its intensity by one step on a
success or purging it entirely if it’s Minor. Against poison, each success reduces its
remaining duration by one interval.
When the wielder completely purges a disease or poison using this Evocation, that
affliction manifests as a spirit in the City of Opal Unstained, as per Protect the Empress.
Such spirits linger for a number of weeks equal to (their Essence), attacking visitors to
the dream-realm or attempting to corrupt them when encountered. Destroying them
allows the wielder to add (Essence) bonus dice to her (Stamina + Resistance) rolls to
resist that disease or poison for as long as she remains attuned to Perdurant Vault.
This Evocation may only be used once per week.
Dissonant: A character dissonant with jade cannot awaken this Evocation.
Traverse the Secret City
Cost: 10m, 1wp; Mins: Essence 4
Type: Simple
Keywords: Dissonant, Resonant
Duration: (Essence + Integrity) days
Prerequisites: Protect the Empress, Imprison the Afflictions
A wielder who masters Perdurant Vault gains access to its secret depths: the City of Opal
Unstained, a dream-realm of timeless purity. The city contains an urban landscape of
white marble, alabaster, and jet — a jewel-box of domed villas, near-vertical
amphitheaters, filigreed cupolas, and hidden courtyard fountains. It serves as private
retreat and storage space, offering many halls and daises for meditation, as well as
alcoves and pedestals for the wielder’s panoply. She also might encounter here any
Intimacies, diseases, or poisons she manifested as spirits via Protect the Empress or
Banish the Afflictions.
When the wielder activates this Evocation, her body leaves Creation and manifests within
the City. Any belongings she wears or carries accompany her, including Perdurant Vault
itself. At the Storyteller’s discretion, the City of Opal Unstained may contain artifacts or
legacies of narrative significance hidden somewhere throughout its spires and corridors
that once belonged to the shield’s former wielders, whose locations might be bargained
from its resident spirits.
Any changes visitors make to the City disappear as soon as all visitors leave. (Spirits
count as visitors and prevent this reset, until the City dissolves them.) The City is secure
against mundane intrusion, but can be entered for this Evocation’s duration as though it
were a spirit sanctum by dematerialized characters or characters using sanctum-opening
magic to pursue the wielder and her companions at the spot where they entered. When the
wielder wishes to depart, she and her companions reappear instantly at the same spot
where they entered.
Special activation rules: This Evocation cannot be purchased with experience points. It
awakens at no cost when the wielder achieves a major character or story goal (Exalted, p.
170) despite the efforts of her enemies to influence her, impede her with poison or
disease, or set similar narrative obstacles in her path.
Dissonant: A character dissonant with jade cannot awaken this Evocation.
Resonant: A character resonant with jade can bring other willing characters within close
range into the dream-realm with her.
RY 768
“…numbering at least four, my lady.” The young minister was bold — perhaps too bold
for a mortal.
“Four.” River winced internally. Four Anathema on the loose, on the Blessed Isle itself.
“And that is a minimum, is it? What is the highest possible?”
“Well, my lady, we can be fairly confident the number is no higher than eleven, after
checking the records.” The rice-paper sheets in the youngster’s hands rustled gently as he
leafed through them, speaking absent-mindedly as he did. “The documents found on the
site of the breach detailed approximately seven times that number throughout the history
of the Realm, but the majority of ledger entries show the Anathemas’ death in various
manners.”
“I see. Thank you. That, though, still leaves the question — why bring this to me?”
“A courtesy, my lady, from my superior.” Presumably that would be River’s cousin
Ledaal Idisa. The boy had the Ledaal eyes. But Idisa had never favored River much —
this was uncharacteristic of her. River thoughtfully thumbed the end of her braid. The boy
paused to read something on the papers, and then said, “She thought my lady ought to
know, and besides… ah, yes, here it is. It would be pleasing if my lady would take a look
at this.” He handed over a page.
River took it, concerned, and started reading. The boy spoke again, “Ah, very good…
my lady might wish to focus her attention upon the second line below the crease, if it
pleases her.”
[PLEASE CENTER THESE FIVE BULLETS]
•••••
“Are you sure?” Jihe’s voice was calm, as usual. Her sheer, unflappable stoicism had
been one of the first things that drew River’s eyes; she’d never regretted leaving the
Immaculate Order or going against her family’s wishes to be with her wife. They had
talked about what happened fifty years ago, of course. The death of three fellow shikari
wasn’t the sort of thing for which River could truly forgive herself.
“I sent someone to verify. All the facts are consistent with the magistrate’s report. He’s
free.” It had been half a day at least, and the cold, dark lump in River’s belly had not
loosened in the least. “I cannot sit idly by, Jihe. We should never have taken this creature
alive. We should have killed him. I should have killed him. They deserved that much.”
“So you feel responsible for his — Adan!” The conversation was interrupted by a small
child dashing into the room. “Young man, I have told you not to interrupt when Dragon-
Blooded are talking, especially not your parents!” The boy froze, scared.
A flustered young man came jogging in after the youngster. “I am so sorry, mistress
Ledaal, I swear it will not happen again!” He took the young child’s arm, and hustled on
out.
Jihe muttered darkly, “I swear, that boy will never turn out well. We must have the tutor
flogged.” River nodded, and her wife continued. “You performed your duties
impeccably, River. I will not dishonor you by failing mine. And right now, it is my duty
to tell you that your guilt is misplaced.”
River nodded, only paying half a mind to words. The sight of the child only strengthened
the pit in her belly, now made of ice-cold iron. Her old Anathema nemesis had taken
three sword-sisters from her. If he were to….
“You’re in danger, Jihe. Take Adan and go into hiding.”
“And you, my love?” Jihe’s concern seeped through her normally impeccable poise.
River drew a deep breath. “I’m going to see Eshuvar. I think it’s time the Hearth
reunited.”

Chapter Ten
Princes of the Earth
Thousands of Dragon-Blooded champions can be found across Creation, ranging from
princes and ministers to monks and rogues. The following quick characters can be used
both to represent specific characters and as guidelines for others. Some are movers and
shakers in the Realm; others are travelers who might enter a story for many purposes.
Might of the Dragon-Blooded
The powers listed in each of these Quick Character stat blocks are meant only as a
sampling of their most iconic powers, not a complete list. Storytellers should feel free to
customize them by adding Charms, Evocations, or spells as they see fit.

Amon Mora
Amon Mora is among the most important patricians in the Realm. As Keeper of the First
Imperial Seal, he was trusted by the Empress to oversee the Imperial Palace’s day-to-day
functioning. Under his management, Palace staff are seen as among the most efficient,
least corruptible servants and bureaucrats in the Realm, even as the Great Houses descend
into chaos. Entering or leaving the city-sized Palace — or removing the treasures,
documents, and artifacts stored therein — is nigh-impossible without approval from Mora
or his deputies.
Mora’s appointment was preceded by a long, upstanding history in the Stewards of
Imperial Assets. He began his career tainted by his family name; his parents were the last
generation of a once-powerful Shogunate gens whose privileges and holdings were being
swallowed up by the Empress and her new Great Houses. Their only Exalted child, Mora
refused to join the Great Houses through marriage or adoption, and though never
explicitly seditious, maintained vocal pride in his family’s heritage. Persistent, rigid
adherence to bureaucratic rules eventually earned his colleagues’ trust, and he eschewed
backroom deals for advancement in favor of honest work. The Empress took note, and
saw use for him.
Mora never produced Exalted children, and his only marriage was centuries ago.
Belonging neither to a Great House nor to the influential patrician families dominating
the Imperial Service, he’s cultivated a reputation for impartiality. In a nation mired in
familial politics, Amon Mora is a rare Prince of the Earth without close relatives to sway
his opinions. He guards this reputation fiercely, and is careful about showing favoritism
towards friends and protégés, or even his few remaining Amon cousins. He only steps in
to find a mentor or teacher for a suitable young relative, someone who’ll drill them hard
but reward capability.
Old friends hope Mora will back a candidate for the throne who’ll grant the patrician
families power at the Great Houses’ expense, playing to his old frustration with the Great
Houses who lessened his family name and his continued disgust for Dynastic corruption
and excess. He listens and is tempted, but has yet to be convinced.
Despite the Realm’s many failings, Mora held the Empress herself in the highest esteem.
From the ashes of the Shogunate, she built an empire that held half the world together.
Mora is hidebound, but no fool: He’s seen how the world has changed and knows the
Realm cannot simply pick up where it left off, but despises the thought of alterations to
his precious system. Every candidate for the throne is either too reckless or too mired by
tradition, and he despises both in equal measure. He cedes as little control over the Palace
as he can, and does nothing to legitimize the pretensions of any would-be Empress.
Mora could never be mistaken for young, though even with his cane and bent back he
towers over many younger Terrestrials. He dresses plainly for his station, as if to contrast
with his colleagues’ gaudy displays, and keeps his white hair long, tied back in a style
passé a century ago. More than one young Dynast on her first trip to the Palace has
mistaken him for a well-appointed servant.
Day-to-day execution of his orders falls to numerous deputies and protégés. Mora doesn’t
like drawing attention to himself; he prefers to act unseen and unnoticed, when acting in
person at all. Only a few situations demand his personal attention, such as the legal
requirement for him to lead the Imperial Force — the elite law-enforcement unit
empowered to bring Dragon-Blooded before the Imperial courts — if it must perform its
duties in the Palace.
To the frustration of those who’d buy his favor through vice, Mora is disinterested in
career advancement, satisfied regarding money, and thoroughly asexual. He’s also
reaching the end of his lifespan, and fears that his efforts in rooting out corruption within
the Imperial Service will die with him.
Aspect: Air
Essence: 4; Willpower: 8; Join Battle: 6 dice (+2 for 2m)
Personal: 15; Peripheral: 39
Health Levels: −0/−1x2/−2x2/−4/Incap.
Actions: Administration: 11 dice (+3 successes for 6m); Code-breaking: 8 dice (+2
successes for 4m); Read Intentions: 8 dice (+2 successes for 4m); Senses: 7 dice (+2 for
2m); Social Influence: 10 dice (+2 successes for 4m); Stealth: 9 dice (+4 for 4m);
Appearance 3, Resolve 4 (+2 for 4m), Guile 5 (+2 for 4m)
Combat
Attack (Elemental bolt): 11 dice at short range (4m per attack, +4 for 4m; Damage 14L/5,
ignores 4 points of soak from metal or artifact armor)
Attack (Unarmed): 10 dice (+2 for 2m, Damage 8B)
Attack (Grapple): 6 dice (+2 for 2m; 4 dice to control, +2 for 2m)
Combat Movement: 8 dice (+4 for 4m)
Evasion: 4 (+2 for 4m); Parry 2 (+1 for 2m)
Soak/Hardness: 2/0
Intimacies:
Defining Principle: Law and order must be maintained.
Defining Tie: The Scarlet Empress (Admiring Loyalty)
Major Principle: Bureaucratic corruption is a mark of poor moral character.
Major Principle: The Realm needs change to survive.
Major Tie: Old friends in the ministries (Trusting Loyalty)
Minor Principle: The Imperial Service is the backbone of the Realm.
Minor Tie: Dynasts (Dislike)
Minor Tie: Protégés and former protégés (Benevolence)
Escort
Mora is usually accompanied by Imperial Palace guards. Use Legion of Silence Quick
Characters from The Realm, or elite troops (Exalted, p. 497). He may also be
accompanied by Dragon-Blooded protégés or underlings.
The First Imperial Seal (Artifact ••••)
In addition to officially sealing important documents in the Empress’ name, the Seal is
the key to the Imperial Palace. Mora or an appointed underling (her palm blazoned with
luminous scarlet by the Seal for one committed mote) must officially welcome all visitors
to the Palace, or they’re marked and targeted as intruders by its many sorcerous defenses;
several junior ministers are thus blazoned to handle Palace traffic. He may also revoke
this welcome at any time. A few rooms of the Palace can only be opened by wielding the
Seal as a more literal key, though the inconvenience of dragging the aging Keeper away
from his business elsewhere means most are rarely accessed.
The Empress never needed the Seal to control every facet of the Palace, and those who
share her blood are welcomed by it automatically and irrevocably. She extended this
immunity to other agents during her time on the throne, and it hasn’t been rescinded in
her absence.
Social Charms
Ascendant Ideal Inspiration (6m, 1wp; Simple; Indefinite; Air): Mora dedicates himself
to a Defining Principle. Influence to weaken it must be rolled twice, using the lower
result. Double 9s on influence rolls to instill the Principle in others or persuade them to
act on it.
Clear-Eyed Courtier’s Scrutiny (10m, 1wp; Simple; Instant; Air, Mute): Roll Read
Intentions with double 9s against all characters in a scene. Once per day.
Puissant Precursor’s Monologue (6m, 1wp, expend Air Aura; Simple; Instant, Aura,
Air): Roll social influence with double 7s to persuade targets to take action that upholds
one of Mora’s Defining Intimacies. Resisting costs an additional Willpower for targets
that share the Intimacy. Once per story.
Thundering Dragon Proclamation (10m, 1wp; Simple; One scene; Air): Mora can be
heard out to extreme range, doubling 9s and ignoring environmental or distance-based
penalties on inspire and threaten rolls, but unable to use other influence unless he lowers
his voice. Once per day.
Miscellaneous Charms
Bestow the Saffron Mantle (5m, 1wp; Simple; Indefinite; Water): Subordinate with a
positive Major/Defining Tie toward Mora gains a Bureaucracy specialty in following his
orders. She gains +1 Resolve against influence opposing that Tie, and it can’t be fully
eroded. Once per day, she may ignore Willpower cost of resisting influence opposing that
Tie.
Evocations
Keeper of the Eternal Dynasty (10m, 1wp; Reflexive; One scene): Within the Imperial
Palace, Mora gains +1 Defense, +15 soak, and Hardness 10 against attacks by enemies
marked as intruders. He also gains +1 Resolve and Guile against them, and is immune to
any Psyche effects they use.

Berit
There is no House Berit.
It’s not a matter of “…yet,” nor is it the tale of a house that fell into obscurity. Berit is a
daughter of the Scarlet Empress, alive and well. She’s a decorated general of the Imperial
legions. Once, she rivaled even the great Cathak for acclaim on the battlefield.
Berit has become, for many Dynasts, a cautionary tale of achieving too much.
Berit’s reputation was sterling. She had her troops’ respect and her colleagues’
admiration. The Realm’s enemies were rightfully afraid when they saw her mon on the
approaching army’s banners. And, for many years, the Empress herself expressed her
confidence in Berit’s command.
As word of Berit’s tactical brilliance spread, and as more and more troops aspired to one
day serve under her leadership, Berit let it be known she desired — and deserved — her
own Great House. The Empress left this petition ungranted, to Berit’s ever-increasing
frustration.
For nearly a decade, the Lunar Anathema Evisa Drinks-the-Sky harried satrapies at the
edges of her territory. Efforts to draw her and her cohort out failed; thousands of soldiers
sent into the forests to hunt them never came back.
Then Berit led a legion into Evisa’s dominion. Villages who’d sheltered the Anathema
were persuaded to give up information or face the sword. When the Lunar and her forces
attacked, Berit and Evisa clashed. The Water Aspect slew the Lunar single-handedly.
The Empress acknowledged the victory, celebrating Berit and her troops as befit their
accomplishments. Parades were thrown in their honor. Officers and their families
received generous gifts and writs of recognition. Yet the Empress still refused to name
Berit matriarch of her own Great House.
Berit voiced her unhappiness. The two quarreled bitterly, first in letters, then in person.
Any witnesses to their last argument are long dead, but in its wake, Berit removed herself
to the island of Iora, capital of rustic Wading Crane Rookery Prefecture, where she’s
dwelt ever since. Her exile is widely regarded as self-imposed. Though the Empress
never reconciled with her daughter, neither did she send assassins against her.
Berit occupies the House of the Rusted Sword, a cliffside manse overlooking Iora city.
She very rarely leaves its confines — many Iorans go their entire lives without ever
seeing her. She has a few friends in the city whom she’ll visit once in a great while; the
occasional scholarly pursuit will also lure her out of the manse for short periods.
Otherwise, the only way to see Berit is to make the treacherous climb to the House.
Those who disappear on the island are considered “taken by Berit” by the locals, though
what purpose she’d be taking people for is unknown. Perhaps she takes them as slaves or
lovers, or uses their blood in sorcery. Perhaps she leads them into the manse’s depths to
feed some devil trapped within, or calls on the wind and waves to sweep travelers off the
cliffs before they’ve made the ascent.
Now that the Empress is missing, Berit’s star is rising again. There’s been a significant
uptick in the number of ships sailing into port bearing the mons of Great Houses, and
more than a handful of majestic ships flying no flags, but clearly carrying people of great
import. All aim to win Berit’s favor, gather her wisdom, and possibly bring her to side
with their cause and serve as a general to their favorite for the throne.
Berit hasn’t forgotten her own ambitions. If a faction with a sizable army were to back
her, she’d be a willing contender for the throne herself.
Berit looks just past middle age, with twists of gray winding through her blue-black hair.
She speaks and carries herself as though still in charge of a legion, the military bearing
something she never lost despite over a century in exile.
Dynasts who come seeking her help find Berit formidable. She makes no promises, but
listens coolly and intently to her visitors and asks pertinent questions.
Aspect: Water
Essence: 5; Willpower: 8; Join Battle: 9 dice (+4 for 4m)
Personal: 16, Peripheral: 32
Health Levels: −0/−1x7/−2x7/−4/Incap
Actions: Command Soldiers: 9 dice (+4 for 4m); Dynastic Education: 9 dice (+2
successes for 4m); Feats of Strength: 6 dice (+1 success for 2m, may attempt Strength 3
feats); Read Intentions: 8 dice (+2 successes for 4m); Resist Poison/Disease: 6 dice (+1
success for 2m); Senses: 10 dice (+4 for 4m); Social Influence: 8 dice (+2 successes for
4m); Sorcery: 8 dice (+4 for 4m); Strategy: 10 dice (+5 for 5m)
Appearance 3, Resolve 4 (+2 for 4m), Guile 4 (+1 for 2m)
Combat
Attack (Black Vein’s Compass, jade daiklave): 13 dice (+6 for 6m, Damage 16L/5)
Combat Movement: 9 dice (+2 successes for 4m)
Evasion 2 (+2 for 4m), Parry 6 (+3 for 6m)
Soak/Hardness: 14/10 (Maelstrom, jade articulated plate)
Intimacies:
Defining Principle: The Realm is my home. I am still loyal to it, even if it isn’t always
loyal to me.
Defining Tie: Herself (Pride)
Major Principle: Hard work is not its own reward; my efforts deserved better recognition.
Major Principle: Mastering the enemy general is no challenge compared to mastering
oneself.
Major Tie: The Scarlet Empress (Feelings of Betrayal)
Minor Principle: I have done much for the Dynasts. Now what can they do for me?
Minor Principle: The battlefield is where I belong.
Escort
The House of the Rusted Sword contains dozens of household guards trained to the level
of elite troops (Exalted, p. 497), which form a Size 2 battle group with elite Drill. It’s
also home to Berit’s former lieutenant, the outcaste Riven Dusk (use the traits for an
experienced Dragon-Blood, Exalted p. 544).
Offensive Charms
Crimson Fang Bite (3m, 1wp; Supplemental; Instant; Dual, Fire): Add +5 withering
damage or double four 10s on decisive damage.
Harnessed Firestorm Assault (10m, 1wp, expend Fire Aura; Simple; Instant; Aura,
Decisive-only, Fire): Make three decisive attacks, each with (Initiative/2, rounded up)
damage. Once per scene.
Roaring River Slash (5m, 1wp, expend Water Aura; Simple; Instant; Aura, Decisive-
only, Water): Make a decisive attack, roll damage twice and add together. Once per
scene, unless reset by going one round without attacking or being attacked.
Defensive Charms
Fighting-the-Tide Gemstone (Hearthstone): The first time Berit parries an attack in a
round, she takes no onslaught penalty from it.
Graceful Flowing Defense (2m, 1i; Reflexive; Instant; Perilous, Uniform; Water):
Ignore one point of penalty to Parry (five points in Water Aura).
Mirror-on-Water Focus (7m, 1w; Simple; Aura-length; Aura, Counterattack, Decisive-
only, Mute, Perilous): Must be at dim anima to use; Charm ends when anima reaches
glowing or higher. When enemy attacks, may end Charm to make a decisive
counterattack before his attack roll, using (his Initiative/2, rounded up) for damage. Each
level of damage strips one Initiative from his attack, in addition to dealing damage.
Doesn’t include her Initiative or reset her to base. Counts as her attack for the round.
Once per scene.
Portentous Comet Deflection (3m, 1wp; Reflexive; Instant; Clash, Decisive-only, Fire):
Clash with a decisive attack. Counts as her combat action for the round unless she
expends her Fire Aura.
Ripples-on-Water Defense (4m; Reflexive; Instant; Aura, Dual, Water): Up to three 1s
on withering damage roll subtract successes; up to three 1s on decisive damage reroll
successful dice.
War Charms
Fog-of-War Misdirection (6m, 1wp; Simple; Until stratagem is completed; Mute,
Water): Roll strategy against opposing general. Winning with 3+ threshold successes
shrouds battlefield in mist, imposing −2 penalty on vision-based rolls and attacks from
medium range or beyond. Enemy battle groups take −1 rolls to resist rout, and
commanders must pay one Initiative to target them with command actions. If an enemy
group is routed, Berit gains its (Size/2, rounded up) Initiative, maximum 5 per round.
Once per story.
Hidden Thorn Treachery (5m, 1wp; Simple; Until stratagem is completed; Wood): Roll
strategy against opposing general. Winning with 3+ successes lets Berit reveal a traitor in
his ranks once fight begins, automatically routing a battle group. If opposing general can
successfully rally, he preserves one dot of Size per two successes, with the rest switching
sides to fight for Berit. If not rallied, entire battle group switches sides on next turn.
Roaring Dragon Officer (3m; Reflexive; One turn; Balanced, Earth): Flurry a command
at only a −2 penalty, and no defense penalty. Negate penalty entirely in Earth Aura.
Sorcery
Shaping Ritual: When shaping a spell in a manse, gains one additional sorcerous mote
per round. Once per story, can drain her Fighting-the-Tide Gemstone for ten sorcerous
motes that last until the story’s end, but losing its benefit until the story ends.
Beckoning That Which Stirs the Sky (Ritual, 2wp; [1 + threshold successes] hours):
Roll sorcery to alter the weather, with difficulty based on degree of change and climate.
Altered weather extends out to (5 + threshold successes) miles.
Sculpted Seafoam Eidolon (10sm, 2wp): Roll sorcery to create a convincing illusion of
a person, an animal no larger than a horse, or an object no larger than a wagon.
Characters within short range can roll (Perception + Awareness) against her roll to see
through the illusion (+3 dice if they touch it), or roll (Perception + Socialize) against her
roll if speaking with the illusion.
Silent Words of Dreams and Nightmares (Ritual, 1wp; One dream; Control spell): Roll
social influence to instill, persuade, or inspire a character through a sorcerous dream the
next time he sleeps. His Intimacies don’t modify his Resolve, and he can’t spend
Willpower to resist unless the influence opposes an Intimacy.
Summon Elemental (Ritual, 2wp; Instant): Summon an Essence 1-3 elemental in a four-
hour ritual, rolling sorcery against its Resolve to bind it.

Cathak Cainan
Handpicked by the house founder as head of House Cathak, Cainan is well over three
centuries old. Today, he barely recalls his youth. Training to join the legions, he Exalted
feuding with his bullying eldest brother, scarring him forever. Fearful and guilty over
losing control, Cainan turned to the strictures of the Cloister of Wisdom. Having spent
years learning to control his body in combat, in the Cloister he learned to control his
mind and emotions, to better and more safely serve with his peers. Returning to the
legions, he continued to grow in skill and power, until his devotion and temperament led
to his being named Cathak’s successor.
Cainan takes his role as head of House Cathak with the utmost gravity, knowing his
house’s power to influence the rest of the Realm. While preserving Cathak’s legacy, he
also seeks to maintain and stabilize the Realm, despite it slowly crumbling around its
occupants. He’s willing to work with other houses to achieve his goals — suppressing
satrapial rebellions against the Realm, strengthening the Wyld Hunt to destroy the
Anathema, securing Cathak’s position against its rivals should civil war come — so long
as any alliances or deals don’t besmirch Cathak’s honorable name. In everything he does,
he strives to uphold the values and the honor of House Cathak, steadfastly determined to
maintain his founder’s legacy.
Given his advanced age, Cainan doesn’t aspire to Imperial power — to die on the throne
before securing the Realm’s stability would only prolong the Realm’s suffering. But he
understands that if the Realm is to persist, it needs a leader in the Scarlet Empress’
absence. He’s willing to back any viable contender to the throne — someone with the
tenacity to survive, the will to employ the power of the throne against the Realm’s
enemies, and the honor to place the Dynasty’s needs over that of house or personal
desires — but so far such a contender appears difficult to find.
An imposing figure, Cainan stands tall and heavily muscled. He bears his scars with
pride, testaments to every struggle he overcame in the legions. Each move he makes is
purposeful and practiced, with the subtle grace that comes from being entirely aware of
his body as all times. Only the streaks of gray in his scarlet braid and the wrinkles around
his eyes belie his advanced age, its effects held at bay by exercise, age-staving cordials,
and a family heritage of longevity. Others have yet to notice, but he can feel himself
slowing.
When Cainan speaks, his cadence is even and measured, each word carefully considered.
He prefers to fully formulate his answers before speaking, sitting in silence until he’s
decided his response. Yet even when still and silent, he radiates intensity. His gaze, heavy
and steady, is often enough to silence a room on its own. His eyes glow like embers on
the battlefield, but otherwise hold surprising warmth.
Cainan seeks to treat all matters with fairness and give each the time it deserves. Of
course, not all things deserve his time — he spares no mind for the laments of Cathak’s
satrapies as the house raises their taxes and imposes its order (and favors making violent
examples of rebellious populations). An honorable man of an honorable house, devoted
more than ever to Immaculate precepts, he doesn’t tolerate under-the-table, back-alley
dealings from his kin, and will swiftly replace anyone he discovers taking part in such
practices.
Aspect: Fire
Essence: 5; Willpower: 9; Join Battle: 9 dice (+5 for 5m)
Personal: 15, Peripheral: 29
Health Levels: −0/−1x4/−2x8/−4/Incap.
Actions: Command Soldiers: 10 dice (+5 for 4m); Feats of Strength: 9 dice (+2 successes
for 4m); Read Intentions: 5 dice (+1 successes for 2m); Resist Poison/Disease: 8 dice (+2
successes for 4m); Senses 8 dice (+5 for 5m); Social Influence: 11 dice (+3 successes for
6m); Strategy: 10 dice (+6 for 6m)
Appearance 3, Resolve 4 (+2 for 4m), Guile 2 (+1 for 2m)
Combat
Attack (Tempering Wisdom and Inferno Razor, jade short daiklaves): 14 dice (+6 for 6m,
Damage 14L/4)
Combat Movement: 10 Dice (+3 successes for 6m)
Evasion 2 (+1 for 2m), Parry 6 (+3 for 6m)
Soak/Hardness: 13/7 (Unbowed-by-Armies, jade lamellar)
Intimacies:
Defining Principle: Self-discipline is everything.
Defining Principle: Creation should be ruled by the firm grip of the Dragon-Blooded.
Defining Tie: House Cathak (Pride)
Major Principle: No mercy for enemies of Creation, enemies of the Realm, or heretics.
Major Principle: The truth of the Immaculate Philosophy is unquestionable.
Major Tie: The Immaculate Order (Pious Obligation)
Minor Tie: His wife, Cathak Urima (Respect)
Escort
In addition to his many elite bodyguards (Exalted, p. 497), a Size 2 battle group with
elite Drill, Cainan is rarely found without at least one Dragon-Blooded Cathak scion
nearby.
Offensive Charms
Burning Pinnacle Strike (3m; Reflexive; Instant; Aura, Fire, Uniform): After a
withering attack raises his Initiative above all enemies’, make a reflexive withering or
decisive attack.
Crimson Fang Bite (3m, 1wp; Supplemental; Instant; Dual, Fire): Add +4 withering
damage or double four 10s on decisive damage.
Harnessed Firestorm Assault (10m, 1wp, expend Fire Aura; Simple; Instant; Aura,
Decisive-only, Fire): Make three decisive attacks, each with (Initiative/2, rounded up)
damage. Once per scene.
Smoldering Essence Attack (5m, 1a; Simple; Instant; Fire, Withering-only): Make a
withering attack that drains additional Initiative equal to 10s on damage roll (which he
doesn’t gain). Enemy loses this much Initiative again on each of next four turns, or until
she hits Cainan with a withering attack.
Defensive Charms
Overwhelming Fire Majesty Stance (6m, 3i; Reflexive; Until next turn; Fire, Perilous):
Attacks against Cainan take a −5 penalty; enemies who hit take one die of Hardness-
ignoring lethal damage. Foes can pay one Willpower to resist penalty (but not damage) in
scene. No Initiative cost in Fire Aura.
Portentous Comet Deflection (3m, 1wp; Reflexive; Instant; Clash, Decisive-only, Fire):
Clash with a decisive attack. Counts as his combat action for the round unless he expends
his Fire Aura.
Mobility Charms
Dancing Ember Stride (4m, 2i; Simple; Instant; Fire, Perilous): Rush with double 9s,
instantly move to close on success. Expend Fire Aura to rush from medium range.
Inescapable Blazing Advance (5m, 1wp, expend Fire Aura; Supplemental; Instant;
Aura, Fire): Rush with four non-Charm dice. Up to four 1s on enemy’s opposed roll
subtract Initiative from him and grant it to Cainan; crashed enemies burn for that many
dice of lethal damage each turn until extinguished.
Social Charms
Dragon Warlord’s Convocation (10m, 1wp; Simple; Instant; Fire): Make an instill roll
with double 9s to create a Major Tie of loyalty towards himself, or strengthen such a Tie
to Defining. Resisting costs two Willpower in a Decision Point. Intimacy can’t be
voluntarily weakened unless Cainan wrongs the target. Once per story.
Implacable Dragon Mien (5m, 1wp; Simple; One day; Earth, Mute): +2 Guile to
conceal Major or Defining Intimacies of emotion (+3 in Earth Aura, or +1 Guile to
conceal non-emotional Intimacies).
War Charms
Deadly Wildfire Legion (5m, 1wp, expend Fire Aura; Supplemental; Instant; Aura,
Fire): Add 4 non-Charm dice on a roll to order a battle group to attack and let it take its
turn immediately, regardless of Initiative. Every two successes also add +1 damage to its
attack. Once per scene unless battle group incapacitates a significant foe or routs an
enemy battle group on Cainan’s orders.
Indomitable Flame of Valor (4m, 1wp; Supplemental; Instant; Aura, Fire): Rally with
double 9s; elite Drill troops gain perfect morale for one round. Pay 4 Initiative to extend
perfect morale to one scene.
Roaring Dragon Officer (3m; Reflexive; One turn; Balanced, Earth): Flurry a command
at only a −2 penalty, and no defense penalty. Negate penalty entirely in Earth Aura.

Cynis Cogen
To most Cynises, the two things that matter are profit and pleasure. Other things can be
important, of course, but at the end of the day, what are you living for if not to make a
world that’s more fun to live in? Love, hope, joy, jade, armies, magic — they’re all
different means to the same end. Few Cynises choose to go against this path, but some
have eschewed it entirely.
One such Dynast is Cynis Cogen.
Cynis Cogen is a grandson of Cynis by one of her older daughters. He was raised among
vineyards and drank wine like water. In his youth, he took upwards of a thousand lovers
— some say a hundred in the first week after he Exalted. He was a dilettante and a
duelist, a useful spy for his house, and a lover of pleasure for its own sake.
He wasn’t a devout follower of the Immaculate Philosophy; he paid it the homage
expected of a Dynast, and ignored it otherwise. When one of his lovers died to an
Anathema, he rode in the Wyld Hunt to chase it down, then went right back to his
everyday life.
But after his two hundredth year, his old pastimes began to bore him. Slowly, he pulled
back from his socialite life — the galas and orgies, liquor and drugs, spying and
scheming. And when his wife, who gave him three Exalted daughters, died of old age, he
turned to the Immaculate Order to find some meaning in his life.
He found his purpose outside of the cloister. As an itinerant monk, Cynis Cogen travels
across the Blessed Isle and throughout the Threshold, teaching the Immaculate
Philosophy and rooting out heresies. He collects knowledge as he travels, and he brings it
back to share with the Order to better perfect their tactics.
Anyone who sees Cynis Cogen might mistake him for someone’s grandfather at first
glance. He wears a tattered blue traveling cloak, enjoys telling stories, and always has a
snack in his satchel alongside some secondhand romance novel. But his robes conceal a
powerfully muscled body, and he’s ferocious in the face of threats to the helpless or to
himself. Cogen knows he doesn’t have much time left. He fights as though he has nothing
left to lose — and he enjoys it, which makes him extremely dangerous as a result.
But while Cogen has moved on from his old life, he cannot entirely turn away. As before,
his daughters turn to him for advice and support in their troubles; as before, old friends
come to him for aid in their schemes. He cannot quite shed his old affections and old
loyalties, even knowing that they sway him from wholehearted devotion to his new path,
and all too often he finds himself swept away from his duties into Dynastic intrigue.
Aspect: Water
Essence: 3; Willpower: 7; Join Battle: 8 dice (+5 for 5m)
Personal: 14, Peripheral: 35
Health Levels: −0x2/−1x7/−2x7/−4x2/Incap.
Actions: Disguise: 7 dice (+2 successes for 4m); Feats of Strength: 9 dice (+2 successes
for 4m, may attempt Strength 5 feats); Investigation: 5 dice (+1 success for 2m); Read
Intentions: 8 dice (+3 successes for 6m); Resist Poison/Disease: 8 dice (+2 successes for
4m); Senses 7 dice (+5 for 5m); Social Influence: 9 dice (+2 successes for 4m); Stealth: 8
dice (+2 successes for 4m)
Appearance 4, Resolve 4 (+2 for 4m), Guile 5 (+3 for 6m)
Combat
Attack (Unarmed): 13 dice (+6 for 6m, Damage 10B)
Attack (Clinch): 9 dice (+6 for 6m; 9 dice to control, +6 for 6m)
Combat Movement: 9 dice (+2 successes for 4m)
Evasion 3 (+1 for 2m), Parry 5 (+3 for 6m)
Soak/Hardness: 4/0
Intimacies:
Defining Principle: Selfless devotion to the Immaculate Philosophy is my true path.
Major Principle: Deceit can be used for more than selfish means.
Major Principle: Empty pleasure gnaws at the soul.
Major Tie: Old friends and colleagues (Nostalgia)
Major Tie: His daughters (Affection)
Major Tie: Immaculate Order (Obedience)
Minor Principle: Truth to tell, at times I miss the scheming and debauchery.
Minor Tie: House Cynis (Troubled Loyalty)
Offensive Charms
Drowning-in-Blood Technique (3m; Supplemental; Instant; Decisive-only, Water):
Double 10s on decisive damage (add half foe’s wound penalty, rounded up, to damage in
Water Aura). Dealing 3+ damage raises foe’s wound penalty by one until the scene ends
or she crashes Cogen.
Essence-Dousing Wave Attack (5m, 1wp; Supplemental; Instant; Decisive-only,
Water): If a decisive attack against a crashed enemy deals (her Essence) or more
damage, cancel a single one of her ongoing combat Charm. Expend Water Aura to use
against an enemy not in crash.
Flow Reversal Strike (7m, 1wp; Simple; Instant; Decisive-only, Water): Make a
decisive attack that forces an enemy to roll her (Stamina + Resistance) at a difficulty of
attack roll threshold successes. On failure, she takes one die of decisive damage for each
success she failed by, ignoring Hardness, then takes withering damage equal to her
wound penalty. Once per scene, unless reset by crashing higher-Initiative enemy.
Mantis Form (7m; Simple; One scene; Form): +1 Parry; add (Parry) to natural soak and
gain (Parry/2, rounded up) Hardness against blocked attacks. Double 10s on decisive
damage rolls against lower-Initiative enemies or enemies he’s grappling. Enter
reflexively by grappling a non-trivial foe.
Water Dragon Form (10m; Simple; One scene; Form, Water): Attacks gain bonus dice
equal to target’s wound penalty, +4 soak. Enter reflexively by raising a non-trivial foe’s
wound penalty with a decisive attack.
Defensive Charms
Bottomless Depths Defense (5m, 1ah; Reflexive; Instant; Decisive-only, Perilous,
Water): Roll 7 dice, negate that many levels of decisive damage. Expend Water Aura to
negate all damage. Once per day unless reset by being hit by three decisive attacks
without taking any damage.
Iron-Arm Block (4m; Reflexive; Instant; Uniform): +1 Parry. Successful block inflicts
−1 onslaught penalty on attacker.
Social Charms
Rumor-Dredging Gaze (6m, 1wp; Simple; Instant; Mute, Water): Roll read intentions
with double 9s to uncover the Intimacy target most wishes to keep hidden from him.
Using it to blackmail target in the same scene doubles 9s on a bargain or threaten roll;
success grants one Willpower.
Smoothing-Over-the-Past Technique (5m, 1wp; Simple; Instant; Water): Make an
instill roll against one character to make her forget a past incident of misconduct by
Cogen for one scene. If this would make her act against a Major or Defining Intimacy,
she may resist for one Willpower.
Miscellaneous Charms
Instant Disguise Prana (1m, 1wp; Simple; Instant; Water): Roll disguise in one minute,
ignore penalties for lacking equipment. With equipment, double 9s.

Ledaal Kes
Ledaal Kes was already known as a skilled Gateway player when his family sat him
across the board from the Scarlet Empress at a gala. For her part, the Empress played
against eight-year-old Kes the same way she’d played against the grizzled old Dynasts
who’d challenged her earlier that evening. Though Ledaal Kes ultimately lost the game,
the story of that match swept across the Realm.
His Exaltation shortly after his ninth birthday made him one of the youngest on record to
Exalt. Wagging tongues speculated on what further feats he might accomplish, and from
that day on, Ledaal Kes was determined to excel at everything he attempted. His skill at
mathematics and finances landed him a job as an Imperial Treasurer right out of school.
Kes’ childhood fame made him a sought-after guest at society events, where he
developed an eye for observation. He learned to spot deals being made, conflicts arising,
alliances being formed. While it was frustrating to be dismissed for his youth, Kes
practiced using that to his advantage — a skill he employs to this day, still appearing
much younger than his years, even for a Dragon-Blood.
As he grew older, Ledaal Kes availed himself of all the Realm’s hedonistic pleasures —
exotic drugs, fine foods, luxurious accommodations. Growing up among the Imperial
City’s movers and shakers taught him how to be charming, intriguing, and occasionally
scandalous. His romantic pursuits are a perpetual topic of conversation; he falls for a new
man seemingly at the turn of each season. Decades removed from youthful fame, he’s
still an honored guest at any celebration.
Shortly after graduation, he married friend and Gateway rival Ragara Szaya (p. XX).
Their union is one of equals, two intensely intelligent and inventive minds working
together. Kes and Szaya are known amongst their peers for strange and wondrous
inventions, many of which are accomplished in a few feverish days, their senses
heightened and minds racing from whatever magical or alchemical substances they’ve
ingested. Both Ledaal Kes and Ragara Szaya are homosexual. They pursue relationships
outside of marriage with each other’s blessing, and have produced multiple Dragon-
Blooded children as the Realm requires.
In his position as a high-ranking official in the Imperial Treasury — and a member of
Treasury head Bal Keraz’s inner circle — Kes is charged with managing coin and goods
flowing into and out of the Realm, keeping tabs on the coffers, and knowing whether the
obol has risen or fallen in value and why. He’s aware of how money moves between the
houses: who has it flowing in, and who’s bleeding jade at an alarming rate. Following the
money trail is as exciting to him as plotting out moves on a Gateway board. All of which
lends itself quite nicely to his other, secret position as an agent of the All-Seeing Eye.
He still resents the way other Dynasts dismiss him; the sexist things said about him that
reach his ears still grate. No matter his accomplishments, his youthful appearance means
that others sometimes fail to read him as a threat. These things sting bitterly, yet he uses
them to gather information from the unsuspecting. There’s an advantage in being
underestimated, and Ledaal Kes wields it like a knife.
It all comes back to puzzles, in the end: Gateway, the Treasury, the All-Seeing Eye. He
derives great pleasure from putting seemingly disparate pieces together, and few are
better at doing so.
Though in the latter half of his sixties, Kes looks young for his age. Even this is a subject
of gossip: they say it’s due to the drugs he takes, or his myriad lovers keeping him young-
at-heart, or exorbitant amounts spent on cosmetics. There are, of course, whispers of
sorcery and deals with demons.
His clothing always reflects the height of current trends; his closets could swallow up
some patricians’ houses. Kes tends toward understated looks and dark tones, but every
outfit has a flash of color or an intricate design to draw the eye.
Aspect: Air
Essence: 3; Willpower: 7; Join Battle: 8 dice (+2 for 2m)
Personal: 14; Peripheral: 35
Health Levels: −0/−1x2/−2x2/−4/Incap
Actions: Administration: 11 dice (+2 successes for 4m); Crafting: 7 dice (+2 for 2m);
Disguise: 9 dice (+2 successes for 4m); Dynastic Education: 10 dice (+3 successes for
6m); Investigation: 7 dice (+2 successes for 4m); Playing Gateway: 11 dice (+3 successes
for 6m); Read Intentions: 9 dice (+2 successes for 4m); Senses: 6 dice (+2 for 2m); Social
Influence: 9 dice (+3 successes for 6m); Stealth: 7 dice (+2 successes for 4m)
Appearance 4, Resolve 4 (+2 for 4m), Guile 4 (+2 for 4m)
Combat
Attack (Throwing Knives): 8 dice at close range (+2 for 2m; Damage 9L)
Attack (Unarmed): 7 dice (+2 for 2m; Damage 9B)
Combat Movement: 7 dice (+4 for 4m)
Evasion 4 (+2 for 4m), Parry 2
Soak/Hardness: 2/0
Intimacies:
Defining Principle: The world is a puzzle I will solve.
Major Principle: It’s my duty to serve the Realm.
Major Tie: Ragara Szaya (Respect and admiration)
Major Tie: Bal Keraz (Loyalty)
Major Tie: The All-Seeing Eye (Loyalty)
Minor Principle: Underestimate me at your own peril.
Escort
Kes rarely has personal guards, but is accompanied by battle-ready household troops
(Exalted, p. 496) while on the road, a Size 1 battle group with average Drill. It’s not
uncommon for him to be accompanied by one or more young Dynasts (Exalted, p. 541)
beguiled by his wit and charm; these often have their own bodyguards as well.
Offensive Charms
Winter Fang Attack (4m; Supplemental; Instant; Air, Balanced, Decisive-only): If
decisive Thrown attack or gambit succeeds, enemy loses Initiative equal to 10s on
Initiative roll, maximum 3 (which Kes doesn’t gain).
Defensive Charms
Safety Among Enemies (5m, 1wp; Reflexive; Instant; Air, Aura, Decisive-only,
Perilous): Redirect a decisive dodged attack to another character in range, as long as his
Initiative exceeds the combined sum of his attacker and the new target.
Social Charms
Clear-Eyed Courtier’s Scrutiny (10m, 1wp; Simple; Instant; Air, Mute): Roll Read
Intentions with double 9s against all characters in a scene. Once per day.
Foul Stench of Lies Discernment (3m, 1wp; Reflexive; Instant; Air, Mute): Roll
Investigation with three non-Charm dice against a character’s Guile when he speaks to
determine if he’s lying. Waive Willpower cost for subsequent uses once a lie’s been
found.
Smoke Without Flame (4m, 1wp; Reflexive; Instant; Fire): +1 Guile (non-Charm in Fire
Aura). If opposing character fails, he instead sees a misleadingly exaggerated version of
Kes’ emotional state or an emotion-based Intimacy.
Voices on the Wind (3m, 1wp; Simple; One scene; Air): Add +2 dice on Senses rolls to
eavesdrop. Reading intentions while eavesdropping from medium range or farther
imposes −2 Guile.
Wind-Carried Words Technique (3m; Simple; Instant; Air): Send a message of up to a
few sentences to a character within 15 miles.
Miscellaneous Charms
Zone of Silence Stance (10m, 1wp; Simple; One scene; Air, Mute): 10s on Stealth rolls
reroll non-1 failures, and Kes can’t be heard. Can extend silence to everything within
close range (expands an additional range per round in Air Aura, maximum long);
characters may pay one Willpower to make a single spoken social roll if silence threatens
a Major or Defining Intimacy.

Mnemon
In the Realm today, there’s perhaps no name spoken with such reverence, and such
resentment, as that of the Empress’ eldest living daughter. Over four centuries old,
Mnemon remains active in politics and warfare. Her bloodline’s strength is impeccable.
Manses raised by her own hand are among the finest on the Blessed Isle. Her house’s
prestige is unquestioned. She doesn’t hide her plays for the Scarlet Throne, and some talk
of her as the de facto new Empress, though rarely happily. Ruthless and uncompromising,
Mnemon is more like her mother than any other contender for the throne, and other Great
Houses have no desire to see the rise of a new Scarlet Empress — especially one bearing
grudges against them.
When her brother Ragara was born, he was greeted with a meteor shower. Mnemon’s
birth was heralded by an earthquake that shook the Imperial Mountain. She received the
best education the Blessed Isle could offer. She Exalted at age fifteen, during a sparring
bout with an Immaculate monk — secretly a Sidereal, placed in her retinue by Chejop
Kejak himself.
This was the most dangerous time in her life. Ragara, uninterested in being
overshadowed as heir apparent, set assassination plans in motion, beginning with a suit of
poisoned armor on her sixteenth birthday. When that failed, his tactics became more
overt. Mnemon fled the Versino — precursor to the Heptagram — under cover of
darkness, and found shelter with the Immaculate Order.
Under the Order’s protection, Mnemon furthered the training in warfare and sorcery that
makes her what she is today, and honed her wary distrust of those around her into a nigh-
constant vigil. Even when she bears no obvious weapon, she’s never defenseless,
surrounding herself with loyal guards, invisible demons, and devious sorceries. Her
knowledge of magic and miracles is second to none — but still she wants more. Mnemon
is a collector of knowledge and artifacts, such as the mighty demon-binding Emerald
Thurible.
Mnemon is a devoted adherent of the Immaculate Order that took her in and protected
her. She’s personally funded the construction of many monasteries and was influential in
the selection of the current Mouth of Peace. Several Wyld Hunts have ridden with
Mnemon at their head, and she’s funded many more. She also makes a point of following
the Philosophy’s precepts, though possibly more in letter than in spirit. Members of
House Mnemon who take the vows may expect a private audience with their house
founder, with congratulations and careful instructions on how to best serve both house
and Order.
Mnemon remains unmarried, though she has many consorts and would-be lovers. She
selects her partners carefully, based on pedigree and power, and lavishes affection on
them until she can find them a marriage that better suits her aims.
As house matriarch, Mnemon keeps herself intimately involved with her descendants’
personal lives. Every member of the house receives her wisdom, scolding, comfort, or
scorn. Mnemon is the beating heart of her family, and to go against her guarantees
retribution. Her scions are a clannish lot by design, and they’re the pillar on which her
power rests. There are nights where she won’t sleep in order to fuss over a great-great-
grandchild’s marriage, or counsel a child who’s nervous about studying at the Heptagram
or entering the Immaculate Order. While it’s rare for anyone outside of the house to
interact with her as anything other than a general or sorcerer, those in House Mnemon
know her to be exacting but generous, with an acerbic sense of humor and a bone-deep
devotion to Dynastic duty.
Small wonder she’s considered a major contender for the Scarlet Throne. It irritates
Mnemon that she’s considered a contender and not the heir apparent. After all, isn’t it her
birthright?
Aspect: Earth
Essence: 5; Willpower: 9; Join Battle: 9 dice (+5 for 5m)
Personal: 16, Peripheral: 32
Health Levels: −0x2/−1x7/−2x7/−4x2/Incap.
Actions: Administration: 10 dice (+2 successes for 4m); Crafting: 11 dice (+6 for 5m);
Dynastic Education: 10 dice; Read Intentions: 7 dice (+1 success for 2m); Resist
Poison/Disease: 8 dice (+2 successes for 4m); Senses 9 dice (+5 for 5m); Social
Influence: 10 dice (+2 successes for 4m); Sorcery: 11 dice (+6 for 6m)
Appearance 4, Resolve 5 (+3 for 6m), Guile 4 (+1 for 2m)
Combat
Attack (Sword of Sorrows, jade daiklave): 12 dice (+5 for 5m, Damage 14L/5)
Attack (Unarmed): 12 dice (+4 for 4m; Damage 9B)
Combat Movement: 6 dice (+1 success for 2m)
Evasion 1 (+1 for 2m), Parry 5 (unarmed 4) (+2 for 4m)
Soak/Hardness: 14/10 (Omphalos’ Embrace, jade-reinforced breastplate)
Intimacies:
Defining Principle: I alone deserve to be Empress; I alone can restore the Realm’s glory
Defining Principle: My devotion to the Immaculate Philosophy is unwavering
Defining Tie: House Mnemon (Authoritarian Pride)
Major Principle: I crave the secrets of the First Age
Major Tie: The Scarlet Empress (Admiration)
Major Tie: The Immaculate Order (Gratitude)
Major Tie: Ragara and his house (Hatred)
Minor Tie: The Anathema (Pragmatic Wariness)
Minor Tie: The Sidereal Exalted (Mistrust)
Minor Tie: V’neef (Resentment)
Escort
Mnemon never goes unprotected. In addition to elite bodyguards (Exalted, p. 497),
bound demons, and sorcerous defenses, she’s rarely found without at least one Dragon-
Blooded Mnemon scion nearby.
Offensive Charms
Burning Fury Wreath (3m; Supplemental; Instant; Balanced, Fire, Decisive-only):
Ignore (2 + 10s on attack roll) points of Hardness with a Melee attack.
Earth Dragon Form (9m; Simple; One scene; Earth, Form): Add +2 dice on unarmed
smash attacks and attacks against prone enemies. +3 natural soak. May activate
reflexively when hit by the attack of a lower-Initiative enemy.
Essence Disruption Attack (5m, 1wp, expend Earth Aura; Simple; Instant; Aura, Earth):
Touch a character (difficulty 1 gambit) and roll social influence against his Resolve.
Success raises the total cost of any magic he uses in a single instant by (4 + threshold
successes) motes, until he’s paid this surcharge (6 − his Integrity) times.
Defensive Charms
Flame-Borne Interception (3m; Reflexive; Until next turn; Balanced, Fire, Uniform):
Each attack blocked with Melee Parry grants +1 Parry. Bonus resets if she’s hit with an
attack or defends with Evasion or unarmed Parry.
Perfected Scales of the Dragon (7m, 1wp, expend Earth Aura; Reflexive; Until next
turn; Aura, Decisive-only; Earth): Gain Hardness 16. Attackers that fail to overcome
Hardness lose two Initiative, which Mnemon gains. Can’t attack or move on next turn
(but can shape sorcery).
Unfeeling Earth Meditation (3m; Supplemental; Instant; Earth): Ignore all wound
penalties for one action. In Earth Aura, ignore all wound penalties while in Aura.
Unmoving Mountain Stance (6m; Reflexive; Instant; Dual, Earth, Perilous): After being
hit by an attack, but before damage is rolled, reduce Initiative enemy gains from
withering damage by two points (3 in Earth Aura). Smash attacks and similar effects
won’t move her unless they deal 8+ withering damage (13+ in Earth Aura) or 3+
decisive damage (8+ in Earth Aura).
Social Charms
Ascendant Ideal Inspiration (6m, 1wp; Simple; Indefinite; Air): Mnemon dedicates
herself to a Defining Principle. Influence to weaken it must be rolled twice, using the
lower result. Double 9s on influence rolls to instill the Principle in others or persuade
them to act on it.
Unfaltering Pillar of Unity (10m, 1wp; Simple; Instant; Earth, Mute): Roll to instill
group members with a Tie of loyalty to their group, doubling 8s. Resisting requires
calling on a Major or Defining Intimacy in a Decision Point. The instilled Intimacy can’t
be voluntarily weakened for (6 − target’s Integrity) weeks, and requires overturning
influence to erode with instill rolls. Once per story.
Miscellaneous Charms
All-Encompassing Earth Sense (3m; Reflexive; Instant; Earth): Roll Senses with double
9s to detect hidden threats standing on the same surface as her out to short range.
Sense-Riding Technique (5m, 1wp; Simple; 10 days; Earth): Touch a character and roll
social influence against his Resolve to ride his senses, perceiving the world through them
while meditating.
Evocations
Breath of the Demon City (5m, 5i, 1wp; Simple; One scene; Perilous): Fill a single
range band with thick, sickly-sweet smoke. Demons in the smoke halve the mote cost to
materialize (round down).
Sweet Scent of Hell (5m; Supplemental; Instant): The Emerald Thurible doubles 9s on a
roll to bind a demon, or an instill, persuade, or bargain roll against a demon.
Sorcery
Shaping Ritual: Once per story, Mnemon may study her vast collection of sorcerous
texts to roll sorcery with +3 non-Charm dice, gaining that many sorcerous motes until the
story ends.
Dragon-Sorcerer Puissance: Gain one sorcerous mote per round while shaping an
element-based spell; three per round in the appropriate Elemental Aura.
Corrupted Words (15sm, 1wp; Psyche; Indefinite; Control spell): Roll sorcery against
the Resolve of a target at short range to forbid him from speaking of a single subject.
Casting this can’t be detected without magic.
Death of Obsidian Butterflies (15sm, 1wp; Decisive-only; Instant): Roll sorcery as an
undodgeable decisive attack against all characters in a line out to medium range (battle
groups take −2 Defense). Roll (5 + threshold successes)L damage, or (10 + threshold
successes)L against battle groups. This doesn’t reset Mnemon’s Initiative.
Demon of the First Circle (Ritual, 2wp, Instant): Summon a First Circle Demon in a
night-long ritual, rolling sorcery against its Resolve to bind it.
Infallible Messenger (5sm, 2wp): Conjure a cherub to deliver a message up to five
minutes long to a single individual anywhere in Creation, reaching him within a day. Can
convey social influence, but not social Charms.
Stormwind Rider (15sm, 1wp; One hour + an additional hour per 5m): Ride a flying
whirlwind that can carry up to ten other characters. Roll sorcery for movement actions,
can double 8s for 1m, 1wp. In combat, the whirlwind is light cover; passengers that are
hit by decisive attacks or crashed fall from it.
Demon of the Second Circle (Ritual, 3wp; Instant): With the power of the Emerald
Thurible, Mnemon may summon a Second Circle Demon on the night of the new moon,
rolling sorcery against its Resolve to bind it.

Ragara Benoru
Ragara Benoru was, from childhood, blessed with an overdeveloped sense of morality
that no amount of schooling seemed to drive from her — she’d criticize instructors’
lapses with as much ferocity as her peers’, without the slightest sense of decorum. Even
her parents found it difficult to tolerate her moral excess, but no admonishment or
punishment deterred her commitment to make the world around her more just.
It was scarcely a surprise to her family when Benoru rode into the hills to join the
Bloodied Scythe Uprising, siding with the peasants against a cruel Dynastic prefect.
Among the rebels of Cypress Mountain, the girl who couldn’t stomach the hypocrisy of
fellow Dynasts became a woman who captured the imagination of peasants she’d sworn
to defend. One of the Seventy-Two Heroes of Cypress Mountain, she commanded the
righteous militias of the Bloodied Scythe Uprising, leading lightning raids under the
noses of the corrupt prefect and crafting stratagems that confounded legions sent to crush
the rebels. Then Imperial messengers approached, offering clemency for herself and the
peasants who served with her from the Scarlet Empress herself in return for surrendering
to her total and divine mercy. In her wisdom, the Empress set Benoru to a task eminently
suited to her uncompromising nature — serving the Realm as a magistrate.
And served she has. For fifty years Benoru lived in austerity, holding neither wealth nor
title, witnessing the humble lives of the poorest peasants and the decadent displays of
Dynastic families hoping to sway her judgment. Long years have honed Benoru’s
instincts and ground away her bravado. She’s sought out the perpetrators of everything
from fixing exchange rates for agricultural goods to betrayals of Great House matriarchs.
To this day, peasant children fall asleep to stories of the Corvée-Swallowing Mountain
Devil, Sixteenth of Seventy-Two Heroes, Ragara Benoru — stories that are officially
disallowed but thrive nonetheless.
Now the Empress is gone and the magistrates’ world has changed drastically. Rather than
wandering each farming village in turn, Benoru spends most of her days leaning on
Dynastic families’ hospitality, balancing their contempt for the magistrate with their fear
of a magistrate’s death within their compounds — even if the Empress herself is no
longer there to protect them, few magistrates are quite so loved by the people as Ragara
Benoru.
With or without the Empress on the throne, it’s her duty to see that the Realm is a just
place, and nothing will dissuade her from the task. Her family safely sheltered in Ragara
holdings in the Threshold, Benoru sees no reason not to use her power to keep the land
orderly and punish the spoiled children that seek to better themselves in their Empress’
absence. After fifty years, the experiences of a rebel leader are coming in handy again.
She once led starving peasants against soldiers of the world’s mightiest empire. Should
the rich and powerful unleash their hounds against her, they’d do well to remember that
this hare was once a dragon.
Ragara Benoru is a weathered woman, with dark brown skin from years living in the wild
and wandering amongst the poorest villages in the Blessed Isle. Approaching a century
old, she’s starting to show her age from a life on the road — more so than peers who’ve
taken easy jobs in Dynastic high society. She dresses simply even in the company of
Dynastic hosts, preferring clothing that’s easily mended and replaced over whatever
impractical style is in fashion this season. Her signature weapon is a white jade firewand,
but she does not own it herself; it belongs to her wife Ledaal Quya, who vigorously
advocates on Benoru’s behalf within House Ledaal. Benoru carries herself with the
attitude of a peasant, but takes on the aggression and thunderous voice of a drill sergeant
when acting in her role as magistrate, a change in character that takes most people off
guard.
Aspect: Earth
Essence: 3; Willpower: 8; Join Battle: 8 dice (+4 for 4m)
Personal: 14; Peripheral: 30
Health Levels: −0/−1x4/−2x4/−4/Incap.
Actions: Command Soldiers: 9 Dice (+4 for 4m); Feats of Strength: 7 dice (+2 successes
for 4m); Investigation: 11 dice (+3 successes for 6m); Read Intentions: 8 dice (+2
successes for 4m); Senses 7 Dice (+4 for 4m); Social Influence 7 dice (+2 successes for
4m); Strategy: 10 Dice (+4 for 4m); Tracking: 8 dice (+2 successes for 4m)
Appearance 3, Resolve 4 (+2 for 4m), Guile 2 (+1 for 2m)
Combat
Attack (Swan’s Cry, jade dragon sigh wand): 12 dice at close range (+5 for 5m, Damage
18L/5)
Attack (Unarmed): 12 dice (+3 for 3m, Damage 10B)
Attack (Grapple): 10 dice (+3 for 3m; 8 dice to control, +4 for 4m)
Combat Movement: 6 dice (+2 successes for 4m)
Evasion 4 (+2 for 4m); Parry 4 (+2 for 4m)
Soak 7/0 (Chain shirt)
Intimacies
Defining Principle: The powerful must protect the meek.
Major Tie: The Seventy-Two Rebels of Cypress Mountain (Camaraderie)
Major Principle: I shall not be deterred from the path of justice.
Major Tie: Ledaal Quya and their child (Love)
Major Tie: Those who abuse their power (Righteous Fury)
Minor Principle: I don’t believe in peasant superstition, but why risk bad luck?
Escort
Benoru often travels alone, but has a handful of archons that she can call upon. Use
archon Quick Characters from The Realm, or spymasters (Exalted, p. 499).
Offensive Charms
Blossom of Inevitable Demise (3m; Supplemental; Instant; Dual): Attack at medium
range with her dragon sigh wand; double 10s on decisive damage.
Boughs of Burning Autumn (2m, 1i; Reflexive; Instant; Fire/Wood, Perilous): Reloads
her dragon sigh wand reflexively.
Phoenix Flies on Golden Wings (3m; Supplemental; Instant; Dual): Dragon sigh wand
decisive attack deals +4 damage dice at close range; +3 at short; +2 at medium; +1 at
long. Withering attacks add that many successes instead.
Righteous Devil Form (5m; Simple; One scene; Form): Roll social influence with three
bonus dice against all enemies to threaten or inspire guilt. Affected enemies must pay one
Willpower to resist or take −3 penalty on disengage, withdraw, and Stealth rolls. Benoru
may reflexively aim at an affected enemy once per turn (even if he paid Willpower).
Defensive Charms
Earth Bears Witness (5m, 3i; Reflexive; Instant; Aura, Decisive-only; Earth/Wood,
Perilous): Subtract two dice of damage from a decisive attack. In Earth Aura, subtract
three dice within short range of large stone objects.
Impervious Skin of Stone (4m; Reflexive; Instant; Balanced, Withering-only): +3 soak.
In Earth Aura, can use after being hit.
Unfeeling Earth Meditation (3m; Supplemental; Instant; Earth): Negate wound
penalties on a single action.
Social Charms
Falsehood-Unearthing Attitude (3m; Simple; Earth; Instant): Roll Investigation with
two bonus successes against a character’s Guile; success reveals an Intimacy he’d lie to
protect.
Miscellaneous Charms
Bloodhound’s Nose Technique (4m, 1wp; Simple; 4 days; Water/Wood): Roll
investigation with double 9s to determine who left behind a piece of evidence. Double 9s
on rolls to track him.
Echoes Caught in Stone (3m, 1wp; Simple; Instant; Earth): After finding evidence, roll
investigation against a difficulty of the number of days since it was placed. Success
reveals a relevant conversation that occurred near it within the last three months. Once
per story.

Sesus Nagezzer, The Slug


The old keep on the hill seems more nocturnal than not. By day, merchants and courtiers
move to and fro though the gates, but at night, the place seems to come alive, thronging
with exotic crowds. Newcomers and children whisper that under the keep is the lair of
some terrible monster, and to some degree, they’re right. Once called the Throne of
Roses, it’s now better known as the Fungal Manse. It’s home to a massive transient
population of lowlives, hangers-on, criminals, shady dealers, and con artists. And in the
center of it all, ruling from a throne of affected civility amidst chaos, is the prodigious
bulk of Sesus Nagezzer.
Sesus Nagezzer is a huge man. When he stands, he’s over six feet tall, and he more than
amply fills out his heavy frame. His fashion sense is impeccable, and he’s ostentatiously
meticulous in dress and grooming. Nagezzer can be surprisingly fast despite his bulk and
maimed leg, and his strength is formidable. He makes no apologies for his proclivities,
which run towards food and carnality. Nagezzer’s appetites in both areas are legendary:
In a typical dinner, he’ll consume an entire table of food alone, and in the morning he’ll
often awaken refreshed with multiple partners in his bed.
When he holds court or attends other Dynastic social events, he speaks little, listening
quietly as others beseech his favor, gossip, or ramble drunkenly. When he does speak, it’s
most often to punctuate the awkward silence after someone commits a faux pas or
realizes she’s revealed too much, and even then, he speaks but briefly.
Nagezzer knows what it means to be a hero, for he was once one himself. A graduate of
the House of Bells and an officer in the Imperial legions, he styled himself a paragon of
House Sesus’ martial prowess. His promising destiny died abruptly the day that his
pursuit of the dangerous spirit Wind Across the Savanna ended in his maiming and near-
fatal wounding at the god’s hands. He sees his younger self reflected in fledgling heroes,
and knows the value of holding leverage over them — be it an unpaid debt, an
imprisoned loved one, or a sense of obligation to a kindly, if unpleasant, mentor who saw
value in a young protégé that no one else saw.
After his maiming, Nagezzer was discharged from the Imperial legions, and sent to the
Cloister of Wisdom to heal. In his time among the monks, Nagezzer realized he’d never
achieve the power and peace he sought through conventional means. He might never
again lead a legion in the Empress’ service. Instead he’d create a silent army, unseen and
underestimated.
Inheriting the Throne of Roses upon his hated mother’s death, Nagezzer transformed it
from an elegant sanctuary into a den of vice. Now it serves as the capital of his hidden
empire. There he holds court among layabouts and sycophants whom he’s carefully
cultivated to act as set dressing for those who seek his counsel. From behind that veil, he
rules a shadow network of spies, informants, messengers and assassins that runs from
tiny unnamed satrapies all the way up to the highest halls of power in the Imperial City.
In the hinterlands of the Threshold, his mercenaries — directed by his cousin Sesus
Warru, a drunkard veteran of the Red-Piss Legion — fight for causes of his choosing
under the anonymous banner of a white rose.
At this point, Sesus Nagezzer is vital to many of the simple-day-to-day workings of
several prefectures. He didn’t need an army to conquer his enemies, only time and
leverage. But despite his underhanded ways and his accumulation of profit, he’s no
common crime lord. He serves the Empress’ Realm, and would sacrifice everything he
has for its continuance.
Aspect: Wood
Essence: 4; Willpower: 8; Join Battle: 6 Dice (+3 for 3m)
Personal: 15, Peripheral: 29
Health Levels: −0/−1x6/−2x6/−4/Incap.
Actions: Administration: 6 dice (+2 successes for 4m); Command Soldiers: 7 dice (+2
successes for 4m); Disguise: 7 dice (+2 successes for 4m); Dynastic Education: 7 dice
(+2 success for 4m); Investigate: 6 dice (+1 success for 2m); Medicine: 5 dice (+2 for
2m); Read Intentions: 9 dice (+3 successes for 6m); Resist Poison/Disease: 7 dice (+1
success for 2m); Senses 6 dice (+2 for 2m); Social Influence: 11 dice (+3 successes for
6m); Strategy: 8 dice (+2 successes for 4m); Tracking: 5 dice (+1 success for 2m)
Appearance 4 (Hideous), Resolve 3 (+1 for 2m), Guile 6 (+2 for 4m)
Combat
Attack (The Sower’s Rod, jade wrackstaff): 8 dice (+4 for 4m, 14B/4)
Attack (Unarmed): 9 dice (+4 for 4m, Damage 9B)
Combat Movement: 3 dice
Evasion 1, Parry 4 (+2 for 4m)
Soak/Hardness: 9/4 (Thousandfold Tantra Mantle, jade chain shirt)
Intimacies:
Defining Principle: I serve the Realm, and nothing else.
Defining Principle: I delight unashamedly in pleasures of the flesh.
Major Principle: Understanding others’ desires is the key to my triumphs.
Major Tie: Himself (Self-Pity)
Major Tie: House Sesus (Distrust)
Minor Principle: I devote myself to the Immaculate Philosophy.
Minor Tie: Sesus Warru (Trust)
Minor Tie: Anathema (Enmity)
Escort
Nagezzer almost never leaves his palace, which is protected by dozens of battle-ready
household guards (Exalted, p. 496), a Size 2 battle group with elite Drill led by grizzled
mercenary lieutenants. He’s also protected by his twin Western concubines, Spinda and
Echo (use assassin traits, Exalted, p. 499), and by his teacher and bodyguard, the Wood
Aspect monk Autumn Spiral.
Merits
Sobriquet: Once per story, when Nagezzer makes an influence roll that aligns with his
image as a debauched hedonist, the level of the stunt he’s awarded is increased by one.
Offensive Charms
Eyes of the Wood Dragon (4m; Supplemental; Instant; Withering-only, Wood): Add +3
raw withering damage. Pay +1i and take a −1 Defense penalty to ignore 4 points of
armored soak (no Defense penalty in Wood Aura).
Defensive Charms
Mind-Over-Body Meditation (5m, 1wp; Simple; Instant; Perilous, Wood): Roll 4 dice;
successes heal non-aggravated damage levels. Once per scene.
Wood Dragon Vitality (5m; Reflexive; Instant; Dual, Wood): Gain +4 soak (+8 in
Wood Aura) or reduce decisive attack’s damage by −1 (−2 in Wood Aura).
Social Charms
Poisonous Sneer Reproach (2m, 1wp; Reflexive; Instant; Wood): When another
character makes an influence roll, roll social influence; impose penalty equal to
successes. If this reduces target’s pool to 0 or she botches, her influence has opposite of
intended effect.
Rose of Millions (Hearthstone): Can automatically tell if a character shares his Principle
of “I serve the Realm, and nothing else.”
Rumor-Dredging Gaze (6m, 1wp; Simple; Instant; Mute, Water): Roll read intentions
with double 9s to uncover the Intimacy target most wishes to keep hidden from him.
Using it to blackmail target in the same scene doubles 9s on a bargain or threaten roll;
success grants one Willpower.
Sweeten-the-Tap Method (5m, 1wp; Simple; One scene; Fire/Wood): Partygoers gain
positive Minor Tie for fellow carousers and −1 Guile.

Tepet Ejava, the Roseblack


Disgraced and dishonored after losing its legions, House Tepet desperately searches for a
means to regain its lost favor. Its greatest hope may lie with a woman who has disdained
house politics and dedicated her life to the defense of the Realm.
Tepet Ejava was born while her mother was in the field. War was the first thing she
knew, and for good or ill, it set the tone for the rest of her life. As a child, she excelled at
strategy and war-games, and her Exaltation attuned her to the violent struggles
underlying the natural world. As she matured, Ejava found herself ill at ease in the well-
manicured garden of Dynastic society — something that became less metaphorical when
she inadvertently devastated the dominie’s beloved rose garden. Her classmates
nicknamed her “Roseblack” after the incident, but rather than seethe, Ejava embraced the
nickname as a symbol of humility. It stayed with her through her training at the House of
Bells, and through her engagements as a newly commissioned officer of the Imperial
Legions, from putting down bandits and peasant revolts to vicious battles against
Anathema and the Fair Folk. By the time Ejava made winglord, the name “Roseblack”
was spoken with pride.
Then came the Battle of Futile Blood. Ejava wasn’t with the Tepet legions when it
happened, and still regrets that she wasn’t there to fight alongside them. When word of
the Tepet legions’ fate arrived, Ejava found her world upended. Not only had she lost
friends, comrades, and loyal soldiers, but the Realm she loved had been dealt a
devastating defeat.
Even those Tepets jealous of Ejava’s rising star now acknowledged her value as one of
the house’s most capable surviving officers. Promoting her to general, they placed her in
charge of the one legion that had been foisted on the house in the partition of the Imperial
legions — the infamous Vermilion, or “Red-Piss,” Legion. While many officers might
quail at the thought of managing such a disgraceful mob, the Roseblack saw it as an
opportunity. Over the past three years, she’s rebuilt the Vermilion into a competent and
disciplined fighting force, equal to any legion fielded by the other Great Houses.
Ejava is the consummate Dragon-Blooded officer — disciplined, resolute, and
professional. While other members of her house might chide her for putting off marriage,
Ejava feels that she’s exactly where the Realm needs her, and that her own career is
fulfillment enough. Her closest confidant is the Chanos prefect, Ragara Nova, a socialite
who once tried to win her hand. Other than Nova, there are few who’ve really gotten to
know her. Her true home is the battlefield, and her soldiers are her true family. She has
little time for anything else.
Ejava is a tall, imposing woman with the same long red hair as the Empress. When in the
field, she’s rarely seen without her armor and sidearm — a full suit of green jade
articulated plate, and Thorn, her daiklave.
Aspect: Wood
Essence: 3; Willpower: 7; Join Battle: 9 dice (+6 for 6m)
Personal: 14, Peripheral: 24
Health Levels: −0x1/−1x6/−2x6/−4/Incap.
Actions: Command Soldiers: 10 dice (+6 for 6m); Feats of Strength: 8 dice (+2 successes
for 4m); Read Intentions: 5 dice (+1 success for 2m); Resist Poison/Disease: 7 dice (+2
successes for 4m); Senses 7 dice (+5 for 5m); Social Influence: 9 dice (+2 successes for
4m); Strategy: 10 dice (+6 for 6m)
Appearance 3, Resolve 4 (+2 for 4m), Guile 3 (+1 for 2m)
Combat
Attack (Thorn, jade daiklave): 14 dice (+6 for 6m, Damage 15L/5)
Attack (Long Bow): 11 dice at short range (+2 for 2m, Damage 12L)
Combat Movement: 9 dice (+3 successes for 6m)
Evasion 1, Parry 6 (+3 successes for 6m)
Soak/Hardness: 14/10 (Triumph’s Blossom, jade articulated plate)
Intimacies:
Defining Principle: A Dynast’s only honor is defense of the Realm.
Defining Tie: House Tepet (Impatient Frustration)
Major Principle: I have no time for romance.
Major Tie: Those who sold out the legions for political gain (Contempt)
Major Tie: The Red-Piss Legion (Camaraderie)
Minor Tie: Her grandfather, Tepet Arada (Irritated Respect)
Minor Tie: Ragara Nova (Friendship)
Minor Tie: Her uncle, Tepet Fokuf (Loathing)
Escort
When not with the Vermilion Legion, Ejava is usually accompanied by a young Dragon-
Blooded officer (Exalted, p. 541) and several elite house guards (Exalted, p. 497), a Size
1 battle group with elite Drill.
Merits
Sobriquet: Once per story, when Ejava makes an influence roll that aligns with her
image as a heroic commander, the level of the stunt she’s awarded is increased by one.
Offensive Charms
Burning Fury Wreath (3m; Supplemental; Instant; Balanced, Decisive-only, Fire):
Ignore (2 + 10s on attack roll) points of Hardness with a Melee attack.
Crimson Fang Bite (3m, 1wp; Supplemental; Instant; Dual, Fire): On a Melee attack,
add +4 withering damage or double three 10s on decisive damage.
Demon-Crushing Wolf Bite (4m, 1i; Supplemental; Instant; Perilous, Withering-only;
Wood): Add +3 Overwhelming to a Melee attack. In Wood Aura, add +3 withering
damage.
Defensive Charms
Aura of Grasping Branches (5m, 3i, 1wp; Simple; One scene; Perilous, Wood): Ignore
up to four points of onslaught penalty to Parry each round. In Wood Aura, parried attacks
don’t inflict onslaught penalties.
Aura of Invulnerability (5m, 1wp; Simple; Aura state; Aura, Fire, Perilous): Roll
(current temporary Willpower) dice and gain that many temporary −0 health levels and
add +4 natural soak.
Earth Bears Witness (5m, 3i; Reflexive; Instant; Aura, Decisive-only; Earth/Wood,
Perilous): Subtract two dice of damage from a decisive attack. Subtract three dice within
short range of large stone objects (in Earth Aura) or trees (in Wood Aura).
Impervious Skin of Stone (4m, Reflexive; Instant; Balanced, Earth, Withering-only): +3
natural soak. In Earth Aura, can use after being hit.
Portentous Comet Deflection (3m, 1wp; Reflexive; Instant; Clash, Decisive-only, Fire):
Clash with a decisive Melee attack. Counts as her combat action for the round unless she
expends her Fire Aura.
War Charms
Deadly Wildfire Legion (5m, 1wp, expend Fire Aura; Supplemental; Instant; Aura,
Fire): Add four non-Charm dice on a roll to order a battle group to attack and let it take
its turn immediately, regardless of Initiative. Every two successes also add +1 damage to
its attack. Once per scene unless battle group incapacitates a significant foe or routs an
enemy battle group on her orders.
Enfolded in the Dragon’s Wings (3m, 1i; Reflexive; Instant; Earth, Perilous, Uniform):
Make a command roll when a battle group in short range is attacked; every two successes
grant +1 Defense and soak. Once per scene, unless reset with a successful rally.
Roaring Dragon Officer (3m; Reflexive; One turn; Balanced, Earth): Flurry a command
at only a −2 penalty, and no defense penalty. Negate penalty entirely in Earth Aura.
Evocations
Thousand-Thorn Strike (1m, 1a, 1wp; Simple; Instant; Decisive-only): Make a decisive
Melee attack, thorns of anima bursting from within the foe’s body as the daiklave strikes.
Add three attack roll threshold successes to decisive damage and double 10s unless the
enemy accepts a crippling injury (Exalted, p. 201).
[CLOSING FICTION BEGINS HERE]
RY 768
River massaged her writing hand absently as her chatelaine departed with the packet of
letters. It was an old habit, the memory of long-ago correspondence bringing on a
phantom ache. She supposed the news of the Anathema her Hearth had captured breaking
out of the Imperial Manse had exacerbated it. For a moment that morning, even though
she sat in her own study, separated from that place by fifty years and more than a
thousand miles, she’d gone right back there: sitting by the roadside in the River Province
in her monk’s robes, scratching out I regret to inform you… over and over again.
But she wasn’t sitting idly, waiting for someone else to fix this. Eshuvar had agreed as
soon as she’d laid out her plan, and she knew the others would answer the call as well.
The Solar was their responsibility. They’d dragged him here to the Imperial City — alive
— and received the Empress’ accolades. How proud they’d been that day: the Hearth
who had slain one Anathema and captured another. If River had given any other thought
to the Wretched in the years since, it was little more than the hope he was being
tormented deep within the Imperial Manse, facing punishment for all the lives he’d taken.
They should have killed him. The Empress would have honored them just as much for it.
But the past was already written, and she’d dwelled on it long enough. Her wife Jihe said
as much, and she was right. All they could do now was track him down and finish the
job. Before he came for them first. Before he came for their families.
[PLEASE CENTER THESE FIVE BULLETS]
•••••
Eshuvar leaned against the ship’s rail, his back to the sea, and grinned at River. She
couldn’t help but think the wind whipping his hair artfully about his face was his own
doing. The direction of the sea breeze should have been blowing it into his eyes. The
same could be said of his clothing: no salt spray marred the silks, and the tassels at the
end of his ornate belt hung smooth and untangled. It might have been an infuriating use
of his anima to another Dynast, but to River it was just Eshuvar. A little vain, a little bit
of a show-off. “It will be good to see him again. Mathar.”
“I know who you meant.”
“Swift and Chalima, too, of course.”
“Of course.” She didn’t tease him about it, though over the years they’d become like
brother and sister. When River and Jihe wanted to have a child, it was Eshuvar who
summoned the neomah that gave them Adan. When a dalliance of Eshuvar’s caused a bit
more scandal than he’d intended to bite off, it was River who smoothed things over
between him and his wife.
She remembered how young he’d seemed when they set sail on that first Hunt, fifty years
ago. He’d aged well, still tall and slim and handsome, his face’s youthful softness giving
way to harder angles. Still, she couldn’t help but notice how a weight seemed to lift from
his shoulders the farther out to sea they drew.
She wondered if he saw the same weight lifting from hers.
[PLEASE CENTER THESE FIVE BULLETS]
•••••
Tereya Kingfisher Swift still wasn’t used to Seren’s study. She’d been head of the Tereya
household guard for three years now, stood in this room more times than she cared to
count, and still felt like she wasn’t quite at home. Most things were the same: the room,
the clock, the tea set, Swift herself. Only Seren’s appearance spoke to the passage of
time. She was grayer than when she’d first offered Swift the position, more frail. Her
mind was still sharp and her hands still steady, but her mortality was an undeniable fact.
Now, she was frowning in turn at Swift and the letter the Earth Aspect had brought her.
“I suppose you have little choice in this matter?”
“They’re my Sworn Kin, niece. And the thing that’s broken free….” Swift gestured to the
windows that overlooked the garden, where a pair of her young cousins were playing. “It
might come for our families. It’s best we do this now, before it runs too far and starts
building up support again. Before it comes back here looking for us.”
Seren’s mouth twisted in displeasure. “And what if someone else comes? What if one of
the Great Houses finally makes their move while you’re out in the Threshold?”
She thought of the letters she and River had exchanged. There were always schemes
afoot, and River knew how to read the political currents better than anyone Swift had
ever met. Between what River’s letters said and the whispers Swift herself had heard, she
thought the status quo might last a little longer. “It’s been three years, niece. It might be
another three before anyone dares try to claim the throne. It won’t be another three before
this Anathema harms people again.”
Seren hmmphed, but it was a sound that said she knew Swift was right. “Very well,” she
said, folding the letter and handing it back to Swift. “But I expect that if you hear word of
an uprising, you’ll hurry back here right away. We’ll need you.”
Less than an hour later, by the chiming of the Varangian clock, Swift rode out from the
gates of the Tereya estate. She’d only paused long enough to write back to River and don
her white jade armor. Anything else she needed, she could purchase on the road.
[PLEASE CENTER THESE FIVE BULLETS]
•••••
Much had changed for Mathar since last he’d seen his Brotherhood. Oh, Chalima called
on him now and again, when her kingdom’s responsibilities let her sneak in a diplomatic
visit. Eshuvar wrote from time to time, his letters full of his exploits. But to see them all
together again? He almost wished he’d learned some basic sorcery, to find some spell to
get everyone gathered faster. His warhorse stamped as he checked the saddle one last
time. The horse’s green jade barding jingled, and Mathar knew he wasn’t alone in the
stable anymore.
“What do you want?” he said, not bothering to turn.
“I heard you were leaving Lookshy. Going out ranging. Where to?” The voice was
smooth and smug, and it took all of Mathar’s strength not to lift the biwa from the horse’s
back and smash it in his companion’s face.
He didn’t. Mainly because it would be a waste of a damned fine instrument. “What
business is it of yours?”
She slipped into view, keeping a safe distance both from Mathar and the horse. A well-
trained warhorse might bite on command, and Vaya wasn’t going to find out how well
Mathar’s horse obeyed. “I thought I’d offer you another chance to change your mind
about your friends. To prove your loyalty to Lookshy rather than a trio of Dynasts.”
Mathar also didn’t reach for his longfang. That took more effort. “I told you, no. I’ve told
you that for forty years and it’s not going to change.”
Once, Mathar and Vaya had been peers. They were both vying to climb the ladder in
Lookshyan intelligence, and Mathar was, by all accounts, the favorite for a newly opened
position.
Until Vaya remembered his renown for killing the Anathema, and started asking around
about his companions on that Hunt. Two Dynasts and a “found egg” married into a
wealthy patrician family: one in the Imperial Navy, one respected among the Immaculate
Order, and one in the Imperial Legions. His outcaste friend, ascended as queen of a
Hundred Kingdoms province. Surely Mathar could lean on his friends for information,
couldn’t he?
Wouldn’t he?
But to do that, to pass the contents of Swift’s letters along to his higher-ups, or to ask
River not-at-all innocuous questions about her observations in the Imperial City, or see
what Eshuvar could tell him about Sesus’ current interests, or report on Chalima’s
territory… no. He refused. His loyalties lay with his Hearthmates, even above his beloved
Lookshy.
Vaya had reported that up the chain, and there had gone years of Mathar’s hard work and
ambition.
But he’d do it all over again, exactly the same.
“Your loss,” said Vaya.
“I recommend you not be in the stables when I leave,” said Mathar. His normally bright
smile instead resembled a shark’s hungry grin. “People get trampled all the time.”
[PLEASE CENTER THESE FIVE BULLETS]
•••••
Left Hand Chalima draped her cloak of office over the chair and let Xocha help her with
her steel breastplate’s buckles. On the table beside her daiklave and devil caster sat
River’s letter. It had come the day after Chalima sent River a letter of her own, asking
what the Realm’s view on the surge of Anathema might be. She hadn’t been accusatory
in it — she respected River too much for that — but neither had she been subtle about her
desire to ride in a Wyld Hunt, if she could. She supposed River could answer her
questions in person when they were reunited.
Xocha checked the straps and buckles one more time, then declared Chalima ready.
“Promise me you’ll take care out there. I want you to come back to us.”
Chalima smiled as Xocha caressed her cheek. “I will.” She said it again, this time for
Itzli, and felt her dead husband’s cool, ghostly fingers trace her jaw.
“Good,” said Xocha. “I’ll only do so much of your paperwork before I decide to set the
whole desk on fire.”
“I wouldn’t stop you if you wanted to. In fact….” She looked over at the piles of
parchment needing her attention and reached for a pinch of firedust with a grin.
Xocha laughed and smacked her hand — gently, so as not to ignite the firedust. “When
you get home, we’ll see how far behind I am.”
“It’s a deal.” Chalima kissed him once more, then hefted her weapons, and went to meet
Mathar on the road.
[PLEASE CENTER THESE FIVE BULLETS]
•••••
They came together by the northern borders of the River Province, arriving within hours
of one another. First Mathar and Chalima, then Swift, then Eshuvar and River. Where
once there’d been an empty road, a town had sprung up. It was small, still, but had
enough traffic and trade passing through to support a caravanserai. River suspected that
its common room sat on the place where her commander’s tent once stood, fifty years
gone. She wondered if any of the things they’d left behind had paid for this place. If she
peeked in the study, would she find the lap desk she’d used so long ago to write her
dreadful condolences?
She shuddered. She hoped not. She hoped that had sunk into the ground and rotted away
fifty years ago.
But here she was, among her friends. Among her Hearth. Eshuvar and Mathar sat close,
their foreheads touching as they shared some intense story. Eshuvar said something that
made Mathar throw back his head and laugh. It was the same laugh River remembered,
hearty and full, unconstrained. Swift and Chalima had acquired a newly drawn map from
somewhere — perhaps from off the inn’s wall? They were already pointing out places to
begin their search. River’s contacts in the All-Seeing Eye had sent her a few leads, while
Mathar had accessed reports from Lookshy’s Intelligence Directorate. Small markers
were scattered across the River Province where there’d been sightings of the Wretched.
Swift looked up and caught River watching them all. “We should swear again,” Swift
said. Mathar and Eshuvar went quiet. Chalima set down her glass.
“We should,” said River, and got up to lead them all outside. She was fairly certain she
knew exactly where they’d been standing the first time they swore their oath. It didn’t
take long to find it. By the time they all stood in a loose circle, a small crowd had
gathered to watch.
“I swear,” Chalima said, her voice as sure now as it had been back then, “by Earth; by
Wood; by Fire; by Air; by Water….”
As their voices joined together and rang out into the evening, River thought how good it
was to be home.

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