Start up for Exalted

Explanation of Game
The game uses ten-sided dice and a rules system similar to the Storytelling System to arbitrate the action, and, as with many other RPGs, requires little beyond the rulebooks themselves, dice, pencil, and paper. The ten-sided die storyteller system is one where the storyteller (or game master) is the person setting up a story and creating the adventure. The players create their characters using a pre-assigned number of points (as opposed to games like Dungeons and Dragons where an element of randomness can be introduced into character creation) and begin to interact with the story that the storyteller presents them with, much like a “Choose Your Own Adventure” book, although the possible actions are limited only to the imagination of the players and the discretion of the storyteller. When a challenge presents itself to the characters, they roll a number of dice determined by the statistics of their character with a difficulty assigned by the storyteller. If they gain the required number of successes (7 or higher on any given die, 10’s usually counting as double), they succeed in their efforts. If they do not gain the required number of successes, they fail. The storyteller describes the nature of the success or failure and the game and story continue on. Since the stories are player-created (by the storyteller, of course), there is no one way to “win” the game, except to achieve the goals set out in each individual story.
The rules system used in Exalted uses the attributes from an earlier version of the World of Darkness system. These are Strength, Dexterity, Stamina, Charisma, Manipulation, Appearance, Intelligence, Wits and Perception. There are many differences in abilities (Exalted’s counterpart to the Storytelling system’s skills), in line with the difference in setting. For example, while the standard Storytelling system uses the skills Academics, Firearms, and Politics, the Exalted system uses the skills Lore, Archery, and Bureaucracy. For these and other reasons, the two systems are not directly compatible without adaptations. White Wolf’s Scion game uses the same attributes, but not the same skills / abilities, as Exalted. Time within combat is divided into units called ticks, most actions in combat have speed values, which indicate the number of ticks which must pass before the character’s next turn, if multiple characters take turns on the same tick, their actions are considered to take place simultaneously.
The Exalted version of the rules were derived from the trilogy of white wolf games Aeon(Trinity), Aberrant, and Adventure where the idea of a fixed target number of 7 or higher was first introduced. It has since been carried on into Scion. Thus there are two distinct but similar versions of the system derived from the original storyteller system. The rules underwent numerous changes with the introduction of Exalted 2nd Edition. Changes include the removal of the Brawl and Endurance abilities (which were merged into Martial Arts and Resistance respectively), the addition of the Integrity and War abilities and the addition of mass combat and social combat systems and clearer, more detailed combo rules.
The Storytelling System itself has been applied both to tabletop and video gaming systems, and has been a subject of note to gaming enthusiasts such as Chris Crawford, who wrote a book entitled Chris Crawford on Interactive Storytelling which details many elements similar to the Storytelling System in use in Exalted.
Stunting
Innovative to World of Darkness systems is the concept of stunting, whereby a player will describe their action in detail in order to receive a bonus to the number of dice they roll (determined by the Storyteller) and recovering a number of motes of Essence or points of Willpower back in accordance with the level of their stunt. This encourages players to become more active participants in the story by rewarding them for taking a more active role in the description of action.

Types of Exalts

At the core of the setting, there are several different types of Exaltation, which largely determine both background and point of view for the various protagonists and antagonists of the game. Each different type of Exalted will often have certain predispositions toward or against other Exalt types, and may be viewed differently by the various mortals of Creation; for instance, either as monsters or demigods. The Exalted of Creation can be divided into two categories: Terrestrial Exalted and Celestial Exalted. Celestial Exalted, being the chosen of the Celestial Incarnae, are significantly more powerful than Terrestrial Exalted, and can live for millennia, but their numbers are limited by a fixed number of Exaltations passing from mortal life to mortal life at any given time. Terrestrial Exalted are the chosen of the Elemental Dragons, aspects of the primordial Gaia, who govern the elemental underpinnings of Creation. While less powerful, Terrestrial Exalted, or Dragon-Blooded, can pass on their Exaltation to their children, much like one would pass on other genetic features. The Abyssal and Alchemical Exalted technically fall outside of the two categories, as do the Green Sun Princes, though their power level is comparable to that of Celestial Exalted. A brief synopsis of each type is given here, organized by relative power and significance within the game. Solar Exalted (Chosen of the Unconquered Sun, Lawgivers)

The default protagonists of Exalted and the champions of the chief of the gods, a being known as the Unconquered Sun. There are five castes (similar in nature to the Portuguese “caste”) of Solar Exalted: Dawn (the warriors and generals), Zenith (the priest-kings of the Unconquered Sun), Twilight (the scholars and sorcerers), Night (the spies and assassins) and Eclipse (the ambassadors, diplomats, and negotiators).

In the era that the game is set, known as the Second Age of Man, the Solar Exalted are returning to the world in numbers for the first time in thousands of years, and their actions and choices have the potential to shape the fate of nations due to the nature and potency of their birthright. The Solar Exalted are the most powerful of the Exalted and during the First Age of Man, they were the rulers of the world. Their achievements were a beacon to humanity, yet as their accomplishments grew so did their hubris and detachment from the mortals they ruled over. This was furthered by the insanity of the Great Curse, leading the Solars to commit countless atrocities of an unspecified nature. Because of these actions, the Terrestrial Exalted who served them were convinced by the Sidereal Exalted to murder the Solars at the close of the First Age. In order to prevent mass reincarnations, nearly all Solar essences were systematically captured and imprisoned with the assistance of the Sidereal Exalted. However, those that were not imprisoned continued to reincarnate again and again through the ages. Each time a Solar re-emerged into the world by reincarnating in a mortal, they were hunted down and killed by the armies of the Terrestrial Exalted, who used their greater numbers and experience to overcome the newly-Exalted person in a crusade known as the Wyld Hunt.

Considered to be anathema by the mortal world of the Second Age, the Solars are regarded as monstrous demons and few remember their former greatness. This is due to a prolonged and widespread campaign of propaganda orchestrated by the Terrestrials, via a now firmly established religion known as the Immaculate Order.

Various sourcebooks for Exalted state that Solars lack the specialized abilities of the other Exalted: the shapeshifting magic of the Lunars, the raw entropic and destructive force of the Abyssals, the elemental manipulation of the Terrestrial Exalted, or the Fate-manipulation of the Sidereals. The nature of their charms tends to express itself instead through human excellence taken to superhuman extremes, and as such their raw prowess in most skills easily exceeds any of the others. Their three greatest advantages are their large Essence pools that give them more raw power to work with, their powerful, efficient, straightforward charms, and their ability to use the highest of all forms of sorcery, the Adamant Circle – also called the Solar Circle due to the Solars alone being able to access that circle of sorcery.
Abyssal Exalted (Chosen of the Void, Deathknights)

Twisted souls that are loyal servants of the Deathlords, powerful spirits of long-dead Exalts, who in turn serve the Neverborn, the dead husks of what were once the ancient Primordials slain by the Exalted before the First Age. The Abyssal castes are a dark reflection of their Solar counterparts; Dusk (soldiers, generals, and martial champions), Midnight (priests and leaders), Daybreak (scholars and artisans), Day (assassins and spies), and Moonshadow (bureaucrats, diplomats, and couriers).

The source materials, primarily the first-edition sourcebook Exalted: The Abyssals, present the Deathlords as corrupted remnants of fallen First Age Solars who are easily among the most powerful beings in the Underworld of Exalted. The Deathlords have varied goals, but most strive not to conquer or corrupt Creation but rather to wipe it and everything else out of existence, although conquest and corruption are among their strategies in this regard.

In the present of Exalted, the Neverborn sow their revenge from beyond the grave through their Deathlord servants. The named agents of the Deathlords in the world of the living are the Abyssal Exalted, also known as Deathknights; these antagonists are dark reflections of the Solar Exalted and are presented as being their equal in power. Deathknights are described as finding themselves bound to their dark fate; holding onto the trappings of life inevitably spells disaster for those who rebel. Within the last five years of the game’s fictional history, they and their Deathlord masters have begun to corrupt Creation with the power of the Underworld. They field vast undead armies, bolstered by ancient knowledge and powerful necromancy. Several sourcebooks present the Abyssals and the Deathlords as having a tentative foothold in Creation, likely representing its gravest threat.

Abyssals cannot draw Essence from Creation as other Exalts do and can only replenish their Essence in the Underworld or with powerful artifacts. The easiest way for an Abyssal to restore Essence away from the Underworld is by feeding on the living. Willing Solar Exalted can be converted to Abyssal Exalted with a powerful necromantic spell. Abyssal Exalted are exceptionally powerful in the Necromantic circle of sorcery, which represents the arcane knowledge of death and the Void, knowledge which was originally brought into Creation by a coterie of First Age Solars who stole it by plundering the crypt-worlds of the Neverborn beneath the Underworld. Lunar Exalted (Chosen of Luna, Stewards)

Presented as most anarchistic and chaotic of the Exalted. In the sourcebooks, they are often referred to as cunning shapeshifters, skilled fighters, and capable generals. Their history and characteristics are described in the first-edition book Exalted: The Lunars and the second-edition book The Manual of Exalted Power: Lunars.

Within the game’s history, they were very tightly bound to the First Age Solars; each Lunar Exaltation is bound to a singular corresponding Solar one in such a way that that Lunar instantly feels a connection to the Lawgiver, though how they act upon this bond depends on the inclinations of the Exalts involved. While many stood and died beside their Solar mates in the Usurpation, those that were not killed along with their companions fled to the edges of Creation.

At the borders of the order of Creation and the chaotic turbulence of the Wyld, their natures were changed over a great many years. Lunars follow at best a loose tribal hierarchy and ritually tattoo each other to protect themselves from the warping effects of the Wyld. This further serves to mark them as different from the rest of humanity, as the tattoos are often visible over much of the Lunar’s body. In addition to their self-inflicted distinguishing marks, each Lunar has a “Tell” that manifests as an animal-like characteristic that is visible to some degree or another in their human forms, further setting them apart from mortals. Lunar castes are not predetermined and inflexible, but rather are associations with phases of the moon chosen by individuals before their ritual tattooing brings them fully into Lunar society under these associations.

Lunars often shun civilization, or rather, they shun forms of civilization characterised by Dragon-Blooded oppression and exploitation, preferring society with humans and spirits far beyond the borders of the satrapies; some of these Stewards lead or guide and sometimes breed tribes of anthropomorphic animals known as Beastmen and teach them self-sufficiency. Others go into deep seclusion in their territories to absorb themselves in primitive, hand-to-mouth freedoms and commune with the small, simple gods of the natural environment. Finally, some even revel in the unaccountable warping effects of the Wyld and, forgoing the characteristic silvered tattoos, become increasingly unstable until ending up as inhuman beings known as “chimera” with no unifying form, akin to both Fair Folk and Creation-born.

Second edition materials detailed the Lunar Exalted’s subversive influence on Creation’s societies and revealed the Thousand Streams River Project, a complicated system of social engineering designed to create self-sufficient human societies that do not require Exalted leadership to function. Several major societies within the game were declared the results of centuries of subtle, behind-the-scenes guidance, with varying degrees of success.

With the return of the Solar Exalted, the uncertainty of the imperial rule of the Dragon-Blooded, the encroaching influence of the Wyld and its Fair Folk manifestations, and the new threat of the Deathlords, the Lunar Exalted face a Creation that has changed as much as they have – though this is entirely at the discretion of the Storyteller (see Storytelling System). Sidereal Exalted (Chosen of the Five Maidens, Viziers)

These Celestial Exalted are the least numerous of all the Exalted types (with the exception of the newly created Infernals), yet are described as major players in the fate of Creation. Sidereals, in addition to their unparalleled mastery of martial arts, evidenced by their access to the highest forms of martial-arts magical abilities (known as Sidereal martial arts), excel at foreseeing and manipulating fate. Within the Exalted universe, they are often presented as celestial bureaucrats who often work in the Bureau of Fate of the Celestial City of Yu-Shan, the home of the gods, directing events in the mortal world from behind the scenes.

They were the viziers, prophets and cunning advisers of the First Age. Toward the end of the First Age, a prophecy came to them that seemed to offer three options: attempt an uncertain reform of their maddening kings, sit back and watch Creation be destroyed, or destroy the Solar Exalted. The arrogant and prideful Sidereals, possibly under the effects of the Great Curse laid upon them by the Neverborn, elected the path that offered a guaranteed future for Creation, if one less marvelous than the current age. As such, they orchestrated the end of the First Age, known as the Great Usurpation. It was with their behind-the-scenes guidance that the Dragon-Blooded were able to completely wipe out the Solar Exalted and effectively direct the Wyld Hunt to the predicted Exaltation of new Solars. Since their prophecy, the Sidereal Exalted have split into two factions: The Bronze Faction of the Sidereal Exalted supported and orchestrated the purge of the Solar Exalted from Creation, and continues to do so with the Wyld Hunt of the Realm; and the Gold Faction, which supported the Solars and has had little in the way of power and influence at the end of the First Age.

Because of a partially botched attempt at some astrological subterfuge involving the constellation of the Mask, Sidereals slip from the minds of those who meet them, mortal and Exalt alike, which can be beneficial to Sidereal characters or harmful, depending on their intended goals as player characters and non-player characters. Some events prior to the “present” setting of Exalted, such as a devastating plague known as the Great Contagion which eluded their predictions, have jarred their faith in their precognitive abilities. Meanwhile, the loss of the Scarlet Empress, their secret ally at the top of the Scarlet Dynasty, has greatly weakened their influence.

With the emergence of the Deathlords (who, as the authors describe them, are inscrutable to their power of prediction), the return of the Solars, and a growing rift between the Bronze Faction and the Gold Faction, who are now gathering their power and directing it into an organization known as the Cult of the Illuminated, the Sidereal Exalted are uncertain of their future. Terrestrial Exalted (Chosen of the Elemental Dragons, Dragon-Blooded)

In the history of Exalted, they were the elite infantry and servants to the rest of the Exalted in the First Age. They are less powerful than other types of Exalted, but most of their strength lies in their inheritance – rather than being chosen by a god, the Dragon-Blooded have the potential to pass their Exaltation on to their children; although most Dragon-Blooded are easily able to trace their heritage back through generations, some Dragon-Blooded—called the “Lost Eggs”—Exalt into families that have no Dragon-Blooded in their recent genealogy. The Dragon-Blooded are not limited by a set amount of “Exalted essences” like Celestial Exalted. Due to their overwhelming numbers in comparison with the Celestial Exalted (Terrestrial Exalted numbering in the millions as compared to the hundreds of Celestial Exalted), they were able to usurp the Solar Exalted at the height of their power with the help and guidance of the Sidereal Exalted, thus ending the First Age.

The majority of the Dragon-Blooded in Creation make up the ruling class of the Realm, currently the most powerful empire in Creation, although the Old Realm ruled over by the Solars was far more advanced and successful than the current Realm ruled over by the Dragon-Blooded. The state-sanctioned faith known as the Immaculate Order paints the Solar and Lunar Exalted as dangerous anathema who will bring ruin to the world if allowed to exist, thus encompassing the propaganda against Celestial Exalts. Because of this, the Realm organizes the Wyld Hunt, which actively seeks out newly Exalted Celestials (Solars and Lunars, although they also hunt Abyssals and fair folk as well) and overwhelms them before they can master their new powers. This practice, which had effectively kept the Solars from rising to power again since the end of the First Age, has faltered in the Exalted timeline because of the recent disappearance of the Scarlet Empress – the absolute monarch of the Realm – and the stability and leadership that she was able to bring to the Dragon-Blooded. The power struggle by the great Dragon-Blooded houses to fill the resulting power vacuum has destabilized the Scarlet Empire and allowed the Solar Exalted to escape the purges of the Wyld Hunt and rise in Creation once more.

The greatest advantages of the Dragon-Blooded are the considerable resources granted to them by their noble status and their ability to work cooperatively with each other to create greater effects with their Essence. There are five elemental aspects to the Dragon-Blooded: Air (the Azure Children of Mela), Earth (the Ivory Children of Pasiap), Fire (the Scarlet Offspring of Hesiesh), Water (the Ebon Offspring of Daana’d) and Wood (the Verdant Children of Sextes Jylis). The ruling Dragon-Blooded of the Realm are made up of the eleven Great Houses. Most houses were founded by and named after one of the Scarlet Empress’s Exalted offspring, though at least two are descended from the Empress’ late husbands, and three unspecified houses are descended from adopted children of the Empress. Of the 13 former Great Houses, only two, Jerah and Manosque, have been named. The prominent Dragon-Blooded families of the rival city-state of Lookshy, across the Inner Sea, are known as Gentes. There are five major or great Gentes: Amilar (Air), Karal (Fire), Maheka (Earth), Teresu (Water) and Yushoto (Wood), as well as approximately a dozen minor Gentes. Alchemical Exalted (Chosen of Autochthon, Champions)

Android creations made from clay and the Five Magical Materials, built in the world of Autochthonia. They were introduced in the supplement “Time of Tumult”.8 They are the only type of playable characters besides the Dragon Kings that were designed after the core rulebook was released, and are occasionally referenced in subsequent materials. Alchemicals serve the Great Maker Autochthon, one of only two primordials that was not imprisoned or killed in the Primordial War, and are infused with the souls of dead Autochthonian heroes. Within the context of the game, they serve as protectors of the inhabitants of a parallel world made up of the body of Autochthon himself, and enforce the will of the Tripartite, the theocratic government of this world. They divide themselves into castes according to which material was mainly used in their construction: there are five canon castes, one for each of the Five Magical Materials, as well as the optional Adamant caste. Autochthon designed them before the other four original types of Exalted, but they were not constructed until after the Primordials were overthrown and Autochthon retreated from Creation. Instead of wielding Essence directly and using their Charms in a “magical” fashion like other Exalted do, the Alchemicals have Charms “installed” like peripheral parts and fuel these machine implants with Essence from their own bodies. Unlike the Celestial Exalted, there is no hard cap on the number of Alchemicals, the main limiting factor on their numbers being the immense resource investment required for their construction. As Alchemical Exalted raise their Permanent Essence, they increase in size, eventually joining with Autochthon and growing into cities. The Alchemicals are not subject to the Great Curse, as they did not fight in the Primordial War. In gameplay, in place of curse driven insanity, they have a Clarity track which measures their distance from humanity. Those Alchemicals who have been infected with Autocthon’s illness have a Dissonance track in place of a Clarity track, with Dissonance measuring their madness, corruption, and drive to violate boundaries. Willing non-Alchemical Exalted can become “Akuma” of Autochthon, gaining the ability to have Alchemical charms installed and gaining a Clarity track. A brief tour of the world of Autochthonia can be found on the game’s website.
Infernal Exalted (Chosen of the Yozis, Akuma and the Green Sun Princes)

They currently have less published material covering their nature, back-story and abilities than other Exalts. There are two types of Infernal Exalted, the Akuma and the Green Sun Princes. Akuma are Exalted of another type who have given themselves over to the cause of the Yozis and have been remade according to their masters’ desires. They retain access to their native charm set and gain the ability to learn and use their patron Yozi’s Infernal charms. The Green Sun Princes are made with the fifty Essences of Solar Exalts which the Yozis took in payment from the Neverborn and altered to emulate themselves in exchange for teaching the Neverborn to corrupt Solar Essences to create the Abyssals. The Green Sun Princes were created by a cadre of five of the Yozis; Malfeas, She Who Lives In Her Name, Cecylene, Adorjan, and the Ebon Dragon. Each of these Yozis is responsible for the creation of one caste of Green Sun Princes and the charms associated with that caste, Malfeas created the Slayers, Cecylene created the Malefactors, She Who Lives in Her Name created the Defilers, Adorjan created the Scourges and the Ebon Dragon created the Fiends. Green Sun Princes of any caste can learn the charms of all five castes, as well as the charms of any other Yozis who have opened up access to their charms to the Green Sun Princes; in the default setting, Kimbery is the only other Yozi who has done so. The Yozis have tasked the Green Sun Princes with transforming Creation into a mirror of Malfeas, which they believe will break their bonds and reverse their disfiguring imprisonment. They call this effort the Reclamation.

The Green Sun Princes’ disadvantage is they are few in number; only 50 infernal essences are controlled by the Yozis, and they do not, as of yet, have the ability to corrupt further Solar Essences as the Deathlords can. On the other hand, the Infernals have the full resources of the demon realm at their disposal, along with numerous Yozi cults which already exist in creation. The Infernals are closely tied to their Yozi masters, and experience Urge, psychological motivations towards missions set by their patrons. Unlike Abyssals, Infernals rarely regret their state, and instead revel in their mission to overthrow the upstart gods and return creation to its original rulers. It is implied, however, that due to the inherently poor treatment by the Yozis (being unable to fully comprehend things outside of their domain and thus with little respect for anything else) and obvious insanity, the vast majority will grow dissatisfied and go rogue, using their link to Primordial power to mutate into new Titans themselves, not bound by the same shortness of vision they possess. Other magical beings

Alongside the various types of Exalts found in Creation, there are also other magical creatures that use the same Essence that Exalts use to power their magical effects. The following are the most prominent types of magical beings.

Behemoths
Behemoths are unique, immortal monsters. There are two broad categories of behemoths: Primordial Behemoths, created by the Primordials, and Wyld Behemoths, created by the Fair Folk. Wyld Behemoths are classified according to power; in ascending order, the three types are fey beasts, daikaiju and Deep Wyld horrors.

Dragon Kings
Like the Fair Folk, the Dragon Kings are not Exalted; they are supernatural creatures offered as a player character type. The Dragon Kings are large dinosaur-like beings of great power. Dragon Kings are sworn in allegiance to the Unconquered Sun, their creator. According to the fictional history of Exalted, before the time of the Exalted, the Dragon Kings ruled Creation and the mortals who dwelt there, but the majority of their perpetually-reincarnating souls were annihilated during the war against the Primordials, putting an end to their ascendance over Creation. The Unconquered Sun used them as powerful servants to his chosen whom they served faithfully, honoring their Exalted brethren. After the First Age ended in war and disease, what remained of their civilization collapsed, and most Dragon Kings today never outgrow the feral ‘stalker’ mindset they are born into. They still exist in the Second Age, though the once great Dragon Kings remain hidden in the farthest corners of Creation. The majority of the remaining Dragon Kings are in Rathess, an ancient home filled with a variety of powerful artifacts made by the Dragon Kings in the glory days of the First Age. The developers describe four types of Dragon Kings, each living in a quadrant of Creation; the graceful flying Pterok (North), the nimble and lithe Raptok (East), the powerful and loyal Anklok (South), and the clever amphibious Mosok (West). Rules for playing Dragon Kings are presented in the Exalted Player’s Guide in 1st edition and the Scroll of the Fallen Races in 2nd edition.

Fair Folk
Like the Dragon Kings, they are an alternative player character type to the Exalted. They know themselves by their own word, Raksha; however the superstitious in Creation, rightly fearing that to name them is to invoke them, call them the Fair Folk with the hope of flattering and placating them. Unlike the Creation-born, who have a constant shape and form in the pattern of created things, Fair Folk are entities composed of Essence unadulterated with form, and thus they are without much constancy. They are natives of the Wyld, which they call Rakshastan – the place that exists between Creation and the Unshaped Chaos. Like the Wyld environment they inhabit, Fair Folk are partially and provisionally confined and defined by their proximity to the structure of Creation, temporarily taking on aspects of the created world by interacting with it. They are inhuman and beautiful beguiling monsters that subsist on elements of human subjectivity, devouring dreams, imbibing hopes and fears, and assuming narrative personalities stolen piecemeal from the Creation-born.

In one sense, they are the “kissing cousins” of the Primordials, their Essential Chaos having been pushed back when the Primordials formed Creation in the midst of it. They prey upon the interiority of mortals and do a brisk slave trade with The Guild, a powerful economic organization in Creation. The Raksha are divided into castes: Diplomats, who favor the Staff Grace and the virtue of Conviction; Entertainers, who favor the Cup Grace and the virtue of Compassion; Warriors, who favor the Sword Grace and the virtue of Valor; and Workers, who favor the Ring Grace and the virtue of Temperance. Noble Raksha have mastered greater internal complexity and differentiation, favoring two Graces and associated virtues. There is also a fifth Grace, the Heart Grace, which is associated with identity and the trait of Willpower. Graces are differing outlets for the use of Essence in the Wyld and Creation, allowing Fair Folk to stabilize and interact by associating with structures of Creation in the form of the Heavenly Virtues of Yu-Shan, primitive personality traits shared in some form by all Creation-born mortals and many spirits. The most powerful kin of the Fair Folk are the Unshaped. These entities were never trapped in the structural orbit of Creation, but are truly native to the pure Chaos beyond the Wyld. Unlike the Raksha, the Unshaped lack the means to stabilize themselves by assimilating the personhood of mortals and as such are incapable of existing in Creation for any great duration. Each Unshaped is actually a symbiotic complex of many Fair Folk consisting of a “guiding intelligence” and “subsidiary intelligences” with no true internal organisation, leading some mortal savants to misinformedly characterise them as “deep Wyld storms”. Rules for playing Fair Folk are presented in Exalted: The Fair Folk in 1st edition, 2nd edition rules are included in Graceful Wicked Masques: The Fair Folk, released in early 2009.

God-Blooded

Refers to, as a collective whole, offspring of a mortal or animal and a magical being, or the mortal offspring of two magical beings, in which case they take after the more powerful of the two. The resulting offspring bears traces of its mystical parentage. According to the authors, they stand somewhere between divinity and mortality, less than Exalted, but more than human. Those with awakened Essence can purchase the same types of Charms as their supernatural parent, though their power is limited by a low Permanent Essence trait and a small Essence pool. There are several subtypes of God-Blooded: God-Blooded are the children of gods, Elemental-Blooded are the children of elementals, Demon-Blooded are the offspring of demons, Ghost-Blooded are the children of ghosts using powerful Charms to help them reproduce with mortals, and Half-Caste are the children of powerful Exalts (although exceedingly rare). Solar, Abyssal, Infernal, Lunar, and Sidereal Half-Castes are known as Golden Children, Shadewalkers, Grandchosen of the Yozis, Moon-Born and Star-Blessed respectively. 1st edition also included Dragon-Blooded Half-Castes known as the Dragon-Touched but these have been removed from the canon setting as of 2nd edition. The Fae-Blooded are the children of a union between the Raksha and mortals. The Mountain Folk can also produce God-Blooded offspring, but there is no specific term for them. Rules for playing God-Blooded characters are presented in the Exalted Player’s Guide in 1st edition, and Scroll of Heroes in 2nd edition.

Mountain Folk

Also known as the Jadeborn, a long-lived subterranean race distantly related to the Fair Folk. The Mountain Folk are divided along two lines, Caste and Enlightenment. The vast majority of the Mountain Folk are Unenlightened – limited in intelligence, creativity and supernatural power. A small minority, including the entire Artisan Caste, are Enlightened, with much greater creativity as well as mundane and supernatural potential. The three Jadeborn Castes are the Artisans, Warriors and Workers. Mountain Folk society is ruled by the Artisan Caste, who make up the nobility, with Unenlightened Warriors and Workers making up the commoners and Enlightened Warriors and Workers occupying an intermediate position. Rules for playing the Mountain Folk are presented in 1st edition’s Exalted: The Fair Folk and 2nd edition’s Scroll of the Fallen Races.

Shinma

The shinma define major categories and significations both within and beyond the Wyld. They are not true entities, but rather, more akin to the laws of physics as they apply to existence-if it can be described, it is under the domain of the shinma. The shinma provide boundaries and define structuralities within both Creation and across the infinite Wyld by embodying oppositions. The shinma themselves are quite impossible for a Creation-born mortal to comprehend and are generally viewed by savants as metaphysical abstractions, though the Raksha apparently consider them to be interesting characters of some sort. Several shinma have been named and detailed, as follows: Advaita Iraivan, shinma of separation. Advaita Iraivan is first mentioned in 1st edition’s Exalted: The Fair Folk, in which it is established as an aspect of Nirguna, and then it is established to be the shinma of separation in 2nd edition’s Graceful Wicked Masques. It is posited to be the origin or structuring presence of the other shinma, or vice versa, and the Raksha refer to the location of Advaita Iraivan’s presence as Time Not, admitting no distinctions. Dharma, shinma of “corrosion, ignorance, and desire”. From the Indian word Dharma, this shinma is pure, wise, and all-knowing: the opposite of what it defines. Nirakara, shinma of shape. Nirakara is formless, and is also the gateway all beings must pass through to cross between Creation and the Wyld. A Raksha passes through Nirakara when she assumes shape in Creation and enters it, while a mortal passes through Nirakara when he enters the Wyld and undergoes destabilizing mutations. Nirguna is the name of the shinma of existence. From the Sanskrit word Nirguna, meaning roughly “without form / traits”. Much like how other shinma define concepts by embodying their opposites, Nirguna defines existence by not existing. Moreover, as the origin of existence, it is the only thing which does not exist, while everything does exist within the Unshaped Chaos. Nirupadhika, shinma of space and locations. Nirupadhika cannot be found anywhere, defining location, and exists as a singularity, defining space. Nirvikalpa, shinma of communication. From the Sanskrit word Nirvikalpa, meaning “not admitting an alternative”. Nirvikalpa cannot communicate with others, nor with itself. It cannot even observe others nor be observed by them, preventing the most basic forms of communication, thereby defining the concept. Nirvishesha, shinma of identity. Nirvishesha has no identity, despite a given name. Those who remind Nirvishesha of its existence by speaking its given name, or those of the aspects it defines invite its wrath. Nishkriya, shinma of conflict. Nishkriya possesses many weapons with which it could fight. It is by not using these weapons and being perfectly, imperturbably at peace that Nishkriya defines the concept of conflict. The aspects of Nishkriya, however, are extremely lethal and violent. One such aspect, “Ishiika, the grass-cutter scythe”, was a particularly deadly participant in the Balorian Crusade.

The influence of the shinma is relative rather than absolute, and areas of the Wyld which are beyond the influence of various named shinma have been mentioned, as have the existences of alien shinma who define categories that have no influence on Creation.

Spirits

Spirits are divided into four broad categories: demons, elementals, ghosts, and gods. With the exception of elementals, spirits are naturally immaterial, generally require Charms to materialize in Creation, and will reform when killed unless some supernatural effect prevents them from doing so. Rules for playing ghosts in 1st edition are presented in Exalted: The Abyssals, and rules for 2nd edition are presented in The Books of Sorcery, Vol. V: The Roll of Glorious Divinity II: Ghosts & Demons. Rules for playing elementals and gods are presented in The Books of Sorcery, Vol. IV: The Roll of Glorious Divinity I: Gods & Elementals. Demons, Yozis, Primordials and Devas The Yozis are exiled, imprisoned and twisted Primordials, each primordial can have one or more bodies, known as Jouten. For each Yozi, there are at least a dozen Third Circle demons including the Fetich, each third circle demon rivals the most powerful gods and elementals in power and embodies and defines an aspect of the Yozi, which will change of the demon is permanently slain, with more dramatic changes including a new name and identity resulting from the death of a Fetich. First Circle demons are the descendants of greater demons rather than aspects of them, generally divided into various demonic species, with individuality and uniqueness quite rare among them. Due to the terms of the Yozis’ surrender, all demons can be summoned and bound through sorcery, and the Unconquered Sun and the Maiden of Endings can summon Yozis. Devas are free primordials’ counterpart to demons, each primordial’s devas has a specific name. Gaia’s devas are known as kami, five of her third circle kami, the Five Elemental Dragons, have been detailed. Autochthon’s devas are known as exmachina, Autochthon has nine third circle exmachina, the eight Divine Ministers and Core. In 1st edition’s Exalted: The Autochthonian’s, Autochthon’s second circle devas are referred to as Revered Subroutines. According to 2nd edition’s Manual of Exalted Power: The Alchemicals, subroutine spirits are Autochthon’s manufactured counterpart to 1st and 2nd circle demons, and are divided into three tiers based on power, importance and autonomy: Alpha, Beta and Gamma in ascending order, and Autochthon has made his Divine Ministers incapable of spawning new exmachina, 2nd edition material is unclear about the fate of pre-existing 2nd circle exmachina. Unlike true demons, these beings cannot be summoned through sorcery. The terms Deva, Exmachina and Kami were established in Voice of the Magnus, published online in the Ink Monkies blog on June 5th, 2010. Elementals Elementals maintain Creation, and with a few exceptions, embody one of the five elements: air, earth, fire, water or wood. Elementals are naturally material, requiring charms to dematerialize, and with a few exceptions, cannot reform when slain. Unlike other spirits, their growth is largely unrestricted. The most powerful elementals are the Lesser and Greater Elemental Dragons. Elementals are generally outranked by gods of similar power. Elementals can be summoned through Terrestrial Circle Sorcery, however, unlike demons, powerful elementals often have designated proxies who can be sent to respond to the summoning in their stead. The elementals of Autochthonia embody one of the machine world’s elements: crystal, metal, oil, lightning or steam, and cannot be summoned through sorcery. Ghosts The most common type of ghosts, referred to as ghosts or the dead, are the hun or higher souls of mortals who have refused to pass into Lethe and reincarnation due to their attachment to their mortal lives. These ghosts are much weaker than Exalted, and they can only respire Essence in the Underworld and Shadowlands. Hungry ghosts generally come into existence due to betrayal, vengeance or a traumatic death. Initially, a hungry ghost includes both the higher soul and the po, or lower soul, but the hun soon moves on, leaving the hungry ghost largely mindless. Unlike other ghosts, hungry ghosts are naturally material in Creation at night. Nephwracks are ghosts who have been corrupted by the Neverborn. Unlike uncorrupted ghosts, they are capable of using necromancy. The Deathlords are thirteen ghosts of powerful Solar Exalted who have been empowered by the Neverborn, and although they are not technically Exalted, they have access to Abyssal Charms. Spectres, also known as plasmics, are bizarre creatures spawned by the nightmares of the Neverborn. The category of Hekatonkhire includes the ghosts of demons, devas and Primordial behemoths, as well as the manifested nightmares of the Neverborn. The Neverborn are the ghosts of slain Primordials. Immensely powerful, they are difficult to rouse from their slumber, and their power seems largely constrained to the Labyrinth. Only mundane ghosts and Hekatonkhire can be summoned through necromancy, and only mundane ghosts can be summoned through sorcery. Gods Gods represent objects, locations and concepts, but they are separate from them. In order of least powerful and influential to most, there are least gods, minor gods, gods, major gods and Celestial Incarnae. Examples of least gods include gods of a single pebble, whereas major gods include gods of concepts such as wealth or war. Most gods are members of the Celestial Order, which is stratified into two divisions: the Celestial Court, composed of gods of concepts, and the Terrestrial Bureaucracy, made up of the gods of physical objects and locations. The Celestial Court is ruled by the seven Celestial Incarnae, and is divided into the Bureaus of Destiny, Heaven, Humanity, Nature and Seasons, with the other four bureaus reporting to the Bureau of Heaven. The Terrestrial Bureaucracy is nominally ruled by the Five Elemental Dragons, and is divided into various spirit courts. Technically, all members of the Celestial Court outrank all members of the Terrestrial Bureaucracy. In practice, Terrestrial courts are largely independent. Outside of the Celestial Order, there are also the machine spirits of Autochthonia, unemployed gods whose domains have been usurped or destroyed, rogue gods who have abandoned their duties, and forbidden gods who have been exiled due to madness, an abhorrent nature or because they sided with the Primordials. Gods can generally only significantly increase their power by getting promoted or expanding their purview.

Mortals and Beasts

Crafted Races

During the First Age, the Solar deliberative began a series of experiments on human volunteers with the aim of creating specialised subspecies of humanity. With the aid of magic and selective breeding they succeeded in creating several new mortal races with unique talents and abilities. In order to ensure complicity, these Crafted Races were given special mental conditioning to ensure absolute loyalty to the Solars and their Realm. Many of the crafted races were classified as blessed races and given special status and privileges, however some of the other crafted races, known informally as the slave races, had low status and limited rights. The Usurpation and the Great Contagion decimated their numbers and now they survive in small isolated pockets. The Crafted Folk that survived include the winged Airfolk in the North, the savage and cannibalistic Dunefolk in the south, the subterranean Earthfolk who have assimilated into Mountain Folk society, the Amphibious Seafolk in the West and the slave race of Treefolk in the far East. Among others, they also created a race of Minikin, miniature people with the ability to use Essence so that they could work on and repair the advanced Essence-machinery of the age, but they merged with their relatives, the Djala people, since the end of the First Age and are no longer distinguishable as a race. Members of the Crafted Races are mortal and are therefore capable of Exalting into one of the Celestial Exalted types. Rules for creating a Mortal or Exalted member of a Crafted Race are presented in the 2nd edition book, Scroll of Heroes.

Essence

Essence is the mystical force which the Exalted and gods manipulate to gain their supernatural powers. It is similar to the philosophical terms “Essence” or “Quintessence”. Within the game, the mystical force “Essence” is always capitalized to distinguish from other uses of the word.

Five Magical Materials

The Five Magical Materials are used to forge artifacts and weapons. Each material is associated with a type of Exalted, as well as one of the castes of Alchemical Exalted, who are partially constructed from that material. These materials are all easily enchanted, and each one resonates with a particular type of Exalted. This resonance makes any item that is both constructed from one of the magical materials and attuned to an Exalt’s anima preternaturally deft and sure in that Exalt’s hands. It also gives the Exalt access to the powers of any hearthstone mounted on the item.

Jade
is the most common material, and is associated with the most common, least powerful of the Exalted, the Terrestrial Exalted. There are six different colors of jade, five of which correspond to one of the Elemental Dragons. Blue jade resonates with Air, white with Earth, black with Water, green with Wood, and red with Fire. The sixth, yellow jade, is something of a mystery, in that it should not exist and only comes about through alchemical mistakes. Jade weapons are unnaturally fast, and jade armor doesn’t tire the wearer.

Starmetal
is the rarest of the magical materials, forged from meteors, the husks of godlings cast out of Yu-Shan, the Heavenly City. Like its wielders, the Sidereal Exalted, Starmetal re-weaves fate, causing weapons to strike especially lethal blows and armor to turn aside all but the mightiest attacks.

Moonsilver
is considered by the Lunar Exalted to be a gift from their patron, Luna. It must be harvested by moonlight, using no crafted tools, forged at night and cooled only with water that has never seen the sun. Swords made of Moonsilver are more accurate, bows shoot farther and armor does not impede the wearer’s mobility. Like the protean Lunars, Moonsilver can shift into new forms easily.

Soulsteel
is made from human souls and the substance of the Labyrinth of the Underworld. It is jet black, and agonized faces of the souls it contains can be seen moving and screaming in the metal. Unsurprisingly, this material is used almost exclusively by the Abyssal Exalted. Soulsteel weapons inflict heavy damage on living beings and frequently drain small quantities of Essence as well.

Orichalcum
is used primarily by the Solar Exalted. Orichalcum is rarely found in pure deposits; usually, it is created out of gold that has been heated by lava and sunlight reflected from mirrors of occult design. Orichalcum weapons excel at no one thing; instead of adding a large bonus to speed, damage or defense, they add a small bonus to all.

First Edition Exalted hints at a sixth magical material, but it is not presented in full until the Second Edition release of Dreams of the First Age.

Adamant
a super-solid crystal that is refined down to the sharpest substance known. It is largely present within the body of the Primordial Autochthon, but was also known in Creation during the First Age. This material is used primarily by the Alchemical Exalted, though the Exalted of the First Age occasionally made items out of the material.

Solar Castes
Dawn Caste
The members of the Dawn Caste are soldiers and generals.
Zenith Caste
The members of the Zenith Caste are preachers and hermits.
Twilight Caste
The members of the Twilight Caste are teachers and sorcerers.
Night Caste
The members of the Night Caste are spies and assassins.
Eclipse Caste
The members of the Eclipse Caste are diplomats and couriers.
Sidereal Castes
Chosen of Journeys
The Chosen of Journeys are the couriers and spies of the Five-Score Fellowship. They are based at the Golden Barque of the Heavens, a magnificent airship in Heaven. Their patron is the Maiden Mercury.
Chosen of Serenity
The Chosen of Serenity are the diplomats and seducers of the Five-Score Fellowship. They are based at the Cerulean Lute of Harmony, a combination office, brothel and opium den in Heaven. Their patron is the Maiden Venus.
Chosen of Battles
The Chosen of Battles are the warriors and generals of the Five-Score Fellowship. They are based at the Crimson Panoply of Victory, a fortress and training ground in Heaven. Their patron is the Maiden Mars.
Chosen of Secrets
The Chosen of Secrets are the counselors and sorcerers of the Five-Score Fellowship. They are based at the Forbidding Manse of Ivy, a library in Heaven. Their patron is the Maiden Jupiter.
Chosen of Endings
The Chosen of Endings are the assassins and censors of the Five-Score Fellowship. They are based at the Violet Bier of Sorrows, an office-monetary in Heaven. Their patron is the Maiden Saturn.
Abyssal Castes
Dusk Caste
The counterparts to the Dawn Caste are Warriors, generals and champions.
Midnight Caste
The counterparts to the Zenith Caste are Priest-kings, prophets and mystics.
Daybreak Caste
The counterparts to the Twilight Caste are Scholars, necromancers and craftsmen.
Day Caste
The counterparts to the Night Caste are Spies, assassins and thieves.
Moonshadow Caste
The counterparts to the Eclipse Caste are Diplomats, lawyers and politicians.
Infernals Castes
Slayer Caste
The members of the Slayer Caste are soldiers and generals. They serve the agonized and berserk daemon king Malfeas, who embodies the demon realm itself. As a result of Malfeas’ influence, however, the Green Sun Princes of this caste are sadistic, unstoppable juggernauts more often than generals.
Malefactor Caste
The members of the Malefactor Caste are preachers and leaders. They serve the hypocritical and domineering Cecelyne, who embodies the endless desert surrounding Malfeas. They tend to be capricious, abusive fascists.
Defiler Caste
The members of the Defiler Caste are sages and sorcerers. They serve the brilliant and judgmental She Who Lives In Her Name, who embodies the hierarchy and law of the demon realm. They possess brilliant insight and an unparalleled ability to directly influence reality with their wills, but aren’t especially gifted at healing or teaching.
Scourge Caste
The members of the Scourge Caste are spies and assassins. They serve the insane and cataclysmic Adorjan, who embodies the scouring silent wind of the demon realm. Ironically, the members of this cast tend towards tremendous speed and little stealth capability.
Fiend Caste
The members of the Fiend Caste are diplomats and corruptors. They serve the manipulative and adversarial Ebon Dragon, who embodies the darkness of the demon realm. They’re extremely adept at manipulation, deception, and crippling opponents, but are bad at honest persuasion.
Lunar Castes
Full Moon
The warriors of Luna, masters of physical force, agility, toughness and endurance.
Changing Moon
The tricksters of Luna, masters of social influence, force of personality, persuasion and deceit.
No Moon
The savants of Luna, masters of knowledge, thought, inquiry and the arcane.
Casteless
A Lunar Exalt who has not been fixed into a single set of supernatural aptitudes by magical tattoos.
Chimera
A Casteless Lunar who loses control of his shapeshifting power and becomes a cunningly crazed, ever-changing monster.
Dragon-Blood Caste
Air Dragon Style
A style aspected to the element of Air.
Earth Dragon Style
A style aspected to the element of Earth.
Fire Dragon Style
A style aspected to the element of Fire.
Water Dragon Style
A style aspected to the element of Water.
Wood Dragon Style
A style aspected to the element of Wood.

SOLARS
Dawn Caste
As the light of dawn burns away the dark of night, the warriors of the Dawn Caste destroy the enemies of light. During the First Age, the members of the Dawn Caste were the generals and champions of the Realm. They carried the Unconquered Sun’s light to every darkened corner of Creation, guarded the borders of the Realm against the destructive forces of Malfeas and the Wyld and led the armies of the Realm to victory in battles that became legend. During the Usurpation, those few members of the Dawn Caste who survived the Dragon-Blooded’s initial ambush fought to the death, slaying dozens or hundreds of their enemies before they finally fell to the weight of superior numbers. Since their return, the Children of the Dawn are again gaining notice as the greatest warriors in all Creation. Unparalleled
masters of every martial discipline, they fight the armies of the enemies of life as well as all who oppose the Solars’ return. A warrior of the Dawn Caste can swiftly destroy dozens of lesser foes, while a group can lay waste to entire armies. Only warriors are chosen to be members of the Dawn Caste. Yet master swordsmen comprise only one possibility. The Unconquered Sun also Exalts to the Dawn Caste brutal gang leaders, hulking gladiators, charismatic generals, swordsmiths of legendary
skill, martial thaumaturges who provide combat support for armies and philosopher-monks who spend
a lifetime perfecting a single martial art. The Bronze Tigers, as they are also known are most often the defenders of their circles as well as the ones who charges into battle to defeat their circles’ enemies.
Anima Banner: Dawn Caste Solars are marked by a brilliant golden sunburst in the center of their brow. Their animas tend to be bright white and pale gold, sometimes tinged with red or light violet.
Anima Effects: By spending 10 motes of Essence, the character can appear huge and terrifying for the remainder of the scene (or until she chooses to let the effect dissipate). The character appears taller and fiercer, with a terrible visage, burning eyes and a deadly rending grasp. This effect comes
into play automatically once the Solar spends 11-15 motes of Peripheral Essence. Unless a creature has a Valor greater than the Ascending Sun’s Essence, he is unable to look directly at the character
or strongly oppose her. The Exalt gains +2 to her DV against affected characters. Players of mortals must also make Valor rolls for their characters when they are facing one of the Bronze Tigers. Mortals (and normal animals) that fail flee in terror of the wrathful apparition that confronts them. Golems,
automata, the walking dead and other creatures that do not know fear cannot be affected by this anima power.
Caste Abilities: Members of the Dawn Caste excel in all forms of combat, armed and otherwise. They have a natural affinity for the Abilities of Archery, Martial Arts, Melee, Thrown and War.
Associations: The season of spring, the colors of saffron and lavender, the eastern direction, the element of fire, the full moon and the Maiden of Battles
Sobriquets: Ascending Suns, Children of the Dawn, Lightbringers, Bronze Tigers, Swords of Heaven, The Forsaken(derogatory)
Concepts: barbarian raider, city guardsman, combat sorcerer, daring young farm boy, famous pit fighter, grizzled veteran, heroic bandit, mercenary prince, swordsmith, warrior-scholar

Zenith Caste
The brilliant noonday light of the Unconquered Sun banishes shadows and bathes Creation in its brilliance. Similarly, the Zenith Caste banishes the dark denizens of Malfeas and the Underworld, and the Zeniths’ faith and shining example provides comfort and solace to the faithful masses. During the First Age, the Zenith Caste Solars were the priest-kings of the Realm. Its members led the Solar
Deliberative, the Realm’s original governing body, and served as intermediaries between the people of the Realm and their celestial patron. The populace looked to the Zenith Caste for leadership in both spiritual and temporal matters. During the Usurpation, those Zenith Castes who escaped the Terrestrials’ ambush stood against their enemies like mountains, fortified by their unbreakable faith in the Unconquered Sun. Unfortunately, wind and water can wear away even the greatest of mountains—thus did the endless armies of the Terrestrials eventually wear them away to nothing. Members of the Zenith Caste were the first of the Solars to return. Throughout the Threshold, tough and charismatic men and women arrived in cities and towns. They wandered out of the deserts and mountains or sailed in from the sea, preaching the glory of the Unconquered Sun. Today, the Pillars of the Sun are beginning to lead the people back toward righteousness and greatness and to confront the forces of darkness and corruption with faith, fist and fire. Members of the Zenith Caste are chosen because they are natural leaders who thirst for righteousness and justice. They are willing to endure great hardship in the name of what they believe in. All members of this caste have been granted a deeply personal vision of the Unconquered Sun, and this vision kindles their passion and faith to new heights. Regardless of what he might currently believe, every member of the Zenith Caste is innately a priest of the Unconquered Sun. The members of the Zenith Caste are often both their circles’ leaders and their tireless defenders.
Anima Banner: Zenith Caste Solars bear large, bright-gold circular caste marks. Their animas are
a brilliant, burning white or a majestic gold.
Anima Effects: The Zenith Caste is empowered by the light of the Unconquered Sun himself. With but
a touch, the Golden Bulls can burn the bodies of the fallen for one mote of Essence per body, sending the smoke (and soul) to Heaven and preventing the body from rising after death as a zombie or and the lower soul from rising as a hungry ghost. They are protected from and can strike down demons, the undead and other creatures of darkness. As his action, a Zenith Exalt can channel 10 motes of Essence through his anima. He then glows with the holy fi re of the Unconquered Sun and illuminates
the area around him as brightly as if it were noon. This illumination extends for (Permanent Essence x 10) yards. For the remainder of the scene (or until he chooses to let the effect dissipate), he gains additional lethal and bashing soak equal to his Essence against attack by all creatures of darkness. In addition, when he has activated his anima power, his player can also add the Zenith’s Essence to the minimum number of dice he rolls for any attack made against a creature of darkness (meaning that, in most cases, he will roll a minimum number of dice equal to twice the character’s Essence). This effect
comes into play automatically once the Solar spends 11-15 motes of Peripheral Essence.
Caste Abilities: Members of the Zenith Caste excel at surviving great hardships, both physical and mental. They also possess amazing skills of persuasion and inspiration. Zeniths have a natural affi nity for the Abilities of Integrity, Performance, Presence, Resistance and Survival.
Associations: The season of summer, the colors of gold and cobalt blue, the southern direction, the element of earth, the half moon and the Maiden of Serenity
Sobriquets: Resplendent Suns, Pillars of the Sun, Solar Thunder, Golden Bulls, Hammers of Heaven, The Blasphemous (derogatory)
Concepts: Former priest or shaman of another god, brilliant astrologer, two-fisted laborer, wandering tinker, desert hermit, physician, peasant rebel, tax collector, pirate, old man on the mountain, runaway slave

Twilight Caste
Just as the evening sun holds back the coming night, the members of the Twilight Caste seek to enlighten the ignorant through all forms of learning, scholarship and craft. During the First Age, the Copper Spiders were the greatest scholars, sorcerers and artisans in the Realm. They created the unparalleled wonders and artifacts that were the foundation of the First Age’s glory, and they used their magic and cunning to defend Creation from its enemies. During the Usurpation, the few members
of the Twilight Caste who survived the initial betrayal spent their last days hiding their lore and artifacts from the traitorous Dragon-Blooded, so that the Solars might someday come into their power again.
Now that the Solars have returned, the Children of Twilight have again become beacons of knowledge and learning. They now work—and fight—to rebuild the glory of the First Age in this era of chaos and corruption. In addition to crafting artifacts to destroy their enemies, they defend towns and cities with
sword and mind, and they teach their skills to anyone willing to learn. The Unconquered Sun rarely chooses withered scholars who have poured the years of their life into the pages of dusty tomes. Instead, the Arrows of Heaven are scavengers, engineers, healers, detectives, thaumaturges and artisans who use their knowledge to accomplish impressive results. They possess not just a thirst for
knowledge, but also a burning desire to use it.
Anima Banner: The caste mark of the Twilight Caste Solars is a golden circle, filled in with gold on the top, but having only an empty ring as its bottom half. Their animas tend to the most spectacular colors, containing bright golds as well as bright and dark reds, purples and even blues.
Anima Effects: Solar Exalted of the Twilight Caste may channel Essence through their animas as a last-ditch protective act. If after damage has been rolled, a Twilight Exalt will lose health levels, she may instead spend five motes of Essence to strengthen her anima in an attempt to resist the attack. Subtract one health level from the damage for every dot of Essence she possesses. This effect can turn an otherwise deadly blow or reduce a weak attack to harmlessness. This effect comes into play automatically once the Solar spends 11-15 motes of Peripheral Essence.
Caste Abilities: Members of the Twilight Caste excel in the search for knowledge and in the application of that knowledge. They have a natural affinity for the Abilities of Craft, Investigation, Lore, Medicine and Occult.
Associations: The season of autumn, the colors of orange and black, the western direction, the element of wood, the crescent moon and the Maiden of Secrets
Sobriquets: Descending Suns, Children of Twilight, Solar Lightning, Copper Spiders, Arrows of Heaven, The Unclean (derogatory)
Concepts: ambitious courtesan, blacksmith, child prodigy, cunning courtier, destitute student, educated merchant, elderly scholar, insightful tailor, optimistic young scavenger, powerful shaman, traveling healer, village wise woman, warrior-sage

Night Caste
When the Unconquered Sun sets, darkness claims the world. In the night, conspirators, criminals and foul spirits slink forth from their shadowy retreats. Exalted of the Night Caste defend Creation from these enemies and stalk their prey amidst a world of secrecy and lies. During the First Age, the Night Caste oversaw the safety and security of the Realm and its citizens. The Concealing Shadows brought swift justice to places the armies of the light could not reach. Where brute force failed, the Night Caste prevailed through stealth and trickery. After the Usurpation, the surviving Night Caste melted into the shadows and waged a bloody guerilla war that lasted for centuries. With the Solars’ return, the Hidden Suns once again stalk evildoers and silently assassinate Creation’s enemies. No wall can keep them at bay, and no treachery escapes their gaze. Members of the Night Caste are chosen from those who excel in stealth and guile and those who formulate clever solutions to difficult problems. Some are thieves or assassins, others are secretive scholars, clever city constables, master woodsmen, sly
courtesans, fast-talking merchants or devious nobles. Anyone who favors skill and cunning over raw power could be Exalted into this caste. Concealing Shadows frequently become their circles’ eyes and ears, gathering information for the good of their groups. When a situation calls for unconventional solutions, it is the Night Caste that a circle often looks to for aid.
Anima Banner: Night Caste Solars have an empty golden ring as their caste mark. The animas of these Exalted are ghostly whites and golds, tinged with purple and purple-gray.
Anima Effects: The Concealing Shadows have more control over their animas than the average Solar Exalted do. The Hidden Suns can mute their animas, allowing them to exert their powers without the display of power. When a Night Caste Solar expends Peripheral Essence, she may spend additional motes in order to prevent the expenditure from adding to her anima banner. This ability does not allow
the character to mute Essence displays caused by the use of sorcery, however. To prevent the motes spent on a Charm that is not Obvious (see p. 183) from adding to her anima banner, the character must add one mote to the cost of the Charm. When using an Obvious Charm, she must spend twice the normal mote cost of the Charm to prevent it from adding to her anima banner. The Nightbringer may also extend her muted anima like an imperceptible veil around her. This extended anima last
for an entire scene and costs 10 motes of Essence to evoke. The anima mutes the senses of those attempting to perceive her, as well as the evidence she leaves behind for those who would follow her trail. Shadows are darker, sounds are muffled, and scent and footprints are both much lighter than normal. This muting increases the difficulty of all rolls to notice or track the Exalted by half the character’s Essence (round up), so long as this muted anima effect is active. Once the Solar spends 11-15 motes of Essence, though she is just as obvious as any other Exalt, her features are completely obscured by her anima display. Thus, assuming none of them saw her prior to her anima flaring, witnesses would be aware a Solar had been in their midst, but not her identity.
Caste Abilities: Members of the Night Caste excel at noticing that which others miss and in going places where they are not wanted. They have a natural affinity for the Abilities of Athletics, Awareness, Dodge, Larceny and Stealth.
Associations: The season of winter, the colors of violet and gray, the northern direction, the element of water, the
new moon and the Maiden of Endings
Sobriquets: Hidden Suns, Concealing Shadows, Nightbringers, Iron Wolves, Daggers of Heaven, The Wretched(derogatory)
Concepts: bounty hunter, escaped fugitive, gang leader, highwayman, king of thieves, neglected youngest sister, nobleman’s mistress, political spy, troubleshooter for hire

Eclipse Caste
When the sun and the moon are in perfect alignment, the result is a spectacular solar eclipse. Visible all across Creation, it is an exceptionally auspicious event. The Unconquered Sun and Luna become one, and the day dims sufficiently to reveal the Five Maidens. At this moment, the unity of Heaven is visible for all to see. Similarly, the Eclipse Caste brings unity and order, and its members touch all corners of society, crossing boundaries and bringing people together. During the time of the Solar Deliberative, the Crowned Suns held the Realm together with their diplomacy. They helped to forge consensus between the many Exalts and negotiated treaties between the Realm and barbarian tribes, the spirit courts and even the Fair Folk. As administrators and censors, they kept the gears of the empire running smoothly. When the Dragon-Blooded instigated their coup, the Eclipse Caste who survived the initial assault attempted to resolve the crisis with diplomacy. Their efforts were met with lies, treachery and murder—the Dragon-Blooded were not interested in diplomacy. The Crowned Suns fled to their allies and called on the spirit courts, the elementals and the princes of the beasts for aid. Yet, these allies were not enough, and one by one, the Quicksilver Falcons fell before the armies of the Dragon-Blooded. When the Solars returned, the world witnessed the first solar eclipse since the Terrestrial Exalted took power. Now, the members of the Eclipse Caste have begun the difficult process of reunifying the world. Negotiating with mortal sovereigns, gods, the Fair Folk and the dead, they attempt to bring order to the chaos gripping Creation. Members of the Eclipse Caste are chosen from those who excel at social interaction. They work quietly and move with effortless grace, influencing the opinions of others. They are the shamans who make pacts between men and spirits, the messengers between the lands of the living and the dead and the censors who keep governments functioning honestly. The Crowned Suns excel at communication and organization. Members of the Eclipse Caste are frequently the voices of their circles. As natural communicators, they turn strangers into allies, and their organizational skills keep their groups running smoothly.
Anima Banner: Eclipse Caste Solars have a golden disc within a circle for their caste mark. Their animas are brilliant whites and golds, almost sparkling, but filmy and fluctuating, like the corona of the sun during an eclipse.
Anima Effects: When an Eclipse Caste Solar is party of witness to an oath, he may use his anima to sanctify it. The character must shake hands to seal the agreement or touch the hands of those who are party to it. In response, his anima burns brightly, swirling with the words and runes by which Heaven gave him the right to arbitrate such matters. Those who break such an oath (including the Exalt himself) suffer a terrible curse. The Exalt spends 10 motes of Essence and a point of Willpower to sanctify the oath. Those who break it will suffer terrible luck from their oathbreaking. A number of times equal to the Exalt’s Essence at the time he witnesses or agrees to the oath, the oathbreaker will horribly botch a critical action. When this happens is up to the Storyteller, but it is always at the worst possible moment. The Exalted need not even be alive when the curse takes effect—he sanctifies the oath, but Heaven enforces it. This sanctification may be invoked without cost once the Solar spends 11-15 motes of Peripheral Essence. In addition, Eclipses are protected by ancient pacts with the spirit world, the demon princes and the Fair Folk. Crowned Suns and their companions who are on legitimate business with those beings may not be attacked without just cause (though they may be goaded into attacking and nullifying the oaths). Such creatures must honor the rules of hospitality. Such beings may pretend to be uncompelled, but ultimately, they cannot attack members of an embassy unless they can provoke the characters into breaking the peace. Finally, the Eclipse Caste Solars are talented generalists. Provided they have a tutor, they may learn the Charms of other types of Exalted, spirits or the Fair Folk. These Charms cost double the normal experience of Favored Charms to learn (usually 16 points). In addition, these Charms cost an additional 2 motes to use. Eclipse Caste characters may not start the game knowing non-Solar Charms without Storyteller
permission.
Caste Abilities: Members of the Eclipse Caste excel in all forms of communication, organization and travel. They have a natural affinity for the skills of Bureaucracy, Linguistics, Ride, Sail and Socialize.
Associations: The period of Calibration, the color silver, the center direction, the element of air, the gibbous moon and the Maiden of Journeys
THE DECEIVERS
Ancient records speak of Anathema whose voices could drive men mad. They could make the most
blatant lie seem real or convince even the wisest man to sell himself into slavery. Fortunately, their lies
could not protect them from the forces of righteousness of the Dragon-Blooded. For their perjuries, these Anathema are known as the Deceivers.
Sobriquets: Crowned Suns, Harmonious Voices, Solar Winds, Quicksilver Falcons, Quills of Heaven, The Deceivers(derogatory)
Concepts: adventurous sailor, ambitious courtier, ambitious young noble, army quartermaster, careful spy, elderly society matron, professional diplomat, professional messenger, trade intermediary, village shaman.

SOLAR CHARACTER CREATION SUMMARY
STEP ONE: CHARACTER CONCEPT
Choose concept, caste, and Motivation. Note caste’s anima powers.
STEP TWO: ATTRIBUTES
Note that all Attributes start with one dot before you add any. Prioritize the three categories: Physical, Social, Mental (8/6/4) Choose Physical Attributes: Strength, Dexterity, Stamina Choose Social Attributes: Charisma, Manipulation, Appearance Choose Mental Attributes: Perception, Intelligence, Wits
STEP THREE: ABILITIES
Note Caste Abilities. Select Favored Abilities (5; may not be the same as Caste Abilities). Choose Abilities (28—at least 10 must be from Caste or Favored Abilities; at least one must be in each Favored Ability;
none may be higher than 3 without spending bonus points).
STEP FOUR: ADVANTAGES
Choose Backgrounds (7—none may be higher than 3 without spending bonus points), Charms (10—at least five must be from Caste or Favored Abilities), Virtues (5—none may be higher than 4 without spending bonus points) and Virtue Flaw.
STEP FIVE: FINISHING TOUCHES
Record Essence (2), Willpower (add the total of two highest Virtues—may not start at higher than 8 unless at least two Virtues are 4 or higher), Personal Essence ([Essence x 3] + Willpower), Peripheral Essence ([Essence x 7] + Willpower + [the sum of character’s Virtues]), and health levels (7, plus any gained from Charms).
BONUS POINTS
Bonus points (15) may be spent at any time during character creation.
SAMPLE CONCEPTS
• Bureaucrat—record keeper, tax collector, clerk
• Craftsman—carpenter, swordsmith, cobbler
• Criminal—bandit lord, pirate, con artist
• Entertainer—courtesan, musician, gladiator
• Merchant—caravan owner, slave trader, moneylender
• Priest—shaman, initiate of the Immaculate Order, Illuminated cultist
• Savant—royal historian, healer, engineer
• Soldier—city guardsman, mercenary, barbarian warrior
• Thaumaturge—potion and charm seller, wandering exorcist, court soothsayer
• Worker—farmer, manservant, dock worker
CASTES
• Dawn: Masters of all forms of warfare, the Children of the Dawn were once the generals and champions of the Celestial armies. The Unconquered Sun chooses the Dawn Caste from those with a talent for the arts of combat and war. Caste Abilities: Archery, Martial Arts, Melee, Thrown, and War Anima Powers: May use their animas to appear awesome and terrifying for a scene.
• Zenith: Once the leaders and priests of the Solar Exalted, the Golden Bulls are priest-kings, prophets and mystics. The Unconquered Sun chooses the Zenith Caste from those who thirst for righteousness and justice, as well as from among the leaders of men. Caste Abilities: Integrity, Performance, Presence, Resistance, and Survival Anima Powers: May use their animas to burn the bodies of the dead and to protect themselves from creatures of darkness.
• Twilight: Scholars, sorcerers and crafters of the Solar Exalted, the Children of Twilight are thinkers and doers. The Unconquered Sun chooses the Twilight Caste from those who use their training and scholarship to transform the world. Caste Abilities: Craft, Investigation, Lore, Medicine, and Occult Anima Powers: May use their animas as protective shields.
• Night: Lords of stealth and trickery, the Concealing Shadows once served as the spies and police of the Old Realm. The Unconquered Sun chooses the Night Caste from those who excel at entering places where they are not wanted and finding unconventional solutions to problems. Caste Abilities: Athletics, Awareness, Dodge, Larceny, and Stealth Anima Powers: May use their animas as cloaks against detection, and may mute their animas’ display when using Essence.
• Eclipse: Diplomats and bureaucrats, the Crowned Suns kept the Old Realm running smoothly. The Unconquered Sun chooses the Eclipse Caste from those who love to travel and who excel at all forms of communication. Caste Abilities: Bureaucracy, Linguistics, Ride, Sail, and Socialize Anima Powers: May use their animas to sanctify oaths and contracts and to provide diplomatic immunity when dealing with spirits, demons and the Fair Folk.
MOTIVATION
Choose a driving and epic goal for your character.
VIRTUES
• Compassion—Empathy and forgiveness.
• Conviction—Emotional endurance.
• Temperance—Self-control and clear-headedness.
• Valor—Courage and bravery.
BACKGROUNDS
• Allies—Aides and friends who help in tasks.
• Artifact—Wondrous devices of the First Age.
• Backing—Standing and rank in an organization of power and infl uence.
• Contacts—Information sources and people in useful places.
• Cult—Mortals who worship you.
• Familiar—An animal companion.
• Followers—Mortals who look to you for leadership.
• Influence—Your pull in the world around you.
• Manse—A place of power and Essence.
• Mentor—A teacher and instructor.
• Resources— Material goods and money.
BONUS POINTS
Trait Cost
Attribute 4
Ability 2 (1 if a Favored or Caste Ability)
Background 1 (2 if the Background is being raised above 3)
Specialty 1 (2 per 1 if in a Favored or Caste Ability)
Virtue 3
Willpower 2
Intimacies 3 to increase starting Intimacies to (Willpower + Compassion).
Essence 7
Charms 5 (4 if in a Favored or Caste Ability)

DRAGON BLOOD
Aspects of Air
Air permeates. Its presence is often forgotten, rarely perceived— until it leaves, or explodes into thunderheads of rage
and fury. Air can be felt, but not seen, moved, but not held. The Children of Mela are quick of mind and subtle in action—except when thought calls for fury, when they explode with the anger of the storm. Air-aspected Terrestrials are creatures of research and creativity, harnessing their creativity in service of their ideals. They think in grand—some say grandiose—fashion, seeking to elevate even lowly concepts into tremendous implementations. Their battle plans are intricate strategies that are studied for years to come, their sorceries are subtle displays of understanding, and their relationships are epic tales passed down through the centuries. Their schemes range from subtle arrangements as invisible as the eddies that make candle flames flicker to masterful and ornate plans with the fury and splendor of a hurricane. The Children of Mela scorn mundane pursuits, their idealism and elitism leading them to goals more grand than base. An Aspect of Air pursues wealth not for its own sake, but for the things it allows him to do with it. He masters the art of warfare not to crush his enemies, but to earn the glories of victory. He studies sorcery not for base power, but for the spiritual understanding its mastery brings. Purely material goals are left to others. Air-aspected Terrestrials are dreamers and schemers in societies, planners and strategoi. The ideas and plans they create become the work for their Terrestrial cousins or mortals to carry out. Children of Mela learn from the past, solve the problems of the present and create plans for growth and improvement in the future. Their visions are inspirations, exhorting their followers and peers to seek beyond the present, to revise the ideas of the past and to create a more perfect tomorrow. The winds they send to assure the future’s greatness are sometimes tumultuous, scattering outmoded ideas and practices no matter how cherished, but this is meaningless to the Children of Mela—tomorrow is what matters.
An Aspect of Air who belongs to a sworn brotherhood does not see her brotherhood as it is, but rather how it could be. She inspires her brothers and sisters to greatness, imploring them to seek out their perfection. Failings: Air-aspected Dragon-Blooded are great dreamers, but magnificent thought does not always translate into glorious action. More than one Aspect of Air has seen his grand ideas become nothing more than empty air because he was unable or unwilling
to get his hands dirty to make his dreams a reality. The Immaculate Dragons: The Air-aspected followers of Sextes Jylis are social engineers, directing their schemes toward the improvement of the society surrounding them. They are more willing to consider the costs of their plans on others than most Chosen are. Emulators of Pasiap seek enlightenment and spiritual awakening for themselves and those around them. Air Aspects following the path of Hesiesh are elitist even by the standards of the Children of Mela, conserving their mental energies for the most difficult and important problems or ideals. Those who follow Daana’d challenge their intellect beyond the breaking point, seeking mastery of esoteric, dangerous and even forbidden mysteries. Those Air Aspects who follow the path of their progenitor, Mela, are perfectionists beyond measure, endlessly refining and developing their plans and ideas until they are without flaw.
Aspect Markings: Aspects of Air are typically lithe and thin. Their skin has a natural bluish or whitish tint, strengthening in those of high Breeding. As their Essence increases, Air-aspected Dragon-Blooded begin to be surrounded by moving winds, a continuous breeze that increases in intensity as they become angry or agitated and can
be stilled only with effort. Elder Air Aspects often have ice-cold skin and carry the scent of the breeze or lightning storms. The oldest, most powerful Terrestrials of Air carry with them a small storm of lightning, surrounding all they touch with a static charge. Aspect Anima: An Air-aspected Dragon-Blood’s anima radiates out in an aura of white and pale blue, taking the aspect of roiling clouds and wind gusts. Massive expenditures of Essence bring with them explosions of lightning, howling winds, phantasmal air dragons or gusts of snow and ice. An Aspect of Air can spend five motes to attune his anima to the winds. For the duration of a scene, the Exalt is surrounded by a swirling vortex of air, which functions as a weakened version of the Stormwind Rider spell. The Dragon-Blood may triple his leaping
distance, and he takes no damage from falls, as gusts buoy him and slow his descent. Finally, the Dragon-Blooded may add his Essence to his Defense Value against Thrown and Archery attacks, as the winds buffet ranged weapons in order to protect their master. Aspect Abilities: The Exalts of Air are masters of scholarship and reason, and creatures of subtle action. Accordingly, their Aspect Abilities include Linguistics, Lore, Occult, Stealth and Thrown. The Great Curse: Air Aspects whose curse lies in Compassion hold idealistic views of how the world should work, reacting poorly when confronted with the realities of life’s cruelties. Those suffering the curse of Conviction can become so fixated on their dreams of the future that they cannot hear the screams of the present, driving them to acts of great brutality in pursuing their goals. The curse of Temperance inflicts great moral standards upon those who suffer it,
and they can vent their frustrations at not living up to their lofty goals of purity with the fury of the hailstorm. Those who suffer curses of Valor take excessive pride in their mental abilities, and react with great storms of argument and violence, or place undue trust in their plans and abilities, placing their lives—and those of their followers—at great risk. Associations: The color blue, the Maiden of Serenity, the season of Air and the northern direction
Sobriquets: Azure Dragons, Children of Mela, Tempestuous Knives
Concepts: Seeker after forbidden mysteries, sorcerer-engineer, criminal mastermind, idealistic bureaucrat, strategos

Aspects of Earth
Earth abides. Mountains withstand the press of time, changing little even since the First Age. Stone and earth are the ever-enduring fundament upon which all Creation depends. The Earth Aspects reflect this unchanging nature. The Children of Pasiap understand the importance of tradition and ritual; they provide a framework upon which society and culture is supported and depends. Actions become habit, which become rituals, which become traditions, because they are important, and because, in the end, they work. Things that do not work pass into oblivion. The Earth-aspected Terrestrial Exalts are living embodiments of stability and tradition, adhering to practices and methods that have become
honored and time-tested over the centuries. They follow the intricate dance of courtship rituals because the process produces stable relationships. They study the teachings of the Immaculate Dragons because those teachings are proven methods of gaining spiritual understanding. They train themselves in martial arts because the study is proven to prepare the student physically and mentally for both life and war. How exactly an Aspect of Earth approaches tradition and ritual is personal, of course. For some, ritual is like the dirt beneath one’s feet, adapting and giving where necessary to smooth one’s path. For others, it is akin to clay, malleable and shifting when necessary, but not without effort. And for many, tradition is like granite, solid and unyielding, fixed in form and function for the Ages. The Children of Pasiap value those things that endure. Lasting friendships are more important than brief alliances. Centuries-old magic, tactics and weapons are encouraged over experimental sorceries, unproven strategies and untested arms. Obliteration of ones enemy is preferred to a temporary victory, and long-term economic stability is preferred to short-term windfall profits. Frivolities and fancies have their place, but they pale when compared to matters of lasting import. The eternal value of spiritual enlightenment is judged more important than any material matter. Earth-aspected Terrestrials are the backbone and granite souls of their societies. Their staunch upholding of their beliefs forms a solid foundation to their culture upon which others can build. Traditional and steadfast, the Children of Pasiap believe that the old ways are often the best ways, and they stubbornly defend the ways and beliefs to which they hold. If a new thing can stand on its own, they reason, it could be worthy of protection at some future date. If it cannot, then it was never worthy of consideration.
Earth-aspected members of sworn brotherhoods are the stony pillars from which their brothers and sisters draw strength—if not exactly comfort. Their iron conviction and steadfast devotion propels the group toward the completion of any action to which it commits. Earth-aspected Terrestrials rarely enter into the bonds of the sworn brotherhood lightly, out of respect for the traditions of the bonded circle, but once they commit to such a group, their dedication is unwavering and absolute. Failings: Earth-aspected Dragon-Bloods are well respected for their devotion and dedication to that in which they believe. Unfortunately, this iron will can make them exceedingly difficult to work with. The Children of Pasiap are notorious for being stubborn and bullheaded. Once an Aspect of Earth has made up his or her mind about something, changing it can be like trying to move a mountain. The Immaculate Dragons: Earth Aspects who follow the path of Hesiesh are hidebound traditionalists, placing little trust in the contemporary and untested, preferring that which is time honored and proven. Those who walk with Daana’d press beyond their breaking point, seeking enlightenment through grueling ritual, asceticism and challenging sorceries. Emulators of Mela are seekers
after personal perfection, seeing mastery of themselves in mastery of tradition. The followers of Sextes Jylis are inquisitors and missionaries, stressing the power of tradition while they strike down the unrighteous. And the followers of their progenitor, Pasiap, are builders and architects of great buildings, trade associations, armies and political coalitions. Aspect Markings: Children of Pasiap tend toward two body types—the compact and stocky, and the massive and powerful. Their skin is often of a stony tint—the brown of freshly turned loam, the blue-gray of slate or the gray-white of granite. This tone becomes even more pronounced as they grow older. Their skin hardens as they age and grow in power, taking on a stony texture ranging from that of polished marble to the rough texture of sandstone or hewn granite. Aspect elders often smell of turned soil, moist clay or sand. Aspect Anima: The anima of an Earth-aspected Terrestrial erupts in a mantle of yellow and white light, glittering like a gemstone or shifting like sands in the wind. Massive expenditures produce phantoms of badgers or bulls, great stone constructs, earth dragons or the Imperial Mountain. Such displays are often accompanied by the sounds of avalanches, earthquakes or volcanoes. An Aspect of Earth can spend five motes to attune his or her anima to the nearby stone, taking on the durability of the earth itself. For the duration of the scene, the Exalt may soak all lethal damage with her full Stamina. She may also add her Essence to dice rolls to resist grappling attacks or to avoid knockback. Finally, she may add her Essence to her Stamina for all purposes, but only while her feet rest on either earth or stone. Aspect Abilities: Earth Aspects are builders and makers. They carry the strength of the Earth in their blood and their beliefs, making them enduring beyond measure. Their insight and perception gives them a keen strategic sense. Aspects of Earth have an affinity for the Abilities of Awareness, Craft, Integrity, Resistance and War. The Great Curse: Compassion drives the Earth-aspected to rage or despair when the institutions she cherishes are jeopardized. Conviction pushes the Children of Pasiap to cruel extremes to protect their traditions and ideals, and punish those who threaten them. Temperance leads them to focus their totality on the things they consider important and to destroy those that cannot or will not match these levels of devotion. Valor forces them to react with rage when beloved traditions are challenged or drives them to insane dangers in the belief that time-honored beliefs and practices will see them through. Associations: The color white, the Maiden of Battles, the
season of Earth and the central direction Sobriquets: Children of Pasiap, Ivory Dragons, Stone Fists Concepts: Craftsperson, general, Immaculate monk, historian, judge.

Aspects of Fire
Fire burns. This is its essence—its very being. When something no longer burns, the fire is not resting, but dead. Fire engulfs all it comes across, leaving only ash as it lights its way. So it is with the Aspects of Fire. Their passions burn with a purity and light that few others will ever match. Passion is everything to the Children of Hesiesh. Motion is life, and those who no longer move or feel no longer live. A Fire-aspected Dragon-Blood lives her entire life in exclamation points. When she loves, she loves completely. What she believes, she takes to heart with a zealotry none can match. What she hates, she hates with the fury of the Unconquered Sun himself. Sometimes, a Fire Aspect’s passion burns like
the damped embers of a sleeping hearth, its heat barely noticeable until one gets close. Other times, it burns with the fury of the volcano or the forest fire, scarring any who approach. No deed is meaningless to the Children of Hesiesh. They undertake ritual and tradition because they believe in their faith. They commit to battle—in the boardroom, in the ballroom or on the field of honor—because they have faith in the cause or the people. Their passions in the bedroom are as total and singular as they are anywhere else, if more fleeting. Trite, meaningless activities are for colder, timid souls. The Fire-aspected do things because it is what their passions drive them to do. The Fire Aspects are the driving forces in their societies, their passions sparking flames in the hearts of others. They challenge hallowed traditions, attack complacency and play devil’s advocate to make sure that beliefs and traditions are re-examined, discarded when they become outmoded, and purified and strengthened if they are useful but incomplete. Those things that burn to ash in the scrutiny of the Children of Hesiesh were meaningless and of little value. Otherwise, they would have withstood passion’s flames. In sworn brotherhoods, Aspects of Fire challenge assumptions and renew passions, reminding their comrades of their purpose. A Fire Aspect’s loyalty to her circle is rarely questioned—her passions would not have driven her to the oath if her loyalty was less than total. Failings: Passion is what drives the Fire-aspected Dragon-Blooded to greatness, yet it also drives them to destruction. Fire Aspects follow their passion, be it love or hate, even if it leads them to death and tragedy. Many are the plays in the Realm feature a Fire-aspected protagonist whose passion consumes the very thing she loves. The Immaculate Dragons: Fire-aspected Terrestrials who follow the path of Daana’d focus and purify their passion—and seek to inflame the passions of those around them—through challenge
and strife. Those who emulate Mela seek perfection in all aspects of their life, but are especially drawn to conflict, and are often zealous warriors. Followers of Sextes Jylis use their passions to strengthen their society and those who dwell in it. Those who revere Pasiap channel their passions toward enlightenment, sharing their blazing inspiration as instructors or priests. Finally, scions of the progenitor, Hesiesh, marshal their passions in the pursuit of those things they find most meaningful, allowing other, lesser things to pass them by. Aspect Markings: The skin of the Children of Hesiesh typically has a reddish tint, and their hair is often a similar color. Breeding and age deepens this tone, growing a deep crimson in the most powerful. Some older Fire Aspects are known to exhale smoke as they speak, and in rare cases, their hair can take on the aspect of flame or their skin grow hot to the touch, as if the Terrestrial were
taken with a deathly fever. Aspect Anima: A Fire-aspected Terrestrial’s anima banner is a blazing aura of fire—red and yellow, orange and white, flickering and dancing like a bonfire. Great expenditures of Essence result in massive eruptions of flame, flickering phantasms of phoenixes, tigers and fire dragons, and the scream of the blast furnace or the roar of a raging fire. At the expenditure of five motes of Essence, the Children of Hesiesh can draw on their inner passions, forcing their anima banner to erupt. For the duration of the scene, the Exalt is surrounded by a corona of flames, which inflicts no damage on his body or possessions but affects anything else he touches as normal flames would. Any bare-handed or grappling attacks against the Exalt cause the attacker to suffer a number of lethal damage dice equal to the Dragon-Blood’s Essence, and any similar attacks made by the Dragon-Blood inflict an additional number of damage dice equal to his Essence as well. The Exalt can also ignite flammable materials with a touch. Aspect Abilities: Constantly in motion, physically and mentally, Fire Aspects are the embodiment of passion and energy. They are paragons of physical activity and social interaction, giving them a natural affinity with Athletics, Dodge, Melee, Presence and Socialize. The Great Curse: Compassion drives the Children of Hesiesh to rage or despair when those she cares about are threatened—or possibly merely when she witnesses great injustice or unrighteousness.
Conviction pushes Fire Aspects to inflict widespread suffering in the pursuit of their passions, without regard for the damage they cause in pursuit of their goals. Temperate Fire Aspects are no rarity, their passions directed toward self-perfection and enlightenment. The Great Curse drives them toward scorching hatred of all those who cannot live up to their impossible standards—including themselves. Valor is perhaps the most common flaw in the Children of
Hesiesh, and a valorous Fire Aspect in the throes of Limit Break becomes an immolating engine of devastation, as his hatred for his foes overwhelms all reason and thought of negotiation. Associations: The color red, the Maiden of Journeys, the season of Fire and the southern direction Sobriquets: Burning Swords, Children of Hesiesh, Crimson
Dragons Concepts: Fiery crusader, legion officer, passionate scholar, cunning socialite, contrary politician

Aspects of Water
Water flows. It encompasses and covers all that it comes across. Its shape is fleeting and impermanent, taking the form of whatever holds it, but keeping that shape only as long as it is held. The Aspects of Water are as mercurial as the sea.
They adapt and shift viewpoints rapidly, changing to react to every new development and piece of information. The Children of Daana’d fill every possible role, exploit every possible opening and wear away even the most resolute of resistance, until finally only Water stands triumphant. Change is life to the Children of Daana’d, and that which cannot or will not adjust and change as warranted is doomed to destruction. Water-aspected Dragon-Bloods embody change. Challenge forces them to react and adjust, becoming stronger in the process. Social events teach them to excel in grace and poise. Combat instructs them in the art of warfare. Research and education extends their knowledge and their wisdom. Some Water Aspects are patient like the slow trickle of water down a mountain, eventually wearing grooves
into even the greatest stones. Others are kin to the hurricane, rising up and smashing everything that stands in their path. Failure is not an option to the Child of Daana’d. If one plan of attack fails to obtain the objective, she adapts and tries a different strategy. If a political opponent is obstinate, she allies with another of his enemies. If a subject of research proves itself intractable, she attacks it from another direction or seeks a different solution to the problem. Failure is for those who lack the flexibility and fluid nature to take the steps necessary to ensure success. The Water-aspected Dragon-Bloods are problem solvers, bringing practical—if sometimes unconventional—solutions to the issues that face their society. Conflict—military, economic, social or political—is opportunity for growth, and the Children of Daana’d help their society navigate its way through these troubles. Without conflict, they reason, there is no challenge, and stagnant waters are dead waters. Water Aspects take on a similar role within a sworn brotherhood, using their flexibility and adaptive nature to complement the strengths and shore up the weaknesses of their brothers and sisters,
helping them to adapt and grow stronger in the face of adversity. Failings: Although they are able nurturers, encouraging growth through triumph over adversity, Aspects of Water can become smothering. It is all too easy for them to become overbearing, fixated on solving others’ problems for them, forcing needless conflicts and drowning any chance of individual growth. The Immaculate Dragons: Aspects of Water who follow the path of Mela emphasize their flexibility and adaptive nature, especially in the arts of war. They are masters of unconventional and asymmetric warfare, striking from the shadows and disappearing as quickly as the receding tide. Those who emulate Sextes
Jylis are nurturers and hunters, bringing aid and comfort to those in need—and death to heretics. Those on the path of Pasiap bring their ever-changing focus to the goal of enlightenment, becoming skilled—if unconventional—theologians and religious leaders. Followers of Hesiesh are traditionalists, reserving their quicksilver talents to protect their loved ones and culture. Finally, followers of the progenitor, Daana’d, are devoted believers in the concepts
of self-sufficiency and growth through adversity. Their challenge is to excel in all spheres of conflict. Aspect Markings: Aspects of Water tend to a sinewy, nearly hypnotic grace of motion, and a stillness in repose that is nearly immobility. Their skin and hair often have a blue-green tint, deepening with age, and the eldest and most powerful are often nearly ebony in color, reflecting the deep waters. Water-aspected Dragon-Bloods often smell of open waters—from the clean scent of a mountain brook or the crisp tang of the sea. Aspect Anima Banner: The anima banner of a Water Aspect is
a rippling halo of blues and greens, rolling like the ocean waves. As the banner increases in power, blacks and wave-cap whites mix into the colors, and phantom whirlpools, waterspouts and water dragons flash in the banner. The noise that accompanies the banner can be the roar of a flooding river, the cascading crash of the pounding surf or, sometimes, the stifling silence of the darkest waters. At the cost of five motes of Essence, the child of Daana’d suffuses her being with the power of Water. For the duration of a single day, the Exalt has complete water freedom. She can breathe
water as easily as air and is incapable of drowning. She also suffers no environmental penalty for any actions she takes underwater, including such improbable actions as firing a bow or throwing a chakram. As a final bonus, the Exalt can walk across the surface of a body of water as easily as dry land. Aspect Abilities: Water Exalts have a shrewd understanding of complex systems, and their flexible minds give them the ability to navigate even the most difficult situations. Aspects of Water have a natural affinity with the Abilities of Bureaucracy, Investigation, Larceny, Martial Arts and Sail. The Great Curse: Compassion drives the Children of Daana’d to focus on those things they seek to nurture to the exclusion of all else. They go to extreme lengths to protect these things, forgoing other tasks—and sometimes drowning them. Conviction can turn them into a great tidal wave, smashing aside and washing away
anything that stands between them and their goals, regardless of the cost. Temperate Children of Daana’d are akin to the still reflecting pool, but turbulent riptides course beneath the calm surface, savaging any who disturb their tranquility. And the Water Aspect whose curse is based in her Valor becomes akin to the waterspout, seeking to batter and destroy any problem—or potential problem—she comes across. Associations: The color black, the Maiden of Secrets, the season of Water and the western direction Sobriquets: Children of Daana’d, Drowning Hands, Sable
Dragons Concepts: Uncanny martial artist, relentless magistrate, ship commander, deal broker, assassin

Aspects of Wood
Wood lives. The Aspect of Wood is life itself—the cycle of birth, growth, maturity, death and rebirth that is fundamental to the natural way of things. The Exalted of Wood have an inherent understanding of this process
that few others share. They are intimately familiar with the sacrifices that must sometimes be made to ensure a
thriving ecology. That which does not grow—in power, knowledge, enlightenment or any other way—is dying.
The Children of Sextes Jylis crave experience and sensation, and every action they take is in pursuit of living life to the fullest. Life to the Wood Aspect is a banquet to be sampled from at every opportunity. Whether it is a fine wine, an excellent courtesan, a masterfully produced meal or the sensation of accomplishment brought on by enlightenment, all
are equal in value to the Exalted of Wood. Some Aspects of Wood seek out experience and pleasure like an annual flower, knowing that life is fleeting even for the Terrestrial Exalted. Others emulate the mighty trees of the East, stretching their experiences out over decades or even centuries. Every moment is an opportunity to experience and
grow to the Child of Sextes Jylis, and nothing is taken for granted. Every conflict is a lesson in ability and limitations. Every meal is an opportunity to refine and enhance understanding of fine cuisine, and every affair a course in relationships, loss and love. Even death brings greater understanding of life’s cycles. Those who blunder through life without truly understanding its myriad opportunities for new lessons are fools. As a gardener prunes and cultivates his gardens to maximize its health, beauty and harvests, so too do the Exalted of Wood seek to improve their society, supporting those who help society grow in a pattern they find pleasing and weeding out those who might
corrupt their design. The Children of Sextes Jylis serve a similar role in a sworn brotherhood. They seek to shape the group into a thing of wonder, nurturing the traits in their sisters and brothers they find pleasing and pruning those that might threaten the health and beauty of their bonded circle. Failings: While their love of sensation serves them well as
a source of wisdom, it is all too easy to become trapped in wasteful debauchery. Many of Creation’s most notorious hedonists are Wood-aspected Dragon-Bloods. The Immaculate Dragons: Wood-aspected followers of Pasiap
work to guide their society toward a deeper spiritual understanding and are often ruthless in their pursuit of heretics. Those who choose the path of Hesiesh are prudent in their choice of sensation, often seeking to extend each experience for as long as possible. Followers of Daana’d are devotees of the extreme, testing themselves through powerful experiences. The path of Mela is the path of the venomous garden—beautiful to behold, but deadly to the touch.
Finally, those who walk the path of the progenitor, Sextes Jylis, are famous as healers and protectors, seeking to enrich society by nurturing its members. Aspect Markings: Aspects of Wood often have a greenish tint to their skin, and their hair can vary from the woody brown of bark to the bright green of pine needles to all the crimsons and oranges of the Eastern forest in fall. As they age and grow in power, their skin deepens to a brilliant emerald. In extreme cases, it can
take on the texture and aspect of bark, especially along the back and shoulders. Some sprout flowers in their hair, especially along the temples. Many have a natural scent reminiscent of pine, fresh fruit or flowers, or other plants.
Aspect Anima: The anima banner of a Wood Aspect blooms as a bright green glow, flexing and waving like leaves in the wind or the stalks of grass in a field. Great expenditures of Essence bring phantasms of thorn tangles, giant flowers, massive trees or wood dragons. The banner is often accompanied by the sound of a strong wind moaning through a great forest. At a cost of five motes, the Wood Aspect can align his Essence with the power of all growing things. For the duration of a scene, the Exalt can render himself completely immune to the effects of any plant-based poison. This power is reflexive, and the Exalt need not know that he has been poisoned prior to activating this power. Indeed, while this effect is active, the Dragon-Blood becomes a walking plant toxin. If the Exalt makes skin-to-skin contact with
someone while this power is active, the target’s player must make a successful (Stamina + Resistance) roll against a difficulty equal to the Exalt’s Essence or suffer the effects of poisoning. Finally, the Dragon-Blood can add his Essence to his Defense Value against Archery attacks and any attacks using wooden or wood-hafted weapons, as the wooden shafts themselves struggle to avoid hitting the Exalt. Aspect Abilities: Wood-aspected Exalts have a natural connection
with living things and are intimately tied to the cycle of life. Their connection to anything that lives—or once lived—gives them a natural affinity for the Abilities of Archery, Medicine, Performance, Ride and Survival. The Great Curse: A Wood Exalt whose Virtue Flaw derives from her Compassion will often be one who focuses on the nurturing
aspect of life, with her Limit Break resulting from witnessing the things she guides and protects being threatened or destroyed. One whose Flaw derives from Conviction focuses on weeding out and pruning those things that weaken her garden, and she becomes cold and cruel in the pursuit of her perfect garden. Temperance brings with it wild binges of excess or ascetic remorse and self-loathing at perceived weakness and lack of control. Valor-driven Children
of Sextes Jylis seek out hazardous and extreme circumstances, heedless of the risk and dangers in which they place themselves and their loved ones. Associations: The color green, the Maiden of Endings, the season of Wood and the eastern direction Sobriquets: Ashen Bows, Children of Sextes Jylis, Emerald Dragons Concepts: Inquisitor, healer, merchant prince, sybarite, bodyguard, courtier.

DRAGON BLOOD CHARACTER CREATION SUMMARY
STEP ONE: CHARACTER CONCEPT
Choose concept, elemental aspect and Motivation. Note aspect’s anima powers.
STEP TWO: CHOOSING ATTRIBUTES
Note that all nine Attributes start with one dot automatically before you assign any. Prioritize your Attribute categories: Physical (Strength, Dexterity, Stamina); Social (Charisma, Manipulation, Appearance); and Mental (Perception,
Intelligence, Wits). You have 7 dots to assign to your primary Attribute category, 6 to assign to your secondary, and 4 to place in the tertiary category.
STEP THREE: CHOOSING ABILITIES
Note Aspect Abilities. Select Favored Abilities (3; may not be the same as Aspect Abilities.) Choose Abilities (35—at least 13 must be from Aspect or Favored Abilities; at least one dot must be in each Favored Ability; none may be higher than 3 without spending bonus points. Dynastic characters must have at least Archery •, Lore ••, Martial Arts •, Melee •, Performance •, Presence •, Ride •, Socialize •• and War •.
STEP FOUR: ADVANTAGES
Choose Backgrounds (12—none may be higher than 3 without spending bonus points), Charms (7 Dragon-Blooded Charms, at least four of which must be from Aspect or Favored Abilities; Immaculate martial artists get 5 Immaculate Martial Arts Charms instead, all of which must be from the same elemental tree) and Virtues (5—none may be higher than 3 without spending bonus points).
STEP FIVE: FINISHING TOUCHES
Record Essence (2), Willpower (the sum of the character’s two highest Virtues), Personal Essence pool (Essence + Willpower + any gained from Breeding), Peripheral Essence pool ([Essence x 4] + Willpower + [the sum of the two highest Virtues] + any gained from Breeding) and health levels (7 + any gained from Charms).
BONUS POINTS
Spend bonus points (15) at any point during character creation. Bonus point costs may be found on page 99.
ASPECTS
• Air: Nearly as aloof as they are insightful, the Children of Mela are almost uniformly brilliant, and prone to losing themselves in thought. Creatures of thought and subtlety, they embody the boundless creativity and idealism that can only exist in pure thought
STEP ONE: CHARACTER CONCEPT
Choose concept, elemental aspect and Motivation. Note Aspect’s anima powers.
STEP TWO: CHOOSING ATTRIBUTES
Note that all nine Attributes start with one dot automatically before you assign any. Prioritize your Attribute categories: Physical (Strength, Dexterity, Stamina); Social (Charisma, Manipulation, Appearance); and Mental (Perception,
Intelligence, Wits). You have 7 dots to assign to your primary Attribute category, 6 to assign to your secondary one, and 4 to place in the tertiary category.
STEP THREE: CHOOSING ABILITIES
Note Aspect Abilities. Select Favored Abilities (3; may not be the same as Aspect Abilities). Choose Abilities (35—at least 13 must be from Aspect or Favored Abilities; at least one must be in each Favored Ability; none may start higher
than 3 without spending bonus points) Characters born in Lookshy must have a minimum of Archery ••, Linguistics •••, Lore ••, Martial Arts ••, Melee ••, Performance •, Presence •, Ride •, Stealth • and War ••. Exiles or defectors from the Realm use Dynast character-creation rules except for Backgrounds, which they purchase as if they were from Lookshy.
STEP FOUR: SELECT ADVANTAGES
Chose Backgrounds (13—none may be higher than 3 without spending bonus points), Charms (Lookshy characters all start play with Wind-Carried Word Technique and Elemental Bolt Attack, to which they add 6 Dragon-Blooded Charms, 4 of which must come from Aspect or Favored Abilities; Lookshy’s Dragon-Blooded may not start play with Immaculate Martial Arts Charms, but may learn them later on, provided they can find someone to teach them), and Virtues (5—none may be higher than 3 without spending bonus points).
STEP FIVE: FINISHING TOUCHES
Record Essence (2), Willpower (the sum of the character’s two highest Virtues), Personal Essence pool (Essence + Willpower + any gained from Breeding), Peripheral Essence pool ([Essence x 4] + Willpower + [the sum of the two highest Virtues] + any gained from Breeding) and health levels (7 + any gained from Charms).
GENTES OF THE SEVENTH LEGION
The Gentes of the Seventh Legion are smaller, less powerful and more numerous than the Realm’s Great Houses. Five Major Houses and dozens of lesser
Houses guide the vast portion of Lookshy’s activity. The fi ve major Houses are listed here, but players are welcome to design Houses of their own.
Amilar (Air)—A scholarly family producing many savants, engineers and artifi cers.
Karal (Fire)—A highly respected family of warriors and generals.
Maheka (Earth)—A powerful family of soldiers and industrialists.
Teresu (Water)—Directors of Lookshy’s powerful navy.
Yushoto (Wood)—A Major Gens with a wide range of business interests, also produces many sorcerers.
MOTIVATION
Choose a driving and epic goal for your character.
BACKGROUNDS
• Allies—Friends and sympathetic associates who help you.
• Arsenal—Weapons or equipment issued from the armories of Lookshy for your use.
• Artifact—Wonders of the First Age or other tools or weapons forged by savants from the magical materials owned by you (or your family).
• Backing—The responsibility and power invested in you by a powerful or influential organization.
• Breeding—How richly the blood of the Elemental Dragons runs in your veins; the inherited strength of your Exaltation.
• Command—Authorization to lead soldiers.
• Connections—Well-placed sources of influence and information within a particular area of influence.
• Familiar—An animal companion.
• Family—The impact of one’s family members upon one’s life.
• Manse—A place of power whose hearthstone you hold.
• Mentor—A powerful (or at least established) instructor or patron.
• Reputation—Your social standing.
• Resources—Wealth and material goods.
• Retainers—Loyal servants.
Aspect Abilities: Linguistics, Lore, Occult, Stealth and Thrown Anima Powers: May triple leaping distance, take no damage from falls of any height, add Essence rating to Dodge DV against Archery and Thrown attacks.
• Earth: Islands of stability in the shifting seas around them, the Children of Pasiap are the very embodiment of constancy and fortitude, bringing order to the world around them with artifi ce and strategy. They form the bedrock supporting the individuals, causes and institutions to which they devote themselves. Aspect Abilities: Awareness, Craft, Integrity, Resistance and War Anima Powers: May soak lethal damage with full Stamina and add Essence trait to rolls to resist grappling attacks or to avoid knockback. May add Essence to Stamina for all rolls when standing on earth or stone.
• Fire: The passion and drive of the Children of Hesiesh are so great they can barely be contained, and the persuasive skills of a Fire Aspect can inspire armies. In the presence of these fonts of seemingly boundless energy, all is light and warmth, and once they’ve gone, all of Creation seems a colder, darker place. Aspect Abilities: Athletics, Dodge, Melee, Presence and Socialize Anima Powers: Becomes immune to fire and bursts into flame for scene. Touch inflicts (Essence) dice of lethal fire damage.
• Water: Common wisdom regarding the Children of Daana’d states that their minds are fl owing and their hearts are overflowing. Quick to adapt to new ideas and suspicious of dogma, they are fond of mysteries of all sorts, and love solving puzzles. Aspect Abilities: Bureaucracy, Investigation, Larceny, Martial Arts and Sail Anima Powers: May breathe and move freely underwater. Suffers no penalties to any action for being underwater and may move full movement rate in all directions. May walk or run across the surface of water as easily as if it were dry land.
• Wood: Fascinated with life and its cycles and the nature and journey of the soul, Aspects of Wood often earn themselves a reputation for mysticism. Living as much in “might be” as “is,” the Children of Sextes Jylis seem to live in a slightly different version of Creation from the rest of the Dragon-Blooded. Aspect Abilities: Archery, Medicine, Performance, Ride and Survival Anima Powers: Immune to plant-derived poisons. Skin produces a natural toxin. Adds Essence rating to Dodge DV against weapons with wooden shafts or hafts.
DYNASTIC HOUSES
The 11 Great Houses of the Blessed Realm are extraordinarily powerful. They compose that vast portion of the power structure of the most powerful nation in Creation.
Cathak (Fire)—A pious and disciplined House of generals, strategists and martial philosophers.
Cynis (Wood)—Decadent hedonists and traders in slaves, drugs and other contraband.
Iselsi (Water)—A disgraced and shattered House fi ghting for its very survival.
Ledaal (Air)—Historians, scholars and visionaries learning from the past and preparing for the Realm’s turbulent future.
Mnemon (Earth)—An ambitious and cunning House of strategists and plotters headed by the Empress’s most powerful daughter, the sorceress Mnemon.
Nellens (None)—Primarily a patrician House with very few Dragon-Blooded, resented by most other Dynastic Houses as untalented, undeserving bastards.
Peleps (Water)—Master politicians and overseers of the Imperial Navy.
Ragara (Earth)—Bankers and schemers, the wealthiest of the Great Houses.
Sesus (Fire)—A powerful military House, seething with political ambition.
Tepet (Air)—Formerly a great martial House, now a fallen power scrambling to recover its dignity and standing.
V’neef (Wood)—Merchants and traders. The youngest and smallest of the Dynastic Houses, but rapidly growing in wealth and influence.
MOTIVATION
Choose a driving and epic goal for your character.
VIRTUES
Compassion—Empathy and forgiveness.
Conviction—Determination and emotional fortitude.
Temperance—Mental clarity and self-control.
Valor—Courage and bravery.
BACKGROUNDS
• Allies—Friends and sympathetic associates who help you.
• Arsenal—Weapons or equipment issued from Realm armories for your use.
• Artifact—Wonders of the First Age or other tools or weapons forged by savants from the magical materials.
• Backing—The responsibility and power invested in you by a powerful or infl uential organization.
• Breeding—How richly the blood of the Elemental Dragons runs in your veins; the inherited strength of your Exaltation.
• Command—Authorization to lead soldiers.
• Connections—Well-placed sources of infl uence and information within a particular area of infl uence.
• Familiar—An animal companion.
• Family—The impact of one’s family members upon one’s life.
• Henchmen—Un-Exalted minions in your service.
• Manse—A place of power whose hearthstone you hold.
• Mentor—A powerful (or at least established) instructor or patron.
• Reputation—Your social standing.
• Resources—Wealth and material goods.
• Retainers—Loyal servants.
LOOKSHY’S TERRESTRIALS
STEP ONE: CHARACTER CONCEPT
Choose concept, elemental aspect and Motivation. Note Aspect’s anima powers.
STEP TWO: CHOOSING ATTRIBUTES
Note that all nine Attributes start with one dot automatically before you assign any. Prioritize your Attribute categories: Physical (Strength, Dexterity, Stamina); Social (Charisma, Manipulation, Appearance); and Mental (Perception,
Intelligence, Wits). You have 7 dots to assign to your primary Attribute category, 6 to assign to your secondary one, and 4 to place in the tertiary category.
STEP THREE: CHOOSING ABILITIES
Note Aspect Abilities. Select Favored Abilities (3; may not be the same as Aspect Abilities). Choose Abilities (35—at least 13 must be from Aspect or Favored Abilities; at least one must be in each Favored Ability; none may start higher than 3 without spending bonus points) Characters born in Lookshy must have a minimum of Archery ••, Linguistics •••, Lore ••, Martial Arts ••, Melee ••, Performance •, Presence •, Ride •, Stealth • and War ••. Exiles or defectors from the Realm use Dynast character-creation rules except for Backgrounds, which they purchase as if they were from Lookshy.
STEP FOUR: SELECT ADVANTAGES
Chose Backgrounds (13—none may be higher than 3 without spending bonus points), Charms (Lookshy characters all start play with Wind-Carried Word Technique and Elemental Bolt Attack, to which they add 6 Dragon-Blooded Charms, 4 of which must come from Aspect or Favored Abilities; Lookshy’s Dragon-Blooded may not start play with Immaculate Martial Arts Charms, but may learn them later on, provided they can find someone to teach them), and Virtues (5—none may be higher than 3 without spending bonus points).
STEP FIVE: FINISHING TOUCHES
Record Essence (2), Willpower (the sum of the character’s two highest Virtues), Personal Essence pool (Essence + Willpower + any gained from Breeding), Peripheral Essence pool ([Essence x 4] + Willpower + [the sum of the two highest Virtues] + any gained from Breeding) and health levels (7 + any gained from Charms).
GENTES OF THE SEVENTH LEGION
The Gentes of the Seventh Legion are smaller, less powerful and more numerous than the Realm’s Great Houses. Five Major Houses and dozens of lesser
Houses guide the vast portion of Lookshy’s activity. The five major Houses are listed here, but players are welcome to design Houses of their own.
Amilar (Air)—A scholarly family producing many savants, engineers and artificers.
Karal (Fire)—A highly respected family of warriors and generals.
Maheka (Earth)—A powerful family of soldiers and industrialists.
Teresu (Water)—Directors of Lookshy’s powerful navy.
Yushoto (Wood)—A Major Gens with a wide range of business interests, also produces many sorcerers.
MOTIVATION
Choose a driving and epic goal for your character.
BACKGROUNDS
• Allies—Friends and sympathetic associates who help you.
• Arsenal—Weapons or equipment issued from the armories of Lookshy for your use.
• Artifact—Wonders of the First Age or other tools or weapons forged by savants from the magical materials owned by you (or your family).
• Backing—The responsibility and power invested in you by a powerful or infl uential organization.
• Breeding—How richly the blood of the Elemental Dragons runs in your veins; the inherited strength of your Exaltation.
• Command—Authorization to lead soldiers.
• Connections—Well-placed sources of infl uence and information within a particular area of infl uence.
• Familiar—An animal companion.
• Family—The impact of one’s family members upon one’s life.
• Manse—A place of power whose hearthstone you hold.
• Mentor—A powerful (or at least established) instructor or patron.
• Reputation—Your social standing.
• Resources—Wealth and material goods.
• Retainers—Loyal servants.
OUTCASTES
STEP ONE: CHARACTER CONCEPT
Determine why your character has not joined the Realm or Lookshy. Choose aspect and Motivation. Note the anima powers provided by character’s aspect.
STEP TWO: CHOOSING ATTRIBUTES
Note that all nine Attributes start with one dot automatically before you assign any. Prioritize your Attribute categories: Physical (Strength, Dexterity, Stamina); Social (Charisma, Manipulation, Appearance); and Mental (Perception, Intelligence, Wits). You have 7 dots to assign to your primary Attribute category, 6 to assign to your secondary one, and 4 to place in the tertiary category.
STEP THREE: CHOOSING ABILITIES
Note Aspect Abilities: Outcastes start with 25 Ability points, at least 13 of which must be from Aspect or Favored Abilities; at least one dot must be in each Favored Ability; none may be higher than 3 without spending bonus points.
STEP FOUR: ADVANTAGES
Choose Backgrounds (7—except for Breeding, use Backgrounds from the main Exalted book; no Background may be higher than 3 without spending bonus points), Charms (7 Dragon-Blooded Charms, at least 4 of which must be from Aspect or Favored Abilities; an outcaste with a Mentor 5 sifu who opts to learn Celestial martial arts [see sidebar on p. 95] get 5 Celestial Martial Arts Charms instead, all of which must be from the same elemental tree) and Virtues (5—none may be higher than 3 without spending bonus points).
STEP FIVE: FINISHING TOUCHES
Record Essence (2), Willpower (the sum of the character’s two highest Virtues), Personal Essence pool (Essence + Willpower + any gained from Breeding), Peripheral Essence pool ([Essence x 4] + Willpower + [the sum of the two highest Virtues] + any gained from Breeding) and health levels (7 + any gained from Charms).
BONUS POINTS
Bonus points (15) may be spent at any time during character creation.
BACKGROUNDS
Lacking the support of the Realm or Lookshy, outcastes have fewer options for Backgrounds. Accordingly, they use the same Background options as Solar Exalted (see p. 110 of Exalted).
• Allies—Loyal friends
• Artifact—Wondrous devices of the First Age or weapons and savant-forged tools made of the magical materials
• Backing—Status and authority in a powerful organization.
• Breeding—Pure blood, a strong inherited link to the Elemental Dragons. Rare in outcastes.
• Contacts—Information sources and friends in useful places.
• Cult—Mortals who literally worship you. Unusual for Terrestrials.
• Familiar—An animal companion.
• Followers—Mortals who look to you for leadership.
• Infl uence—Your command of the world around you.
• Manse—A place of power and Essence to which you have the hearthstone.
• Mentor—A wise or helpful teacher and instructor.
• Resources—Wealth and material goods.
BONUS POINTS
Trait Cost
Attribute 4
Ability 2 (1 if Favored or Aspect Ability)
Background 1 (2 if Background is being raised above 3.)
Specialty 1 (2 for 1 if Favored or Aspect Ability)
Virtue 3
Willpower 2
Intimacies 3 to increase starting Intimacies to (Willpower + Compassion)
Essence 10
Charm 7 (5 if Favored or Aspect Ability)
Immaculate/Celestial Martial Arts Charm 10 (7 if Favored or Aspect Ability)

LUNARS
FULL MOON CASTE
The Children of Luna say that the full moon shines brightest in the sky when the Wyld becomes strongest, for then is the might of Luna most dearly needed to keep Creation from washing away like a sandcastle before the tide. In this endlessly recurring time of danger, Luna displays all of her power and glory, and so do the Children of the Burning Moon. As Stewards of Creation, the Full Moons stalk the night to destroy its enemies through brute force and quicksilver speed. When the next day dawns, the broken bodies of Creation’s foes litter the ground. The blood of the fallen may frighten the children of Gaia, but they shall remain safe for another month. Those who felt strong loyalty to their Solar partners stood by their sides and fought against the treacherous onslaught of the Dragon-Blooded or led frenzied campaigns of bloody revenge upon hearing of the ambush in Meru. The rest realized that the chaos of the Realm threatened to open the borders of Creation to the ravening forces of the Wyld, and they rushed to fill the gap.
Lunars of the Full Moon Caste are stronger, faster and hardier, their intrinsic physical might unparalleled amongst the Exalted. Strong as an ox, swift as an asp and enduring as a camel, the Full Moons carry the battle to the foes of Creation and prevail through physical prowess. Few beings in Creation can stand before one of the Full Moon Caste in single combat. Young Lunars often depend heavily upon their physical superiority and favor a style of combat that makes the most of their natural talents. Elder Lunars achieve a fluid mastery of their fighting techniques, smoothly shifting tactics and shapes as they seize upon their enemies’ weaknesses. Trials: A Lunar of the Full Moon Caste excels at her trials through direct action. She faces dangerous beasts and defeats them through might of arm or speed of blade. She makes long treks through uninhabitable wastelands, and completes ritual hunts without tiring. Whatever the challenge, the Full Moon conquers it with her immense strength, lightning reflexes or unflagging endurance. If she shows promise in another area, the elders note it with interest, but tradition demands that her natural predilections not be ignored. Spirit Shapes: Full Moons favor animals known for their great strength and endurance, or for their speed and agility. Bears, great cats and aurochs are common, as are serpents and large birds of prey. Anima Banner: The anima of a Full Moon Caste Lunar shines with a steady glow of soft white or silver light. Greater expenditures of Essence increase the intensity. Once their banners become iconic, the banner displays abstract or realistic images of their spirit shape. Anima Effects: Full Moons may spend five motes of Essence to double their speed and leaping distances for a scene. The Full Moon also doubles her Strength for the purpose of feats of strength. This effect stacks with other increases, but only by adding a factor equal to the original value, not continuing to multiply by two. A Lunar who increases her running speed twice moves at three times her normal speed, not four. Whenever the Lunar has 11 or more motes of Peripheral Essence active, this Anima Effect activates automatically without cost. Caste Attributes: Members of the Full Moon Caste excel in physical might, agility and endurance. They possess a natural affinity for the Attributes of Strength, Dexterity and Stamina. Associations: The season of summer, the element of fire, the color white, the Maiden of Battles Sobriquets: Children of the Burning Moon, Silver Blades, Luna’s Warriors, Nightfangs, the Frenzied (derogatory) Concepts: Former pitfighter, barbarian warrior queen, urban gang leader, ruthless pirate, orphaned farmboy, hunter of abominations, relentless guerrilla, martial arts sifu.

CHANGING MOON CASTE
The Children of Luna say that the changing moon shifts in the sky as Luna demonstrates her waxing beauty, her sway over creatures of light and dark, and her mastery of deception and misdirection. If the Full Moons defend the body of Creation, then the Changing Moons protect the hearts and souls of the children of Gaia. A Child of the Shifting Moon trusts in her ability to convince other beings to do whatever is necessary, whether through guile or raw animal magnetism. Her enemies cannot be sure of whatever they see with their own eyes. Before the Usurpation, there
was no Changing Moon Caste. During the First Age, three now-lost castes existed: the Waxing Moons, the Half Moons and the Waning Moons. So varied were these Lunar Exalted that it is difficult to generalize about their reactions to
the treachery of the Dragon-Blooded. Many felt closer to the Solars than did other Moonchildren, and therefore suffered their loss most keenly. Others are said to have been all too familiar with the growing madness of the Children
of the Sun, and all too happy to assist in their destruction. Members of the Changing Moon Caste are magnetic, slick and sexy. Amongst the Lunar Exalted, the Children of the Shifting Moon become the greatest spies, assassins and leaders. Few beings in Creation can resist the carnal allure of a Lunar seductress or navigate the shifting words of a Lunar diplomat. As Stewards of Creation, Changing Moons use misdirection and persuasion to defend their charges. Trusted guards may mysteriously disappear or abruptly change their loyalties, and disorganized war bands may suddenly display cunning tactics. The foes of Creation can scarcely predict what will greet them when the next day dawns. Trials: A Lunar of the Changing Moon Caste excels at her trials through animal magnetism, persuasion or deceit. She might defeat her foes through trickery or even beguile them into friendliness. She can impress fickle spirits with charm and rival the Fair Folk for grace. Whatever the challenge, the Changing Moon conquers it with personal charisma, slippery tricks or stunning attraction. Traditions are less established for this caste, and sometimes, it seems that the elders choose it for a young Lunar simply because nothing else seems to fit. Spirit Shapes: Changing Moons favor animals adored for their beauty or grace. Great cats, birds of prey and serpents are common, as are animals whose luxurious fur, skin or feathers are sought by hunters. Anima Banner: The anima of a Changing Moon is a shifting prism of bright silver light and dark blue or purple shadow, with flickers of other colors. Greater expenditures of Essence intensify the colors, and the patterns shift faster. Once one’s banner becomes iconic, it displays abstract or realistic images of the Lunar’s spirit shape. Anima Effects: A Changing Moon can spend 10 motes of Essence to craft an illusion that allows him to appear as any one person he knows. This trick lasts for a scene, and comes complete with voice and smells. The imagery is accompanied by the perception of trustworthiness, lending bonus dice equal
to the character’s permanent Essence to any social action that such an aura assists. If the Lunar’s anima banner activates at any level, however, its light pierces the illusion, and his tattoos may become visible. This dispels the illusion, but bathes the Changing Moon in an array of ever-shifting shadows and silver light that make him diffi cult to see clearly. Add the Lunar’s Essence to the difficulty of any effort to discern his identity by sight, assuming that the investigator did not see him before the activation of his anima banner. Once the Lunar expends 11 or more motes of Peripheral Essence, this anima effect activates automatically without cost. Since the Changing Moon’s anima banner is active at this point, the anima effect automatically results in shifting light and shadows. Caste Attributes: Members of the Changing Moon Caste excel at the use of personal charm or guile. They possess a natural affinity for the Attributes of Charisma, Manipulation and Appearance. Associations: The season of spring, the element of air, the color purple, the Maiden of Serenity Sobriquets: Children of the Shifting Moon, Silver Mirrors, Luna’s Courtiers, Night-thieves, the Tricksters (derogatory) Concepts: Escaped slave, bandit lord, former prostitute, cunning ambassador, seductive assassin, king of thieves, charismatic warlord

NO MOON CASTE
The Children of Luna say that, at the new moon, Luna conceals herself in darkness so that she might explore the secrets of the world without distraction. The forces of the Wyld have ebbed to their weakest, and the Silver Lady can afford to engage in subtle thoughts and powerful magic. As the tides of chaos lie at their lowest level, Luna may examine what they have left upon Creation’s shores. The Children of the Hidden Moon are deep thinkers and mighty sorcerers. They hold the Silver Pact together through their ability to fix the Casteless with intricate moonsilver tattoos. The Usurpation was perhaps least surprising to the No Moons. Members of the Crossroads Society, in particular, were among the first to notice the growing madness of the Lawgivers. The threat of Solar insanity alarmed the Society. Lunars who practiced the Salinan school of sorcery were at once familiar with the Solar sorcerers and conveniently located in stretches of wilderness far from the outbreak of the war. Although such foresight did not predict the sequestered plotting of the Sidereals, it certainly left the No Moons with the best opportunity to escape the opening salvoes of the Dragon-Blooded. The survival of these living treasuries of magical knowledge proved crucial to the Silver Pact and its efforts to hold back the Wyld. Members of the No Moon Caste are loremasters, occultists and sorcerers. Even if a No Moon does not practice sorcery, other Lunars recognize that she has the innate potential to do so. No Moon elders are not the only Lunar Exalted able to inscribe the moonsilver tattoos that fix the caste of a Moonchild, but they learn
this Charm with special ease. As Stewards of Creation, the No Moons preserve the lore of millennia and drink in its wisdom as surely as the Heart’s Blood of a ritual hunt. They are naturally suited to perceiving threats on the horizon and defeating them with tactical brilliance and subtle insight. They are also the foremost priests of Luna. Trials: A Lunar of the No Moon Caste excels at her trials through quick thinking or mystical insight. The Lunar demonstrates the ability to sense threats in time to react to them with maximum forethought. She easily masters useful lore and outsmarts dangerous foes rather than tackling them head-on or trying to trick them. Ideally, she also displays an interest in
thaumaturgy, sorcery or other learned arts. The tremendous importance of moonsilver tattoos and their power to fix castes ensures that promising young Lunars are pushed toward the No Moon Caste. Spirit Shapes: No Moons favor animals with mystical signifi cance, especially creatures held sacred to Luna. Black or white cats, bears, owls, serpents, skilled animals such as beavers or large spiders and deep-sea creatures are most common. Anima Banner: The anima of a No Moon is a dreamlike veil of dark blue and purple light, with a silver tint along the edges. Greater Essence expenditures darken the shadowy veil while the silver edge grows brighter. Once the No Moons’ banners become iconic, the banners display abstract or realistic images of their spirit shapes. Anima Effects: A No Moon Lunar may attune her Essence to that of the new moon. She must spend at least one mote of Essence, and may spend up to twice
her permanent Essence in motes. In doing so, she gains a shadowy penumbra that causes attackers who cannot see
through darkness to suffer a -1 external penalty. This aura amplifies the occult power of the Lunar for the remainder
of the scene, allowing her to reduce the cost of all Charms that explicitly require an Occult roll by one per mote of
Essence used to power her anima, though the cost of a Charm cannot be reduced by more than half. This aura also
allows her to reduce the Essence cost of all spells cast for the rest of the scene by one per mote of Essence initially
invested in her anima, but the cost of a spell cannot be reduced by more than half. Whenever the Lunar has 11 or more motes of Peripheral Essence active, this anima effect activates automatically at full strength (or increases if originally activated at a lower power) without cost. The No Moon is just as obvious as any other flaring Lunar, but the light springs from the silver edge of her anima and the shadow within remains. She is treated as having spent twice her permanent Essence for purposes of Charm and spell cost reduction and retains the protection of the penumbra. Caste Attributes: Members of the No Moon Caste excel in mental adeptness, memory, reasoning and occult
skill. They possess a natural affi nity for the Attributes of Perception, Intelligence and Wits. Associations: The season of winter, the element of water, the color blue, the Maiden of Secrets Sobriquets: Children of the Hidden Moon, the Silver Shadows, Luna’s Chamberlains, Nightwitches, the Ogres (derogatory) Concepts: Tribal storyteller, spirit medium, Wyld shaman, master archer, keeper of forbidden lore, scavenger lord, clever silversmith

THE CASTELESS
When a Lunar undergoes the Exaltation, she does not immediately become part of a caste. During the First
Age, the Children of Luna also drew their second breaths without gaining a caste. However, the Lunar Exaltation
evolved according to the natural inclinations of its host, such that it inevitably joined one of five castes.
Unfortunately, the Usurpation and the subsequent exodus into the Wyld brought unwelcome changes to the Silver Lady’s design. Emerging Lunars no longer developed into members of a caste. Three of the castes disappeared entirely before a council of No Moon sorcerers managed to institute a new process of fixing caste. Until the Silver Pact discovers her, a newly Exalted Lunar remains Casteless. Such Moonchildren often travel restlessly, as though sensing that some greater purpose awaits them. Sometimes, they settle into a neighborhood or territory over which they assume some degree of stewardship. If they are lucky, their discovery by the Silver Pact means helpful tutoring rather than selfish recruiting. Some newly tattooed Lunars fall under the influence of elders who are less than sane. Others receive a view of the world slanted by centuries of faction thinking. Provided she survives, the Lunar eventually find her own shape for the world. It is dangerous to walk Creation as one of the Casteless, but in some ways, this pathway offers Lunar Exalted the greatest freedom. Trials: Casteless characters have not yet undergone the trials, or the elders have yet to act upon the results. Spirit Shapes: Any. Casteless in the Time of Tumult are destined to join one of the castes, and their totemic animal might be anything suitable to a Full Moon, Changing Moon or No Moon. Anima Banner: The anima of a Casteless Lunar is a chaotic swirl of purples, blues and silver. At lower levels, the anima is dull and muted, though greater Essence expenditures flare it to full color. Once their banners become iconic, the banner displays hazy or distorted images of their spirit shape. Anima Effects: A Casteless Lunar uses the anima effect of the caste currently shown upon the moon’s face. During the full moon, and the days immediately before and after, he has the Full Moon anima power. For the new moon, and the previous and subsequent days, he has the No Moon anima power. The remaining days of the month, he has the Changing Moon anima power. Arrogant No Moons, and their detractors, make much of the fact that during Calibration the Casteless take on a No Moon anima. Caste Attributes: Without a fixed caste, the ever-shifting Lunar has no Caste Attributes. Instead he has two Favored Attributes. Usually these fit within the same category—Physical, Social or Mental—indicating the natural caste to which the young Lunar can aspire, but sometimes, the ways of the Fickle Lady are less clear, and the Lunar favors two unrelated Attributes. Elders often watch the trials of Moonchildren of mixed Favored Attributes with special interest. Associations: Calibration, the Maiden of Journeys (being Casteless is seen as a temporary state) Sobriquets: The Undiscovered, the Unblooded, Luna’s Bastards, the Moon-Mad Concepts: Guild assassin, mercenary, orphaned child, misshapen pariah.

LUNAR CHARACTER CREATION SUMMARY
CASTE LUNARS
STEP ONE: CHARACTER CONCEPT
Choose your concept, caste and Motivation. Note caste’s anima powers. Note spirit shape and Tell.
STEP TWO: CHOOSING ATTRIBUTES
Note that all nine Attributes start with one dot automatically. Prioritize your Attribute categories: Physical (Strength, Dexterity, Stamina), Social (Charisma, Manipulation, Appearance) and Mental (Perception, Intelligence, Wits). You have 8 dots to assign to your primary Attribute category, 6 to assign to your secondary group and 4 to place in the tertiary category. Choose Physical Attributes: Strength, Dexterity, Stamina. Choose Social Attributes: Charisma, Manipulation, Appearance Choose Mental Attributes: Perception, Intelligence, Wits Record Caste Attributes (3). Full Moon (Strength, Dexterity and Stamina), Changing Moons (Charisma, Manipulation and Appearance), No Moons (Perception, Intelligence and Wits). Select Favored Attribute (1). A caste Lunar may choose a single additional Attribute to be Favored. You cannot choose to Favor an Attribute that is already a Caste Attribute.
You gain one additional Attribute dot that you may assign to one of your Caste or Favored Attributes.
STEP THREE: CHOOSING ABILITIES
Note Survival as Favored Ability. Select one additional Favored Ability (may not be Survival). Choose Abilities (25—at least one must be from each Favored Ability; none may start higher than 3 without spending bonus points). Silver Pact Lunars must have a minimum of two dots in Survival and one dot in Archery, Martial Arts, Melee or Thrown.
STEP FOUR: SELECT ADVANTAGES
Choose Backgrounds (7—none may be higher than 3 without spending bonus points), 8 Lunar Charms or Knacks (at least 4 Charms and 1 Knack, up to 4 Charms must come from Caste or Favored Attributes), Virtues (5—none may be higher than 3 without spending bonus points) and Virtue Flaw.
STEP FIVE: FINISHING TOUCHES
Record Essence (2), Willpower (the sum of the character’s two highest Virtues), Personal Essence pool (Essence + [Willpower x 2]), Peripheral Essence pool ([Essence x 4]+ [Willpower x 2] + [highest Virtue x 4]) and health levels (7 + any gained from Charms).
BONUS POINTS
You may spend bonus points (15) at any point in character creation. Bonus point costs may be found on page 103.
CASTES
• Full Moon: Deadly warriors who survive via speed and
strength.
Caste Attributes: Strength, Dexterity, Stamina Anima Powers: May double leaping distance and movement
speed. Doubles Strength rating for purposes of feats of strength.
• Changing Moon: Cunning agents who survive through guile and subtlety. Caste Attributes: Charisma, Manipulation, Appearance Anima Powers: May appear as a person known to the Lunar for one scene. Gains Essence dice to actions assisted by trustworthiness of chosen image.
• No Moon: Wise mystics who survive due to their intellect and ancient lore. Caste Attributes: Perception, Intelligence, Wits Anima Powers: May reduce the mote cost of all Occult-related actions (whether Charm or spell) taken for the remainder of the scene. Also gains an obscuring aura of shadows.
MOTIVATION
Choose a driving and epic goal for your character.
VIRTUES
Compassion—Empathy and forgiveness.
Conviction—Determination and emotional fortitude.
Temperance—Mental clarity and self-control.
Valor—Courage and bravery.
INTIMACIES
May choose a number of Intimacies equal to character’s Compassion.
BACKGROUNDS
• Allies—Aides and friends who help in tasks.
• Artifact—Wondrous devices of the First Age.
• Backing—Standing and rank in an organization of power and influence.
• Contacts—Information sources and people in useful places.
• Cult—Mortals who worship you.
• Familiar—An animal companion.
• Followers—Mortals who look to you for leadership.
• Heart’s Blood—The shapes of animals and men that you may take.
• Influence—Your pull in the world around you.
• Manse—A place of power and Essence.
• Mentor—A teacher and instructor.
• Reputation—Your renown in society.
• Resources—Material goods and money.
• Solar Bond—A supernatural connection to your Solar mate.
• Tattoo Artifact—An artifact of power worked into the very substance of the Lunar’s tattoos.
CHAPTER THREECHARACTER CREATION 103
CASTELESS LUNARS
STEP ONE: CHARACTER CONCEPT
Determine why your character has not had her caste fixed. Choose concept and Motivation. Note spirit shape and Tell.
STEP TWO: CHOOSING ATTRIBUTES
Note that all nine Attributes start with one dot automatically before you assign any. Prioritize your Attribute categories: Physical (Strength, Dexterity, Stamina), Social (Charisma, Manipulation, Appearance) and Mental (Perception, Intelligence, Wits). You have 8 dots to assign to your primary Attribute category, 6 to assign to your
secondary group and 4 to place in the tertiary category. Choose Physical Attributes: Strength, Dexterity, Stamina.
Choose Social Attributes: Charisma, Manipulation, Appearance Choose Mental Attributes: Perception, Intelligence, Wits Select Favored Attributes (2). You may not choose the same Attribute more than once. Casteless Lunars do not possess Caste
Attributes.
STEP THREE: CHOOSING ABILITIES
Note Survival as Favored Ability. Choose one more Favored Ability (may not be Survival). Choose Abilities (25—at least 1 must be from each Favored Ability; none may start higher than 3 without spending bonus points).
STEP FOUR: SELECT ADVANTAGES
Choose Backgrounds (7—none may be higher than 3 without spending bonus points), 8 Lunar Charms or Knacks (at least 1 Knack and 1 Charm, up to 4 Charms must come from Favored
Attributes), Virtues (5—none may be higher than 3 without
spending bonus points) and Virtue Flaw.
STEP FIVE: FINISHING TOUCHES
Record Essence (2), Willpower (the sum of the character’s two highest Virtues), Personal Essence pool (Essence + [Willpower x 2]), Peripheral Essence pool ([Essence x 4]+ [Willpower x 2] + [highest Virtue x 4]) and health levels (7 + any gained from Charms).
BONUS POINTS
You may spend bonus points at any point in character creation. Bonus point costs may be found on the table below.
CASTE
The Casteless do not possess a caste.
MOTIVATION
Choose a driving and epic goal for your character.
VIRTUES
Same as for caste Lunars.
INTIMACIES
May choose a number of Intimacies equal to your character’s Compassion.
BACKGROUNDS
• Allies—Aides and friends who help in tasks.
• Artifact—Wondrous devices of the First Age.
• Backing—Standing and rank in an organization of power and influence.
• Contacts—Information sources and people in useful places.
• Cult—Mortals who worship you.
• Familiar—An animal companion.
• Followers—Mortals who look to you for leadership.
• Heart’s Blood—The shapes of animals and men that you may take.
• Influence—Your pull in the world around you.
• Manse—A place of power and Essence.
• Mentor—A teacher and instructor.
• Reputation—Your renown in society.
• Resources—Material goods and money.
• Solar Bond—A supernatural connection to your Solar mate.
• Taboo—Culturally significant behavior that helps protect a Casteless Lunar from the Wyld.
BONUS POINT COSTS
Trait Cost
Attribute 4 (3 if a Caste or Favored Attribute)
Ability 2 (1 if a Favored Ability)
Background 1 (2 if the Background is being raised above 3)
Specialty 1 (2 per 1 if Favored Ability)
Virtue 3
Willpower 2
Intimacies 3 to increase starting Intimacies to (Willpower + Compassion).
Essence 10
Charms 7 (5 if Favored or Caste Attribute)
Knacks 6

SIDEREALS
CHOSEN OF JOURNEYS
Life is a journey. People forget the beginnings and concern themselves too much with the endings, but what matter is how they get from one to the other. This journey shapes what they are and how they meet their fates. All aspects of
the journey, from the fall of a nondescript autumn leaf to a Dragon-Blood officer’s expedition into the foreboding Palace of the Anathema, fall under Mercury’s purview. It now falls to her Chosen to oversee such things and ensure that Creation continues toward its destiny. Harbingers in the First Age watched over the ever-more-intricate networks
of transportation and communication that webbed Creation. When Solar Exalted found new markets and allied more peoples, the Chosen of Journeys blessed the travels. Under the Harbingers’ ministration, commodities moved unhindered toward their destiny at the end of the road. When the Sidereals acted against the Solar Exalted, Heaven’s Messengers turned this web against the fallen Lawgivers. Warnings did not reach their destinations, escape routes became ambushes and the usurpers outmaneuvered their former lords with ease. The Great Contagion shattered ties between societies, and the Chosen of Journeys had the task of restoring the ties. The Chosen of Journeys crafted strong destinies for bold explorers, merchants and diplomats, ensuring positive and lasting contact between cultures. At the Chosen’s nudging, the wealthy invested in roads and faraway markets. The Immaculate Order founded temples in distant lands to spread wisdom. Some Harbingers also remapped the lay of the land, much changed by the Fair Folk Invasion, and scouted the boundaries of the Wyld for danger. Children destined to Exalt as Chosen of Journeys
develop some form of wanderlust, be it a desire to see over the next rise or a need to escape an abusive parent. They
become skilled at the travel they enjoy, and they seek to continue the journey no matter the hardships. More, they
develop an interest in evolution of character and situations, for every process of change is also a sort of journey. Some
Harbingers constantly work to hone their own natures, following their own path as they foresee it; some act as guides
on others’ paths to enlightenment. When a Chosen of Journeys has the leisure to support a faction, he sees that it experiences the physical and metaphorical journeys it must. Members of the Bronze Faction help prolong the life of the ailing Realm: they ensure that important communiqués reach the proper eyes, arrange for troubling messages to disappear, smooth travel between monasteries, help the Wyld Hunt find Anathema and improve the safety of incoming tributes. Gold Faction Harbingers strengthen the trade relationships within the Scavenger Lands, keep secure communications between Cult of the Illuminated cells, conceal the journeys of Solar Exalted and improve the success of caravans that do not profit the Realm. The Chosen of the Maiden of Journeys see other Sidereals’ paths even when those paths are hidden. Caste Markings: Harbingers’ eyes have yellow irises, and yellow almost imperceptibly flecks their pupils, which resemble a star-filled night sky. Great expenditure of Peripheral Essence causes the Sign of Journeys to appear on the Chosen’s forehead in bright yellow light. Anima Effect: A Chosen of Journeys reflexively makes the Lesser Sign of Mercury for 10 motes. The Chosen’s anima billows outward in a brilliant yellow that touches all those affected. For one scene, the Sidereal and all his allies within (his Essence x 10) yards triple the distance of their Move and Dash action. This affects steeds as well, as long as a creature’s feet touch the ground as they travel. Allies enjoy this advantage only as long as they remain within range. With an anima banner in the 11 to 15 mote range,
this costs only five motes. If the banner is fully manifest (16+ motes), this costs only one. Auspicious Abilities: The constellations within the Golden Barque of the Heavens influence the Chosen of Journeys. They are the Captain, the Gull, the Mast, the Messenger and the Ship’s Wheel; they provide affinity with Resistance, Ride, Sail, Survival and Thrown. Associations: The color yellow, the season of winter, the element of Air, the Western direction and the
waxing moon. Sobriquets: Heaven’s Messengers, Harbingers Concepts: Courier for either faction, compulsive
explorer, navigator of ships and fleets, wandering troublemaker, caravan master, reformed (or not) bandit,
raiding horseman

CHOSEN OF SERENITY
The birth of a child, the taking of a lover, the support of a community, the defeat of a rival—these moments shape people and mark the paths into their futures. All aspects of pleasure, from the joy of a wonderful dream to the deep satisfaction of breaking a Great House’s legions, fall under Venus’s domain. Now, her Chosen oversee the health
and happiness of all Creation. During the First Age, the Chosen of Serenity advised the Solar Deliberative on the health and well-being of Creation’s millions of mortals. The Chosen of Serenity examined the Loom of Fate for outbreaks of misfortune and spreading dissatisfaction, alerted provincial governors to the problem and wove destinies of joy to bless the efforts to restore harmony. When the time came to overthrow the mad Solar Exalted, the Joybringers planned the perfect banquet and tied the threads of relaxation to their master’s elusive fates. Creation groaned in misery and grief after the Great Contagion, and the Chosen of Serenity worked hard to return Creation to contentment. The destinies they laid inspired the survivors to rebuild their farms, their cities, their lives and their dreams. The Chosen of Serenity crafted abundant destinies for doctors and courtesans, and recreational trade in all its forms flourished when
Joybringers put their hands to the Loom. Their work filled people with hope, making them once again believe that their lot was worth defending—and that they could defend it. Children destined to become Chosen of Serenity often enjoy their lives more than most people do—or just the opposite. Joybringers find their pleasures in all the small things of life, the moments of peace and the knowledge of another’s happiness, but don’t neglect the large joys. Some
Joybringers focus on the ecstasies of sex and drugs, but more remember the simple contentment of a healthy body and a hale family. They do not seek pleasure for pleasure’s sake, but transformation through joy: the realization of destiny through serenity. When a Chosen of Serenity supports a faction, she oversees its ceremonies and helps it function smoothly. Bronze Faction Joybringers help the people of the Realm and its tributaries stay content and healthy, lend a subtle hand to the eugenics of the Realm’s Dragon-Blooded, keep the Blessed Isle’s slave population quiet and bring crowds to Immaculate rituals. Gold Faction members strengthen the Realm’s enemies through the same tactics, limiting Immaculate expansion by making local religions and cults more attractive while drawing members and Solars to the Cult of the Illuminated, arranging strategic marriages within the Scavenger Lands and bringing joy and prosperity to any group that accepts Solar leadership. Even other Sidereals need advice on their lives from the Chosen of the Maiden of Serenity. Caste Markings: Joybringers’ eyes have blue irises; tiny star-points of blue spangle their pupils. When they
expend Peripheral Essence, the Sign of Serenity shines on the Chosen’s forehead in bright blue light. Anima Effect: A Chosen of Serenity reflexively makes the Lesser Sign of Venus for 10 motes. The Chosen’s anima billows outward in a brilliant blue that embraces all those affected. For one scene, the Sidereal and all her allies within (her Essence x 10) yards add (her Essence) successes to all Don’t be so sad. Someone as pretty as you will always be wanted. I promise.
Performance rolls. Allies enjoy this advantage only as long as they remain within range. With the Sidereal’s anima banner in the 11 to 15 mote range, this costs only five motes. If the banner is fully manifest (16+), this costs only one.
Auspicious Abilities: The constellations within the Cerulean Lute of Harmony influence the Chosen of Serenity.
They are the Ewer, the Lovers, the Musician, the Peacock and the Pillar; they provide affinity with Craft, Dodge,
Linguistics, Performance and Socialize. Associations: The color blue, the season of spring, the element of Wood, the central direction and the half-moon. Sobriquets: Heaven’s Courtesans, Joybringers Concepts: Great actress, the queen of whores, calm translator, professional matchmaker, priestess of a fertility cult, recreational pharmacist, a minister of internal affairs, brilliant painter, musician to the gods

CHOSEN OF BATTLES
Life is war. Every day brings another conflict that a person must face, or his destiny ends. His fate depends on how he
fights each battle, not just whether he wins or loses. Only not fighting ends the war in true defeat. All aspects of conflict, struggle and strife belong to Mars. Now, her Chosen fight their eternal war to ensure that Creation does not stop fighting its own. In the First Age, the Shieldbearers advised the Dawn Caste generals in all campaigns, using the Chosen’s visions of the future to place troops with an uncanny wisdom. The Chosen of Battles guarded the god-kings against Primordial attacks. Later, the Chosen of Battles’ advice to the Old Realm saved many of its citizens’ lives. For
the Usurpation, the Shieldbearers duplicitously drew the battle plans for both sides—in Creation and in the Loom—to devastate the forces that stayed loyal to the Solars. The Great Contagion left armies across Creation in disarray. Chosen of Battles forced their destinies into a rough efficacy, led Dragon-Blooded generals to leaderless troops and sometimes fought alongside them against the Fair Folk. Some Shieldbearers even stood beside Lunars in that terrible war. Shieldbearers crafted the fates that made the Realm legions mighty and maintained Lookshy’s arsenal of First Age weaponry. Children destined to become Chosen of Battles appreciate conflict, even if they do not enjoy it. Some care if they win or lose, but all recognize on some level that the fight matters more than the outcome. Many become excellent strategists before Exalting; others are simply exceptional warriors. They realize that not all conflicts need occur, and that some battles’ absences are better for Creation as a whole. As Chosen of Mars, they pick which conflicts happen and how they must play out, so a good sense of necessity serves these Chosen well. When a Chosen of Battles pledges his sword to a faction, he ensures that it wins its battles and avoids conflicts that would harm it. Bronze Faction Shieldbearers keep the Imperial Army in fighting trim through background manipulations, train Immaculate monks in
the Five Dragon Paths, teach tactics at the House of Bells, guide Imperial legions to or from battles where they must
fall, achieve victory or arrive late. Members of the Gold Faction help the Seventh Legion to remain strong as long
as it can, keep the armies of nations that resist the Realm cohesive, train cults and Solars in fighting skills and see
that the conflicts of the rest of the world leave stronger nations behind them. Chosen of Battles are admired even
among other Sidereals for the Shieldbearers’ skill at battle and their understanding of Creation’s state of war.
Caste Markings: Red sparks dot the pupils of a Shieldbearer’s eyes, surrounded by a blood-red iris. The scarlet
Sign of Battles burns on the Chosen’s foreheads when they expend great expenditure of Peripheral Essence.
Anima Effect: A Chosen of Battles reflexively makes the Lesser Sign of Mars for 10 motes. The Chosen’s anima
billows outward in a brilliant scarlet that engulfs all those affected. For one scene, the Sidereal and all his allies within
(his Essence x 10) yards reduce the damage they suffer from all attacks by one level in Step 10 of attack resolution, after damage is rolled; this effect takes place after other such effects (as from starmetal armor) and does not reduce damage below one health level. Allies enjoy this advantage only as long as they remain within range. With the Sidereal’s anima banner in the 11 to 15 mote range, this costs only five motes. If the banner is fully manifest (16+), this costs only one. Auspicious Abilities: The constellations within the Crimson Panoply of Victory infl uence the Chosen of Battles. They are the Banner, the Gauntlet, the Quiver, the Shield and the Spear; they provide affi nity with Archery, Athletics, Melee, Presence and War. Associations: The color scarlet, the season of summer, the element of Fire, the Eastern direction and the full moon. Sobriquets: Heaven’s Soldiers, Shieldbearers Concepts: Master strategist, mercenary officer, Immaculate sifu, House of Bells instructor, enforcer of Heaven, demon hunter, legion financier.

CHOSEN OF SECRETS
Life is mystery. All that a person knows about herself and her life only highlights that which is unknowable. How she treats her personal mysteries determines how she meets her destiny. Everything hidden or guarded, anything kept from free access, falls under Jupiter’s infl uence. Her Chosen watch over secrets and restricted knowledge, arranging that nothing becomes known or lost before its time. Before the First Age, the Chosen of Secrets made the Solars’ libraries incomparable: these Chosen sought knowledge destined to lie undiscovered and gave it new fates, leading it into the Old Realm’s repositories of wisdom. The Chosen of Secrets also served the Night Castes admirably; the Sidereals looked up hidden knowledge in the archives of Heaven to supplement the Iron Wolves’ considerable abilities to
find criminals against the state. The Oracles kept that information perfectly hidden when it came to the Usurpation, and
they discovered the secret lore necessary to bind the Solar Exaltations in the Jade Prison. Chosen of Secrets fought a losing battle against the destruction of knowledge after the Great Contagion, but they saved much. That information now rests in secure archives in Heaven, so constructed that only the Chosen of Jupiter understand how to navigate their stacks and can control access to their secrets. They wove destinies for refugees to find lost cities and rebuild, and for one Dragon-Blooded to learn how to wield the Sword of Creation. The Fair Folk’s hidden tactics became known to the Oracles, and thus to the Dragon-Blooded and Lunar generals fighting the Fair Folk. Children destined to become Chosen of Secrets find value in knowing and in not knowing. Every person who does not possess a secret lends that secret value, especially if a person seeks it. Some knowledge becomes more powerful when known by many, and some secrets are mighty only with the threat that they might be exposed. Those who Exalt as Oracles learn early that every secret is a weapon finer than any stiletto. When a Chosen of Secrets supports a faction, she protects its mysteries from outsiders and gathers information for the faction’s benefit. Bronze Faction members discover conspiracies to disrupt the Realm’s rule, advise the heads of Great Houses from their wise perspectives, instruct at the Heptagram, run the All-Seeing Eye and find Anathema for the Wyld Hunt. Oracles of the Gold Faction conceal signs of the Solar Exalted, draw lost First Age knowledge to the returning Twilights, foster conspiracy and share knowledge with those who advance certain ideals. The Chosen of the Maiden of Secrets are mysterious even among other Sidereals, and the Chosen of Secrets’ arcane schemes can be tortuous to unravel. Caste Markings: The green irises of the Oracles frame pupils flecked with tiny emerald stars. Great expenditures of Peripheral Essence set the Sign of Secrets glowing on
the Chosen’s forehead in bright green light. Anima Effect: A Chosen of Secrets reflexively makes the Lesser Sign of Jupiter for 10 motes. The Chosen’s anima billows outward in a brilliant green that wafts around all those affected. For one scene, the Sidereal and all her allies within (her Essence x 10) yards are immune to mind-reading and mental attacks from opponents with an Essence less than the Sidereal’s. Against other opponents, the Oracle and her allies add (her Essence) to their Mental Defense Values. Allies enjoy this advantage only as long as they remain within range. With the Sidereal’s anima banner in the 11 to 15 mote range, this costs only five motes. If the banner is fully manifest (16+ motes), this costs only one. Auspicious Abilities: The constellations within the Forbidding Manse of Ivy influence the Chosen of Secrets. They are the Guardians, the Key, the Mask, the Sorcerer and the Treasure Trove; they provide affinity with Investigation, Larceny, Lore, Occult and Stealth. Associations: The color green, the time of Calibration,
the element of Water, the Northern direction and the new moon. Sobriquets: Heaven’s Eyes, Oracles Concepts: Undercover agent of either faction, Wyld Hunt director, speaker-to-demons, All-Seeing Eye spymaster, power behind the throne, mentor to a Solar Exalted, devious crime lord.

CHOSEN OF ENDINGS
Life is in the endings. A person does not change without letting aspects of him die, abandoned and left behind by the
passage of time and the realization of fate. He can meet his destiny only by leaving a hundred endings behind him; seen in this light, death is only another ending and another step written in the stars. All endings, from the last step of the shortest journey to the end of the Scarlet Empress’s rule, belong to Saturn. At her command, her Chosen serve this grim aspect of destiny and ensure all endings occur at the proper times. In the First Age, Chosen of Endings smoothed all necessary endings from behind the scenes. They arranged the funerals over which the Zenith Caste presided, ensured that apples fell easily from the tree, killed diseases and saw negotiations ended appropriately in peace or in war. The Chosen of Endings planned the Solars’ mass murder with a casual ease that shocked even the Sidereals’ dedicated allies. The Great Contagion cut millions of lives short before their times, ending countless families, business endeavors, creative projects and kingdoms too early. The Reckoners worked for a time with the Chosen of Serenity to replace some of the destinies that could otherwise not be fulfilled; the Reckoners also ruthlessly eliminated the Contagion’s last vestiges, going so far as to destroy entire cities that harbored the disease. When the Fair Folk Invasion ended, the Chosen of Endings went on the offensive to quietly kill as many of the invaders’ generals as possible.
Children destined to become Chosen of Endings develop a fascination with any complete cessation. It often
manifests as a morbid preoccupation with death, and some spend early years killing small animals and ending friendships to better examine the phenomenon. They learn that the word “ending” is a misnomer, a word oft- but ill-used for change. Every ending is just a transition into the next moment, and the Reckoners bring that understanding to
their work. When a Reckoner ends her neutrality to support a faction, she governs the conclusions of the faction’s affairs. Bronze Faction Reckoners watch over Immaculate funeral rites, slay Anathema, smooth over the end of one reign or dynasty for the beginning of the next and help the Dragon- Blooded eugenics program in their own fashion. Members of the Gold Faction work to end the Bronze Faction, stop the Wyld Hunt and dismantle the Scarlet Empire. Chosen of Endings unnerve even other Sidereals by the Reckoners’ acceptance of death and irrevocable conclusions.
Caste Markings: Reckoners’ eyes have violet irises, and violet almost imperceptibly flecks their pupils, which
resemble a star-filled night sky. Great expenditures of Peripheral Essence cause the Sign of Endings to appear on the
Chosen’s forehead in bright violet light. Anima Effect: A Chosen of Endings reflexively makes the Lesser Sign of Saturn for 10 motes. The Chosen’s anima billows outward in a brilliant violet that clings to all those affected. For one scene, the Sidereal and all his allies within (his Essence x 10) yards add one level of damage to all attacks they make, applied in Step 10 of attack resolution after damage is rolled; this effect adds no damage to an attack that otherwise inflicts no levels of damage. Allies enjoy this advantage only as long as they remain within range. With the Sidereal’s anima banner in the 11 to 15 mote range, this costs only five motes. If the banner is fully manifest (16+), this costs only one. Auspicious Abilities: The constellations within the Violet Bier of Sorrows influence the Chosen of Endings.
They are the Corpse, the Crow, the Haywain, the Rising Smoke and the Sword; they provide affinity with Awareness,
Bureaucracy, Integrity, Martial Arts and Medicine. Associations: The color violet, the season of autumn, the element of Earth, the Southern direction and the waning moon. Sobriquets: Heaven’s Gardeners, Reckoners Concepts: Physician who ends diseases and ailing lives, master of funerals, assassin, character assassin, revolutionary, martial arts sifu, internal affairs investigator for a Realm bureaucracy.

SIDEREAL CHARACTER CREATION SUMMARY
STEP ONE: CHARACTER CONCEPT
Choose concept, caste and Motivation. Note caste’s anima powers.
STEP TWO: ATTRIBUTES
All Attributes begin with one dot. Prioritize the Physical, Mental and Social Attribute categories as primary, secondary and tertiary. Distribute eight dots among the Attributes of the primary category, six dots among those of the secondary category and four dots among those of the tertiary category.
STEP THREE: ABILITIES
Abilities begin at zero dots. Note Auspicious Abilities and choose Favored Abilities (four; do not duplicate Auspicious Abilities). Distribute 35 Ability dots. Fifteen are limited to Auspicious and Favored Abilities; 20 are unlimited. No Ability may be above 3 before spending bonus points. The character must have at least Awareness ••, Bureaucracy
••, Linguistics (Old Realm) •, Lore •••, Martial Arts ••, Occult ••, Socialize •, Stealth • and at least one dot in
Archery, Melee or Thrown. There are additional restrictions based on caste: Chosen of Journeys must have Athletics ••, Linguistics (Old Realm and an appropriate additional language) ••, Resistance ••, Survival •• and Ride or Sail •••.
Chosen of Serenity must have either Craft or Performance ••, Linguistics •• (focusing on eloquent speaking and writing rather than languages), Medicine ••, Presence •• and Socialize •••. Chosen of Battles must have Archery or Melee •••, Athletics ••, Dodge ••, Presence •• and War ••. Chosen of Secrets must have Awareness ••, Investigation •••, Larceny ••, Socialize •• and Stealth ••. Chosen of Endings must have Awareness ••, Dodge ••, Integrity ••, Martial Arts ••• and Stealth ••.
STEP FOUR: ADVANTAGES
Choose Backgrounds (15 dots, no Background higher than 3 before spending bonus points), Charms (12, at least fi ve from Auspicious or Favored Abilities, no more than three Sidereal Martial Arts Charms), colleges (seven dots, at least four from her Maiden’s colleges) and Virtues (all begin at 1, five dots to spread, none higher than 3 before spending bonus points).
STEP FIVE: FINISHING TOUCHES
Record Essence (two before bonus points), Willpower (sum of the two highest Virtues), Personal Essence pool ([Essence x 2] + Willpower), Peripheral Essence pool ([Essence x 6] + Willpower +[sum of all Virtues]) and health levels (7 + any from Charms). Spend bonus points (18) on any aspect of character creation. Costs are on page 97. Note changes in calculated values (such as Willpower and temporary Essence).
CASTES
• Journeys: Heaven’s Messengers, traveling any distance necessary to perform their duties. Auspicious Abilities: Resistance, Ride, Sail, Survival and Thrown Anima Powers: Spend 10 motes to triple running speed for her and all allies (including mounts) within (her Essence x 10) yards.
• Serenity: Heaven’s Courtesans, overseeing the pleasure and prosperity of Creation. Auspicious Abilities: Craft, Dodge, Linguistics, Performance and Socialize Anima Powers: Spend 10 motes to add (her Essence) automatic
successes to all Performance rolls made by her or her allies within (her Essence x 10) yards.
• Battles: Heaven’s Soldiers, seeing to the outcomes of important battles and wars. Auspicious Abilities: Archery, Athletics, Melee, Presence and War Anima Powers: Spend 10 motes to reduce rolled damage by one health level in Step 10 of attack resolution, effective for her and all allies within (her Essence x 10) yards.
• Secrets: Heaven’s Eyes, keeping or revealing knowledge at Heaven’s direction. Auspicious Abilities: Investigation, Larceny, Lore, Occult and Stealth Anima Powers: Spend 10 motes to render her and her allies within (her Essence x 10) yards immune to mind-reading and unnatural mental infl uence from opponents with an Essence less than the Sidereal’s; against other opponents, still add (her Essence) to affected persons’ Mental Defense Values.
• Endings: Heaven’s Gardeners, ensuring that all things come to a proper end at the proper time. Auspicious Abilities: Awareness, Bureaucracy, Integrity, Martial Arts and Medicine Anima Powers: Spend 10 motes to increase the damage
inflicted by her and her allies within (her Essence x 10) yards by one level, applied after rolling in Step 10 of attack
resolution, as long as an attack infl icts at least one level before considering the effect.
FACTIONS
There are three factions a Sidereal working for the Bureau of Destiny can choose. Not all are equal.
• The Bronze Faction is dominant and publicly supports the status quo—keeping the Terrestrials nominally in
charge and the Solars out of the picture.
• The Gold Faction is the underdog but still a signifi cant source of contacts and leverage. This faction supports attempting a return to the First Age’s glory and methods.
• Independents publicly belong to no faction, though some Sidereals use Independent status as a cover.
MOTIVATION
Choose a suitably epic Motivation for your character.
VIRTUES
• Compassion—Empathy and forgiveness.
• Conviction—Emotional endurance.
• Temperance—Self-control and clear-headedness.
• Valor—Courage and bravery.
BACKGROUNDS
• Acquaintances—Mortals who remember you… sort of.
• Allies—Friends, usually gods and other Exalts, who will help you out.
• Artifact—Enchanted tools, usually made of starmetal.
• Backing—Rank in an organization, typically the Bronze or Gold Faction.
• Celestial Manse—A home and font of Essence in Yu-Shan.
• Connections—Information from and pull in one facet of Creation.
• Familiar—A loyal animal or godly companion.
• Manse—A place of power in Creation.
• Salary—Your Celestial stipend.
• Savant—First Age lore at your fi ngertips.
• Sifu—A willing mentor for supernatural martial arts.
RONIN
Ronin are those few Sidereals who manage to evade Heaven’s service. Ronin do not benefi t from the advanced training or privileges of their employed peers.
STEP ONE: CHARACTER CONCEPT
Choose concept, caste and Motivation. Note caste’s anima powers.
STEP TWO: ATTRIBUTES
All Attributes begin with one dot. Prioritize the Physical, Mental and Social Attribute categories as primary, secondary and tertiary. Distribute eight dots among the Attributes of the primary category, six dots among those of the secondary category and four dots among those of the tertiary category.
STEP THREE: ABILITIES
Abilities begin at zero dots. Note Auspicious Abilities and choose Favored Abilities (four; do not duplicate Auspicious Abilities). Distribute 25 Ability dots. Ten are limited to Auspicious and Favored Abilities; 15 are unlimited. No Ability may rise above 3 before spending bonus points. The character has no other restrictions about how to spend her Ability dots.
STEP FOUR: ADVANTAGES
Choose Backgrounds (seven dots, no Background higher than 3 before spending bonus points), Charms (eight, at least
fi ve from Auspicious or Favored Abilities, no Sidereal Martial Arts Charms) and Virtues (begin at 1, fi ve dots to spread, none higher than 3 before spending bonus points).
STEP FIVE: FINISHING TOUCHES
Record Essence (2 before bonus points), Willpower (sum of the two highest Virtues), Personal Essence pool ([Essence x 2] + Willpower), Peripheral Essence pool ([Essence x 6] + Willpower + [sum of all Virtues]) and health levels (7 + any from Charms). Spend bonus points (15) on any aspect of character creation. Costs are on the table below. Note changes in calculated values (such as Willpower and temporary Essence).
CASTES
Same as for servants of Heaven on page 96.
MOTIVATION
Choose a suitably epic Motivation for your character.
VIRTUES
• Compassion—Empathy and forgiveness.
• Conviction—Emotional endurance.
• Temperance—Self-control and clear-headedness.
• Valor—Courage and bravery.
BACKGROUNDS
• Acquaintances—Mortals who remember you… sort of.
• Allies—Friends, usually gods and other Exalted, who will help you out.
• Artifact—Enchanted tools, usually made of starmetal.
• Backing—Rank in an organization, typically the Bronze or Gold Faction.
• Connections—Information from and pull in one facet of Creation.
• Familiar—A loyal animal or godly companion.
• Manse—A place of power in Creation.
BONUS POINT COSTS
Trait Cost
Attribute 4
Ability 2 (1 if a Favored or Auspicious Ability)
Background 1 (2 or 4 if the Background is being raised above 3)
Specialty 1 (2 per 1 if in a Favored or Auspicious Ability)
Virtue 3
Willpower 2
Intimacies 3 to increase starting Intimacies to (Willpower + Compassion)
Essence 10
Charm 7 (5 if in a Favored or Auspicious Ability)
Sidereal Martial Arts Charm 8 (6 if Martial Arts is a Favored or Auspicious Ability)
Sidereal astrology colleges 7 (5 in your Maiden’s colleges)

ABYSSALS
DUSK CASTE
The Dusk Caste sweeps across the world, heralding the onset of the final night. As the most direct and terrible weapons
in the arsenal of Oblivion, Children of Ash exemplify destruction through killing prowess and tactical tyranny. They can slay any adversary and lay waste to whole nations. Indeed, some Dusk Castes view themselves as the purest disciples of Oblivion, ordained to spread the gospel of unmaking with every blow. Such ideology does not endear these Peacebringers to the unholy priests of the Midnight Caste. Dusk Exaltations best suit violent mortals whose body counts already stain their souls with the touch of Oblivion. The bargain is simple: Cheat death to become the right
hand of death. Those who accept Exaltation rise up from apparent defeat to kill their killers, but they don’t stop there. They can’t stop. Even if they try to kill judiciously, slaying only other monsters like themselves, their bloodlust renders any heroism… questionable. Deathknights of Ascending Darkness kill because they like killing. Renegades can sometimes restrain themselves, but they must constantly struggle to think of others as more than so much meat. In contrast, most loyalists embrace their murderous impulses wholeheartedly and savor their liberation from the burdens of conscience. Renegade Dusks probably have the easiest time of any Abyssal Caste, since their destiny as destroyers makes them equally suited to hunting demons, raksha and other enemies of Creation. The wickedness and corruption
of the Time of Tumult gives them no shortage of prey. Unfortunately, this “righteous destroyer” approach does little to redeem their souls. They cannot murder their way back into the light. Loyalist Children of Ash usually serve as the martial backbones and champions of their circles. Few are unintelligent, but the caste has a reputation for trying
to solve all problems by killing something. Their gory utility makes them indispensable due to the simple fact that someone always needs killing. Prudent Deathlords keep their Dusks busy with missions so they won’t disrupt long-term plans out of sheer boredom. Rarely do Dusks get to lead armies in open military engagements against the living, as the Deathlords do not wish to unite their enemies against them prematurely. For now, Peacebringers make do with war games and leading smaller incursions to test new weapons and practice commanding their hordes. Needless to say, the Children of Ash will take a much more active role once the Deathlords finish preparations and declare total war on Creation. Final dusk will fall upon the world as the Sun himself goes out, his conquered blood spattered across the forever-unfinished Games of Divinity. Anima Banner: The caste marks branded onto Dusk Caste Abyssals blaspheme the Dawn with spiked rays radiating from a central disk. Peacebringer animas tend to be pitch black with gray or dark purple edges. Anima Effects: By reflexively spending 10 motes, a Dusk Caste envelops herself in an aura of dread. The
Peacebringer’s enemies fear even to look at her, giving her a +2 DV bonus against their attacks. Characters whose
Valor exceeds the Dusk Caste’s Essence are immune to this effect, as are automata, the walking dead and other creatures that cannot feel fear. This effect comes into play automatically once the Abyssal spends 11–15 motes of Peripheral Essence. Caste Abilities: Peacebringers dominate all arenas of violence with their affinities for Archery, Martial Arts, Melee, Thrown and War. Associations: The colors white and purple, the eastern direction, the corpse-element of pyre flame, the full moon Sobriquets: They Who Sing Forsaken Hymns, Peacebringers, Children of Ash, Ascending Darkness, The Forsaken Concepts: antihero mercenary, duelist, genocidal warlord, god slayer, mercy killer, murder addict

MIDNIGHT CASTE
In the resplendent darkness of the hour of midnight, the Unconquered Sun lies dead until his morning resurrection.
Luna and the Five Maidens stand guard over Creation, but their light cannot prevail against the shroud of night.
Members of the Midnight Caste embody this grim majesty. Even as the darkest night rustles with the murmur of
insects and nocturnal predators, so too do the Whispers of the Neverborn claw and scuttle up from beneath Creation,
hungrily stalking the living world through their chosen priests of annihilation. Midnight Exaltations best complement broken faith or unholy zeal. It does not matter how the soul cracks to its breaking point, as long as it faces the bleak certainty that life is a futile lie. This epiphany shatters some souls, but a select few revel in freedom from the uncertainty of hope, and these withered souls may Exalt among the Echoes of the Abyss. This intrinsic understanding of death, a faith set apart from logic, can bring Abyssals of Resplendent Darkness into conflict with the scholarly
Daybreak Caste. Some Midnight Castes also envy the ease with which Daybreaks master the dark miracles of necromancy. In their zeal, Midnight Castes sometimes decide that most Deathlords want to rule the world more than they want to destroy it. This realization can lead renegade Silent Children to strike out on their own by forming death cults, making alliances and even demanding fealty from weaker peers. Needless to say, the Deathlords take great insult in being so maligned (or, perhaps, in being so transparent). Even renegades who seek redemption sometimes continue on this path, secretly hoping that a holy man will defeat their dark theology and either destroy them or lead them back to the light. On the other end of the spectrum, some renegades seek to purge the taint within them by spreading the praises of the Unconquered Sun. They destroy all who do not submit to their zeal, even as the Resonance of their hypocrisy devastates the wretched faithful who look to them for guidance. Loyalist Midnights see themselves as righteous martyrs, enduring the burden of life to guide everyone else into death. In Creation, the death cults that grow like tumors around the Children of Silence provide their circle with spies, assassins, Essence and a haven in the living lands. The fervency of the caste disturbs those Deathlords who see their masters’ hatred reflected in the eyes of their
priests. True faith is hardly universal among the caste, though, and some Children of Silence merely seek to join
the Deathlords as unholy emperors of the dead. The very worst of the Blasphemous believe that even the peace of
the grave is a lie for fools who think they can escape the universe’s pain. These monsters don’t want to deliver the
world into the gentle embrace of Oblivion. They just want to piss on the ashes of the world and howl the last laugh
into the smoking wind. Anima Banner: As Zeniths radiate light, Midnights consume it. Their caste marks open like a third eye upon their brows, widening into a blackened disk rimmed in blood, through which glimpses of the Neverborn’s collective gaze flicker with incomprehensible hate. Many anima banners are featureless black vortices, yet maddened onlookers know the animas of Those Who Speak Blasphemous Truths are watching them. Anima Effects: As her action, a Midnight Caste can reanimate a corpse as a zombie by touching it and spending five motes. Ten ticks later, the cadaver rises as a zombie extra (see Exalted, p. 314). This effect becomes reflexive and gains a 10-yard range once the Abyssal spends 11–15 motes of Peripheral Essence. Once per action, the Midnight Caste’s anima automatically reanimates one corpse within range, at no further Essence cost. These zombies are under the Abyssal’s control but they steadily
decay, suffering one level of aggravated damage per day until they disintegrate completely. A Midnight Caste can also slay mortals with the pure power of Oblivion. As her action, a Resplendent Darkness can spend five motes and indicate a mortal within 10 yards. That mortal suffers dice of unsoakable, aggravated damage equal to the Midnight’s Essence.
Caste Abilities: Echoes of the Abyss spread the gospel of Oblivion with Performance and Presence even as they resist its grasp with Integrity, Resistance and Survival. Associations: The colors of yellow and cobalt, the southern direction, the corpse-element of jade, the half moon. Sobriquets: Those Who Speak Blasphemous Truths, Echoes of the Abyss, Children of Silence, Resplendent Darkness, The Blasphemous Concepts: cult mastermind, demented harlequin,
embittered monk, herald of apocalypse, invincible nomad, revival preacher, voice of the Neverborn

DAYBREAK CASTE
As the Unconquered Sun recovers from his nightly death, the darkness of night defies the unspoken promise to return to claim Deathknights of the Daybreak Caste stand with of night, gleaning all they can from dark before the light envelops them. hide from their inquisitive minds; no evades their clutching grasp. Driven need to unleash their horrific genius, Who Work Unclean Arts haunt libraries and laboratories, perusing necromantic tomes or building grisly
war machines. The showy power of necromancy and the extensive infrastructure that the Children of Bone to function at maximum effectiveness them at odds with the quiet self-reliance Day Caste. Daybreak Exaltations do not mortals who pursue knowledge for sake. All knowledge must have a purpose; every experiment must be a means to end. Before Exaltation, ideal prospective Children of Bone took a hands-approach to gathering knowledge, whether by raiding ancient tombs or by forcefully extracting magical knowledge from recalcitrant sorcerers. In mortal life, few Daybreaks concerned themselves with the morality of the knowledge they sought. Renegade Children of Bone seek out lore on their own and market their genius to petty dictators and would-be savants in exchange for the resources to pursue their own experiments. Pitiless clarity is their tainted gift to the world, helping those blinded by passion to see the coldly
calculated truths that advance some greater design. All too often, however, the empathy necessary for redemption
eludes renegade Daybreaks, taunting them with the one mystery they cannot unravel. Loyalist Daybreaks enjoy the patronage of some of the most powerful entities of any Age. Necrosurgeons, poisoners, vivisectionists, demonologists—the Deathlords are masters of all these fields and more. The Shadows of the Abyss become deadliest when supported by the terrible infrastructure of resurrection pits, operating theaters and necro-alchemical laboratories given to them by their masters, though these facilities are also cages where the Deathlords can monitor their activities for the slightest hint of treachery. Recognizing this, some Daybreaks actively seek assignments in Creation for the illusion of freedom and opportunity to work on their own pet projects. Sooner or later, though, the lure of limitless resources always draws them back. Perhaps the greatest sin of loyalist Daybreaks is not the obscene nature of their research or the widespread pain they dispassionately inflict in the process, but the fact that they so often destroy sources of knowledge after they plunder it for themselves. The Unclean leave burnt libraries and broken wonders in their wake. Knowledge is power, but knowledge that no one else has is greater power. And so, the Shadows of the Abyss send Creation toward a dark age of savage ignorance while seeking absolute knowledge for themselves. Getting the chance to build the weapons that will kill Creation is just a bonus. Anima Banner: The onyx caste marks of the Daybreak half open on their brows like the narrowed eyes of an obsessed madman, weeping bloody tears that mock the
true pain of their victims. Anima colors tend toward the majestic, displaying regal purple and stately gray hues. Anima Effects: The merciless intellect of the Daybreak Caste can find the flaw in any attack to weaken it with her anima or turn it aside entirely. By reflexively spending five motes, the Daybreak character subtracts levels of damage equal to his Essence from the damage rolled in Step Ten of attack resolution. Caste Abilities: Shadows of the Abyss lend their
scholarly inclinations to discover and dissect all truths through affinity with Craft, Investigation, Lore, Medicine
and Occult. Associations: The colors of orange and black, the western direction, the corpse-element of bone, the crescent moon. Sobriquets: Those Who Work Unclean Arts, Shadows of the Abyss, Children of Bone, Descending Darkness, The Unclean Concepts: exquisite inquisitor, humorlessly comedic chirurgeon, military engineer, obsessed necromancer, sophisticated serial killer, unappreciated puppet maker

DAY CASTE
Whether they’re fomenting rebellions against the Deathlords or working as ultimate assassins for hire. Within Creation, they can hide among the herd until the power of Oblivion building up within them forces them to move on or risk exposure. Because they spend more time among the living than other Abyssals usually do, Children of Blood are perhaps the most likely to develop genuine feelings for the living (whether they want to or not). Any such compassion ends in predictable tragedy when their Dark Fate catches up with them, though. Retaining any vestige of humanity
through this cycle of love and loss requires more fortitude and hope than most renegades can muster, ultimately
drawing them back into the darkness when bitterness finally poisons their souls. Sadistically patient Deathlords
sometimes manipulate their Day Caste servants into turning renegade just to harden their hearts and hone them
as sharper knives against the light. Loyalist Daywalkers normally divide their time between solo missions and team projects involving their circles. In the former case, operating alone lets them use their full mobility and stealth without the chance of clumsier peers blowing their cover. Even when they work with other deathknights, Children of
Blood sometimes vanish without warning to take care of some problem, such as assassinating a pursuing monk
or eliminating all the sentries in an enemy fortress. This tendency can frustrate Moonshadows, who do not appreciate
having their elaborate schemes made irrelevant because a Daywalker acted without consulting the master
plan. Even when the deathknights of Hidden Darkness stay where their circlemates can see them, they often
have another agenda (or 12) that they hide behind wan smiles or demure façades. In some cases, this agenda is
to serve as the eyes of their masters (and if necessary, executioners) to prevent disloyal circlemates from going
renegade. Anima Banner: A closed and endless ring symbolizing isolation brands the Day Caste, as hollow as the
pent-up bitterness within them. The anima colors are usually ethereal gray and black, tinged with sickening
greens and purples. Anima Effects: Like their Night Caste counterparts, They Who Dwell Among the Wretched can reflexively spend an extra mote to prevent any Peripheral Essence spent activating a Charm from adding to their anima
banners. Hiding the use of Obvious Charms doubles the Charm’s mote cost instead. Additionally, Daywalkers can reflexively shroud themselves in ghostly concealment for a scene by spending 10 motes. (Obviously, this power does not contribute to anima display.) Other characters suffer an internal penalty equal to half the deathknight’s Essence rating to notice or track the shrouded character. While radiating an anima banner at the 11–15 mote level or higher, the character’s specific identifying features become indiscernible apart from any iconic display. Caste Abilities: Daywalkers are as shadows to the eye and whispers in the ear, unnoticed and all-seeing. They wield affinities for Athletics, Awareness, Dodge, Larceny and Stealth. Associations: The colors of indigo and gray, the northern direction, the corpse-element of blood, the new moon. Sobriquets: They Who Dwell Among the Wretched, Daywalkers, Children of Blood, Hidden Darkness, The Wretched Concepts: chief of counterintelligence, doppelganger infiltrator, Labyrinth diver, left hand of tyranny, sadistic murderer, sweet-faced bait

MOONSHADOW CASTE
Loyalist Children of Dust serve a variety of useful functions for their Deathlord masters. They often lead
their circles. Unlike Solars, who tend to rally around the faith and charisma of the Zenith Caste, few Abyssals
trust the high priests of Oblivion enough to follow their ravings. Deathknights don’t trust their Moonshadows,
either, but at least the Children of Dust have sufficient guile to hold a circle together in spite of rivalry or dislike.
Deathknights of Hollow Darkness also sometimes manage the tedious day-to-day operations of the Deathlords’
empires, or become their poisoned ambassadors to the living and the dead. Given the Moonshadows’ penchant
for leadership and treachery, Deathlords typically insist that the Children of Dust sanctify their own oaths of fealty.
Most Moonshadows find cunning ways to work around these oaths when they have to, but the oaths prevent
direct rebellion—for now. As agents in Creation, Moonshadows draw towns, tribes, nations and empires into chaos, allowing the other members of their circle to work unmolested. Years of lies and manipulations result in treaties that further the aims of the Deathlords—sometimes even outright alliances. Death comes for all things in time. If a single city needs to be spared the enlightenment of Oblivion for a hundred others to feel death’s cold embrace, so be it. The Hollow Darkness is patient. Anima Banner: A bloody ring around a central disk scars the Moonshadows, symbolizing the whole of existence encircling and poised to fall into the Mouth of Oblivion. Their animas are translucent silver and black sheets, with flaring sparkles orbiting the Exalt. Anima Effects: These consummate hypocrites do not abide the lies of others. If a Moonshadow touches the hands of people who make a promise, the deathknight may reflexively spend 10 motes and a point of Willpower to call the Neverborn to witness the oath. (Doing so costs nothing while the Moonshadow displays his anima banner at the 11–15 mote level.) Upon invocation, the air bleeds spider-like runes spelling out the broken promises of the gods’ ancient fealty to the Primordials. Anyone who breaks these sanctified promises is fated to botch a number of actions equal to the Essence rating the Moonshadow had when the promise was made. The Storyteller decides when the botches occur. Until all of the botches take place, the oathbreaker instinctively understands the doom her treachery brought upon herself. For this reason, the infinitely spiteful Neverborn often delay their wrath so that oathbreakers live in constant fear, waiting for the day when the darkness finally strikes. Although Moonshadows are not protected by the same pacts as their Eclipse cousins, they receive similar protection from other creatures of death. Such creatures instinctively know that the Neverborn can twist their fate to make them suffer. If a creature of death initiates physical hostilities against a Moonshadow who has shown his caste mark and invoked the protection of Oblivion, the aggressor suffers a Resonance effect chosen by the Abyssal’s player. The severity of the effect equals the Abyssal’s Essence rating (though the Moonshadow does not actually vent any points of Resonance). Even mindless creatures such as hungry ghosts and walking dead understand this doom. They will not attack the Moonshadow, or anyone the deathknight names as under his protection, unless they are supernaturally compelled to do so. Only the Deathlords and other Abyssals are exempt from this ban. Finally, Moonshadows may perform the ultimate feat of magical cheating by learning non-Abyssal Charms. Such Charms cost 16 experience points apiece to learn,
and two extra motes to activate. Caste Abilities: As envoys and social weapons, Winds of the Abyss may go anywhere to spread their poison with command of Bureaucracy, Linguistics, Ride, Sail and Socialize. Associations: The color silver, the center direction, the corpse-element of prayer, the gibbous moon. Sobriquets: Those Who Walk Within Webs of Deception, Winds of the Abyss, Children of Dust, Hollow Darkness, The Deceivers Concepts: ambassador to the Yozis, betrayer of the revolution, mask within a mask, merchant prince, political troubleshooter, raksha soul dealer, sinister vizier, snake-oil salesman, terrorist mastermind, warmonger

ABYSSAL CHARACTER CREATION SUMMARY
STEP ONE: CHARACTER CONCEPT
Choose concept, caste and Motivation. Note the caste’s anima power.
STEP TWO: SELECT ATTRIBUTES
Note that all Attributes start with one dot before you add any. Prioritize the Physical, Mental and Social Attribute categories as primary, secondary or tertiary. Distribute eight dots among the primary category of Attributes, six dots among the secondary Attributes and four dots among the tertiary
Attributes.
STEP THREE: SELECT ABILITIES
Note Caste Abilities. Select Favored Abilities (5; may not be the same as Caste Abilities). Choose Abilities (28 dots—at least 10 must be spent on Caste or Favored Abilities; none may rise higher than 3 without spending bonus points)
STEP FOUR: SELECT ADVANTAGES
Choose Backgrounds (7—none may exceed 3 without spending bonus points), Charms (10—at least five must be
from Caste or Favored Abilities), Virtues (5; none may be higher than 4 without spending bonus points and all begin
with one dot before spending points).
STEP FIVE: FINISHING TOUCHES
Record Essence (2), Willpower (sum of two highest Virtues; Willpower cannot start above 8 unless two Virtues are
rated at 4 or higher), Personal Essence pool ([Essence x 3] + Willpower), Peripheral Essence pool ([Essence x 7] + Willpower + [sum of character’s Virtues]) and health levels (7, plus any gained from Charms).
BONUS POINTS
Bonus points (15) may be spent at any time during character creation.
CASTES
• Dusk: The Dusk Caste wields the arts of murder in all their forms and leads the armies of the Deathlords, spreading
carnage across Creation. Caste Abilities: Archery, Martial Arts, Melee, Thrown, War Anima Powers: May use their animas to appear dreadful and terrifying for a scene.
• Midnight: As priests of Oblivion, the Midnight Caste spreads the Whispers of the Neverborn to the dead and the worship of the ancestor cults to the living. Caste Abilities: Integrity, Performance, Presence, Resistance, Survival Anima Powers: May use their animas to slay mortals or to animate corpses.
• Daybreak: As the savants of the Underworld, Daybreak Caste deathknights wield the powers of necromancy and the secrets of the dead to further either the aims of their masters or their own ambitions. Caste Abilities: Craft, Investigation, Lore, Medicine, Occult Anima Powers: May use their animas as shields.
• Day: As the unseen spies of the Deathlords, Day Caste deathknights mingle with the living, destroying their enemies’ resolve with assassination and treachery. Caste Abilities: Athletics, Awareness, Dodge, Larceny, Stealth Anima Powers: May use their animas as cloaks against detection and/or mute their anima banners when using Essence.
• Moonshadow: As the emissaries of the dead, Moonshadow Caste deathknights wield the powers of ghosts and Exalted alike, traveling from nation to nation to forge dark contracts at the behest of the Deathlords. Caste Abilities: Bureaucracy, Linguistics, Ride, Sail, Socialize Anima Powers: May use their animas to bind oaths and contracts.
VIRTUES
• Compassion—The desire to end suffering
• Conviction—Emotional endurance and loyalty to a cause
• Temperance—Cold detachment and self-control
• Valor—Courage and unholy fury
BACKGROUNDS
• Abyssal Command—Zombie swarms, undead legions and mortal soldiers (loyalist only)
• Allies—Companions and talented servants
• Artifact—Soulsteel armaments and powerful trinkets
• Backing—Standing and rank within an organization
• Contacts—Information sources and mortals who owe the deathknight favors
• Cult—Mortals or ghosts who worship the deathknight directly
• Familiar—An animal companion
• Followers—Undead minions, ghostly servants and loyal mortals
• Influence—The deathknight’s pull on the world around him
• Liege—The esteem and generosity of the Abyssal’s Deathlord (loyalist only)
• Spies—Informants a deathknight’s Deathlord places at his disposal (loyalist only)
• Manse—A place of power and Essence
• Mentor—A patron and instructor
• Resources—Material goods and wealth
• Underworld Manse—Manse access and hearthstones on loan from one’s Deathlord (loyalist only)
• Whispers—The deathknight’s attunement to the fathomless knowledge of the Neverborn

BONUS POINTS
Trait Cost
Attribute 4
Ability 2 (1 if Favored or Caste)
Background 1 (2 if the Background is being raised above 3)
Specialty 1 (2 per 1 if in a Favored or Caste Ability)
Virtue 3
Willpower 2
Intimacies 3 to increase starting Intimacies to (Willpower + Compassion)
Essence 7
Charms 5 (4 if in a Favored or Caste Ability)

INFERNALS
SLAYER CASTE
As with their Solar kin, only warriors are chosen to receive Slayer Exaltations. Such deadly gifts would be wasted on social dilettantes and bookish librarians, after all. However, Dawn Caste Exalted are chosen from those warriors who could achieve greatness in battle if only they had the tools. Slayer Caste Infernals are more likely chosen from those who betrayed their commanders, who engaged in war crimes or battlefield atrocities, or who simply respect no virtue other than total victory. Anima Banner: Slayer Infernals are marked by the sign of Malfeas, which resembles two crossed swords that glint of burnished brass on their foreheads. Their blazing green animas usually glint like brass, and their totems typically contain frightening violent imagery of Malfean demons. Anima Effects: By spending 10 motes of Essence, the Slayer can appear huge and terrifying for the remainder of the scene (or until she chooses to let the effect dissipate). The character’s teeth extend into sharp fangs or tusks, his fingernails stretch into ugly black talons, his skin turns an inhuman hue (usually deep red or a sickly green), and his eyes glow with the unholy light of Malfeas. None of these physical changes translate into physical weaponry—his “claws” do not inflict any additional damage, for example— but he becomes utterly terrifying to mortals as befits a scion of the Demon City. The Infernal can activate this power at will and at no additional cost once he has spent 11+ motes of Peripheral Essence. Unless a creature’s Valor exceeds the Slayer’s Essence, that creature is unable to directly face the Slayer’s wrath, and the Slayer gains a +2 DV bonus against her. Additionally, any mortal creature must also make a successful Valor roll in order to avoid fleeing outright in utter terror. Automata, the undead and other creatures immune to Valor rolls are unaffected by this power and do not grant the +2 DV bonus to the Slayer. Caste Abilities: Cold-blooded masters of the art of war, Slayers excel at Archery, Martial Arts, Melee, Thrown and War. Associations: Tigers, brass, the season of Earth, the color
green, all demons who descend from Malfeas Sobriquets: Children of the Demon City, Doombringers, Brass Tigers, Swords of Hell, The Forsaken Yozi Patron: Malfeas Concepts: barbarian warlord, corrupt city guardsman, serial killer, convicted war criminal, assassin

MALEFACTOR CASTE
Like their Zenith conterpats, Malefactors are chosen for natural charisma and leadership skills. But where prospective Zeniths are sought for their sense of righteousness and justice, Malefactors are chosen for their sense of their own importance. Cecelyne is a proud goddes, and she would have no servants who are so weak as to give a moment’s thought to anything as frivolous as righteousness or justice. Anima Banner: The caste mark of a Malefactor is an hour glass of shimmering sliver sand in the center of the character’s forehead. Malefactor anima banners often resemble swirling dust devils and sandstorms of green and tarnished silver. Totems often resemble demons descended from Cecelyne. Anima Effects: The Malefactors are the high priests of the Endless Desert, sent into Creation by Cecelyne to preach her gospel and spread her word. Once per day, a Malefactor can sacrifice a single sentient being of Creation to the glory of Cecelyne. The Malefactor must spend one mote of Essence as part of the ceremony, and his player must roll (Charisma + Performance) with a difficulty of (7 – the Essence of the victim; minimum difficulty of 1). If the sacrifice is successful, the Malefactor creates an unholy area consecrated to the Yozis centered on the spot where the being was slain, with a radius of 100 yards per success on the prayer roll. Within such an unholy area, the difficulty of all prayers to the Yozis is reduced by 2 (to a minimum of 1), the difficulty of all thaumaturgy rolls to summon a demon from Malfeas is reduced by 2 (to a minimum of 1), the difficulty to bind a demon is increased by 2 and, finally, all Charms that carry the Holy keyword require an additional two motes to activate. This desecrated site lasts until such time as the area is purified by the prayers from a priest of one of Creation’s deities, and such a purification requires a number of successes on extended prayer rolls equal to (the Malefactor’s successes), with each prayer roll representing one day of devoted prayer. Additionally, as the Chosen of Cecelyne, Malefactors are charged with standing against the false religions of the traitorous gods. As her action, a Malefactor can channel 10 motes of Essence through her anima. She then glows with the unholy green light of the Yozi realm and illuminates the area around her as if it were noon. This illumination extends for (Permanent Essence x 10) yards. For the remainder of the scene (or until she allows the effect to dissipate), the Malefactor gains additional lethal and bashing soak equal to her Essence against attacks by holy beings. For the purposes of this effect, holy beings include: all gods (but not elementals) of Creation who have not been corrupted into the service of the Yozis, all Solar Exalted regardless of caste (except those who have become akuma) and all Exalted of any type who know even one Charm with the Holy keyword. Additionally, when the Malefactor has activated this effect, her player can also add the Malefactor’s Essence to the minimum number of damage dice rolled after any successful attack made against a holy being (meaning that, in most cases, the player rolls twice the character’s Essence). Both of these effects automatically activate once the Malefactor has spent 11+ motes of Peripheral Essence.
Caste Abilities: Wandering mendicants whose devotion was forged in the wastes of Cecelyne, Malefactors excel at
Integrity, Performance, Presence, Resistance and Survival. Associations: Jackals, sand, the season of Fire, the color yellow, the metal gold, all demons descended from Cecelyne Sobriquets: Children of the Endless Desert, Infernal
Thunder, Quartz Bulls, Hammers of Hell, The Forsaken Yozi Patron: Cecelyne Concepts: defrocked priest, Yozi cultist, insane hermit, would-be dictator, autocrat.

DEFILER CASTE
A common theme among Defiler Exaltations is that the recipient is one who was somehow betrayed or rejected seemingly by the entire world around him. Some lost everything they ever cared about to a caprice of fate. Some came forward with new and innovative ideas, only to be derided as cranks or set upon by mobs as heretics. Some simply spent lives of quiet fury, intuitively realizing that every setback, every opportunity missed or denied was
somehow the fault of those too jealous or simple-minded to recognize the Defilers’ greatness. Those who fit in this last group are most often the recipient of Malfean Urges, and the need to revenge themselves on rivals and enemies leads the Defilers to tear down everything as a prelude to any new constructions. Defilers with Cecelynian or Pyrian Urges see themselves as the only ones capable of establishing a new paradise of perfect order, free from the chaos that has so long plagued Creation. The distinction between the two lies in the fact that Pyrian Defilers will sacrifice their own ambitions in pursuit of perfect order, while Cecelynian Defilers are much more likely to do the reverse. Adorjani Defilers are capricious idiot-savants, as likely to invent a new musical instrument that causes insanity in listeners as they are to create new spells capable of permanently rendering every mortal in an entire city a deaf-mute. Finally, Ophidian Defilers are usually demented hypocrites who seek to purge from the rest of society those temptations
that they themselves would pursue most avidly. Defilers are chosen for intellect, cunning and, above all, a willingness to change the world, regardless of the risks or consequences. Like their Twilight cousins, Defilers are driven to seek out knowledge and to use it. The chief difference between the two lies in the purposes for which the two castes would set their accumulated knowledge to use. Defilers acknowledge no ethical or philosophical limits on how knowledge should be used. Twilights are not so sanguine about reshaping the world on a whim… for the most part. (There is a reason that so many First Age Twilights were found among the akuma, after all.) Anima Banner: The caste mark of the Defiler is a third eye that opens on the Exalted’s forehead to unleash a baleful green flame that is both smokeless and heatless. The anima of a Defiler is a mixture of green and white flames, painful to the eyes to look upon. Defiler totems often resemble demons descended from She Who Lives in Her Name, although some Defilers simply surround themselves with burning white orbs of power symbolic of their mistress’ glory. Anima Power: Defilers may channel Essence through their animas as a last-ditch protective act, surrounding themselves with an impenetrable sphere of congealed Essence reminiscent of the 99,997 globes of She Who Lives In Her Name. If, after damage has been rolled, a Defiler will take damage, he may instead spend five motes of Essence to surround himself with a globe of infernal Essence in an attempt to resist the damage. Subtract the Defiler’s permanent Essence from the attacker’s damage successes before applying them to the Defiler’s health. This power automatically activates at no cost to the Defiler when he has spent 11+ motes of Peripheral Essence. Caste Abilities: Occultists, craftsmen and surgeons who use their intellect to twist and reshape the natural hierarchy of Creation, Defilers excel at Craft, Investigation, Lore, Medicine and Occult.
Yozi Patron: She Who Lives In Her Name Associations: Owls, fire, glass, the season of Water, the color white, all demons descended from She Who Lives In Her Name Sobriquets: Children of the Principle of Hierarchy, Infernal Lightning, Glass Spiders, Arrows of Hell, The Unclean Concepts: mad inventor, demonologist, greedy surgeon,
picked-upon student, ambitious courtier, heretic

SCOURGE CASTE
The darkest of the Unconquered Sun’s children, the Night Caste Exalted always appeared to the Yozis to be a sign of the gods’ hypocrisy. How were the Exalted Sun-children to bring about a “better world” when one-fifth of them were fashioned to bring death in the night? Still, if the Unconquered Sun was determined to forge such subtle but efficient weapons, who were the Yozis to foreswear from making use of them when the occasion rose? Named for their newly adoptive mother, Adorjan, the Scourges are the assassins of the Green Sun Princes. While the other four castes were
broadly designed to advance some metaphysical concept relevant to the Yozis—be it destruction, domination, conformity or corruption— Adorjan lacks such coherence of purpose. Her desires may change from moment to moment, but the intensity of her passions will never dim. Accordingly, her strong preference in potential Exalts is for candidates who are unbound by mortal constructs of behavior and motivation. Or to put it more crudely, Adorjan prefers for her Scourges to be insane. While the Infernal Exaltations do not always take this preference into account, madness does seem widespread among those who have Exalted as Scourges thus far. Surprisingly, given the malignancy of their patron, Malfean Scourges are not as overtly destructive as one might expect, as the raging
destruction imposed by the Demon City is often incompatible with the quiet urgency of Adorjan’s Chosen. Those who do carry Malfean Urges are often agent provocateurs who spread destruction and chaos by quietly silencing those who would counsel for peace, restraint, compassion and forgiveness or by assembling mobs of raging anarchists and building them into deadly fighting forces. Cecelynian Scourges, on the other hand, are often beset by contradictory impulses: an overweening ambition married to a compulsive need for silence and discretion. Such Scourges often content themselves to becoming the power behind the throne, using their dark arts to remove any others who would seek to give counsel to the ruler or who would oppose their vendettas. Pyrian Scourges turn their silent blades on those
who would undermine the status quo or promote learning or free thinking, and they seek to purge Creation of music, art, debate and every other mode of expression they think might offend their patron. Adorjani Scourges are whirling dervishes of silent devastation as unpredictable as their patron. Finally, Ophidian Scourges deliver death to any who simply dare to stand between them and their forbidden pleasures. Scourge Exaltations seek out potential hosts who have no fear of death, whether suffering it or causing it, and psychopaths are common choices, if not preferred. Many
Scourges hail from criminal backgrounds, but some are secretive scholars or devious courtesans. Cunning, guile and
ruthlessness are prized traits among the Scourges. Anima Banner: A Scourge’s caste mark manifests as a blood-red circle similar to the mark of the Night Caste but which slowly rotates in imitation of the swirling path of Adorjan. The anima of a Scourge is a mixture of green and red light that whirls around the Exalt in utter silence. Scourge totems resemble demons descended from the Silent Wind. Anima Power: Like their Night Caste cousins, Scourges have the power to mute the effects of their own animas. Whenever a Scourge spends Peripheral Essence, he can spend one additional mote to prevent the expenditure from adding to his anima banner. If the Peripheral Essence was spent to
activate a Charm with the Obvious keyword, the Scourge must spend twice the normal Essence cost to prevent any
addition to his anima banner. The Scourge can also use his anima to conceal his own movements. By spending five motes, the Scourge can render himself utterly silent for up to a scene. He can choose to talk or deliberately make a sound, but otherwise, nothing he does will make any noise. While this power is active, the Scourge adds his permanent Essence in automatic successes to all Stealth-related rolls in which silence plays a part. This power does nothing to prevent others from perceiving the Scourge through other means. If the Scourge spends 10 motes, he can surround himself with a zone of perfect silence that covers a radius of (Essence) yards from his person. No one within this radius can make any sort of mundane sound save by the Scourge’s will. However, while a victim seized and garroted while this power is in effect cannot cry out and be heard, if she, for example, throws a dagger or some other object outside the effect’s radius, any such noises will be heard as usual. Also, this power will not interfere with the casting of sorcery or necromancy spells in any way, even those that require some verbal utterance as part of their casting, nor will it interfere with Charms or any other supernatural effects that have auditory components, such as Demon-Wracking Shout (see pp. 147-148). Caste Abilities: Bringers of quiet death in the night like their patron, Scourges excel at Athletics, Awareness,
Dodge, Larceny and Stealth. Yozi Patron: Adorjan Associations: Raitons, winds, basalt, the season of Air, the color red
Sobriquets: Children of the Silent Wind, Hushbringers, Basalt Wolves, Daggers of Hell, The Wretched Concepts: assassins, criminals, malcontents, victims of bullying, abused spouses

FIEND CASTE
The Fiends deviate from their Solar counterparts perhaps more than any other Infernal caste. The Eclipse Caste Solars were created to serve as agents of unity and order, spreading diplomacy and society wherever they went. The Chosen of the Ebon Dragon serve neither unity nor order but only their own selfish desires concealed by a veil of false diplomacy. For it is the nature of the Ebon Dragon to transgress boundaries, to defy order and to exalt the self over the community at every turn. Fashioned in the image of the Shadow of All Things, the Fiends cannot help but spread disunity and chaos wherever they roam. The Fiends are the Chosen of the Ebon Dragon, the architect of the Yozis’ great plan, and as such, they assert a position of first among equals. Whether any of the other castes are prepared to recognize any such question has yet to be decided, but that does not stop the Fiends from claiming the position. Typical Fiends are chosen from those who defy social conventions and hold traditional moral values in contempt, individuals for whom the casual lie and the easy manipulation are as innate to the character’s self as breathing. The Ebon Dragon himself rejects morality as Yu-Shan defines it as a mere contrivance, a means of social control designed to render humans subservient to the gods as they once were to their true Primordial masters. As far as the Fiends are concerned, there is no controlling law other than “do as you wish,” and manipulation of others to get one’s way is not merely practical but desirable. Fiends who carry Malfean Urges are most commonly bullies and sadists who revel in carnage and violence and who demonstrate nothing but hatred for pacifism or any other restraint on the right of the strong to rule. Such
Fiends often serve as warmongers, inflaming the passions of the people against some hated other merely for the
pleasure of watching the ensuing bloodshed. Cecelynian Fiends are slippery bureaucrats who insinuate themselves
into existing power structures and destroy them from within, always with an eye toward personal advancement and
the destruction of any rivals. Pyrian Fiends manipulate bureaucracies and social structures against those who seek to
change them for the better, turning would-be reformers into pariahs and outcastes. Adorjani Fiends manipulate on a more personal scale, crushing their enemies (real or imagined) by insinuating themselves into their targets’ lives and then taking everything from them. Finally, Ophidian Fiends perfectly reflect the Ebon Dragon’s contempt for morality. They typically work to spread transgressive sins among the populace for no other reason than to watch society collapse under the weight of its own debauchery. Fiends, like Eclipse Caste Solars, are chosen from those skilled at social interaction. The Unconquered Sun chooses Eclipse Castes to use such skills to bring peace and stability. The Fiendish Exaltations, guided by the wry malice of the Ebon Dragon, seek those who will do the opposite—the selfish, the venal, the gadflies and the corrupt. The ability to lie with utter impunity and a willingness to do so, often when the truth would better serve, is prized among Fiends. Anima Banner: The caste mark of the Fiend is a black disk so dark that it hurts mortals to gaze upon. The anima of a Fiend is a mix of dark greens and purples, dominated of course by the purest black. Fiend totems tend to resemble demons descended from the Ebon Dragon. Anima Power: While their Yozi masters no longer have the power to directly manipulate the destinies of Creationborn, the Fiends still have the power to sanctify oaths in a manner conceptually similar to that of the Eclipse and Moonshadow Exalted, drawing upon their status as agents of the architects of Creation itself. The mechanical effects of the Fiend oath are functionally identical to the oaths sanctified by members of the Eclipse and Moonshadow castes. In addition, the Yozis are, in many ways, the personification of inauspiciousness, and they have granted their diplomats the power to remove the burden of existing Eclipse and Moonshadow oaths and transfer the penalty for any transgression onto the Yozis, for whom such penalties have no purchase. By committing five motes to a person who has sworn an oath sanctified by an Eclipse Caste Solar or a Moonshadow Caste Abyssal, the Fiend can free the oath swearer from the effects of violating that oath, but only for as long as the Essence remains committed. The Fiend can end the commitment at any time. Violations of the oath that took place while the Essence was committed will have no effect on the oath breaker, but if he violates the oath again once the Essence is withdrawn, he will suffer the normal effects of violating an Eclipse or Moonshadow oath. In other words, an oath swearer’s continued immunity to the effects of his oath are entirely dependent on the Fiend’s continued largesse. This power can also be used to protect one who has sworn an oath sanctified by any deity of the Celestial or Terrestrial Hierarchies or sworn to the Fair Folk. However, a Fiend cannot shield an oath breaker from the effects of breaking the oath unless the oath was sanctified by a being (Exalt, deity or Fair Folk) whose Essence is less than that of the Fiend himself. Also, under no circumstances can a Fiend use this power to circumvent the oaths of surrender that bind the Yozi themselves and their demonic offspring. Finally, Fiends, like their Solar and Abyssal peers, are talented generalists and can learn Charms from any type of Exalt or from spirits. The only limitation is that a Fiend can never use any Charm that carries the Holy keyword. She can learn holy Charms as prerequisites to other Charms that are
not intrinsically holy, but holy Charms activated by Fiends automatically fail to function. As with Eclipse and Moonshadow Caste Exalted, the cost for learning non-Infernal Charms is equal to double the normal cost for a Favored Charm, and each such Charm costs an additional two motes to use. Fiends may not begin play with any non-Infernal Charm without Storyteller permission. Fiends, understandably, are protected by diplomatic immunity in the Yozi realm just as Eclipse Caste Solars are, and they also serve as honored diplomats in both the Underworld and the courts of the Fair Folk. They carry no such immunity in the spirit world, where gods will almost certainly slay Infernal Exalts on sight once they realize what such strange beings are. Caste Abilities: Cunning and seductive manipulators, Fiends excel at Bureaucracy, Linguistics, Ride, Sail and Socialize. Yozi Patron: The Ebon Dragon Associations: Serpents, shadows, obsidian, Calibration and the season of Wood, the color black, the descendants of the Ebon Dragon. Sobriquets: Children of the Shadow of All Things, Dissonant Voices, Vitriol Falcons, Quills of Hell, The Deceivers Concepts: roving pirate, gambler, bored dilettante, scheming courtier, con man, cult leader.

INFERNAL EXALTED CHARACTER CREATION SUMMARY
STEP ONE: CHARACTER CONCEPT
Choose concept, caste, Motivation and Urge. Note caste’s anima powers.
STEP TWO: ATTRIBUTES
Note that all Attributes begin with one dot before you add any. Prioritize the three categories: Physical, Social,
Mental (8/6/4). Choose Physical Attributes: Strength, Dexterity, Stamina Choose Social Attributes: Charisma, Manipulation, Appearance Choose Mental Attributes: Perception, Intelligence, Wits
STEP THREE: ABILITIES
Note five Caste Abilities. Select Favored Abilities (5; may not be the same as Caste Abilities). Choose Abilities (28—at least 10 must be in Caste or Favored Abilities; at least one dot must be in each Favored Ability; no Ability can exceed 3 without spending bonus points).
STEP FOUR: ADVANTAGES
Choose Backgrounds (7, plus free Backgrounds— none may be higher than 3 without spending bonus points), Charms (10—at least five must be associated with the Yozi patron of the character’s caste), Virtues (5—none may be higher than 4 without spending bonus points) and Virtue Flaw.
STEP FIVE: FINISHING TOUCHES
Record Essence (2), Willpower (the sum of your two highest Virtues—cannot be raised above 8 unless at least two Virtues are rated 4 or higher); Intimacies (equal to starting Compassion); Personal Essence ([Essence x 3] + Willpower), Peripheral Essence ([Essence x 7] + Willpower + [the sum of character’s Virtues]), and health levels (7, plus any gained from Charms).
BONUS POINTS
Bonus points (15) may be spent at any point during character creation.
CASTES
• Slayer: Violent and bloodthirsty, the Forsaken are destined to be Hell’s generals. Caste Abilities: Archery, Martial Arts, Melee, Thrown and War Anima Powers: May use their animas to appear awesome and terrifying for a scene.
• Malefactor: Hypnotic and fanatical, the Blasphemous are destined to be Hell’s priest-kings. Caste Abilities: Integrity, Performance, Presence, Resistance and Survival Anima Powers: May use their animas to destroy holy symbols, to harm the servants of the light and to facilitate the worship of the Yozis.
• Defiler: Brilliant but depraved, the Unclean are destined to reshape Creation as Hell’s visionaries. Caste Abilities: Craft, Investigation, Lore, Medicine and Occult Anima Powers: May use their animas as protective shields.
• Scourge: Mad masters of stealth and trickery, the Wretched are destined to deal silent death as Adorjan’s assassins.
Caste Abilities: Athletics, Awareness, Dodge, Larceny and Stealth Anima Powers: May use their animas as cloaks
against detection, and may mute their animas’ display when using Essence.
• Fiend: Scheming manipulators of diplomacy and emotion, the Deceivers are destined to mold mortal and godly society into a form suitable for demonic purposes as Hell’s advocates. Caste Abilities: Bureaucracy, Linguistics, Ride, Sail and Socialize Anima Powers: May use their animas to sanctify oaths and contracts enforced by the power of
Malfeas itself, to interfere with similar oaths sanctified by Heaven or their slain brethren and to provide diplomatic immunity when dealing with demons, the Fair Folk and the dead.
VIRTUES
• Compassion—The ability to understand the feelings of others, regardless of whether or not one actually cares about those feelings.
• Conviction—Being driven toward fulfilling one’s Motivation and Urge.
• Temperance—Self-control and a willingness to ignore one’s vices unless engaging in them actually advances one’s plans.
• Valor—Bravery in the face of a Creation that rejects the rightness of the Malfean cause.
BACKGROUNDS
• Allies—Aides and collaborators who come to your assistance.
• Artifact—Magical weapons or items, some of which may be forged from the still-living bodies of lesser demons.
• Backing—Standing and rank in an organization of power and influence.
• Contacts—Information sources and people in useful places.
• Cult—Mortals who worship you.
• Familiar—A bestial companion.
• Familiar (Demonic)—A demonic companion.
• Followers—Mortals who look to you for leadership.
• Influence—Your pull in Creation or in Hell.
• Manse—A place of power and Essence to which you have access. For the Infernal Exalted, this Background may also refer to a manse in Creation that is vitriolic or Yozi-touched in aspect.
• Mentor—A teacher and instructor. For an Infernal Exalt, a mentor can also be a demonic familiar or even a particularly active unwoven coadjutor.
• Past Life—Memories of one or more of the prior hosts of your Infernal Exaltation.
• Resources—Material goods and money.
• Savant—Advanced knowledge of First Age lore and technology.
• Spies – A network of agents and infiltrators who supply you with inside information on your enemies.
BONUS POINTS
Trait Cost
Attribute 4
Ability 2 (1 if a Favored or Caste Ability)
Background 1 (2 if the Background is being raised above 3)
Specialty 1 (2 per 1 if in a Favored or Caste Ability)
Virtue 3
Willpower 2
Intimacies 3 to increase starting Intimacies to (Willpower + Compassion)
Essence 7
Charms 5 (4 if in a Favored or Caste Ability)

Start up for Exalted

EXALTED@Wonko's: Through The Dragon's Woods fatguy